#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 16 of 1
i was eagerly awaiting the modded rarity fix but my consumables are still producing stinky jimbos
variable hashtags and showing up :(
it shows up in the preview as their initial default value now
is it fixed
ohg
try re-exporting your jokers
unless youve exported them in the past like hour
I did it 5 minutes ago because I figured I would need to do that yea
I might try making the cards from scratch to test
do you have any jokers that can be spawned with that rarity?
i know its a silly question but if theres no available jokers it just spawns jimbo
Several
By which I mean all the names are the same in the jsons
this is the third time now i thought i fixed this bug but it still doesnt work lol
beautiful art
thats strange the code its generating looks all correct
will test in game
wait
did you refresh the site
...no
i was kinda hoping i did something dumb
nah its not your fault its a code gen fault for sure
also i need to add it so you can have overlay images on consumables
will do that after this fix
that should be an easy fix because ive been manually fixing it every time i export the consumables lmao
yeah for sure
im honestly so confused as to why the joker spawning thing doesnt work
yeah it worked in testing
but also i just exported these jokers and it doesnt work
maybe it has something to do with multiple rarities or something idek
i thought at first it was because the mod id was the same as the rarity id (which is no longer the case)
thats chill anyways, it uses modprefix for the rarties and stuff and it should still work regardless
i will ask modding-dev when ive eaten this pasta
that sentence makes it seem like im gonna ask modding dev about the pasta
lol
among some friends some time ago we decided that chicot is the worst joker, so as a joke we created this joker
lmao
means shit
close enouh
damn
😭
how many spanish speakers are in here damn lol
is clash royale big with the spanish speaking community
On the wall
where did clash come from
Since I've been here, I've only found one
i was thinking about it earlier
me too
i see a lot of spanish clash royale videos that are in spanish
but that might just be my algorithm
Spanish support when
me when spanish people exist
i don't speak much spanish what does the desc say
el joker forge
BURGER
this is your job now
dude.
could pull a cryptid and make it auto update
yeah
its jaja fofo
not coco lulu
the fuck
the membership card
the fuck did i just say
i think you can just copy the https module code from cryptid but just change it
well i dont know how to do that okay :(
I would do something similar, except that shitcot was only said five times on the server
adds x52
burger
i hate how adding a new thing like retriggers (what i mean is effects using separate context) to the code gen needs copy pasting 300 lines of code and changing a few things
actually does entropy have a joker that updates with an https module?
yeah that shit was so annoying when i did it lol
same with destroy card
same with two effects im adding
i know that entropy has that one joker that increases ascension power for how many smiley sun emojis are posted in the entropy discord
can't remember if it has an https module however
this didnt work so thats good!
hell yeah .jokerforge
I got stuck at 130 jokers
lol
THATS BART
good ol 2 pair
was that the referencve
not added yet
i suggested that to tangents
and that might be good
i know i was just saying somethin stupid :3
theres plans to add it in the future tho!
1 in 3 chances of fucking exploding
but turns into cheese ball
I had asked this earlier but do random groups inside of custom jokers crash the game for anyone else?
I’ve been experimenting with the website and everytime I try to use any random feature it crashes the game
Balatro Mod Manager will put you on the dev version
@heady frost you silly
load rarities before jokers
no shot
bruh
wait i looked at the define function
all this time
doesnt it do that already tho?
