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Tried to put 0 frames with modconfig and I could still release the laser without losing the effect of epiphora.
Seeds and pre-patch Tainted Cain should now work same as vanilla.
I didn't test it, but this should probably also fix the crashes with Modeling Clay and Lemegeton
Just know that a fix'll probably be coming in the near future!
I'm just gonna ignore this one, honestly; getting Lemegetion, then getting Epiphora or EpiphoraDX with it is such a rare occurrence that I honestly don't think it's worth putting the time into fixing
Also, @amogus
hope this can eventually get fixed... ;-;
Try updating now!
Dunno about the recent update causing the game to crash; that should've been happening beforehand. The fix has to do with calling GetNumPlayers() instead of using Isaac.GetPlayer(0) directly
This is not the only mod that has this problem, and it seems to have started happening ever since the most recent update, the one where all the characters got birthright.
The mods that have this problem that I know of are the following:
Undertale Characters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2489861021
Sonichu necklace over Rock Bottom
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2561987835
Needles to Noodles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2516876390
Epiphora Buffer Frames
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2550002491
Downward Void
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2544571584
(You did a really good job though
It's functionally identical to a rework, aside from showing up in the Death Certificate room and disabling the Bag of Crafting API in EID.
I don't think there's anything I can really do until that part of EID adds support for modded items, sorry
Sorry for the trouble!
Please never, ever call EvaluateItems() on POST_PLAYER_INIT, it can break a lot of mods, since you are basically forcing a cache evaluation before cache is first evaluated.
We tend to load stuff on player init and use that data to then alter stats in the cache callback, but since your mod forces the cache update, our stuff tries to apply stats it hasn't loaded yet and everything breaks.