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Enum "ModCallbacks"⚓︎

This is a list of all new callbacks added by REPENTOGON.

Modified Old Callbacks⚓︎

MC_USE_PILL⚓︎

MC_USE_PILL now passes PillColor as an argument. Accepts no return parameters.

ID Name Function Args Optional Args Return Type
10 MC_USE_PILL (PillEffect Effect, EntityPlayer Player, UseFlags Flags, PillColor Color) PillEffect void

MC_POST_PICKUP_SELECTION⚓︎

MC_POST_PICKUP_COLLISION now passes the Requested Variant and Requested SubType, as well as RNG.
Requested Variant and Requested SubType represents the variant and subtype set when spawning the entity.

A third optional Continue parameter has been added to the return table.
If set to true the callback will instead replace the Variant and SubType parameter with the specified values and continue running.

These changes aim to make the callback a viable option for handling pickup pools.

Usage

Internally the game always attempts to randomize the spawned pickup's variant and subtype, even when re-entering an already visited room, however there are checks in place to make sure that randomization only occurs if either of these values are initially set to 0.

Therefore, any callback should always check if RequestedVariant == 0 or RequestedSubType == 0 before attempting any modification.

That is unless the desired effect is something akin to the APRIL FOOLS's "All nickels are sticky nickels" effect, which is applied regardless of the afore mentioned restriction.

Requested Variant == 0

When Requested Variant is equal to 0 the game will randomize both the Variant and SubType of the pickup. In this case the value of Requested SubType is used as a variant blacklist.

This blacklist are listed in the NullPickupSubType enum.

ID Name Function Args Optional Args Return Type
37 MC_POST_PICKUP_SELECTION (EntityPickup Pickup,
PickupVariant Variant,
int SubType,
PickupVariant RequestedVariant,
int RequestedSubType,
RNG RNG )
- table

MC_PRE_PLAYER_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
33 MC_PRE_PLAYER_COLLISION (EntityPlayer Player, Entity Collider, boolean Low) PlayerVariant boolean or table

MC_PRE_TEAR_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
42 MC_PRE_TEAR_COLLISION (EntityTear Tear, Entity Collider, boolean Low) TearVariant boolean or table

MC_PRE_FAMILIAR_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".

For example, you can return { Collide=true } to make a familiar to collide physically with something (like an enemy, which they don't normally do) without skipping on-collision code (like you would by returning false).

ID Name Function Args Optional Args Return Type
26 MC_PRE_FAMILIAR_COLLISION (EntityFamiliar Familiar, Entity Collider, boolean Low) FamiliarVariant boolean or table

MC_PRE_BOMB_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
60 MC_PRE_BOMB_COLLISION (EntityBomb Bomb, Entity Collider, boolean Low) BombVariant boolean or table

MC_PRE_PICKUP_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
38 MC_PRE_PICKUP_COLLISION (EntityPickup Pickup, Entity Collider, boolean Low) PickupVariant boolean or table

MC_PRE_KNIFE_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
53 MC_PRE_KNIFE_COLLISION (EntityKnife Knife, Entity Collider, boolean Low) KnifeSubType boolean or table

MC_PRE_PROJECTILE_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
46 MC_PRE_PROJECTILE_COLLISION (EntityProjectile Projectile, Entity Collider, boolean Low) ProjectileVariant boolean or table

MC_PRE_NPC_COLLISION⚓︎

Now optionally accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity, such as dealing collision damage. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
30 MC_PRE_NPC_COLLISION (EntityNPC NPC, Entity Collider, boolean Low) EntityType boolean or table

MC_ENTITY_TAKE_DMG⚓︎

Now optionally accepts returning a table, with any combination of the following fields, to override the corresponding argument:

  • Damage
  • DamageFlags
  • DamageCountdown

Modified values are passed along to the remaining callbacks. Returning false to cancel the damage still skips the remaining callbacks.

ID Name Function Args Optional Args Return Type
11 MC_ENTITY_TAKE_DMG (Entity Entity, float Damage, DamageFlags DamageFlags, EntityRef Source, int DamageCountdown) EntityType boolean or table

New Callbacks⚓︎

MC_PRE_ADD_COLLECTIBLE⚓︎

Accepts a table of parameters: {Type, Charge, FirstTime, Slot, VarData}

Alternatively accepts a CollectibleType to change the type without changing any other parameters or a boolean to cancel the addition altogether (false) or force it to happen skipping the following callbacks (true).

Example Code

This code will transform every collectible into Money = Power once the player picks it up.

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function mod:myFunction(Type, Charge, FirstTime, Slot, VarData, Player)
    return CollectibleType.COLLECTIBLE_MONEY_EQUALS_POWER
end
mod:AddCallback(ModCallbacks.MC_PRE_ADD_COLLECTIBLE, mod.myFunction)

This code will force active items to be uncharged on pickup.

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function mod:myFunction(Type, Charge, FirstTime, Slot, VarData, Player)
    return {Type, 0, FirstTime, Slot, VarData}
end
mod:AddCallback(ModCallbacks.MC_PRE_ADD_COLLECTIBLE, mod.myFunction)

ID Name Function Args Optional Args Return Type
1004 MC_PRE_ADD_COLLECTIBLE (CollectibleType Type,
int Charge,
boolean FirstTime,
int Slot,
int VarData,
EntityPlayer Player)
CollectibleType table or CollectibleType

MC_POST_ADD_COLLECTIBLE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1005 MC_POST_ADD_COLLECTIBLE (CollectibleType Type,
int Charge,
boolean FirstTime,
int Slot,
int VarData,
EntityPlayer Player)
CollectibleType void

MC_POST_BACKDROP_PRE_RENDER_WALLS⚓︎

ID Name Function Args Optional Args Return Type
1109 MC_POST_BACKDROP_PRE_RENDER_WALLS void - void

MC_PRE_BACKDROP_CHANGE⚓︎

Accepts an integer to change BackdropType.

ID Name Function Args Optional Args Return Type
1141 MC_PRE_BACKDROP_CHANGE (BackdropType Type) - (BackdropType Type)

MC_PRE_BACKDROP_RENDER_FLOOR⚓︎

ID Name Function Args Optional Args Return Type
1107 MC_PRE_BACKDROP_RENDER_FLOOR (ColorModifier ColorModifier) - void

MC_PRE_BACKDROP_RENDER_WALLS⚓︎

ID Name Function Args Optional Args Return Type
1106 MC_PRE_BACKDROP_RENDER_WALLS (ColorModifier ColorModifier) - void

MC_PRE_BACKDROP_RENDER_WATER⚓︎

ID Name Function Args Optional Args Return Type
1108 MC_PRE_BACKDROP_RENDER_WATER void - void

MC_POST_BOMB_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1237 MC_POST_BOMB_COLLISION (EntityBomb Bomb,
Entity Collider,
boolean Low)
BombVariant void

MC_PRE_BOMB_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1088 MC_PRE_BOMB_RENDER (EntityBomb Bomb,
Vector Offset)
BombVariant Vector or boolean

MC_PRE_CHALLENGE_DONE⚓︎

Called before a challenge is marked as completed.

Returning false will prevent further execution of the challenge completion-tracking function.

ID Name Function Args Optional Args Return Type
1471 MC_PRE_CHALLENGE_DONE (Challenge,
EntityPlayer EntityPlayer)
Challenge boolean

MC_POST_CHALLENGE_DONE⚓︎

Called after a challenge is marked as completed.

ID Name Function Args Optional Args Return Type
1472 MC_POST_CHALLENGE_DONE (Challenge) Challenge void

MC_PRE_CHANGE_ROOM⚓︎

Accepts a table of parameters: {TargetRoomIdx, Dimension}

ID Name Function Args Optional Args Return Type
1061 MC_PRE_CHANGE_ROOM (int TargetRoomIdx,
int Dimension)
- table

MC_POST_ACHIEVEMENT_UNLOCK⚓︎

Called after an achievement is unlocked.

ID Name Function Args Optional Args Return Type
1476 MC_POST_ACHIEVEMENT_UNLOCK (Achievement AchievementID) Achievement void

MC_PRE_COMPLETION_EVENT⚓︎

Can return a new CompletionType or false to cancel the completion event. Canceling it will prevent all marks and completion event related stuff to trigger for all players.

ID Name Function Args Optional Args Return Type
1049 MC_PRE_COMPLETION_EVENT (CompletionType Completion) - CompletionType, boolean

MC_POST_COMPLETION_EVENT⚓︎

Called when a completion event is recorded, such as when defeating an end boss or unlocking a tainted character.

ID Name Function Args Optional Args Return Type
1052 MC_POST_COMPLETION_EVENT (CompletionType Completion) - void

MC_PRE_COMPLETION_MARKS_RENDER⚓︎

Can return false to prevent the completion marks from rendering.

ID Name Function Args Optional Args Return Type
1216 MC_PRE_COMPLETION_MARKS_RENDER (Sprite CompletionMarksSprite,
Vector RenderPos,
Vector RenderScale,
int PlayerType)
- void

MC_POST_COMPLETION_MARKS_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1217 MC_POST_COMPLETION_MARKS_RENDER (Sprite CompletionMarksSprite,
Vector RenderPos,
Vector RenderScale,
int PlayerType)
- void

MC_COMPLETION_MARK_GET⚓︎

Can return false to cancel the completion mark.

Called when the player gets a completion mark, getting as a parameter the code for the mark in question and the playertype.

ID Name Function Args Optional Args Return Type
1047 MC_COMPLETION_MARK_GET (CompletionType Completion,
int PlayerType)
PlayerType void or false

MC_POST_COMPLETION_MARK_GET⚓︎

Called after the player gets a completion mark, getting as a parameter the code for the mark in question and the playertype.

