The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

553 ratings
Completion Marks for ALL Modded Characters[REP]
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.803 MB
May 30, 2021 @ 3:36pm
Jun 29 @ 7:35am
30 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Completion Marks for ALL Modded Characters[REP]

In 1 collection by JSG
JSG's Mods
10 items
Description
This mod adds the ability to have "modded" completition marks for ALL(not just mine) modded characters. You can access them by holding the TAB KEY/SELECT (the one you use to enlarge the map) in-game, they'll appear in the top left corner (You can see it in the screenshot), you can reposition it tho, using the 'completionposition' command. For modded characters the marks will also appear on the pause menu.

The original idea was to make it for "custom chars only" BUT, I'll keep it for every character for now to support mods that replace the main chars or maybe if you want a separate mark tracking for game revamp mods like fiendfolio. You can disable it for vanilla chars if you want, by running the "completionmoddedonly" command on the console.

This version is ONLY FOR REPENTANCE if you want the AB+ version then you can still find that one here:
https://steamcommunity.com/sharedfiles/filedetails/?id=865535009


Console Commands and Mod Config Menu
You can use ModConfigMenu to change the positioning of the tab mark, change specific character completion marks and reset the marks for the current character.
However, if MCM is not your thing, the mod also features the following commands:
-completionhelp: gives the list of comands
-completionposition: allows you to set a new position for the post it
(ex: 'completionposition 140,10' places it it next to the timer)
-completionreset: resets the marks for the current character
-completionmoddedonly: makes it so the marks only show up for modded characters.

Porting Saves From AB+
To do this head to "Documents\My Games\Binding of Isaac Afterbirth+ Mods", look up for the Completition marks folder , then copy the Save.dat files and paste them over to "FolderWhereTheExeIs/data/completionmarksrep/"....thats it, I made it so it has a compatibility layer for the old savesystem so it should just load.

Reseting the save file
The process is similar to the backing up one...look out for the "Save.dat" and either remove it entirely. If you want to reset a specific character, just start a run with them and then run the 'completionreset' command on the debug console.

Editing the save file(cheater!)
You can use Mod Config Menu to change the marks for the current character but if you insist on knowing how the savefile structure works, consider the following:

charaname,heart,isaac,satan,bossrush,bbaby,lamb,mega,greed,hush,deli,mother,beast,;charname2,heart2,...

The completion values are 1 for normal, 2 for hard and 0 for incomplete. For example, If I have a character named Billy who only killed moms Heart in normal mode, the save file would look like this:
Billy,1,0,0,0,0,0,0,0,0,0,0,0,;

If what you are opening is a repentance save, the it will be similar, but the saveitself will be like this:
"{Data":""theactualsavethingyouneedtoedit"...

Reading completion marks from another mod's code
This is NOT AN API, BUT I took the chance while upgrading this one for rep to add an option to get the marks for the current run or for a certain character. The way you can get them is by doing:
PostItForAll:GetMarksForChara(name,tainted)
Where name is the name of the character and tainted is true/false. this will give you a table with all the marks in the same format the saves has(12 number indexes with 0-2 as values)....I also added some enums for easy following, check that on the main.lua.
You can also do:
PostItForAll:GetMarksForCurrRun()
...to get the marks for the current run.

FAQ
- So this mod only adds the marks to the game screen, right?
No, custom characters dont have marks at all, this mod attempts to add something to cover that. if you didnt notice that then this mod is not for you...you probably dont need it in the first place!.

- I only want it in the pause menu, can I hide the tab thing?
Run the command "completionposition 99999,99999" and sent that thing into the nether realm....Ill add an actual option for this eventually, dw, but this should work just as good. You cna also do this though Mod Config Menu.

- Does this work with X character?
Most likely. I tested this with a lot of characters from the workshop and it worked with all of them. Tarnished characters are an exception, but those have their own marks anyway.

