#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 15 of 1
that would be cool to do when joker forge can create custom boss blinds
though that will probably be a while lol
i have NOTHING else to say about myself
you can change any music
useful for dna or showing if something is active
wait really??
and its done in a way where it would be easy for jokerforge to implement
yeah exactly, and i dont think its too hard
my one and only commit to the lucky rabbit mod is adding a shake animation to a joker
also i think destroy joker would be cool to choose the animation that plays when you do so
This bot is starting to annoy me
it is the cost of integrated development lol
this was also you telling me to merge the pr
undeniably the GOAT
code card compability?
i wish lol
also now there's 7/11 chance of the placeholder being cebeedrawz's placeholder
is there a place where I can post the errors I've been getting to see if they can be fixed
here
here or on the github issues page
what are the odds for joker placeholders that its one of ceebees
i can't draw so here are the best placeholders i can make
no idea how much of the error thing I need to show
i fuck with them heavy
can we see all the placehodlers rn
would be nice if they could be on separate image
basically I tried to make a joker that doubled probabilities and had a 1 in 5 chance to destroy itself, and when destroyed it would create another joker
but that wasn't working so I just made it destroy itself after a boss was beaten and create the joker but it STILL isn't working
this is a really strange error, can i see your mods folder?
I've turned all the other mods off
will I need to outright delete them or move them to another folder
when was the mod exported?
a few minutes ago
also you should update your steamodded
hmm
oh am I using an old ass version
yes
not super old but a new one came out sorta recently
going to make a placeholder rn
can you show me the fridge.lua?
the error sounds like the one i tried fixing
lemme see if updating steammodded will fix it
sure, I'll make sure I've actually updated it properly
you are using a new line in the joker description
instead of an [s] tag
this is the exact problem i "fixed" yday
lol
is my code flawed
wait that's an issue
surely .replace wouldn't fail me
can you send the json?
if you press enter it inserts a [s] tag
[s] tags basically act as new lines
const escaped = formatted.replace(/\n/g, "[s]")
hmm well it's the first one I've done new lines for
so I think that just might be what's wrong
i think the issue is that people are editing their descriptions straight from the joker card which doesnt warn you about it
yeah, all you need to do in joker forge is get rid of the new line and use a [s] tag
and it will work perfectly
should I be doing spaces as well
wait would \r count as a new line and break things
you can put spaces thats fine
its just new lines
because the code generation takes all the [s] tags and treats them as markers for new lines
i have no idea what happened but my new lines work fine
unless its this
it might be because you are editing inside the editjokermodal and not inside jokercard maybe?
who knows lol
so uh
this was the exact issue with it
thanks for the help
yeah its a super common issue lol no worries
let me know if your jokers work nicely!
maybe they have been using it since before you changed it and just didnt refresh
16h
yeah but ive seen it happen before lol
i wouldnt worry about it unless someone else has the same issue too
good fixes tho btw
you are so goated for it
still goated, the UI stuff is what i struggle with most with getting right lol
the code gen is actually pretty nicely coded, its the ui that is a mess and bad
you can probably close https://github.com/Jayd-H/joker-forge/issues/152 now
true
Hell yeah
ty
Should i make some more
🙏
ill make 4 joker and consumable placeholders tommorow if yall want
i already committed https://github.com/Jayd-H/joker-forge/issues/199 btw
and this
its a placeholder
joker placeholder
is this cool
vouchers
also this
boss blind joker template
fixed it being too low
also throw this in here for funnies
i found the problem with new lines (probably)
my "fix" isn't implemented in consumables
🔥
rip lol
Why is the "add Dollar" effect gone
where are you looking for it
What did they add? I didn't see the messages
At the economy effect
maybe got changed to edit dollars?
or its just not an option in whatever trigger youre looking in
edit dollars is a better name for them
because set implies only set
Ohh ok thanks
also the pr is ready for merging btw
beautiful
i seriously don't know why you filtered those empty strings
if i remember, i wanted to have it so that having two [s][s] tags next to eachother created a space/new description so i started coding it then i never got past the first steps lol
if i remember what you mean
Is there anyway to contribute to the repository???(I would like to add being able to create rarities as well)
the fix to the issue of two [s] was commenting out one line (in two files)
you can create them
you already can
yeah but i was originally gonna make it make a new description
if you want to contribute you can make a fork, create commits changing something and then do a pr
no worries
also, you are free to make any pull requests you want on the repo https://github.com/Jayd-H/joker-forge
for contributing
i hope you are reviewing my pr's and not just blindly merging them
im blindly merging them
mind you yday was the first time i touched ts
👀
you have been smashing it honestly
i mean i tested it and it worked
is there any plans for being able to create your own custom blocks?
