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matrefeytontias

BoIMB dev log output

Feb 3rd, 2017
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  1. $ python3 BoIMB.py "The Packed Mod" tests PackedMod
  2.  
  3. ######################################
  4. # The Binding of Isaac Afterbith + #
  5. # Modpack Builder by Matrefeytontias #
  6. ######################################
  7.  
  8. Searching for mods ...
  9.  
  10. DataPrint contains 1 Lua file(s) :
  11. main.lua
  12. MegaJesus contains 1 Lua file(s) :
  13. main.lua
  14. peeping_838891822 contains 2 Lua file(s) :
  15. main.lua
  16. main.old.lua
  17. RedHotChiliPill contains 1 Lua file(s) :
  18. main.lua
  19. Registering global variable trigger -> dataPrint_trigger
  20. local trigger = Isaac.GetItemIdByName("Converter")
  21. Registering global variable data -> dataPrint_data
  22. local data = nil
  23. Starting block :
  24. function dataPrint:use()
  25. Registering variable room -> dataPrint_room
  26. local room = Game():GetRoom()
  27. Starting block :
  28. if room:GetType() == RoomType.ROOM_DEVIL or room:GetType() == RoomType.ROOM_ANGEL then
  29. Registering variable pos -> dataPrint_pos
  30. local pos = room:GetGridIndex(room:GetCenterPos()) - room:GetGridWidth()
  31. Registering variable e -> dataPrint_e
  32. local e = room:GetGridEntity(pos)
  33. Registering variable c -> dataPrint_c
  34. local c = room:GetGridCollision(pos)
  35. Ending block
  36. Now on block 1
  37. Ending block
  38. Now on block 0
  39. Starting block :
  40. function dataPrint:display()
  41. Starting block :
  42. if data ~= nil then
  43. Ending block
  44. Now on block 1
  45. Ending block
  46. Now on block 0
  47. Variable entry dataPrint:use -> PackedMod:dataPrint_use w/ .:
  48. Variable entry dataPrint.display -> PackedMod.dataPrint_display w/ .:
  49. Variable entry dataPrint:display -> PackedMod:dataPrint_display w/ .:
  50. Variable entry trigger -> dataPrint_trigger w/
  51. Variable entry data -> dataPrint_data w/
  52. Variable entry dataPrint.use -> PackedMod.dataPrint_use w/ .:
  53. Registering global variable statueDeleted -> megaJesusMod_statueDeleted
  54. local statueDeleted = false
  55. Registering global variable statueReplaced -> megaJesusMod_statueReplaced
  56. local statueReplaced = false
  57. Registering global variable CORRUPTION_RECEPTACLE -> megaJesusMod_CORRUPTION_RECEPTACLE
  58. CORRUPTION_RECEPTACLE = Isaac.GetItemIdByName("Corruption Receptacle")
  59. Starting block :
  60. function megaJesusMod:handleCorruptionReceptacle()
  61. Registering variable player -> megaJesusMod_player
  62. local player = Isaac.GetPlayer(0)
  63. Starting block :
  64. if player:HasCollectible(megaJesusMod.Items.CORRUPTION_RECEPTACLE) then
  65. Registering variable p -> megaJesusMod_p
  66. local p = player:ToNPC()
  67. Ending block
  68. Now on block 1
  69. Ending block
  70. Now on block 0
  71. Starting block :
  72. function handleDevilStatueDestroyed(pos)
  73. Ending block
  74. Now on block 0
  75. Starting block :
  76. function megaJesusMod:checkDevilRoom()
  77. Registering variable room -> megaJesusMod_room
  78. local room = Game():GetRoom()
  79. Starting block :
  80. if room:GetType() == RoomType.ROOM_DEVIL then
  81. Registering variable devilIndex -> megaJesusMod_devilIndex
  82. local devilIndex = room:GetGridIndex(room:GetCenterPos()) - room:GetGridWidth()
  83. Starting block :
  84. if not statueDeleted then
  85. Registering variable devilStatue -> megaJesusMod_devilStatue
