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License: GNU General Public License v3.0
Simulate the score you will get on the selected cards!
License: GNU General Public License v3.0
Despite there being a joker_obj.debuff
check in DV.SIM.simulate_joker
, the debuffed Joker is still used in the simulation.
The preview score when selecting K includes the Baron effect.
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.
Hello, i want to know what kind of formatter are you using and what are your settings for that ?
Amber acorn is the boss that turns all joker face down. Obviously that would make the score be ???
But it still shows
Steps to reproduce:
Knowing that you have a rewrite on the way, and it may eventually support modded jokers, I wanted to pass along this issue.
DVPreview apparently can cause some jokers to retrigger as soon as any card or joker is moved, selected, etc without a hand being played.
More info:
batabata3/balatro-pampa-joker-pack#3
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.
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.
I did not unlock the corresponding achievement after meeting the conditions. And changing to my original .exe , I was able to unlock that achievement. Is there a problem or am I done sth wrong? Anyway thank you for making such a good mod!
Held in hand jokers:
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.
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"])
In the simulation for The Arm it incorrectly adds an extra l_chips
and l_mult
(it should use played_hand_data.level - 1
like this)
played_hand_data.mult = math.max(1, played_hand_data.s_mult + (played_hand_data.level - 1) * played_hand_data.l_mult)
played_hand_data.chips = math.max(0, played_hand_data.s_chips + (played_hand_data.level - 1) * played_hand_data.l_chips)
Great Mod. But I still have to do some math. Any way there could be a total added (previous chips + current hand preview?)
Thanks!
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