i havent even considered that lol, i mean how would that even work
would be super cool
but i cant think of a way that would work
I'm going to read through the code gen
And consider making animated sprites
But that would need it's own atlas preferably
And its own interface on the page
entry.ts is the main orchestrator, it calls the index.ts of jokers and consumables when it finds them, then those files call conditionutils and effectutils. every condition and effect is its own file
its organised fairly well
there is an imageprocessor file that handles the image creation stuff
There's a image processor file???
Then why tf is there an upscale image function defined in 4 different files?
image upscaling happens when you upload a joker, you are right tho, it should probably be a generic unified function
image processor handles making the atlas folders and adding jokers to the images
it upscales to 2x, then during code gen it generates 1x from that
the only reason it upscales to 2x on upload is so that differently sized images dont mess with formatting
Just thought of it
make a new tab called custom blocks
there'll be blocks which the user created,a create new button,export button and import button
whenever the user clicks create a new custom block a interface appears with the following:
block_type:Either trigger condition or special
block_code:The block logic written in lua
block_category:(Category of the block gameplay round events etc)
block_desc:A description of what the block does
just had a relook at the files, its from copy and pasting sections of code lol,
just mindlessly
that would be so sick
if something like that were to be implemented tho, it would come much later on
Plans changed I can't work rn
understandable 🫡
From one to ten, rate the thumbnail of my mod
twenty
needs more things
add a advertisement on the side
subway surfers
and make it slightly more green
and make the quality of everything worser
except subway surfers
cuz subwy surfers
On the GitHub it says this lacks blueprint logic.... But is it possible considering the BP options in the editor
blueprint logic as in logic that happens when a blueprint joker copies your joker
so the blueprint can't do the joker effect twice whenever it copies it?
it can do it twice, but theres some jank interactions sometimes
in like certain cases
usually its fine tho
@heady frost just trying to understand the code, why does it need a fallbackVariableName in this check?
if (typeof value === "string" && fallbackVariableName) {
return `card.ability.extra.${value}`;
}
it was an artifact of some old way i did variable names, i think now tho it might be unecessary
but dont take my word on that im not 100% sure lol
did i push a revolution with my commits?
So it works... But it's buggy
Yeah based on my previous test it seems like it worked fine
yeah basically
i think its only in more niche combinations of effects
and also the variables increment twice for example when it shouldnt
things like that
couldnt find anywhere this is set
Interesting
and its preventing a joker var to go to code cause it is a string but fallback is undefined so it sets it to "0"
good catch then lol
some parts are quite spaghetti, code gen is nicer than the ui stuff but regardless i do need to clean it up
its because i didnt have any good frames of reference on how to do a system like this
so it was me basically trying shit out
and seeing what seemed best
Is something missing?
hey if it works
but its actually pretty organized
its not half bad but some parts definitely are pretty ass lmao
the stuff ive been writing recently for the code gen has been quite decent
i wish i could start the project again with the knowledge i know now, going back in time, but alas
make it slightly more greener
green...
now that is perfect
do you mind me asking what these are (or will be) used for?
please it?
placeholders i think
please center it*
Either that or for vanilla reforged was my guess yeah, but I'd like to hear from goodmorning
https://github.com/Dogg-Fly/Another-Stupid-Balatro-Mod/releases/tag/v2.6 release a new balance update and 30 new jokers
Now I'm going to sleep
goodmorning what in the console spam
no user opens the console anyways lol
it was for when i was debugging placeholder jokers credits
didnt delete it cos why not
i dont know how to do that on aseprite without redoing most of it and it took a while
ctrl + a
drag
Just woke up is tetra mult added?
no but you can have empty lines in description
s
i tried doing it when i woke up but i ended up spending too long and i gave up on it mb
might come back to it later on but for now its shelved
no way new pr just (23 min ago) dropped
im NEVER using a debugger for typescript mark my words
yeah its mine
goated honestly
based
could you please close https://github.com/Jayd-H/joker-forge/issues/147 and https://github.com/Jayd-H/joker-forge/issues/199 ?
