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_Kilburn

Repentance v4.0.4 modding API changes

May 12th, 2021 (edited)
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  1. (Arguments with a "=" next to them are optional and default to the specified value when omitted)
  2.  
  3. Modified:
  4.  
  5. - Color(float R, float G, float B, float A = 1, float RO = 0, float GO = 0, float BO = 0)
  6. * RO, GO and BO are now in the 0-1 range instead of 0-255
  7.  
  8. - EntityPlayer Isaac.GetPlayer(int ID = 0)
  9. - table Isaac.FindInRadius(Vector Position, float Radius, int Partitions = 0xFFFFFFFF)
  10. - table Isaac.FindByType(EntityType Type, int Variant = -1, int SubType = -1, bool Cache = false, bool IgnoreFriendly = false)
  11. - int Isaac.CountEntities(Entity Spawner, EntityType Type = EntityType.ENTITY_NULL, int Variant = -1, int SubType = -1)
  12. - int Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false)
  13.  
  14. - void Font:DrawString(string String, float PositionX, float PositionY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
  15. - void Font:DrawStringScaled(string String, float PositionX, float PositionY, float ScaleX, float ScaleY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
  16. - void Font:DrawStringUTF8(string String, float PositionX, float PositionY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
  17. - void Font:DrawStringScaledUTF8(string String, float PositionX, float PositionY, float ScaleX, float ScaleY, KColor RenderColor, int BoxWidth = 0, bool Center = false)
  18.  
  19. - CollectibleType ItemPool:GetCollectible(ItemPoolType PoolType, boolean Decrease = false, int Seed = Random(), CollectibleType DefaultItem = CollectibleType.COLLECTIBLE_NULL)
  20. - TrinketType ItemPool:GetTrinket(boolean DontAdvanceRNG = false)
  21. - PillEffect ItemPool:GetPillEffect(PillColor PillColor, EntityPlayer Player = nil)
  22.  
  23. - void SFXManager:Play(SoundEffect ID, float Volume = 1, int FrameDelay = 2, boolean Loop = false, float Pitch = 1, float Pan = 0)
  24.  
  25. - void TemporaryEffects:AddCollectibleEffect(CollectibleType CollectibleType, boolean AddCostume = true, int Count = 1)
  26. - void TemporaryEffects:AddTrinketEffect(TrinketType TrinketType, boolean AddCostume = true, int Count = 1)
  27. - void TemporaryEffects:AddNullEffect(NullItemID NullId, boolean AddCostume = true, int Count = 1)
  28. - void TemporaryEffects:RemoveCollectibleEffect(CollectibleType CollectibleType, int Count = 1)
  29. * Count=-1 removes all instances of that effect
  30. - void TemporaryEffects:RemoveTrinketEffect(TrinketType TrinketType, int Count = 1)
  31. * Count=-1 removes all instances of that effect
  32. - void TemporaryEffects:RemoveNullEffect(NullItemID NullId, int Count = 1)
  33. * Count=-1 removes all instances of that effect
  34.  
  35. - Vector Room:FindFreePickupSpawnPosition(Vector Pos, float InitialStep = 0, boolean AvoidActiveEntities = false, boolean AllowPits = false)
  36. - boolean, Vector Room:CheckLine(Vector Pos1, Vector Pos2, LinecheckMode Mode, int GridPathThreshold = 0, boolean IgnoreWalls = false, boolean IgnoreCrushable = false)
  37. * Returns 2 values:
  38. * boolean: true if there are no obstructions between Pos1 and Pos2, false otherwise
  39. * Vector: first hit position from Pos1 to Pos2 (returns Pos2 if the line didn't hit anything)
  40.  
  41. - void MusicManager:Fadein(Music ID, float Volume = 1, float FadeRate = 0.08)
  42. - void MusicManager:Crossfade(Music ID, float FadeRate = 0.08)
  43. - void MusicManager:Fadeout(float FadeRate = 0.08)
  44. - void MusicManager:EnableLayer(int LayerId = 0, boolean Instant = false)
  45. - void MusicManager:DisableLayer(int LayerId = 0)
  46. - boolean MusicManager:IsLayerEnabled(int LayerId = 0)
  47. - void MusicManager:VolumeSlide(float TargetVolume, float FadeRate = 0.08)
  48.  
