void DonateAngel ( int Donate ) {: .copyable aria-label='Functions' }
DonateGreed () {: aria-label='Functions' }
void DonateGreed ( int Donate ) {: .copyable aria-label='Functions' }
End () {: aria-label='Functions' }
void End ( Ending Ending ) {: .copyable aria-label='Functions' }
remove entity from the update list (render only) void EnableEntity(Entity e); add entity back to the update list (update + render) void DisableEntity(Entity e);
int GetDonationModAngel ( ) {: .copyable aria-label='Functions' }
Get the value that indicates the angel-counter of a shop-donation maschine. This Stat increases everytime you donate to a shop. A higher number grants a few advantages.
int GetDonationModGreed ( ) {: .copyable aria-label='Functions' }
GetFont () {: aria-label='Functions' }
GetFrameCount () {: aria-label='Functions' }
int GetFrameCount ( ) {: .copyable aria-label='Functions' }
Returns the number of frames the gameplay is actively running. Pauses are therefore not included! 1 second equals 30 frames. This function therefore works drastically different than :::lua Isaac.GetFrameCount()
???- example "Example Code" This code returns hours, minutes, seconds, and milliseconds of the game running actively:
local curTime = Game():GetFrameCount()
local msecs= curTime%30 * (10/3) -- turns the millisecond value range from [0 to 30] to [0 to 100]
local secs= math.floor(curTime/30)%60
local mins= math.floor(curTime/30/60)%60
local hours= math.floor(curTime/30/60/60)%60
Returns true, if the game is in a state, where the player is unable to input any thing or the game logic is paused. This includes hiving the pause menu opened, being in room transitions/cutscenes or while displaying a "big book" animation.
Plays the Delirium animation (Static noise intersected with past gameplay fotage), which will also change the background of the current room.
???- example "Example Code" This code emulated the effect of this function by hijacking the Delirious item effect
local usagetime = -1 -- stores the last time the effect was called.
-- call this function to play the Hallucination effect
function playHallucination()
local player = Isaac.GetPlayer(0)
usagetime = Game().TimeCounter
player:UseActiveItem(510, false, false, false, false) -- use the delirious item without applying the costume
player:GetEffects():RemoveCollectibleEffect(510) -- remove any unwanted side effects of the item usage
end
-- Removes all spawned NPC entities when activating the function
function mod:onFriendlyInit(npc)
if Game().TimeCounter-usagetime == 0 then -- only remove enemies that spawned when the effect was called!
npc:Remove()
end
end
mod:AddCallback(ModCallbacks.MC_POST_NPC_INIT, mod.onFriendlyInit)
???+ bug "Bugs" This function does not work and will crash your game on use!
???- example "Example Code" This code spawns a Leech with specific seed.
Game():Spawn(
EntityType.ENTITY_LEECH, -- Type
0, -- Variant
Game():GetRoom():GetCenterPos(), -- Position
Vector(0, 0), -- Velocity
nil, -- Parent
0, -- SubType
Game():GetRoom():GetSpawnSeed() -- Seed (the "GetSpawnSeed()" function gets a reproducible seed based on the room, e.g. "2496979501")
)
???- note "Notes" Available Animation types (Discovered by "ilise rose" (@yatboim)):
0: (Default) Standard transition, sweeps the room in from a direction
1: (Fade) Fade to black transition, like its used for the "goto" - console command
2: (Stage) Pixel out transition, like used for crawlspaces and the trapdoor at the end of floors
3: (Teleport) teleport transition, isaac teleports out of the current room and into the next
5: (Ankh) Same as standard transition
6: (Dead Cat) Same as standard transition
7: (1Up) Same as standard transition
8: (Guppys Collar) Same as standard transition
9: (Judas Shadow) Same as standard transition
10: (Lazarus Rags) Same as standard transition
12: (Glowing Hourglass) Same as standard transition
13: (D7) Same as standard transition
14: (Missing Poster) Same as standard transition
???+ bug "Bugs" The Direction variable is completely ignored at all times, with the game instead calculating the direction between the two rooms itself for the animation. The two rooms are the current room and the room of the RoomIndex. It has no impact on the doors either.
Starts a transition animation like it`s playing when entering a trapdoor to switch between stages. Stage Transition types:
0: Standard transition. Removes the playermodel before the pixel fadeout. Then plays the Stage Nightmare animation. The player starts in fetal position after the transition.
1: Standard transition with pixel fadein/out, nightmare cutscene but the player model doesnt get removed and starts in the normal standing position after the transition.
Spawn ( Type, int Variant, Position, Velocity, Spawner, int SubType, int Seed ) {: .copyable aria-label='Functions' }
The game has two spawn functions, (this one) and . If you need to spawn something with a specific seed, then you use . If you need to spawn something with a randomly generated seed, then use . Most of the time, you will probably want to use .