Releases: BenevolusGoat/hud-helper
HudHelper v1.1.5
HudHelper v1.1.5
EID got a new update (5.02) and with it came a fix for the HUDOffset's Y value not scaling correctly with the HUDOffset option in vanilla. Now that it's fixed, I had to update EID's mod patch in HudHelper as it was causing the same strange offset to occur
- Fixed strange offset with EID
HudHelper v1.1.4
HudHelper v1.1.4
This slipped under the radar as no one was using it. Whoops.
- Fix CARD_ID and PILL_ID HudTypes rendering in the incorrect position for P1
- Fix CARD_ID and PILL_ID HudTypes ignoring ItemID check
HudHelper v1.1.3
HudHelper v1.1.3
Some updates to the mod patches and some other stuff
- Update EID mod patch. Now properly removes the position modifier when no other extra HUD elements are active, where previously it'd leave it at an offset of 5 pixels down
- Add Revelations patch for Vanity count
- Add Martha patch for Hope count
- Add HudHelper.ReloadPatches(). Can be used to re-apply patches if you happen to use the
luamodcommand - HudHelper.UnregisterHUDElement can now un-register ID-specific HUDType elements. Can also pass 0 or an empty string appropriately to remove all elements of the specified type
HudHelper v1.1.2
NOTE:
If your mod is REPENTOGON-only, the hudhelper_hud_golden_item.anm2 is not needed and meant for non-RGON only. It's a sizeable file, so please do not include it in your mod if not needed.
HudHelper v1.1.2
- Fixed item-specific offset for Jar of Flies
- Added item-specific offsets for The Jar, Jar of Wisps, Glowing Hourglass, and Urn of Souls
- Accounted for how the items above change their position with Book of Virtues and J&E's compact HUD with BoV in Rep+
- Accounted for "Cursed Mist" room flag that changes the alpha of active items to show they're inactive
- Rendering now runs for the inactive form of The Forgotten. As this is typically associated with save data, there will be an addition to the wiki to include a snippet to be used with IsaacSaveManager when it receives its version 2.15 update to allow a unique save for The Soul
- HUDType.ACTIVE now passes an additional argument: Vector
chargebarPosition - HudHelper.GetActiveHUDOffset can now be passed an additional argument, boolean
separateReturnto allow two Vector returns, which separates the active HUD position and the item-specific offset - HUDType.HEALTH now passes two additional arguments:
floatalpha andEntityPlayermainPlayer.alphais 1.0 most of the time, but passes 0.3 with The Forgotten's inactive form, Curse of the Lost, and T. Jacob's Lost form.mainPlayeris exclusively when The Forgotten's inactive form is passed into the mainplayerargument, so thismainPlayerwill return the active form
HudHelper v1.1.1
NOTE:
If your mod is REPENTOGON-only, the hudhelper_hud_golden_item.anm2 is not needed and meant for non-RGON only. It's a sizeable file, so please do not include it in your mod if not needed.
HudHelper v1.1.1
- Heart Cap HUD element now checks for Curse of the Unknown and is disabled if the curse is active
- Various fixes related to Tainted Isaac and Tainted ???'s HUDs in Rep+
- Now accounts for Tainted Cain's HUD in Rep+ and should have everything properly positioned now
- Add an optional "slot" param to ACTIVE_ID and TRINKET_ID's OnRender function . This is always passed by HudHelper's usage of the HUDType, but is optional when used by other mods
- Fix RGON's active item render function not taking Condition into consideration for the ACTIVE_ID HUDType
- Slightly reduce filesize (and I mean a whopping 600kb to 586kb) of the hudhelper_hud_golden_item.anm2
HudHelper v1.1
NOTE:
If your mod is REPENTOGON-only, the hudhelper_hud_golden_item.anm2 is not needed and meant for non-RGON only. It's a sizeable file, so please do not include it in your mod if not needed.
