The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

[BETA] REPENTOGON: Isaac Script Extender
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Update: Feb 13, 2024 @ 10:13am

v1.0.6a -
Additions:
* Minimap :
- GetState
- GetHoldTime
- GetItemIconsSprite
- GetIconsSprite
- [Get/Set]ShakeDuration
- [Get/Set]ShakeOffset

Fixes:
* Fixed an issue that made it so custom completion marks and achievements are not properly loaded locked or unlocked on a session(big oof, I know).

Update: Feb 12, 2024 @ 2:07pm

v1.0.6 -
Additions:
* Weapon :
- SetModifiers
* Added a MeetsVersion(targetversionstring) function to the REPENTOGON global
* Added support for content on bosscolors.xml
* Added EntityNPC:GetBossColorIdx() returns the bosscoloridx or -1 if its not a bosscolor.
* Added Isaac.GetBossColorIdxByName() returns the bosscoloridx or -1 if its not a bosscolor name (you have to give them a unique name for this to work).
* Added Chinese translation text, thanks @502y
* Added support for the pocketActive param in players.xml(I forgor)
* Added MC_PRE_PICKUP_VOIDED(EntityPickup Pickup, boolean IsBlackRune), MC_PRE_PICKUP_VOIDED_ABYSS(EntityPickup Pickup) and MC_PRE_PICKUP_COMPOSTED(EntityPickup Pickup) callbacks, returning false cancels the pickup getting consumed.
* Modded characters can now donate to the greed donation machine with the vanilla jam percentages
* Entity:
- CopyStatusEffects has been modified to better suit actual use cases
- SetColor has been removed, will now always copy ColorParams
- Now only copies missing status effects onto the target entity, use Overwrite argument for old behavior
* EntityPlayer:
- Get/SetGnawedLeafTimer
* Level:
- Started work on Level:Get/SetForceSpecialQuest
- Allows forcing the Mirror or Mineshaft quest to be enabled or disabled
- Not currently complete; will require some bulk patches
* Room :
- SetLavaIntensity
- [Get/Set]RainIntensity
- [Get/Set]LightningIntensity
- DoLightningStrike
- GetNumRainSpawners
* Game :
- ShowGenericLeaderboard
* HUD:
- [Get/Set]BossHPBarFill
- GetCardsPillsSprite
- GetCoopMenuSprite
- GetCraftingSprite
- GetFortuneSprite
- GetHeartsSprite
- GetInventorySprite
- GetPoopSpellSprite
- GetStreakSprite
* ScoreSheet :
- AddFinishedStage
* ModsMenu:
- Added barebones search functionality to filter mods
- Added the ability to undo pending changes and avoid a restart if you messed up
- Changed the order in which mods are displayed, mods are now paired by their enabled status.
* PauseMenu:
- Added a PauseMenu Global that holds all its related stuff
- Added a GetMyStuffSprite that returns the sprite used for the MyStuff items
- Added a GetSelectedElement/SetSelectedElement similar to the one seen in other menus
- Added GetState/SetState
* MusicManager:
- Get/SetCurrentPitch
* Unlocks
- Added support for unlockable items using the xml achievement attribute
- Added support for unlockable trinkets using the xml achievement attribute
- Added support for unlockable cards using the xml achievement attribute
- Added support for unlockable pilleffects using the xml achievement attribute?
* Secrets Screen
- This screen will now display modded achievements
- Made it so the achievement attribute 'hidden' hides achievements from this menu
* XMLData :
- Added GetModById since the normal GetEntryById wont give the expected result when you want to use actual mod ids
- Added GetBossColorByTypeVarSub(t,v,s) that gives you the boss color that will be used on a certain typevarsub combo
* ImGui:
- Pressing enter in an empty console input will now close the console and imgui, to mimic the behavior of the vanilla console
- Fixed notifications being behind the menu bar
- Fixed debug console loosing focus when other windows are present
- Fixed ImGui not appearing in OBS's Game Capture mode, Discord streaming, and possibly more
- Fixed the first console autocomplete entry not being selectable with the keyboard

Modified:
* PlayerManager :
- FirstCollectibleOwner(CollectibleType Collectible, boolean LazSharedGlobalTag = true)
- FirstTrinketOwner(TrinketType Trinket, RNG RNG = nil, boolean LazSharedGlobalTag = true)
* OptionsMenu :
- Its functions can now be called ingame and point to the pause menu options submenu when appropiate
* PRE/POST_PLAYERHUD_RENDER_HEARTS callback now passes EntityPlayer (Vector Offset(?), Sprite HeartsSprite, Vector Position, float Unknown, EntityPlayer Player)
* Rename "MC_HUD_POST_UPDATE" into "MC_POST_HUD_UPDATE" for consistency
* MC_GET_SHOP_ITEM_PRICE now provides a price argument

