FusionJokers
Fuse specific Jokers into special upgraded Jokers
模組介紹 作者原文
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
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。 這類模組需要先安裝社群載入器(包內 readme 通常會提供下載入口)。
下面這些內容需要先安裝,否則該模組不會生效: