FusionJokers
Fuse specific Jokers into special upgraded Jokers
About this mod Author’s original text
All new special combinations of jokers!
📝 Table of Contents
- About
- How to Download
- Config
- Fusion API (For Developers)
- Credits
🧐 About
Fusion Jokers is a mod that allows players to combine jokers into special powerful new Fusion Jokers!
When you have a fusable joker, pressing on it will show a "fuse" button. When you have the correct jokers, and enough money, you can combine the jokers into a powerful Fusion!
There are a total of 17 fusions added in the mod, two of which are exclusive to Six Suits!
⬇ How to Download
- The mod requires Steamodded. You can see info about how to use it here
- Download the latest release of Fusion Jokers from... higher on this page, idk. Look, I don't use, you probably legitimately know more about this step than I do.
- Extract the downloaded mod to the Mods folder (at %appdata%/Balatro/Mods)
⚙️ Config
- Block used components from reappearing: Jokers used in a fusion cannot reappear if the fusion is present. Default true.
- These Jokers can reappear regardless if Showman or a Showman-like effect is active, if the fused Joker's in_pool() has {allow_returning_components = true} in its second return value, or if the component Joker's in_pool() has {allow_duplicates = true} in its second return value.
- Alt art for Club Wizard: A lighter color to better match high-contrast Clubs.
- No price flickering: Stop the fusion cost from flickering when multiple fusions are possible.
➕ Fusion API (For Developers)
The mod adds a way for other developers to create their own fusions!
Developers can call the function FusionJokers.fusions:register_fusion() to register their own fusion to the game. The function also allows them to determine carried stats between the component jokers and the fusion joker.
FusionJokers.fusions:register_fusion{
jokers = {
--First component Joker; all values except "name" optional
{ name = "j_modprefix_key", carry_stat = "stat_to_carry", merge_stat = "stat_to_merge" },
-- String, key of component 1 String, name of stat String, name of stat
-- to carry over to merge
{ name = "j_modprefix_key", carry_stat = "stat_to_carry", merge_stat = "stat_to_merge" },
--Second component Joker; same values.
--This works for arbitrary numbers of additional Jokers
--if you want to do the Exodia thing.
},
result_joker = "j_modprefix_key", --String, key of result Joker
cost = number, --Number, cost in $ to fuse this recipe
requirement = func, --Optional function; fusion can only be carried out if this function returns true.
merged_stat = "stat", --Optional string, name of stat that contains "merge_stat"s above
aftermath = func, --Optional function; will be run after the fusion is complete.
}
[!NOTE]
Carried and merged stats _always_ go in the new Joker's ability.extra table now! You also no longer need to specify whether the component Jokers' abilities are in an extra table or not; this is now detected automatically.
[!NOTE]
The old add_fusion method is depreciated and kept only for compatibility; please switch to register_fusion at your earliest convenience! You should be able to use this regex to quickly swap everything in your codespace.
When fusing, calculation is called with the following context:
context = {
fusing_jokers = true, --Boolean to flag this context
fusion_components = {
[1] = Card, --first Joker to be fused away
[2] = Card, --next Joker to be fused away
--and so forth
},
fusion_result = Card --resulting Joker
}
Fusions can be discounted by indexing a number to the final joker's key in G.GAME.fujo_fusion_discount for a flat discount in dollars, or G.GAME.fujo_fusion_discountpercent for a percentage discount. Alternately, index at the universal key for a discount that applies to all fusions. (Decimals always round down; minimum $1 after all discounts.)
Fusion recipes add the attributes fusion_ingredient to their components, and fusion_result to their results. Use this info however you see fit!
🎉 Credits
- The original mod was written
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide. These mods need a community loader first — the bundled readme usually points to its download.
Install these first, or the mod will not work: