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Andrei (DivvyCr) S.

Heya, I'm currently a Computer Science student at the University of Warwick. So far, I have broad experience in Java, Python, and Haskell; I'm also comfortable with the basics of HTML, CSS and templating, as showcased by my online homepage at https://andreist.dev/

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balatro-preview's Issues

New Crash Issue

Crash whenever I select a card with the following screen:
CrashReport

Enhancement request

Great Mod. But I still have to do some math. Any way there could be a total added (previous chips + current hand preview?)

Thanks!

Crash

No idea what this could be but it mentions this mod, so... I guess this is probably the best place to post it. I do have some other mods: Codex Arcanum, DX Tarots, Fusion Jokers, Jank Jonklers, Mika's Balatro, More Fluff, and The Autumn Circus.

:: ERROR :: StackTrace :: Oops! The game crashed
[string "--- STEAMODDED HEADER..."]:389: attempt to index field 'data' (a nil value)
Stack Traceback
===============
(1) Lua local 'handler' at file 'main.lua:6085'
        Local variables:
         msg = string: "[string \"--- STEAMODDED HEADER...\"]:389: attempt to index field 'data' (a nil value)"
         (*temporary) = Lua function '?' (defined at line 6126 of chunk main.lua)
         (*temporary) = table: 0x01d7e84655e0  {1:table: 0x01d7e8465628}
         (*temporary) = string: "Oops! The game crashed\
"
(2) Love2D metamethod at file 'boot.lua:352'
        Local variables:
         errhand = Lua function '?' (defined at line 6084 of chunk main.lua)
         handler = Lua function '?' (defined at line 6084 of chunk main.lua)
(3) Lua field 'get_dollars_node' at line 389 of mod Divvy's Preview (dvpreview)
        Local variables:
         (*temporary) = table: 0x01d7e4142200  {n:3, config:table: 0x01d7e41422b0}
         (*temporary) = table: 0x01d7e4142330  {}
         (*temporary) = table: 0x01d7e40d3268  {n:4, config:table: 0x01d7e40d3318}
         (*temporary) = table: 0x01d7e40d3398  {}
         (*temporary) = table: 0x01d7e40d33f8  {n:5}
         (*temporary) = table: 0x01d7e40d3478  {id:dv_pre_dollars_top, func:dv_pre_dollars_UI_set}
         (*temporary) = table: 0x01d7d70e6950  {update_text:function: 0x01d7d70e6b30, draw:function: 0x01d7d70e6c50, pop_in:function: 0x01d7d70e6b90 (more...)}
         (*temporary) = table: 0x01d7ccafebe8  {string:table: 0x01d7e40ecfa0, W:0, shadow:true, H:0, colours:table: 0x01d7e8465350 (more...)}
         (*temporary) = table: 0x01d7e40d3528  {bump:true, string:table: 0x01d7e40d3638, shadow:true, scale:0.5, spacing:2 (more...)}
         (*temporary) = table: 0x01d7e835a208  {}
         (*temporary) = Lua function '(anonymous)' (defined at line 262 of mod Divvy's Preview (dvpreview))
         (*temporary) = table: 0x01d7d308a938  {bot: +??, top: +??}
         (*temporary) = nil
         (*temporary) = string: "attempt to index field 'data' (a nil value)"
(4) Lua global 'create_UIBox_HUD' at line 181 of mod Divvy's Preview (dvpreview)
        Local variables:
         contents = table: 0x01d7dda64fc8  {nodes:table: 0x01d7dda65128, n:7, config:table: 0x01d7dda65078}
         score_node_wrap = table: 0x01d7d5e57c30  {nodes:table: 0x01d7e85327b0, n:4, config:table: 0x01d7d5e57ce0}
         dollars_node_wrap = table: 0x01d7e41420c0  {nodes:table: 0x01d7e41421b8, n:3, config:table: 0x01d7e4142170}
         (*temporary) = C function: builtin#91
         (*temporary) = table: 0x01d7dcc29b98  {1:table: 0x01d7dcc29bf8, 2:table: 0x01d7e41a78d8, 3:table: 0x01d7d5e57c30 (more...)}
         (*temporary) = table: 0x01d7e41421b8  {}
(5) Lua upvalue 'alias__Game_start_run' at file 'game.lua:2351'
        Local variables:
         self = table: 0x01d7d306fa08  {STAGE_OBJECTS:table: 0x01d7d30b4100, ANIMATIONS:table: 0x01d7d30b46f8, C:table: 0x01d7d30b4788 (more...)}
         args = table: 0x01d7e81fb138  {stake:2}
         saveTable = nil
         selected_back = table: 0x01d7d7061160  {unlocked:true, discovered:true, alerted:true, name:Blue Deck, unlock_condition:table: 0x01d7d7061370 (more...)}
         CAI = table: 0x01d7d6fd4670  {discard_W:2.0487804878049, discard_H:2.7512195121951, deck_W:2.2536585365854 (more...)}
