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Better callback for AFTER an active item is used, since MC_USE_ITEM runs earlier, is intended for modded active logic, and is often terminated early.
Note that the game doesn't actually discharge the item as part of the internal UseActiveItem function,
but if Discharge is true and the item was activated properly, then it will be discharged afterwards.
If Remove is true, the game will have already attempted to remove the item.
Variant of GetCompletionMarks that allows you to fetch the marks of a character by name, without requiring a valid PlayerType.
May be relevant if you want to fetch the marks of a character from a disabled mod, or change the name of a character.
"modid" is usually the workshop ID of the mod as a string, or the "directory" for non-workshop mods.
Returns a list of frames at which the specified event will triggered (ie, {5, 10, 12})
PlayerHUD:
Get/SetFlashRedHearts
Get/SetFlashSoulHearts
Get/SetFlashGoldHearts
ItemConfig:
GetItemsWithCustomTag
XMLData
XMLData.GetCurrentMod()
Gets xmldata node of the running mod metadata
Added more "untranslatedname" / "untranslateddescription" / etc attributes where localization strings are used.
New players.xml attributes:
damagemultiplier="?"
tearsmultiplier="?"
tearsmodifier="?" (This is a replacement for "firedelaymodifier", essentially the same but without the old quirk where negative values would be multiplied by ~0.687.)
bloodytears="true"
flying="true"
New items.xml customtags:
bloodytears(effect)
disablebloodytears(effect)
flying(effect)
New entities2.xml customtags:
noerase (prevents the entity from being erased by the Eraser effect)
nojera (pickups only, prevents duplication from Jera. Note that pickupnoreroll also blocks Jera so using both isn't needed)
Added EvaluateStatStage.PRE_FLAT_DAMAGE, a new stage for MC_EVALUATE_STAT that runs before (most) flat damage ups are applied, right after the "character multiplier".
Modded cards can now be specified by name in the "startingcard" attribute in challenges.xml
Modded "announcer" and "announcer2" sounds can now be specified by name in pocketitems.xml
Added support for babies.xml in mod content folders! You can finally add co-op babies!
Added new content xml: "edenhair.xml"
Added new console commands "giveeffect" / "ge" / "removeeffect" / "re" for adding/removing TemporaryEffects / Null Items.
Added option to block "Unknown Device" controllers (under REPENTOGON options in the console menu)
Added AltRockType enum
Updated ImGui version with many benefits:
ImGui version has been upgraded to 1.92.9b.
Viewport support. You can move ImGui windows (e.g. Debug Console) outside the game window. This can be enabled under "Game Options -> HUDs".
Docking support. Windows can be attached together or combined as tabs. This can be disabled under "Game Options -> HUDs".
Font rendering improvement.
Add emoji support.
Fixed string bugs in imgui's reset button.
Added ImGuiWindowFlags.NoDocking.
Fixed ImGui.WorldToImGui and ImGui.ImGuiToWorld.
Modified:
ModCallbacks:
MC_PRE_RENDER_PLAYER_BODY/HEAD and MC_PRE_LEVEL_PLACE_ROOM now pass returned values to later callbacks instead of terminating.
Change your CallbackPriority to be later instead of earlier if you need your value to be preferred.
In MC_PRE_USE_ITEM, you can now return { Discharge=false } to cancel the activation without discharging the item.
GridEntityRock:
GetAltRockType(BackdropType = 0) can now be called statically (like GridEntityRock.GetAltRockType())
"Extra debug render" feature now also visualizes "FindInCapsule".
Fixes:
REPENTOGON.MeetsVersion now correctly parses letter suffixes (for versions such as 1.1.2g)
Various fixes related to using localization strings (ie, "#MYMOD_ITEM_NAME")
Localization strings can now be passed to GetItemIdByName to get the item ID (recommended).
Fixed being unable to add modded items to itempools.xml if they use a localization string name.
Fixed specifying a tainted counterpart using bskinparent in players.xml not working properly for localized names.
Content .anm2 file animations that use the character's name will now fall back to the English name (or raw string) if an animation matching the current localized name is not found.
Modded challenge names can now be localized (using the "Challenges" string category)
Fix some underlying quirks with localized player names and completion mark tracking
Fix missing fonts for certain languages
Fixed modded filemap generation setting sometimes failing to load files
Fixed ModCallbacks.MC_POST_SHUFFLE_COSTUMES having the incorrect value (making the callback unusable via the enum)
Updated SoundEffect enum to align with the updated vanilla enum (only for sounds available in v1.9.7.12, up to SoundEffect.SOUND_YO_LISTEN)
Knives spawned as KnifeSubType.PROJECTILE (1) will no longer crash the game.
Fixed Gold/Spiked Rocks not being considered "crushable" for purposes such as the CheckLine function (possible vanilla oversight).