SMODS.Atlas({
key = "CustomJokers",
path = "CustomJokers.png",
px = 71,
py = 95,
atlas_table = "ASSET_ATLAS"
}):register()
SMODS.Atlas({
key = "CustomConsumables",
path = "CustomConsumables.png",
px = 71,
py = 95,
atlas_table = "ASSET_ATLAS"
}):register()
local NFS = require("nativefs")
to_big = to_big or function(a) return a end
local function load_jokers_folder()
local mod_path = SMODS.current_mod.path
local jokers_path = mod_path .. "/jokers"
local files = NFS.getDirectoryItemsInfo(jokers_path)
for i = 1, #files do
local file_name = files[i].name
if file_name:sub(-4) == ".lua" then
assert(SMODS.load_file("jokers/" .. file_name))()
end
end
end
local function load_consumables_folder()
local mod_path = SMODS.current_mod.path
local consumables_path = mod_path .. "/consumables"
local files = NFS.getDirectoryItemsInfo(consumables_path)
for i = 1, #files do
local file_name = files[i].name
if file_name:sub(-4) == ".lua" then
assert(SMODS.load_file("consumables/" .. file_name))()
end
end
end
local function load_rarities_file()
local mod_path = SMODS.current_mod.path
assert(SMODS.load_file("rarities.lua"))()
end
load_rarities_file()
load_jokers_folder()
load_consumables_folder()
.
i looked at the order of the functions
not the order of calling them
im stupid
yeah its a bit counter intuitive
i genuinely cant find the issue here at all
this is what im using to test
i swear this worked when i tested it earlier
i feel like im going a bit schizophrenic
im going to send what i did in my mod
that would be perfect
part of main.lua
assert(SMODS.load_file("src/rarities.lua"))()
assert(SMODS.load_file("src/jokers/load.lua"))()
rarity
SMODS.Rarity {
key = "plant",
loc_txt = { name = "Plant" },
badge_colour = G.C.EF.PLANT,
pools = {
["Joker"] = true,
},
get_weight = function (self, weight, object_type)
return 0
end
}
part of jokers/load.lua
assert(SMODS.load_file(curr_dir.."plant.lua"))()
shit
part of plant.lua
SMODS.Joker{
key = "pocketplant",
config = { extra = { discards = 3, hands = 1 } },
loc_txt = {
name = 'Pocket Plant',
text = {
'When {C:attention}Blind{} is',
'selected, gain',
'{C:attention}+#1#{} Discards and',
'{C:attention}set Hands to 1{}'
}
},
atlas = 'Jokers',
pos = {x = 0, y = 0},
cost = 6,
rarity = "EF_plant",
blueprint_compat = true,
eternal_compat = true,
unlocked = true,
discovered = true,
loc_vars = function(self, info_queue, card)
return {vars = {card.ability.extra.discards}}
end,
calculate = function(self, card, context)
end
}
i cut off the calculate function because it was long
this looks all the same
and that annoys me
local function load_rarities_file()
local mod_path = SMODS.current_mod.path
assert(SMODS.load_file("rarities.lua"))()
end
load_rarities_file()
SMODS.Rarity {
key = "royalty",
pools = {
["Joker"] = true
},
default_weight = 0.1,
badge_colour = HEX('c3a919'),
loc_txt = {
name = "Royalty"
},
get_weight = function(self, weight, object_type)
return weight
end,
}
SMODS.Joker{ --Royal Joker
name = "Royal Joker",
key = "royaljoker",
config = {
extra = {
Xmult = 2
}
},
loc_txt = {
['name'] = 'Royal Joker',
['text'] = {
[1] = 'Gives {X:red,C:white}X2{} Mult when a',
[2] = '{C:attention}face card{} is scored'
}
},
pos = {
x = 0,
y = 0
},
cost = 5,
rarity = "testytest_royalty",
blueprint_compat = true,
eternal_compat = true,
unlocked = true,
discovered = true,
atlas = 'CustomJokers',
prefix is correct too
{
"id": "testytestmod",
"name": "testytestmod",
"author": [
"Wingcap"
],
"description": "Custom jokers attempted with Joker Forge",
"prefix": "testytest",
"main_file": "main.lua",
"version": "1.0.0",
"priority": 0,
"badge_colour": "666665",
"badge_text_colour": "FFFFFF",
"dependencies": [
"Steamodded (>=1.0.0~BETA-0404a)"
]
}
SMODS.add_card({ set = 'Joker', rarity = 'testytest_royalty' })
this makes literally no sense
just done it now lol
is there a plan for the consumables to be able to target a specific joker when destroying a joker?
