#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 10 of 1
joker forge is gonna be the new rarity
im not going that deep
i enjoy coding more
😭
I'm trying to make a joker but I couldn't fully make in joker forge so I tried adding to it but it doesn't work 😭
like is it making a crash or is it just not working
how i would do it is i would change a variable when an item is bought to 1, then at the end of the shop i would reduce dollars if that variable is 0
It just resets to 0.. twice...
that is a good idea thanks
so uhhh
only one of my jokers correctly exported
nvm, found the issue
it doesn't export the default joker ids correctly
so I had to give them new ones
it does work you just have to open every joker's edit info page at least once after the new change so it generates a key properly
i am going to change this in a minute so if a joker is sent to code generation without a jokerid, it will still generate one for you
but if you change it manually, that new one will always override the generated one
the copy joker ability effect is not easily modifyable in a way that joker forge likes to enable multiple effects to be copied unfortunately
Joker retriggering could substitute
joker retrigger will be something i will come back to probably after other things are done
im too excited to start working on custom rarities and consumables
im whizzing through these github issues
Im equally as excited to start using them
what the- gifs are allowed now?
lmao, dont even mention it in the description too
well damn
long ass description
idk
what in the jen's almanac
and they say joker forge is limited smh
thats a sprunki isnt it?
knew it
i wish game over trigger has more effects to pair with surviving death
(canonically he will fucking murder you if you call solinium that)
holy almanac
instantly lose the game effect when 🤧🤧🤧
best we can do is set hand size to 1 and hands to 1 😔
ok i need to know what happens if you decrement a variable to 0
while it's being used as the denominator
well isn't that neat
solinium omega crashes the game before it's even unlocked 😭
UHHHHHHHH
SO IT CRASHES THE GAME IMMEDIATELY IF I TRY TO GIVE MYSELF IT
I can add them after this match of marvel rivals but idk how well they will work lol
also can you add some stuff on the metadata for the balatro mod index so people can upload mods that they made on joker forge without having to manually add them
added game over to the generic triggers list, making it have basically all of the generic conditions and effects
coolio
results may vary and i am NOT fixing game over related stuff if it doesnt work
maybe
That wouldn't be possible
Due to how uploading mods there works
dang
fr?
you know what nvm im not gonna think about it more
after adding more jokers ima release the new update of the mod
Five hundred cigarettes
will fix it tomorrow when i wake up, i think i know the issue tho so should be pretty easy
tomorrow im hoping to fix some more bugs and potentially get started on custom rarity but no promises
all the variables are fucked too 😭
i discarded and this happened
prevent death should actually say "Saved by [joker name]"
huh why does it create fool tarot
is there any way to check how many jokers and playing cards were triggered since obtaining
Because I had a joker I wanted to make for a mod based around some friends and I
+1 Chips per joker triggered or playing card scored (Currently +blank Chips) - Legendary
https://github.com/N0tToxicPlayer/Flushtro/releases/tag/v1.10 new update wowzers
question: Will the auto-generated Joker Key for custom cards have the "j_" prefix?
like if I wanted a joker to create a custom joker would it still be "j_whatever"?
nvm i read the tooltip
Okay so this effect is supposed to have a 1 in 6 chance of both destroying a face card and giving $10 when it's scored. However the two effects seem to be rolling and triggering independently, rather than activating at the same time, as intended
Also the Add Permanent Bonus effect doesn't seem to be working. It's triggering, but the cards don't actually get the bonus applied.
will there ever be an option to retrigger jokers?
there already is
is there? I'm referring to something that retriggers other jokers, like a more versatile form of Blueprint/Brainstorm. Other mods like Cryptid's Boredom or Yahimod's many jokers retrigger use said function.
just the simple retrigger joker once
hell yeah
Brilliant
what the fuck happened to altrive joker
whats wrong with the joker forge code
altrive good tho
what happened
whats it supposed to say,,
can you send the json?
i think these 2 are clashing
ohh']
No way its Civilisation but 100 times better
fuck
okay getting new version>>
i'll add an issue on github to address this
holy crash log..
i think its the emojis
or smth
@icy crow
vrochacho
help me with ts
wth
did you include a newline in the description?
like you did shift+enter
or pasted something with a newline
{s:0.8}Welcome to the Easy Obby! Run, jump, [s]and slide through this awesome obby!