ID Name Function Args Optional Args Return Type
1048 MC_POST_COMPLETION_MARK_GET (CompletionType Completion,
int PlayerType)
PlayerType void

MC_CONSOLE_AUTOCOMPLETE⚓︎

This is called whenever a function with the CUSTOM AutocompleteType enum is being entered into the console. Called every time the console input changes.

Accepts a table. The table can hold both string values, which will just add the string as a parameter in autocomplete for the command, and a table of two strings which will add the first string as the parameter, and second as a description. Description can be used in autocomplete as well, however pressing TAB will properly autocomplete using the ID, not description (Think the giveitem command, as an example- c1 would be The Sad Onion's "parameter" and The Sad Onion would be the "description", and both work. Pressing TAB will turn the command into give c1.)

REPENTOGON handles only showing options relevant for the given input- simply return a table of options, and REPENTOGON will take care of the rest.

ID Name Function Args Optional Args Return Type
1120 MC_CONSOLE_AUTOCOMPLETE (string Command,
string Params)
string Command table

MC_PRE_DEVIL_APPLY_ITEMS⚓︎

This callback is run when the game starts to tally up traditional items for devil deal calculation. This is called before the stage penalty.

Most items that affect devil deal chance perform their changes here.

Accepts a float to modify the chance in this step of the calculation.

ID Name Function Args Optional Args Return Type
1130 MC_PRE_DEVIL_APPLY_ITEMS (float Chance) - float

MC_PRE_DEVIL_APPLY_SPECIAL_ITEMS⚓︎

Next, the game applies "special" items which bypass the stage penalty like Goat Head and Eucharist.

Accepts a float to modify the chance in this step of the calculation.

ID Name Function Args Optional Args Return Type
1132 MC_PRE_DEVIL_APPLY_SPECIAL_ITEMS (float Chance) - float

MC_PRE_DEVIL_APPLY_STAGE_PENALTY⚓︎

Next, the game calculates stage penalty. If a deal spawned anywhere on the previous two floors, the game decays the resulting chance by either 50% or 25% depending on how many deals have been taken.

Important to note that even though the game displays a value of ~66% or ~33% for the 50% and 25% values, respectively, this is because devil chance is not clamped to a value between 0 and 1, and "100%" without items generally means a value of ~133%.

Accepts a boolean. Return false to bypass the stage penalty.

ID Name Function Args Optional Args Return Type
1131 MC_PRE_DEVIL_APPLY_STAGE_PENALTY void - boolean

MC_POST_DEVIL_CALCULATE⚓︎

This will override all previous calculation values, ultimately dictating the devil chance.

Accepts a float to modify the chance.

ID Name Function Args Optional Args Return Type
1133 MC_POST_DEVIL_CALCULATE (float Chance) - float

MC_PRE_EFFECT_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1087 MC_PRE_EFFECT_RENDER (EntityEffect Effect,
Vector Offset)
EffectVariant Vector or boolean

MC_POST_ENTITY_TAKE_DMG⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1006 MC_POST_ENTITY_TAKE_DMG (Entity Entity,
float Damage,
DamageFlags DamageFlags,
EntityRef Source,
int DamageCountdown)
EntityType void

MC_PRE_ENTITY_THROW⚓︎

Accepts a Vector which will modify the velocity of the thrown entity.

ID Name Function Args Optional Args Return Type
1040 MC_PRE_ENTITY_THROW (EntityPlayer ThrowingPlayer,
Entity HeldEntity,
Vector Velocity)
- Vector

MC_POST_ENTITY_THROW⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1041 MC_POST_ENTITY_THROW (EntityPlayer ThrowingPlayer,
Entity ThrownEntity,
Vector Velocity)
- void

MC_POST_FAMILIAR_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1235 MC_POST_FAMILIAR_COLLISION (EntityFamiliar Familiar,
Entity Collider,
boolean Low)
FamiliarVariant void

MC_POST_FAMILIAR_FIRE_BRIMSTONE⚓︎

Called when a familiar fires a brimstone laser.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1261 MC_POST_FAMILIAR_FIRE_BRIMSTONE (EntityLaser Laser) FamiliarVariant void

MC_POST_FAMILIAR_FIRE_PROJECTILE⚓︎

Called when a familiar fires a tear.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1252 MC_POST_FAMILIAR_FIRE_PROJECTILE (EntityTear Tear) FamiliarVariant void

MC_POST_FAMILIAR_FIRE_TECH_LASER⚓︎

Called when a familiar fires a Tech laser.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1262 MC_POST_FAMILIAR_FIRE_TECH_LASER (EntityLaser Laser) FamiliarVariant void

MC_PRE_FAMILIAR_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1080 MC_PRE_FAMILIAR_RENDER (EntityFamiliar Familiar,
Vector Offset)
FamiliarVariant Vector or boolean

MC_POST_FIRE_BOMB⚓︎

Called when the player fires a Dr. Fetus bomb.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1253 MC_POST_FIRE_BOMB (EntityBomb Bomb) - void

MC_POST_FIRE_BONE_CLUB⚓︎

Called when the player fired The Forgotten's bone club.

This is only called when the club is initially spawned, not when swung or charged and shot.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1254 MC_POST_FIRE_BONE_CLUB (EntityKnife Knife) - void

MC_POST_FIRE_BRIMSTONE_BALL⚓︎

Called when the player fires a brimstone ball.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1256 MC_POST_FIRE_BRIMSTONE_BALL (EntityEffect Effect) - void

MC_POST_FIRE_BRIMSTONE⚓︎

Called when the player fires a brimstone laser.

This is also called for delayed brimstone.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1255 MC_POST_FIRE_BRIMSTONE (EntityLaser Laser) - void

MC_POST_FIRE_KNIFE⚓︎

Called when the player fires the knife from Mom's Knife.

This is only called when the club is initially spawned, not when charged and shot.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1257 MC_POST_FIRE_KNIFE (EntityKnife Knife) - void

MC_POST_FIRE_SWORD⚓︎

Called when the player swings the sword from Spirit Sword.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1258 MC_POST_FIRE_SWORD (EntityKnife Knife) - void

MC_POST_FIRE_TECH_LASER⚓︎

Called when the player fires a Tech laser.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1259 MC_POST_FIRE_TECH_LASER (EntityLaser Laser) - void

MC_POST_FIRE_TECH_X_LASER⚓︎

Called when the player fires a Tech X laser.

Returning any value will have no effect on later callback executions.

ID Name Function Args Optional Args Return Type
1260 MC_POST_FIRE_TECH_X_LASER (EntityLaser Laser) - void

MC_GET_FOLLOWER_PRIORITY⚓︎

Accepts FollowerPriority to give familiar priority. Can accept any int.

ID Name Function Args Optional Args Return Type
1063 MC_GET_FOLLOWER_PRIORITY (EntityFamiliar Familiar) FamiliarVariant FollowerPriority or int

MC_PRE_GET_LIGHTING_ALPHA⚓︎

Accepts a float to modify the lighting alpha. Generally this is between 0 and 1 but you can technically go higher than this.

ID Name Function Args Optional Args Return Type
1150 MC_PRE_GET_LIGHTING_ALPHA (float OriginalAlpha) - float

MC_GET_SHOP_ITEM_PRICE⚓︎

Called after the price for a shop item was calculated. Return an integer or PickupPrice to change the price of the item.

ID Name Function Args Optional Args Return Type
1066 MC_GET_SHOP_ITEM_PRICE (int PickupVariant,
int PickupSubType,
int ShopItemID,
int Price)
int PickupVariant

MC_PRE_GRID_ENTITY_DECORATION_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1444 MC_PRE_GRID_ENTITY_DECORATION_RENDER (GridEntityDecoration Decoration,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_DECORATION_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1445 MC_POST_GRID_ENTITY_DECORATION_RENDER (GridEntityDecoration Decoration) GridEntityType void

MC_PRE_GRID_ENTITY_DECORATION_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1400 MC_PRE_GRID_ENTITY_DECORATION_UPDATE (GridEntityDecoration Decoration) GridEntityType boolean

MC_POST_GRID_ENTITY_DECORATION_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1401 MC_POST_GRID_ENTITY_DECORATION_UPDATE (GridEntityDecoration Decoration) GridEntityType void

MC_PRE_GRID_ENTITY_DOOR_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1446 MC_PRE_GRID_ENTITY_DOOR_RENDER (GridEntityDoor Door,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_DOOR_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1447 MC_POST_GRID_ENTITY_DOOR_RENDER (GridEntityDoor Door) GridEntityType void

MC_PRE_GRID_ENTITY_DOOR_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1402 MC_PRE_GRID_ENTITY_DOOR_UPDATE (GridEntityDoor Door) GridEntityType boolean

MC_POST_GRID_ENTITY_DOOR_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1403 MC_POST_GRID_ENTITY_DOOR_UPDATE (GridEntityDoor Door) GridEntityType void

MC_PRE_GRID_ENTITY_FIRE_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

Warning

Fire grid entities are largely unused, and in most cases you'll want to target the EntityNPC fireplaces.

ID Name Function Args Optional Args Return Type
1448 MC_PRE_GRID_ENTITY_FIRE_RENDER (GridEntityFire Fire,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_FIRE_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1449 MC_POST_GRID_ENTITY_FIRE_RENDER (GridEntityFire Fire) GridEntityType void

MC_PRE_GRID_ENTITY_FIRE_UPDATE⚓︎

Accepts false to cancel the update.

Warning

Fire grid entities are largely unused, and in most cases you'll want to target the EntityNPC fireplaces.

ID Name Function Args Optional Args Return Type
1404 MC_PRE_GRID_ENTITY_FIRE_UPDATE (GridEntityFire Fire) GridEntityType boolean

MC_POST_GRID_ENTITY_FIRE_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1405 MC_POST_GRID_ENTITY_FIRE_UPDATE (GridEntityFire Fire) GridEntityType void

MC_PRE_GRID_ENTITY_GRAVITY_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1406 MC_PRE_GRID_ENTITY_GRAVITY_UPDATE (GridEntityGravity Gravity) GridEntityType boolean

MC_POST_GRID_ENTITY_GRAVITY_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1407 MC_POST_GRID_ENTITY_GRAVITY_UPDATE (GridEntityGravity Gravity) GridEntityType void

MC_PRE_GRID_ENTITY_LOCK_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1450 MC_PRE_GRID_ENTITY_LOCK_RENDER (GridEntityLock Lock,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_LOCK_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1451 MC_POST_GRID_ENTITY_LOCK_RENDER (GridEntityLock Lock) GridEntityType void

MC_PRE_GRID_ENTITY_LOCK_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1408 MC_PRE_GRID_ENTITY_LOCK_UPDATE (GridEntityLock Lock) GridEntityType boolean

MC_POST_GRID_ENTITY_LOCK_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1409 MC_POST_GRID_ENTITY_LOCK_UPDATE (GridEntityLock Lock) GridEntityType void

MC_PRE_GRID_ENTITY_PIT_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1454 MC_PRE_GRID_ENTITY_PIT_RENDER (GridEntityPit Pit,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_PIT_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1455 MC_POST_GRID_ENTITY_PIT_RENDER (GridEntityPit Pit) GridEntityType void

MC_PRE_GRID_ENTITY_PIT_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1410 MC_PRE_GRID_ENTITY_PIT_UPDATE (GridEntityPit Pit) GridEntityType boolean

MC_POST_GRID_ENTITY_PIT_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1411 MC_POST_GRID_ENTITY_PIT_UPDATE (GridEntityPit Pit) GridEntityType void

MC_PRE_GRID_ENTITY_POOP_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

Warning

This callback does not include the EntityNPC poops used by Tainted ???.

ID Name Function Args Optional Args Return Type
1456 MC_PRE_GRID_ENTITY_POOP_RENDER (GridEntityPoop Poop,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_POOP_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1457 MC_POST_GRID_ENTITY_POOP_RENDER (GridEntityPoop Poop) GridEntityType void

MC_PRE_GRID_ENTITY_POOP_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1412 MC_PRE_GRID_ENTITY_POOP_UPDATE (GridEntityPoop Poop) GridEntityType boolean

MC_POST_GRID_ENTITY_POOP_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1413 MC_POST_GRID_ENTITY_POOP_UPDATE (GridEntityPoop Poop) GridEntityType void

MC_PRE_GRID_ENTITY_PRESSUREPLATE_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1460 MC_PRE_GRID_ENTITY_PRESSUREPLATE_RENDER (GridEntityPressurePlate PressurePlate,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_PRESSUREPLATE_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1461 MC_POST_GRID_ENTITY_PRESSUREPLATE_RENDER (GridEntityPressurePlate PressurePlate) GridEntityType void

MC_PRE_GRID_ENTITY_PRESSUREPLATE_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1414 MC_PRE_GRID_ENTITY_PRESSUREPLATE_UPDATE (GridEntityPressurePlate PressurePlate) GridEntityType boolean

MC_POST_GRID_ENTITY_PRESSUREPLATE_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1415 MC_POST_GRID_ENTITY_PRESSUREPLATE_UPDATE (GridEntityPressurePlate PressurePlate) GridEntityType void

MC_PRE_GRID_ENTITY_ROCK_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1458 MC_PRE_GRID_ENTITY_ROCK_RENDER (GridEntityRock Rock,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_ROCK_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1459 MC_POST_GRID_ENTITY_ROCK_RENDER (GridEntityRock Rock) GridEntityType void

MC_PRE_GRID_ENTITY_ROCK_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1416 MC_PRE_GRID_ENTITY_ROCK_UPDATE (GridEntityRock Rock) GridEntityType boolean

MC_POST_GRID_ENTITY_ROCK_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1417 MC_POST_GRID_ENTITY_ROCK_UPDATE (GridEntityRock Rock) GridEntityType void

MC_PRE_GRID_ENTITY_SPAWN⚓︎

This is called when a GridEntity is spawned outside of Room initialization.

Accepts false to cancel spawning the grid, a table of {Type, Variant, Vardata, SpawnSeed} to modify it, or a GridEntityDesc to override it entirely.

Warning

Desc will in most cases be nil. The exceptions to this are the poops spawned by Mole npcs, grids spawned by TurnGold, or lua-made spawns called with the new SpawnGridEntity(int GridIndex, GridEntityDesc Descriptor) override.

ID Name Function Args Optional Args Return Type
1100 MC_PRE_GRID_ENTITY_SPAWN (GridEntityType Type,
int Variant,
int VarData,
int GridIdx,
int SpawnSeed,
GridEntityDesc Desc)
GridEntityType Type boolean, table, or GridEntityDesc

MC_POST_GRID_ENTITY_SPAWN⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1101 MC_POST_GRID_ENTITY_SPAWN (GridEntity Grid) GridEntityType Type void

MC_PRE_GRID_ENTITY_SPIKES_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1432 MC_PRE_GRID_ENTITY_SPIKES_RENDER (GridEntitySpikes Grid,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_SPIKES_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1433 MC_POST_GRID_ENTITY_SPIKES_RENDER (GridEntitySpikes Grid) GridEntityType void

MC_PRE_GRID_ENTITY_SPIKES_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1418 MC_PRE_GRID_ENTITY_SPIKES_UPDATE (GridEntitySpikes Spikes) GridEntityType boolean

MC_POST_GRID_ENTITY_SPIKES_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1419 MC_POST_GRID_ENTITY_SPIKES_UPDATE (GridEntitySpikes Spikes) GridEntityType void

MC_PRE_GRID_ENTITY_STAIRCASE_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1440 MC_PRE_GRID_ENTITY_STAIRCASE_RENDER (GridEntityStairs Staircase,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_STAIRCASE_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1441 MC_POST_GRID_ENTITY_STAIRCASE_RENDER (GridEntityStairs Staircase) GridEntityType void

MC_PRE_GRID_ENTITY_STAIRCASE_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1420 MC_PRE_GRID_ENTITY_STAIRCASE_UPDATE (GridEntityStairs Staircase) GridEntityType boolean

MC_POST_GRID_ENTITY_STAIRCASE_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1421 MC_POST_GRID_ENTITY_STAIRCASE_UPDATE (GridEntityStairs Staircase) GridEntityType void

MC_PRE_GRID_ENTITY_STATUE_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1422 MC_PRE_GRID_ENTITY_STATUE_UPDATE (GridEntityStatue Statue) GridEntityType boolean

MC_POST_GRID_ENTITY_STATUE_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1423 MC_POST_GRID_ENTITY_STATUE_UPDATE (GridEntityStatue Statue) GridEntityType void

MC_PRE_GRID_ENTITY_TELEPORTER_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1452 MC_PRE_GRID_ENTITY_TELEPORTER_RENDER (GridEntityTeleporter Teleporter,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_TELEPORTER_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1453 MC_POST_GRID_ENTITY_TELEPORTER_RENDER (GridEntityTeleporter Teleporter) GridEntityType void

MC_PRE_GRID_ENTITY_TELEPORTER_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1424 MC_PRE_GRID_ENTITY_TELEPORTER_UPDATE (GridEntityTeleporter Teleporter) GridEntityType boolean

MC_POST_GRID_ENTITY_TELEPORTER_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1425 MC_POST_GRID_ENTITY_TELEPORTER_UPDATE (GridEntityTeleporter Teleporter) GridEntityType void

MC_PRE_GRID_ENTITY_TNT_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1436 MC_PRE_GRID_ENTITY_TNT_RENDER (GridEntityTNT TNT,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_TNT_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1437 MC_POST_GRID_ENTITY_TNT_RENDER (GridEntityTNT TNT) GridEntityType void

MC_PRE_GRID_ENTITY_TNT_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1430 MC_PRE_GRID_ENTITY_TNT_UPDATE (GridEntityTNT TNT) GridEntityType boolean

MC_POST_GRID_ENTITY_TNT_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1431 MC_POST_GRID_ENTITY_TNT_UPDATE (GridEntityTNT TNT) GridEntityType void

MC_PRE_GRID_ENTITY_TRAPDOOR_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1438 MC_PRE_GRID_ENTITY_TRAPDOOR_RENDER (GridEntityTrapDoor TrapDoor,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_TRAPDOOR_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1439 MC_POST_GRID_ENTITY_TRAPDOOR_RENDER (GridEntityTrapDoor TrapDoor) GridEntityType void

MC_PRE_GRID_ENTITY_TRAPDOOR_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1426 MC_PRE_GRID_ENTITY_TRAPDOOR_UPDATE (GridEntityTrapDoor TrapDoor) GridEntityType boolean

MC_POST_GRID_ENTITY_TRAPDOOR_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1427 MC_POST_GRID_ENTITY_TRAPDOOR_UPDATE (GridEntityTrapDoor TrapDoor) GridEntityType void

MC_PRE_GRID_ENTITY_WALL_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1462 MC_PRE_GRID_ENTITY_WALL_RENDER (GridEntityWall Wall,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_WALL_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1463 MC_POST_GRID_ENTITY_WALL_RENDER (GridEntityWall Wall) GridEntityType void

MC_PRE_GRID_ENTITY_WEB_RENDER⚓︎

Accepts a Vector to modify render offset or false to cancel rendering.

ID Name Function Args Optional Args Return Type
1434 MC_PRE_GRID_ENTITY_WEB_RENDER (GridEntityWeb Web,
Vector Offset)
GridEntityType Vector or boolean

MC_POST_GRID_ENTITY_WEB_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1435 MC_POST_GRID_ENTITY_WEB_RENDER (GridEntityWeb Web) GridEntityType void

MC_PRE_GRID_ENTITY_WEB_UPDATE⚓︎

Accepts false to cancel the update.

ID Name Function Args Optional Args Return Type
1428 MC_PRE_GRID_ENTITY_WEB_UPDATE (GridEntityWeb Web) GridEntityType boolean

MC_POST_GRID_ENTITY_WEB_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1429 MC_POST_GRID_ENTITY_WEB_UPDATE (GridEntityWeb Web) GridEntityType void

MC_GRID_HURT_DAMAGE⚓︎

Return false if entity or player should ignore damage from it.

ID Name Function Args Optional Args Return Type
1012 MC_GRID_HURT_DAMAGE (GridEntity GridEntity,
Entity Entity,
int DamageAmount,
DamageFlags DamageFlags,
float Unknown boolean Unknown)
GridEntityType boolean

MC_POST_GRID_HURT_DAMAGE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1013 MC_POST_GRID_HURT_DAMAGE (GridEntity GridEntity,
Entity Entity,
int DamageAmount,
DamageFlags DamageFlags,
float Unknown boolean Unknown)
GridEntityType void

MC_POST_GRID_ROCK_DESTROY⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1011 MC_POST_GRID_ROCK_DESTROY (GridEntityRock Rock,
GridEntityType Type,
boolean Immediate)
GridEntityType void

MC_HUD_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1022 MC_HUD_RENDER void - void

MC_POST_HUD_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1024 MC_POST_HUD_RENDER void - void

MC_HUD_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1020 MC_HUD_UPDATE void - void

MC_POST_HUD_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1021 MC_POST_HUD_UPDATE void - void

MC_IS_PERSISTENT_ROOM_ENTITY⚓︎

Returning true allows entity to respawn.

ID Name Function Args Optional Args Return Type
1263 MC_IS_PERSISTENT_ROOM_ENTITY (EntityType Type,
int Variant)
- boolean

MC_PRE_ITEM_OVERLAY_SHOW⚓︎

Accepts an integer to change Giantbook

Alternatively accepts true to cancel item overlay show

ID Name Function Args Optional Args Return Type
1076 MC_PRE_ITEM_OVERLAY_SHOW (Giantbook GiantbookID,
int Delay,
EntityPlayer Player)
Giantbook Giantbook or boolean

MC_POST_ITEM_OVERLAY_SHOW⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1134 MC_POST_ITEM_OVERLAY_SHOW (Giantbook GiantbookID,
int Delay,
EntityPlayer Player)
Giantbook void

MC_POST_ITEM_OVERLAY_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1075 MC_POST_ITEM_OVERLAY_UPDATE void Giantbook void

MC_POST_KNIFE_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1243 MC_POST_KNIFE_COLLISION (EntityKnife Knife,
Entity Collider,
boolean Low)
KnifeSubType void

MC_PRE_KNIFE_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1086 MC_PRE_KNIFE_RENDER (EntityKnife Knife,
Vector Offset)
KnifeVariant Vector or boolean

MC_PRE_LASER_COLLISION⚓︎

Runs right before a laser hits an entity. Return true to ignore the collision.

ID Name Function Args Optional Args Return Type
1248 MC_PRE_LASER_COLLISION (EntityLaser Laser,
Entity Collider)
LaserVariant boolean

MC_POST_LASER_COLLISION⚓︎

Runs after a laser hits an entity.

ID Name Function Args Optional Args Return Type
1249 MC_POST_LASER_COLLISION (EntityLaser Laser,
Entity Collider)
LaserVariant void

MC_PRE_LEVEL_INIT⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1060 MC_PRE_LEVEL_INIT void - void

MC_POST_LEVEL_LAYOUT_GENERATED⚓︎

ID Name Function Args Optional Args Return Type
1099 MC_POST_LEVEL_LAYOUT_GENERATED (LevelGenerator LevelGenerator) - void

MC_PRE_LEVEL_PLACE_ROOM⚓︎

Return a room config to replace the room that will be placed

Warning

The new room shape must be the same, and the new available door slots must be compatible with the original room doors.

ID Name Function Args Optional Args Return Type
1137 MC_PRE_LEVEL_PLACE_ROOM (LevelGeneratorRoom Slot,
RoomConfigRoom RoomConfig,
int Seed)
- RoomConfigRoom Config

MC_PRE_LEVEL_SELECT⚓︎

This callback is fired when the game selects which level (also known as stage) to load, usually when the player enters a trapdoor. The callback accepts two parameters:

  • Level: the level selected by the game, as defined in the LevelStage enumeration.
  • Type: the type of the level selected by the game, as defined in the StageType enumeration.

This callback can return either nothing or a table.

  • Nothing: let the game continue with the level stage / stage type pair it selected;
  • Table: must contain two fields (anonymous). The first field is the desired level stage, second field is the desired stage type.

If you return a table, Repentogon will check that the values fall in the allowed ranges for the level stage and the stage type.

Value ranges

Remember that the range of level types is not the same between normal / hard on one side and greed / greedier on the other.

Also remember that since Repentance the stage type value 3 is deprecated.

ID Name Function Args Optional Args Return Type
1104 MC_PRE_LEVEL_SELECT (LevelStage Level,
StageType Type)
- void

MC_MAIN_MENU_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1023 MC_MAIN_MENU_RENDER void - void

MC_PRE_MEGA_SATAN_ENDING⚓︎

Called right before Mega Satan forcibly ends the game.

  • Accepts true to suppress the ending, guaranteeing a portal to the Void while retaining the completion mark for this character.
  • false or nil will have no effect. I might look into making false guarantee an ending?
ID Name Function Args Optional Args Return Type
1201 MC_PRE_MEGA_SATAN_ENDING void - boolean

MC_MENU_INPUT_ACTION⚓︎

Same as MC_INPUT_ACTION, but only works in the main menu.

ID Name Function Args Optional Args Return Type
1464 MC_MENU_INPUT_ACTION (Entity,
InputHook,
ButtonAction)
InputHook boolean or float

MC_POST_MODS_LOADED⚓︎

Called after all Lua scripts have been loaded. Ideal for running code that is expected to run after all mods are initialized, but without the need for load order idiocy!

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1210 MC_POST_MODS_LOADED void - void

MC_PRE_MUSIC_LAYER_TOGGLE⚓︎

Accepts a music layer ID (enum pending) to change the layer, or a boolean to change the state of the layer: true to keep it running, false to stop it.

CurrentState returns true if the layer is going to be enabled, and false if it is going to be disabled.

ID Name Function Args Optional Args Return Type
1035 MC_PRE_MUSIC_LAYER_TOGGLE (int ID,
boolean CurrentState)
int int or boolean

MC_PRE_MUSIC_PLAY_JINGLE⚓︎

Accepts a Music to change the track

Alternatively accepts false to cancel the track

ID Name Function Args Optional Args Return Type
1094 MC_PRE_MUSIC_PLAY_JINGLE (Music MusicID) Music Music or boolean

MC_PRE_MUSIC_PLAY⚓︎

Accepts a table of parameters: {ID, Volume OR FadeRate}

Alternatively accepts a Music to change the track without changing volume or fade rate

Alternatively accepts false to cancel the track

Volume vs. FadeRate

This callback is called for both MusicManager::Play and MusicManager::Crossfade! IsFade is provided to distinguish the two.

Example Code

This code will replace all music track with the flooded caves theme (for better or for worse).

1
2
3
4
function mod:myFunction(ID, Volume, IsFade)
    return Music.MUSIC_FLOODED_CAVES
end
mod:AddCallback(ModCallbacks.MC_PRE_MUSIC_PLAY, mod.myFunction)

ID Name Function Args Optional Args Return Type
1034 MC_PRE_MUSIC_PLAY (int ID,
float Volume OR float FadeRate,
boolean IsFade)
Music table or Music or boolean

MC_PRE_M_MORPH_ACTIVE⚓︎

This callback triggers when an active gets rerolled by 'M (trinket id 138) and allows for overriding its behavior.

  • Accepts a CollectibleType to override the rerolled item id or false to prevent the active from rerolling entirely.
ID Name Function Args Optional Args Return Type
1190 MC_PRE_M_MORPH_ACTIVE (EntityPlayer Player,
CollectibleType Collectible)
- CollectibleType

MC_PRE_NEW_ROOM⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1200 MC_PRE_NEW_ROOM (Room Room,
RoomDescriptor Descriptor)
- void

MC_POST_NIGHTMARE_SCENE_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1102 MC_POST_NIGHTMARE_SCENE_RENDER void - void

MC_POST_NIGHTMARE_SCENE_SHOW⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1103 MC_POST_NIGHTMARE_SCENE_SHOW (boolean Unknown) - void

MC_POST_NPC_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1247 MC_POST_NPC_COLLISION (EntityNPC NPC,
Entity Collider,
boolean Low)
EntityType void

MC_PRE_NPC_MORPH⚓︎

Accepts a table of parameters: {EntityType, Variant, SubType, Championid} or just {EntityType, Variant, SubType}.

Returning false cancels the morph.

ID Name Function Args Optional Args Return Type
1212 MC_PRE_NPC_MORPH (EntityNPC NPC,
int EntityType,
int Variant,
int SubType,
int Championid)
- table or boolean

MC_POST_NPC_MORPH⚓︎

Runs after the Morph already happened.

ID Name Function Args Optional Args Return Type
1214 MC_POST_NPC_MORPH (EntityNPC NPC,
int PreviousType,
int PreviousVariant,
int PreviousSubType)
- void

MC_NPC_PICK_TARGET⚓︎

Called whenever an EntityNPC selects its target, such as when EntityNPC:GetPlayerTarget() is called.

Return an entity to make the NPC target that entity instead.

