The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

StatAPI
31 comentarios
Keryu 9 ABR 2022 a las 13:04 
.
『Sora』  [autor] 20 ENE 2022 a las 17:09 
According to Kilburn, "There is no pattern to the order in which stats are changed."

Since a bunch of new items were added to the game in the repentance update, a lot of the new ones don't follow this structure or pattern at all, so essentially the mod no longer works. I could still update it and maybe tinker with it enough to get it mostly working, but I guess the official solution to this issue is "Good Luck" so. Yeah there's that.
JSJosh 16 ENE 2022 a las 8:14 
Oh? Is modding for Repentance planning on making stats like damage be applied using normal damage calculation rather than solely flat increases?
『Sora』  [autor] 15 ENE 2022 a las 14:51 
This version is outdated, and was replaced with Stat API 2.0. Stat api 2.0 hasn't been updated yet though, but might be irrelevant based on a chat I had with Kilburn.
Keryu 12 ENE 2022 a las 0:25 
does this work on repentance?
『Sora』  [autor] 9 MAY 2020 a las 10:26 
Hello!
Zack n Barrys Mom 9 MAY 2020 a las 8:36 
hello!
『Sora』  [autor] 12 JUL 2018 a las 8:32 
its ab+. Also its outdated - use statAPI 2.0 or tell other mod authors to update to it
montain 12 JUL 2018 a las 1:19 
does this work in afterbirth?
warmCabin 4 MAY 2018 a las 23:28 
You're right, and it's something users would have to see and be annoyed by every time they look at the mod menu. But I hate the idea of having to add an unecessary callback full of things that really ought to be done when the mod is loaded.
Interdependent APIs would certainly be a headache...but wouln't they be anyway? I imagine them looking like,
[code]

function api:postGameStarted()

function api:AddCallback()
other_api.whatever()
end

end
[/code]
Nested nastiness.

But I dunno. POST_GAME_STARTED is the only guaranteed safe way, so it might be the best decision anyway.
『Sora』  [autor] 4 MAY 2018 a las 22:15 
I just used post game started. Theres no way to guarantee any other api will load after yours if they all do the same strat. Plus it looks bad in the mod menu. Not to say that doing it that way is inherently bad per say, just you never know what other mods are gonna do I suppose so i tried to make it as robust in that as possible.
warmCabin 4 MAY 2018 a las 22:07 
How do you guarantee that your mod will be loaded before anything that needs it? I'm working on an API myself, and am worried about this issue. I might abuse the alphabetical loading order, because I'm not sure I like the POST_GAME_STARTED solution. What do you think?
『Sora』  [autor] 12 ENE 2018 a las 18:37 
I did a stress test on it to check if it was too intensive, and it does seem to lag a bit if its called every frame if I have ~500 items installed in it - i dont expect anyone to have that much of course, and I dont think itll be called every frame, but my computer is also quite strong. I doubt it will have much issue performance wise, but if anyone is having too much trouble let me know and ill look into some efficiency patches - stuff like being able to only run whichever update cache you want to, or only for a specific player, and overall just smoothing over some code to make it overall more efficient.
... 11 ENE 2018 a las 13:41 
This looks super useful, nice work!
『Sora』  [autor] 9 ENE 2018 a las 18:27 
Thanks :D
Veeyu 9 ENE 2018 a las 15:20 
This is really complecated for me because I know next to nothing about coding, but it looks like it took a lot of time and it also looks really useful, so I'll upvote it
『Sora』  [autor] 9 ENE 2018 a las 10:12 
Same way you would use the regular item one - just instead of an item id, you would put the name of the null effect you want to add. The name bit is so you can update effects or remove them as necessary. Any time you add a null effect, its automatically applied any time the cache callback is called - so just choose a good unique effect name and update it as you would normally update it in your cache callbacks.
Manhattan Cafe 9 ENE 2018 a las 7:10 
obligitory "my boyfriend made this" comment
sanoye mipsbielo 9 ENE 2018 a las 1:56 
How would you use the nullcache?
『Sora』  [autor] 8 ENE 2018 a las 17:27 
Okay, added the ability to use NullCache, which allows you to modify things without needing a specific item id, just a name
『Sora』  [autor] 8 ENE 2018 a las 13:54 
yeah, in the lua. Specifically, its best to do it in the POST_GAME_STARTED callback
『Sora』  [autor] 8 ENE 2018 a las 13:54 
the "false" there is whether or not it stacks
Im working on a bit to be able to add damage not linked to item id's atm, but thatll take a minute since im also working on updating all my mods to use the statAPI
sanoye mipsbielo 8 ENE 2018 a las 13:54 
And all of this has to be done in lua still right?
『Sora』  [autor] 8 ENE 2018 a las 13:53 
And replace CollectibleType.COLLECTIBLE_SOY_MILK with your item id
『Sora』  [autor] 8 ENE 2018 a las 13:52 
just look at the bottom and copy and paste that bit - chance CacheFlag to CacheFlag.CACHE_DAMAGE, StatChange to however much you want it to affect the damage, and the type either "Normal" for the way the base game does it, "Flat" for flat damage, or "Multi" for multipliers.
sanoye mipsbielo 8 ENE 2018 a las 13:50 
Since im too lazy to read and figure this out on my own imma ask straight up, how do you change damage lol
『Sora』  [autor] 8 ENE 2018 a las 4:40 
Thanks dude I killed like 3 whole days of mine and my mental sanity to make it B)
Crashington 7 ENE 2018 a las 22:59 
jokes aside i cant wait to implement this
Crashington 7 ENE 2018 a las 22:34 
wow the new antibirth
『Sora』  [autor] 7 ENE 2018 a las 15:17 
Thanks, Sevenut made it :P
SprSnpr_ 7 ENE 2018 a las 15:17 
This probably isn't the feedback ou want but, i really like the little doodle for the thumbnail :resmile: