#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 14 of 1
we have reached reddit
but yes it is possible
It wasn't for me. I know a lot about it. It was so they could see that there are already people on Reddit who know about and want to learn more about the website
ah ok
btw whats the last consumable that needs to be remade
Now I'm going to keep listening to Tyler, The Creator while I do Jokers
the fool, working on it now
it will be super limited because its the most difficult effect
is the bug with creating jokers of custom rarities fixed
just remimding you
looked at your reddit profile because yes https://www.reddit.com/r/lethalcompany/comments/18fey6y/girlfriend_made_a_coilhead_from_clay/
peak
i love this game
stop spying
no
slight problem
nah, not yet, after i do this fool tarot replica then i will fix it asap
good god the self insert is everywhere
should i make some actual consumable templates
lmao that was so fire i remember that
i have a retrigger joker that doesn't actually rescore the card
it just says Again! and carries on

cant believe he would post that who does he think he is
if you can, make a github issue with the json file attached so i dont forget
man
thank u guys for finding all these niche bugs tho, the code generation wouldnt be as robust without it
now i have to remember my github password
I already left my positive comment on the page
i'll take that as a yes 
that would be spectacular, although i still need to develop the system to give placeholders for specific things
i will probably do it sometime this week
put the mod json
How do you get that?
from the exported site
vanilla reforged
on the vanilla reforged page, you can duplicate anything to add to your collection
so you can edit it and everything yourself
Yeah, but i can only do it with jokers
theres a dock at the bottom of the page that switches tabs
make it more visible smh
done
yeah i need to sort it out haha
ty so much
my github account so dated it has a christmas hat on
v0.2.2
nope
yeah i think i only added it in like yesterday
yeah, i put my pc on sleep and didnt close that tab so that must be why
does anyone know roman numerals
really?
yes
69
im so funny
?
i cant find the right message to reply to but the only way i can see fool-like behaviour being dynamic is being able to dynamically generate hooks which sounds nightmarish or keeping track of every single consumable type used which sounds nightmarish
the first solution if you can figure it out would be the best way to do it because then you can only keep track of the consumable types that the user needs
it already tracks how many tarots/planets were used
well thats not dynamic
and thats not the last used one either
what i was thinking about is being able to check the last used consumable of any type
aswell as the last used consumable regardless of which type it is
but you need to generate hooks for this
yeah i think its gonna be hell to code if i want to do it right
for now it just copies the fool effect which is pretty shitty
imo the worst part would be keeping track of which hooks the user needs
but maybe sometime down the road i will try and make it dynamic
auto generating hooks is mostly just boilerplate
after these bug fixes
currently consumables dont even have functionality to generate hooks in joker forge so it will be an entire headache
local use_ref = Card.use_consumeable
function Card:use_consumeable(...)
local ret = use_ref(...)
//insert lines here based on hooks used
return ret
end
for consumables specifically
in the chaos I'll just say there should be joker effects that apply mult or chips to hand types like a level-up
What next after Consumables?
in good news all vanilla consumables are now replicable
boosters
Makes sense
but i want a good few days to a week of bug fixing and refining until i start making them
first batch
i imagine a table like this would suffice:
G.GAME.last_used_consumables = {
}
...
local use_ref = Card.use_consumeable
function Card:use_consumeable(...)
local ret = use_ref(...)
G.GAME.last_used_consumables[self.config.center.set] = self.config.center.key
G.GAME.last_used_consumables.Generic = self.config.center.key
return ret
end```
how they lookin
for consumable usage
good
HELL YEAH
but figuring out a better system for generating hooks would probably be useful in the future
so fucking fire
yeah, i want to completely re-do how hooks are handled because it will open up so many more possibilities
and ofc artbox art cards my beloved
a lot of it is just hardcoded chicanery
as long as everything is standardised you wont have that much issues other than slight overhead from 5000 function hooks if you have a lot of mods on
which is not that bad
heres my idea
have it be like smods optional features where certain hooks that dont need to be dynamic can just be inserted into the mod if you check a checkbox and the relevant options in joker/consumable code wont appear without the options on
and then dynamically generated hooks are just an issue for people in the future
also btw does jokerforge support enabling smods optional features rn
added a second bug as a comment on my original one
nah, it hasnt even been ported to the new probability system
been way too pre-occupied
i would probably contribute but i forgot like everything i know about js
haha i dont blame you its a hellscape of a language
alchemical card from codex
why does this crash on canio?
art card my goat
canio I think is misspelled
nope
I think its name in the files is caino pretty sure
wait what
yeah there's a few misspellings
which makes some calls for the specific jokers like gluttonous joker, canio, etc break
thunk cant spell confirmed
worked thanks!
