The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

[BETA] REPENTOGON: Isaac Script Extender
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更新于:11 月 29 日 下午 12:54
作者:JSG

- Repentance+ Release

更新于:7 月 18 日 上午 8:22
作者:fly_6

bump to v1.0.12e (for Repentance, still working on Repentance+ ver)

更新于:2024 年 11 月 27 日 上午 9:08
作者:fly_6

Added warning message about current incompatibility with Repentance+ DLC

更新于:2024 年 10 月 20 日 上午 11:49

更新于:2024 年 9 月 29 日 下午 3:09
作者:fly_6

bump to 1.0.12a

更新于:2024 年 8 月 8 日 下午 1:19
作者:fly_6

bump to v1.0.11b

更新于:2024 年 7 月 21 日 下午 2:53
作者:fly_6

bump to v1.0.10c

更新于:2024 年 5 月 22 日 上午 7:20
作者:fly_6

bump to v1.0.9d

更新于:2024 年 5 月 14 日 上午 9:36
作者:fly_6

v1.0.9a -
Additions:

Game:
ClearErasedEnemies(): void
GetShopVisits(): int
AddShopVisits(count: int): void
EntitySlot:
GetShellGameAnimationIndex() : int
SetShellGameAnimationIndex(index: int) : void
GetTriggerTimerNum() : int
SetTriggerTimerNum(num: int) : void

Sorry about the startup line in 1.0.9, half of it was a lie, now it's not! This update enables "file map" functionality, speeding up file lookup, positively affecting the startup time. It shouldn't cause any issue, but if it does don't hesitate to report issues, in the meantime you can disable it in REPENTOGON's options window.

Bug fixes
Fixed a bug that caused the giveitem command to crash when the object to
give was reduced to a single letter
Fix "goto [s/x]." command autocomplete
Fixed incorrect type set for Slot->_timeout (int -> short)


1.0.9

Modified:

Callbacks:
MC_PRE_PLAYERHUD_TRINKET_RENDER: now provides [Vector] CropOffset parameter and accepts CropOffset vector in the return table.
EntityPlayer:
AddInnateCollectible() now uses a system separate from item wisps, still doesn't save on game exit though!
Change to HasCollectible and GetCollectibleNum:
new optional boolean (IgnoreSpoof), ignores collectible block when set to true
Game:
ShowGenericLeaderboard no longer fades to main menu
PersistentGameData:
TryUnlock now accepts an optional boolean to prevent popping up with the achievement paper for modded achievements

Additions:

Game:
SetDizzyAmount(amount, intensity)
GetDizzyAmount()
PlayerManager:
AnyPlayerTypeHasTrinket(PlayerType, TrinketType, IgnoreModifiers = false)
AnyPlayerTypeHasCollectible(PlayerType, CollectibleType, IgnoreModifiers = false)
Lootlist:
constructor
PushEntry(Type, Variant, SubType, Seed = Random(), RNG = nil)
GetEntries
LootListEntry:
[Get]Type/Variant/SubType/Seed/RNG
EntityPlayer:
Get/SetBombPlaceDelay
Get/SetBloodLustCounter
GetSpoofedCollectiblesList
New functionality for blocking items:
BlockCollectible(int itemID)
UnblockCollectible(int itemID)
IsCollectibleBlocked(int itemID)
HasGoldenTrinket
Get/SetHallowedGroundCountdown
EntityTear:
GetTearHaloSprite
GetTearEffectSprite
GetDeadEyeSprite
ResetSpriteScale(bool Force) - New optional "force" boolean, when set to true forces the tear to re-evaluate which scale animation it should be playing
EntityPickup:
GetLootList(ShouldAdvance = false)
GetPickupGhost
UpdatePickupGhosts
EntityNPC:
GetFireplaceLoot
GetShopkeeperLoot
EntityFamiliar:
[Get/Set]MoveDelayNum
ItemConfigItem:
HasCustomTag
GetCustomTags
Input:
GetDeviceNameByIdx
Isaac:
Get/SetDwmWindowAttribute (for use with new DwmWindowAttributes enum)
Get/SetWindowTitle (appends text to our title as to avoid confusion)
SetIcon(int/string,bool) (takes a 0/1 int or a path to .ico file, bool bypasses the 16x16 resolution cap)
Game
SetBloom
Console:
Added a popup error when a script ran by luamod errors, highlighting the last error thrown, to prevent it from being instantly buried
Isaac:
StartNewGame(int playertype, int challenge, int difficulty, int seed), allows starting the game from within the main menu
MenuManager:
SetInputMask(int mask) for use with the new ButtonActionBitwise enum, selectively allows/disallows the game's menu read certain inputs, useful for custom menus
GetInputMask()
MinimapState Enum:
Used for Minimap.SetState() and Minimap.GetState().
RoomConfig:
RoomConfig:GetStage(StbType)
RoomConfigStage
Get/Set DisplayName, Suffix, PlayerSpot, BossSpot, Music, Backdrop
GetRoomSet(Mode)
RoomConfigSet:
Acts like other ArrayProxy classes, but for RoomConfigRoom
__len and Get method, Size const variable
Level
Set/GetGreedWavesClearedWithoutRedHeartDamage: you read that right, finally, the highly requested function is here!
Cutscenes
Support for custom music for the music attribute on cutscenes.xml
NightmareScene
GetPlayerExtraPortraitSprite
RoomTransition
GetPlayerExtraPortraitSprite
Sprite
SetCustomShader(string Path) - Overrides only the default ColorOffset shader. Path starts at .../resources/ and expects to find both a .vs and .fs file. For example: SetCustomShader("shaders/my_shader")
ClearCustomShader()
HasCustomShader(string Path) - Returns true if the specified shader is currently set. If no string is provided, returns true if any custom shader is applied.
SetCustomChampionShader(string Path) - Same as SetCustomShader but for overriding ColorOffset_Champion instead.
ClearCustomChampionShader()
HasCustomChampionShader(string Path)
LayerState
SetCustomShader(string Path) - Same as sprite:SetCustomShader() but only for a single layer.
ClearCustomShader()
HasCustomShader(string Path)
SetCustomChampionShader(string Path)
ClearCustomChampionShader()
HasCustomChampionShader(string Path)
Callbacks:
MC_PRE_PICKUP_GET_LOOT_LIST callback (Pickup, bool ShouldAdvance) - Return LootList to change loot content
MC_PRE_PICKUP_UPDATE_GHOST_PICKUPS (Pickup) - Return true to apply pickup ghost to your pickup entitiy, false to cancel it
MC_POST_PLAYER_TRIGGER_EFFECT_REMOVED (Player, ItemConfigItem)
MC_POST_ROOM_TRIGGER_EFFECT_REMOVED (ItemConfigItem)
MC_PRE_X_GRID_COLLISION and MC_X_GRID_COLLISION (EntityX, int gridIndex, GridEntity or nil) - PLAYER/TEAR/FAMILIAR/BOMB/PICKUP/PROJECTILE/NPC, Return true on PRE to ignore collision.
MC_PRE_PLAYERHUD_RENDER_ACTIVE_ITEM(EntityPlayer, ActiveSlot, Vector offset, float alpha, float scale, Vector chargeBarOffset) - Return true to cancel rendering
MC_PRE_PLAYER_REVIVE(EntityPlayer) - Return false to prevent the player from reviving
MC_POST_PLAYER_REVIVE(EntityPlayer)
MC_POST_PROJECTILE/TEAR_DEATH (EntityProjectile/EntityTear)
MC_POST_BOSS_INTRO_SHOW (int BossID1,int BossID2)
MC_POST_ROOM_TRANSITION_UPDATE ()
MC_POST_ROOM_TRANSITION_RENDER ()
MC_PRE_X_UPDATE (EntityX) - PLAYER/TEAR/FAMILIAR/BOMB/PICKUP/KNIFE/PROJECTILE/LASER/EFFECT/SLOT, return true to skip internal code, same as MC_PRE_NPC_UPDATE
All stages now have a spritesheet suffix (formatted _[stage name, no spaces], ex _burningbasement)
Added the "noshake" attribute to the players.xml which can "disable" the player portrait shaking animation in the nightmare scene/boss intro
Added support for a "customtags" attribute in items.xml - a space-separated list of tags that can be checked with ItemConfigItem:HasCustomTag() or ItemConfigItem:GetCustomTags()
Added custom tag "nometronome" to items.xml to prevent items from being picked by Metronome
Improved startup time! (for both REPENTOGON and the game itself)
Buffed Trisagion
Added a new option in "Vanilla tweaks" section called "Fast lasers", it tracks the game's lag and (if present) reduces the number of samples used by lasers to ensure better performance