Be sure to like 👍 and favorite ⭐ [s]if you enjoyed the game! [s][s]NOTE It may take multiple resets for gamepasses to show [s]up in your inventory. All content in game, including [s]any sponsored content, was developed, uploaded and [s]published by the game's development team. [s][s]BE SURE TO JOIN THIS GROUP: {C:dark_edition}https://www.roblox.com/groups/8516430/zknx#!/about
{}
Tags: Parkour, Obby, Fun, Easy, Parkour Obby, [s]Obstacle Course, Rainbow, Colorful{}
OH WAIT
ITS THE {}
i cant fucking take this anymore
the gambling machne
@icy crow ]]
cant fjcukvng takit ts anymog
i mean in the rule itself
you would probably want to stick to one rule per trigger (with same conditions, in this case none)
also made an issue
regarding the quotes and new lines
another new line error
unfinished string near '", colour = G.C.WHITE})'
okay this has to be the last one.. right
if it says unfinished string near ... then probably a new line
you don't have to spam the channel
can you send/show the file
guess what
quotes in effect message
{message = "“Why did it give me that much money""
at reroll shop
fucl\
🔥
remade some of the things i suspected to error
gonna retest it
still the why error
\
Oops! The game crashed
two rules no condition i bet
i'll credit you vro when i publish ts mod
no need
this looks so much better
is there a way to make this not crash the game
Sell button be flying
im not done
Pikoprint when
jaja fofofo
missed opportunity to call it "Small Print"
small does not describe that size
i dont get it
B
is there a way to sign out of jokerforge to make a new mod
open an incognito tab
never a good sign
make sure to save the JSON of the current one and then you should be able to just refresh the page
@heady dock any idea what might cause this?
Please don't make an E🥺
I have no clue lmao
LETS GOOOOO
I don't want two e's in my game
j

You should make a github issue about it, definitely a bug
wdym just click start fresh whenever refreshing the page
ohy
make sure to save the JSON first tho
What's the crash
theres an easier way to do this
you can make condition groups within one rule
Good morning goodmorning
Made 2 issues on GitHub
i saw
one of them is quite smart
the one with probability and one without
i didnt even think of that as a way to make it so you can have conditional probability
so do I make the jack and suit requirements separate?
That's actually a screenshot I took from someone else's json
When they had a lot of crashes
ohhh
well it should just work then
send json
it will be a bug with code gen i reckon
don't mind any other horribly broken jokers still wip
its finally out
Nothing else so far...
this is the same error that someon else in the chat had earlier i think
not adding end for some reason
everything else works
I have no idea what happened
but somewhere along adding a line of dialogue and testing a handful of jokers touching a card instant-closes the game
even after deleting the mod
doesn't that reset all my mods
It shouldnt
Since they are in a seperate folder
But you could just temporarily move your mods just in case
yeah that didn't do anything
ok apparently disabling talisman fixes it
odd considering the fact I didn't touch the one exponential joker I added
not everything is compatible with talisman at the moment
when you have talisman, you have to create code that is compatible with talisman because it turns all numbers into a table which is very annoyin
understandable
im working on full talisman compatibility but its a long process and not a priority
im fixing the joker with the seals now
block legendaries from appearing normally today? (like, not from soul cards or shops. no way to get it unless another joker creates it)
probably not today because i wanna work on custom rarities lol
im too hyped for it
Meanwhile the bug stash
yeah i need to work my way thru that first
istg everything I try to do in this game comes out scuffed
the whole idea was chips or mult would go into the negative, making you maintain a sort of balance
I also wanted to have a baseline +50 chips +10 mult but the only way to add that would be separately, making 4 calculations instead of a neat x + 50, y + 10
when custom rarities are added wouldnt you need to make two options for them. like "can appear in shops" (auto toggled) and "can appear in souls"?
the seals joker issue should be fixed now
that would be good
send json i will get to it now
Also the weight can be interesting
should be the same one from earlier
the issue with the jacks ended up being because seals need capitalisation lol
that was the only issue
Because it can be a function (get_weight) or a value (default_weight)
i will probably make weight a slider
You would also need to make shop weights anyway
Have also a list that common is 0.7 etc.