one day i wanna make it so instead of typing a key, it brings up all of the vanilla jokers as cool images and you just pick one and it does it all for you lol
wish they didnt overflow
are you just copy-pasting question marks on everything you see?
wha
copy pasting is not limited to a certain location
yeah mspaint literally has both of those features
isnt it from the website and aseprite but the other place like paint doesnt do the copy paste with fill and moving on paint
i fuck with the question marks
i thought copying things and being able to hueshift were like a unanimous thing all sites could do:/ (sites that involve art)
anyone has a question mark costume?
you can move things after you paste them wdym
and fill/paint bucket is a pretty universal tool in all programs
did you try to understand that i just typed random words idk
guys it's placeholder sprites
i didnt
does it matter
also that
welcome to the internet
...
have a look around
anything that brain of yours can think of can be found
...
right before the towers fell, circa '99
this custom rarity bug is kicking my ass
Just say you're bad at programming
Hey, are you going to make an option for consumables to create a specific rarity joker? [IE: Wraith]
what hes currently doing
i am bad at programming
You cant be that bad at programming
nah im decent at it
Im bad tho
then im abysmal at it
thats why I need joker forge
shush. tone indicators are so cringe to me
if i say "i have 737 bodies underground." the whole joke gets ruined by /j
i never used them
i just dont do sarcasm
or i say kidding
but when people are being sarcastic typing its easier to know
i use sarcasm and just pray they get it
genuine reddit user spotted, deploy nuclear missiles
:P
im on it but i dont comment or post
my friend became a reddit mod last week 😦
banish him
Hey for some reason i cant scroll down and press save on my custom set?
press windows key twice
Didnt do anything
zoom out of the page
ctrl + scroll wheel down
but good catch i need to fix it so it fits on smaller screens lol
I use /j or /jk for sarcasm/jokes, /s is serious
i dont use them so i dont really know but i just was concerned he was serious
Why don't they have descriptions and/or options?
how...
maybe try removing and re-adding them
finally fixed the bug that made it so creating custom rarity jokers with create joker is working
im gonna take like a 2 hour break haha
when you come back?
yes when i come back
hey how do you import an existing mod into the Joker Forge website? i want to continue work on my mod with its help
JSON
which JSON? cuz when i tried it didnt work
ah i see
ok i guess i cant really import an existing mod into the website without just adding all the content to it manually, bummer
i suppose i can just use the website to make the content i need and then paste the lua code it generates into the main mod
mm yes, my favorite transcendant joker... jimbo
jimbo
jimbo
it defaults to Jimbo when there is no available jokers to pick from
for example if they are locked or if you already have all available ones
i have like 5 almanetics
and transcendants
but it still just makes jimbo
that's strange, send me the json
can i just not use quotes in joker descriptions at all
its not like its an asset flip steam game that costs money
i thought there was a way
not sure how
\"
but i think goodmorning's "fix" prevented that
pensive
my bad haha
you can still do it, even if you get a warning
you can still export and stuff
ok guys what should an "orb that does nothing" do
i want it to be like super OP but not immediately noticeable
i remember testing and it not letting me hit save
but it lets me now so idk
wait no
' don't work
but new lines do
you monster
wait does it actually prevent you
rip
I am gonna change the file saving stuff soon to be better anyways
I need to add the tetra mult and chips tho lol
Whats tetra mult?
orb
1 in 5 chance to do 5 messages that are just dots. but add another chance group where its x2.5 mult per dot so it isnt that noticable
show a screenie of the rule after you done making it so i can see if the rule is correct :p
like ^^^^mult lol
Oh damn
could you pretty please just do a simple sanitization like changing new lines to [s] and " to \" (assuming no backslash present) before sending to the backend
i will pick shit like that instantly
no thoughts
its $999
is that a repellent?
you mean like this bug?
did you use a game variable
no, its for the stairaway because it was supposed to create a random mythical joker but everytime i lauch the game it crashes
i am currently working out how to do the ^^^stuff
bug fixes like that will be a tomorrow job i think
i want to do it in a nice way that doesnt totally rely on talisman but i might have to
talisman is the only thing that supports it afaik
well ^mult already needs talisman
yeah but im tryna do it in a way that can be without talisman, but you are right i might give up on that because if people are using ^^^mult they will have talisman regardless lol
cryptlib also supports it
"hooray lets try my new ^^^mult joker without talisman!...NANEINF"
Overlay on consumables don't work
this is known
yeah, my bad haha
i shouldve removed the button until they worked lol
@heady frost did filters get removed from the jokers tab?
it's still there on the vanilla side but not the mod side
A XDDD
they may have been removed a while ago because i thought that was causing issues with atlas gen but it turns out it wasnt
Is there an "Add Chips" effect available when a joker is sold? I can't seem to find it in the menus.