for sure, just like the jokers version of destroy joker works
awesome
theres plans to have a bunch of new stuff for consumables
especially conditions
cos theres only 2 lol
cant wait
lmao ive done that
i think im gonna come back to the create joker bug another day and leave it for now because im genuinely so lost
it should just... work
the funny thing is, it was literally working earlier today before i pushed the changes which is crazy
and the code is the exact same
whats the bug?
anyone down?
the create joker effect does not work when creating a joker with a custom rarity, it just creates jimbo (which is the default for add_card)
but the code it generates is identical to the actual code it should be
like look at this
i'll do some testing to find bugs/ edge cases and if i don't find any it should be ready for merging
LET'S FUCKING GOOOOO
this code begs for proper formatting
this is what I mean when I said it's basically impossible to create it to look nice
i mean it's possible
but then the code gen code is ugly
there's no in between
one or the other
well uh its almost been a week
everything is basically the same but things are a lot more polished
now that you are much more familiar with the codebase, i hope you appreciate how much time ive spent on creating what i have so far haha
easily logged 100s of hours into programming this shit lol
boosters soon tho
after consumables have more options
namely conditions
thats why i was able to rapid fire new effects and conditions in like 30 mins
if they are easy ones tho
probability related ones are NOT easy ones
are you planning to add conditions to passive joker effects (the ones that are always on)?
well for example what if you wanted to have queens act as kings, but only if theyre a certain suit
i guess checking that is hard
ideally in the future but because of the way passive effects work (they all are very unique and break away from the typical patterns) it would be difficult to really give them all good conditions
or hell, paredolia but it only works if you have >$5
but it probably wont happen until seals and enhancements and stuff are here
yeah fair enough
now thats looking all fire
like labels or something
i had no ideas for names of these
i would capitalise every word like the other top-level labels
like "Modify Probability"
maybe part of the chance roll could be a simply "Numerator or Denominator"
you dont have to change the ids ofc
worst thing that can happen is being confused in the future
btw should the 'when a card is bought' be on economy?
yeah that makes sense
someone remind me later to update Oops! All 6s in the Vanilla Reforged
would be funny if i forgot and it stopped working
i put the "this card is bought" there also
just changed it now
oh god i (probably) made a typo somewhere in the 300 lines
set probability also has this issue
pre return code is put there
I FORGOT TO RENAME RETRIGGER TO PROBABILITY
i hate copy pasting code
i am quite new but how th do you actually apply score?
When hand is played > Add Chips/Mult
for example
you have your trigger telling when it will happen, condition checking if it should happen, and effect telling what should happen
when i get back from holiday im gonna lock tf in, just start creating as many jokers as f***ing possible
you could note your ideas on google docs or notepad
Same
I’m just doing it on my iPad rn
well i wish you gl
ok so i was testing for stack overflow,
and why tf is there a if true statement
is it my fault or just a quirk of the code gen
because if its my fault im not fixing it
quirk of the code gen in some specific scenarios where theres no conditions
i can't find any errors now
i think it's time to push the mod probability and let the masses test it for me
also the custom message in the probability stuff does nothing for this reason
just tried with my own mod and it works????
yours doesnt
technically the trigger doesn't matter for the probability stuff but wouldn't this example of Oops all 6s be counter intuitive?
its a little weird
im not sure if i should come back to the idea of separate trigger
cant you put it in passive?
althought that would require a lot of refactor
i mean i could but i wanted for people to be able to put conditions on this
and passive doesn't allow that
yep just tested this, wtf
goodmorning can i get your opinion?
honestly if i were you i would change it to passive
Anyone else having an issue with a joker just not being in the mod files?
does the trigger actually matter for that effect at all
did you duplicate a joker
if so, the keys are the same
if the keys are the same it wont generate unfortunately
no but passive doesn't have conditions
and i really want the conditions on this
patos one works, mine doesnt, and i dont see any differences between them lol
yeah but the weird think is, when i use your jokerforge file and export them myself, it still doesnt work
good point
keep it at when a hand is played then honestly
maybe in the future when conditions can get added to passive triggers we can move it over
the more you talk about it the more i think thats probably a good idea
because it allows for conditions aswell
probably wouldve been easier from the start haha
but its a learning experience
problem solved
time to remove 600 lines of code
😭
funny thing is. if i stuck with separate trigger, it would be finished yesterday
Would two jokers having the same name cause this problem?
