Class "EntityPlayer"⚓︎
Inherits from Class:⚓︎
Functions⚓︎
Add·Black·Hearts ()⚓︎
void AddBlackHearts ( int BlackHearts )⚓︎
Adds Black hearts to the player. 1 unit is half a heart. Remove them with negative numbers.
Example Code
This code adds 1 full black heart to the player.
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Add·Blue·Flies ()⚓︎
Entity AddBlueFlies ( int Amount, Vector Position, Entity Target )⚓︎
Add·Blue·Spider ()⚓︎
Entity AddBlueSpider ( Vector Position )⚓︎
Add·Bombs ()⚓︎
void AddBombs ( int Amount )⚓︎
Adds bombs to the player. Remove them with negative numbers.
Example Code
This code removes 1 bomb from the player.
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Add·Bone·Hearts ()⚓︎
void AddBoneHearts ( int Hearts )⚓︎
Adds bone hearts to the player. 1 unit is a single bone heart. Remove them with negative numbers.
Example Code
This code adds 1 bone heart to the player.
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Add·Cache·Flags ()⚓︎
void AddCacheFlags ( CacheFlag CacheFlag )⚓︎
Will reevaluate the cache flags provided in the next cache reevaluation.
Example Code
This code will add several cacheflags.
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Add·Card ()⚓︎
void AddCard ( Card ID )⚓︎
Add·Coins ()⚓︎
void AddCoins ( int Amount )⚓︎
Adds coins to the player. Remove them with negative numbers.
Example Code
This code adds 1 coin to the player.
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Add·Collectible ()⚓︎
void AddCollectible ( CollectibleType Type, int Charge, boolean AddConsumables )⚓︎
Add·Controls·Cooldown ()⚓︎
void AddControlsCooldown ( int Cooldown )⚓︎
Add·Costume ()⚓︎
void AddCostume ( ItemConfig::Item Item, boolean ItemStateOnly )⚓︎
Add·Dead·Eye·Charge ()⚓︎
void AddDeadEyeCharge ( )⚓︎
Add·Dollar·Bill·Effect ()⚓︎
void AddDollarBillEffect ( )⚓︎
Add·Eternal·Hearts ()⚓︎
void AddEternalHearts ( int EternalHearts )⚓︎
Adds eternal hearts to the player. 1 unit is half a heart. Remove them with negative numbers.
(Note that eternal hearts automatically turn to full hearts, when you have more than one.)
Example Code
This code adds 1 eternal heart to the player.
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Add·Golden·Bomb ()⚓︎
void AddGoldenBomb ( )⚓︎
Add·Golden·Hearts ()⚓︎
void AddGoldenHearts ( int Hearts )⚓︎
Adds golden hearts to the player. 1 unit is a single gold heart. Remove them with negative numbers.
Example Code
This code adds 1 golden heart to the player.
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Add·Golden·Key ()⚓︎
void AddGoldenKey ( )⚓︎
Add·Hearts ()⚓︎
void AddHearts ( int Hearts )⚓︎
Adds red hearts to the player if there are any empty heart containers. 1 unit is half a heart. Remove health with negative numbers.
Example Code
This code adds 1 full red heart to the player.
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Add·Jar·Flies ()⚓︎
void AddJarFlies ( int Flies )⚓︎
Add·Jar·Hearts ()⚓︎
void AddJarHearts ( int Hearts )⚓︎
Add·Keys ()⚓︎
void AddKeys ( int Amount )⚓︎
Adds keys to the player. Remove them with negative numbers.
Example Code
This code adds 1 key to the player.
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Add·Max·Hearts ()⚓︎
void AddMaxHearts ( int MaxHearts, boolean IgnoreKeeper )⚓︎
Adds heart containers to the player. 2 units is a full heart container. Remove them with negative numbers.
Notes
It is possible to add a half heart container to the player. This will appear as a regular heart container but can only be filled half-way.
Example Code
This code adds 1 heart container to the player.
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Bugs
IgnoreKeeper does not appear to work as intended.