Specifically, adding chips directly to your score
i dont think so because you cant guarantee a joker will be sold during gameplay unfortunately
But that's the entire mechanic of the joker
first time coding in typesript and made this abomination
function sanitize_input(s: string): string {
s = s.replace(/\n/g, '[s]');
var s_ = ''
var backslash = false
for (var val of s) {
if (backslash && val == "\\") {
s_ = s_ + val
backslash = false
continue
}
if (val == "\\") {
s_ = s_ + val
backslash = true
continue
}
if (val.includes("'") || val.includes('"')) {
if (backslash) {
s_ = s_ + val
backslash = false
} else {
s_ = s_ + "\\" + val
}
continue
}
s_ = s_ + val
backslash = false
}
return s_;
}
for joker descriptions, the function is in jokers/index.ts
You could do "this joker gains 50000 chips every time it's sold" and make it like common or uncommon
But that would require obtaining the joker again to be able to make use of it
(Ironically I did create a joker that destroys itself at the end of the round and gains xMult every time you get it back)
-# i have no idea what i would do with this information
-# my friend was so confused when I did this
if you wanna try and implement into the joker descriptions, theres a function in codegeneratio/jokers/index.ts called 'formatjokerdescription' if i remember
at line 1444
if i would implement this i would first find ways to optimise it/check if it can be done better
i also have no idea what's the difference between == and === so yk
=== compares if its the same value and same type
it cant be typescript unless its incredibly convoluted haha
@heady frost is there a way to make a joker that doesn't have a rule? right now jokers that don't have conditionals (like juggler) aren't replicable
so if i wanted to do something that's +1 hand size, +2 hand size if (x) that's not really doable since it can't have +1 unconditionally
insane work by the way, this will help me learn some of the more fringe code cases i've been wondering about 
They are
Passive
oooooh
Go to the vanilla reforged page. Juggler is there.
i'm blind, thank you
can i have all these as separate images if you have them?
sure
looking at the checklist i found
Alter Blind Requirement - I.E. 2X blind requirement, 0.5x blind requirement
and wanted to say that it's as easy as
if context.setting_blind then
G.GAME.blind.chips = G.GAME.blind.chips * card.ability.extra.xblind
G.GAME.blind.chip_text = number_format(G.GAME.blind.chips)
G.HUD_blind:recalculate()
end
where card.ability.extra.xblind is the multiplier of the blind requirement
oh thats beautiful then
i will add it the github with code and i will try get on it tomorrow
How is tetra mult going?
I've given up on it today, was trying to over engineer it by not using talisman but it didn't work so I'm taking another crack at it tomorrow
Also the rarity thing is a bug
Making custom rarities doesn't crash the game but It just .makes jimbo lol
I swear when I tested it, it was all working. I must've missed something lol
I have a big week of bug fixing ahead it'll be fine
https://www.youtube.com/watch?v=kBYTRjh0wGY YAHAMICE WAS PLAYING MY MOD ON HIS LIVE STREAM
July 20, 2025 -- Watch live at https://www.twitch.tv/yahiamice
HELL YEAH
in order: what i changed, output from my edit, output from the original site
input as a test case (no quotes because idk where to remove that warning)
SSS
s
SSS
s
the function is directly over the formatJokerDescription because idk where to put it
ok my code is flawed
🔥
this joker is mythical and has a 0.001% chance of spawning in the shop am i the luckiest man alive
guys im 100% rerolls deep and i havent found it again what the hell
rate is bugged ig
100% deep?
i ment 100$ rerolls deep
also does anyone know why i get this error when i load in with a new joker
yo man it would be cool if they added stat based blocks like
if hand amount > discard amount then make them equal or smth like that
They look similar to the doc robot question marks in the robot master intro of mega man 3
you probably forgot the atlas although show the code
Is there a way to make jokers trigger without a special condition? like how the normal +4 mult joker triggers
i basically just took gros michel put the chances from 1 in 6 to 1 in 3 and then made every face card give x3.5 mult
when hand is played
ah, thank you so much
i ment on visual studio code
i do not have visual studio code
then yeah its the atlas
what does that mean
spritesheets
ah
i guess ill just replace the sprite sheets with something else
not sure if anyone has said this, but the "1 in X" descriptions of jokers doesnt seem to change with oops all sixes
do i need to set any variables in the description?