  49. - void Sprite:SetFrame(int Frame)
  50. - void Sprite:SetFrame(string Anim, int Frame)
  51. - void Sprite:Render(Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
  52. - void Sprite:RenderLayer(int LayerId, Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
  53. - boolean Sprite:IsFinished(string Anim = "")
  54. - boolean Sprite:IsPlaying(string Anim = "")
  55. - boolean Sprite:IsOverlayFinished(string Anim = "")
  56. - boolean Sprite:IsOverlayPlaying(string Anim = "")
  57. - void Sprite:Load(string Path, boolean LoadGraphics = true)
  58. - void Sprite:PlayRandom(int Seed = Random())
  59. - void Sprite:SetAnimation(string Anim, boolean Reset = true)
  60. - void Sprite:SetOverlayAnimation(string Anim, boolean Reset = true)
  61. - KColor Sprite:GetTexel(Vector SamplePos, Vector RenderPos, float AlphaThreshold = 0.01, int LayerId = -1)
  62.  
  63. - void Game:ChangeRoom(int RoomIndex, int Dimension = -1)
  64. - void Game:Fart(Vector Position, float Radius = 85, Entity Source = nil, float FartScale = 1, int FartSubType = 0, Color FartColor = Color.Default)
  65. - void Game:BombDamage(Vector Position, float Damage, float Radius, boolean LineCheck = true, Entity Source = nil, BitSet128 TearFlags = TearFlags.TEAR_NORMAL, int DamageFlags = DamageFlag.DAMAGE_EXPLOSION, boolean DamageSource = false)
  66. - void Game:BombExplosionEffects(Vector Position, float Damage, BitSet128 TearFlags = TearFlags.TEAR_NORMAL, Color Color = Color.Default, Entity Source = nil, float RadiusMult = 1, boolean LineCheck = true, boolean DamageSource = false, int DamageFlags = DamageFlag.DAMAGE_EXPLOSION)
  67. - void Game:BombTearflagEffects(Vector Position, float Radius, BitSet128 TearFlags, Entity Source = nil, float RadiusMult = 1)
  68. - void Game:SpawnParticles(Vector Pos, EffectVariant ParticleType, int NumParticles, float Speed, Color Color = Color.Default, float Height = 100000, int SubType = 0)
  69. - void Game:StartRoomTransition(int RoomIndex, Direction Direction, RoomTransitionAnim Animation = RoomTransitionAnim.WALK, EntityPlayer Player = nil, int Dimension = -1)
  70. - void Game:UpdateStrangeAttractor(Vector Position, float Force = 10, float Radius = 250)
  71. - void Game:ShowHallucination(int FrameCount, BackdropType Backdrop = BackdropType.NUM_BACKDROPS)
  72.  
  73. - const RoomDescriptor Level:GetRoomByIdx(int RoomIdx, int Dimension = -1)
  74. * Dimension: ID of the dimension to get the room from
  75. * -1: Current dimension
  76. * 0: Main dimension
  77. * 1: Secondary dimension, used by Downpour mirror dimension and Mines escape sequence
  78. * 2: Death Certificate dimension
  79.  
  80. - int Level:QueryRoomTypeIndex(RoomType RoomType, boolean Visited, RNG rng, boolean IgnoreGroup = false)
  81. * IgnoreGroup: If set to true, includes rooms that do not have the same group ID as the current room (currently unused)
  82.  
  83. - void Level:ChangeRoom(int RoomIndex, int Dimension = -1)
  84.  
  85. - void Sprite:RenderLayer(int LayerId, Vector Pos, Vector TopLeftClamp = Vector.Zero, Vector BottomRightClamp = Vector.Zero)
  86.  
  87. - void EntityFamiliar:PickEnemyTarget(float MaxDistance, int FrameInterval = 13, int Flags = 0, Vector ConeDir = Vector.Zero, float ConeAngle = 15)
  88. * Flags: A combination of the following flags (none of these are set by default)
  89. * 1: Allow switching to a better target even if we already have one
  90. * 2: Don't prioritize enemies that are close to our owner
  91. * 4: Prioritize enemies with higher HP
  92. * 8: Prioritize enemies with lower HP
  93. * 16: Give lower priority to our current target (this makes us more likely to switch between targets)
  94. * ConeDir: If ~= Vector.Zero, searches for targets in a cone pointing in this direction
  95. * ConeAngle: If ConeDir ~= Vector.Zero, sets the half angle of the search cone in degrees (45 results in a search angle of 90 degrees)
  96.  
  97. - void EntityNPC:MakeChampion(int Seed, ChampionColor ChampionColorIdx = -1, boolean Init = false)
  98. * ChampionColorIdx: The type of champion to turn this enemy into (-1 results in a random champion type)
  99. * Init: Set to true when called while initializing the enemy, false otherwise
  100.  
  101. - boolean EntityPickup:TryOpenChest(EntityPlayer Player = nil)
  102. * Player: The player that opened this chest
  103. - void EntityPickup::Morph(EntityType Type, int Variant, int SubType, boolean KeepPrice = false, boolean KeepSeed = false, boolean IgnoreModifiers = false)
  104. * KeepSeed: If set to true, keeps the initial RNG seed of the pickup instead of rerolling it
  105. * IgnoreModifiers: If set to true, ignores item effects that might turn this pickup into something other than the specificed variant and subtype
  106.  
  107. - void EntityPlayer:AddCollectible(CollectibleType Type, int Charge = 0, boolean AddConsumables = true, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, int VarData = 0)
  108. * Slot: Sets the active slot this collectible should be added to
  109. * VarData: Sets the variable data for this collectible (this is used to store extra data for some active items like the number of uses for Jar of Wisps)
  110. - void EntityPlayer:RemoveCollectible(CollectibleType Type, bool IgnoreModifiers = false, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, bool RemoveFromPlayerForm = true)
  111. * IgnoreModifiers: Ignores collectible effects granted by other items (i.e. Void)
  112. * Slot: Sets the active slot this collectible should be removed from
  113. * RemoveFromPlayerForm: If successfully removed and part of a transformation, decrease that transformation's counter by 1
  114. - void EntityPlayer:AddTrinket(TrinketType Type, boolean AddConsumables = true)
  115. - CollectibleType EntityPlayer:GetActiveItem(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  116. - int EntityPlayer:GetActiveCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  117. - int EntityPlayer:GetBatteryCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  118. - int EntityPlayer:GetActiveSubCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  119. - void EntityPlayer:SetActiveCharge(int Charge, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  120. - void EntityPlayer:DischargeActiveItem(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  121. - boolean EntityPlayer:NeedsCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  122. - boolean EntityPlayer:FullCharge(ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY, boolean Force = false)
  123. * Force: If set, items will always be charged even if they normally cannot be recharged by batteries
  124. - void EntityPlayer:CheckFamiliar(int FamiliarVariant, int TargetCount, RNG rng, ItemConfig::Item SourceItem = nil, int FamiliarSubType = -1)
  125. * SourceItem: The item this type of familiar was created by
  126. * FamiliarSubType: The subtype of the familiar to check (-1 matches any subtype)
  127.  
  128. - void EntityPlayer:UseActiveItem(CollectibleType Item, UseFlag UseFlags = 0, ActiveSlot Slot = -1)
  129. or
  130. - void EntityPlayer:UseActiveItem(CollectibleType Item, boolean ShowAnim = false, boolean KeepActiveItem = false, boolean AllowNonMainPlayer = true, boolean ToAddCostume = false, ActiveSlot Slot = -1)
  131. * Slot: The active slot this item was used from (set to -1 if this item wasn't triggered by any active slot)
  132.  
