CustomCallback
Calbacks
ENTITY_TAKE_DMG_FILTER
Works exactly the same as the regular ENTITY_TAKE_DMG
callback but let's you specify more arguments for filtering. Return true or nil to sustain the damage. Return false to ignore it.
Callback parameters
tookDamage
Entity
amount
number
source
EntityRef
countdown
integer
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
POST_AMBUSH_FINISHED
Called whenever on the first frame a challenge room or a boss rush is started. Internally it's called the first frame Room.IsAmbushDone
is true.
Callback parameters
ambushType
AmbushType
Optional arguments
ambushType
AmbushType
POST_AMBUSH_STARTED
Called whenever on the first frame a challenge room or a boss rush is started. Internally it's called the first frame Room.IsAmbushDone
is true.
Callback parameters
ambushType
AmbushType
Optional arguments
ambushType
AmbushType
POST_AMBUSH_WAVE
Called on first frame after clearing a wave in challenge room or boss rush. Internally it's called the first frame either Isaac.CountEnemies
or Isaac.CountBosses
returns 0, depending on ambush type.
Callback parameters
ambushType
AmbushType
Optional arguments
ambushType
AmbushType
POST_BOMB_EXPLODED
Called when a bomb explodes. More specifically, this is called whenever a bomb plays it's Explode
animation.
Callback parameters
bomb
EntityBomb
Optional arguments
bombVariant
BombVariant
bombSubType
integer
POST_BOMB_INIT_LATE
Called the first frame a bomb is available. This is useful since the POST_BOMB_INIT
callback doesn't let you access all of the bomb's attributes.
Callback parameters
bomb
EntityBomb
Optional arguments
bombVariant
BombVariant
bombSubType
integer
POST_BONE_SWING
Called whenever a bone club (EntityType.ENTITY_KNIFE, KnifeVariant.BONE_CLUB) plays any of it's swing animations.
Callback parameters
boneClub
EntityKnife
POST_COLLECTIBLE_EMPTY
Called the first frame a pedestal is empty.
Callback parameters
pedestal
EntityPickup
oldCollectibleType
CollectibleType
Optional arguments
collectibleType
CollectibleType
POST_COLLECTIBLE_INIT_FIRST
Called from the POST_PICKUP_INIT
the first time a pedestal is encountered. This is useful since pickups trigger the POST_PICKUP_INIT
callback when they respawn when room is reentered and, when playing T.Isaac, everytime they shift
Callback parameters
collectible
EntityPickup
Optional arguments
collectibleType
CollectibleType
POST_CUSTOM_REVIVE
Called after a player revives via the PRE_CUSTOM_REVIVE
callback. Use it to make the reviving player play a custom animation or to give them a custom amount of health.
Callback parameters
player
EntityPlayer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_DICE_ROOM_ACTIVATED
Called when a player enters the radius of activation of a dice floor.
Callback parameters
player
EntityPlayer
diceFloorType
DiceFloorSubType
Optional arguments
diceFloorType
DiceFloorSubType
POST_DOOR_RENDER
Called from the GRID_ENTITY_RENDER
callback for each door.
Callback parameters
door
GridEntityDoor
Optional arguments
doorVariant
DoorVariant
POST_DOOR_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each door.
Callback parameters
door
GridEntityDoor
Optional arguments
doorVariant
DoorVariant
POST_EFFECT_INIT_LATE
Called the first frame an effect entity is available. This is useful since the POST_EFFECT_INIT
callback doesn't let you access all of the effect's attributes.
Callback parameters
effect
EntityEffect
Optional arguments
effectVariant
EffectVariant
effectSubType
integer
POST_EFFECT_STATE_CHANGED
Called everytime an effect entity's state changes.
Callback parameters
effect
EntityEffect
oldState
integer
newState
integer
Optional arguments
effectVariant
EffectVariant
effectSubType
integer
POST_ENTITY_REMOVE_FILTER
Works exactly the same as the regular ENTITY_REMOVE
callback but let's you specify more arguments for filtering.