mr morning can we see the placeholder images again
goodmorning?
it was all @icy crow work
i don't want them, it's too much power
this was just to upload the consumables into vanilla reforged
but it was pointless
because
i just got given a folder with images in
next time go check yourself
Makes sense. Good luck!
make it spin
im not implementing the animated things
if atlas making would be easier to understand for me then maybe
yeah its a whole process lmao
i dont even know how animated sprites work in smods yet lol
animated atlas is just for blinds
placeholder
ah yes, transparency
but what about adding the text and jimbo onto it
placeholder
we couldn’t afford it
we getting copyright striked with this one
what about just like
are they in 71x95?
last time i had problems because i didn't notice they weren't
yes thats a joker template
fuck its x2
yes its completely transparent
a lot of the templates arent 71x95 😔
not sure might have to do with up/downscaling
don't add these yet since i'm asking HoodlyTheOwl (the artist) for premission but possible joker templates
woulve been for our collab mod bananalatro but we got burnt out sadly
keep them in a folder and then submit in a github issue
fuck thats the same image
figured what is happening here
value: Number(effectValue) || 5,
if i pass 0 as a value it sets to 5
something im trying to implement
ok he gave premission
we can put these in
credit HoodlyTheOwl though, not me
that is NOT becoming a placeholder
What's happening here lol
schizophrenia placeholders

i didn't add any of them
its because typescript thinks 0 is not a number
yeah i know
so it defaults to 5
opened a pr, it should be fixedq
oh shit
just changed it to ?? lol
you guys are so goated goddam
No u
Can you add a feature for consumables to apply editions to specific jokers? like, rightmost or leftmost joker.
does "when a card is bought" work for jokers?
Yea
thats a good shout, i want to add a "selected joker" condition
which allows you to just select jokers
then apply editions and stuff to them specifically
i was meant to do that today, add a bunch of conditions, but i got distracted by bugfixes
yeah theres so many lol
also copying consumables
this thing is huge
trynna make this
is there an order or do i just append to this monster?
just append lol
the VR avatar is a reference to my Blobtown avatar (blobtown - kinda like rec room, but mostly focused on art)
i unironically its the best way to do it too
can this be a placeholder?
has anyone made a custom rarity, and made a consumable to create a joker of that rarity? Like The Soul. i cannot get it to work for me, even though the blocks all seem to be fine
jimbo when i use the consumable
the jokers themselves show in the collection as the custom rarity
huh
i tested recreating the soul, and making a custom joker of legendary rarity, and that works, so
idk
I think creating jimbo when a custom rarity is made is a big still
someone should make smth similar to this, but for TBOI
well yeah its like using soul when you have the other 5 legendaries already
hes the backup
ok it might work
quick question. Is this the right spot for it
was set ante level fixed?
idk
yeah its still a bug but idk the solution
i think it must be an issue with smods add_card
the fix is a tomorrow job tho
guys i might be cooked this round
it was broken?
it is broken
yea
its not a really massive issue but it makes a few of my jokers description lies
death tarot for jokers 
hope you got some negative mult on them jokers
entropy already did it

everyone has already done everything
well jokes on them
I’mma make the hanged man for jokers
im fixing set_ante btw
oh awesome good to hear
you need to place y
place your holder bro
place the holder
place the holder for it bro
i would also like an effect (like baseball card) that references the number of jokers you have of a custom rarity as a variable
but that must come after the other thing
i think i fixed the set_ante
lets fucking gooo
what was the issue with it
i didnt even know there was one lol
well when i tested it didnt work
so i copy pasted some code from cryptid and changed values
and now work
i somewhat tested them
also, it will always fail vercel until its on the main branch because vercel is overly strict lol
usually when testing a new effect or condition, i make 1 joker each with each of its parameters
so for this one id make one for set, one for add, and one for subtract
i react with confused because it looks like annoyed
i did that
and found that my first try was wrong because i subtracted a negative number instead of adding it
yes
at least it worked on my machine
any effects need to be added>
theres a bunch of little ones
you can try where i failed with the tetration one
with a parameter for number of arrows
imo conditions are easier to implement anyways lol
ok i'll try to implement some from the checklist
GOAT
once you get into a rhythm, because a lot of the simpler effects and conditions follow the same pattern, it gets quite straightforward
i just copy pasted you're code from other effect and changed some things
yeah its a nice little system
shit i forgot to check the checklist for Alter Blind Requirement
and then editing the parameters and stuff is in /data folder
and it just works
im glad youve been able to make some understanding from some of my jank code
yeah the things in that folder unlocked some memories of modding a game in json
if G.STATE ~= G.STATES.SELECTING_HAND then
return
end
G.GAME.chips = G.GAME.blind.chips
G.STATE = G.STATES.HAND_PLAYED
G.STATE_COMPLETE = true
end_round()
putting this here so i dont lose it
goodmorning why is the checklist so out of date
Add/Subtract/Set Consumable Slots and Add/Subtract/Set Joker Slots
no more buggy?