  133. - void EntityPlayer:UseCard(Card ID, UseFlag UseFlags = 0)
  134. - void EntityPlayer:UsePill(PillEffect ID, PillColor PillColor, UseFlag UseFlags = 0)
  135. - boolean EntityPlayer:HasInvincibility(DamageFlag Flags = 0)
  136. - MultiShotParams EntityPlayer:GetMultiShotParams(WeaponType WeaponType = WeaponType.WEAPON_TEARS)
  137. - boolean EntityPlayer:CanAddCollectible(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
  138. - EntityBomb EntityPlayer:FireBomb(Vector Position, Vector Velocity, Entity Source = nil)
  139. - EntityLaser EntityPlayer:FireBrimstone(Vector Position, Entity Source = nil, float DamageMultiplier = 1)
  140. - EntityKnife EntityPlayer:FireKnife(Entity Parent, float RotationOffset = 0, boolean CantOverwrite = false, int SubType = 0, int Variant = 0)
  141. - EntityTear EntityPlayer:FireTear(Vector Position, Vector Velocity, boolean CanBeEye = true, boolean NoTractorBeam = false, boolean CanTriggerStreakEnd = true, Entity Source = nil, float DamageMultiplier = 1)
  142. - EntityLaser EntityPlayer:FireTechLaser(Vector Position, LaserOffset OffsetID, Vector Direction, boolean LeftEye, boolean OneHit = false, Entity Source = nil, float DamageMultiplier = 1)
  143. - EntityLaser EntityPlayer:FireTechXLaser(Vector Position, Vector Direction, float Radius, Entity Source = nil, float DamageMultiplier = 1)
  144. - void EntityPlayer:QueueItem(ItemConfig::Item Item, int Charge = 0, boolean Touched = false, bool Golden = false, int VarData = 0)
  145. - TearParams EntityPlayer:GetTearHitParams(WeaponType WeaponType, float DamageScale = 1, int TearDisplacement = 1, Entity Source = nil)
  146. - void EntityPlayer:AnimateCard(Card ID, string AnimName = "Pickup")
  147. - void EntityPlayer:AnimatePill(PillColor ID, string AnimName = "Pickup")
  148. - void EntityPlayer:AnimateTrinket(TrinketType ID, string AnimName = "Pickup", string SpriteAnimName = "PlayerPickupSparkle")
  149. - void EntityPlayer:AnimateCollectible(CollectibleType ID, string AnimName = "Pickup", string SpriteAnimName = "PlayerPickupSparkle")
  150. - boolean EntityPlayer:HasCollectible(CollectibleType Type, boolean IgnoreModifiers = false)
  151. * IgnoreModifiers: If set to true, only counts collectibles the player actually owns and ignores effects granted by items like Zodiac, 3 Dollar Bill and Lemegeton
  152. - int EntityPlayer:GetCollectibleNum(CollectibleType Type, boolean IgnoreModifiers = false)
  153. * IgnoreModifiers: Same as above
  154. - boolean EntityPlayer:HasTrinket(TrinketType Type, boolean IgnoreModifiers = false)
  155. * IgnoreModifiers: If set to true, only counts trinkets the player actually holds and ignores effects granted by other items
  156. - int EntityPlayer:GetMaxPocketItems()
  157. * Fixed spelling (previous spelling no longer exists)
  158. - void EntityPlayer:DropPocketItem(int Slot, Vector Position)
  159. * Fixed spelling (previous spelling no longer exists)
  160.  
  161. Added:
  162.  
  163. - include(string Path)
  164. * Same as require() but only works with .lua files and always loads the specified file even if it was previously loaded
  165. * Returns any values returned from the included file
  166. * Using include() instead of require() to load extra scripts is recommended, require() should be now reserved for internal modules (such as json)
  167.  
  168. - string Sprite:GetAnimation()
  169. - string Sprite:GetOverlayAnimation()
  170.  
  171. - HUD Game:GetHUD()
  172. - void HUD:FlashChargeBar(EntityPlayer Player, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  173. * Causes the charge bar of the active item in the specified slot to blink as if it had gained charges
  174. - void HUD:InvalidateActiveItem(EntityPlayer Player, ActiveSlot Slot = ActiveSlot.SLOT_PRIMARY)
  175. * Forces the specified active item slot to update, this might be useful for functions that modify an active item slot without directly giving or removing items
  176. - void HUD:InvalidateCraftingItem(EntityPlayer Player)
  177. * Forces the crafting output from Bag of Crafting to update (this might become useful in the future)
  178. - boolean HUD:IsVisible()
  179. - void HUD:SetVisible(boolean Visible)
  180. - void HUD:ShowItemText(EntityPlayer Player, ItemConfig.Item Item)
  181. * Shows the pickup text for the specified item as if it was picked up by the specified player
  182. - void HUD:ShowItemText(string Name, string Description = "", boolean Paper = false)
  183. * Shows a custom pickup text
  184. * If Paper is set to true, displays the description on a small piece of paper, similarly to curses
  185. - void HUD:ShowFortuneText(...)
  186. * Accepts a sequence of up to 32 strings, where each string is a line of text
  187. * Passing more than 7 lines will result in them not being displayed properly since the fortune paper does not dynamically stretch to accomodate the extra lines yet
  188. - void HUD:AssignPlayerHUDs()
  189. * Forces all player HUDs to be reassigned (this can be useful when extra players are spawned in unconventional ways)
  190.  
