#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 3 of 1
good idea, there should be a button to hide it, or clicking on the joker should hide it maybe, ill add it to the list
do you think that it could be possible to export your mod with text stored in a localization file instead of in the jokers?
Would it give you a localization file every time you make a joker?
Or store the file somewhere and update it everytime
Probably the latter actually
The former would be silly
i figure it would only be created when you export it as a mod
Idk how local storage works on web based apps, like what refreshes would do
True yeah that could work
i think you can just
trying to make it so that you NEED all types in your hand, not just 1 ace
is it worth
oh
my bad
don't know if "If Card Rank = A and If Card Suit = (suit)" or "If Card Rank = A and If Card Suit = Hearts and If Card Suit = ..." works
can't test rn as export is buggy atm
it probably wont since it's checking if a single card is an Ace and hearts and diamonds and clubs and spades at the same time
you could probably copy flower pot for what youre trying to do though
I think you need 4 triggers modyfing some variable to make it work
And then properly reset them
what is the difference between apply and add?
no difference, just different words lol
apply sounded nicer than add for xmult
this will probably come later on when I start adding more than just jokers. I want to give export options for things like this
yes, you can click the ands to make the ors tho
got bored and created this
cool art
is there a way to make a jolly in joker forge that has the description of 25x mult, it self-distruct after selling 4 jokers?
thanks
currently there's no trigger for "when a joker is sold" unfortunately, need to add that probably today or tomorrow
Worst thing in modding balatro by code is forgetting a comma 3 TIMES IN A ROW
@heady frost i am also humbly requesting for "when a consumable is used" trigger
that there is a way to identify the type of consumable it is (tarot, planet or spectral)
or even narrow it down to the exact one used
there is not much i can do with this trigger without that granular detail
Typescript
that would be good actually, I wanted to stray away from triggers having parameters but "when a consumable is used" or "when a joker is sold" can definitely benefit from having parameters like that
if you plan to recreate every vanilla joker, you'll need it for Constellation anyway
my use case was similar to that
very true, but does constellation act retroactively?
i think it does but can't say for sure
no it doesn't
according to the wiki
It doesn’t it would be a rare if it did
@heady frost How much are you planning on adding to this? Are you going to end up just adding functionality for all vanilla aspects (tags, challenges, seals), or will you want to go further yet, adding functionality for all or most of SMODS?
Would a parameter for a trigger not just be effectively the same as a condition?
hopefully as much functionality as makes sense, extending beyond vanilla stuff, but vanilla stuff is definitely a priority
you make a very good point lmao
I suppose it can be controlled with conditions and that lets triggers be parameter-less. there is already some ambiguity with triggers because there is a "first played hand" trigger but also a "first played hand" condition lol
would be nice if theres a "1 in 5 chance to do [thing 1], else,[thing 2]"
for the random chance
@heady frost here is the folder that i exporter from your site
btw i gave some update on the situation on Balatro modding starter pack
i love joker forge
i think he meant the file from this button
no worries haha, I'll have a look at it when I get home
when i try to start a run, it crashes with this error
do you have any other mods?
i have only this one and talisman but in the mods folder there are others but i turned them off, should i remove them?
this is a crash located in the balatro code rather than a mod, so i assume some mod is really fucking with the visibility of poker hands
do you have steamodded installed properly
do you have steamodded
yes
latest version?
i don't know
let me check
i have steam modded version 1.0.0 BETA 0626b
where can i download the latest steammodded version?
does that version even exist?
i dont think it does
it's written on the title screen to the left
latest is
latest version on the github is 0614a yeah
where did you download it from
this
i think
you probably went to code > download zip instead of the latest release then is my best guess
download this instead
ok thank you so much
j_<mod prefix>_<joker name>
ohh
that format worked in my code
_ as spaces
kk
it works thank you so much
wait actually im not sure how the generated code names the keys
@wild pier no spaces everything lowercase
for the name
unless its already doable with the card held in hand trigger, there should be a card held in hand at the end of round trigger
also the card held in hand trigger doesnt have the card seal condition for some reason
@heady frost a friend asked if you could add a card destroying feature, no pressure btw keep up the good work
im pretty sure its already there as an effect, unless you mean as a trigger
i mean that, for example, if a queen is played in hand joker gains x2 mult (scaleable jokers are also missing from the site which would be fixed by just being able to put variables as xmult values) and destroys the played queens
you can put variables as xmult values
you just have to press the little button next to the parameter name
that turns on variable mode for the parameter
scalable jokers are working, card held in hand trigger already works
look at the example for baron and stuff
destroying played queens can be done by destroying them when theyre scored
i dont mean the trigger, i mean the card being destroyed
how
destroy triggered card is an effect, it's exclusive to the card scored trigger
nice marketing
it might be a tiny bit broken tho
when a card is scored > if card rank = queen > destroy card
this was added so that if I see people in modding dev asking for help with their code, me and others will know it's jokerforge code so I can better know what needs fixing lol
can you add where if the random group doesnt trigger, trigger a different group for it 😇
feel free to delete it lol, when I add export options I might add an option to disable all comments in the code
hi guys can any of yall test my joker forge mod after i trigger all of my 30 jokers together
thank you
[i dont have balatro bought yet]
I don't know what you mean. like as in 'if effects does not trigger > do something'
yeah something like that
either/or probability i presume
this would require the ability to put random chance groups inside random chance groups and that gets messy lol
if you wanted a card to have a 1/2 chance to do either or effect, right now I would make 2 separate effects, both with a 1/4 chance
therefore it has a 1/2 chance to do any effect
but this would mean that it could technically do both at once
i mean thats not really the same, then youre just making one random chance only roll if another random chance rolled which is basically the same as just multiplying the chances
i meant more like choosing one effect randomly from a set pool of outcomes
does one lick make all of the played cards holographic, or is it one lick per card
@heady dock i wanna make a joker that scales by 2x mult for every queen played. how do i make it without it scaling only if the queens are played in general?
1 lick per card
when card is scored i assume>
so for every destroyed stone card, you are making one scored card holographic
this is how i made it
I'd probably reword the second sentence as "When a card is scored, licks them to give Holographic" or smth along those lines
the rank count checks for 1 or more queens
yeah that's good, ty
the double when a hand is played effect is because as far as i know only one effect in a context can trigger during that context because of how the code is generated, which is why there's the Xmult in both of them
what does the modify internal variable do?
its increases the variable Xmult by 2
i want it to scale by 2 for every queen played, not if theres a queen played in general, is it possible?
yeah you just gotta put the modify internal variable into the when card is scored effect
and then you dont need a duplicate hand played effect
though that will scale it for every time a queen is triggered, not for every queen played since there isnt any way to track that yet
theres a first played hand trigger? all i see is played hand and first hand drawn
i gave your code and try ad it says this
thats probably an issue with the code generator then i presume, send me the mod
might be because you have a space in your variable name, you cant do that
you can only use alphanumeric characters and underscores
btw a sound play effect is really needed..
im pretty sure its on low priority rn because its not actually needed for the functionality of any jokers, it is already in the list of features to add though as far as i know
found a little bug, if you select color and write some text afterwards with new lines, it will show as new lines get same color as line where color was selected, but in game actually only line with color selector is for example gray, lines next are default white. Amazing joker builder site through
also how do i make my joker destroy itself? i tried entering mod name with lower - and my joker name, similar to how cryptid for example c_tenebris does.
There's destroy self effect
Iirc
All the way down
You have to move the window slightly upwards to see it fully
yeah if you scroll to the bottom theres destroy self
lowered zoom in browser to 80, it's like finding secret page on book
yeah that you zoomed in is probably the issue lol, cant see the entire page then
I'll add an issue to the GitHub about it
oh wait huh yeah thats wierd nvmk
never noticed that the block palette goes off screen partially
I thinkt it's because I use vertical tabs on my browser so I always mess up with what the user can actually see, will sort this tonight haha. UI is hard lol
very good catch will solve this later
idk if you read it yet but the card seal condition isnt an option for the card held in hand trigger
this is an easy fix, I'm out at seaside at the moment but once I'm back home I will sort it lol
to make sure I don't forget, u guys can add it as an issue to the GitHub, cos sometimes I forget to check this chat properly when I'm going thru it when I get home
Customer service on a beach is crazy
sat inside a pub rn, still upholding the good prospect of joker forge
Just met the creator of joker forge in pub really nice guy!!!!!!
joker forge face reveal
Mr. Forge
John "Joker" Forge
pub? is jokerforge... british?
and Roman
NOOOOOOOOOOO 😭
did you ask for an autograph?
I did but I didn't have a pen so he signed my notes
woah
Maybe add in the original message that the errors should be sent here
No I think he prefers just lollygagging about like a bastard instead of working on joker forge
yeah, the thing with ppl asking for help in modding dev is that even tho they might be able to help for the specific issues, it does not solve the root issue of jokerforge generating broken code in specific situations
What if you did a popup when exporting about reporting issues here
@autumn dove made a good point irl of adding a comment to the generated code, saying if you experience issues, report them to the GitHub issues page with your exported JSON
Yeah but if you use a tool that generates code for you because you don't understand the code what's the chance that you'll open the file
very true, a popup would be great too
Recently there was someone that didn't know how to open the main.lua file
Or he had an idea but wanted to be sure
just because I don't want the guys in modding-dev to end up hating jokerforge because when there is a big issue, people would be swarming there lol
I'll add that tonight
does anyone here know if its possible to have poker hands as a tooltip on a card?
also why is the language files for the hands so wierd
like some of these have quotes and square brackets but some don't? why??
Hey, Is there any way I can put or variables in the effects part, I'm trying to make a joker create a random tarot OR spectral card, but i cant figure out how. Its always either both or none.
maybe like this? checks for internal variable, if set to 0 then spawns taro card and then sets to 1, if 1 then spawn spectral card and sets to 0
and add like 1 in something chance it will keep at 0 when spawned tarot
that is a really ingenious solution damn
i can't lie, i've probably invested 20 hours of work into this already
man i need to get my gain up i only got 3 jokers 💀
i wonder if there will be an error where the website refuses to load the json because its too big
maybe some day
fr that is absolutely insane
would not be surprised
anyways, updated the overview page to be a bit nicer and added a section with my recent commits so you guys can see exactly what has just been added
"Chore" 👀
its a programming thing lol
A specification for adding human and machine readable meaning to commit messages
added a nice modal
cards that are created from a specific card creation effect get added as a variable to joker info menu, idk if thats intentional
send json, i cant replicate this for some reason
json along with the variables for reference
oh wait i can export individual jokers
hold on
okay nvm that gives a lua file
yeah haha, i might make an export json for individual joker soon
oh yeah, i see it lol. not intentional but not a super big issue, still will have a look at it
hello i am trying to make a joker that destroys all played face cards and gain .2 Xmult but im 90% sure im doing it wrong
whats the internal variable in the conditions
well i was looking at the other scaling jokers in joker forge and they all had it so i was trying to copy that
hello!
i was trying to figure out how to achieve the effect of applying a specific enhancement to all cards in a played hand in the editor
when a card is scored > edit triggered card
i dont think theres a way to do it for all played cards though, just all scored cards
okay theres definitely a lot of things you should be doing differently
you should start by making a variable in the variables menu that you can open from the bottom menu thing
and then use that variable you created instead of the default one thats there because there are no variables yet
this is how i would do it
thanks for the help
thank u i appreciate it greatly
not again...
you are the goat at finding obscure errors haha
im not even trying to do these intentionally 😭
i just randomly find bugs atp
does anyone else feel like the colour palette is kinda muddy??
me and goodmorning were discussing this yesterday but maybe the site could benefit from adjusting the colours and i made a pr to change some colours and experiment with some different colours
but i wanted to get some advice because if yall feel its okay maybe the change is not necessary if you like it?
this is what the site normally looks like
and this is an idea i had. i also wanted to consider making it color blind friendly too
i do like it but i feel it could use a bit more color
yeah it feels like something is missing you know?
mhm
I hope you guys didn't meet irl just to talk about the site
i mean why would they
lol imagine though
jokerforge discussion at the local pub
😭
nah we are good friends irl it just comes up in conversation because he is very passionate about this project
hi how do i make a joker self destruct, because i am using the effect "Destroy joker" and then specific joker and then i have to write the joker key, what is the joker key of the card your just creating?
I'm mildly excited to use this later for the mod I'm working on. I've got a lot of ideas and I just don't have the time to learn to code.
There's a destroy self effect at the very bottom of the list
oh thank i didn't noticed my bad
np :)
just so i know if i want to try my new created joker is there a way to obtain them from the start of the run?
You can install the debug plus mod
where can i find the jokers key?
j_<mod prefix>_<joker key>
in joker forge "joker key" is the name of your joker lowercase and removed spaces
so "My New Joker123" will have a key "mynewjoker123" and a indentifier of "j_<mod prefix>_mynewjoker123
so if i want to have cavendish i write j_cavendish?
yes
and if the joker is lets say from a mod, you have to add a prefix.
like "j_mycustommod_myjoker"
ok thanks
@heady frost you should add the check internal value condition to the passive trigger so i could make a yorick xchips version
that wouldnt work as a trigger i think, to make yorick you would use the card discarded trigger, because thats the only time that the discard number would change
so i imagine you would make two rules, one for if it reaches over 23, and another for if it doesnt so you just increment by 1
how do i make a rule if there isnt the correct trigger, its supposed to be passive
just copy yorick from vanilla remade and change the xmult effect to an xchips effect (also change the buy price to 20)
scoring effects go in when hand is played, not passive
there should be an option to make a chance effect not modifiable (basically just not use G.GAME.probabilities.normal) to allow random either/or effects to work properly without interference from oops all 6s
as of latest smods probability jokers no longer use probabilities.normal
well, there’s backcompat but it’s temporary
how easy is it to switch over to the new system and how long with it be backcompat for
because this change will require big changes to how random chance works in joker forge
good idea, i will add it to the github issues
over the next couple of days, i want to finish up adding the more complex effects, and introduce the new 'global variables' system
looks pretty easy to switch, unsure how long backcompat will last but the new changes are for oa6 iirc
jokers with old probability still work but break with oa6/other probability manipulation
that's a bit annoying still, what's the reason for the change?
