v1.0.10b -
- Fixes:
- Disabled the new Debug find in radius feature until further notice, since it causes issues on some vanilla calls (Ex: Evil Eye)
v1.0.10a -
Additions:
- EntityPlayer:
- SetBlackHeart(int BlackHeart)
- GetCambionFamiliarFlags()
- SetCambionFamiliarFlags(CambionFamiliarFlag flags)
- ModCallbacks:
- MC_PRE_FORTUNE_DISPLAY
Called before a fortune paper is displayed. - MC_PRE_ITEM_TEXT_DISPLAY (title, subtitle, isSticky, isCurseDisplay)
Called before an item text is displayed (such as with picking up an item, Poke Go, stage title, etc.) - PRE_GET_RANDOM_ROOM_INDEX(int RoomIndex, bool IAmErrorRoom, integer Seed)
Return integer to overwrite target room index. - MC_POST_GLOWING_HOURGLASS_SAVE/LOAD (int Slot)
Called after the Glowing Hourglass state is saved/loaded - MC_PRE/POST_PLAYER_ADD_CARD/PILL (EntityPlayer, Card/PillColor, PillCardSlot)
Called before/after a card/pill gets added to the player's inventory.
On PRE: Return a different ID to change the card/pill added, or false to cancel adding it entirely. - MC_POST_PLAYER_REMOVE_CARD/PILL (EntityPlayer, Card/PillColor, PillCardSlot)
Called after a card/pill gets removed from the player's inventory by any means (dropped, direct removal, use, etc). - MC_PRE/POST_PLAYER_COLLECT_CARD (EntityPlayer, EntityPickup)
Called before/after a player picks up a card/pill off the ground.
On PRE: Return false to prevent the card/pill from being picked up. - MC_POST_PLAYER_DROP_CARD/PILL (EntityPlayer, EntityPickup, PillCardSlot)
Called after a player drops a card/pill onto the ground from their inventory. - MC_PRE_PLAYER_GIVE_BIRTH_CAMBION/IMMACULATE (EntityPlayer, CambionFamiliarFlag)
Return false to cancel the familiar being added.
- MC_PRE_FORTUNE_DISPLAY
- EntityLaser:
- GetDamageMultiplier()
- SetDamageMultiplier(float Mult)
- EntityKnife:
- GetIsSwinging()
- SetIsSwinging(bool)
- GetIsSpinAttack()
- SetIsSpinAttack(bool)
- EntityFamiliar:
- GetItemConfig()
- PlayerHUDHeart:
- IsEternalHeartOverlayVisible()
- IsFadingHeart()
- PlayerManager:
- RemoveCoPlayer(Entity_Player)
- DailyChallengeMenu:
- Get/SetState
- Enums:
- CambionFamiliarFlag
- Added a new option "Extra debug render for FindInRadius". While the DebugFlag.HITSPHERES flag is enabled, debug spheres will be rendered for FindInRadius/QueryRadius calls.
- RoomDescriptor.OverrideData is no longer forcibly changed by RoomDescriptor.FLAG_SURPRISE_MINIBOSS
Modified:
- Isaac:
PlayCutscene(CutsceneID, ClearGameState = false) - Game:
SetDizzyAmount(TargetIntensity, CurrentIntensity) - Providing CurrentIntensity is now optional - EntityNPC:
ShootMaggotProjectile(Position, Target, FallingSpeed = -8.0, YOffset = -24.0) - EntityPlayer:
Fixed vanilla crash when AddNullCostume is given an invalid id; along with other potential crashes in AddCostume - Callbacks:
- MC_PRE_PLAYERHUD_TRINKET_RENDER
Fixed returning true to cancel rendering. - MC_PLAYER_GET_ACTIVE_MAX_CHARGE / MC_PLAYER_GET_ACTIVE_MIN_USABLE_CHARGE
Will no longer run for empty active item slots.
Now provide the current charge value as an argument.
Returning a value no longer stops the callback, and changes the charge value passed to the next callback.
If the final result of the callback is <0, the result is treated as 0.
- MC_PRE_PLAYERHUD_TRINKET_RENDER
- The game no longer prematurely ends the daily run if there was console input, instead blocking it
Fixes:
- Game():GetDizzyAmount() now returns the intended value, instead of 0
- Fixed MC_PRE_PLANETARIUM_APPLY_TREASURE_PENALTY not providing the current number of treasure rooms visited.
- Fixed binders for EntityNPC: ThrowMaggot, ShootMaggotProjectile functions.