Pits won't look right until you leave the room and come back. For some reason it doesn't always do something, possibly because of failing to overwrite other grid entities or trying to spawn outside the room or something. Spawns the grid entity with the given ID at a random place in the room. For instance, the achievement and eggs commands unlock stuff in your game save, but saving your persistent data is disabled when mods are turned on. Some commands that are still in the game aren't listed here since they're only useful for Nicalis developers, or are no longer useful. Also, try the clipboard! You can paste multiple commands at once or copy the last few commands you entered using the copy command. If you're testing a specific item or item combo, it's useful to enter your commands and then exit and continue so your items are reloaded when you continue and you don't need to keep retyping the same command. Some of the crashes are documented below, but there are likely others. The debug console is not completely stable, so if you enter commands like numbers outside certain ranges, it may crash. Now modders can finally unleash its power! It can be a big time saver for testing your changes during development of mods. The debug console is a feature of Isaac that's been around since Rebirth, but until AB+ it's only been enabled in developer builds. Beware of spoilers! You can easily learn things accidentally via the debug console that you might have wanted to learn from regular gameplay! Description ⚓︎ To hide the console, just hit Enter without typing anything. On most English keyboard layouts, it should be below Esc. To show the console, while in a run press the grave (`) or tilde (~) key. (Make sure the game is closed when you edit this file.) Enabling ⚓︎ Returns the width of the given string in pixels based on the "terminus8" font (same font as used in Isaac.C:\Users\%USERNAME%\Documents\My Games\Binding of Isaac Repentance\options.ini GetSoundIdByName ( "Custom Sound Effect" ) This code gets the CardID of a modded card. You need to use the Card enum to get those vanilla IDs instead. This function does not work for vanilla cards/runes, because they don't have the "hud" attribute defined in their entry in the pocketitems.xml file. The name of this function is misleading, this function will only work with the "hud"-attribute value of a card and not the name of a card. Returns -1 if no card with that "hud" attribute value could be found. Returns the CardID based on the "hud"-attribute defined in the "pocketitems.xml" file. Int GetCardIdByName ( string cardHudName ) ⚓︎ Table GetCallbacks ( function callbackId, boolean createIfMissing ) ⚓︎ This function does not return the entities sorted by nearest first, but based on the order they were loaded.īoolean GetBuiltInCallbackState ( function callbackId ) ⚓︎ Returns entities in range of Radius from Position filtered by Partitions mask (see EntityPartition enum) (include all = 0xffffffff) Table FindInRadius ( Vector Position, float Radius, int Partitions = 0xFFFFFFFF ) ⚓︎ If you need to get an entity with that flag then you should use GetRoomEntities instead. If an entity has EntityFlag.FLAG_NO_QUERY then it will be excluded from the results. Use Cache flag for multiple calls per frame. If Variant and/or Subtype is -1 then everything is included. Returns entities based on Type, Variant, Subtype. Table FindByType ( EntityType Type, int Variant = -1, int SubType = -1, boolean Cache = false, boolean IgnoreFriendly = false ) ⚓︎ Spawn an explosion on a specified location. Void Explode ( Vector pos, Entity source, float damage ) ⚓︎ see theĭebug Console Tutorial for informations on how to use commands. This function executes a debug console command. String ExecuteCommand ( string command ) ⚓︎ DebugString ( "This is a Test." ) - Output: - Lua Debug: This is a Test. This code prints "This is a Test." in the log.txt file. You can find this file here % systemdrive % \ Users \ % username % \ Documents \ My Games \ Binding of Isaac Repentance \ log. Variant and Subtype refer to the found entitys Variant and Subtype (Can be - 1) Type refers to the found entity's type (Can be EntityType. Spawner refers to an entity object (can be nil) Returns the number of entities in the current room that fulfill the specified requirements. Int CountEntities ( Entity Spawner, EntityType Type = EntityType.ENTITY_NULL, int Variant = -1, int SubType = -1 ) ⚓︎ Returns the number of enemies in the current room. Returns the number of bosses in the current room. Alternatively: print ( "This is a Test." ) - Output: This is a Test. ConsoleOutput ( "This is a Test." ) - Output: This is a Test.
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