  86. local devilStatue = room:GetGridEntity(devilIndex)
  87. Starting block :
  88. if devilStatue ~= nil then
  89. Starting block :
  90. if devilStatue.Desc.Type == GridEntityType.GRID_STATUE and devilStatue.Desc.Variant == 0 then
  91. Ending block
  92. Now on block 4
  93. Ending block
  94. Now on block 3
  95. Starting block :
  96. if not statueReplaced then
  97. Starting block :
  98. -- Check if the rock is still there ; if it's not, it has been destroyed so we also remove the devil statue
  99. Starting block :
  100. if room:GetGridCollision(devilIndex) == GridCollisionClass.COLLISION_NONE then
  101. Registering variable ents -> megaJesusMod_ents
  102. local ents = Isaac.GetRoomEntities()
  103. Starting block :
  104. for i = 1, #ents do
  105. Starting block :
  106. if ents[i].Type == EntityType.ENTITY_EFFECT and ents[i].Variant == EffectVariant.DEVIL then
  107. Ending block
  108. Now on block 7
  109. Ending block
  110. Now on block 6
  111. Ending block
  112. Now on block 5
  113. Ending block
  114. Now on block 4
  115. Ending block
  116. Now on block 3
  117. Ending block
  118. Now on block 2
  119. Ending block
  120. Now on block 1
  121. Variable entry megaJesusMod:checkDevilRoom -> PackedMod:megaJesusMod_checkDevilRoom w/ .:
  122. Variable entry CORRUPTION_RECEPTACLE -> megaJesusMod_CORRUPTION_RECEPTACLE w/
  123. Variable entry handleDevilStatueDestroyed -> megaJesusMod_handleDevilStatueDestroyed w/ .:
  124. Variable entry megaJesusMod.checkDevilRoom -> PackedMod.megaJesusMod_checkDevilRoom w/ .:
  125. Variable entry statueReplaced -> megaJesusMod_statueReplaced w/
  126. Variable entry megaJesusMod.handleCorruptionReceptacle -> PackedMod.megaJesusMod_handleCorruptionReceptacle w/ .:
  127. Variable entry megaJesusMod:handleCorruptionReceptacle -> PackedMod:megaJesusMod_handleCorruptionReceptacle w/ .:
  128. Variable entry statueDeleted -> megaJesusMod_statueDeleted w/
  129. Starting block :
  130. local function fif(c, a, b)
  131. Starting block :
  132. if c then
  133. Ending block
  134. Now on block 1
  135. Ending block
  136. Now on block 0
  137. Starting block :
  138. local function bounceOffWall(room, pos, dir)
  139. Registering variable center -> mod_center
  140. local center = room:GetCenterPos()
  141. Registering variable topLeft -> mod_topLeft
  142. local topLeft = room:GetTopLeftPos()
  143. Registering variable bottomRight -> mod_bottomRight
  144. local bottomRight = room:GetBottomRightPos()
  145. Starting block :
  146. if pos.X < center.X then
  147. Ending block
  148. Now on block 1
  149. Starting block :
  150. if pos.Y < center.Y then
  151. Ending block
  152. Now on block 1
  153. Starting block :
  154. if math.abs(pos.X - horizontalRef) < math.abs(pos.Y - verticalRef) then
  155. Ending block
  156. Now on block 1
  157. Registering variable returnVector -> mod_returnVector
  158. local returnVector = Vector(dir.X, dir.Y)
  159. Starting block :
  160. if horizontal == true then
  161. Ending block
  162. Now on block 1
  163. Ending block
  164. Now on block 0
  165. Registering global variable PEEPING_ID -> mod_PEEPING_ID
  166. local PEEPING_ID = 500
  167. Registering global variable PEEPING_VARIANT -> mod_PEEPING_VARIANT
  168. local PEEPING_VARIANT = 9900
  169. Registering global variable AI -> mod_AI
  170. local AI = (function()
  171. Starting block :
  172. local AI = (function()
  173. Starting block :
  174. clone = function(o)
  175. Registering variable ret -> mod_ret