Max hearts can be added or removed from Keeper regardless of what this boolean is. If Keeper has Greed's Gullet and this boolean is set to false, max hearts cannot be added to Keeper, but can be removed normally. If Keeper has Greed's Gullet and this boolean is set to true, Max hearts can be added or removed from Keeper normally.
Add·Null·Costume ()⚓︎
void AddNullCostume ( ItemConfig::NullItemID NullId )⚓︎
for Lua
Add·Pill ()⚓︎
void AddPill ( PillColor Pill )⚓︎
Add·Player·Form·Costume ()⚓︎
void AddPlayerFormCostume ( PlayerForm Form )⚓︎
Adds the costume of the given transformation.
Add·Pretty·Fly ()⚓︎
void AddPrettyFly ( )⚓︎
Add·Soul·Hearts ()⚓︎
void AddSoulHearts ( int SoulHearts )⚓︎
Adds soul hearts to the player. 1 unit is half a heart. Remove them with negative numbers.
Example Code
This code adds 1 full soul heart to the player.
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Add·Trinket ()⚓︎
void AddTrinket ( TrinketType Type )⚓︎
Animate·Appear ()⚓︎
void AnimateAppear ( )⚓︎
Play the animation that is normally played at the beginning of a stage.
Animate·Card ()⚓︎
void AnimateCard ( Card ID, string AnimName )⚓︎
Animate·Collectible ()⚓︎
void AnimateCollectible ( CollectibleType Collectible, string AnimName, string SpriteAnimName )⚓︎
Animate·Happy ()⚓︎
void AnimateHappy ( )⚓︎
thumbs up
Animate·Light·Travel ()⚓︎
void AnimateLightTravel ( )⚓︎
end of a stage
Animate·Pill ()⚓︎
void AnimatePill ( PillColor Pill, string AnimName )⚓︎
Animate·Pitfall·In ()⚓︎
void AnimatePitfallIn ( )⚓︎
Fall into pitfall.
Animate·Pitfall·Out ()⚓︎
void AnimatePitfallOut ( )⚓︎
Jump out of pitfall.
Animate·Sad ()⚓︎
void AnimateSad ( )⚓︎
oh no!
Animate·Teleport ()⚓︎
void AnimateTeleport ( boolean Up )⚓︎
teleport to another room
Animate·Trapdoor ()⚓︎
void AnimateTrapdoor ( )⚓︎
end of a stage
Animate·Trinket ()⚓︎
void AnimateTrinket ( TrinketType Trinket, string AnimName, string SpriteAnimName )⚓︎
Are·Controls·Enabled ()⚓︎
boolean AreControlsEnabled ( )⚓︎
Are·Opposing·Shoot·Directions·Pressed ()⚓︎
boolean AreOpposingShootDirectionsPressed ( )⚓︎
Returns the non-zero joystick direction from the most recent movement input, but goes to zero after the player comes to a stop.
Can·Add·Collectible ()⚓︎
boolean CanAddCollectible ( )⚓︎
Can·Pick·Black·Hearts ()⚓︎
boolean CanPickBlackHearts ( )⚓︎
returns true if player has room for more black hearts
Can·Pick·Bone·Hearts ()⚓︎
boolean CanPickBoneHearts ( )⚓︎
returns true if player has room for more bone hearts
Can·Pick·Golden·Hearts ()⚓︎
boolean CanPickGoldenHearts ( )⚓︎
returns true if player has room for more golden hearts
Can·Pick·Red·Hearts ()⚓︎
boolean CanPickRedHearts ( )⚓︎
Can·Pick·Soul·Hearts ()⚓︎
boolean CanPickSoulHearts ( )⚓︎
returns true if player has room for more soul hearts
Can·Pickup·Item ()⚓︎
boolean CanPickupItem ( )⚓︎
Can Player pick up an item right now?
Can·Shoot ()⚓︎
boolean CanShoot ( )⚓︎
Can·Turn·Head ()⚓︎
boolean CanTurnHead ( )⚓︎
returns true if head should react to keys or false otherwise
Check·Familiar ()⚓︎
void CheckFamiliar ( int FamiliarVariant, int TargetCount, RNG rng )⚓︎
Clear·Costumes ()⚓︎
void ClearCostumes ( )⚓︎
Removes all costumes.
