Foks
Foks
It would be way easier to use these callbacks if they also provided the entity that fired the mentioned tear / bomb / etc...
The ability to add some missing health types: - [ ] brokenHearts - [ ] rottenHearts - [ ] goldenHearts - [ ] boneHearts - [ ] eternalHeart - [...
Like Anima Sola releasing chained enemies or Mine Crafter detonating the bomb.
If you try to force, lets say, only red heart deals in `ModCallbacks.MC_GET_SHOP_ITEM_PRICE` the game can still overwrite them when the player doesn't currently have any red hearts with soul...
There currently isn't any way to increase the carrying capacity of Trinkets and Cards/Pills/Runes without giving the player one of the items that allow this, which are Mom's Purse, Polydactyly,...
Would return the projectile entity Pretty useful with the new customtag which lets familiars block projectiles
This callback only triggers for custom characters, yet the sprite argument only triggers on vanilla characters, which means that it's basically useless, so I propose a replacement for the sprite...
Returns the current amount of said familiar, would be something like this piece of code: ```lua function mod.GetExpectedFamiliarNum(player, collectible) local pEffects = player:GetEffects() return player:GetCollectibleNum(collectible) + pEffects:GetCollectibleEffectNum(collectible) end ```