  176. local ret = {}
  177. Starting block :
  178. if type(o)=="table" then
  179. Starting block :
  180. for k,v in pairs(o) do
  181. Starting block :
  182. if type(v) ~= "function" then
  183. Starting block :
  184. if type(v) == "table" then
  185. Registering global variable v -> mod_v
  186. v = clone(v)
  187. Ending block
  188. Now on block 5
  189. Ending block
  190. Now on block 4
  191. Ending block
  192. Now on block 3
  193. Ending block
  194. Now on block 2
  195. Ending block
  196. Now on block 1
  197. Registering global variable defaultAction -> mod_defaultAction
  198. defaultAction = nil,
  199. Registering global variable currentAction -> mod_currentAction
  200. currentAction = nil,
  201. Registering global variable _initFuncs -> mod__initFuncs
  202. _initFuncs = {},
  203. Registering global variable _preUpdateFuncs -> mod__preUpdateFuncs
  204. _preUpdateFuncs = {},
  205. Registering global variable _updateFuncs -> mod__updateFuncs
  206. _updateFuncs = {},
  207. Registering global variable _postUpdateFuncs -> mod__postUpdateFuncs
  208. _postUpdateFuncs = {},
  209. Registering global variable _actions -> mod__actions
  210. _actions = {},
  211. Registering global variable _events -> mod__events
  212. _events = {}
  213. Starting block :
  214. function AI.prototype:init(fn)
  215. Ending block
  216. Now on block 1
  217. Starting block :
  218. function AI.prototype:onPreUpdate(fn)
  219. Ending block
  220. Now on block 1
  221. Starting block :
  222. function AI.prototype:onUpdate(fn)
  223. Ending block
  224. Now on block 1
  225. Starting block :
  226. function AI.prototype:onPostUpdate(fn)
  227. Ending block
  228. Now on block 1
  229. Starting block :
  230. function AI.prototype:addAction(action)
  231. Starting block :
  232. if action.default then
  233. Ending block
  234. Now on block 2
  235. Starting block :
  236. if not action.name then
  237. Ending block
  238. Now on block 2
  239. Starting block :
  240. if action.cooldown ~= nil then
  241. Ending block
  242. Now on block 2
  243. Starting block :
  244. if action.duration ~= nil then
  245. Ending block
  246. Now on block 2
  247. Ending block
  248. Now on block 1
  249. Starting block :
  250. function AI.prototype:setAction(actionName)
  251. Registering variable action -> mod_action
  252. local action = self._actions[actionName]
  253. Starting block :
  254. if not action then
  255. Ending block
  256. Now on block 2
  257. Starting block :
  258. if self.currentAction and self.currentAction.leave then
  259. Ending block
  260. Now on block 2
  261. Starting block :
  262. if action.animationName then
  263. Ending block
  264. Now on block 2
  265. Starting block :
  266. if action.enter then
  267. Ending block
  268. Now on block 2
  269. Starting block :
  270. if action.cooldown then
  271. Ending block
  272. Now on block 2
  273. Starting block :
  274. if action.duration then
  275. Ending block
  276. Now on block 2
  277. Ending block
  278. Now on block 1
  279. Starting block :
  280. function AI.prototype:trySetAction(actionName)
  281. Starting block :
  282. if not action then
  283. Ending block
  284. Now on block 2
  285. Starting block :
  286. if action.currentCooldown < 0 and ((not action.condition) or action.condition(self, self.npc, action)) then
  287. Ending block
  288. Now on block 2
  289. Ending block
  290. Now on block 1
  291. Starting block :
  292. function AI.prototype:onEvent(evtName, fn)
  293. Ending block
  294. Now on block 1
