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ITEM: Ripped flesh ITEM POOL: Devil room, 1-3 hearts
Each time you take damage, you shoot out a barrage of tears with 0.25x your damage, barrage similar to monstros lung.
But if hit more, the damage and barrage of tears are multiplied.
For example, if hit two times, instead of 0.25x damage and a barrage of bullets, you fire 0.50x damage and two barrages of bullets.
Largest hit amount before stopped multiplying is 5.
Thank you!
main.lua:
local watermod = RegisterMod("Water", 1);
local water = Isaac.GetItemIdByName("Water");
function watermod:ChangeStats(player, cacheFlag)
if player:HasCollectible(water) then
if cacheFlag == CacheFlag.CACHE_FIREDELAY then
if math.floor(player.MaxFireDelay*0.8) < 5 and p.MaxFireDelay > 5 then
player.MaxFireDelay = 5;
else
player.MaxFireDelay = math.floor(player.MaxFireDelay*0.8);
end
end
end
watermod:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, watermod.ChangeStats);
items.xml:
<items gfxroot="gfx/items/" version="1">
<passive cache="firedelay" hearts="24" description="Tears up + you feel refreshed" gfx="Collectibles_Water.png" name="Water" />
</items>
- The cache flag is now "firedelay" instead of "damage", as it should be since it affects tear delay. This fixes the bug where tear delay was constantly being recalculated.
- SetFullHearts() was removed from lua.main and hearts="24" was added to items.xml. This fixes the bug where red hearts were constantly being replenished (MC_EVALUATE_CACHE methods update every time stats, including hearts, need to be re-evaluated).