im actually considering not removing them
if you duplicated them and didn't change the name they have the same key
and file names are assigned by key
yeah, the same key atleast
because without them i'd have to completely change the approach and it wouldn't be as flexible as it is now
deleted around 500 lines of code and reworked adding the contexts themselves
you have been on a crazy grind today goddam
can't wait to commit these changes and essentially invalidate 4 earlier commits 🔥
a little
ok now the harder part of judging what conditions should be added here
if probability succesfuly triggers?
that's another context not this one
either of this ones
im working on this now
shit i forgot to modify the description of the effect
brb
Anyone know why the save changes button isn't working?
Like at all
I'm on ipad
It's really pissing me off
I am checking this out for the first time rn. This is so sick
i wouldn't be suprised if it's ipad's fault
mobile isnt really supposed to be done
its (atleast RN) a mainly PC thing
I know but everything else has been working
Gonna make a yugioh mod with this
try clicking the export mod files
I've been able to do basically everything other than save
literally haha
can you zoom out?
i can click this button on my phone so idk
-477 lines 👀
Dayum
i hate that im doing things that the system wasn't designed for
very proud of how this one came out!
so fire
yeah, it can definitely work on mobile pretty decently at times, i think the biggest think would be removing the sidebar and replacing it with a dock on mobile screens
i need to do two things:
- get access to the key of a joker/consumable in the effect generating code ( pseudorandom_probability would need something like the name as a identifier (not seed) to recognize it )
- get the keys of all the jokers/consumables using random groups
make the user type in the jokers key as a parameter like create joker does
the second one is quite hard tho i wont lie
this would work for the second one
the first one would need to be passed somehow in the code gen
this shit is beyond my paygrade haha
the 2nd time the probabilityIdentifier is passed here
is the identifier
field in the function
what's passed there can be later accessed in a context
dude uhh..
?
how is this even relevant
different name
different effects
different image
sure its referencing the same drink but its a popular drink
fire art haha
tyyyy
what chance
1/20
should be common
the creating custom rarity bug is fixed right?
works sometimes
do i just export until it works
it works on some saves and on some it doesnt
idk whats the rule
the code on the one that doesn't work looks the same to the working one
rip
i swear to god
lol
ok the 2nd is mostly the balatro's fault
Odd. I didn’t duplicate but I had two jokers with the same name for a minute. I’ll just rename both of them and see if that works
oh if you create two jokers without updating their name it they have the same key
im bad at naming but condition made
no im not going to add custom rolls yet
is there a condition to check the played hand?
like if it has at least 3 enhancements
yes
where
i only see the suit and rank ones
@heady frost sorry for the ping, does it make sense to create a condition to check anything from the played hand?