ID Name Function Args Optional Args Return Type
1222 MC_NPC_PICK_TARGET (EntityNPC NPC,
Entity CurrentTarget)
EntityType Entity

MC_POST_NPC_DARK_RED_CHAMPION_REGEN⚓︎

Runs right after a dark red champion regenerates out of the goo form.

ID Name Function Args Optional Args Return Type
1223 MC_POST_NPC_DARK_RED_CHAMPION_REGEN (EntityNPC NPC) EntityType void

MC_EVALUATE_CUSTOM_CACHE⚓︎

Called when a custom cache is evaluated (see items.xml). Return a number to modify the value. Modified values are passed onto the next callback.

The initial value is always 0. The most recent result can be obtained at any time using player:GetCustomCacheValue("mycustomcache")

ID Name Function Args Optional Args Return Type
1224 MC_EVALUATE_CUSTOM_CACHE (EntityPlayer Player, CustomCacheTag string, float Value) string CustomCacheTag void

MC_EVALUATE_FAMILIAR_MULTIPLIER⚓︎

Called when a familiar's cached multiplier needs to be re-evaluated. Return a number to modify the multiplier. Modified values are passed to the next callback.

Effects such as BFFs or Hive Mind have already been applied at this point.

Note that the result of this callback is cached, so the callback only runs when needed. It will be triggered if an item with the familiarmultiplier "customcache" is added/removed (see items.xml) or if familiar:InvalidateCachedMultiplier() is called.

ID Name Function Args Optional Args Return Type
1225 MC_EVALUATE_FAMILIAR_MULTIPLIER (EntityFamiliar Familiar, float Mult, EntityPlayer Player) FamiliarVariant void

MC_PRE_NPC_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1081 MC_PRE_NPC_RENDER (EntityNPC NPC,
Vector Offset)
EntityType Vector or boolean

MC_PRE_NPC_SPLIT⚓︎

Called when the game is about to decide whether or not an EntityNPC can be split, ie the Meat Cleaver effect.

Return true to prevent the split, false to allow it even if blacklisted, or nil to continue default behavior.

ID Name Function Args Optional Args Return Type
1191 MC_PRE_NPC_SPLIT (EntityNPC NPC,
boolean IsBlacklisted)
EntityType boolean

MC_PRE_OPENGL_RENDER⚓︎

Gets called right before the Manager::Render() function gets called.

ID Name Function Args Optional Args Return Type
1136 MC_PRE_OPENGL_RENDER (VertexBuffer,
int shaderId,
RenderContext)
- ?

MC_PRE_PAUSE_SCREEN_RENDER⚓︎

Can return false to prevent the pause screen from rendering. Doing so will also prevent the screen from darkening.

ID Name Function Args Optional Args Return Type
1218 MC_PRE_PAUSE_SCREEN_RENDER (Sprite PauseBody,
Sprite PauseStats)
- boolean

MC_POST_PAUSE_SCREEN_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1219 MC_POST_PAUSE_SCREEN_RENDER (Sprite PauseBody,
Sprite PauseStats)
- void

MC_POST_PICKUP_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1239 MC_POST_PICKUP_COLLISION (EntityPickup Pickup,
Entity Collider,
boolean Low)
PickupVariant void

MC_PRE_PICKUP_COMPOSTED⚓︎

This callback is called when a pickup is consumed with the compost active. Accepts false to cancel the pickup getting consumed.

ID Name Function Args Optional Args Return Type
1267 MC_PRE_PICKUP_VOIDED (EntityPickup Pickup) PickupVariant boolean

MC_PICKUP_GET_COIN_VALUE⚓︎

Accepts int CoinValue to modify the amount of coins a coin can give you on pickup.

ID Name Function Args Optional Args Return Type
1250 MC_PICKUP_GET_COIN_VALUE (EntityPickup Pickup) CoinSubType int CoinValue

MC_PRE_PICKUP_MORPH⚓︎

Accepts a table of parameters: {EntityType, Variant, SubType, KeepPrice, KeepSeed, IgnoreModifiers} or just {EntityType, Variant, SubType}.

Returning false cancels the morph.

ID Name Function Args Optional Args Return Type
1213 MC_PRE_PICKUP_MORPH (EntityPickup Pickup,
int EntityType,
int Variant,
int SubType,
boolean KeepPrice,
boolean KeepSeed,
boolean IgnoreModifiers)
- table or boolean

MC_POST_PICKUP_MORPH⚓︎

Runs after the morph already happened.

ID Name Function Args Optional Args Return Type
1215 MC_POST_PICKUP_MORPH (EntityPickup Pickup,
int PreviousType,
int PreviousVariant,
int SubType,
boolean KeptPrice,
boolean KeptSeed,
boolean IgnoredModifiers)
- void

MC_PRE_PICKUP_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1083 MC_PRE_PICKUP_RENDER (EntityPickup Pickup,
Vector Offset)
PickupVariant Vector or boolean

MC_POST_PICKUP_SHOP_PURCHASE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1062 MC_POST_PICKUP_SHOP_PURCHASE (EntityPickup Pickup,
EntityPlayer Player,
int MoneySpent)
PickupVariant void

MC_PRE_PICKUP_VOIDED_ABYSS⚓︎

This callback is called when a pickup is consumed with the abyss active. Accepts false to cancel the pickup getting consumed.

ID Name Function Args Optional Args Return Type
1266 MC_PRE_PICKUP_VOIDED_ABYSS (EntityPickup Pickup) PickupVariant boolean

MC_PRE_PICKUP_VOIDED⚓︎

This callback is called when a pickup is consumed with the void active or black rune. The IsBlackRune parameter indicates the source. If black rune is used, the callback gets fired both for pedestal items and for small pickups that turn into flies. Accepts false to cancel the pickup getting consumed.

ID Name Function Args Optional Args Return Type
1265 MC_PRE_PICKUP_VOIDED (EntityPickup Pickup,
boolean IsBlackRune)
PickupVariant boolean

MC_PRE_PLANETARIUM_APPLY_ITEMS⚓︎

After checking the amount of treasure rooms entered, the game applies flat item chances. This is where Crystal Ball, Magic 8 Ball and Sausage's chances get added, as well as Telescope Lens's additional 15% chance.

If you're looking to add an item like Telescope Lens which modifies the base chance, have a look at MC_PRE_PLANETARIUM_APPLY_TELESCOPE_LENS instead.

Accepts a float to modify the chance in this step of the calculation.

ID Name Function Args Optional Args Return Type
1113 MC_PRE_PLANETARIUM_APPLY_ITEMS (float Chance) - float

MC_PRE_PLANETARIUM_APPLY_PLANETARIUM_PENALTY⚓︎

After ensuring the stage is valid, the game then checks if a planetarium has been entered before. If so, the chance will be locked at 1% (10% with Telescope Lens).

If you're looking to add an item like Telescope Lens which modifies the base chance, have a look at MC_PRE_PLANETARIUM_APPLY_TELESCOPE_LENS instead.

Accepts a boolean. Return false to bypass the planetarium enter penalty.

ID Name Function Args Optional Args Return Type
1111 MC_PRE_PLANETARIUM_APPLY_PLANETARIUM_PENALTY void - boolean

MC_PRE_PLANETARIUM_APPLY_STAGE_PENALTY⚓︎

This callback is run at the start of planetarium calculation. Before running calculation, the game first checks if the current floor is valid to spawn a planetarium. If the current floor is invalid, all further calculation (and thus, all further callbacks) will be canceled.

By default, planetariums cannot spawn past Depths II (Womb II with Telescope Lens).

This callback can be used, for example, to add custom planetarium spawn rules on custom floors, or to add new items like Telescope Lens which can augment the rules.

Accepts a boolean. Return false to bypass the planetarium stage penalty.

ID Name Function Args Optional Args Return Type
1110 MC_PRE_PLANETARIUM_APPLY_STAGE_PENALTY void - boolean

MC_PRE_PLANETARIUM_APPLY_TELESCOPE_LENS⚓︎

Finally, after checking all of the above, Telescope Lens adds an additional 9% chance to the base chance, bringing the base generation chance to 10%.

Accepts a float to modify the chance in this step of the calculation.

ID Name Function Args Optional Args Return Type
1114 MC_PRE_PLANETARIUM_APPLY_TELESCOPE_LENS (float Chance) - float

MC_PRE_PLANETARIUM_APPLY_TREASURE_PENALTY⚓︎

After ensuring planetariums haven't been entered before, the game then checks how many treasure rooms have been entered. If the amount of treasure rooms entered is greater than or equal to the current stage number, the chance will be locked at 1% (10% with Telescope Lens).

If you're looking to add an item like Telescope Lens which modifies the base chance, have a look at MC_PRE_PLANETARIUM_APPLY_TELESCOPE_LENS instead.

Accepts a boolean. Return false to bypass the planetarium treasure room penalty entirely, meaning the game will act as if no treasure rooms have been entered.

Alternatively accepts an int to modify how many treasure rooms the game will believe has been entered.

ID Name Function Args Optional Args Return Type
1112 MC_PRE_PLANETARIUM_APPLY_TREASURE_PENALTY (int TreasureRoomsVisited) - boolean or int

MC_POST_PLANETARIUM_CALCULATE⚓︎

This will override all previous calculation values, ultimately dictating the planetarium chance.

Accepts a float to modify the chance.

ID Name Function Args Optional Args Return Type
1115 MC_POST_PLANETARIUM_CALCULATE (float Chance) - float

MC_PRE_PLAYERHUD_RENDER_ACTIVE_ITEM⚓︎

Accepts true to cancel rendering.

ID Name Function Args Optional Args Return Type
1119 MC_PRE_PLAYERHUD_RENDER_ACTIVE_ITEM (EntityPlayer Player,
ActiveSlot Slot,
Vector Offset,
float Alpha,
float Scale,
Vector ChargeBarOffset)
- boolean

MC_POST_PLAYERHUD_RENDER_ACTIVE_ITEM⚓︎

ID Name Function Args Optional Args Return Type
1079 MC_POST_PLAYERHUD_RENDER_ACTIVE_ITEM (EntityPlayer Player,
ActiveSlot Slot,
Vector Offset,
float Alpha,
float Scale,
Vector ChargeBarOffset)
- void

MC_PRE_PLAYERHUD_RENDER_HEARTS⚓︎

Return true to cancel hearts HUD rendering.

ID Name Function Args Optional Args Return Type
1118 MC_PRE_PLAYERHUD_RENDER_HEARTS (Vector Offset(?),
Sprite HeartsSprite,
Vector Position,
float Unknown,
EntityPlayer Player)
- boolean

MC_POST_PLAYERHUD_RENDER_HEARTS⚓︎

ID Name Function Args Optional Args Return Type
1091 MC_POST_PLAYERHUD_RENDER_HEARTS (Vector Offset(?),
Sprite HeartsSprite,
Vector Position,
float Unknown,
EntityPlayer Player)
- void

MC_PRE_PLAYERHUD_TRINKET_RENDER⚓︎

Accepts returning a table, with any combination of the following fields:

  • Position - Alters trinket position.
  • Scale - Alters trinket scale.
  • CropOffset - Alters the crop on the sprite on its spritesheet. Allows alternate sprites for the same trinket rendered this way, such as Monkey Paw.

Alternative accepts true, which cancels trinket rendering.

ID Name Function Args Optional Args Return Type
1264 MC_PRE_PLAYERHUD_TRINKET_RENDER (int Slot,
Vector Position,
float Scale,
EntityPlayer Player,
Vector CropOffset)
int Slot table or boolean

MC_PRE_PLAYER_APPLY_INNATE_COLLECTIBLE_NUM⚓︎

ID Name Function Args Optional Args Return Type
1092 MC_PRE_PLAYER_APPLY_INNATE_COLLECTIBLE_NUM (int ModCount,
EntityPlayer Player,
CollectibleType Type,
boolean OnlyCountTrueItems)
- int

MC_POST_PLAYER_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1231 MC_POST_PLAYER_COLLISION (EntityPlayer Player,
Entity Collider,
boolean Low)
PlayerVariant void

MC_PLAYER_GET_ACTIVE_MAX_CHARGE⚓︎

Accepts an integer to change chargebar for the active item.

ID Name Function Args Optional Args Return Type
1072 MC_PLAYER_GET_ACTIVE_MAX_CHARGE (CollectibleType Collectible,
EntityPlayer Player,
int VarData,
int CurrentMaxCharge)
CollectibleType int

MC_PLAYER_GET_ACTIVE_MIN_USABLE_CHARGE⚓︎

Accepts an integer to change the minimum charge to use the active item. If the item currently has the minimum amount of charge, it'll also show the white outline.

ID Name Function Args Optional Args Return Type
1073 MC_PLAYER_GET_ACTIVE_MIN_USABLE_CHARGE (ActiveSlot Slot, EntityPlayer Player, int CurrentMinUsableCharge) CollectibleType int

MC_PLAYER_GET_HEALTH_TYPE⚓︎

Accepts an HealthType to change health type for the character.

ID Name Function Args Optional Args Return Type
1067 MC_PLAYER_GET_HEALTH_TYPE (EntityPlayer Player) PlayerType HealthType

MC_PLAYER_GET_HEART_LIMIT⚓︎

Accepts an override integer for heart limit.

-

You can set the limit to any arbitrary amount but the game can only render up to 4 lines of hearts in the HUD. However, even if they're not visible, the hearts still work properly.

ID Name Function Args Optional Args Return Type
1074 MC_PLAYER_GET_HEART_LIMIT (EntityPlayer Player,
int HeartLimit,
boolean IsKeeper)
PlayerType int

MC_POST_PLAYER_GET_MULTI_SHOT_PARAMS⚓︎

Return a MultiShotParams object to change the properties of the players shooting behavior in regards to the MultiShotParams object properties.

ID Name Function Args Optional Args Return Type
1251 MC_POST_PLAYER_GET_MULTI_SHOT_PARAMS (EntityPlayer Player) PlayerType MultiShotParams

MC_PLAYER_INIT_POST_LEVEL_INIT_STATS⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1042 MC_PLAYER_INIT_POST_LEVEL_INIT_STATS (EntityPlayer Player) PlayerType void

MC_PLAYER_INIT_PRE_LEVEL_INIT_STATS⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1127 MC_PLAYER_INIT_PRE_LEVEL_INIT_STATS (EntityPlayer Player) PlayerType void

MC_POST_FORCE_ADD_PILL_EFFECT⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1129 MC_POST_FORCE_ADD_PILL_EFFECT PillEffect, PillColor - void

MC_POST_PLAYER_NEW_LEVEL⚓︎

ID Name Function Args Optional Args Return Type
1078 MC_POST_PLAYER_NEW_LEVEL (EntityPlayer Player) PlayerType void

MC_POST_PLAYER_NEW_ROOM_TEMP_EFFECTS⚓︎

ID Name Function Args Optional Args Return Type
1077 MC_POST_PLAYER_NEW_ROOM_TEMP_EFFECTS (EntityPlayer Player) PlayerType void

MC_PRE_PLAYER_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1082 MC_PRE_PLAYER_RENDER (EntityPlayer Player,
Vector Offset)
PlayerVariant Vector or boolean

MC_PRE_PLAYER_TAKE_DMG⚓︎

Runs earlier than MC_ENTITY_TAKE_DMG, and even if the player is considered invincible or has Holy Mantles.

Only accepts returning false to cancel the damage. Good for giving the player invincibility that takes precedence over other damage negation effects, such as Holy Mantle.

ID Name Function Args Optional Args Return Type
1008 MC_PRE_PLAYER_TAKE_DMG (EntityPlayer Player,
float Damage,
DamageFlags DamageFlags,
EntityRef Source,
int DamageCountdown)
PlayerVariant boolean

MC_PRE_PLAYER_ADD_HEARTS⚓︎

Runs before Add(...)Hearts functions, allows returning a value to change the given amount of health. Functions that include an argument (e.g. ignoreKeeper for AddMaxHearts) provide the value using OptionalArg.

ID Name Function Args Optional Args Return Type
1009 MC_PRE_PLAYER_ADD_HEARTS (EntityPlayer Player,
int Amount,
AddHealthType AddHealthType,
boolean OptionalArg)
AddHealthType int

MC_POST_PLAYER_ADD_HEARTS⚓︎

Runs after Add(...)Hearts functions and MC_PRE_PLAYER_ADD_HEARTS callback. Functions that include an argument (e.g. ignoreKeeper for AddMaxHearts) provide the value using OptionalArg.

ID Name Function Args Optional Args Return Type
1010 MC_POST_PLAYER_ADD_HEARTS (EntityPlayer Player,
int Amount,
AddHealthType AddHealthType,
boolean OptionalArg)
AddHealthType void

MC_PRE_PLAYER_TRIGGER_ROOM_CLEAR⚓︎

Accepts false to cancel trigger effects.

ID Name Function Args Optional Args Return Type
1069 MC_PRE_PLAYER_TRIGGER_ROOM_CLEAR (EntityPlayer Player) PlayerVariant boolean

MC_PRE_PLAYER_USE_BOMB⚓︎

Return false to stop the player from using a bomb.

ID Name Function Args Optional Args Return Type
1020 MC_PRE_PLAYER_USE_BOMB (EntityPlayer Player) PlayerVariant boolean

MC_POST_PLAYER_USE_BOMB⚓︎

ID Name Function Args Optional Args Return Type
1021 MC_POST_PLAYER_USE_BOMB (EntityPlayer Player,
EntityBomb Bomb)
PlayerVariant void

MC_POST_PROJECTILE_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1245 MC_POST_PROJECTILE_COLLISION (EntityProjectile Projectile,
Entity Collider,
boolean Low)
ProjectileVariant void

MC_PRE_PROJECTILE_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1085 MC_PRE_PROJECTILE_RENDER (EntityProjectile Projectile,
Vector Offset)
ProjectileVariant Vector or boolean

MC_PRE_RENDER_CUSTOM_CHARACTER_MENU⚓︎

Accepts no return parameters.

Execution informations

This callback only triggers when a custom character is selected, it doesn't trigger on regular characters.

ID Name Function Args Optional Args Return Type
1333 MC_PRE_RENDER_CUSTOM_CHARACTER_MENU (PlayerType PlayerType,
Vector RenderPos,
Sprite DefaultSprite)
PlayerType void

MC_PRE_RENDER_ENTITY_LIGHTING⚓︎

Accepts an override Vector for Offset.

Alternatively accepts false to stop the rendering.

ID Name Function Args Optional Args Return Type
1152 MC_PRE_RENDER_ENTITY_LIGHTING (Entity Entity,
Vector Offset)
EntityType Vector or boolean

MC_PRE_RENDER_GRID_LIGHTING⚓︎

Accepts an override Vector for Offset.

Alternatively accepts false to stop the rendering.

ID Name Function Args Optional Args Return Type
1151 MC_PRE_RENDER_GRID_LIGHTING (GridEntity GridEntity,
Vector Offset)
GridEntityType Vector or boolean

MC_PRE_RENDER_PLAYER_BODY⚓︎

Accepts an override vector for RenderPos.

Alternatively accepts a false to stop the rendering.

ID Name Function Args Optional Args Return Type
1039 MC_PRE_RENDER_PLAYER_BODY (EntityPlayer player,
Vector RenderPos)
PlayerType Vector or boolean

MC_PRE_RENDER_PLAYER_HEAD⚓︎

Accepts an override Vector for RenderPos.

Alternatively accepts a false to stop the rendering.