         (*temporary) = table: 0x01d7d5858cc0  {remove_group:function: 0x01d7d5859cb0, __call:function: 0x01d7d302eeb8 (more...)}
         (*temporary) = number: 1.00121e-311
         (*temporary) = table: 0x01d7ccadeae0  {}
(6) Lua method 'start_run' at file 'Mods/TheAutumnCircus-0.2.2/overrides.lua:170'
        Local variables:
         self = table: 0x01d7d306fa08  {STAGE_OBJECTS:table: 0x01d7d30b4100, ANIMATIONS:table: 0x01d7d30b46f8, C:table: 0x01d7d30b4788 (more...)}
         args = table: 0x01d7e81fb138  {stake:2}
(7) Lua field 'func' at file 'functions/button_callbacks.lua:2929'
(8) Lua method 'handle' at file 'engine/event.lua:99'
        Local variables:
         self = table: 0x01d7cc9d0a98  {created_on_pause:true, complete:false, start_timer:true, blocking:true (more...)}
         _results = table: 0x01d7d5ef7b60  {pause_skip:false, time_done:false, blocking:true, completed:false}
(9) Lua method 'update' at file 'engine/event.lua:182'
        Local variables:
         self = table: 0x01d7d5efc420  {queue_dt:0.016666666666667, queue_timer:1549.476627843, queues:table: 0x01d7d5efc468 (more...)}
         dt = number: 0.0120031
         forced = nil
         (for generator) = C function: next
         (for state) = table: 0x01d7d5efc468  {achievement:table: 0x01d7d5efc650, other:table: 0x01d7d5efc698, unlock:table: 0x01d7d5efc578 (more...)}
         (for control) = userdata: NULL
         k = string: "base"
         v = table: 0x01d7d5efc5c0  {1:table: 0x01d7ce8b76b0, 2:table: 0x01d7cc9d0a98, 3:table: 0x01d7e3f90710 (more...)}
         blocked = boolean: false
         i = number: 2
         results = table: 0x01d7d5ef7b60  {pause_skip:false, time_done:false, blocking:true, completed:false}
(10) Lua upvalue 'gameUpdateRef' at file 'game.lua:2462'
        Local variables:
         self = table: 0x01d7d306fa08  {STAGE_OBJECTS:table: 0x01d7d30b4100, ANIMATIONS:table: 0x01d7d30b46f8, C:table: 0x01d7d30b4788 (more...)}
         dt = number: 0
         http_resp = nil
(11) Lua method 'update' at file 'main.lua:537'
        Local variables:
         arg_298_0 = table: 0x01d7d306fa08  {STAGE_OBJECTS:table: 0x01d7d30b4100, ANIMATIONS:table: 0x01d7d30b46f8, C:table: 0x01d7d30b4788 (more...)}
         arg_298_1 = number: 0.0120031
(12) Lua field 'update' at file 'main.lua:131'
        Local variables:
         dt = number: 0.0120031
(13) Lua function '?' at file 'main.lua:75' (best guess)
(14) global C function 'xpcall'
(15) Love2D function at file 'boot.lua:377' (best guess)
        Local variables:
         func = Lua function '?' (defined at line 46 of chunk main.lua)
         inerror = boolean: true
         deferErrhand = Lua function '(Love2D Function)' (defined at line 348 of chunk [love "boot.lua"])
         earlyinit = Lua function '(Love2D Function)' (defined at line 355 of chunk [love "boot.lua"])

"The Hook" simulation not calculating changes in hand.

If discarding cards after playing your hand would change your score, the simulation does not reflect it.

Ideally, it should show the range of scores accounting for changes in hand or, for exact preview, account for the discards.

v2.1 Immediately crashes

Installed v2.1 with Steamodded v0.9.8 and it crashes immediately when attempting to start a new hand (i.e. after selecting the first blind). No other mods were installed at the time of the crash.

Screenshot 2024-04-06 at 9 02 05 PM

I'm not familiar with Lua or this modding setup, but it seems like the script is trying to invoke DV.deep_copy here even though the DV table doesn't have a field with that name.

Deck quick look numbers are wrong when loaded + crash

The quick look view shows a random number more or less than what is actually left.
For example, King shows 2 left but only 1 is actually left while Queen shows 3 when there are actually 4 left. Nine shows 1 left when there are 4 left.

This occurs even when loading or unloading mods if resuming a game where DV mods were loaded. I assume this data is stored in something about the current round.

I was able to recreate this consistently.

Quitting and unloading all mods and resuming the current game/hand retains the bad numbers.

DVSimulate loaded without DVPreview: same issue.
DVPreview loaded without DVSimulate: crashes sometimes. If not, same issue.

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