  191. - RNG GridEntity:GetRNG()
  192. - Sprite GridEntity:GetSprite()
  193.  
  194. - int PlayerTypes.ActiveItemDesc.TimedRechargeCooldown
  195. - float PlayerTypes.ActiveItemDesc.PartialCharge
  196. - int PlayerTypes.ActiveItemDesc.VarData
  197.  
  198. - int EntityPickup.OptionsPickupIndex
  199.  
  200. - void EntityPlayer:ChangePlayerType(PlayerType Type)
  201. * This will attempt to merge forms when called on characters like Jacob and Esau
  202. * This currently does not work correctly when changing from/to certain characters (i.e. Tainted Isaac)
  203. - void EntityPlayer:AddBrokenHearts(int Num)
  204. - int EntityPlayer:GetBrokenHearts()
  205. - void EntityPlayer:AddRottenHearts(int Num)
  206. * Num is the number of hearts to add x2, even though rotten hearts are only worth half a heart (for example AddRottenHearts(4) will add 2 rotten hearts)
  207. - int EntityPlayer:GetRottenHearts()
  208. * This returns the actual number of rotten hearts (for example this returns 2 if the player has 2 rotten hearts)
  209. - boolean EntityPlayer:CanPickRottenHearts()
  210. * Returns true if the player can pick up rotten hearts, false otherwise
  211.  
  212. - void EntityPlayer:AddSoulCharge(int Num)
  213. * Bethany's soul heart charges
  214. - void EntityPlayer:SetSoulCharge(int Num)
  215. - int EntityPlayer:GetSoulCharge()
  216. - int EntityPlayer:GetEffectiveSoulCharge()
  217. * This returns the number of soul charges when called on Bethany, 0 otherwise
  218.  
  219. - void EntityPlayer:AddBloodCharge(int Num)
  220. * Tainted Bethany's blood charges
  221. - void EntityPlayer:SetBloodCharge(int Num)
  222. - int EntityPlayer:GetBloodCharge()
  223. - int EntityPlayer:GetEffectiveBloodCharge()
  224. * This returns the number of blood charges when called on Tainted Bethany, 0 otherwise
  225.  
  226. - EntityPlayer EntityPlayer:GetMainTwin()
  227. * When called on Jacob or Esau, returns Jacob
  228. * When called on Tainted Forgotten or Tainted Forgotten's Soul, returns Tainted Forgotten
  229. * When called on any other character, returns that character
  230. - EntityPlayer EntityPlayer:GetOtherTwin()
  231. * When called on Jacob, returns Esau
  232. * When called on Esau, returns Jacob
  233. * When called on Tainted Forgotten, returns Tainted Forgotten's Soul
  234. * When called on Tainted Forgotten's Soul, returns Tainted Forgotten
  235. * When called on any other character, returns nil
  236. - boolean EntityPlayer:TryHoldEntity(Entity Ent)
  237. * Attempts to pick up the given entity, returns true on success
  238. * Currently only works with some entity types, mainly bombs and enemies
  239. - Entity EntityPlayer:ThrowHeldEntity(Vector Velocity)
  240. * If holding an entity, throws it in the specified direction and returns it, otherwise returns nil
  241. - EntityFamiliar EntityPlayer:AddFriendlyDip(int Subtype, Vector Position)
  242. * Spawns a friendly dip from Dirty Mind
  243. - EntityFamiliar EntityPlayer:ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero)
  244. * Spawns a friendly dip from Dirty Mind and throws it towards the specified target
  245. * If Target = Vector.Zero, throws the spawned dip in a random direction
  246. - EntityFamiliar EntityPlayer:AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false)
  247. * Spawns a Book of Virtues wisp
  248. * Subtype is generally the ID of the active item to spawn a wisp from
  249. * Wisps with a special ID (for example "s0" in wisps.xml) can be spawned with the subtype 0x10000 + X where X is the number after the "s"
  250. * If AdjustOrbitLayer is set to true, allows wisps to spawn outside of their usual orbit if their assigned orbit is full
  251. * If DontUpdate is set to true, the spawned wisp will not update immediately, this allows certain properties to be set on the first frame before the wisp is fully initialized
  252. - EntityFamiliar EntityPlayer:AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false)
