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Oct 19th, 2017
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  1. local New_Items = RegisterMod("Weird Serum",1)
  2. local game = Game()
  3.  
  4. local SerumId = {
  5. SERUM = Isaac.GetItemIdByName("Weird Serum")
  6. }
  7.  
  8. local HasSerum = {
  9. Serum = false
  10. }
  11.  
  12. local SerumBonus = {
  13. SERUM = 2.5
  14. }
  15. -- Update the inventory
  16. local function UpdateSerum(player)
  17. HasSerum.Serum = player:HasCollectiblle(SerumId.SERUM)
  18. end
  19. -- When the run starts or continues
  20. function New_Items:onPlayerInit(player)
  21. UpdateSerum(player)
  22. end
  23.  
  24. New_Items:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT, New_Items.onPlayerUnit)
  25.  
  26. -- When passive effects should update
  27. function New_Items:onUpdate(player)
  28. if game:GetFrameCount() == 1 then
  29. Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, SerumId.SERUM, Vector(320, 300), Vector(0,0), nil)
  30.  
  31. UpdateSerum(player)
  32. end
  33. end
  34.  
  35. New_Items:AddCallback(ModCallbacks.MC_POST_PEFFECT_UPDATE, New_Items.onUpdate)
  36.  
  37. -- When we update the cache
  38. function New_Items:onCache(player, cacheFlag)
  39. if cacheFlag == CacheFlag.CACHE_DAMAGE then
  40. if player:HasCollectiblle(SerumId.SERUM) then
  41. player.Damage = player.Damage + SerumBonus.SERUM
  42. end
  43. end
  44. end
  45. New_Items:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, New_Items.onCache)
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