you have to use the numerator and denominator variables
trying to test out chance based effect on a consumable, any reason why this isn't working? the top effect triggers but not the bottom one
definitely a code gen issue
this should just work, that is strange
goodmorning please explain to me what are you doing to this \'[s]\"[s]\"\"[s]\' that it turns to this
madman
ok so that did not work
i have no clue honestly haha, i wrote that code months ago
if anyone needs the joker lua here it is
thanks, that worked
quick question: are rules triggered in order?
if i got two or more equal triggers
yes, but only the first one that passes its conditions will trigger, and if there is one with no condition it will always be last
oh, got it
quick question @heady frost
what does this line do exactly
const formatted = joker.description.replace(/<br\s*\/?>/gi, "[s]");
because it seems like replacing new lines with [s] but in reality they sneak past it
I believe that was originally placed there to sanitise html related tags but it never even gets used because it gets passed as a data object
those functions were some of the first ones I wrote so I was still figuring out how data should be transferred
Hunter and Gatherer feel too bland and basic, but I NEED them for the set if the Deck Update ever comes out, so players can have this equivalent!
Red Fred and Pitch Mitch already exist... How can I make these basic, yet unique?
it passed my test
most normal run of my mod
how can i send suggestions?? i didn't get it
oh i'm dumb sorry english not my first language
no worries haha
well i have no idea if we already implemented it and I'm just an idiot, but idk
Could you implement the specific number of cards that will change for the "Edit Triggered Card" effect, because it could be useful (is
not at all because I need it for a mod I want to make for my friends). I also suggest implementing the effect of automatically losing the run.
this idea has been floated around, but will probably get to it after a lot of bug fixing is done
edit card for hand played
for message validation, all of that is done in the frontend, in the /generic validateutils file I believe
also description and name validation functions are in there too
what? sorry i never made something like this in my life😭 🙏
i made a placeholder image for this site, correct resolution too
my hand writing is terrible though
like, the idea is making 2 randoms cards get an enchancement when u discard 5 cards
amazing work 10/10
mine's worst
yeah i found the validation but i wanted to "sanitize" it too because there were people in this thread that wanted to include those invalid characters in the custom message
shit why is coding so hard
scrap this idea
i have a idea for the site
what if you can combine 2 vanilla jokers
nvm that sounds stupid
ITS BEEN ONE HOUR
it doesn't sound that stupid but i don't see an application for that
well for me right now i need it because i need to combine the functionality of photograph and gros michel
photograph currently doesnt work as it should anyway
because of current joker forge restrictions
bruh
copy and pasting rule blocks would be cool/useful
wait hold on his writing is fire
JAJAJAJA
absolute cinema
what in the pr is this
Ef have you made a mod yet I don’t think I’ve asked before just curious
ok ive managed to get my fading memoria joker working bad news it barely works
it doesnt work with hanging chad n
oh thats nice
me? i have a mod without JokerForge
release is small
Cool
but on beta there's minesweeper, snake and one other minigame
dude it just keeps giving me cloud errors
I want to compile mods from people in this jokerforge community and play
So far I have mine and cokeblock lmao
my fault github was fucking up w my pull requests for some reason
just gave up and added the files straight in
my github desktop is fucked up man this shit pissing me off 😢
This is honestly so great, but i have a question, how could you count cards as held in hand with this?
on one hand you completely ignored balatro graphic design, on the other hand you put in tpot meme. conflicted
lmao
rate my placeholder image (i spent fifteen hours getting it perfect)
you want me to add it
@heady frost I was watching Yahamice's live stream because my mod was there, and I found your message
How can I display a joker's internal variable in it's description?
heres a higher resolution : D
beautiful
absolute cinema
anyway how do i make steel cards count as held in hand, ive been looking at all the blocks and nothing seems to be what i want
Description has a variable option
do you mean something like this
that kinda is what i want, i want steel cards to count even when played
so that mime or blue seal can work on played steels
That adds {E:1}{} to the description, I'm not sure how to use that to display the internal variable
would even be hard with actual coding
...no?
E1 is float?
the only options i can see are new line, scale, float and reset?
Above that
darnit, this is like the one good joker idea i have
oh my god i just didn't notice it, thank you so much actually
You can make steels give 1.5 Xmult
its just not the same : (
And have it so if mime is owned retriggers the card
ok that works : D
It might not be able to work with blueprinting mime tho
thats fine
i got it again
wonder where you got that from
that has a 0.001% chance of spawning in the shop so i have no idea how i got it there
also the description says "buy"
instead of but
i just got a fire idea for joker forge!
@heady frost idk how hard it is but it would be awesome if we could use the games all time stats in the variables menu
It'd be kind of neat, but having anything that carries between runs other than the Collection feels like bad joker design to me
There were a few vouchers in the Balatro beta that used stats carried between runs and all of them were scrapped (for good reason)
spawns your all time most used tarot card consumable?
