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players.xml extras

Open jerbmega opened this issue 3 years ago • 6 comments

from sanio and foks:

  • [x] maxHearts="int" Adds empty red heart containers. 2 units is a full heart container
  • [x] redHearts="int Adds red health to empty heart containers. 1 unit is half a heart
  • [x] soulHearts="int" Substitute for armor
  • [x] blackHearts="int" Substitute for black
  • [x] boneHearts="int" Adds empty bone hearts. 1 unit is one bone heart
  • [x] goldenHearts="int" Adds golden hearts. 1 unit is one golden heart
  • [x] rottenHearts="int Adds rotten hearts. 1 unit is one rotten heart
  • [x] eternalHeart="bool" Setting to true will add one eternal heart, false by default. Optionally for consistency with EntityPlayer:AddEternalHearts, make it an int instead?
  • [x] healthType="int" Sets the HealthType of the player, abiding by the HealthType enum
  • [x] healthLimit="int Sets a default limit for the number of maximum hearts a character can have. 2 units is one full red heart, can be above 12 for going above maximum cap by default
  • [x] gigaBombs="int" Adds a Giga Bomb to the player. 1 unit is one Giga Bomb
  • [ ] forceBlood="bool" Setting to true will have tears default to shoot their blood variants if available, similar to Esau. False by default
  • [x] stagePortrait="string" File path to a .png file that is exclusively shown on the stage transition screen. Paired with a respective extraStagePortrait="string" for anm2 files
  • [x] bossPortrait="string" File path to a .png file that is exclusively shown on the vs. screen. Paired with a respective * [ ] extraBossPortrait="string" for anm2 files
  • [ ] weapon="int" Changes the player's weapon, abiding by the WeaponType enum
  • [x] firedelay, damage, speed, range, shotspeed, luck="int" Sets the base integer before any calculations are done on the respective stat
  • [x] damageMultiplier="float" and fireDelayMultiplier="float", sets the base damage/firedelay multiplier of a character
  • [ ] flying="bool" Setting to true has the character with flight by default. False by default.
  • [ ] innateItems=itemID Acts like items, except the item is not part of the player's inventory and cannot be removed. Similar to Lilith's Incubus

The following ones are a bit of a stretch but thought we'd suggest them anyways:

  • [x] costume="id" (Foks' idea) Changes the behaviour of old costume arg to instead take the id from costumes.xml file kinda like it does with items.xml file, or (Sanio's idea) add a new nullCostume="id" argument.
  • [ ] costumeSuffixOnly="bool" Setting to true will only add costumes that are added within the costumeSuffix folder if one is set. False by default.
  • [x] needUnlock="bool" Setting to true, the tainted character is locked by default. A second frame in the character's charactermenualt.anm2will be used for showing the locked screen. Works as expected, spawning the "tainted character" slot entity in the closet on the Home floor. Touching it will unlock the tainted character inside the character menu.

jerbmega avatar Feb 28 '23 04:02 jerbmega

Oh and another extra bit: A bool for determining whether or not the player portrait should shake or not. Both the boss and nightmare anm2s have a separate layer just for non-shaking characters, like Blue Baby, which we have no ability to use.

BenevolusGoat avatar Oct 10 '23 03:10 BenevolusGoat

the costume="id" is added as of 21c940c

BenevolusGoat avatar Dec 15 '23 22:12 BenevolusGoat

is there would be anything like in challenges.xml - "unlockachievement" for players completing marks?

nazardz avatar Feb 21 '24 11:02 nazardz

is there would be anything like in challenges.xml - "unlockachievement" for players completing marks?

We are aware of the importance of this functionality and a solution for it is planned

im-tem avatar Feb 21 '24 11:02 im-tem

"noshake" attribute added in d636ad4 :3

BenevolusGoat avatar Apr 19 '24 20:04 BenevolusGoat