similar to deck count
that way we dont need to have two separate conditions to check suit and rank count
and we can check for num of enhancements, editions, etc
I've considered this but I prefer the separation of concerns, honestly it might be good to put card rank and rank count in separate categories
yeah its more intuitive
what do i call the condition then
like special_thingies_hand
to check for seals, enhances and editions
hardest part in making conditions and effects is naming them
ok im going to stop adding stuff because it'll never end
does this even need to be a list of cards and not letting the user put in any card they want, so what if they put in a card that doesnt have any probability rolls, the worst thing that happens is it doesnt work, but now they could also check for cards from like their own mod and others
seal count, edition count, enhancement count
i planned to make the vanilla ones a list and the rest a key that user can input but the key isn't possible in the current system
at least i think
i would say just replace it with a key
wdym by key isnt possible here
on the jokerforge side i assume
since you 100% can do it if you code it yourself
I think I may be thinking of something different idk I didn't read the context lol
i think separating it between hand and cards is a good idea
after maybe tweaking some names
its about to have 16 conditions
yeah for sure, categories were made to split them up and now the categories are filling up haha
im talking about passing the key into the generateEffectReturnStatement
but i don't want to change it yet
i want to finish the current thing and consider it later
rn im considering the names for these
then i'll do Oops all 6's
then hopefully merge
i'll add it as an issue for later
-# after merge
i wish there was a way to cross mod
maybe some day
ok but seriously what do i call these
i think probability compare is good
maybe chance compare
it fits into the special tab
could do compare odds and detect odds
compare odds is good also
detect odds for sure sound better than what i have now
staring at the github issues list wondering what the fuck next to do
heres the theme if opened an elemental pack
dw in like 5-10min you can review my pr
im writing a little changelog so im not confused later
sweet
what do you think
Pretty cool
definitely fitting for elemental pack
my ears
sorry if its too loud
no my pc is just turned up like crazy
because my dumbass basically muted balatro and then instead of making balatro louder i made my pc louder
ethereal
i used lmms for the elemental theme
i was wondering if you could remake it @woeful bough
They already have everything ready, and I still don't even have the jokers with their original texture
the button at the bottom looks off
imo
you can pull off a funny and use a credit card
ill leave it like this for now
hate that vercel just wont let me see ANY details despite being a collaborator on the repo
stranger things type music
all i can say is that the code worked on my machine
did you do npm run build
PS C:\Users\user\Desktop\joker-forge\joker-forge> npm run build
> joker-forge@0.0.0 build
> tsc -b && vite build
vite v6.3.5 building for production...
✓ 1966 modules transformed.
dist/index.html 0.47 kB │ gzip: 0.31 kB
dist/assets/index-Fk9c7dPI.css 66.20 kB │ gzip: 11.15 kB
dist/assets/index-D7bsGDK9.js 1,373.71 kB │ gzip: 345.44 kB
(!) Some chunks are larger than 500 kB after minification. Consider:
- Using dynamic import() to code-split the application
- Use build.rollupOptions.output.manualChunks to improve chunking: https://rollupjs.org/configuration-options/#output-manualchunks
- Adjust chunk size limit for this warning via build.chunkSizeWarningLimit.
✓ built in 18.24s
PS C:\Users\user\Desktop\joker-forge\joker-forge>
this is after the commit supposed to fix this
pretty cool
when force game over effect 🧌
that's super easy actually (at least in theory)
i'll do it tomorrow if i won't forget
rn im doing issue #181 and then im going to sleep
also why does when this joker is sold, copy a joker dont work on full slots
also the same trigger (when this joker is sold) with create joker doesnt also work on full slots
thats why mitosis, anti-matter, and legacy very smiley dont work on full slots
maybe it has to do with a condition that checks if joker slots is full in effects in the code gen
quick question, i want a joker that when a flush is played it uses straight's hand stats, how to i do that?
hmmm???
mitosis
also i dont think invis works on full slots in the base game
this is the 100th joker i made
i dont think probability works on that
copying an ability
Do u guys know why this crashes my game (i used jokerforge)
dang
really?
aww shucks
is the probability variable on descriptions fixed or its just stuck on nil
its been fixed for like a week?
cool
the update (should) be out on balatro mod manager! im tired!
you can get it to work (idk if it works with jokerforge) but itd spam the living hell out of the probability result events
so not advisable
i tried it and the variables between the probability and the normal variables are switched
when you lowkey evil 😈
Nah nah, you gotta do 0.1 size on that
krusty krab fine print moment
could you even read that
Maybe, maybe not. Thats why it's fun
or it gets smaller every line at the bottom
That'd be funny
well no thats pretty dang small and i want people to be able to catch the cheat if they look hard enough instead of "ooh wheel!"
why is the variables between probability and the normal vars switched 😭
O.3?
mmyeah, still feels a bit too small
I can read it
willing to comprimise 0.4
0.45
handshake gif
did someone change the code in creating spritesheet
i have to reopen the jokers to fix the sprite
I have some funny ideas
should i release the update rn
now this is possible
What about "X0.5 mult per common joker owned of only common jokers are owned"
*or x1 because that's literally the same thing
so a baseball card for commons
Baseball card doesn't have "only uncommon jokers can be owned"
the wording confused me but i got ya there
i need more mitosis jokers
How do you change the text size?
the four horsemen
hey I liked your mascot
Let me show you how the professionals do it
@sour spear come eat your dinner
yoooo
very epic sprite
You could maybe add them in your mod 🥺 pwease
omega smiley
can you send your .jokerforge file
sorry
for the variables bug you encountered if you have it
thinking it might have been my fault that who is to say though
thanks
wait are .jokerforge files new
its just a renamed .json file
actually
not what i think about it
i'm surprised you can't add a custom mod icon yet
I have to add it manually from the code
(my icon)
SMODS.Atlas({ key = "modicon", path = "modicon.png", px = 32, py = 32, })
Add this to main.lua and in the x1 folder a 32x32 image and in x2 a 64x64 image.
above all the code
THANK YOU, I'VE BEEN LOOKING FOR THIS
i might also make a blob ripoff
In what way broken?
it gives this error
the idea was to create a better version of a joker by selling the joker and one additional joker
idk ¯_(ツ)_/¯
Are you sure the key you entered is correct?
made my icon will put in later
breb
you forgot j_ at the start
j_

Is there a way to edit a joker’s sprite from this screen?
no press the pencil
and then main image
boom
Can’t
it works
The save changes button does nothing
damn we really gotta add mobile support
thank you kind stranger
quick question though does your web browser have a desktop mode?
Don't think safari has one
Another angry tapping? (I didn't watch yet)
this aA next to the url might have the desktop mode option if you tap that
Found out already was on desktop mode
nope theres only translate to german
and change web size
WAIT REALLY?
OH SHIT
im not even german
why the fuck is german there
Restart didn't work
They know your origins
hidden containers might be overlapping over the save changes button
ill see if i can fix it
click the Aa and then change the joker forge oage size to 50
this is a good idea too
whats your ipad model
thats strange i use the same method no problems to me
and no that google search isnt up purpose
its so i can get this image
for this
are you on safari too
j_
dont forget to add that j_
30 new jokers...
should i update the mod
probably
7th gen
It just says "iPad (7th generation)"
does it really not save the image even if you tap outside of the modal
Wdym
the space on the right behind the preview on desktop i can just click it and it exits out of the modal, and there is auto saving
Wat
try changing the image, and then tap the blurry space to the right of the edit joker info window
does it not work?
i think i might know what the problem is
the image you just sent me is 1704x2280 but the site only accepts 71x95 or 142x190
normally you would get an alert telling you this but you might not be getting that
use this template for the size
okay yeah looking back anyway it worked in the video you snet me
is it 71x95
Yes
very strange bug i will see what i can do
It’s not the image I think
Anything in the editor I do isn’t saved
Tho I guess I could just add the image through the mod files
made my version of blob for my mod
i love making fake collaborations
now to do a fake collab with flushtro
Something that made Bob believe that when he is sold, another joker is created, which is a sad Bob with a slightly damaged card
i pushed some changes to the main repo can you check if it's working
im going to make it have more sold phases
making it also have mult and chips and ofc the joker slots but the things slowly gets worse every time its sold
release it.
it's in testing
wait what happens if force game over and undo game over
i tested like 4 out of this many triggers
¯_(ツ)_/¯
wait show the insides of blob aka the trigger and effects
idk how it workd
bones saves you
thank god
uhm
back to the drawing board
i love how your mod prefix is shit
The name of the mod was stupid or shitpost, and to make a long story short, I put shit
shit :)
melted blob
3rd phase
ok i found another way of triggering game over but this one ignores mr bones
bob.exe
Still doesn’t work
when boss is defeated and you still have them in your inventory it goes back to the previous phase
is the site down rn? it doesn't load for me
no
might make it every boss defeated

pushed another change refresh and let me know if its working
Still 
damn tough nut to crack
i think force game over will just ignore all saving jokers
i can't get it to work the other way
either this bug or you just live
You know what I’ll just change the files
Wait wtf
The add joker button doesn’t work
i know on refresh it does take a couple clicks or a few seconds for it to load im not sure why but if its straight up not working ill revert the changes right now
also, you can try using a different web browser like firefox to see if that works
but i dont know if its an issue with safari, or if its a container thing
i reversed the changes for now
You could try setting hands to zero
is there a "when blind is defeated by first hand" variable?