Yeah, that was one of them
for a voucher its a bad idea
because vouchers are permanent buffs
but as a consumable
I think it's a bad idea as a consumable as well
I don't want to have to tailor my runs to choose specific tarot cards just in case I get that card or whatever
i dont?
thats why its a consumable you can choose not to take
Then again, I don't disagree with it being nice to have the option
I just hope it doesn't encourage bad design
he's adding ^^^mult so i mean its already kinda to far gone
but things like that can be balanced to be fun
it's up to the people using joker forge to make the stuff there unique
I think that can be fun though
i think its way way way way way easier to make metaprogression fun than it is to make higher operators fun tbh
this is starting to get into subjective territory though
Also I don't think that my opinion should be enforced as law, I'm just sharing what I think
every single solution for dealing with higher operators is just "add cruel blinds" which is virtually impossible to execute correctly
i think making the OP ^^^^^mult jokers should be really, really hard to do (i mean obtaining)
i dont like it but i could have more fun with it than a joker that just absolutely decimates all other scores
just because higher number or something
i removed all my higher operators on purpose recently
it's more fun to just, get a high number by making an interesting composition of jokers
isnt the point of the game supposed to be "big number go up"?
balatro is a game about synergies more than anything else
1 joker should not be able to win by itself
which, if balanced, higher operator jokers can be interesting
actually building your strategy is the fun that gets you from point A to point B
how would you balance it
mine cost 2k and are UNBELIEVABLY rare
its meant for end game
The thing is that I like to diversify my synergies between runs, and I feel metaprogression like that discourages diverse strategies
when your already winning
how do you even get 2k after ante 8
if youre not making it any easier to get 2k
the joker is inconsequential enough to be removable
I've definitely seen people do it but yeah it's not realistic
idk this is not really an objective thing
ive gotten up to 100k vanilla 😭
glaggle
i just think making super op things super rare is like a bad way to balance them and the soul is about as op as you can balance something with rareness alone
i like seeing big number go big 🤷
True
like you could argue that getting 2k is seperate from it being rare
but really its the same thing
youll always want 2k
so it really just is
get lucky and find a 2k setup
i mean
its temporary
im planning on making it like almanac jokers where you need to get 1 (or a group) of specific jokers that can THEN give the the CHANCE to obtain it
and even then
as far as ^^^stuff goes
it isnt that crazy
"gains ^^^1.01 per almanetic (rarity) joker owned"
almanetics are about as rare as exotics
So you're locking it behind price AND insane probability?
not gonna cost 2k
again
thats temporary
Ah ok, sorry I missed that
@heady frost Hey can we get the functionality of setting and decrementing a joker's sell value? I want to do more than just add. I know the lua code behind is really simple too
good point, I will have a look at implementing it today
(when I properly wake up it's 5am here lol)
can someone help me understand why this doesnt work?
the card_var decreases normally and the joker destroys itself when 0
are the cards just not retriggering?
yeah
I think someone raised an issue earlier about cards not retriggering, so it might not be your fault, it's probably a niche bug in code generation
make a negative variable
and then make that the add sell value effect
Yipee! Thanks
wait can we use that to take money off
This is a clever workaround for there not being a decrement sell value, but I actually need the set sell value, I want to make a joker that randomizes its sell value.
yeah but i plan on making it so you can do that properly after the sell value stuff
because they are both easy fixes
cool wish we can put negative values on any effect blocks with integers
or any numerical value
is there a config or mod that lets me set my starting jokers or create any joker?
just to test my own jokers
this was the plan but i didnt want to inadvertedly break things for it lol
you can use debug plus to spawn jokers in
let me know if you have any issues with them too
this should be added now, the 'add sell value' effect is now 'set sell value' with options for add, set, and subtract
i will have a look at it after i make a few more fixes becaause that seems like a big issue lol
think i discovered the issue at least for this one
if (SMODS.get_enhancements(context.other_card)["m_wild"] == true) and (SMODS.get_enhancements(context.other_card)["m_stone"] == true) then
the OR is not carrying to the code
it doesnt update the description as well btw
in the meantime i consolidated the dollars effect
yeah you do that
i mean this description
i might honestly get rid of that description, i had big plans for it but now i feel like it just takes up space
and that it doesnt help too much
can you share the json of the mod
yeah exactly
the jokerforge json not the mod metadata json
this?
yes thats perfect
this one doesnt compare the card_count to the var, it compares to 0
if #context.full_hand == 0 then
its looking like some recent changes may have broken conditions in some nicher examples then
playing phasmophobia at midnight is scary
just found the fix for this, condition groups where not generating the correct operator, good catch
thanks for the fix
another thing, not sure if its intended but i dont remember it working like that in game
if you copy scaling jokers the "upgrade" will trigger twice
i think the intended behaviour is that you copy only the scoring
yeah this has been a known bug for a while, a lot of the blueprint related logic is quite broken because it is difficult to get a code generator to do it in a way i want
this fix will eventually come probably with a new way to manage blueprint logic, letting you decide if its compatible or not, and if you want it to affect variables/other things or not
yeah makes sense
i tried fixing it directly in the code but i have no idea how the contexts works (first time reading lua or balatro code)
yeah it took me a while to wrap my head around lol
mult_var goes hard
that is strange
sometimes the code generation works in mysterious ways lol
never ask me to name variables
im the exact same dw
and yeah, idk why its spawning extra things if it shouldnt
i will look into it but i guarantee the reason is like the most obscure thing ever lol
yeah its a random code you changed that doesnt even interact with the problem
found another thing but i guess this is a game problem
"Royal Flush" doesnt exist
its only visual
royal flush and straight flush are two different things
if context.scoring_name == "Royal Flush" then doesnt work
i said the wrong sentence lol
but it was right
yeah but you can set the condition to royal flush
and it never triggers
yeah i just got rid of it like 10 mins ago
17 mins ago
if you refresh it wont be there anymore lol
yeah its still fairly straightforward thankfully
this actually doesnt work because of four fingers or shortcut
does cards selected work for jokers
maybe but I don't think so, try it lol
I need to add a bunch more conditions for consumables anyways
it seems like the dollars variable is being set to default value
just remade the joker and when you add the 'set dollars' effect it is set to 5
I will give it a look then
wait can we retrigger jokers 2 times?
I don't think you can retrigger jokers at all at the moment
@heady frost last issue of the day (its 4am here)
this creates two pseudorandom() and an extra variable called dollars2
if SMODS.get_enhancements(context.other_card)["m_stone"] == true then
if pseudorandom('group_0_a57bca92') < G.GAME.probabilities.normal / card.ability.extra.odds then
SMODS.calculate_effect({dollars = card.ability.extra.dollars}, card)
end
if pseudorandom('group_1_a57bca92') < G.GAME.probabilities.normal / card.ability.extra.odds then
context.other_card.should_destroy = true
SMODS.calculate_effect({dollars = card.ability.extra.dollars2}, card)
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "Destroyed!", colour = G.C.RED})
I think my changes to dollars is the reason behind it, because I combined the old set dollars and the add dollars effect into one effect, but it is still thinking it should add 2 dollars variables in for two effects
i do lowkey think you could do with your own server at this point
partially because it would be nice to be pinged for updates to code generation, so I can go back and fix my jokers that become broken as a result
and also partially because I’m sure the use cases could easily be divided into multiple channels
- sharing placeholder art
- sharing mods made with joker forge
- reporting bugs
- balancing discussion
to name a few
and also this thread is huge enough that at some point it will hit the message cap like cryptid, and you would have to start a new one
wait theres a message cap?
yes I believe so
what is it
also i like this idea
and if i had my own server, i could make/use a discord bot that automatically updates a channel when commits are done
unfortunately the original cryptid thread appears to have been archived so I can’t check
cos u are right there is like 13k messages in here lol
yep and that will only continue to escalate i reckon
i will think about it over some time, i just dont use discord too much and i dont wanna make people have to join ANOTHER server
“i just dont use discord too much”
respectfully, how many messages have you sent in here since the thread’s creation lmao
i get what you’re saying
but 👀
lol
yeah i guess thats change recently i cant say that anymore
😈

also even if you don’t use discord that much, there’s plenty of degens in here such as myself that do
I proposed that idea weeks ago
no offense fellow degens
im kinda wondering if we can retrigger jokers 2 times
you can’t retrigger jokers at all yet
i dont think its possible, there is no "retrigger joker" effect
closest you could get would be a joker that uses the blueprint effect twice
but even then it only works some of the time
the next effect i am adding is the ^^mult and ^^chips effect stuff with talisman because i said id do it yesterday lol
like put copy joker ability 2 times in the passive thing
that could work but i doubt it will
i did it for doubling probability twice lmao
oh yeah that reminds me
please give me the opportunity to decrease probability
i need it, I’m dreaming about it
oh shit that works
i need to port the system over to the new smods then i can add a bunch of funky new probability stuff
will probably do that this week or so
wait i have the perfect thing for this..