update to SMODS new probability system?
dude.
?
so can we do more than double it now?
idk
the fact that it uses new implementation doesn't mean entire effect was reworked
i'll check it out after im done with beat current blind
is there a list of all contexts used in balatro?
most of them if not all is here https://github.com/Steamodded/smods/wiki/Calculate-Functions
thanks
also https://github.com/Steamodded/smods/releases/tag/1.0.0-beta-0711a because idk if they were added to the wiki yet
what are you working on?
idk if im going to make another of all the sinful suit jokers but this is one
does this add 2 hands permanently (like grabber) or temporarily (like burglar)
was trying to create a shop_entered trigger
by using the context used by tags
like the coupon tag
what in the bug is this
what in the eastern farmer
git tree before i started committing
git tree now
i feel bad
ok now to the probability thing
Also I think cokeblock is really inpatient
what happens
because im lazy with it lol
its beautiful
It's this big because I constantly forget to press pull
haha i dont blame you
could i rework double probability as it's own trigger? (or at least try to)
that would allow for conditional changing of probability
for example modifying only wheel of fortune
ok my current plan is as follows:
- get Beat current blind effect merged.
- create a new branch
- rework probability on that branch
are pokerhand variables supposed to be game variables?
also i swear to god goodmorning read what pr's changed
trusting a guy with less than 2h experience in typescript (referring to the first pr) isn't safe
yeah go for it, it would be really cool. but if i was you, id make it use the passive trigger, then when an effect related to probability is used, it will automatically generate the new context
there are game variables that inolve the poker hands but poker hand variables are its own type of user defined variable
i do actually look at the changed code lol, i just dont test it
but i do look at the commits
and im okay enough at typpescript to know if something looks like it will work thankfully
i thought of that but "modify all probability by X2" is less flexible that "modify probability of tarrots by X2"
and you cannot make the 2nd one without an if
thank god
what happened here
thats very true, if you can manage to pull it off, go for it
fancy screenshot
wait no its not
it uses default
but i guess you technically dont need it you are correct
i just committed a bunch of stuff in a rage but that file was actually fine lol
i mean it serves as a little documentation
yeah cause i have a poker hand variable that doesnt appear in the extras section in the lua file
so the inspector looks like this
but actualy #1# is the chips_var
that is a strange bug, i will look into it tomorrow when i do some more bugfixing
yeah i tried looking at it but i dont know the game variables are supposed to work
it is used as G.GAME.current_round.hand_var_hand
a lot of the variable related code needs to be tidied up a bit, send me the json from the site
and i will see what the issue is
tomorrow tho its bed time for me rn
its the treasure map joker
ty so much
np
im not sure if i should include Set to as a operation for the modify probability effect
if it's easy to make work, go for it, the more options the better. but if it's annoying to do just leave it lol
I'm very noobish to the new probability stuff so idk
i mean more like i would have to do some tweaking to the system. because set to has it's own context
so it would probably land in passive
and i would prefer it all being in one effect
so you don't end up with people asking how to set probability because that option is "missing"
anyone know why this isn't working?
it will only appear when a card is destroyed and it isn't glass
you would have to switch the rules around
so the one creating the card would be rule 1
this appears to have worked but now this is happening lol
and i cant play any more hands
uhhh
this has to be a problem with creating the card
@heady frost i need some explanations
ok nvm im just stupid
does the when joker is sold, create a copy of the joker even work if the slots are full?
yes
i tried it and it didnt even copy if joker slots are full
it only works if theres 1 free slot
completely new to this program, is there a way to make this?
i dont think we can prevent the round from ending
ok ty
turns out they are not all here
starting_shop exists
Just tried using the Joker Forge for the first time, I first tried to implement 1 joker in a mod to see if it'd work
It does add 1 Joker to the collection, but whenever I try to view it (or whenever it shows up in the shop) it just crashes the game with this message
Any idea what I did wrong?
