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Should be automatic.
Unfortunately not, if I have the time (and motivation), I'd add synergies for Sharp Key, Red Key, Gilded Key, Crystal Key, Strange Key and Blue Key. Unfortunately I'm not too great at animating the unique animations for it and it's been a long time since I implemented them in the fist place.
Once I get around to it, I'll post an update.
Which DLC? どのDLCですか?
cuz i a full run i don't even get 3
I'm sitting at 87 damage right now, how many multipliers are that XD
I might be reworking this in the future as I was planning to make The Unlocked into its own character as the Tainted version anyhow. We'll see.
https://moddingofisaac.com/docs/rep/EntityPlayer/?q=canpick#canpickredhearts
The player entity has a function that checks for availability of heart types. But Isaac is finicky, so if that doesn't work, try scanning for entities in the room via Isaac.GetRoomEntities(), iterate over the entities and cross compare the entity.SubType to the HeartSubType.
https://moddingofisaac.com/docs/rep/enums/HeartSubType/?q=soul
So either
Isaac.GetPlayer(0):CanPickRedHearts(false) -- idk if it only returns a value, might be
Or something like:
if entity.Type == EntityType.ENTITY_PICKUP then
if entity.Variant == PickupVariant.PICKUP_HEART then
entity.SubType == HeartSubType.HEART_SOUL then
That way you can customize the behavior of each heart time, such as destroying them on pickup. You'll have to play around with it a bit.
In any event, I don't really know how to check for the presence of another mod when it comes to sprites? Cross compatibility is always something you need to plan preferably with another modder.
P.S. Thx for replying