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Script extender for The Binding of Isaac: Repentance

Home Page: https://repentogon.com/

License: GNU General Public License v2.0

C++ 74.88% C 16.46% Lua 7.13% CMake 0.40% Python 0.90% ANTLR 0.15% GLSL 0.08%
tboi the-binding-of-isaac binding-of-isaac bindingofisaac lua modding modding-tools reverse-engineering

repentogon's People

Contributors

4grabs avatar 502y avatar big-gay-lambchop avatar catinsurance avatar connorforan avatar danial29 avatar dyellgufu001 avatar epfly6 avatar foks256 avatar frto027 avatar gemboat avatar goganidze avatar guantol-lemat avatar guwahavel avatar im-tem avatar jerbmega avatar jsgnextortex avatar kittenchilly avatar laceous avatar meowlala avatar namishere avatar opensauce04 avatar sanio46 avatar sylmir avatar syntax-sculptor avatar thicco-catto avatar wofsauge avatar xalum avatar

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repentogon's Issues

EntitySlot

  • Look into implementing MC_PRE_SLOT_PAYOUT
  • Look into implementing MC_PRE_DONATION_JAM
  • Look into implementing MC_PRE_SLOT_DESTRUCT
  • Implement MC_POST_SLOT_INIT
  • Implement MC_POST_SLOT_UPDATE
  • Implement MC_PRE/POST_SLOT_RENDER
  • Implement MC_PRE_SLOT_COLLISION
  • Implement EntitySlot
  • Implement EntitySlot:RandomCoinJamAnim
  • Implement EntitySlot:CreateDropsFromExplosion
  • Implement EntitySlot:SetPrizeCollectible
  • Implement EntitySlot:TakeDamage (?)

Dynamic Dirt

from guwa:

Dynamic Dirt access, which would include:

  • Room:GetFloorColor() to get the current floor color at a given position
  • Entity:UpdateDirtLayer() which updates the color of the dirt layer of an entity if possible

MC_MUSIC_LAYER_TOGGLE

from nami:
activates on EnableLayer and DisableLayer. alternatively have separate callbacks for these.
might warrant PRE and POST, PRE allowing returning a different layer or cancelling the change

MC_POST_EXPLOSION(?) callback

Explosions are not considered as entities and there are some parameters like TearFlags that you simply can't obtain without dumb bomb update hacks

Would provide information like explosion radius, damage and tear flags, perhaps could use return value for the ability to cancel the explosion?

Item pools

  • ItemPool:AddItemToPool(CollectibleType, ItemPoolType)
  • ItemPool:IsItemInPool(CollectibleType, ItemPoolType)

Ambush functions

It would be neat to have the following functions accessible in the ambush or room class:

  • GetMaxWaves(): returns the number of waves the current room has. Normally 3 for ambush and 15 for bossrush.
  • GetWaveProgress(): returns the number of waves that where triggered inside the room.

These would maybe help with coding wave progress displays.

players.xml extras

from sanio and foks:

  • maxHearts="int" Adds empty red heart containers. 2 units is a full heart container
  • redHearts="int Adds red health to empty heart containers. 1 unit is half a heart
  • soulHearts="int" Substitute for armor
  • blackHearts="int" Substitute for black
  • boneHearts="int" Adds empty bone hearts. 1 unit is one bone heart
  • goldenHearts="int" Adds golden hearts. 1 unit is one golden heart
  • rottenHearts="int Adds rotten hearts. 1 unit is one rotten heart
  • eternalHeart="bool" Setting to true will add one eternal heart, false by default. Optionally for consistency with EntityPlayer:AddEternalHearts, make it an int instead?
  • healthType="int" Sets the HealthType of the player, abiding by the HealthType enum
  • healthLimit="int Sets a default limit for the number of maximum hearts a character can have. 2 units is one full red heart, can be above 12 for going above maximum cap by default
  • gigaBombs="int" Adds a Giga Bomb to the player. 1 unit is one Giga Bomb
  • forceBlood="bool" Setting to true will have tears default to shoot their blood variants if available, similar to Esau. False by default
  • stagePortrait="string" File path to a .png file that is exclusively shown on the stage transition screen. Paired with a respective extraStagePortrait="string" for anm2 files
  • bossPortrait="string" File path to a .png file that is exclusively shown on the vs. screen. Paired with a respective * [ ] extraBossPortrait="string" for anm2 files
  • weapon="int" Changes the player's weapon, abiding by the WeaponType enum
  • firedelay, damage, speed, range, shotspeed, luck="int" Sets the base integer before any calculations are done on the respective stat
  • damageMultiplier="float" and fireDelayMultiplier="float", sets the base damage/firedelay multiplier of a character
  • flying="bool" Setting to true has the character with flight by default. False by default.
  • innateItems=itemID Acts like items, except the item is not part of the player's inventory and cannot be removed. Similar to Lilith's Incubus

The following ones are a bit of a stretch but thought we'd suggest them anyways:

  • costume="id" (Foks' idea) Changes the behaviour of old costume arg to instead take the id from costumes.xml file kinda like it does with items.xml file, or (Sanio's idea) add a new nullCostume="id" argument.
  • costumeSuffixOnly="bool" Setting to true will only add costumes that are added within the costumeSuffix folder if one is set. False by default.
  • needUnlock="bool" Setting to true, the tainted character is locked by default. A second frame in the character's charactermenualt.anm2will be used for showing the locked screen. Works as expected, spawning the "tainted character" slot entity in the closet on the Home floor. Touching it will unlock the tainted character inside the character menu.

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