get it
ill just put (common) (rare) etc on to the slider
also quick question, are retriggers hard-coded to not be recursive? I wanted to make a joker that had potential for technically infinite lucky card retriggers but even when they proc it only triggers the joker once
Yeah I got it
i tried to make the new exponentia art but i suck
it should work for hardcoded values like twice but no they cant be recursive
is it not retriggering twice
it retriggers twice but no more, I was hoping the retriggers had a chance to lead to more retriggers
no, that would be cool though. i could add a parameter in the future that would make it recursive with a random chance but that will probably not happen until after a bunch of other shit is implemented because that would be hard lol
sounds like it, I appreciate the consideration
Also another bug i found that adding dollars in a few rules creates multiple dollars variables in config (dollars, dollars2) but uses only the first one created
i wonder why this is lol
send json
.
is there a particular cause to asset desync? a few of the cards retain the right ones, but everything else is scrambled
send json
i will diagnose and fix
how is it not working, is it crashing or just not working as intended
literally nothing happens
i think the passive trigger doesnt work well with variables, you might find more success editing hands like on blind selected or something
because passive trigger is meant for just like specific effects that are unchanged and stuff
because it uses add_to_deck and remove_from_deck
pretty sure this happened to me. i refreshed the page and redownloaded
I've been refreshing the page like 20x atp
yeah this has been an issue for a while i havent been able to track down because it is so rare lol
i'll see if when blind is selected works
Just now
did I type this wrong? suit variable doesn't seem to display right
How do the cryptid jokers with scaling passive effects work then?
try looking at it in game
like canvas? orr
redeo?
joker forge treats 'passive' as basically anything that doesnt fit into other rules. thats why when you use it, your results may vary. some passive effects use hooks, some use add to deck, others use their own specific calculate function etc.
oh
its hard to program these effects into the rest of the system because each effect needs special casing for it to work properly, thats why they are so rigid
but specifically for edit hands and discards, that also has a non passive effect version which is integrated within the rest of the system
thats why you might find more success using variables with blind selected rather than passive
you can do it, but joker forge does not support it because of the special casing required
is there a way to delete multiple files at once on github?
just had a quick look at the probability changes, does not seem to hard to port over, will probably do it within these next couple of days
are rarities planned for today or until after bugfixes?
i think ive done enough bugfixing for now so i could add custom rarities
hopefully today
im gonna go visit my parents soon so when i get back i will have a look at custom rarities cos i do wanna do them today
this s because the remaining bugs are not that important they are just little
tried making a joker that allowed double commons, didn't work. additionally, had some really buggy interactions with dupes of itself, permanently reducing joker slots.
oooh i get what you mean
if you wanted to add double commons why are you doing 0.5
if you want commons to be basically treat as negative surely it should be 1
that would make sense yeah
my idea was commons taking up 0.5 a slot would allow you to have twice as many. making it 1 would allow infinite commons.
Knew it
i think you would do 2
not one
or 0.5
because picking up a common gives you the joker slot it takes AND an additional one
multiplayer and cyyptid works fine with my mod
i doubt rarities with have cross modding
Currently you cant manually put keys for anything other than jokers
But maybe at some point
And you also cant put dependencies for individual items
you could make a cryptid exclusive joker that spawns a cryptid joker. if you click "does not appear in shop" using the deck of equilibrium on crytpid will force appear in shop anyway
so IG you could make every joker in a crytpid mod unable to appear in a shop and then use equilibrium
send json
it might be be an issue with having a million jokers, your data doesnt want to save to browser because its too large. i will look into it tho
doesn't work as intended. only ever gives 2X.
the one I sent you?
i was referring to @wild pier
M
send me your json
still dont work
this one is slightly updated in attempt to fix some jokers but I haven't touched recursion
it says no issues
yeah i see the issue, will fix it now
very good catch
?
try deleting progress and re importing
hello, it's great that jokerforge lowered the barrier of entry to balatro mod creation, i think it'd be cool if in the long run it also included some form of github integration that pushes new source code to a repo and creates releases. this way jokerforge mods won't stand out from others in the ecosystem
thats a good idea, but probbly wont be implemented until joker forge is in a much better state, is more robust, and can create consumables and decks etc.
this is a much more involved problem then i thought, im going to have to fix it later when i get back from my parents
but it is a critical bug because it is affecting more than xmult, theres nothing wrong with your rules, its the code gens fault
why does blueprint not work on this?
glad to be of help lol
I don't think I have a single joker that properly displays scaling (this is at 6x mult rn)
I think it automatically adds the check to disable blueprint
but why? isnt this a joker that should work?