HudHelper v1.1
All files included with HudHelper are now actually part of releases, packaged inside a zip. This is to include the main.lua example alongside the src_hudhelper, content, and resources folders, as well as the LICENSE file.
- Added the following new HUDTypes: ACTIVE_ID, TRINKET_ID, CARD_ID, and PILL_ID. Name and Priority are unused, as these are indexed by their IDs instead via ItemID, thus can only have one element at a time per item id. Condition is optional to include. Checks HudHelper.ShouldActiveBeDisplayed by default for active items, as well as checking golden item IDs for trinkets
- Util functions HudHelper.Utils.GetMaxHeartColumns and HudHelper.Utils.GetCurrentMaxHeartRows
- HudHelper.RenderStrawmenHealth. Runs the HUD elements for health as if a player was a Strawman, in case you want to replicate that rendering for a normal player
- HudHelper.RenderExtraItemHUDTrinkets. Triggers HUD rendering for trinkets on the ExtraHUD, being your inventory on the right-hand side. This was made as an experiment and does not run normally, as I couldn't figure out what the cutoff condition is for rendering these items
- HudHelper.RenderHUDElements. Manually provide the parameters and trigger rendering for any desired HUDType. This will automatically go through all the usual checks, but namely the ability to control where something renders
- HudHelper.RenderHUDIcon. This is for rendering at the location of icons on the left-hand side of the screen. It's accompanied with a HudHelper.IconType enum. You can render for coins, bombs, keys, any of those large icons between the pickup and stats (difficulty, challenge, no achievements, and a scuffed "misc" one for custom icons) or a stat icon
- HudHelper.RenderHUDItem. For rendering active items and trinkets. Requires two new anm2s in resources/gfx/ui. Adjusted position offsets for rendering trinkets to be paired with this, as these were the same anm2s used to determine the positioning of active items on the HUD through RGON callbacks
- [REP+] Accounted for the P3 and P4 HUDs having a different location for Tainted Isaac and Tainted ???.
- [REP+] Adjusted padding of the Heart Cap HUD element for co-op players
- [REP] Accounted for the heart cap on co-op players pushing pocket items down
- The Heart Cap HUD element now has a higher priority compared to all other vanilla elements
HudHelper v1.0.3
HudHelper v1.0.3
- Support for the No Health Cap mod
- Adjusted offset amount caused by extra health rows (Thanks Tibu!)
- Created a patch system. It will only add certain mod-specific HUD Elements if that mod is active
- Added new HUDType: TRINKET. You can now render for trinkets for any player, supporting all various HUD layouts as you'd expect
- Fixed P4'd HUD positioning being inconsistent with different HUD Offset settings
- Fix position offset returned by HudHelper.GetResourcesOffset with "Bombs" as the
specificResourcearg not accounting for J&E (Thanks Tibu!) - Changed how version-loading is done. This should now make it so the newer version properly rules out over the older ones
HudHelper v1.0.2
HudHelper v1.0.2
Minor update that fixes an error related to version upgrade.
v1.0.2
- Fixed a load-time HudHelper error caused by adding a function to a callback type that wasn't used in a previous version
- Improved the example HUD element
HudHelper v1.0.1a
HudHelper v1.0.1a
There is no v1 as it was uploaded as a direct file upload on the Modding of Isaac server. After finding some quick bugs, creating this repository, and creating the wiki, I now have v1.0.1.
v1.0.1
- Fix error with Jacob & Esau with rendering custom HUD elements
- Replace Mod.Game with game local variable (leftover from Epiphany)
- Fix several issues if you inserted the string name for HudHelper.GetExtraHUDPadding instead of the direct HUD table
- Create HudHelper.GetStrawmanHealthHUDOffset
- HudHelper.GetPocketHUDOffset now accepts the player as its only parameter instead of playerHUDIndex then player
- PreRenderCallback variable for RegisterHUDElement should now work for all HUD types
v1.0.1a
- Fixed the library's callbacks not being properly unloaded