well, there's now support for additive probability, and afaict the new system has much more intuitive syntax
that's pretty good then atleast
i managed to set hand size to 0
is that an instant loss lol
yes but i managed to do it once now i can replicate it
destroy triggered card effect should be much more robust and actually work. big thanks to @tepid glade for the help with the code in modding dev lol
if you find any issues with it, please let me know
🔥
Destroy hand cards is implemented
?
still would be really funny if stickers can already be on jokers (like the cube from cryptid mod)
yeah, destroy playing cards, exclusive to the card scored trigger. it was already implemented before, but the code it was generating was very wrong
very good suggestion, I will add it to the list
i am desperate for held in hand at end of round to be implemented
what do you mean held in hand at end in round
ohhh
the trigger
the current held in hand triggers every hand and isn’t really suitable
for a lot of things I want to use that for
good point actually
NOT AGAIN
I think I had a look at that early
it's an issue with your joker that has a 1/10 chance
you have two triggers for the same thing, both without conditions
you need to combine them, you can add probability based effects alongside existing effects
I should probably have some frontend error checking for things like this, like naming variables weird stuff breaks the code too
Divide by 0.1 == multiply by 10
oookay so variables don't work for xchip or xmult anymore
that's weird
actually no wait it does work
yeah it works nvm
man i love using this
Holy
yes cow
does the code gen actually work with this many effects lmao
this is crazy
yep
it's actually impossible to beat a blind with this alone (the x/10 mult ruins your run immediately)
i bet i could win this decently easily
(if i throw it with cryptid)
alright i'm buffing it to make it truly impossible
forgot to say after discarding a hand
wait till this joker meets ceremonial dagger
you're lucky stickers aren't forceable onto jokers right now
antithesis
(from cryptid i believe)
i think the best bet would be to have the card have an on destroy/sold condition where it spawns two more
hydra style
Here's another Joker I made, what rarity and price would you give it?
It starts at 0.1 chips.
So 1 chip then?
1 chip sounds fair
theres the teeny joker that scales by 6 chips when a 2 is scored
What art might it have?
bruh
Actually I might make the art a collectable.
i decided to draw a placeholder card for my mod
press the import mods button, then unzip the file you get and put it in your mods folder
That's actually similar to mine
The texture was updated since this screenshot but yk
and how did you make a scaling joker? (im new)
This one wasn't make with joker forge
But you can look at madness because i think it was on joker forge
IDK if this mod has a way to do that I haven't tried it yet but one long way to do it is by adding g enough 0 according to the ^(power) you want it to be raised to
what is G?
@heady frost plz add shop changing. i had a joker idea for "all vouchers are free, shop items are 25% more" before i checked and saw no triggers for that
it would also be cool to have ^mult!
im so confused
this is the joker that is breaking it
i tried without and it worked
but idk why it is
Did you actually make a variable to change in the variables tab
Oh you did nvm
Yeah i dont know why that doesnt work, probably a code generation issue
Send the crash log, someone might be able to help with that
Would you know how to make a pseudo ^mult?
Could i modify other mods jokers with this tool?
there is no way to import a joker as of now
So is only made for the creation of new jokers
I need to modify some of the pwx jokers
you can modify the base game/extra credit jokers they have in the resources tab
not from a lua file that is
is there?
Can I ask you something about the compatibility of two mods?
the json you sent
Woah what
You seem good at coding
Howd you do that
me?!
i have like an hour of slight python learning as my experience 🙏
Lol
but to know compatibilty you just run the two mods
if they dont work
incompatible
Ok but why should he know
Oh I just had a spelling error
he has done lua coding
oh
the problem with that is it is a scaliung joker
doesn't mean i know about mod compability
I can’t ask the actual creators cuz they don’t go well with anyone
Everyone i ask tells me to stop playing pwx
ofc you changed the main file to coke.lua 😭
I tried changing it after it broke
The first time
It was main
And if I can find a fix I'll probably change it
Funny how the gmod joker is the one that gets an error
funny thing is that it doesn't look like i got an error in the files i downloaded
It works?
