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SMODS.Joker

Casimir Eisenach edited this page Feb 6, 2025 · 2 revisions

API Documentation: SMODS.Joker

Class prefix: j

  • Required parameters:
  • Optional parameters (defaults):
    • atlas = 'Joker', pos = { x = 0, y = 0 } (reference)
    • config = {}, unlocked = true, discovered = false, no_collection, prefix_config, dependencies, display_size, pixel_size (reference)
    • rarity = 1
      • 1 = Common, 2 = Uncommon, 3 = Rare, 4 = Legendary
      • Modded rarities are specified using their key (including your mod prefix)
    • cost = 3,
    • blueprint_compat = false (Purely cosmetic, you need to define your Joker's blueprint behavior in code),
    • eternal_compat = true,
    • perishable_compat = true,
    • <sticker>_compat for any modded stickers

API methods

  • calculate(self, card, context) (reference)
  • loc_vars, locked_loc_vars, generate_ui (reference)
  • calc_dollar_bonus(self, card) -> number
    • For awarding money at the end of the round (e.g. Delayed Gratification, Cloud Nine)
  • set_ability(self, card, initial, delay_sprites)
    • Set up initial ability values or manipulate sprites in an advanced way.
  • add_to_deck(self, card, from_debuff)
    • Modify the game state when this card is obtained.
    • Cards are considered added when they become undebuffed (in this case, from_debuff will be true).
  • remove_from_deck(self, card, from_debuff)
    • Modify the game state when this card is sold, destroyed, or otherwise removed.
    • Cards are considered removed when debuffed (in this case, from_debuff will be true).
  • in_pool(self, args) -> bool, { allow_duplicates = bool }
    • Define custom logic for when a card is allowed to spawn. A card can spawn if in_pool returns true and all other checks are met.
    • allow_duplicates allows this card to spawn when one already exists, even without Showman.
    • When called from generate_card_ui, the _append key is passed as args.source.
  • update(self, card, dt)
    • For actions that happen every frame.
  • set_sprites(self, card, front)
    • For advanced sprite manipulation that happens when a card is created or loaded.
  • load(self, card, card_table, other_card)
    • For modifications to sprites or the card itself when a run is reloaded.
  • check_for_unlock(self, args) -> bool
    • Configure unlock conditions. Refer to the function check_for_unlock in Balatro's code for more information.
  • set_badges(self, card, badges)
    • Add additional badges, leaving existing badges intact. This function doesn't return; add badges by appending to badges.
    • Avoid overwriting existing elements. It will cause text to appear on the top left corner of your screen instead.
    • Function for creating badges: create_badge(_string, _badge_col, _text_col, scaling)
      • _string: Text displayed on the badge.
      • _badge_col = G.C.GREEN: Background colour.
      • _text_col = G.C.WHITE: Text colour.
      • _scaling = 1: Relative size of the badge.
    • Example:
     {
     	set_badges = function(self, card, badges)
     		badges[#badges+1] = create_badge(localize('k_your_string'), G.C.RED, G.C.BLACK, 1.2 )
     	end,
     }
  • set_card_type_badge(self, card, badges)
    • Same as set_badges, but bypasses creation of the card type / rarity badge, allowing you to replace it with a custom one.
  • draw(self, card, layer)
    • Draws the sprite and shader of the card.
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