  295. Starting block :
  296. function AI.prototype:triggerEvent(evtName)
  297. Ending block
  298. Now on block 1
  299. Starting block :
  300. function AI.prototype:update()
  301. Registering variable npc -> mod_npc
  302. local npc = self.npc
  303. Registering variable sprite -> mod_sprite
  304. local sprite = npc:GetSprite()
  305. Registering variable dt -> mod_dt
  306. local dt = npc.FrameCount - self._frameCount
  307. Starting block :
  308. for _,fn in pairs(self._preUpdateFuncs) do
  309. Ending block
  310. Now on block 2
  311. Starting block :
  312. for _,fn in pairs(self._updateFuncs) do
  313. Ending block
  314. Now on block 2
  315. Starting block :
  316. for _,action in pairs(self._actions) do
  317. Starting block :
  318. if action.cooldown then
  319. Ending block
  320. Now on block 3
  321. Ending block
  322. Now on block 2
  323. Starting block :
  324. for evtName,_ in pairs(self._events) do
  325. Starting block :
  326. if sprite:IsEventTriggered(evtName) then
  327. Ending block
  328. Now on block 3
  329. Ending block
  330. Now on block 2
  331. Starting block :
  332. if self.currentAction then
  333. Starting block :
  334. if action.update then
  335. Ending block
  336. Now on block 3
  337. Starting block :
  338. if action.duration then
  339. Starting block :
  340. if action.currentDuration < 0 then
  341. Starting block :
  342. if action.leave then
  343. Ending block
  344. Now on block 5
  345. Starting block :
  346. if ((not self.currentAction) or self.currentAction == action) and self.defaultAction then
  347. Ending block
  348. Now on block 5
  349. Ending block
  350. Now on block 4
  351. Ending block
  352. Now on block 3
  353. Ending block
  354. Now on block 2
  355. Starting block :
  356. for _,fn in pairs(self._postUpdateFuncs) do
  357. Ending block
  358. Now on block 2
  359. Ending block
  360. Now on block 1
  361. Starting block :
  362. function AI.new(npc, customAIs)
  363. Registering variable ai -> mod_ai
  364. local ai = {}
  365. Starting block :
  366. if type(customAIs) ~= table then
  367. Registering global variable customAIs -> mod_customAIs
  368. customAIs = {customAIs}
  369. Ending block
  370. Now on block 2
  371. Starting block :
  372. for _,c in pairs(customAIs) do
  373. Ending block
  374. Now on block 2
  375. Starting block :
  376. for _,fn in pairs(ai._initFuncs) do
  377. Ending block
  378. Now on block 2
  379. Ending block
  380. Now on block 1
  381. Ending block
  382. Now on block 0
  383. Registering global variable BloodshotAI -> mod_BloodshotAI
  384. local BloodshotAI = function(ai)
  385. Starting block :
  386. local BloodshotAI = function(ai)
  387. Starting block :
  388. ai:init(function(ai, npc)
  389. Ending block
  390. Now on block 1
  391. Starting block :
  392. ai:onPreUpdate(function(ai, npc)
  393. Ending block
  394. Now on block 1
  395. Registering global variable default -> mod_default
  396. default = true,
  397. Registering global variable name -> mod_name
  398. name = "Idle"
  399. Registering global variable cooldown -> mod_cooldown
  400. cooldown = 50,
  401. Registering global variable condition -> mod_condition
  402. condition = function(ai, npc, action)
  403. Starting block :
  404. condition = function(ai, npc, action)
  405. Ending block
  406. Now on block 1
  407. Registering global variable enter -> mod_enter
  408. enter = function(ai, npc, action)
  409. Starting block :
  410. enter = function(ai, npc, action)
