Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Good mod
They softlocked themselves if they don't have bombs.
RIP RUN XD that item is so bad
RIP RUN
example code
function mod:onInput(entity, hook, action)
if entity then
local player = entity:ToPlayer()
if player and player:HasCollectible(CollectibleType.COLLECTIBLE_) then
if action >= ButtonAction.ACTION_SHOOTLEFT and action <= ButtonAction.ACTION_SHOOTDOWN then
if hook == InputHook.GET_ACTION_VALUE then
return 0
else
return false
end
end
end
end
end
¿How could I exactly prevent the standard firing? I'd need a callback for that, and AFAIK there is none. That's the problem I said in my last post. Maybe there is some non-trivial method I don't know about...
Also, if I overcome that and implement my own firing behavior for every tear the game creates, chances are that lots of things stop working properly.
¿Suggestions or examples?
That can change if the devs add more types of callbacks to the Lua API, but currently cursed eye doesn't behave as expected and I don't know how I could do it (maybe it's possible, but I don't have the time).
Thanks for the heads up. I'll change the description to reflect the actual behavior.
This is what happens when you chocolate milk brimstome IIRC.
If it's easy, I'd add a bonus if you manage to break the synergy.
https://www.youtube.com/watch?v=vhwhjsZLXlQ
Besides that it is a very intresting mechanic and a good idea.