FusionJokers

版本 v1.3.1·更新於 2026-10-07

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

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 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。
  3. 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。
  4. 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)。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

Steamodded-Steamodded

檔案與校驗

檔案名稱
FusionJokers-1.3.1.zip
檔案大小
167.6 KiB