before boosters get implemented for sure
Since I logged onto the server, I've been writing here nonstop
this is the new #⚙・modding-general
btw yahi played your mod
19 jokers remaining
I watched the whole live stream and chatted with friends about it. It was wonderful to see how he tried it out
my efforts paid off
I would advise Yahamice to try the next update that I will release tomorrow with the new balances, such as the appearance, because my jokers were always in the store
Although it was pure luck that I downloaded my mod
With Pearto and Blob, he won the game
he thought blob was a scam
They blamed Fatass Misprint for eating the jokers, but it was Sybau lol
🚽
I hope that live stream will promote my mod so that it becomes well known
nothing with the side of nothing
toxic are you sure wee smiley only does +1 joker slot
because im rewatching it
it does x5 mult
scammer
im rewatching the vid
the yahi vod
not vid
The rarity of the jokers was very high, but I have corrected it
leftprint too
since all the textures are fucked
FuckedUpPrint
who the hell scratched my blueprint
lmao
Hey, is there a way to replace Names/Artworks of already existing Jokers with this tool?
nah unfortunately not
you can copy existing jokers and edit them from there tho
Ok, thank you
ebmed
i still can't get to spawn custom joker from mod
i need some testers for this mod
i need a lil bit of help
yo i got you
Is there any way to create a random Joker from a list??
sadly not that i know of, the best i think you can do is one specific joker
i have a joker set to create specific custom joker and it crshes when it tryong to create that one joker
what i did wrong here
oh
Is there an if statement?
great it works now
thank you
This is totally wrong
how i can make for joker to decect if custom consimable is held or not
is there not options for custom consumables already there? i mustve missed to add those in when i did consumables lol
wait let me check
wait you added it
but then its gone
because my new consumables aint there
what
thats crazy wtf
idek what would cause that
ill have a better look at that whole system tomorrow
my chance plush got disabled after the consumable update because the create tarot card was deleted
same goes for the other legacy create [type of consumable] card
yeah, i needed a good way to have 1 effect manage all consumables so that you can select custom consumable types in the effect
Which triggers accepts conditionals and which don't?
all of them except passive
And what if I want to put diffrent conditionals with diffrent things that they do in one trigger?
it should all work nicely together
when you have multiple rules with the same trigger, but they both have different conditions, it will still all work, only doing those certain things if it passes the conditions
probably i just fogort to refresh site
yea i just fogor
a youtuber actually tried out random mods in the balatro mod manager and download some of the mods made in your website (mine included, even though my mod is kinda jank)
was it the yahamouse
@heady frost also can there be a condition if consumable not held
you can negate any condition, making it NOT
its the x icon in the top right in the inspector panel
quick q, what does it means when chips or mult has the little up arrow again?
Guys, what to do if I want to create a random food Joker at the end of the round?
it means exponential
so mult squared, mult cubed
etc
unfortunately theres no way to create jokers from a pool of jokers other than by rarity
Will it be in the future?
devide by money table is broken and crashes my game
@heady frost rarities gone?
this is all the card currently does
no theyre in the jokers page
on the bottom is a rarities button
click jokers the tab at the bottem has 2 buttons click the 2nc button
m y god im such and i diot or i don't get the redesigns
the specific joker condition? it says it checks your collection?
my bad haha
does it check you collection or your current jokers
collection of jokers that you have*
like the ones you own
should probably rename that description
ok yeah prob
that is strange, add it as an issue on the github with the mod json and i will have a look at it later
Adding foil to playing cards crashes the game
send the mod json
i will haev a look now because thats a big bug if its broken lol
also today i want to add a bunch of new conditions to consumables
what do you guys think i should add for conditions
not true....
i dont see any reason why mime cant work
you just have to check if the player has mime
do you want this as a placeholder
If joker is selected
and if joker of "x" rarity is selected
you are goated for it
i really cant figure out how to make dynamic tetration for chips and mult
might have to scrap that idea for now
i have a question
go for it
have you ever considered {V:} and {B:}
that would be really cool, just havent gotten around to implementing it
ideally, you could just have a colour picker and then use it as a normal tag
then code gen can handle adding it properly
what about 2 overlays
like the exotics
and changing the music
also like the exotics
probably will come later on in development, atleaast when editions, enhancements, and seals are added
because that seems like a lot of work haha
for now, im gonna have a go at porting to the new probability system and making some more probability related effects
Thats a cryptlib feature im pretty sure
But the actual system is pretty simple
Make jokerforge usable on android browsers XD
and apple as well
Well just mobile browsers in general
Gonna make a video on Joker Forge cuz I haven't seen anyon else make one and wanted to show off the thumbnail.
It'll have the title "I Made A Balatro Mod" which is why the thumbnail has that text
i like how after some updtade some of my jokjer functions broke
like add_dollars
or copy joker not working most of the time when there's 1 or 0 free joker slots
XD
that thumbnail is amazing
my bad for that lol
it ideally should be
thx dude!
how tf do you manage >1 commit per hour and still sleep enough?