Clear·Dead·Eye·Charge ()⚓︎
void ClearDeadEyeCharge ( )⚓︎
Clear·Temporary·Effects ()⚓︎
void ClearTemporaryEffects ( )⚓︎
Will be called when player exits the room.
Discharge·Active·Item ()⚓︎
void DischargeActiveItem ( )⚓︎
Sets the charge of your active item to 0 without triggering the active item effect.
Donate·Luck ()⚓︎
void DonateLuck ( int Luck )⚓︎
Do·Zit·Effect ()⚓︎
void DoZitEffect ( Vector Direction )⚓︎
Drop·Poket·Item ()⚓︎
void DropPoketItem ( int PocketNum, Vector Pos )⚓︎
Drops a held pocketitem (Card, Pill, Rune...) from the given itemslot at the given position. Possible pocketnumbers are [0, 1]
Bugs
This function is spelled wrong. Removing the pocketitem in slot 0, while having a second item in slot 1 will not update the UI correctly. The second item will still be in the second slot, which will in turn prevent the player from using this card right away. The player needs to switch between cards to fix this.
Drop·Trinket ()⚓︎
void DropTrinket ( Vector DropPos, boolean ReplaceTick )⚓︎
Evaluate·Items ()⚓︎
void EvaluateItems ( )⚓︎
Triggers a cache reevaluation. Will trigger the MC_EVALUATE_CACHE callback.
Fire·Bomb ()⚓︎
EntityBomb FireBomb ( Vector Position, Vector Velocity )⚓︎
Fire·Brimstone ()⚓︎
EntityLaser FireBrimstone ( Vector Direction )⚓︎
Fire·Delayed·Brimstone ()⚓︎
EntityLaser FireDelayedBrimstone ( float Angle, Entity Parent )⚓︎
Fire·Knife ()⚓︎
EntityKnife FireKnife ( Entity Parent, float RotationOffset, boolean CantOverwrite, int SubType )⚓︎
Fire·Tear ()⚓︎
EntityTear FireTear ( Vector Position, Vector Velocity, boolean CanBeEye, boolean NoTractorBeam, boolean CanTriggerStreakEnd )⚓︎
This replaces the protected fire_tear() to allow other entities (Such as bombs) to easily shoot tears in the same manner and with all the effects the player does. (Ex. Sad Bombs)
Fire·Tech·Laser ()⚓︎
EntityLaser FireTechLaser ( Vector Position, LaserOffset OffsetID, Vector Direction, boolean LeftEye, boolean OneHit )⚓︎
Fire·Tech·XLaser ()⚓︎
EntityLaser FireTechXLaser ( Vector Position, Vector Direction, float Radius )⚓︎
Flush·Queue·Item ()⚓︎
boolean FlushQueueItem ( )⚓︎
called after animation is finished, or on special occasions to prevent bugs
Full·Charge ()⚓︎
boolean FullCharge ( )⚓︎
Fully charges the active item. Returns true if the item was fully charged, false otherwise. If player has battery it will first try to fill first charge slot, then the battery slot.
Get·Active·Charge ()⚓︎
int GetActiveCharge ( )⚓︎
Get the current charge of your active item.
Get·Active·Item ()⚓︎
CollectibleType GetActiveItem ( )⚓︎
Returns the currently held item. Returns 0
when no item is held.
Get·Active·Sub·Charge ()⚓︎
int GetActiveSubCharge ( )⚓︎
Get the current items subcharge. (Useful for items that charge up over time.)
Get·Active·Weapon·Entity ()⚓︎
Entity GetActiveWeaponEntity ( )⚓︎
Get·Aim·Direction ()⚓︎
const Vector GetAimDirection ( )⚓︎
Get·Baby·Skin ()⚓︎
BabySubType GetBabySkin ( )⚓︎
Get·Battery·Charge ()⚓︎
int GetBatteryCharge ( )⚓︎
Get the current charge progress of the second charge of your current active item. This bar is only active, when you have the Collectible "The Battery"
Get·Black·Hearts ()⚓︎
int GetBlackHearts ( )⚓︎
This does not return the # of black hearts, this returns the bit mask for which soul hearts are black hearts.