ID Name Function Args Optional Args Return Type
1038 MC_PRE_RENDER_PLAYER_HEAD (EntityPlayer player,
Vector RenderPos)
PlayerType Vector or boolean

MC_PRE_RENDER⚓︎

Gets called right before the Manager::Render() function gets called.

ID Name Function Args Optional Args Return Type
1135 MC_PRE_RENDER void - void

MC_PRE_REPLACE_SPRITESHEET⚓︎

Accepts a table of parameters: {int LayerID, string PNGFilename}

ID Name Function Args Optional Args Return Type
1116 MC_PRE_REPLACE_SPRITESHEET (int LayerID,
string PNGFilename)
string ANM2Filename table

MC_POST_REPLACE_SPRITESHEET⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1117 MC_POST_REPLACE_SPRITESHEET (int LayerID,
string PNGFilename)
string ANM2Filename void

MC_PRE_RESTOCK_SHOP⚓︎

Accepts false to cancel the restock, blocking shop rerolls from restock machines or restocks from Restock altogether.

Partial

This callback is called for both Room::ShopRestockFull and Room::ShopRestockPartial! Partial is provided to distinguish the two.

ID Name Function Args Optional Args Return Type
1070 MC_PRE_RESTOCK_SHOP (boolean Partial) - void

MC_POST_RESTOCK_SHOP⚓︎

Accepts no return parameters.

Partial

This callback is called for both Room::ShopRestockFull and Room::ShopRestockPartial! Partial is provided to distinguish the two.

ID Name Function Args Optional Args Return Type
1071 MC_POST_RESTOCK_SHOP (boolean Partial) - void

MC_PRE_ROOM_EXIT⚓︎

Accepts no return parameters.

NewLevel

NewLevel returns true when entering a new level or when exiting a run.

ID Name Function Args Optional Args Return Type
1043 MC_PRE_ROOM_EXIT (EntityPlayer Player,
boolean NewLevel)
- void

MC_PRE_ROOM_GRID_ENTITY_SPAWN⚓︎

This is called during Room initiization when GridEntities from the layout are being spawned.

Accepts false to cancel spawning the grid or a table of {Type, Variant, Vardata, SpawnSeed} to modify it.

Warning

This does not fire for random decorations spawned by the game! Use MC_PRE_GRID_ENTITY_SPAWN for these.

ID Name Function Args Optional Args Return Type
1192 MC_PRE_ROOM_GRID_ENTITY_SPAWN (GridEntityType Type,
int Variant,
int VarData,
int GridIdx,
int SpawnSeed)
GridEntityType Type boolean or table

MC_PRE_ROOM_TRIGGER_CLEAR⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1068 MC_PRE_ROOM_TRIGGER_CLEAR (boolean PlaySound) - void

MC_POST_SAVESLOT_LOAD⚓︎

This is called wheenver a saveslot is loaded by the game.

This is the callback you should use to handle savedata loads, ideally, from normal Mod::LoadData to Repentogon Marks/Achievement checks, since it's the callback that triggers when those are loaded.

The first parameter is the slot you should care about, the 2nd parameter (isslotselected) indicates if the slot that is being loaded has actually been selected from the save menu screen (you can limit your save handling to when this is true if you want to get fancy), and the 3rd parameter(rawslot) is the actual saveslot the game uses (not the one the api uses since it can be 0!).

Warning

This callback is called many times before a run is started, either from changing saveslots naturally or because the game doesnt give a damn, so code accounting for that, clearing previous data when necessary. The 3rd param is actually only useful to check for the 0 slot state, which is the one the game defaults to before the actual slot is loaded by the player. When on this state, the moddata and the gamedata WONT BE IN SYNC (moddata is slot 1, while vanilla game data is 3)

ID Name Function Args Optional Args Return Type
1470 MC_POST_SAVESLOT_LOAD (int saveslot,
boolean isslotselected,
int rawslot)
void -

MC_PRE_SFX_PLAY⚓︎

Accepts a table of parameters: {ID, Volume, FrameDelay, Loop, Pitch, Pan}

Alternatively accepts false to cancel the sound.

Example Code

This code will forcibly loop every sound (for better or worse).

1
2
3
4
function mod:myFunction(ID, Volume, FrameDelay, Loop, Pitch, Pan)
    return {ID, Volume, FrameDelay, true, Pitch, Pan}
end
mod:AddCallback(ModCallbacks.MC_PRE_SFX_PLAY, mod.myFunction)

ID Name Function Args Optional Args Return Type
1030 MC_PRE_SFX_PLAY (int ID,
float Volume,
int FrameDelay,
boolean Loop,
float Pitch,
float Pan)
SoundEffect table or boolean

MC_POST_SFX_PLAY⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1031 MC_POST_SFX_PLAY (int ID,
float Volume,
int FrameDelay,
boolean Loop,
float Pitch,
float Pan)
SoundEffect void

MC_PRE_SLOT_COLLISION⚓︎

Just like the collision callbacks in the vanilla API, the Low value is true if the entity collided with the collider first, and false if the opposite is true.

Return true to ignore collision, false to collide but not execute internal code.

Also accepts returning a table, with any combination of the following fields:

  • Collide: Set to true to force the entities to physically collide (push each other away), unless the "Collider" ignores the collision. Set to false to ignore the physical collision without necessarily skipping on-collision effects.
  • SkipCollisionEffects: Set to true to skip the on-collision code of this entity. Does not affect the physical collision. Won't skip the on-collision code of the "Collider".
ID Name Function Args Optional Args Return Type
1240 MC_PRE_SLOT_COLLISION (EntitySlot,
Entity Collider,
boolean Low)
SlotVariant boolean

MC_POST_SLOT_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1241 MC_POST_SLOT_COLLISION (EntitySlot,
Entity Collider,
boolean Low)
SlotVariant void

MC_PRE_SLOT_CREATE_EXPLOSION_DROPS⚓︎

Return false to stop explosions from dropping the standard consumables. This is useful, for example, to allow custom slots to drop their own loot on explosion.

ID Name Function Args Optional Args Return Type
1123 MC_PRE_SLOT_CREATE_EXPLOSION_DROPS (EntitySlot) SlotVariant boolean

MC_POST_SLOT_CREATE_EXPLOSION_DROPS⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1124 MC_POST_SLOT_CREATE_EXPLOSION_DROPS (EntitySlot) SlotVariant void

MC_POST_SLOT_INIT⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1121 MC_POST_SLOT_INIT (EntitySlot) SlotVariant void

MC_PRE_SLOT_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1089 MC_PRE_SLOT_RENDER (EntitySlot Slot,
Vector Offset)
SlotVariant Vector or boolean

MC_POST_SLOT_RENDER⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1090 MC_POST_SLOT_RENDER (EntitySlot Slot,
Vector Offset)
SlotVariant void

MC_PRE_SLOT_SET_PRIZE_COLLECTIBLE⚓︎

Used by Shell Game, Hell Game, and Crane Game.

Accepts a CollectibleType to override what the game will pay out with.

ID Name Function Args Optional Args Return Type
1125 MC_PRE_SLOT_SET_PRIZE_COLLECTIBLE (EntitySlot,
CollectibleType Type)
SlotVariant CollectibleType

MC_POST_SLOT_SET_PRIZE_COLLECTIBLE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1126 MC_POST_SLOT_SET_PRIZE_COLLECTIBLE (EntitySlot,
CollectibleType Type)
SlotVariant void

MC_PRE_SLOT_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1169 MC_PRE_SLOT_UPDATE (EntitySlot Slot) SlotVariant boolean

MC_POST_SLOT_UPDATE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1122 MC_POST_SLOT_UPDATE (EntitySlot) SlotVariant void

MC_POST_TEAR_COLLISION⚓︎

Runs after the on-collision code of this entity, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1233 MC_POST_TEAR_COLLISION (EntityTear Tear,
Entity Collider,
boolean Low)
TearVariant void

MC_PRE_TEAR_RENDER⚓︎

Accepts a Vector to modify render offset

Alternatively accepts false to cancel rendering

Shadows

Canceling this callback will not stop rendering of entity shadows. This is being investigated, but in the meantime call SetShadowSize(0) on the entity in MC_POST_UPDATE.

ID Name Function Args Optional Args Return Type
1084 MC_PRE_TEAR_RENDER (EntityTear Tear,
Vector Offset)
TearVariant Vector or boolean

MC_POST_TRIGGER_COLLECTIBLE_REMOVED⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1095 MC_POST_TRIGGER_COLLECTIBLE_REMOVED (EntityPlayer Player,
CollectibleType Type)
CollectibleType void

MC_PRE_TRIGGER_PLAYER_DEATH⚓︎

Fires right before the game over screen, but BEFORE the game checks for vanilla revive effects like 1UP.

Return false or call player:Revive() to cancel the death, reviving the player in-place with half a heart. This will also prevent later callbacks from running.

Warning

Returning false or calling player:Revive() may remove the current run's ability to save. This occurs because the game immediately deletes the save file during the death animation if there's no pending revives, and this callback doesn't fire fast enough to register a revive on death as it occurs right before the game over screen.

In order to prevent this, only attempt to revive the player if they have an item or effect with REPENTOGON's "revive" customtag, which allows the item/effect to count as an extra life on the HUD and prevents the game from deleting the run save upon player death. See the page on items.xml for more information and some example XML/code.

ID Name Function Args Optional Args Return Type
1050 MC_PRE_TRIGGER_PLAYER_DEATH (EntityPlayer Player) - boolean

MC_TRIGGER_PLAYER_DEATH_POST_CHECK_REVIVES⚓︎

Fires right before the game over screen, but AFTER the game checks for vanilla revive effects like 1UP.

Return false or call player:Revive() to cancel the death, reviving the player in-place with half a heart. This will also prevent later callbacks from running.

