JSUtils
Lets mods add item prototypes, descriptions and custom sprites with simple json configuration files
Last updated | 6 months ago |
Total downloads | 3675 |
Total rating | 2 |
Categories | Tools Libraries |
Dependency string | JoStro-JSUtils-0.3.0 |
Dependants | 2 other packages depend on this package |
This mod requires the following mods to function
metherul-nativefs
nativefs replicates a subset of the love.filesystem API, but without LÖVE's path restrictions.
Preferred version: 1.0.1README
JSUtils: A configuration framework for Balatro
JSUtils is a mod that allows mods to define additional item prototypes, item descriptions and sprite atli using a collection of json configuration files. Additional patches for giving items custom atli and correctly adding items into the collection pages are also included.
Usage
The JSON configuration files must be placed directly in a folder named js_utils
inside of the appropriate mod's folder. These configuration files also support all the extensions provided by json5.
The following files are supported:
centers.json
,blinds.json
,tags.json
andseals.json
: Each contain a table that is added to the appropriate item prototype table inGame:init_item_prototypes
, for examplecenters.json
is added toG.P_CENTERS
.descriptions.json
: contains a table of various custom localizations that are added to the descriptions section of the game's localization object.en-us
is required as it is defaulted to when a language is not included.misc_loc.json
: Behaves the same asdescriptions.json
for themisc
section of the localization.asset_atli.json
,animation_atli.json
: Each contain a list of atlas objects, that are inserted directly into the appropriate lists inGame:set_render_settings
. Paths are extrapolated to be relative to<mod_dir>/textures/{1,2}x
badge_colours.json
: Contains a table connecting localization label keys to colours, the game's built in colour names can be provided as strings as can hex codes.
Examples
A basic joker added in centers.json
. order
is modified to be relative to the current mod or is set automiatically, and pos is defaulted to {x = 0, y = 0}
when none is provided. Here we are also using the atlas
and badges
properties to use a custom atlas and add a custom "example" badge.
{
j_example_joker: {
order: 1, // relative to any other jokers in this file
name: "Example Joker",
unlocked: true,
discovered: true,
blueprint_compat: true,
eternal_compat: true,
rarity: 1,
cost: 2,
set: "Joker",
effect: "",
cost_mult: 1.0,
config: {},
atlas: "Example", // Custom atli can be provided with the atlas field
badges: [ // Joker specific badges can be provided here
"example",
],
},
}
A simple english joker description added in descriptions.json
.
{
"en-us": { // keys that contain certain characters such as dashes must be quoted
Joker: {
j_example_joker: {
name: "Example Joker",
text: [
"Does nothing special",
"but it's a mod so that's cool",
],
},
},
},
}
A custom atlas added in asset_atli.json
, requires a file called example.png located in textures/1x
and textures/2x
in the mod's folder
[
{name:"Example",path:"example.png",px:71,py:95},
]
The localization for the custom badge "example" in misc_loc.json
{
"en-us": {
labels: {
example: "Just an Example",
},
},
}
and the colour for that badge in badge_colours.json
{
example: "BLACK" // keys inside of G.C are supported
}