Get·Bomb·Flags ()⚓︎
int GetBombFlags ( )⚓︎
Get·Bomb·Variant ()⚓︎
EntityBomb::BombVariant GetBombVariant ( int TearFlags, boolean ForceSmallBomb )⚓︎
Pass tear flags to add extra effects to the bomb visual like burn -> hot bombs, even if player doesn't have Hot Bombs collectible. ForceSmallBomb will override large bomb variants for TEAR_PERSISTENT.
Get·Bone·Hearts ()⚓︎
int GetBoneHearts ( )⚓︎
Returns the number of bone hearts as an integer value. 1 Boneheart = 1.
Example Code
This code gets the total amount of red heart containers including bone hearts. The bonehearts need to be mulltiplied by 2, since in GetMaxHearts() 2 equals 1 full heart.
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Get·Card ()⚓︎
Card GetCard ( int SlotId )⚓︎
Gets the ID of the card the player is holding in the given itemslot (0 or 1). Returns 0
when no card is held in the slot.
Get·Card·RNG ()⚓︎
RNG GetCardRNG ( Card ID )⚓︎
Get·Collectible·Count ()⚓︎
int GetCollectibleCount ( )⚓︎
Get·Collectible·Num ()⚓︎
int GetCollectibleNum ( CollectibleType Type )⚓︎
Get·Collectible·RNG ()⚓︎
RNG GetCollectibleRNG ( CollectibleType ID )⚓︎
Get·Costume·Null·Pos ()⚓︎
Vector GetCostumeNullPos ( string NullFrameName, boolean HeadScale, Vector Direction )⚓︎
Get·Damage·Cooldown ()⚓︎
int GetDamageCooldown ( )⚓︎
Get·Effective·Max·Hearts ()⚓︎
int GetEffectiveMaxHearts ( )⚓︎
Returns the amount of Red Hearts the player can contain in their Heart Containers and Bone Hearts. 1 unit is half a red heart. Example: you have 3 red heart container and one bone heart. 6(red) + 2(bone) = 8
Get·Effects ()⚓︎
TemporaryEffects GetEffects ( )⚓︎
Get·Eternal·Hearts ()⚓︎
int GetEternalHearts ( )⚓︎
Returns the amount of eternal hearts the player has.
Get·Extra·Lives ()⚓︎
int GetExtraLives ( )⚓︎
Get·Fire·Direction ()⚓︎
Direction GetFireDirection ( )⚓︎
Get·Flying·Offset ()⚓︎
Vector GetFlyingOffset ( )⚓︎
Get·Golden·Hearts ()⚓︎
int GetGoldenHearts ( )⚓︎
Returns the amount of golden hearts the player has.
Get·Greed·Donation·Break·Chance ()⚓︎
float GetGreedDonationBreakChance ( )⚓︎
Get·Head·Direction ()⚓︎
Direction GetHeadDirection ( )⚓︎
Get·Heart·Limit ()⚓︎
int GetHeartLimit ( )⚓︎
Get·Hearts ()⚓︎
int GetHearts ( )⚓︎
Returns the amount of red hearts the player has inside their heart containers and bone hearts. 1 unit is half a heart.
Get·Item·State ()⚓︎
CollectibleType GetItemState ( )⚓︎
Get·Jar·Flies ()⚓︎
int GetJarFlies ( )⚓︎
Get·Jar·Hearts ()⚓︎
int GetJarHearts ( )⚓︎
Get·Laser·Offset ()⚓︎
Vector GetLaserOffset ( LaserOffset ID, Vector Direction )⚓︎
Get·Last·Action·Triggers ()⚓︎
int GetLastActionTriggers ( )⚓︎
Get·Last·Damage·Flags ()⚓︎
int GetLastDamageFlags ( )⚓︎
Get·Last·Damage·Source ()⚓︎
const EntityRef GetLastDamageSource ( )⚓︎
Get·Last·Direction ()⚓︎
const Vector GetLastDirection ( )⚓︎
Get·Max·Hearts ()⚓︎
int GetMaxHearts ( )⚓︎
Returns the amount of Heart Containers the player has. 1 unit is half a heart container.
