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using the console commands, this mod, and the trail of tears mod give yourself the trail of tears as talos and the shockwaves will follow talos and if you dont move you might die
We are but maggots, writhing in the filth of our own corruption! While you have ascended from the dung of mortality, and now walk among the stars!
But you were once man! Aye! And as man, you said, "Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you."
Aye, love. Love! Even as man, great Talos cherished us. For he saw in us, in each of us, the future of Skyrim! The future of Tamriel!
*The Special Ability: It makes the game so fun. though I could say its a bit broken when you can keep shooting while using it allowing it to charge again letting you spam to victory, you could make it so its only 2 charges instead of 3.
*The Omen: It makes it so cool that you can have this tear ability and give it to other characters, though I'm docking points on your description which doesn't specify the name of the item and its ability to give it to other character.
Its your first mod and you're killing it, you have a bright future in mod making my dude. I hope to try any other mods you have. Also Hutts has tried your mod, congratulations.
*The Health System: Though its annoying I like how the Health System works, each time you take damage (depending if your in the womb or have half a health) you loose a red heart container as if it where a soul heart or a black heart. I also like the fact that if you pick up half-soul hearts or bone hearts it gives you a eternal heart instead. It makes it challenging and makes it so you strategize your moves and your deal of the devil choices.
*The Hits: Sometimes when a quake hits something dead on it doesn't register as a hit, if you could fix that it would be great.
*The Tear Rate: Its a great debuff to this character, but it does make it a bit challenging since some shots don't register correctly.
*Synergies: Though there are some synergies the problem is, its very few or its not noticeable.
Examples: Brimstone, Mom's Knife, Tech X, Jacob's Ladder, Sad Bombs, Tiny Planet, Technology Zero, Trisagion, Angelic Prism, Ludovico Technique, Head of the Keeper and Any status effect item.
Here are the setbacks:
Although it might look like piercing tiers stack the shockwave effect, it's only visual, it doesn't deal crazy extra damage.
...The visible special effect tears might be changed... That was on purpose but I can see why it would be confusing...
when you are faster than your tears, you can take damage of it
when you have death scyce, you can see it
whith some mod (revelation) some item does something great (burning bush in revelation in example)
finely, piercing tears (all of them i think) stack up the "rock" effect on the ennemies
however, your mod is very good, i hope you can fix this "funny problem" to make the mod better ;P
@Bad Taste It's actually a "costume" placed over the already existing Talos character.
Set up costumes2.xml in your contents folder... Check out the costumes2.xml in the Isaac resources to get an idea for how to set up the xml. Then you'll also need a .anm2 and a spritesheet in your resources... I just used Lillith's hair and worked off that anm2 and spritesheet for Talos.
Then in the main.lua you can just add the costume to the player using player:AddNullCostume(costumeID) at the start of the game. Make sure to actual define costumeID as local costumeID = Isaac.GetCostumeIdByPath("gfx/characters/costume.anm2")
I have a little question that is a bit of topic but, how did you make it so his hair does not disappear when picking up certain items like Experimental Treatment or Infestation 2?
I am struggleing to find the solution for that.
Anyway, by this point I think you should really add a showcase in here before the mod dies out, even if it's an incomplete build, just so people get an idea of what they're getting into :P
I'll get to working on the rest of the feedback so I can upload a perfected version of the mod, and thanks again for the help!
function mod:ontearupdate(tear)
if tear.FrameCount == 1 and tear.Variant ~= 4 and (tear.SpawnerType ~= 3 or (tear.SpawnerType == 3 and (tear.SpawnerVariant == 80 or tear.SpawnerVariant == 81)))
-- stuff
end
end
mod:AddCallback(ModCallbacks.MC_POST_TEAR_UPDATE, mod.ontearupdate)
In theory this should check if the tear has just spawned, check if it's not a bob's head tear, and check if the source is not a familiar or if the source is Incubus or Fate's reward.
And... yeah, all tear variants get changed into shockwaves, which I'll be honest, I'm not too sure how to fix. It's been on the todo list since the start though, so I think it'll just have to be fixed when I get around to making a custom shockwave entity instead of using the one from the game.
But if you got an easy solution to make sure it only affects Isaac's tears, that would be really nice!
- Another nitpick, but having to see the eternal heart animation every time you get a new heart does get tedious eventually. Maybe it would be better to just keep track of the soul hearts and increase the max hp directly, instead of using eternal hearts?
- This one is a bit odd, but normal familiars also shoot shockwaves which I don't believe is intended. And other obscure tear variants like Bob's Rotten head also act like normal tears and spawn shockwaves, which did feel pretty odd during my playthrough.
I'll fix the ability call issue immediately since I agree it is annoying..... The shockwave scaling and tears issue is almost completely because the code cheats by using the pre-existing shockwave entity instead so I'll be working on fixing that up.
Thanks again!
- His ability is called on update instead of render, which means that more often than ever, the game won't take the input (really annoying).
- Given your setup, the shockwaves don't scale with the player's damage, this can be fixed by reimplementing them with a new entity and the collision callback (does require the compatibility hack).
- Your tears can still hit enemies (may be intended, I don't know). It is important that tears stop when hitting an enemy unless you have piercing, same goes for rocks, however they should not deal damage nor prevent a new shockwave from damaging the enemy.
The last two are basically nitpicks, but the first one is really, really important to fix.