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main.lua
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339 lines (281 loc) · 12.9 KB
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InVerse_old = RegisterMod("InVerse_old", 1)
local mod = InVerse_old
--[[
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣤⣤⣤⣤⣤⣶⣦⣤⣄⡀
⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⡿⠛⠉⠙⠛⠛⠛⠛⠻⢿⣿⣷⣤⡀
⠀⠀⠀⠀⠀⠀⠀⠀⣼⣿⠋⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⠈⢻⣿⣿⡄
⠀⠀⠀⠀⠀⠀⠀⣸⣿⡏⠀⠀⠀⣠⣶⣾⣿⣿⣿⠿⠿⠿⢿⣿⣿⣿⣄
⠀⠀⠀⠀⠀⠀⠀⣿⣿⠁⠀⠀⢰⣿⣿⣯⠁⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⣷⡄
⠀⠀⣀⣤⣴⣶⣶⣿⡟⠀⠀⠀⢸⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣷
⠀⢰⣿⡟⠋⠉⣹⣿⡇⠀⠀⠀⠘⣿⣿⣿⣿⣷⣦⣤⣤⣤⣶⣶⣶⣶⣿⣿⣿
⠀⢸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃
⠀⣸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠉⠻⠿⣿⣿⣿⣿⡿⠿⠿⠛⢻⣿⡇
⠀⣿⣿⠁⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣧⠀⠀ ⣠⣤⣤⣤⣤⣤⣶⣦⣤⣄⡀
⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀ ⢀⣴⣿⡿⠛⠉⠙⠛⠛⠛⠛⠻⢿⣿⣷⣤⡀
⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀ ⣼⣿⠋⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⠈⢻⣿⣿⡄
⠀⢿⣿⡆⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⡇⠀⠀ ⠀⣸⣿⡏⠀⠀⠀⣠⣶⣾⣿⣿⣿⠿⠿⠿⢿⣿⣿⣿⣄
⠀⠸⣿⣧⡀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⠃⠀⠀ ⠀⣿⣿⠁⠀⠀⢰⣿⣿⣯⠁⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⣷⡄
⠀⠀⠛⢿⣿⣿⣿⣿⣇⠀⠀⠀⠀⠀⣰⣿⣿⣷⣶⣶⣶⣶⠶⠀⢠⣿⣿⠀⠀⠀ ⠀⣀⣤⣴⣶⣶⣿⡟⠀⠀⠀⢸⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣷
⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⣽⣿⡏⠁⠀⠀⢸⣿⡇⠀⠀⠀ ⠀⢰⣿⡟⠋⠉⣹⣿⡇⠀⠀⠀⠘⣿⣿⣿⣿⣷⣦⣤⣤⣤⣶⣶⣶⣶⣿⣿⣿
⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⢹⣿⡆⠀⠀⠀⣸⣿⠇⠀⠀⠀ ⢸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃
⠀⠀⠀⠀⠀⠀⠀⢿⣿⣦⣄⣀⣠⣴⣿⣿⠁⠀⠈⠻⣿⣿⣿⣿⡿⠏⠀⠀⠀⠀ ⠀⣸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠉⠻⠿⣿⣿⣿⣿⡿⠿⠿⠛⢻⣿⡇
⠀⠀⠀⠀⠀⠀⠀⠈⠛⠻⠿⠿⠿⠿⠋⠁⠀⠀⠀⠀⠀ ⠸⣿⣧⡀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⠃
⠀⠀⠛⢿⣿⣿⣿⣿⣇⠀⠀⠀⠀⠀⣰⣿⣿⣷⣶⣶⣶⣶⠶⠀⢠⣿⣿
⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⣽⣿⡏⠁⠀⠀⢸⣿⡇
⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⢹⣿⡆⠀⠀⠀⣸⣿⠇
⠀⠀⠀⠀⠀⠀⠀⢿⣿⣦⣄⣀⣠⣴⣿⣿⠁⠀⠈⠻⣿⣿⣿⣿⡿⠏
⠀⠀⠀⠀⠀⠀⠀⠈⠛⠻⠿⠿⠿⠿⠋⠁
]]
---------------------------------------------------------------
---------------------------Savedata----------------------------
local function Copy(obj, seen)
if type(obj) ~= 'table' then return obj end
if seen and seen[obj] then return seen[obj] end
local s = seen or {}
local res = setmetatable({}, getmetatable(obj))
s[obj] = res
for k, v in pairs(obj) do res[Copy(k, s)] = Copy(v, s) end
return res
end
local json = require("json")
local baseData = {
Players = {},
Cards = {}
}
local GlobalData = {
CardsCanSpawn = {},
TrinketsCanSpawn = {},
ItemsCanSpawn = {},
Unlocked = {}
}
mod.Data = {}
if mod:HasData() then
mod.Data = json.decode(mod:LoadData())
else
mod.Data = Copy(baseData)
mod.Data.GlobalData = Copy(GlobalData)
end
function mod:OnGameStart(player)
local newGame = Game():GetFrameCount() == 0
if newGame then
local gd = Copy(mod.Data.GlobalData)
mod.Data = Copy(baseData)
mod.Data.GlobalData = gd
end
end
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT, mod.OnGameStart)
local function SetDefaultValues(_, player)
local num = mod.GetPlayerNum(player)
if not mod.Data.Players[num] then
mod.Data.Players[num] = {
ItemsRemoveNextFloor = {},
ItemsRemoveNextRoom = {},
TrinketsRemoveNextFloor = {}
}
end
end
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT, SetDefaultValues)
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_UPDATE, SetDefaultValues)
function mod:SaveGame(ShouldSave)
if ShouldSave then
mod:SaveData(json.encode(mod.Data))
end
end
mod:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, mod.SaveGame)
---------------------------------------------------------------
-----------------------------Main------------------------------
function mod._if(cond, a, b)
if cond then return a else return b end
end
function mod.GetPlayerNum(player)
return tostring(player.InitSeed)
end
function mod.rand(min, max, rng)
if not rng or type(rng) == "number" then
rng = RNG()
rng:SetSeed(mod._if(type(rng) == "number", rng, Random()), 35)
end
return rng:RandomInt(max - min + 1) + min
-- return math.random(min, max)
end
function mod.keys(t)
local keys = {}
for k in pairs(t) do
table.insert(keys, k)
end
return keys
end
function mod.trueTable(t)
local t1 = {}
for _, value in ipairs(t) do
t1[value] = true
end
return t1
end
function mod.AddTrinketAsItem(player, trinket)
local trinket1 = player:GetTrinket(0)
local trinket2 = player:GetTrinket(1)
if trinket1 ~= 0 then player:TryRemoveTrinket(trinket1) end
if trinket2 ~= 0 then player:TryRemoveTrinket(trinket2) end
player:AddTrinket(trinket)
player:UseActiveItem(CollectibleType.COLLECTIBLE_SMELTER, false)
if trinket1 ~= 0 then player:AddTrinket(trinket1) end
if trinket2 ~= 0 then player:AddTrinket(trinket2) end
end
local function HideWisp(wisp)
wisp = wisp:ToFamiliar()
wisp:RemoveFromOrbit()
wisp.Position = Vector(-100, -100)
wisp:ClearEntityFlags(EntityFlag.FLAG_APPEAR)
wisp.Visible = false
--wisp.Color = Color(0, 0, 0)
wisp.CollisionDamage = 0
wisp.EntityCollisionClass = 0
wisp.Player:RemoveCostume(Isaac.GetItemConfig():GetCollectible(wisp.SubType))
end
function mod.AddItemForFloor(player, item)
local num = mod.GetPlayerNum(player)
local wisp = player:AddItemWisp(item, Vector.Zero)
HideWisp(wisp)
table.insert(mod.Data.Players[num].ItemsRemoveNextFloor, item)
end
function mod.AddItemForRoom(player, item)
local num = mod.GetPlayerNum(player)
local wisp = player:AddItemWisp(item, Vector.Zero)
HideWisp(wisp)
table.insert(mod.Data.Players[num].ItemsRemoveNextRoom, item)
end
function mod.CharacterInGame(charType)
for i = 0, Game():GetNumPlayers() - 1 do
if Isaac.GetPlayer(i):GetPlayerType() == charType then
return true
end
end
end
function mod.CharaterHasBirthright(charType)
for i = 0, Game():GetNumPlayers() - 1 do
if Isaac.GetPlayer(i):GetPlayerType() == charType and Isaac.GetPlayer(i):HasCollectible(CollectibleType.COLLECTIBLE_BIRTHRIGHT) then
return true
end
end
end
function mod.CharaterHasItem(item)
for i = 0, Game():GetNumPlayers() - 1 do
if Isaac.GetPlayer(i):HasCollectible(item) then
return Isaac.GetPlayer(i)
end
end
end
function mod.CharaterHasTrinket(trinket)
for i = 0, Game():GetNumPlayers() - 1 do
if Isaac.GetPlayer(i):HasTrinket(trinket) then
return Isaac.GetPlayer(i)
end
end
end
mod:AddCallback(ModCallbacks.MC_POST_NEW_LEVEL, function()
for i = 0, Game():GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
local num = mod.GetPlayerNum(player)
for j, elem in pairs(mod.Data.Players[num].ItemsRemoveNextFloor) do
local wisps = Isaac.FindByType(EntityType.ENTITY_FAMILIAR, FamiliarVariant.ITEM_WISP, elem)
for w = 1, #wisps do
if wisps[w]:ToFamiliar().Player.Index == player.Index and not wisps[w].Visible and wisps[w].EntityCollisionClass == 0 then
wisps[w].Position = Vector(-300, -300)
wisps[w]:Kill()
SFXManager():Stop(SoundEffect.SOUND_STEAM_HALFSEC)
mod.Data.Players[num].ItemsRemoveNextFloor[j] = nil
end
end
end
for j, elem in pairs(mod.Data.Players[num].TrinketsRemoveNextFloor) do
if player:TryRemoveTrinket(elem) then
mod.Data.Players[num].TrinketsRemoveNextFloor[j] = nil
end
end
end
end)
