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MC_CAN_SELECT_CHARACTER (allows preventing starting a run with a character from character selection, including via random)
Added an optional boolean parameter to Isaac.StartNewGame to set Seeds.IsCustomRun
Optionally allow passing a whole Seeds object to Isaac.StartNewGame instead of just the start seed int
Will only run for characters present in the character select menu that are capable of being selected (IE, not hidden or locked behind an achievement).
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Return false to prevent the character from being selectable. This has no visual effects.
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IsBeingSelected is true if the player is actually trying to start a run with the character. Returning false in this case will play the error buzzer sound.
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Otherwise, this is just a check by some other logic (such as deciding which characters are eligible for random character selection).
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Optional param: PlayerType
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* Added EntitySaveStateManager class to support persistent, modded save data for entities.
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* EntityLaser:
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- SetInitSound(SoundEffect sound)
@@ -60,6 +66,10 @@ Added:
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* The "Error" and "Modeling Clay" trinkets now use the sprite of the item they are mimicking when smelted, like how they do in later versions of Repentance+.
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/newline/
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Modified:
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* Isaac:
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- StartNewGame
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Added optional param "bool isCustomRun".
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Added function variant that takes a whole Seeds object instead of a seed integer.
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