Get·Max·Poket·Items ()⚓︎
int GetMaxPoketItems ( )⚓︎
Get the number of Pickup items you can carry. (1 on default. 2 with belly button or similar)
Bugs
This function is spelled wrong.
Get·Max·Trinkets ()⚓︎
int GetMaxTrinkets ( )⚓︎
Get the number of trinkets you can carry. (1 on default. 2 with moms purse or similar)
Get·Movement·Direction ()⚓︎
Direction GetMovementDirection ( )⚓︎
Get·Movement·Input ()⚓︎
const Vector GetMovementInput ( )⚓︎
Get·Movement·Joystick ()⚓︎
Vector GetMovementJoystick ( )⚓︎
Get·Movement·Vector ()⚓︎
Vector GetMovementVector ( )⚓︎
Get·Multi·Shot·Params ()⚓︎
MultiShotParams GetMultiShotParams ( )⚓︎
Get·Multi·Shot·Position·Velocity ()⚓︎
PosVel GetMultiShotPositionVelocity ( int LoopIndex, WeaponType Weapon, Vector ShotDirection, float ShotSpeed, MultiShotParams params )⚓︎
Call this function in a loop with values from 0 to MultiShotParams.NumProjectiles-1 (inclusive)
Get·Name ()⚓︎
string GetName ( )⚓︎
Returns the name of the player. (Isaac, Cain, Azazel,...)
Get·NPCTarget ()⚓︎
Entity GetNPCTarget ( )⚓︎
normally returns the player itself. Can redirect enemy attacks to a different entity such as Best Friend
Get·Num·Blue·Flies ()⚓︎
int GetNumBlueFlies ( )⚓︎
Get·Num·Blue·Spiders ()⚓︎
int GetNumBlueSpiders ( )⚓︎
Get·Num·Bombs ()⚓︎
int GetNumBombs ( )⚓︎
Get·Num·Coins ()⚓︎
int GetNumCoins ( )⚓︎
Get·Num·Keys ()⚓︎
int GetNumKeys ( )⚓︎
Get·Pill ()⚓︎
PillColor GetPill ( int SlotId )⚓︎
Gets the ID of the pill the player is holding in the given itemslot (0 or 1). Returns 0
when no pill is held in the given slot.
Get·Pill·RNG ()⚓︎
RNG GetPillRNG ( PillEffect ID )⚓︎
Get·Player·Type ()⚓︎
PlayerType GetPlayerType ( )⚓︎
Get·Pocket·Item ()⚓︎
const PlayerPocketItem GetPocketItem ( int SlotId )⚓︎
Get the userdata of the pocketitem (Card,Pill,rune) in a said slot.
Bugs
This function returns userdata, which cant be processed. It is therefore broken and should not be used!
Get·Recent·Movement·Vector ()⚓︎
const Vector GetRecentMovementVector ( )⚓︎
Returns the joystick direction that drives player movement, taking into account certain modifiers like disabled controls and seed effects.
Get·Shooting·Input ()⚓︎
Vector GetShootingInput ( )⚓︎
Get·Shooting·Joystick ()⚓︎
Vector GetShootingJoystick ( )⚓︎
Get·Smooth·Body·Rotation ()⚓︎
float GetSmoothBodyRotation ( )⚓︎
Get·Soul·Hearts ()⚓︎
int GetSoulHearts ( )⚓︎
Returns the amount of Soul Hearts the player has. 1 unit is half a heart.
Notes
Black Hearts count toward this total, as the game sees them as soul hearts.