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
for i = 0, Game():GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
local num = mod.GetPlayerNum(player)
for j, elem in pairs(mod.Data.Players[num].ItemsRemoveNextRoom) do
local wisps = Isaac.FindByType(EntityType.ENTITY_FAMILIAR, FamiliarVariant.ITEM_WISP, elem)
for w = 1, #wisps do
if wisps[w]:ToFamiliar().Player.Index == player.Index and wisps[w].EntityCollisionClass == 0 then
wisps[w].Position = Vector(-300, -300)
wisps[w]:Kill()
SFXManager():Stop(SoundEffect.SOUND_STEAM_HALFSEC)
mod.Data.Players[num].ItemsRemoveNextRoom[j] = nil
end
end
end
end
end)
mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, function()
for i = 0, Game():GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
local num = mod.GetPlayerNum(player)
for j, elem in pairs(mod.Data.Players[num].ItemsRemoveNextRoom) do
local wisps = Isaac.FindByType(EntityType.ENTITY_FAMILIAR, FamiliarVariant.ITEM_WISP, elem)
for w = 1, #wisps do
if wisps[w]:ToFamiliar().Player.Index == player.Index and wisps[w].Visible then
HideWisp(wisps[w])
end
end
end
end
end)
mod.Characters = {}
function mod:onCache(player, cacheFlag)
local charType = player:GetPlayerType()
if mod.Characters[charType] then
if cacheFlag == CacheFlag.CACHE_DAMAGE then
player.Damage = (player.Damage + mod.Characters[charType].DAMAGE) * mod.Characters[charType].DAMAGE_MULT
elseif cacheFlag == CacheFlag.CACHE_FIREDELAY then
--[[local baseTears = 30.0 / (10 + 1)
local tears = 30.0 / (player.MaxFireDelay + 1)
local newTears = baseTears * mod.Characters[charType].FIREDELAY + tears - baseTears
player.MaxFireDelay = 30 / newTears - 1]]
player.MaxFireDelay = player.MaxFireDelay / mod.Characters[charType].FIREDELAY
elseif cacheFlag == CacheFlag.CACHE_SHOTSPEED then
player.ShotSpeed = player.ShotSpeed + mod.Characters[charType].SHOTSPEED
elseif cacheFlag == CacheFlag.CACHE_RANGE then
player.TearRange = player.TearRange + mod.Characters[charType].TEARRANGE
elseif cacheFlag == CacheFlag.CACHE_SPEED then
player.MoveSpeed = player.MoveSpeed + mod.Characters[charType].SPEED
elseif cacheFlag == CacheFlag.CACHE_LUCK then
player.Luck = player.Luck + mod.Characters[charType].LUCK
elseif cacheFlag == CacheFlag.CACHE_FLYING and mod.Characters[charType].FLYING then
player.CanFly = true
elseif cacheFlag == CacheFlag.CACHE_TEARFLAG then
player.TearFlags = player.TearFlags | mod.Characters[charType].TEARFLAG
elseif cacheFlag == CacheFlag.CACHE_TEARCOLOR then
player.TearColor = mod.Characters[charType].TEARCOLOR
end
end
end
mod:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, mod.onCache)
function mod:OnGetBR(player)
local num = mod.GetPlayerNum(player)
if mod.Data.Players[num].HaveBR == nil then mod.Data.Players[num].HaveBR = false end
if not mod.Data.Players[num].HaveBR and player:HasCollectible(CollectibleType.COLLECTIBLE_BIRTHRIGHT) then
mod.Data.Players[num].HaveBR = true
if mod.Characters[player:GetPlayerType()] and mod.Characters[player:GetPlayerType()].GetBR ~= nil then
mod.Characters[player:GetPlayerType()].GetBR(player)
end
end
end
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_UPDATE, mod.OnGetBR)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
for i, entity in ipairs(Isaac.GetRoomEntities()) do
end
end)
include("scripts.characters.Dream")
include("scripts.characters.DreamB")
include("scripts.characters.Teegro")
include("scripts.items.DreamBook")
include("scripts.items.Momentuum")
include("scripts.misc.unlocks")
include("scripts.compat.EID")
include("scripts.compat.pog")