good morning
was that a pun
can't even say good morning smh

my game keeps crashing when i try to activate an effect which is tied to a probability? am i doing something wrong?
checking the commits, you guys have been balling
send the jokerforge file and i will have a look
is this it?
yessir
yessir
the extension change from json to jokerforge is so helpful when asking for that file
im working on issue 230 rn
also probability doesnt change with oops as well but it may be tid to the reason of crash as well, im not sure?
most likely, i see that probability may be a bit broken as it is because i can already see its using a 1 instead of game.probability.normal
i think
any idea on what slop should do?
Decreases quality over time
i just created the joker like 3 minutes ago?
i couldnt find that on variables, do i write it manually?
no dont worry, its not your fault its a code generation fault
there was a big rework on probability last night
ohhh ok makes sense, thank you so much lmao, is there anything i can do to fix it myself or should i wait for a fix?
did i forget something 😰
i think you may have broken just regular probability
SMODS.Joker{ --High Joker
name = "High Joker",
key = "highjoker",
config = {
extra = {
expMult = 1,
odds = 2
}
},
loc_txt = {
['name'] = 'High Joker',
['text'] = {
[1] = 'If {C:orange}played{} poker hand is {C:attention}High Card{}',
[2] = '{C:green}#2# in #3#{} chance to gain {X:red,C:white}^0.05{} Mult when scored',
[3] = '{C:inactive}(Currently {C:red}^#1#{} {C:inactive}Mult){}{}'
}
},
pos = {
x = 0,
y = 0
},
cost = 8,
rarity = 3,
blueprint_compat = true,
eternal_compat = true,
unlocked = true,
discovered = true,
atlas = 'CustomJokers',
loc_vars = function(self, info_queue, card)
return {vars = {G.GAME.probabilities.normal, card.ability.extra.odds, card.ability.extra.expMult}}
end,
calculate = function(self, card, context)
if context.cardarea == G.jokers and context.joker_main then
if context.scoring_name == "High Card" then
if SMODS.pseudorandom_probability(card, 'group_0_0a9f734b', 1, card.ability.extra.odds, 'group_0_0a9f734b') then
card.ability.extra.expMult = (card.ability.extra.expMult) + 0.05
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = ":3", colour = G.C.GREEN})
end
else
return {
e_mult = card.ability.extra.expMult
}
end
end
end
}
when can we change mod icons
description also writes 2/1 instead of 1/2 in game if it helps? i just realized lol
do it yourself i think
whats wrong here
😢
also toxic can you give me a random smiley joker i need it for another fake collab
like blob
loc_vars is still using the old method of putting probability in there, also, the variables placed in edit joker info and the description dont line up
you are not using the normal odds when doing the new probability check, making it so it never happens
the regular smiley
yea
OHHH i forgot to update the loc vars
it never needed updating tho
because i sorted it all out with the new probability system
loc vars never needed updating and the random chance group stuff never needed updating
i dont believe
i think you were operating on an old version before i updated it
like you made the branch
before i updated it to new probability for jokers
maybe
that mightve been after then
why did the loc vars stuff need updating and the random chance group stuff need updating
i wasnt able to read the code before merge and i think taylor just merged it lol
random chance group stuff i changed only here i believe to stop the stack overflow
why was it stack overflowing
because pseudorandom_probability called the context
and the context called the pseudorandom_probability
oh i see
oh thats strange then
i did
in the probability
then idk what happened lol
i will just go back to the commit that i ported the probability over and copy paste that version of the generatelocvars function in lol
because the loc vars generate function being wrong is causing both of the issues i believe
all i changed in loc_vars is issue #216
back to updating vanilla reforged
lets fucking gooo
is the add_dollars the only thing?