Fixes:
* Fixed Isaac.CreateTimer crashing the game when setting the delay argument to 0
* Fixed bonehearts not displaying correctly when set through players.xml
* Fixed console custom commands starting with "help" not triggering while being eaten away by repentogon's help cmd
* Fixed a crash that could occur if Isaac exited the Berserk! state without any remaining health with Spirit Shackles ready
* Fix Downpour/Dross rooms generated in The Void not having any water
* Potentially fixed reported

更新于:2024 年 3 月 27 日 下午 5:15
作者:JSG

v1.0.8c -
Fixes:
* Fixed adding a callback function with an optional param to a vanilla callback that does not support optional params leading to that function never being called, where it used to previously.
* Fixed the result of Isaac.GetCallbacks() no longer having a metatable.
/newline/
v1.0.8b -
Fixes:
* Fixed the MC_PLAYER_GET_HEALTH_TYPE callback causing the last heart to render underneath the first one.
/newline/
v1.0.8a -
Fixes:
* Fixed issues with EntityPlayer:GetSmeltedTrinkets() and EntityPlayer:GetFootprintColor()
/newline/
v1.0.8 -
Additions:
* New general callback improvements to address some performance issues on some scenarios
* Deal rooms can now generate variants above 100
* Add new BlendTypes CONSTANT, OVERLAY
* EntityPlayer:
- SetHeadDirection(Direction, Time, Force)
- Get/SetHeadDirectionLockTime
* Game:
- SetDonationMod[Angel/Greed]
* ItemPool:
- GetBibleUpgrades(ItemPoolType)
* Player:
- Added Player:AddNullItemEffect and Player:AddCollectibleEffect, both with the same params (int type,bool costume, int cooldown=defaultcd, bool additive=true)
* Room:
- GetBossVictoryJingle
- SaveState
* RoomDescriptor.BossDeathSeed
Fixes:
* Fixes a crash on MC_PRE_LEVEL_SELECT when a callback returned null
* Fixed a crash that could happen when you ran stage and achievement-related commands with bad syntax (missing a space)
* Fixed an issue with some Bethany challenges where you are supposed to start without book of virtues, starting with book of virtues
* Planetarium chance stat HUD is now initialized properly on save/continue
* Planetarium chance will now always return 0.0 if a planetarium room cannot spawn in the run (i.e. if a challenge doesn't spawn treasure rooms, the game is greed mode, or if planetariums aren't unlocked)
* Fix previously incorrect BlendType enums (ADDITIVE -> CONSTANT, MULTIPLICATIVE -> ADDITIVE)
* Fix ItemPool:GetPillColor not checking all identified effects
* Fix potential buffer overflow in ItemPool:UnidentifyPill
* Fix the console crashing when running a command from history in some cases