Idk what that means but it sounds like it shouldn't
you said you understand some python. did you learn functions?
def f(x):
return x
x = x + 1
return x
print(f(10))
basically
it returns before doing the other part
and the error is because it expects to end the if after the return
Oh
i'll add an issue on the github just in case the dev doesn't read these messages
So that's why it said "Smods expected to end at line 200something" near [if]?
yup
if you open the file in let's say notepad and change these lines to this is should work
unless the (card.ability.extra.xmultvar) + 0.1 raises an error
gn
@woeful bough sorry for the ping but i found the problem. if you remove the custom message in the Destroy triggered card effect it should work.
nah it's fine im gonna try to stay up and fix my sleep schedule
also thank you
you have to go into the code and delete it/ do what i showed here
should be fine
ok
i didnt even end up using that variable
i was trying to make ^mult but couldnt do it with joker forge
i feel like im flooding the github
maybe swap the effects around
it doesn't make sense logically if destroy triggered card comes before a variable anyways
because the card is destroyed
see if that works
ok
but I will get on that
like ignoring the vouchers that change price?
probably if you code it manually but not with jokerforge unfortunately
that's okay
I should add it to the list tho
do you plan on making things like ^mult possible?
i saw that negative cards and Xchips existed
I am pretty sure it's easy to do, if it is easy I could add it today when I get out of bed lol
gl on that
i love this website
this is beautiful I will add this soon
i managed to get up but it's like 34°C outside and i just dont have energy to do anything
all i did related to balatro modding since i woke up is making those 3 issues on your github
i live in the cold parts of the us and those temps practically kill me
thats perfect, thank u for adding issues. it's much better to add them there because it makes sure I don't miss them rather than in this chat lol
all of the jokers ive made (J.O.K.E.R says consumable)
btw i never changed the image for the joker. i added the J logo as an overlay
ah
do these all work all nicely too
like does the code gen mess up lol or does it just work
yes, the only issue i had is there is no way to make a copy of the consumable that was sold. so if i have 2 different consumables and sell one, theres a chance it copies the other and not the one i sold
besides that yeah they worked perfect
i think the Jarry one was just my inexperience.
is that the destroy triggered cards one
Oh do we have card sold triggers now?
OH
oh wait
nvm
will add this in like 30 mins or so lol
I want to add a bunch of effects, triggers, and conditions today that are missing
making a website like this must be hard
because of the specific scenarios
that people might make
i think my favorite thing is that you arent just trying to be able to recreate the base games stuff but also adding other sutff (Xchips, negative cards, ETC.)
makes it way more fun to make jokers
technically ∞ possibilities
yea
but after youve added enough its up to people to combine the things already there
to make what they want
like there isnt gonna be a "fully recreate elden ring" effect
pretty sure negative cards are possible normally but there's no way to get them
either that or the SMODS adds it
No negative cards are in vanilla but unused
no way to get them
oh
The text for negative on playing cards is in the localization too
And its in the steam trailers
i feel like he might make bigger number support
I doubt it since you barely hit the limit in vanilla anyway
if he were to add negative cards
ive seen naneinf with joker stencil
anything is possible
Negative red seal steel kings + cryptid perkeo
this is why people finding bugs is really great because there are endless different ways to create jokers and there isn't a good way to automate testing
Install talisman and see how much higher you can go
"free labor is the best kind" -some random guy probably sometime
i did
before the game ran at 1 frame a second i got to about e20731
i wanted at least one unbalanced joker in my mod
but when ^mult gets added ill probably do it on accident
Someone should make like a card stacking mod for negative cards in your hand for less 1 fps negative steel card gameplay
did you disable scoring animations?
in talismans config
even with that though if the consumables you get are gotten faster than the rate that it stacks them the cards stay for a sec before being added
in that SS i had consumable stacking on
yes
but the problem was that i had so many cards and barons i sat there for like ten minutes and i saw the like 20th card in my hand shake (which indicates what card it is on)
if its to many triggers the disable scoring animations isnt much better than enabling them
Do you have the latest talisman version, because that one actually disables card shaking
when did that come out!
thats hype
ill try it rn
😭 the joker still breaks
i swapped it
can you show the lines
yea
lemme open it up
ah
i see
the return of... return
that isnt where the error was tho
damn
or delete the 3 lines each time
this is just an issue with the destroy triggered card effect not appropropriately chaining itself
oh lol
you guys are the goat
i tried to make as detailed issue as possible and you just ignored it 😢
i just worded the things you discovered
btw how do you play code?
oh
it's kinda silly
it reads (to me) as you are literally PLAYING the code itself
like running doom on a calculator
my friend is also taunting me about it sometimes
i just use it to track how much i spent away from life
programming is a good career
ehh
^comparatively to a fast food worker
or like
any low level job
(atleast in the us)
the pay is awful
US pay for programmers is insane
i could do the exact same job here as in america and in america i will get paid 3x more
im from the uk and starting salary for programmers is like 30-40k
that isnt too bad
which still is not bad at all
*comparably to programmers here
what country are you in?