Fixes:
* Fixed relative ids being displayed as actual ids on xmldata tables.
* Fixed SetCompletionMarks functions when launching the game from the room editor or BR.
* Fix GridEntity:ToFire/ToTNT/ToWall functions
* Fixed binder for Entity:ComputeStatusEffectDuration
* Fixed pause menu modded marks rendering over the controller disconected popup
* Fixed DamageFlag.DAMAGE_RED_HEARTS / .DAMAGE_NO_PENALTIES / .DAMAGE_FAKE not working when adding them via MC_ENTITY_TAKE_DMG's return table.
* Fixed an issue on xmldata that created extra ghost entries on some nodetypes when asking for stuff that isnt there
* Fixed an issue with the stats sprite for the pause menu callbacks where it ended up holding garbage data
* Fixed some broken EventCounter enums
* Fixed PRE/POST_ENTITY_THROW EntityPlayer argument being pushed as optional parameter
* Fixed crash when calling Game():MoveToRandomRoom() with seed 0

Update: Jan 17, 2024 @ 11:53am

v1.0.5(a) -
Additions:
* Added Challenge completion tracking to the mod challenges menu
* Added localization code support
* Added settings to change unifont rendering size
* Add Update callbacks for GridEntityTNT
* Add Render callbacks for GridEntityLock and GridEntityTeleporter
* LayerState:
- Get/SetWrapSMode
- Get/SetWrapTMode
- these play some currently unknown role in allowing sprites to wrap around, and is required for Beam sprites
* Beam and Point have recieved some reworks in preparation for a future cord reimplementation
- The Sprite used in the Beam must be in the same "scope" as the Beam. For example, a global Sprite and local Beam works, but local Sprite` and global Beam won't. They can also both be global/local or in the same table.
- Point no longer has a Color object for the time being to save some space. It should hopefully return later, pending finding a good way to optimize it.
* Added PRE_PLAYERHUD_RENDER_HEARTS(Vector Offset(?), Sprite HeartsSprite, Vector Position, float Unknown) callback, returning true cancels hearts HUD rendering
* Added support for custom items in the items attr on players.xml by using their name instead of id.
* Added support for modded startitems,playertype and starttrinkets in challenges.xml.
* Added support for custom achievements in the achievement attribute for items.xml(cant lock items yet tho...)
* Added MC_POST_HUD_RENDER callback (good for rendering on top of the HUD)
* Added WeightedOutcomePicker:RemoveOutcome(int Value) and WeightedOutcomePicker:GetOutcomes()
* Added Entity Get/Set methods related to status effects countdown
* Added challenges.xml param unlocksachievement attribute, which tells which achievement is unlocked on the modded challenge completion.
* Added MC_POST_PRE_CHALLENGE_DONE to do stuff when a challenge is completed, on POST, or prevent its completion on PRE.
* Added the challenge functions Isaac.GetModChallengeClearCount, Isaac.ClearChallenge, Isaac.MarkChallengeAsNotDone and Isaac.IsChallengeDone.
* Changed the PRESS E FOR CHALLENGES MENU note, on the challenges menu, to follow you around and not be left at the top.
* Entity:ForceCollide() now works for EntityLasers
* ModsMenu.GetSelectedElement() and ModsMenu.SetSelectedElement() now start at 1 to be more intuitive
* ModsMenu.SetSelectedElement() clamps values below and above the amount of mods the player has
* The mods menu can now be scrubbed through! Left/Right will scroll three mods at a time. Page Up/PageDown on keyboard and Left/Right Trigger on controller will scroll ten mods at a time.
* Added WeightedOutcomePicker:AddOutcomeFloat(), WeightedOutcomePicker:Clear() and WeightedOutcomePicker:GetNumOutcomes()