Because that's how it's implemented ig
does this duplicate button work for anyone else?
I still need to go through and actually implement proper blueprint stuff, if you remind me I will do it tonight
half those buttons don't work yet lol, been so preoccupied with bug fixing and adding all vanilla functionality
we appreciate the good work
seriously though how do I get scaling to show
I've been working on a joker idea, and I'd like it to be able to change my hand to a single suit, like the affect of sigil. How would I be able to do this? I'm a bit new to this tool.
there's a variable called "suitvar", it's the one Ancient Joker uses. There's a whole list of vanilla jokers that you can examine, copy, and use as templates to get a hang of the tool.
Oh nice! That's a huge help. Thanks a ton.
you need to add it to the description
the variable
it will be there and you click it and it adds it in place
will be something like #1#
also another caveat with destruction seems to be that destruction procs only work once at a time
doing two at once trying to be efficient wastes an enhanced card
yeah this is a known issue and it's quite high priority to fix
because it technically means certain vanilla jokers aren't fully correct
will be fixed before consumables are added for sure because hanged man needs to work properly and stuff
ok
you could manually delete the "and not blueprint" stuff
another annoying thing is that jokers that create other jokers need extra space to function. selling a knockoff invis joker at 5/5 slots just wastes it, it needs 4/5 to actually pay off
Isn't this just more reliable(early) yorick with lower rarity
this was brought up before, adding a parameter to create joker that dictates whether or not it needs a free slot to be added
would be good
added an issue to the github where probability on the copy joker ability effect doesnt work
small discrepancy I found between discard and hand values
father son bonding
Is there a way to "silence" when an effect from a joker is triggered in the rule builder? Like, you want the effect to go off, but silently, or with a message obscuring what it does instead of outright saying it?
Well you can put a custom message
I know that part, but field-testing the joker I'm working on in-game, the message pops up in addition to the effect I want to go off being displayed; I'm more interested in just the message and not showing what it does
Yes, that's what I'm talking about
In game, when the effect triggers, it shows the effect having triggered, then shows the custom message, too
we can leave custom message spaces blank for the default message, but is there a way to skip an unwanted message entirely?
Yeah, that's just about what I'm asking; basically using the custom message to "obfuscate" the default message for the effect instead of stating both. I'd expect that to be the intended result, but it's not doing that in the field test, lol
I guess I should state what I want this effect to do: Since the joker I'm working on has a 1 in 8 chance to either do one of seven effects or do nothing, I want the "do nothing" to basically have an obfuscated "eighth" effect that increases the joker's sale value without telling you it did
So that basically, when it pops, the joker "acts" like it did nothing, when instead it added to its sale value without you knowing until you check it
what effect is it
is it sell value
Sell value, yeah
you could just go into the code and delete the message = line
no way to do it in joker forge yet tho unfortunately
SMODS sometimes adds messages to some effects natively too
which is slightly annoying but makes sense
Is that a thing that can be done, though, maybe as a switch or something for the custom message?
i have a card similar to that but gains mult every time a card is discarded
or more of the same name
not in jokerforge but by editing the code yes
how do you add tooltips in joker forge?
I don't even know how to add tooltips normally lol
Add {T:<item key>} to the formatting
will this work if i type it into joker forge??
fent
like during the export
they get smaller
Yes
ok
The raw text just becomes the description, anything you can do with regular text formatting can be done with joker forge
can i look at SMODS for the fromatting stuff then?
for some reason using blueprint retriggers the scaling in on this joker. its only on this joker.
Should gain ^0.4043......
How do you recommend testing jokers, aside from just hoping to get one in game?
Why @woeful bough be angry
my friend is killing me ten fold in my own mod
(multiplayer)
what kinda shop
When exporting a single joker, it sets the atlas as 'Joker' instead of 'CustomJokers'
I'm updating ZvsMod rn'
and just encountered that issue
That doesnt matter anyway right?
good point lol. even then I don't think the atlas is correct in its position
it crashed the game
You cant put individual jokers in the game anyway
exporting a single one's lua instead of the whole mod
even then you will need to manually change the atlas anyways
because it doesn't know its position
I'd add at least a notice when exporting a single joker anyways
that feature is mainly there for if you want to quickly see the code of a joker or whatnot
I could add a notice tho true
yeah because it doesn't know what sprite to use lol
it updated with 1 new joker
i need help
how would i make a joker that copies the ability of a random other joker each round
dont think thats possible as of now
Yeah its not
aw damn
do i put the <>'s or no
like do i just put {T:J_joker}
or
{T:<J_joker>}
...