the one with pubs in it
isnt the dollar worth more?
but in the last 10 years the pound has dropped in value loads
its like 90 cents to a pound or something now, barely worth that much more
wrong way around
thats better than i though
73 cents to a pound
i remember when the xbox 360 first came out and to buy those gamer points or whatever they called them (their currency) it was 49p when in america it was 99c
move to UK
put all money in bank
live in UK for a few years
interest in bank
move back to US
rich
unless banks have bad interest
ours might be better than that lol
the thing with america is the individual state really matters i think
england is the size of some of your states
cheeky bastards
i love england though, great food, great people
knife crime goes hard but i dont live anywhere near london so im fine
*healthy food
except the ice cream being like 99% oil
the food is genuinely healthier too, we have some of the strictest food regulation atleast compared to us
the toothpaste that is used in america is not allowed here even if i remember correctly
thats where the stereotype of bad teeth comes from
i think
except ice cream. the UK says that legally ice cream has to have "5% of ANY source of fats", while the US states "at LEAST 10% of DAIRY fats" to be called ice cream
Knife crime isn’t that prominent though, I’ve only seen it once
ice cream goes crazy here tho you gotta try it
ive had knives pulled out on me but i live in a not very affluent part of england
where im at you can have a gun at 16
and its about environment too, if you never get involved with bad shit, bad shit wouldnt really happen to you
that is actually crazy to wrap my head around
we rarely see guns here, only time ive seen guns in person is some special police can have them
i think people my age dont realize the lethality of guns. which means they could easily just shoot people that make them angry
On Halloween I saw a group of kids dressed as roadmen holding knives 😭
average uk residents
Zigzag strat goes hard
i would be much more scared going into poor areas in america than i do here
just because of guns
we have had incidents of people running around with machetes and stuff but outside of sword combat, you dont see many guns and stuff
we were being tf2 characters for halloween and one of my red neck friends grandpa gave him a defective WW2 rocket launcher
they have a lot of permits and stuff to get them in the UK
but here you can probably just say "you got an AK?" and they'd give you a buy one get one discount
yeah, there is a gun shop near where i live
it is possible to get a gun, just much harder
and you only see farmers and stuff having them, not kids trying to act hard
Because knives are used for cooking and stuff but you can’t cut steak with a glock
watch me
Oh shit
my 13 year old cousin got caught stealing kitchen knives from my grandmas a while ago hahah
why
just why
to go around acting like hes hard
Should I be joking at a time like thiisss
joker
reference
haha funny
...
welome to the internet!
im adding that to my playlist now
i forgot it existed
bo burnham is modern weird al
the effect for destroy triggered card should be fixed and actually work properly with other effects chained with it
hooray!
just pushed the changes now, let me know if anyone still has issues and such
it works
idk if you could but it would be cool to add a preset of shaders to add to a joker like hologram
good idea, i i will add it to the github issues
Holy over powered joker haha
i am from t'north and this has not happened to me
it works with hanging chad
and retriggers
it destroys them after the hand is done
i made it common because i wanted to use it
Deck fixing and permanent mult together makes for a very op joker
you found the OP. i was born in it.
what does it mean for a card to be cored
now that we have a sufficient sample size of 2 we can safely say the rate of knife crime in the uk is 50%
i think they mean scored
i am also from t'north
but i have been involved in some not so savoury activies in my teenage years
anyways, card sold and card bought triggers have been added woooo!
^mult?
will get on it
soon™
does anybody know if smods does ^mult and stuff natively like it does xchips
wait
nvm
haha
what's so funny
what rarity should this be?
you could just do it yourself i imagine
smods might natively support it tho i will do some testing
i know cryptid has it but idk if it uses a native one or if its custom
https://github.com/SpectralPack/Cryptid/blob/main/items/exotic.lua#L317 cryptid just returns Emult_mod but that may be after some overrides and stuff
Thats been a thing for like so long when did you last update talisman 😭
2 weeks
yea
I thought that got taken out much longer ago
Are you downloading the latest release or the latest github commit
balatro mod manager idk
Okay then wierd ig because i download it from the mod manager and i dont have the card shaking thing
there should be a "when this card is sold" one
like invis joker
good point actually
^mult, ^chips, and ^dollars is kicking my ass for some reason i am going to modding dev haha
with help from the nice people over at #💻・modding-dev, ^mult and ^chips has been added!
make sure you also have talisman installed for these effects tho
Hooray!
if u find any issues with it, just ping me or add it to the github issues page
Okay
man this is cool af
Is it possible to do a "gains ^0.03 mult whenever XMULT is triggered"?