Callback parameters
entity
Entity
Optional arguments
entiyType
EntityType
entityVariant
integer
entitySubType
integer
POST_ESAU_JR
Called whenever a player transforms into esau jr. This is useful because the player doesn't actually tranform into esau jr. until the next frame of using the item.
Callback parameters
player
EntityPlayer
POST_FAMILIAR_INIT_LATE
Called the first frame a familiar is available. This is useful since the POST_FAMILIAR_INIT
callback doesn't let you access all of the familiar's attributes.
Callback parameters
familiar
EntityFamiliar
Optional arguments
familiarVariant
FamiliarVariant
familiarSubType
integer
POST_FAMILIAR_STATE_CHANGED
Called everytime a familiar's state changes.
Callback parameters
familiar
EntityFamiliar
oldState
integer
newState
integer
Optional arguments
familiarVariant
FamiliarVariant
familiarSubType
integer
POST_FIRST_ESAU_JR
Called the first time a player transforms into esau jr in a run. This is useful because the esau jr.'s entity player is not accessible before it is created.
Callback parameters
player
EntityPlayer
POST_FIRST_FLIP
Called the first time a T.Lazarus player uses flip on a run. This is useful because there is no way of getting the flipped player entity before actually using the Flip item.
Callback parameters
player
EntityPlayer
POST_FLIP
Called whenever a T.Lazarus player uses flip. This is useful because the unlike the POST_USE_ITEM
callback, this provides the new lazarus player.
Callback parameters
player
EntityPlayer
POST_GAME_STARTED_REORDERED
Similar to the vanilla POST_GAME_STARTED
callback, but fires in the expected order in relation to the new level/room callbacks. GAME_STARTED_REORDERED -> NEW_LEVEL_REORDERED -> NEW_ROOM_REORDERED
Callback parameters
isContinued
boolean
POST_GAME_STARTED_REORDERED_LAST
Fires last in relation to the other reordered callbacks, so you can execute code after all other run initialization code has finished.
Callback parameters
isContinued
boolean
POST_GET_COLLECTIBLE_CUSTOM_ITEM_POOL
Called after an item is selected from a custom item pool. Return a new collectible type to change the returned collectible. If a non nil value is returned, it'll become the selectedCollectible
argument for next callbacks.
Callback parameters
selectedCollectible
CollectibleType
customItemPool
integer
decrease
boolean
seed
integer
Optional arguments
collectibleType
CollectibleType
customItemPoolType
integer
POST_GREED_MODE_WAVE
Called whenever the greed wave counter increases.
Callback parameters
oldWave
integer
newWave
integer
POST_GRID_COLLISION
Called whenever an entity collides with a Grid Entity.
Callback parameters
gridEntity
GridEntity
collider
Entity
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
colliderType
EntityType
colliderVariant
integer
colliderSubType
integer
POST_GRID_ENTITY_BROKEN
Called when a Grid Entity changes into an state that represents it's broken.
Callback parameters
gridEntity
GridEntity
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_GRID_ENTITY_INIT
Called when a new Grid Entity is created, either from the NEW_ROOM_REORDERED
callback or from the POST_UPDATE
callback, when a new Grid Entity is created mid-way through the room
Callback parameters
gridEntity
GridEntity
createdMidWay
boolean
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_GRID_ENTITY_REMOVED
Called when a Grid Entity is removed.
Callback parameters
gridEntityType
GridEntityType
gridEntityVariant
integer
gridIndex
integer
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_GRID_ENTITY_RENDER
Called from the POST_RENDER
callback for each Grid Entity in the room.
Callback parameters
gridEntity
GridEntity
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_GRID_ENTITY_STATE_CHANGED
Called whenever a Grid Entity's state changes.
Callback parameters
gridEntity
GridEntity
oldState
integer
newState
integer
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_GRID_ENTITY_UPDATE
Called from the POST_UPDATE
callback for each Grid Entity in the room.