Fixes:
* Fix GridEntity render callbacks being massively broken
* Fix PRE_GRID_ENTITY_SPAWN not accepting a table
* Fix potential crash with SpawnGridEntity(GridEntityDesc)
- main_ex.lua typechecking on this is temporarily disabled
- Will silently fail if returning an invalid type to prevent crashes
* Fix Entity:AddWeakness duration being incorrect
* Fix Beam:Add(Point) override
* Fix nomarks players.xml attribute
* Fix GetAchievementIdByName not working until Slot selection
* Fix XmlData.GetByName and GetById returning the input instead of nil when not finding anything
* Fix several XMLData Achievement SourceId clownery when mods set ids for their achievements
* Fix XMLData GetNumEntries being inconsistent
* Fix binder for Familiar:UpdateDirtColor
* Fix FlatPatch spam in repentogon.log by reworking Quick Room Clear patch
* Fix GridEntityDoor vanilla variables PreviousState/PreviousVaraint returning unusable userdata instead of integer
* Fix Weapon:SetFireDelay() not working
* Fix ModsMenu.SetSelectedElement() only having a cosmetic effect

Update: Jan 8, 2024 @ 5:58am

Updated to 1.0.4.

v1.0.4 -
Additions:
* The error dialog now automatically gets dismissed the next time ImGui is opened
* Imgui.IsVisible()
* Added function overload for Isaac.GetLocalizedString(), which accepts LanguageCode string as paramater
* Added Scale param for POST_PLAYERHUD_RENDER_ACTIVE_ITEM callback
* Added Entity:GetDamageCountdown() and Entity:SetDamageCountdown()

Fixes:
* Fixed Eden's damage, range, and shot speed stats not properly changing
* The console reimplementation is now more faithful to the original, which fixes some cases where the output color was wrong
* Pickup:GetCollectibleCycle() length now limited by CycleCollectibleCount
* Fixed binder for Player:AddBoneOrbital
* Renamed Player method AddLeprocy -> AddLeprosy
* Fixed binder for PlayerHUD:RenderActiveItem
* Fixed a bug where POST_ITEM_OVERLAY_UPDATE callback passed unusable userdata instead of Giantbook ID
* Fixed PRE_ITEM_OVERLAY_SHOW callback not playing custom giantbook animation, when you replace vanilla one
* Fixed PRE_PLANETARIUM_APPLY_X_PENALTY softlocking the game
* Enabled mods/debug console disable access to enter daily run as before

Update: Jan 3, 2024 @ 6:00pm

Updated to v1.0.3.

Additions:
* ColorParams
- Used to store the color and parameters passed by Entity:SetColor (Priority, Duration, Fadeout, Shared)
* Entity:CopyStatusEffects() now copies the Color over to the target Entity, including the proper duration and other parameters
- This can be toggled with the CopyColor argument, default true
* Isaac.IsInGame
* EntityPickup :
- GetCollectibleCycle
- RemoveCollectibleCycle
* Capsule :
- Capsule constructor
* MenuManager :
- GetViewPosition
- SetViewPosition
* The luamod command now supports autocomplete
* Dear ImGui console now has a back button to allow controllers & Steam Deck to exit
* dsound.dll will log when it's been unloaded to help debug cases of REPENTOGON not loading
* Improved constructors for Sprite and Font classes
* Added documentation for the MC_PRE_LEVEL_SELECT callback
* Added gfxback property to custom achievements xml

Fixes:
* Fix a crash with weapon-copying familiars and Spirit Sword
* Fixed a possible crash when GetNullFrame is called on a Sprite that is not yet fully loaded
* Fixed MC_POST_ENTITY_TAKE_DMG triggering when the player touches the white fireplace in downpour/dross
* Fix Card Against Humanity only ever spawning regular poops
* Fix crawlspace floors (and possibly other unnoticed cases) not rendering
* Fix Entity:CopyStatusEffects(Entity, Entity) doing nothing
* Fix potential issue with XMLData.GetNumEntries
* Improve paramater validation for MC_PRE_LEVEL_SELECT to prevent possible crashes
* Modify vanilla function Game():GetPlayer to prevent possible crashes
* Changelog can now be safely closed using the "menu back" button e.g. Esc
* Fixed AnimationData:IsLoopingAnimation returning boolean, instead of integer
* Fixed a custom cutscene issue that played the Intro on cases where it shouldnt

Update: Jan 1, 2024 @ 4:56pm

Updated to v1.0.2.

Additions:

Added Pickup:GetAlternatePedestal()
REPENTOGON'S logfile (repentogon.log) now shows timestamps

Fixes:

Fixed a crash when time is set to 0 in the performance logger
Fixed Dingle always spawning a red poop
Fixed achievements not firing in Steam

Update: Jan 1, 2024 @ 8:06am

Updated to v1.0.1.

Fixed the updater erroneously asking to update, sorry :(

Update: Dec 31, 2023 @ 4:20pm

It's Time.

Update: Dec 31, 2023 @ 5:58am