Get·Sub·Player ()⚓︎
EntityPlayer GetSubPlayer ( )⚓︎
Get·Tear·Hit·Params ()⚓︎
TearParams GetTearHitParams ( WeaponType WeaponType, float DamageScale, int TearDisplacement )⚓︎
Used for tear parameters that are calculated on hit (ex: Tough love, Common cold), DamageScale is used for scale calculation based on damage
Get·Tear·Movement·Inheritance ()⚓︎
Vector GetTearMovementInheritance ( Vector ShotDirection )⚓︎
Get·Tear·Poison·Damage ()⚓︎
float GetTearPoisonDamage ( )⚓︎
Get·Tear·Range·Modifier ()⚓︎
int GetTearRangeModifier ( )⚓︎
Get·Total·Damage·Taken ()⚓︎
int GetTotalDamageTaken ( )⚓︎
Get·Tractor·Beam ()⚓︎
Entity GetTractorBeam ( )⚓︎
Get·Trinket ()⚓︎
TrinketType GetTrinket ( int TrinketIndex )⚓︎
Gets the ID of the trinket the player is holding in the given trinketslot (0 or 1). Returns 0
when no trinket is held in the given slot.
Get·Trinket·Multiplier ()⚓︎
int GetTrinketMultiplier ( )⚓︎
Get·Trinket·RNG ()⚓︎
RNG GetTrinketRNG ( TrinketType ID )⚓︎
Get·Velocity·Before·Update ()⚓︎
const Vector GetVelocityBeforeUpdate ( )⚓︎
Get·Zodiac·Effect ()⚓︎
CollectibleType GetZodiacEffect ( )⚓︎
Has·Collectible ()⚓︎
boolean HasCollectible ( CollectibleType Type )⚓︎
Has·Full·Hearts ()⚓︎
boolean HasFullHearts ( )⚓︎
Has·Full·Hearts·And·Soul·Hearts ()⚓︎
boolean HasFullHeartsAndSoulHearts ( )⚓︎
Has·Golden·Bomb ()⚓︎
boolean HasGoldenBomb ( )⚓︎
Has·Golden·Key ()⚓︎
boolean HasGoldenKey ( )⚓︎
Has·Invincibility ()⚓︎
boolean HasInvincibility ( )⚓︎
returns true when player is in an invincibility state
Has·Player·Form ()⚓︎
boolean HasPlayerForm ( PlayerForm Form )⚓︎
Has·Timed·Item ()⚓︎
boolean HasTimedItem ( )⚓︎
Kept for avoiding modding issues.
Has·Trinket ()⚓︎
boolean HasTrinket ( TrinketType Type )⚓︎
Has·Weapon·Type ()⚓︎
boolean HasWeaponType ( WeaponType WeaponType )⚓︎
Init·Baby·Skin ()⚓︎
void InitBabySkin ( )⚓︎
Is·Black·Heart ()⚓︎
boolean IsBlackHeart ( int Heart )⚓︎
Is·Bone·Heart ()⚓︎
boolean IsBoneHeart ( int heart )⚓︎
Is·Extra·Animation·Finished ()⚓︎
boolean IsExtraAnimationFinished ( )⚓︎
Is·Full·Sprite·Rendering ()⚓︎
boolean IsFullSpriteRendering ( )⚓︎
Is·Held·Item·Visible ()⚓︎
boolean IsHeldItemVisible ( )⚓︎
Is·Holding·Item ()⚓︎
boolean IsHoldingItem ( )⚓︎
Is Player holding up an item (card/collectible/etc)
Is·Item·Queue·Empty ()⚓︎
boolean IsItemQueueEmpty ( )⚓︎
Is·P2Appearing ()⚓︎
boolean IsP2Appearing ( )⚓︎
Is·Pos·In·Spot·Light ()⚓︎
boolean IsPosInSpotLight ( Vector Position )⚓︎
Is·Sub·Player ()⚓︎
boolean IsSubPlayer ( )⚓︎
This is for players that require multiple player entities, such as the Forgotten (this has nothing to do with co-players!)