probably not for a good while because that would require custom hooking some stuff i imagine, probably out of the scope for jokerforge for a while because that trigger would be mad to program in this way
Ok
thank u 😼
you can always just copy and paste exponentia from cryptid and modify the values
added the "specific joker" condition to check if you own a specific joker! now you can create explicit synergies between jokers which is pretty great
let me know if you guys find any errors with it (you shouldnt, conditions are easy to implement 🤞 )
(also works with your own jokers, just be sure to prefix it with your prefix)
this is awesome! Helps a lot since I don't know lua very much
aw yes
Could I do "when a card is sold > [specific joker]>etc." to make a invisible-esc joker?
any ideas for this joker
After every round , gives a random predator
random chance to give you a tarot, planet, or spectral card (reference to the fact that these obby games randomly shove gamepasses into your face)
How many updates will it take before I can bring polterworx back from the dead with my own hands
never
every time you buy an item there's a 1 in 3 chance for another item to appear in its place
I miss it so much

I just had an idea for if someone wanted to create an evolving joker
Add the evolved version and the basic version and for the basic you can destroy self when something happens and create the evolved joker with a message that says something like “1 up”
at the end of round, lose $10 and add polychrome to a random joker (microtransactions)
idk if thats possible with joker forge though
the losing money part is for some reason not possible (sadly)
cant you just do add money and put in -10
sets back to 0
variables dont work either iirc
i believe so yes, but when a card is sold also applies to consumables and stuff. i need to add "when this joker is sold" as a trigger to fully make holographic
i mean
ehhh
do emojis even work haha
the card creating effects should have a parameter for wether they require room or not
kinda unfortunate you cant have ^mult
that is a good point, i remember that being brought up a while ago
you can cant u
didnt that like just get added though
what
O H
i added it a few hours ago lol
can i just not put a version after dependencies to make it accept any version of the mod
for smods? yeah, feel free to change it, its only like that because i have been developing with the latest smods version in mind lol
oh right i forgor uhh
feature to make jokers not buyable in shop (without needing legendary)
i meant for other dependencies like talisman for exponential stuff
oh yeah you could add that too, ideally it should probably auto-add that as a dependency as soon as it detects rules with effects that need it
perfect one
oh nvm i can just require the version that added the exponential stuff or higher
okay thats just gonna be fucked up
so like make 50 different "cursed" jokers and make them all abysmal dogshit?
Is it mentioned somewhere that you need to add the mod prefix
Because a few people here asked about that field
im pretty sure it says that the mod prefix is added to all cards in the mod in the metadata tab
true, i should add a message somewhere
but realistically, i think i just need to make some good docs
i was thinking about doing it with github like the wiki integrated to a github repo. and then the docs page can just interpret what is there and display it all nicely. similar to how the overview page dynamically gets the projects commits and checklist from the readme
im making a toilet card that adds 0.5x mult each poker hand that contains flush in its mame
and it can be simple docs too, doesnt have to be too long
goated
is there like a current mult thing you can put in the description of a joker
or no
OH THE VARIABLES
the toilet card is basically a copy of pocket aces
but adds x0.5 mult
every flush hand
"when this card is sold" trigger added + some frontend validation stuff
now things like hologram is replicable (still need to add it to the page lol)
is there a trigger for using a specific consumable
how does this let hologram be recreated
can someone test this out for me
no not yet, that will be a specific condition "if consumable is []"
exclusive to certain triggers like card sold, consumable used, etc
also i would add a trigger for poker hand upgrades, which is a seperate thing from using planets (i.e. space/burnt joker, and modded jokers that retrigger them like crossaint)
how easy is this, does smods give me a nice context to use lol
except when a card is modified
can someone give me a idea for this
yeah that really should have a context lol
falala
sets ante to -20
why.