Did you export the entire mod?
did you export the whole mod folder or just the joker?
The mod folder
Which contains assets folder, jokers folder, main.lua and a json
does the folder structure look like this: Balatro > Mods > your-mod > 4 files?
Yes
send the json file of your mod lemme see if it works
Yo I just relized something there isn't currently a way to properly recreate photograph
If we could get that it would be nice
Yeah that's gonna take real lua knowledge
not this json, click the 'Save Mod' button on bottom left corner
is it this?
It's just Steamodded right?
I have that already since I have Cryptid mod, is there anything else?
Wait but
I don't have this json in my Mods folder anywhere
I only have the first one that I posted
Should I put this one there instead?
no this is just for sharing mods
just click export and extract the file into your mods folder
Okay i dont know what changed to make it work but after uninstalling and reinstalling the mod files a few times it just randomly worked
is there any way to destroy hand after its triggered
you gave me inspiration to make jokers about Blob
idk destroy card scored, after scoring it destroys itself
uh yeah let me fix that
oopsies :3
okay
they really should add an "are you sure you wanna delete this joker?" to this button
is there a way to modify other jokers values?
like tropical smoothie from cryptid or smth
nope
not yet
Is there plans for the consumable Destroy Random Joker effect to be able to target a specific joker?
do random groups inside of custom jokers crash the game for anyone else?
Using this website to make jokers based on my stupid ideas, Pfetty cool!
@heady frost were random groups changed? anything using them seems broken now
this doesnt even crash my game lol
so am I the only one having this issue?
having trouble creating random jokers of my custom rarity, whenever this triggers it just makes a random joker of any rarity
is bugged rn
prob fixed tomorrow (or later depending on timezones)
oh okay ty
yeah hopefully gonna make a proper "is card index =" condition
I updated to new probability system and you are using and old version of smods
How would lusty work if the stone variant had x mult
They're all going to have different effects
But their effects will get multiplied
I would have just based them of the stone variant joker
Like diamonds will be: gain 1 dollar per scored diamond, multiplies amount by x1.1 per scored diamond
Bloodstone is probably just going to be a cracked version of itself
Maybe even transcendent
Maybe multiply by 1.05?
Their won't be probability on it
It's probably going to start off as "each heart card gives x1.1 mult when scored, multiplys by x1.05 per scored heart card"
But I think it would be funny if the number it multiplys by went up to
Like the x1.05 doubles every round
Its possible
lmao
This is what i am trying to make
that is crazy idk if that would even work
fire idea tho
but tbf I think it could be stronger 1.5x mult seems weak
ohhhh I get it
I think when you make a random chance, in the background it already creates numerator and denominator variables so you can reference it in the description, you might have to change your custom variables to something like numvar and denvar or something
Ok
which is why there's two numerator and denominator variables in the dropdowns
It still has the 2 variables but oh well
well then idek lol
Its not selecting two at once tho
well atleast thats been sorted then
Good morning
goodmorning
my sleep schedule has been better
gonna implement the 'card index in hand' condition for card scored
and also 'first played []' condition for card scored too
for hanging chad and photograph
then i will finally fix the rarity joker creation bug
I'll do some irl stuff and see what I can do on my mini rework
I'm thinking of making it available in almost every trigger and deleting the one I created (like you said)
theres 2 things im craving for this website
its cosmetic blocks
and booster packs
Cosmetic blocks?
