The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Unique Animated Spirit Swords
Logicka  [開発者] 2022年5月29日 4時17分
DESIGN IDEAS
Feel free to contribute!

Disclaimer
Understand that by submitting designs to this discussion, you will receive credit wherever they are used in the mod, if they are used. As the mod creator I reserve the right to do what I will with user-submitted content. If a design is used in the main mod, it will be credited in Resprites. If a design is partially used in the main mod, that credit will also go in Resprites. If an animation is used in the main mod, it will be credited in Animations. If your design is not used in the main mod, it may be placed in extras, in your own submission folder, and credited in Contributions. If you've commented an idea that I use you will be credited in Inspirations.

Once again, I as the mod creator reserve the right to pick and choose what submissions will be used and how.
最近の変更はLogickaが行いました; 2022年6月1日 7時31分
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Roary  [開発者] 2022年5月30日 5時47分 
最近の変更はRoaryが行いました; 2022年5月30日 5時51分
Roary  [開発者] 2022年5月30日 5時51分 
Remade T. Samson's "sword". Sorry, if it's a little spammy
https://drive.google.com/file/d/1yM08WDUQvu2TYKVmt10yHm-DkLpl8ctE/view?usp=sharing
Logicka  [開発者] 2022年5月30日 6時18分 
Tainted samson looks great and I'm going to put you in mod credits for sure, I'll update the mod to put that over my sprite, but I'm not comfy putting xtrike's designs in the main mod, so I'll include them in an extras folder so anyone can replace them if they want.
Roary  [開発者] 2022年5月31日 2時25分 
Code for custom poofs. Haven't tried T. Andromeda, but tests on Lost and J&E showed that everything works fine.
Poofs just DON'T HAVE Parent nor Spawner nor even SpawnerType - it's all nil (or 0 for SpawnerType).
So I made it find first player with sword and just assume it was him.
If there is multiple players with swords or both J&E have one it wil stick to first one having (Jacob in second case). But I can't do anything better than that.
(edit: leave default poof if no players have sword)


function SpiritSwords:PoofReplace(poof)
if poof.SubType ~= 22 then return end
local data = poof:GetData()
if data.UpdatedCustomPoof then return end
local sprite = poof:GetSprite()
local pNum = 0
while Isaac.GetPlayer(pNum) and pNum<4
and not Isaac.GetPlayer(pNum):HasCollectible(CollectibleType.COLLECTIBLE_SPIRIT_SWORD) do
pNum=pNum+1
end
if pNum == 4 then
data.UpdatedCustomPoof = -1
return
end

local player = Isaac.GetPlayer(pNum)

local pType = player:GetPlayerType()

if ModdedSwordSprites[pType] == nil and pType >40 then
print("Incompatible player type: "..player:ToPlayer():GetPlayerType()) return end

if pType <41 then
sprite:Load("gfx/effects/"..VanillaSwordSprites[pType+1].."_sword_poof.anm2", false)
else
sprite:Load("gfx/effects/"..ModdedSwordSprites[pType].."_sword_poof.anm2", false)
end
if ModdedSwordSprites[pType] == "andromedab" then
local color = player:ToPlayer():GetHeadColor() +2
local tearVariant = player:ToPlayer():GetTearHitParams(WeaponType.WEAPON_TEARS, 1, 1, nil).TearVariant
if tearVariant == TearVariant.BLOOD
or tearVariant == TearVariant.CUPID_BLOOD
or tearVariant == TearVariant.PUPULA_BLOOD
or tearVariant == TearVariant.GODS_FLESH_BLOOD
or tearVariant == TearVariant.NAIL_BLOOD
or tearVariant == TearVariant.GLAUCOMA_BLOOD
or tearVariant == TearVariant.EYE_BLOOD
or tearVariant == TearVariant.KEY_BLOOD then
sprite.Color = Color(1, 0, 0, 1, 0, 0, 0)
else
sprite.Color = HeadColors[color]
end
end
sprite:Play("Idle", true)
sprite:LoadGraphics()
data.UpdatedCustomPoof = pType
end

SpiritSwords:AddCallback(ModCallbacks.MC_POST_EFFECT_INIT,SpiritSwords.PoofReplace,EffectVariant.TEAR_POOF_A)
最近の変更はRoaryが行いました; 2022年5月31日 2時59分
Logicka  [開発者] 2022年5月31日 3時22分 
Very nice, thank you! I've already begun sprite work on the poofs as well.
最近の変更はLogickaが行いました; 2022年5月31日 3時23分
for tarnished eden the sword is the BSoD
for 🅱️etran the sword is a flesh cord with a head in its end
and for steven the sword is a black and white sword with steve face
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