@heady frost somehow i can't set dollars/hands/discradrs to 0, it's always 1
i need to hire like a web designer
crazy insomnia mixed with a passion for computer science like no other haha
Honestly your current web design is quite nice for the exception of just being not useable on mobile
what was the latest feature
if you just backspace it should default to 0
i'm on my phone
yea but in game it still will be 1
there hasnt been a commit since this morning but ive just been doing fixes all day
oh shit that is not good
Oh I have 2 ideas
i think its because typescript sometimes classes 0 as NaN so it defaults to 1
my game crashes when I try to load my mod, this is the only rule in the joker it refers to. Does anyone know what i've done wrong?
also i have a joker that copies specifically joker to it's left and destroys self on shop rerolls but it in reality it only destroys self, any way to fix that?
1: ranges should be allowed to go lower then 0
2: ranges should be able to use an variable as one of the numbers in the range
that should just work but also you dont need to make your own variable if you wanna just use a gamevar
you can just make the add mult be a gamevar
i know but I wanted the variable to be displayed in the description of the joker
Game var can be displayed there
You can still do that
ah, so if I change that then will my mod stop crashing?
for 1, that should work i think its just a frontend issue. for 2, ive thought about that before, would be really cool to implement but also super hard so thats why ive been putting it off
it might do, if not, its a code generation issue not yours lol
so dont worry
thanks :D
this never works
you dont have enough joker spaces
oh wait
negative edition and also there is more video lol
maybe copying by joker position is a bit broken
ill have a look at it rather today or tomorrow if i have time
yes
how is it done
is it done like how im doing placeholder jokers
with just a folder of images with a txt file with the credits in them
before i did anything i copy pasted the fix from tyler
i changed two lines
but credits need changing
i think it is because in app.tsx, credits are applied on a per item basis
or something
i cant really remember i wrote that code like a month ago now lol
i mean i know the credits are applied somewhere else (mainly because it just returns the credit index)
i remember the code for adding credits and stuff is quite messy and thats why i was putting it off haha
in jokerspage there might be code for adding credits to stuff
when you create a new joker
maybe
i'll look around
you can do ctrl shift f to search for text inside of files across a project
haha yeah, some bits of the code is pure spaghetti because i was very lost at the start of this project wondering how im gonna sort it all
its getting better over time tho as i get more familiar with it
there was a random loadCredits function in EditConsumableInfo
bruh this is what i mean
spaghetti code
ideally it should be its own util file, PlaceholderUtils or something
and that can manage all placeholder related stuff
im going to add these straight away
Have you made kind of a roadmap with the things that you're going to add? @heady frost
not an official one, ive kinda just been talking about it, it might be cool though to have a roadmap on the site on a page or something tho so its easier to see how things will progress
Hi this is really cool and I was wondering for the consumeable placeholder art you would want just blank copies of the in-game consumeables?
go wild with them lol it doesnt just need to be blank it could be something cool
Like i literally ripped this from the game and reduced the opacity lol
i can still add it to the commit adding the support for seperate consumable placeholders
roadmap channel in the new server 👀
the ideas keep coming
i will be advocating for this forever until it happens
would this count as a fix ?
i dont blame u lol
i think it would count as a feature
if you are following conventional commits
but i dont even follow it properly lol
A specification for adding human and machine readable meaning to commit messages
the good thing about it is that i can dynamically display the commit type of the web page
im trying to use it
it works sometimes on diffrent versions of my mo d
this is why
so it's not just this boring gray
i will add it as an issue on the github, it will be a code generation issue i reckon, so my fault not yours lol
and if there was a joker forge server with a channel that showed recent commits, the discord bot could also style them differently on type
which would be cool
do you want to submit more or is this the only one?
also the jokers probability system has been updated to the new version finally, the consumables one hasnt tho because that needs some work regardless because i dont think probability is working properly at all for consumables so im gonna overhaul that rather today or tomorrow
im waiting for drspectred to discover jokerforge
whats the changes
that would be super cool
nothing that you will care about lol, it just changes how the code is generated but all the effects are the same
however
it opens up possibilities for stuff like 'set probability' effect
cool
with like add probability, minus probability
so i will most likely implement some of that stuff this week
all of this joker forge work i have left my personal website to rot lol https://www.jaydchw.com/
blah blah blah
after consumables im hoping for the cosmetic block ideas (sounds, change bg music)
most likely will be editions/enhancements/seals, then all those cosmetic stuff
although
i might add basic animations
pretty sure only change boss blind is possible though
like shake