yeah, thats how i did it with the destroy card and retrigger effects. they still have to use a different context but the code gen handles it all
Yeah I already added an else if into the mix of those
That would be easy ish
Assuming I understood how the zip is packaged
the animation one shouldnt be so hard, it can just be an effect 'play animation'
kinda like show message
and then the parameters are just presets of what animation type
For sounds I thought about new page names sounds(similar to jokers/consumables)
And then they show up in the effect
User would upload .ogg (preferred iirc) file and give it a key
that would be good because it allows users to upload a sound once and use it everywhere
but also a lot more effort to make
i was gonna just do custom sounds like an effect, then in the inspector you could upload a file
Then the code gen generates a file with
SMODS.Sound{
key="LetsGoGamblingSound",
path="gamblecore.ogg"
}
for every sound
but even then thats hard lol
thats so fire actually
i didnt know smods had a sound
That assumes no background music change
It adds it to the sounds and then you can use
play_sound("modprefix_key", 1, 1)
No I don't remember what those 1's mean
magic numbers
just implemented the card index condition
so hanging chad is much easier to make now
made some more placeholder images
my mother has just rang me to invite me to go get lunch with her so i will do the photograph specific condition later lol
we already have people on old smods releases https://github.com/Jayd-H/joker-forge/issues/209
Im brand new to modding, how to i install the custom jokers i made? 🫠
just export your mods, and place them in your Mods folder in the balatro appdata folder
make sure you have smods too
latest release 0711a
your mod folder path should look something like this C:\Users\Jayd\AppData\Roaming\Balatro\Mods
i installed Steammodded through Balatro Mod Manager, but when i put the json in the mods folder, it doesnt show in game
am i supposed to put it in the mod_index or just the Mods folder
its not the json, you need to export the mod files
just the mods folder
ahhh okay thank you :]
let me know if it all works nicely!
Should my jokers be showing up in the collection tab if its working properly?
yeah they should all be there
if you can, can you send a screenshot of your mods folder
you need to extract the "mycustommod"
so its just a regular folder like steamodded and lovely
LETS GOOOO
so fire
i assume i can spawn the jokers the same as other jokers through the debug menu
yeah ofc
hopefully they work as intended 🤞
the most english sentence ive seen here
i keep getting this error about ipairs
it happens when i discard with this joker
its supposed to gain x1 mult for every face card discarded
but it crashes
oof yeah my joker also crashed my game lol
that is strange, make a bug report on the GitHub if you can be bothered with the saved mod JSON
to make sure I don't forget
there might be a big bug with some of the code generation
What price and rarity should this be?
Rare
i hate modifying code gen i hate modifying code gen i hate modifying code gen i hate modifying code gen
slightly more expensive uncommon
it’s very similar to Mr Bones, just with a different drawback
i should make this joker
its not on main yet
so i am not able to make that joker with joker forge
are you telling me you do not save all of your mods in a different folder
i mean i just press export mod files
and then open the folder straight away
i just save all of my attempts in a different folder
organising this is a waste of time when it takes (usually) 1min to fix a specific problem im facing
whenever i save something it prompts me telling where to save it
repost
These look fine
I'll add them after I finish up lunch
ok Taylor added them
@heady frost sorry for ping but would turning 1st image to 2nd image (to allow for the json to be exported with the mod files) be ok?
it may be a stretch
actually to this
and i switched the function name from PascalCase to camelCase
there is already a file that handles exporting and importing the mod JSON
you could just call the function in that file when export mod is also called
yeah and im editing that
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
i edited it because of this part of the function
for importing i did (image below) for compatibility with old saves
that's beautiful
you're actually pretty good at typescript
tbf as long as you know programming it's not the hardest language in the world but still
i just edit your code 👀
even understanding my code is annoying haha
you're the goat tho fr
I'm out ATM but Taylor might be able to merge it lol
my school project is less readable than this
lol that's nice to hear atleast
it's because I'm the type of programmer to quickly get shit done when it comes to projects like this
cos I think it's more valuable to get a good prototype out, then later on refactor
but that builds up a lot of tech debt
home now
is there a way i can disable a probability on a effect?
like prevent it from having probability?
i dont think so
fix probability effect with a random group = stack overflow
modify probability most likely too
maybe i could fix that by not using the new probability in that effect
you could add a new parameter to effect that is a bool that is like enableProbability = false
then based on that parameter, dont show the probability button for the effect
or
you could just ignore it and put it as a bug on the github
because its so niche
niche but probably will be encountered a bunch
true perhaps
im gonna try and fix the custom joker spawning bug
Good luck
ooohhh
the bug is with the create joker effect for jokers
not consumables
the consumables one works perfectly lol
i thought people were struggling with the consumables one which i fixed before but it turns out they both need fixing
no more stack overflow (this example has a 1 in 2 chance for the denominator being set to 1)
thats fucking crazy wtf
i love the system ive created for adding effects and conditions
i love how you can just add one to the data files and it even autogenerates the stuff like = 1
very talented
bruh i just spent like half an hour searching for the reason my mod prefix was coming out as a string of random characters for me just to realise that i was passing the parameters in the wrong order haha
i was passing it like
ruleid
modprefix
when it shouldve been
modprefix
ruleid
the fix should be out soon btw
up to you honestly, i dont mind the extra category
better seperation
im not sure which one would be better
how are you finding typescript and react programming
typescript just like any other language, with its own quirks
react i didn't even touch
maybe except that icon
if you want to count that
if we stick to category i found a "more unique" icon
the fix for create joker custom rarities is out lets go
yeah i fuck with that icon more
How do we feel about this joker?
