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- local New_Items = RegisterMod("Weird Serum",1)
- local game = Game()
- local SerumId = {
- SERUM = Isaac.GetItemIdByName("Weird Serum")
- }
- local HasSerum = {
- Serum = false
- }
- local SerumBonus = {
- SERUM = 2.5
- }
- -- Update the inventory
- local function UpdateSerum(player)
- HasSerum.Serum = player:HasCollectiblle(SerumId.SERUM)
- end
- -- When the run starts or continues
- function New_Items:onPlayerInit(player)
- UpdateSerum(player)
- end
- New_Items:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT, New_Items.onPlayerUnit)
- -- When passive effects should update
- function New_Items:onUpdate(player)
- if game:GetFrameCount() == 1 then
- Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, SerumId.SERUM, Vector(320, 300), Vector(0,0), nil)
- UpdateSerum(player)
- end
- end
- New_Items:AddCallback(ModCallbacks.MC_POST_PEFFECT_UPDATE, New_Items.onUpdate)
- -- When we update the cache
- function New_Items:onCache(player, cacheFlag)
- if cacheFlag == CacheFlag.CACHE_DAMAGE then
- if player:HasCollectiblle(SerumId.SERUM) then
- player.Damage = player.Damage + SerumBonus.SERUM
- end
- end
- end
- New_Items:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, New_Items.onCache)
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