Callback parameters
gridEntity
GridEntity
Optional arguments
gridEntityType
GridEntityType
gridEntityVariant
integer
POST_HOLY_MANTLE_REMOVED
Called whenever a player's holy mantle effect count decreases.
Callback parameters
player
EntityPlayer
oldHolyMantleNum
integer
newHolyMantleNum
integer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_ITEM_DISCHARGE
Called whenever a player loses charge on their active item. This is useful because throwable items don't actually discharge until they are thrown.
Callback parameters
player
EntityPlayer
collectibleType
CollectibleType
activeSlot
ActiveSlot
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
collectibleType
CollectibleType
POST_ITEM_PICKUP
Called whenever an item exits a player's item queue. i.e. when it enters the player inventory. This callback will trigger for trinkets and collectibles, and if the collectible is added through the console or code it won't trigger. For that use POST_PLAYER_COLLECTIBLE_ADDED
.
Callback parameters
player
EntityPlayer
itemID
CollectibleType
itemType
InventoryType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
itemID
CollectibleType
itemType
InventoryType
POST_KNIFE_INIT_LATE
Called the first frame a knife is available. This is useful since the POST_KNIFE_INIT
callback doesn't let you access all of the knife's attributes.
Callback parameters
knife
EntityKnife
Optional arguments
knifeVariant
KnifeVariant
knifeSubType
integer
POST_LASER_INIT_LATE
Called the first frame a laser is available. This is useful since the POST_LASER_INIT
callback doesn't let you access all of the laser's attributes.
Callback parameters
laser
EntityLaser
Optional arguments
laserVariant
LaserVariant
laserSubType
integer
POST_NEW_LEVEL_REORDERED
Similar to the vanilla POST_NEW_LEVEL
callback, but fires in the expected order in relation to the new game/room callbacks. GAME_STARTED_REORDERED -> NEW_LEVEL_REORDERED -> NEW_ROOM_REORDERED
POST_NEW_ROOM_EARLY
Called from the POST_NEW_ROOM
or PRE_ENTITY_SPAWN
callback where being in a new room is detected. This is useful because the POST_NEW_ROOM
callback only gets called after all the entities have been updated once.
POST_NEW_ROOM_REORDERED
Similar to the vanilla POST_NEW_ROOM
callback, but fires in the expected order in relation to the new game/level callbacks. GAME_STARTED_REORDERED -> NEW_LEVEL_REORDERED -> NEW_ROOM_REORDERED
POST_NPC_DEATH_FILTER
Works exactly the same as the regular POST_NPC_DEATH
callback but let's you specify more arguments for filtering.
Callback parameters
entity
EntityNPC
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
POST_NPC_INIT_FILTER
Works exactly the same as the regular POST_NPC_INIT
callback but let's you specify more arguments for filtering.
Callback parameters
entity
EntityNPC
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
POST_NPC_INIT_LATE
Called the first frame an npc is available. This is useful since the POST_NPC_INIT
callback doesn't let you access all of the npc's attributes.
Callback parameters
npc
EntityNPC
Optional arguments
npcType
EntityType
npcVariant
integer
npcSubType
integer
POST_NPC_RENDER_FILTER
Works exactly the same as the regular POST_NPC_RENDER
callback but let's you specify more arguments for filtering.
Callback parameters
entity
EntityNPC
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
POST_NPC_STATE_CHANGED
Called whenever an npc's state changes.
Callback parameters
npc
EntityNPC
oldState
integer
newState
integer
Optional arguments
npcType
EntityType
npcVariant
integer
npcSubType
integer
POST_NPC_UPDATE_FILTER
Works exactly the same as the regular POST_NPC_UPDATE
callback but let's you specify more arguments for filtering.
Callback parameters
entity
EntityNPC
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
POST_PEFFECT_UPDATE_REORDERED
Similar to the vanilla POST_PEFFECT_UPDATE
callback but only gets called after the run initialization callbacks have been executed.
Callback parameters
player
EntityPlayer
POST_PICKUP_COLLECT
Called the first frame a pickup starts playing it's Collect
animation.