i need to to add the set ante effect lol
there should also probably be support for "When Shop is entered", which i know fs is context.starting_shop
why do you hate falalas
thats a good idea actually i wil add it to the checklist
it's not in vanilla but i have a joker in my own mod that uses it so it would be nice to have
what joker uses it
yoglig
patchwork
oh shit custom edition too
i cant wait to get onto adding the ability for custom editions and consumables
will probably be less advanced than the joker stuff tho
i know literally nothing about making anything other than jokers in smods so far because thats all i have been doing lol
i mean edition can just be a literal copy of the joker editor just without most of the triggers
and then just the code generation is different and the shaders stuff
yeah thats what im thinking, as long as the code is similar too
yoglig
shaders will probably just be a very primitive selection of a couple of presets that you can change the values of
the thing is with editions is that they either have to use vanilla shaders (if so, you need this in SMODS.Edition) or you have to make a custom GLSL shader which is like impossible
shader code fries my head so this one just uses voucher
how many of them are they to choose from? when i get around to it, it will probably just be a list of vanilla shaders then
but all of this will be after all of the vanilla jokers are replicable. a lot of jokers like pareidolia and oops all sixes and that joker that combines suits needs basically special treatment
iirc, dissolve (default for cards), foil, holographic (might be called holo internally i don't remember), polychrome, booster (also used for spectral), voucher, negative and negative_shine
still quite a decent list, would be nice to have some custom shaders though
but i will burn that bridge when i get to it or whatever
Btw, you should add a new type of blocks called “checks” or something, as in they check the amount of hands, hand size, cards played, etc etc
you can ask other mod developers for their custom shader code maybe
any ideas for this
wouldn't those just be conditions
if it's possible on the back end it would be nice to just have operator blocks like scratch and you can compare game values that way
+2,000 chips
yeah, thats the next big thing i need to implement, it will probably be a new panel similar to variables called 'game variables' or 'global variables' where you can access a bunch of game related stuff and use them in place of variables and stuff
fuck yeah
would probably make talisman compat trivial as well
i’ll make it like adds 250 chips each card played
i also need to add proper drag and drop functionality but drag and drop is notoriously difficult in web dev to get right
yeah like that
and no they arent like conditions, conditions check for example "if hands = 2", not however many hands there are currently
like stencil
which checks for the amount of jokers
Surely soon a trigger for detecting wheel of fortune failing will be added
oh hey i did that one
I added something similar but I didn't know about calculate_context so I made a variable
also letting you know the rarity colors arent needed since they're just already there
theyre just these
my fortune_fail also activates when wheel of misfortune goes off and when the fortune seal doesn't
this is how i'd do it if i wanted it to apply retroactively
probably could just be a listed chance succeeded/didnt succeed condition on a bunch of triggers
like using consumable or card scored
probably best to call it something else or you’ll be hunted down
I mean… Pen’s Palm and rack
if I was to port stencil over to joker forge, no checks will be needed. you would just use xmult with a value of "joker slots remaining". "joker slots remaining" would be a default game variable in the new "game variables" menu. I might actually start adding it tonight if I have time
docs are hard 🤕
It would look cooler in game
How would i make a scaling joker where the way to scale it would be to have a specific joker?
Like x2 mult for every x joker you own
no way to track that right now
working on something to do something like that now
I haven't checked in a bit: does jokerforge have a way to change a card's suit and rank?
will be implemented soon
yes, edit triggered card
its exclusive to the card scored trigger tho
Dangit
Is there a way to lock a joker behind another like Cavendish or [after _rounds, sell this card to create ___]?
no, but that will be implemented very shortly. you can currently have jokers that can be sold to make others after a certain amount of rounds, but currently there needs to be a way to remove jokers from the shop spawn pool without making them legendary
probably will get on that tomorrow, im currently implementing some really big changes to the code generation to enable jokers like stencil joker, fortune teller, and blue joker
Hey, quick question, is there a "When this joker is obtained" Trigger?
You can probably mimic it. There is a "when a card is bought" and i think you can specify a specific joker
yeah, it will be a new type of variable, really cool but it will take a few more hours before its ready to be used on the site haha
kind of but it is broken, it is the passive trigger
After that what base game jokers can't be remade?
the ones that require difficult effect files like pareidolia, seeing double
but then once those are done, none
this new system will whittle the list down to very few specific vanilla jokers that cant be remade
I haven't checked did you fix the "considered as" one?
no, i havent returned back to that because it scares me haha. that effect should be exactly for pareidolia and seeing double lol
i cant think of any others off of the top of my head that have crazy effects like that for base game
brainstorm sitting in the corner
isn't seeing double pretty simple to recreate, you could do something like blackboard but for scoring cards and have a variable for if a club card has been scored and one for if any other suit has been scored
If played hand contains [suit] and another one
ig you have wild cards to worry about then tho
Smeared
that too
It could be done right now
bruh i meant smeared when ive been talking about seeing double
Oh
........
Haha
seeing double can be done right now i think lmao
lmao
though it wont be triggerable with 2 wild cards i think since it will always only activate the first rule and not the second
i have not looked into that at all because i feared it would be hard lmao
wild cards are classed as all suits so i think it might actually work (i think)
theres a lot more vanilla jokers that are replicable but i havent updated the list in a ltitle while
and theres some in the list that are broken or just straight up wrong too
cant only one rule activate in each trigger at a time with how the current code generation is though?
OMG thank you sooooooo much
you can have two rules with the same trigger and it will generate the code to be conditionally
under the same context in the code it will generate two paths if you get me