Also small j
ok
where is it?
like which part of the documentation
WHERE IS OMNI MAN
thx
i have winrar
okay well idk if you can do it with winrar
ill get 7z if i cant
but open up balatro's exe file and go into the localization files
then you can find the keys next to the actual item names in whatever language you want
winrar should also just work
it does
this joker revealed a big bug in my codegen so i appreciate you finding it haha. should be fixed now but let me know if anyone has any troubles because i had to change how codegen generates variables quite a bit lol
if noone finds anything, its time to work on custom rarities
changing the background music to a custom song when you get a new rarity like exotics do i cryptid would be cool
i need some good non-cryptid mods that use in detail custom rarities so i can have a look
its all good reading smods docs but i learn better by seeing it actually in a mod
idk of any other mods that add custom rarity
thats what i mean lol
and i dont like learning from cryptid code because it is much more confusing and i am worried i add to code gen functions that only cryptid uses
learning from cryptid takes like 1.5x as long for my brain to process what is actually going on because they just have wacky shit
thats why i liked learning from extra credit and vanilla remade
and some code stolen from grab bag like the joker importing in main.lua
theres a ton of cryptid addons that add new rarities that probably dont have as messy code
i made a github of my mod
@woeful bough k where can i find your mod
balatro mod manager
vanillaremade has rarities i just remembered
the actual code gen for the rarities is so, so easy
the hard part is changing the ui dynamically so you can set the custom rarity to your own jokers
you could just add the ability to put in keys in the rarity selection as a temporary solution
lol that was made by basil_squared and they let me use it
just look up cokelatro
i got it, just wanted the updated version
wdym
i had the first version
did you get it?
pass my regards to them then lol
the highest rarity im adding is "almanetic"
🥺
custom rarities should be out past midnight tonight or early tomorrow. very close to being done
and by early tomorrow i mean whenever i wake up
Yippie!!!
Is there any conditions that check for rarity
I haven't played around with joker forge as much as cebee
what would require a condition to check for rarity if jokers can only have rarity
i suppose maybe copy joker
and delete joker and stuff
mine can be found on github
getting prepeared for consumables
not very important but this ain't invalid
switch them around ig?
is that a menorah
i feel like it detects the same as it inserts
idk i looked up Hannukah candles cuz they kinda look cool
Could be that it triggers only certain jokers with said rarity
good point
is there any way to color custom messages?
what do you mean
tried adding "{C:red}+8{}", but didn't work
if there isn't an option in the menu that's not possible
Don't change the message and it will say +8 on its own. Thats the default message
I want it to be red
you can do it in code once it’s generated
there’ll be a thing that says “G.C.[color]” and you can just change it to red if you want
It will the mult text is already red?
nope, it doesn't even display the +8 unless you specify it to
"modify internal variable"
they’re changing an internal variable, not adding mult
message displays seem oddly inconsistent
is that what it's based off? actually yeah that tracks
Also nowhere in the base game does it do that
Usually it says upgrade
In the yellow text
spare trousers:
I dont use that joker often
okay but that’s still factually incorrect 😭
Usually
square joker:
uhhh i cant think of any others but i know there are
And suddenly... silence
PSA for anyone making a mod balanced around Cryptid's Madness gameset, it's being removed alongside Talisman support (which means that Cryptid as a whole is likely going to be balanced much closer to Vanilla, since it cannot use any operators beyond xChips/xMult without integrating it from Talisman to itself anymore)
by the time consumables are added to the joker forge I will have at least 100 jokers.
i will take you up on this challenge
huh?
i promise i am developing this guys its just this type of thing has never been done before and im learning as im going along to
yup
iirc someone's making a fork to preserve it but
the main mod's no longer gonna have madness or talisman support
well yeah
but I feel like they should've given ppl more warning than like
a couple of hours
thats pretty mad yeah
esp with how many cryptid addons are balanced around madness
and now they have to redo EVERYTHING to keep in-line with Cryptid
yeah that is pretty fucked
entropy is gonna be so pissed
but the devs pushed it anyways :/
VallKarri's already said "fuck that" and made Talisman a dependency anyways
from what I've heard, it's already being pushed to main branch
oh also I doubt it bc Ruby (the owner of Entropy) was the one doing most of these changes
since she's also an official Cryptid dev
oh right
so she's probably already made a private build of Entropy to account for this lol
that makes sense
yeah cryptposting doesn’t care we are still gonna post our shit
shitposting forever
🔥
if posting, than only crypt!
