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BB - https://drive.google.com/file/d/1FUWcVJ1QP-RxUGvNrc_nC38ZUXtwPkGb/view?usp=sharing
T. BB - https://drive.google.com/file/d/1RB1MekTiv8LO97DD-6Q9fVTdB052pOvu/view?usp=sharing
https://drive.google.com/file/d/1yM08WDUQvu2TYKVmt10yHm-DkLpl8ctE/view?usp=sharing
Poofs just DON'T HAVE Parent nor Spawner nor even SpawnerType - it's all nil (or 0 for SpawnerType).
So I made it find first player with sword and just assume it was him.
If there is multiple players with swords or both J&E have one it wil stick to first one having (Jacob in second case). But I can't do anything better than that.
(edit: leave default poof if no players have sword)
function SpiritSwords:PoofReplace(poof)
if poof.SubType ~= 22 then return end
local data = poof:GetData()
if data.UpdatedCustomPoof then return end
local sprite = poof:GetSprite()
local pNum = 0
while Isaac.GetPlayer(pNum) and pNum<4
and not Isaac.GetPlayer(pNum):HasCollectible(CollectibleType.COLLECTIBLE_SPIRIT_SWORD) do
pNum=pNum+1
end
if pNum == 4 then
data.UpdatedCustomPoof = -1
return
end
local player = Isaac.GetPlayer(pNum)
local pType = player:GetPlayerType()
if ModdedSwordSprites[pType] == nil and pType >40 then
print("Incompatible player type: "..player:ToPlayer():GetPlayerType()) return end
if pType <41 then
sprite:Load("gfx/effects/"..VanillaSwordSprites[pType+1].."_sword_poof.anm2", false)
else
sprite:Load("gfx/effects/"..ModdedSwordSprites[pType].."_sword_poof.anm2", false)
end
if ModdedSwordSprites[pType] == "andromedab" then
local color = player:ToPlayer():GetHeadColor() +2
local tearVariant = player:ToPlayer():GetTearHitParams(WeaponType.WEAPON_TEARS, 1, 1, nil).TearVariant
if tearVariant == TearVariant.BLOOD
or tearVariant == TearVariant.CUPID_BLOOD
or tearVariant == TearVariant.PUPULA_BLOOD
or tearVariant == TearVariant.GODS_FLESH_BLOOD
or tearVariant == TearVariant.NAIL_BLOOD
or tearVariant == TearVariant.GLAUCOMA_BLOOD
or tearVariant == TearVariant.EYE_BLOOD
or tearVariant == TearVariant.KEY_BLOOD then
sprite.Color = Color(1, 0, 0, 1, 0, 0, 0)
else
sprite.Color = HeadColors[color]
end
end
sprite:Play("Idle", true)
sprite:LoadGraphics()
data.UpdatedCustomPoof = pType
end
SpiritSwords:AddCallback(ModCallbacks.MC_POST_EFFECT_INIT,SpiritSwords.PoofReplace,EffectVariant.TEAR_POOF_A)
T. Lost (png, new sword anm, poof anm) - https://drive.google.com/drive/folders/15AQ8EE19LgVzE-gFYXeSBKIlsIh8uHLx?usp=sharing
Normal - https://drive.google.com/drive/folders/1SM9hFCYzUP_kpEexX5RzCmb6KWkkmBAE?usp=sharing
Dark - https://drive.google.com/drive/folders/1OYmcN6NsrTyMmk3TFL9-cPmRLQ4pR6BG?usp=sharing
Tainted - https://drive.google.com/drive/folders/1Q7-zi0_sQePBdKLpJRc0gEqjLIXkMy2I?usp=sharing
for 🅱️etran the sword is a flesh cord with a head in its end
and for steven the sword is a black and white sword with steve face