  411. Registering variable vel -> mod_vel
  412. local vel = Vector.FromAngle(ai.angle) * action.shotspeed
  413. Ending block
  414. Now on block 1
  415. Starting block :
  416. ai:onPostUpdate(function(ai, npc)
  417. Starting block :
  418. if npc:IsDead() then
  419. Starting block :
  420. if not ai.isDead then
  421. Ending block
  422. Now on block 3
  423. Ending block
  424. Now on block 2
  425. Starting block :
  426. if ai.parent:IsDead() then
  427. Ending block
  428. Now on block 2
  429. Registering variable a -> mod_a
  430. local a = (ai.angle + 360 - 113)%360
  431. Starting block :
  432. if a < 45 then
  433. Ending block
  434. Now on block 2
  435. Starting block :
  436. if ai.isParentCharging then
  437. Ending block
  438. Now on block 2
  439. Ending block
  440. Now on block 1
  441. Ending block
  442. Now on block 0
  443. Registering global variable PeepingAI -> mod_PeepingAI
  444. local PeepingAI = function(ai)
  445. Starting block :
  446. local PeepingAI = function(ai)
  447. Starting block :
  448. ai:init(function(ai, npc)
  449. Starting block :
  450. for i=1, ai.orbitalsNum do
  451. Registering variable orb -> mod_orb
  452. local orb = Isaac.Spawn(PEEPING_ID, PEEPING_VARIANT+1, 0, npc.Position, Vector(0, 0), npc)
  453. Registering variable d -> mod_d
  454. local d = orb:GetData()
  455. Starting block :
  456. d.ai.deathCallback = function()
  457. Starting block :
  458. if ai.orbitalsNum <= 0 then
  459. Ending block
  460. Now on block 4
  461. Ending block
  462. Now on block 3
  463. Ending block
  464. Now on block 2
  465. Ending block
  466. Now on block 1
  467. Starting block :
  468. ai:onPreUpdate(function(ai, npc)
  469. Registering variable player -> mod_player
  470. local player = Isaac.GetPlayer(0)
  471. Ending block
  472. Now on block 1
  473. Registering global variable animationName -> mod_animationName
  474. animationName = "Appear",
  475. Starting block :
  476. enter = function(ai, npc, action)
  477. Ending block
  478. Now on block 1
  479. Registering global variable update -> mod_update
  480. update = function(ai, npc, action)
  481. Starting block :
  482. update = function(ai, npc, action)
  483. Starting block :
  484. if npc:GetSprite():IsFinished(action.animationName) then
  485. Ending block
  486. Now on block 2
  487. Ending block
  488. Now on block 1
  489. Starting block :
  490. update = function(ai, npc, action)
  491. Ending block
  492. Now on block 1
  493. Starting block :
  494. enter = function(ai, npc, action)
  495. Ending block
  496. Now on block 1
  497. Starting block :
  498. update = function(ai, npc, action)
  499. Starting block :
  500. if npc:GetSprite():IsFinished(action.animationName) then
  501. Ending block
  502. Now on block 2
  503. Ending block
  504. Now on block 1
  505. Starting block :
  506. enter = function(ai, npc, action)
  507. Ending block
  508. Now on block 1
  509. Starting block :
  510. update = function(ai, npc, action)
  511. Starting block :
  512. if npc:GetSprite():IsFinished(action.animationName) then
  513. Ending block
  514. Now on block 2
  515. Ending block
  516. Now on block 1
  517. Starting block :
  518. enter = function(ai, npc, action)
  519. Ending block
  520. Now on block 1
  521. Starting block :
  522. update = function(ai, npc, action)
  523. Starting block :
  524. if npc:GetSprite():IsFinished(action.animationName) then
  525. Ending block
  526. Now on block 2
  527. Ending block
  528. Now on block 1
  529. Registering global variable duration -> mod_duration