Callback parameters
pickup
EntityPickup
Optional arguments
pickupVariant
PickupVariant
pickupSubType
integer
POST_PICKUP_INIT_FIRST
Called from the POST_PICKUP_INIT
the first time a pickup is encountered This is useful since pickups respawn every time a room is reentered and trigger the POST_PICKUP_INIT
callback.
Callback parameters
pickup
EntityPickup
Optional arguments
pickupVariant
PickupVariant
pickupSubType
integer
POST_PICKUP_INIT_LATE
Called the first frame a familiar is available. This is useful since the POST_FAMILIAR_INIT
callback doesn't let you access all of the familiar's attributes.
Callback parameters
pickup
EntityPickup
Optional arguments
pickupVariant
PickupVariant
pickupSubType
integer
POST_PICKUP_STATE_CHANGED
Called everytime an entity pickup's state changes.
Callback parameters
pickup
EntityPickup
oldState
integer
newState
integer
Optional arguments
pickupVariant
PickupVariant
pickupSubType
integer
POST_PIT_RENDER
Called from the GRID_ENTITY_RENDER
callback for each pit.
Callback parameters
pit
GridEntityPit
Optional arguments
pitVariant
integer
POST_PIT_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each pit.
Callback parameters
pit
GridEntityPit
Optional arguments
pitVariant
integer
POST_PLAYER_COLLECTIBLE_ADDED
Called whenever an item is added to a player's inventory.
Callback parameters
player
EntityPlayer
collectibleType
CollectibleType
firstTime
boolean
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
collectibleType
CollectibleType
firstTime
boolean
POST_PLAYER_COLLECTIBLE_REMOVED
Called whenever an item is removed from a player's inventory.
Callback parameters
player
EntityPlayer
collectibleType
CollectibleType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
collectibleType
CollectibleType
POST_PLAYER_FATAL_DAMAGE
Called from the ENTITY_TAKE_DMG
callback when a player takes damage that would kill them. This function takes into account vanilla revive items and using The Bible on Satan. Return false to avoid the fatal damage.
Callback parameters
player
EntityPlayer
amount
number
damageFlags
DamageFlag
source
EntityRef
countdown
integer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_PLAYER_GULPED_TRINKET_ADDED
Called whenever a trinket is gulped to a player's inventory.
Callback parameters
player
EntityPlayer
trinketType
TrinketType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
trinketType
TrinketType
POST_PLAYER_GULPED_TRINKET_REMOVED
Called whenever a gulped trinket is removed from a player's inventory.
Callback parameters
player
EntityPlayer
trinketType
TrinketType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
trinketType
TrinketType
POST_PLAYER_HEALTH_CHANGED
Called whenever the player's health changes.
Callback parameters
player
EntityPlayer
healthType
HealthType
oldAmount
integer
newAmount
integer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
healthType
HealthType
POST_PLAYER_INIT_FIRST
Called from the POST_PLAYER_INIT
callback, the first time it's called for each player.
Callback parameters
player
EntityPlayer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_PLAYER_INIT_LATE
Called the first frame a player is available. This is useful since the POST_PLAYER_INIT
callback doesn't let you access all of the player's attributes.
Callback parameters
player
EntityPlayer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_PLAYER_RENDER_REORDERED
Similar to the vanilla POST_PLAYER_RENDER
callback but only gets called after the run initialization callbacks have been executed.
Callback parameters
player
EntityPlayer
POST_PLAYER_TYPE_CHANGED
Called whenever the player's type changes, via the Clicker item for example.
Callback parameters
player
EntityPlayer
oldPlayerType
PlayerType
newPlayerType
PlayerType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
oldPlayerType
PlayerType
POST_PLAYER_UPDATE_REORDERED
Similar to the vanilla POST_PLAYER_UPDATE
callback but only gets called after the run initialization callbacks have been executed.
Callback parameters
player
EntityPlayer
POST_POOP_RENDER
Called from the GRID_ENTITY_RENDER
callback for each poop.
Callback parameters
poop
GridEntityPoop
Optional arguments
poopVariant
PoopGridEntityVariant
POST_POOP_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each poop.