it looks too much like the regular blueprint imo
imagine using the soul and seeing blueprint
lmao your auto dark mode causing the description box to be black
theres a case to be made that thats a good trade off
better than chicot
lol
im so mad at myself because i (for some reason) named the file SetProbability instead of FixProbabilityEffect and i couldn't find it
lmao thats so relatable too
WHY DO SO MANY PEOPLE HATE ON CHICOT????
HE HAS A GOOD EFFECT THAT WORKS FOR A LEGENDARY
sorry but if the legendary isnt an instant win condition i dont want it
chicot can get crazier when you have multiple of him
It removes the instant lose conditions tho
That's bug abuse!!!
shhhh...
theres a voucher that is basically chicot
trib and perkeo arent
Are you suggesting that yorick is an instant win and trib isn't?
yes
trib can get planted and is more susceptible to it than photograph
yorick only gets nerfed slightly by the water
Wait its not supposed to be?
no lol, i assumed you have the extension. the box is pure white (#fff) and i think its just inverting it
retcon?
The thing is, I dont have an extension, i think its just opera being weird.
oh shit yeah probably then lol
Yeah i figured out how to turn it off
chicot gives you $2 worst case when sold and if you even use directors cut it costs 20
is there a way to make the tool tip accurately track the current +chips and +mult this card has
yes
put #1# and #2# in the description where the numbers are
this will set the value to the variables you created
are the Four Fingers and Shortcut effects not implemented yet
i believe they're in passive
no the blocks are there but it seems to not do anything
the jsons contain no code to make these effects happen, just comments
it uses a hook
hmm
the hook didnt appear in the joker i made
it did when i copies the reforged four fingers though...
i think hooks have a bug where they dont generate if you export single jokers at the moment
it generated for me tho
huh
on a single joker
actually it generated when i did export the single joker!
let me try export the whole mod again
oh shit lol i mustve got the bug backwards haha
it might be me that broke it when i fixed create joker
because i had to modify how mod prefix was being passed
but also hooks use the mod prefix too
but you only fixed that this morning and the jokers i exported yesterday (as a whole mod) are missing hooks
oh damn that is not good
i will add it to the github repository
and will have a good look at it rather today or tomorrow
for now its easy to bypass by exporting individually and copying the code in
yeah i reckon its like a line missing or a typo somewhere lol
ty so much i appreciate it
and i appreciate u finding this bug because i wouldnt have been able to find it on my own lol
ive spent a lot of time working on the Extra Credit mod but none of the actual coding so its really cool to also be able to implement jokers quickly
no way lol i used to have a section dedicated to recreating the extra credit mod jokers i love that mod
like vanilla reforged but extra credit jokers
hell yeah
its not there anymore because it felt mean to use someone elses mod to recreate it in joker forge
on friday it will release on github
thats cool because we really wanted to make vanilla jokers and its neat to see if they can be made with "vanilla blocks" as such
but the json is still here
if you import that into jokerforge, it should bring up some extra credit jokers
theres probably loads more that could be replicated by now, that json is old lol
also did anyone find any bugs with importing and exporting in the last 2h?
blah blah blahggg!!.json
10/10
94 jokers is crazy
i hope not but there's a possibility i missed something
not even .jokerforge smh
mf look at asbm
from my experience its all working greatly, i tested it all and everything
well that's good
i rename my files
can you try one thing EF
to .json???? over .jokerforge ?!?!?
?
yes
how dare you
i duplicated a joker in my mod to test the hook thing and the duplicate didnt seem to appear when i exported the whole mod
its because they share the same key
and the jokers are split by file based on key
you need to edit one of the keys to be different then it should all be fine
ahhh okay
we could probably append copy to the key of a copied joker
i dont actually need the dupe, but that makes sense 👍
yeah that would make sense
would be an easy fix too
😈
made huge progress these last couple of days especially
oh huge merge request
makes sense
also i hope my probability branch doesn't break something
it probably wont dont even worry about it lol