- Does it break if i enable/disable chars?
No, it shouldnt break....this mod has to be enabled to get the marks tho.

- How do I make my mod compatible?
You dont need to do anything, it should just work.

- Does it appear in the character select menu?
No, the api does not allow us to interact with anything prior to the run starting so the character menu is just "out of bounds" for the API as of now. The only thing we can do to the menus that are outside of the run is static visual changes.

- I've beaten delirium with Mei before installing the mod but the marks are blank!!!!!!
Yea, this mod handles the tracking of the completion marks, the game does not track or store progress for modded characters, so in order to get your marks, you need to accomplish stuff while this mod is enabled.

- I lost the progress on X character!!
Go to the Save.dat file and see if the character is there, if it isnt please report it!. If it is, it's most likely due to the author of the mod changing the name of the character (this rarely happens but it's possible), you can fix this by updating the name on the save.dat file.

- Why did you make this?
I play a lot of character mods and want to keep track of my progress with them...I made this one rather quick (in an afternoon)) for myself only, then I realized that some people would probably enjoy it as much as I do so I just posted it on the workshop :)

- Why did you make a separate version instead of updating thhe old one?
I hate doing this, thats why I took so long to port it, I was secretly waiting for someone else to make a mod similar to this one so I wouldnt need to do this, lol.
The reason why I did it is because I simply cannot update the AB+ version, thats why I almost never did in all these 3 years...why?, because updating mods kills saves on AB+, and I feel like saves are the most important thing for this mod.

Special Thanks
Im_tem, for the idea on the best way to add the marks to the pause menu.
Connor, for the slide-in/slide-out marks animation code for the pause menu.


TODO
- Suggestions?

ENJOY THE MOD

Last Update:
- Added ModConfigMenu compat
- Added marks to the pause menu
- Console commands for reset and repositioning.
- Repentace port
- Support for tainted bois
Popular Discussions View All (2)
8
Jun 1 @ 11:55am
Suggestion(s?)
MazNova
6
Nov 20, 2021 @ 11:07am
Compatibility with Binding of Isaac - Epiphany
Gokudera ElPsyCongroo
< >
147 Comments
spamtonarbuckle Jun 10 @ 4:18am 
cool !
Awestin11 Jun 4 @ 7:23pm 
I literally just discovered this mod. This is so damn useful and is probably going to save me plenty of time trying to find that one character I'm just so happening to be playing as in Encyclopedia over and over again.
JSG  [author] Jun 3 @ 10:28am 
For a moment I had a deja vu and I forgot that I already fixed this issue. Just launched the game and, yea, marks dont seem to register on victory laps. Make sure you have the latest version, you shouldnt be getting marks on victory laps.
Blumin Jun 2 @ 10:54pm 
it seems to log new marks during victory laps while achievements are disabled
JSG  [author] May 13 @ 1:33pm 
Np, sorry for fucking up your console on the first place, heh, and thanks for letting me know.
OpenSauce May 13 @ 1:20pm 
Thank you!
JSG  [author] May 13 @ 1:19pm 
oh yea...thats totally a left over garbo. The way you said it sounded like you were complaining about something that was actually intended and not about a leftover that I totally missed (not gonna publish a mod with an intentional print that floors your console, lol)

Should be fixed now, let me know if it persists (make sure you get the v1.96)
OpenSauce May 13 @ 1:12pm 
It's not just one line, it sometimes spams a massive list of numbers in the console, completely flooding it. Check line 601 of main.lua, that's what's causing it
JSG  [author] May 13 @ 1:07pm 
I can totally live with a single line of text being printed in your console when you launch the game. It also gives info so its not spam, if you dont like it then do as you should do anyway and disable other mods while working on your stuff.
It's also pretty hilarious that you are this intolerant to console messages when you also have ephithamy on, which prints messages 2 at the start of each run and I dont see you complaining about that.
OpenSauce May 13 @ 12:45pm 
Please remove the debug console spam it's painful when working on other stuff