Callback parameters
poop
GridEntityPoop
Optional arguments
poopVariant
PoopGridEntityVariant
POST_PRESSURE_PLATE_RENDER
Called from the GRID_ENTITY_RENDER
callback for each pressure plate.
Callback parameters
pressurePlate
GridEntityPressurePlate
Optional arguments
pressurePlateVariant
PressurePlateVariant
POST_PRESSURE_PLATE_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each pressure plate.
Callback parameters
pressurePlate
GridEntityPressurePlate
Optional arguments
pressurePlateVariant
PressurePlateVariant
POST_PROJECTILE_INIT_LATE
Called the first frame a projectile is available. This is useful since the POST_PROJECTILE_INIT
callback doesn't let you access all of the projectile's attributes.
Callback parameters
projectile
EntityProjectile
Optional arguments
projectileVariant
ProjectileVariant
projectileSubType
integer
POST_PURCHASE
Called whenever the player purchases an item. Internally this detects whenever a player starts holding an item and searches for any pickups with a non-zero price that no longer exist.
Callback parameters
player
EntityPlayer
purchasedPickup
EntityPickup
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
pickupVariant
PickupVariant
pickupSubType
integer
POST_ROCK_RENDER
Called from the GRID_ENTITY_RENDER
callback for each rock.
Callback parameters
rock
GridEntityRock
Optional arguments
rockType
GridEntityType
rockVariant
integer
POST_ROCK_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each rock.
Callback parameters
rock
GridEntityRock
Optional arguments
rockType
GridEntityType
rockVariant
integer
POST_ROOM_CLEAR_CHANGED
Called whenever the clear state of a room changes.
Callback parameters
isClear
boolean
Optional arguments
clear
boolean
POST_SACRIFICE
Called whenever a player uses the spikes in a sacrifice room. Return false to avoid the damage.
Callback parameters
player
EntityPlayer
numSacrifices
integer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
POST_SLOT_ANIMATION_CHANGED
Called whenever an slot's animation changes. Params
slot - Entity * oldAnimation - string * newAnimation - string
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SLOT_DESTROYED
Called whenever an slot is destroyed. This can happen when a slot is destroyed by an explosion or when a slot pays out with an item. Params
slot - Entity * isPayingOut - boolean
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SLOT_INIT
Called the first frame a slot is available. Params
slot - Entity
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SLOT_PRIZE
Called whenever an slot's sprite triggers its Prize
or Disappear
events. Prize
is triggered by slot machines and beggars and Disappear
is only triggered by beggars when they pay out their item. Params
slot - Entity * isDisappear - boolean
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SLOT_RENDER
Called from the POST_RENDER
callback for every slot in the room. Params
slot - Entity
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SLOT_UPDATE
Called from the POST_UPDATE
callback for every slot in the room. Params
slot - Entity
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
POST_SPIKES_RENDER
Called from the GRID_ENTITY_RENDER
callback for each spike.
Callback parameters
spikes
GridEntitySpikes
Optional arguments
spikesVariant
integer
POST_SPIKES_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each spike.
Callback parameters
spikes
GridEntitySpikes
Optional arguments
spikesVariant
integer
POST_TEAR_INIT_LATE
Called the first frame a tear is available. This is useful since the POST_TEAR_INIT
callback doesn't let you access all of the tear's attributes.
Callback parameters
tear
EntityTear
Optional arguments
tearVariant
TearVariant
tearSubType
integer
POST_TEAR_INIT_VERY_LATE
Called the second frame a tear is available. This is useful since incubus tears are not distinguishable until the second frame.
Callback parameters
tear
EntityTear
Optional arguments
tearVariant
TearVariant
tearSubType
integer
POST_TNT_RENDER
Called from the GRID_ENTITY_RENDER
callback for each TNT.
Callback parameters
tnt
GridEntityTNT
Optional arguments
tntVariant
integer
POST_TNT_UPDATE
Called from the GRID_ENTITY_UPDATE
callback for each TNT.