if crypt then post
end
did the balancing changes come out?
they've announced that they're finalizing it and are gonna push it to main apparently
so yeah
as well as all exponential jokers (since talisman's being removed and they required talisman support)
makeee meeee
this might make me try cryptid again
thats it im removing exponential effects from joker forge
...please don't
please dont...
yeah im only kidding lol
there goes every exotic ig
besides lke 2
werent they going to remaster exponentia????
...wait this is fire advertising for my mod since its more unbalanced than cryptid
YEA!
but yeah, despite the major pushback from the community, they're still doing it
which
yk
defeats the whole point of Cryptid but whatever
how to kill a mod:
they saw jens almanac dissapear and were like "oh okay since this is gone ig we can get rid of our good jokers"
like
okay this is
really wrong
like this whole conversation
no, ^stuff isnt being removed
so how is talisman being removed?
basically Xchips and ^stuff is gonna be implemented manually
idk why talisman is being removed cause like you're losing more than youre gaining
wdym
compared to how unbalanced it is now how much closer to a vanilla mod is it
very close to vanilla
...
exotics changing?
most likely
a lot of exotics are getting remastered or deleted atm
...
however: worry not
"intentionally unbalanced"
It’s midnight for me and I’m skimming this reading that cryptid is removing the exotics and scoring like wtf
if you still wanna play cryptid like the old days a legacy version will be available
tl:dr they're making cryptid vanilla-esque
cryptid is going to be vanilla slop now basically with more flourish
bunco, buffoonery, extra credit, rofflatro. dont we have enough???
my mod is more unbalanced than cryptid so this gives me free advertising
WWWW
capitilizing off of tragedies 🗣️ 🔥
ruby is going for a more intended-ish experience, as to where even in the most powerful deck you still dont get a free win
9/11 T-shirts
Fuggedaboutit
This after polterworx died is making me lose faith in balatromanity
you still have my mod 🙂
we will see who finishes first
I WILL.
HELL YEAH 🔥
is that a reference
Gmoa
no not yet
just polishing some stuff
very close to being out
give it like an hour and a half maybe
🙏
Holy mother forking shirtballs
🔥🔥
now i just gotta wait for consumables so the trancedants arent easy
Perfect me and cebee shall hype about that tomorrow!!
Woosh nighty chat
Once this website's fully done I'm gonna go wild!
I can’t wait for consumables lol
idea some time in the future: changing the main background music like how cryptid does with exotics
Im thinking of making a localthunk mathisfun and goodmorning joker, rarity the creators
1 in 10 chance to make a random joker Negative will go hard 🔥 🔥
hey 😠
lol
what kinda bug-
code gen is fully working, just tweaking some ui bugs now
YEAHH
custom rarities is out! its as simple as defining a custom rarities in the new page, then changing your jokers to be that rarity
HELL YEAH
YEAAA
let me know if anyone has any troubles with it
WHERE IS IT?
I can't find it
refresh
refresh the page
now that ive done custom rarities, i have a better understanding on how to do more stuff nicely. so might look into starting to implement custom consumables in the next day or two
I did it 4 times
DAY OR TWO?????
START
ok
okay give it a minand it should be up now
now i will have more inspiration for more jokers
custom consumables will probably take a good month of development until i move onto decks and stakes and stuff
i want to get things right
update should be up
i probably should update version num
"tomorrow I'll order the christmas presents"
"CHRISTMAS IS TOMORROW?!?!?"
i got my new pc like 2 weeks before christmas lol
64gb of ram, ryzen 7 9800x3d, 6950xt
demon rarity
let me know if it works, i tested a lot but you never know when you push changes lol
thats why were here!
That's cap
Well now probably not as much
But initially
you guys have found like a million bugs i couldve never have found on my own its great
HELL YEAH
lets gooooooo
now if you will excuse me I will spend 2 hours giving custom oddities to my jokers.
