L for _,v in pairs(Isaac.GetRoomEntities()) do if v.MaxHitPoints > 0 then print(v.HitPoints."/".v.MaxHitPoints) end end Prints to the console a list of all items in Isaac's possession, and how many of each. The ids can be seen with the "debug 11" command. The secondary argument is optional and can be used to set the grid tile location where the grid entity will be spawned. Spawns a grid entity with the given ID at a random place in the room. Attempting to enter a room that does not exist will print the message "Error changing room." to the console. The first two goto formats will put Isaac in the GridRooms.ROOM_DEBUG_IDX (-1) room. The first number is the X coordinate, the second number is the Y coordinate, and the third number is the dimension, which corresponds to the Dimension enum. The " " syntax means to go to the existing room at the specified coordinates.The "s." syntax means a special room of the specified type and variant.The "d." syntax means a "normal" room with the corresponding number as a variant.Teleports Isaac to room layouts which are possible to generate in the current floor. Runes and other pocket items use card ids. Ids are prefixed with c for items, t for trinkets, p for pill effects, and k for cards. This guarantees the next boss chosen when using Delirious (for debugging purposes). debug 13: "Show Grid Collision Points" - Draws red circles on the screen that represent an entity's collision hitbox.debug 12: "Player Item Info" - Displays held collectibles and temporary collectible effects.debug 11: "Grid Info" - Displays the coordinates for each tile on the grid.debug 10: "Quick Kill" - All enemies take constant and rapid damage.debug 8: "Infinite Item Charges" - The player's active item is always fully charged.(Similar to Spider Mod, but leaves the damage as their raw values and also includes player damage.)
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