Needs·Charge ()⚓︎
boolean NeedsCharge ( )⚓︎
Play·Extra·Animation ()⚓︎
void PlayExtraAnimation ( string Animation )⚓︎
Queue·Extra·Animation ()⚓︎
void QueueExtraAnimation ( string Animation )⚓︎
Queue·Item ()⚓︎
void QueueItem ( ItemConfig::Item Item, int Charge, boolean Touched )⚓︎
Add Collectible/Trinket after animation is finished.
Remove·Black·Heart ()⚓︎
void RemoveBlackHeart ( int BlackHeart )⚓︎
Remove·Blue·Fly ()⚓︎
void RemoveBlueFly ( )⚓︎
Remove·Blue·Spider ()⚓︎
void RemoveBlueSpider ( )⚓︎
Remove·Collectible ()⚓︎
void RemoveCollectible ( CollectibleType Type )⚓︎
Remove·Costume ()⚓︎
void RemoveCostume ( ItemConfig::Item Item )⚓︎
Removes a given costume based on its item config entry.
Example code
This code removes the costume of the Spoon Bender collectible.
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Remove·Golden·Bomb ()⚓︎
void RemoveGoldenBomb ( )⚓︎
Remove·Golden·Key ()⚓︎
void RemoveGoldenKey ( )⚓︎
Remove·Skin·Costume ()⚓︎
void RemoveSkinCostume ( )⚓︎
Removes player-specific costumes like Magdalene's Hair or Cain's eyepatch.
Render·Body ()⚓︎
void RenderBody ( Vector position )⚓︎
Render·Glow ()⚓︎
void RenderGlow ( Vector position )⚓︎
Render·Head ()⚓︎
void RenderHead ( Vector position )⚓︎
Render·Top ()⚓︎
void RenderTop ( Vector position )⚓︎
Replace·Costume·Sprite ()⚓︎
void ReplaceCostumeSprite ( ItemConfig::Item Item, string SpritePath, int SpriteId )⚓︎
Reset·Damage·Cooldown ()⚓︎
void ResetDamageCooldown ( )⚓︎
Reset·Item·State ()⚓︎
void ResetItemState ( )⚓︎
Room transitions call this to prevent lock ups.
Respawn·Familiars ()⚓︎
void RespawnFamiliars ( )⚓︎
Revive ()⚓︎
void Revive ( )⚓︎
revive player
Set·Active·Charge ()⚓︎
void SetActiveCharge ( int Charge )⚓︎
Set·Card ()⚓︎
void SetCard ( int SlotId, Card ID )⚓︎
Change the card/rune the player is holding in the given itemslot (0 or 1).
Set·Full·Hearts ()⚓︎
void SetFullHearts ( )⚓︎
Set·Min·Damage·Cooldown ()⚓︎
void SetMinDamageCooldown ( int DamageCooldown )⚓︎
Set·Pill ()⚓︎
void SetPill ( int SlotId, PillColor Pill )⚓︎
Change the pill the player is holding in the given itemslot (0 or 1).
Set·Shooting·Cooldown ()⚓︎
void SetShootingCooldown ( int Cooldown )⚓︎
Set·Target·Trap·Door ()⚓︎
void SetTargetTrapDoor ( GridEntity TrapDoor )⚓︎
Shoot·Red·Candle ()⚓︎
void ShootRedCandle ( Vector Direction )⚓︎
for ghost pepper item + poop and farts
Spawn·Maw·Of·Void ()⚓︎
EntityLaser SpawnMawOfVoid ( int Timeout )⚓︎
Stop·Extra·Animation ()⚓︎
void StopExtraAnimation ( )⚓︎
Swap·Active·Items ()⚓︎
void SwapActiveItems ( )⚓︎
Throw·Blue·Spider ()⚓︎
Entity ThrowBlueSpider ( Vector Position, Vector Target )⚓︎
Try·Hold·Trinket ()⚓︎
boolean TryHoldTrinket ( TrinketType Type )⚓︎
Returns true if an active item pickup cooldown is over. returns true if trinket can be added, else false
Try·Remove·Collectible·Costume ()⚓︎
void TryRemoveCollectibleCostume ( CollectibleType Collectible, boolean KeepPersistent )⚓︎
Tries to remove a costume of the given collectible. KeepPersistent
is used to define if persistent costumes should be removed. If its set to false
, it will only remove temporary costumes.
Example code
This code removes the costume of the Spoon Bender collectible.
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Try·Remove·Null·Costume ()⚓︎
void TryRemoveNullCostume ( ItemConfig::NullItemID NullId )⚓︎
Try·Remove·Trinket ()⚓︎
boolean TryRemoveTrinket ( TrinketType Type )⚓︎
Try·Remove·Trinket·Costume ()⚓︎
void TryRemoveTrinketCostume ( TrinketType Trinket )⚓︎
Tries to remove a trinket costume
Try·Use·Key ()⚓︎
boolean TryUseKey ( )⚓︎
Update·Can·Shoot ()⚓︎
void UpdateCanShoot ( )⚓︎
Use·Active·Item ()⚓︎
void UseActiveItem ( CollectibleType Item, boolean ShowAnim, boolean KeepActiveItem, boolean AllowNonMainPlayer, boolean ToAddCostume )⚓︎
Use·Card ()⚓︎
void UseCard ( Card ID )⚓︎
Use·Pill ()⚓︎
void UsePill ( PillEffect ID, PillColor PillColor )⚓︎
Will·Player·Revive ()⚓︎
boolean WillPlayerRevive ( )⚓︎
Variables⚓︎
Baby·Skin⚓︎
BabySubType BabySkin⚓︎
P2 Skin section Used to hold the selected skin (in case of glitched baby it will pick a random one)
Can·Fly⚓︎
boolean CanFly⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Can the player fly over rocks and pits?
Controller·Index⚓︎
const int ControllerIndex⚓︎
Controls·Cooldown⚓︎
int ControlsCooldown⚓︎
Controls·Enabled⚓︎
boolean ControlsEnabled⚓︎
Damage⚓︎
float Damage⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the Damage Stat. How much damage do the players tears or other main weapons do?
Fire·Delay⚓︎
int FireDelay⚓︎
How long until the player can spawn their next tear?
Friend·Ball·Enemy⚓︎
const EntityDesc FriendBallEnemy⚓︎
Bugs
This function returns userdata that cant be edited or accessed.
Head·Frame·Delay⚓︎
int HeadFrameDelay⚓︎
Item·Hold·Cooldown⚓︎
int ItemHoldCooldown⚓︎
Used for avoiding player get stucked between rocks when switching a flying item with other active item.
Laser·Color⚓︎
Color LaserColor⚓︎
Luck⚓︎
float Luck⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the Luck Stat. Better luck generally means better random events.
Max·Fire·Delay⚓︎
int MaxFireDelay⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the Tears Stat. How long between each tear can spawn?
Move·Speed⚓︎
float MoveSpeed⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the Speed Stat. How fast can the player move?
Queued·Item⚓︎
QueueItemData QueuedItem⚓︎
item queue for when the player is picking up an item. the item is in effect as soon as the animation is finished and will be removed from the queue.
Secondary·Active·Item⚓︎
ActiveItemDesc SecondaryActiveItem⚓︎
Shot·Speed⚓︎
float ShotSpeed⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the ShotSpeed Stat. How fast does the tear travel when spawned?
Sprite·Scale⚓︎
Vector SpriteScale⚓︎
Tear·Color⚓︎
Color TearColor⚓︎
Tear·Falling·Acceleration⚓︎
float TearFallingAcceleration⚓︎
Tear·Falling·Speed⚓︎
float TearFallingSpeed⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. How fast is the tear moving up or down when it spawns? Affects range.
Tear·Flags⚓︎
TearFlags TearFlags⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. Various TearFlags.
Example Code
This code makes Isaac's tears spectral.
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Tear·Height⚓︎
float TearHeight⚓︎
Player stat - Only change this in a callback to MC_EVALUATE_CACHE. This is equal to the Range Stat * -1. How high above the ground is the tear when it spawns?
Example Code
This code gives Isaac a +5 range up.
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