😈
will music-changing be added later?
lke the main BG music when you obtain something
will probably be added when other things are done yeah
i will go back and refine each of them once i have good groundwork for all major systems
ok
Pretty proud of this one! I can't seem to get it to work tho, every time I try, it creates an ectoplasm card instead of a sigil one.
no ability for it to appear in souls?
didnt even think of that, will add it to the list but right now you might just have to make legendaries
strange, i will look into it tomorrow
ok
appreciate it
everything goes perfect
oh i forgot flushtro is out now in bmm
is it flustro or flushtro?
normal joker showed up twice. i dont have showman
@heady frost
also its unbelievable common
debugplus issue
yeah i looked into this before lol
is this a good joker (this rarity is higher than rare, but below legendary)
im prob not gonna update until consumables cuz im making the art for mine rn
And I'm out of joker ideas atm
incredulous
i love that
also that is a good joker
does it work tho, does set ante work with that trigger
no
im gonna rearrange it
this is the base for the consumables
these are the packs
the jumbo and megas took like 10 seconds to make lol
tomorrow I will start making my designs for consumables and their pack
i will try
still happened :/
er
i guess didnt happen
erm gyulp
i made the sprite into a overlay and made the base card sprite empty so the negative effect doesnt recolor the joker
also v1.1.1 update on flushtro is out now, adds 5 new jokers
Is there any way to compare previous played hands cards with current played hands? For example so that a 5 of a kind of 4s and a 5 of a kind of 5s are different as an example, or a k q j 10 9 straight and q j 10 9 8 straight are different
or does that require external coding to make a thing
eh ill rework it to least played hand rather than unique hand. same idea. Does least played hand count secret hands until they're unlocked or no?
if it does then is this enough to account for it?
eh i'll just disallow secret hands for now just in case they count
Excited to use this when I get home to work on my mod. Currently on a Europe trip but will be home tomorrow.
@heady frost love to see the new custom rarities feature, but have a small request
you should def be able to select custom rarities as options in stuff like create joker triggers
making a joker that gains buffs from other crappy jokers, but only one will proc at a time. is there a way to make them stack?
the "X rank considered as Y" seems broken. Can't seem to make queens count as anything else as well (in this case kings and jacks)
full crash report for the record
the idea for this joker is that a valid straight could be a q q q 10, a valid full house could be kkqjj and 5 of a kind could be made with jjjjq
is that a rarity?
I made a ''Bonkers!'' rarity
i made a rarity called "Deal with the Devil" where all the jokers with it are eternal, and give you a disadvantage, but an advantage in return.
hi asbm man i fucking love this mod
aubergine fucking sucks because it just sticks the card on my screen and i cant sell
getting my balala joker notebook
joker design that i did
is there a difference between Generic Compare and Internal Variable?
Generic compare can compare game variables
And it can compare 2 variables instead of a variable and a constant number
this looks like etched joker of cavendish but deepfried as hell
cool
@heady frost is the new update out? Recursion, Jack Seals, and just about all the earlier issues still seem broken
Let the man sleep
vro coke make a math joker and it spawns a random jimbo thats math related that can only be discovered from this joker and yes, the mult is now x instead of +.
so basically
Jimbo ²
or Jimbo ½
smth like ts
yessir, jack seals is not broken and recursion triggers aren't implemented
try refreshing
When i get out of bed
And play some cod
what feature do you think you are gonna add next
next big feature will be the start of consumables
and i will probably we working on consumables for a couple of weeks
speaking of which, the art for the first one of mine is done
applies a random ehancement to every card in hand
i need to look at consumable code and everything
i havent even had a proper look at how to make them lol
just had a good look now real quick
might not be much you can do about it but the color picker is really jittery
also could be nice if you could type in weights automatically
it seems fairly straightforward but the hard part will be thinking of good triggers, conditions, and effects for them
good point, ill add it to the github as an issue
edit card is definitely a good start
and clicking outside the ui while for example making a joker just deletes all progress
could be annoying
I don't know how you would approach consumables but having one block with conditions and effects (no triggers) could be split up so that effects would be in use function and conditionals in can_use function
at least for me it is a little annoying
you can't drag outside the box either
or itll just close
this is intended so its easier to close it when you want, should probably still save tho you are right
play sound or replace boss blind music effect thingamabob thingymajig thing when
are all consumables just using can_use
alteast when consumables are done
and use
I mean it's the check if you can click the use button
oohh i get you
booster packs will come at the same time as consumables, will probably be editable on the same page
i just need to learn everything there is to know about consumables and figure out a way to do it
koolio
i think you are right, triggers wouldnt make sense