i think maybe
hanging chad can be remade without the variable now
wait
why did you delete all of the card destroyed related stuff from generatecalculatefunction
nice
?
you mean inside the hasFixProbabilityEffect?
because there's no destroy and retrigger inside that trigger
i stuck with the idea of custom handling for those effects for flexibility
yeah thats the better method i think
yeah iu think your code is all good then
when did this get broken im so confused lol
im sorry for asking many question but there is a joker with jokerkey blobthesequel which is created on turn end but it crashes instead??? is it an error on the code end or my end?
j_modprefix_key
do i write j_blobthesequel_key instead?
you write j_abbysama_blobthesequel
OHHH alright thank you my bad
in your mod metadata, you can see your mod prefix
and you can customise it and stuff
you shouldn't be sorry for asking for help
so its [modprefix]_[jokerkey]
c_ for consumable
and if you wanted to spawn a vanilla joker its just j_[jokerkey]
wait isn't delayed Gratification just broken?
apart from the add_dollars
variable reset where
??? why is it still crashing is it something else? i checked for typos but i dont think it's that
wait youre so true
im not sure which part is main error 😭
"main" error message is usually the top 2 lines
the rest is the function stack iirc
helps narrow down where stuff went wrong
i thought create_card has been replaced by add_card everywhere
everywhere i could find it with ctrl+shift+f
oh i see yeah it was a consumable
i didn't edit the files with the comment in all caps at the top
i added j_ at the start?
wait a sec
oh yeah lol
no not that dw
you added a space before j_
ohohhh i see alright thank you so much
this should all be fixed now
yayyyy
are we going to respond to https://github.com/Jayd-H/joker-forge/issues/203 some day?
then close the issue 🙏
it's just upping the issue count and i want to finally get to sub 50
yeah its an impoossible task
yeah sure
My mail is SPAMMED by GitHub recently
its because this shit is being developed so fast
like 2 commits an hour
average
this shit is actually crazy
i think i will start adding boosters this weekend
i want to add more conditions for consumables first
then boosters can come out but i dont think they will take long
then its the fun time with enhancements/seals/editions
is this right for the delayed gratification 😭 ?
i genuinely have no idea how to use game vars
multiplier should be 2
starts from can be 0
multiplier just means how much it should go up per variable
so per discard
i bet it shows how little i used the system
and starts from is for jokers that need to start at 1 (xmult jokers)
you are the goat for this btw
cos i know how tedious it is to fix a bunch of vanilla reforged stuff
probably less tedious than creating it all one by one
yeah that took so long haha i remember doing that
you can make custom rarities
if you mean the one from cryptid i don't think so
Aww
Is it possible to make code cards?
If not, why is that one of the placeholders for consumables
because someone made it and submited it 👀
Ok
Me :b
Yknow on for example wheel of fortune how next to the description, it shows the description of poly, foil, and holo? Is there a way to do that in jokerforge
I believe you can use T for tooltips as a format tag {T:tooltip-key}
You know what its ok
Good morning and good afternoon. I just woke up
good morning
goodmorning
goodmorning
goodmorning goodmorning
guys discover bugs so i have a point in my existence
is there a way to fix it?
oh wait i see it
the return is missing
@heady frost smh
pushing the fix (hopefully nothing broke)
wait it has to be merged
you'll either wait 2 min or 2h no in between
now we wait for goodmorning to finish his match in Marvel Rivals
ah yes one thing about hand size that it is permanent i think, like if you set to 2 and then sell or destroy that joker it will keep it at w
nuh uh
my bad i wasnt even playingh anything i was cooking tea
what is this fix
why does it say please work
did u not test it
in england we call the meal you eat at 6pm 'tea'
kinda like how in china they call it rice
so not the literal tea
well, the translated word for rice