Callback parameters
tnt
GridEntityTNT
Optional arguments
tntVariant
integer
POST_TRANSFORMATION_GAINED
Called whenever a player gains a transformation.
Callback parameters
player
EntityPlayer
transformation
PlayerForm
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
transformation
PlayerForm
POST_TRANSFORMATION_LOST
Called whenever a player loses a transformation.
Callback parameters
player
EntityPlayer
transformation
PlayerForm
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
transformation
PlayerForm
POST_TSIL_LOAD
Called whenever an instance of the library is finished loading. Used internally to make sure all of the library features are loaded
PRE_BERSERK_DEATH
Called when a player is about to exit the berserk state and will die when it ends.
Callback parameters
player
EntityPlayer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
PRE_CUSTOM_REVIVE
Called before a player is about to die. Return a CustomReviveType
to make the player revive. To make the player play an animation after they revive, use the POST_CUSTOM_REVIVE
callback. If a callback returns a non nil value, the rest will be skipped.
Callback parameters
player
EntityPlayer
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
PRE_GET_PEDESTAL
Called from the PRE_PICKUP_COLLISION
whenever a player touches a pedestal and can collect it. Return true to ignore collision, false to collide but not execute internal code and nil to continue with internal code
Callback parameters
player
EntityPlayer
collectible
EntityPickup
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
collectibleType
CollectibleType
PRE_ITEM_PICKUP
Called whenever an item enters a player's item queue. i.e. when they begin holding it.
Callback parameters
player
EntityPlayer
itemID
CollectibleType
itemType
InventoryType
Optional arguments
playerType
PlayerType
playerVariant
PlayerVariant
itemID
CollectibleType
itemType
InventoryType
PRE_NEW_LEVEL
Called from the POST_RENDER
callback, when a player is about to enter a trapdoor/heaven door. Doesn't get called when reloading the current room (Forget Me Now) or on the first floor of the run
Callback parameters
player
EntityPlayer
PRE_NPC_COLLISION_FILTER
Works exactly the same as the regular PRE_NPC_COLLISION
callback but let's you specify more arguments for filtering. Return true to ignore collision, false to collide but not execute internal code and nil to continue with internal code
Callback parameters
entity
EntityNPC
collider
Entity
isLow
boolean
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
PRE_NPC_UPDATE_FILTER
Works exactly the same as the regular PRE_NPC_UPDATE
callback but let's you specify more arguments for filtering. Return true to ignore internal AI. Return nil or false otherwise
Callback parameters
entity
EntityNPC
Optional arguments
entityType
EntityType
entityVariant
integer
entitySubType
integer
PRE_SAVE_MANAGER_LOAD_FROM_DISK
Called before the save manager loads data from the disk for each mod. Return a table to be used as the library persistent data and avoid the save manager from loading the mod's data. Use this callback together with PRE_SAVE_MANAGER_SAVE_TO_DISK
if you want to use a different save manager. Note that the modName may be nil if it's only loading the library data. This will happen if no mod is using the save manager but the library is still using it internally.
Callback parameters
modName
string?
Optional arguments
modName
string
PRE_SAVE_MANAGER_SAVE_TO_DISK
Called before the save manager saves data to the disk for each mod. Return true
to skip saving for the current mod. If you choose to skip, you must save the library persistent data yourself so it can later be loaded. Use this callback together with PRE_SAVE_MANAGER_LOAD_FROM_DISK
if you want to use a different save manager. Note that the modName and modPersistentData may be nil if it's only saving the library data. This will happen if no mod is using the save manager but the library is still using it internally.
Callback parameters
modName
string?
modPersistentData
table?
libraryPersistentData
table
Optional arguments
modName
string
PRE_SLOT_COLLISION
Called from the PRE_PLAYER_COLLISION
callback whenever the player collides with a slot.
Callback parameters
slot
Entity
player
EntityPlayer?
Optional arguments
slotVariant
SlotVariant
slotSubType
integer
playerType
PlayerType
playerVariant
PlayerVariant
Last updated