  253. * Spawns a Lemegeton wisp
  254. * Subtype is the ID of the passive item to mimic
  255. - void EntityPlayer:TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL)
  256. * Triggers the extra effect granted by Book of Virtues for the given active item
  257. - EntityFamiliar EntityPlayer:AddSwarmFlyOrbital(Vector Position)
  258. * Spawns a defensive fly from The Swarm
  259. - int EntityPlayer:GetNumGigaBombs()
  260. * Returns the number of giga bombs held
  261. - void EntityPlayer:AddGigaBombs(int Num)
  262. * Turns the given number of bombs into giga bombs
  263. * This does not actually increase the number of bombs held, to actually add bombs, AddBombs should be called first
  264. - CollectibleType EntityPlayer:GetModelingClayEffect()
  265. * Returns the current passive item mimicked by Modeling Clay (COLLECTIBLE_NULL if no effect is being mimicked)
  266. - void EntityPlayer:AddCurseMistEffect()
  267. * Disables all item effects similarly to the abandoned mineshaft in Mines II
  268. * This also temporarily removes consumables and pocket items
  269. - void EntityPlayer:RemoveCurseMistEffect()
  270. * Reenables item effects removed by AddCurseMistEffect
  271. * Also attempts to restore consumables and pocket items removed by AddCurseMistEffect
  272. - boolean EntityPlayer:HasCurseMistEffect()
  273. * Returns true if the player's item effects are currently being disabled
  274. - boolean EntityPlayer:IsCoopGhost()
  275. * Returns true if the player is a co-op ghost
  276. - EntityFamiliar EntityPlayer:AddMinisaac(Vector Position, boolean PlayAnim = true)
  277. * Spawns a mini Isaac from Giant Cell
  278. * If PlayAnim is set to false, skips the appear animation for the familiars
  279. - void EntityPlayer:SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false)
  280. * Sets the player's pocket active item to the given active item
  281. * Slot can be either SLOT_POCKET or SLOT_POCKET2
  282. * Items added to SLOT_POCKET2 will always be removed upon being used
  283. * If KeepInPools is set to true, the item will not be removed from the item pools
  284.  
  285. - void Entity_Tear:AddTearFlags(BitSet128 Flags)
  286. - void Entity_Tear:ClearTearFlags(BitSet128 Flags)
  287. - boolean Entity_Tear:HasTearFlags(BitSet128 Flags)
  288.  
  289. - void Entity_Bomb:AddTearFlags(BitSet128 Flags)
  290. - void Entity_Bomb:ClearTearFlags(BitSet128 Flags)
  291. - boolean Entity_Bomb:HasTearFlags(BitSet128 Flags)
  292.  
  293. - void Entity_Laser:AddTearFlags(BitSet128 Flags)
  294. - void Entity_Laser:ClearTearFlags(BitSet128 Flags)
  295. - boolean Entity_Laser:HasTearFlags(BitSet128 Flags)
  296.  
  297. - void Entity_Knife:AddTearFlags(BitSet128 Flags)
  298. - void Entity_Knife:ClearTearFlags(BitSet128 Flags)
  299. - boolean Entity_Knife:HasTearFlags(BitSet128 Flags)
  300.  
  301. - void Entity_Projectile:ClearProjectileFlags(int Flags)
  302. - boolean Entity_Projectile:HasProjectileFlags(int Flags)
  303.  
  304. - int ItemConfig.Item.InitCharge
  305. - int ItemConfig.Item.ChargeType (see ItemConfig.CHARGE_* enums)
  306. - int ItemConfig.Item.ShopPrice
  307. - boolean ItemConfig.Item.PassiveCache
  308. - boolean ItemConfig.Item.AddCostumeOnPickup
  309. - boolean ItemConfig.Item.Hidden
  310. - boolean ItemConfig.Item.PersistentEffect
  311. - boolean ItemConfig.Item.ClearEffectsOnRemove
  312. - int ItemConfig.Item.Tags (see ItemConfig.TAG_* enums)
  313. - int ItemConfig.Item.Quality
  314. - boolean ItemConfig.Item:HasTags(int Tags)
  315.  
  316. Removed:
  317.  
  318. - int PlayerTypes.ActiveItemDesc.Lock
  319. - boolean EntityPickup.TheresOptionsPickup (use EntityPickup.OptionsPickupIndex instead)
  320. - RNG GridEntity.RNG
  321. - Sprite GridEntity.Sprite
  322.  
  323. - boolean EntityKnife.IsFlying (was redundant due to the EntityKnife:IsFlying() method)
  324.  
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