  530. duration = 70,
  531. Starting block :
  532. condition = function(ai, npc, action)
  533. Ending block
  534. Now on block 1
  535. Starting block :
  536. enter = function(ai, npc, action)
  537. Ending block
  538. Now on block 1
  539. Starting block :
  540. update = function(ai, npc, action)
  541. Ending block
  542. Now on block 1
  543. Registering global variable leave -> mod_leave
  544. leave = function(ai, npc, action)
  545. Starting block :
  546. leave = function(ai, npc, action)
  547. Ending block
  548. Now on block 1
  549. Starting block :
  550. ai:onEvent("Shoot", function(ai, npc)
  551. Registering variable baseVel -> mod_baseVel
  552. local baseVel = ai.toPlayer:Normalized() * ai.currentAction.shotspeed
  553. Starting block :
  554. for i=1, 3 do
  555. Registering variable tear -> mod_tear
  556. local tear = Isaac.Spawn(9, 0, 0, npc.Position, vel, npc)
  557. Ending block
  558. Now on block 2
  559. Ending block
  560. Now on block 1
  561. Starting block :
  562. ai:onEvent("Brimstone", function(ai, npc)
  563. Registering variable variant -> mod_variant
  564. local variant = 1
  565. Registering variable pos -> mod_pos
  566. local pos = npc.Position + ai.currentAction.brimstoneEyeOffset
  567. Registering variable angle -> mod_angle
  568. local angle = ai.currentAction.targetAngle
  569. Registering variable brim -> mod_brim
  570. local brim = EntityLaser.ShootAngle(1, pos, angle, duration, Vector(0,0), npc)
  571. Starting block :
  572. if angle > 60 and angle < 120 then
  573. Ending block
  574. Now on block 2
  575. Ending block
  576. Now on block 1
  577. Starting block :
  578. ai:onEvent("Explosion", function(ai, npc)
  579. Ending block
  580. Now on block 1
  581. Starting block :
  582. ai:onPostUpdate(function(ai, npc)
  583. Starting block :
  584. if ai.currentAction.name ~= "Charge attack" then
  585. Starting block :
  586. if npc:CollidesWithGrid() == true then
  587. Registering variable room -> mod_room
  588. local room = Game():GetLevel():GetCurrentRoom()
  589. Ending block
  590. Now on block 3
  591. Ending block
  592. Now on block 2
  593. Starting block :
  594. for i,tear in pairs(ai.projectiles) do
  595. Starting block :
  596. if tear:IsDead() then
  597. Ending block
  598. Now on block 3
  599. Ending block
  600. Now on block 2
  601. Starting block :
  602. for i,orbitalAI in pairs(ai.orbitalAIs) do
  603. Ending block
  604. Now on block 2
  605. Ending block
  606. Now on block 1
  607. Ending block
  608. Now on block 0
  609. Starting block :
  610. function onPeepingUpdate(_, npc)
  611. Starting block :
  612. if npc.Variant ~= PEEPING_VARIANT then
  613. Ending block
  614. Now on block 1
  615. Registering variable data -> mod_data
  616. local data = npc:GetData()
  617. Starting block :
  618. if data.ai == nil then
  619. Ending block
  620. Now on block 1
  621. Ending block
  622. Now on block 0
  623. Variable entry AI.prototype.triggerEvent -> mod_AI.prototype.triggerEvent w/ .:
  624. Variable entry _initFuncs -> mod__initFuncs w/
  625. Variable entry leave -> mod_leave w/
  626. Variable entry update -> mod_update w/
  627. Variable entry AI.prototype:onPostUpdate -> mod_AI.prototype:onPostUpdate w/ .:
  628. Variable entry defaultAction -> mod_defaultAction w/
  629. Variable entry AI.prototype:trySetAction -> mod_AI.prototype:trySetAction w/ .:
  630. Variable entry AI.prototype.update -> mod_AI.prototype.update w/ .:
  631. Variable entry _actions -> mod__actions w/
  632. Variable entry cooldown -> mod_cooldown w/
  633. Variable entry AI.prototype.onPostUpdate -> mod_AI.prototype.onPostUpdate w/ .:
  634. Variable entry PeepingAI -> mod_PeepingAI w/
  635. Variable entry AI.prototype.init -> mod_AI.prototype.init w/ .:
  636. Variable entry AI -> mod_AI w/
  637. Variable entry customAIs -> mod_customAIs w/
  638. Variable entry PEEPING_VARIANT -> mod_PEEPING_VARIANT w/
  639. Variable entry animationName -> mod_animationName w/
  640. Variable entry AI.prototype.onEvent -> mod_AI.prototype.onEvent w/ .:
  641. Variable entry AI.prototype.onUpdate -> mod_AI.prototype.onUpdate w/ .:
  642. Variable entry AI.prototype.onPreUpdate -> mod_AI.prototype.onPreUpdate w/ .:
  643. Variable entry AI.prototype:update -> mod_AI.prototype:update w/ .:
  644. Variable entry _events -> mod__events w/
  645. Variable entry AI.prototype:init -> mod_AI.prototype:init w/ .:
  646. Variable entry enter -> mod_enter w/
  647. Variable entry condition -> mod_condition w/
  648. Variable entry AI.prototype:onUpdate -> mod_AI.prototype:onUpdate w/ .:
  649. Variable entry fif -> mod_fif w/ .:
  650. Variable entry BloodshotAI -> mod_BloodshotAI w/
  651. Variable entry AI.prototype.addAction -> mod_AI.prototype.addAction w/ .:
  652. Variable entry AI.prototype:addAction -> mod_AI.prototype:addAction w/ .:
  653. Variable entry duration -> mod_duration w/
  654. Variable entry currentAction -> mod_currentAction w/
  655. Variable entry AI.prototype:triggerEvent -> mod_AI.prototype:triggerEvent w/ .:
  656. Variable entry AI.prototype:onEvent -> mod_AI.prototype:onEvent w/ .:
  657. Variable entry AI.prototype:setAction -> mod_AI.prototype:setAction w/ .:
  658. Variable entry AI.prototype.trySetAction -> mod_AI.prototype.trySetAction w/ .:
  659. Variable entry AI.new -> mod_AI.new w/ .:
  660. Variable entry _postUpdateFuncs -> mod__postUpdateFuncs w/
  661. Variable entry _preUpdateFuncs -> mod__preUpdateFuncs w/
  662. Variable entry default -> mod_default w/
  663. Variable entry v -> mod_v w/
  664. Variable entry name -> mod_name w/
  665. Variable entry bounceOffWall -> mod_bounceOffWall w/ .:
  666. Variable entry PEEPING_ID -> mod_PEEPING_ID w/
  667. Variable entry _updateFuncs -> mod__updateFuncs w/
  668. Variable entry AI.prototype:onPreUpdate -> mod_AI.prototype:onPreUpdate w/ .:
  669. Variable entry AI.prototype.setAction -> mod_AI.prototype.setAction w/ .:
  670. Variable entry onPeepingUpdate -> mod_onPeepingUpdate w/ .:
  671. Registering global variable chiliPillId -> chiliPill_chiliPillId
  672. local chiliPillId = Isaac.GetPillEffectByName("Red Hot Chili")
  673. Starting block :
  674. function chiliPill:use(effect)
  675. Registering variable player -> chiliPill_player
  676. local player = Isaac.GetPlayer(0)
  677. Registering variable dir -> chiliPill_dir
  678. local dir = player:GetHeadDirection()
  679. Registering variable vel -> chiliPill_vel
  680. local vel = player:GetVelocityBeforeUpdate()
  681. Registering variable additionalVel -> chiliPill_additionalVel
  682. local additionalVel = Vector(0.0, 0.0)
  683. Starting block :
  684. for i = 0, ((Random() % 3) + 2) do
  685. Ending block
  686. Now on block 1
  687. Ending block
  688. Now on block 0
  689. Variable entry chiliPillId -> chiliPill_chiliPillId w/
  690. Variable entry chiliPill:use -> PackedMod:chiliPill_use w/ .:
  691. Variable entry chiliPill.use -> PackedMod.chiliPill_use w/ .:
  692.  
  693. $
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