Warning

Returning false or calling player:Revive() may remove the current run's ability to save. This occurs because the game immediately deletes the save file during the death animation if there's no pending revives, and this callback doesn't fire fast enough to register a revive on death as it occurs right before the game over screen.

In order to prevent this, only attempt to revive the player if they have an item or effect with REPENTOGON's "revive" customtag, which allows the item/effect to count as an extra life on the HUD and prevents the game from deleting the run save upon player death. See the page on items.xml for more information and some example XML/code.

ID Name Function Args Optional Args Return Type
1051 MC_TRIGGER_PLAYER_DEATH_POST_CHECK_REVIVES (EntityPlayer Player) - boolean

MC_PRE_PLAYER_REVIVE⚓︎

Called before the player revives.

Return false to cancel it."

ID Name Function Args Optional Args Return Type
1481 MC_PRE_PLAYER_REVIVE (EntityPlayer Player) PlayerType boolean

MC_POST_PLAYER_REVIVE⚓︎

Called after the player revives, assuming it wasn't cancelled.

ID Name Function Args Optional Args Return Type
1482 MC_POST_PLAYER_REVIVE (EntityPlayer Player) PlayerType void

MC_POST_TRIGGER_TRINKET_ADDED⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1096 MC_POST_TRIGGER_TRINKET_ADDED (EntityPlayer Player,
TrinketType Type,
boolean FirstTimePickingUp)
TrinketType void

MC_POST_TRIGGER_TRINKET_REMOVED⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1097 MC_POST_TRIGGER_TRINKET_REMOVED (EntityPlayer Player,
TrinketType Type)
TrinketType void

MC_POST_TRIGGER_WEAPON_FIRED⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1098 MC_POST_TRIGGER_WEAPON_FIRED (Vector FireDirection,
int FireAmount,
Entity Owner,
Weapon Weapon)
WeaponType void

MC_PRE_USE_CARD⚓︎

Accepts true to cancel card use.

ID Name Function Args Optional Args Return Type
1064 MC_PRE_USE_CARD (Card ID,
EntityPlayer Player,
int UseFlag)
- boolean

MC_PRE_USE_PILL⚓︎

Accepts true to cancel pill use.

ID Name Function Args Optional Args Return Type
1065 MC_PRE_USE_PILL (PillEffect ID,
PillColor PillColor,
EntityPlayer Player,
int UseFlag)
- boolean

MC_POST_WEAPON_FIRE⚓︎

Accepts no return parameters.

ID Name Function Args Optional Args Return Type
1105 MC_POST_WEAPON_FIRE (Weapon Weapon,
Vector FireDirection,
boolean IsShooting,
boolean IsInterpolated)
WeaponType void

MC_PRE_PICKUP_GET_LOOT_LIST⚓︎

Called before the pickup determines its loot content. Accepts a LootList to change loot content.

ID Name Function Args Optional Args Return Type
1333 MC_PRE_PICKUP_GET_LOOT_LIST (EntityPickup Pickup,
boolean ShouldAdvance)
- LootList

MC_PRE_PICKUP_UPDATE_GHOST_PICKUPS⚓︎

Called before a ghost pickup of the loot content is applied to the pickup. Return true to apply pickup ghost to your pickup entity, false to cancel it.

ID Name Function Args Optional Args Return Type
1334 MC_PRE_PICKUP_UPDATE_GHOST_PICKUPS (EntityPickup Pickup) PickupVariant boolean

MC_POST_PLAYER_TRIGGER_EFFECT_REMOVED⚓︎

Called after the player's ItemConfigItem TemporaryEffect is removed.

ID Name Function Args Optional Args Return Type
1268 MC_POST_PLAYER_TRIGGER_EFFECT_REMOVED (EntityPlayer Player,
[ItemConfigItem][../ItemConfig_Item.md])
- void

MC_POST_ROOM_TRIGGER_EFFECT_REMOVED⚓︎

Called after the room's TemporaryEffects is removed.

Room has its own TemporaryEffects that are accessed through Room::GetEffects()

ID Name Function Args Optional Args Return Type
1269 MC_POST_ROOM_TRIGGER_EFFECT_REMOVED ([ItemConfigItem][../ItemConfig_Item.md]) - void

MC_PRE_PLAYER_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1171 MC_PRE_PLAYER_GRID_COLLISION (EntityPlayer Player, int GridIndex, GridEntity GridEntity) PlayerVariant boolean

MC_PLAYER_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1172 MC_PLAYER_GRID_COLLISION (EntityPlayer Player, int GridIndex, GridEntity GridEntity) PlayerVariant boolean

MC_PRE_TEAR_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1173 MC_PRE_TEAR_GRID_COLLISION (EntityTear Tear, int GridIndex, GridEntity GridEntity) TearVariant boolean

MC_TEAR_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1174 MC_TEAR_GRID_COLLISION (EntityTear Tear, int GridIndex, GridEntity GridEntity) TearVariant boolean

MC_PRE_FAMILIAR_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1175 MC_PRE_FAMILIAR_GRID_COLLISION (EntityFamiliar Familiar, int GridIndex, GridEntity GridEntity) FamiliarVariant boolean

MC_FAMILIAR_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1176 MC_FAMILIAR_GRID_COLLISION (EntityFamiliar Familiar, int GridIndex, GridEntity GridEntity) FamiliarVariant boolean

MC_PRE_BOMB_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1177 MC_PRE_BOMB_GRID_COLLISION (EntityBomb Bomb, int GridIndex, GridEntity GridEntity) BombVariant boolean

MC_BOMB_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1178 MC_BOMB_GRID_COLLISION (EntityBomb Bomb, int GridIndex, GridEntity GridEntity) BombVariant boolean

MC_PRE_PICKUP_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1179 MC_PRE_PICKUP_GRID_COLLISION (EntityPickup Pickup, int GridIndex, GridEntity GridEntity) PickupVariant boolean

MC_PICKUP_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1180 MC_PICKUP_GRID_COLLISION (EntityPickup Pickup, int GridIndex, GridEntity GridEntity) PickupVariant boolean

MC_PRE_PROJECTILE_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1181 MC_PRE_PROJECTILE_GRID_COLLISION (EntityProjectile Projectile, int GridIndex, GridEntity GridEntity) ProjectileVariant boolean

MC_PROJECTILE_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1182 MC_PROJECTILE_GRID_COLLISION (EntityProjectile Projectile, int GridIndex, GridEntity GridEntity) ProjectileVariant boolean

MC_PRE_NPC_GRID_COLLISION⚓︎

Called before this entity collides with a GridEntity or other solid grid tile.

Return true to ignore collision.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1183 MC_PRE_NPC_GRID_COLLISION (EntityNPC NPC, int GridIndex, GridEntity GridEntity) EntityType boolean

MC_NPC_GRID_COLLISION⚓︎

Called when this entity collides with the grid, assuming it wasn't skipped.

Warning

GridEntity can be nil, as entities may collide with "empty" grid indexes if the GridPath value is >= 1000.

ID Name Function Args Optional Args Return Type
1184 MC_NPC_GRID_COLLISION (EntityNPC NPC, int GridIndex, GridEntity GridEntity) EntityType boolean

MC_POST_PROJECTILE_DEATH⚓︎

ID Name Function Args Optional Args Return Type
1032 MC_POST_PROJECTILE_DEATH (EntityProjectile Projectile) ProjectileVariant void

MC_POST_TEAR_DEATH⚓︎

ID Name Function Args Optional Args Return Type
1032 MC_POST_TEAR_DEATH (EntityTear Tear) TearVariant void

MC_POST_BOSS_INTRO_SHOW⚓︎

Accepts no return parameters.

Called right after the boss intro is initialized. BossID2 is for Double Trouble.

ID Name Function Args Optional Args Return Type
1270 MC_POST_BOSS_INTRO_SHOW (BossType BossID1, BossType BossID2) - void

MC_POST_ROOM_TRANSITION_UPDATE⚓︎

ID Name Function Args Optional Args Return Type
1271 MC_POST_ROOM_TRANSITION_UPDATE void int TransitionMode void

MC_POST_ROOM_TRANSITION_RENDER⚓︎

ID Name Function Args Optional Args Return Type
1272 MC_POST_ROOM_TRANSITION_RENDER void int TransitionMode void

MC_PRE_PLAYER_ADD_COSTUME⚓︎

Called before the costume is added to the player. Return ItemConfigItem to replace the costume or true to cancel adding it entirely.

ID Name Function Args Optional Args Return Type
1281 MC_PRE_PLAYER_ADD_COSTUME (ItemConfigItem ItemConfig, EntityPlayer Player, boolean ItemStateOnly) - ItemConfigItem ItemConfig or boolean

MC_PRE_PLAYER_REMOVE_COSTUME⚓︎

Called before the costume is added to the player. Return true to cancel the removal.

ID Name Function Args Optional Args Return Type
1282 MC_PRE_PLAYER_ADD_COSTUME (ItemConfigItem ItemConfig, EntityPlayer Player, boolean ItemStateOnly) - boolean

MC_POST_PLAYER_ADD_COSTUME⚓︎

Called after the costume is added to the player, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1283 MC_POST_PLAYER_ADD_COSTUME (ItemConfigItem ItemConfig, EntityPlayer Player, boolean ItemStateOnly) - void

MC_POST_PLAYER_REMOVE_COSTUME⚓︎

Called after the costume is added to the player, assuming it wasn't skipped.

ID Name Function Args Optional Args Return Type
1284 MC_POST_PLAYER_ADD_COSTUME (ItemConfigItem ItemConfig, EntityPlayer Player, boolean ItemStateOnly) - void

MC_PRE_PLAYER_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1160 MC_PRE_PLAYER_UPDATE (EntityPlayer Player) PlayerVariant boolean

MC_PRE_TEAR_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1161 MC_PRE_TEAR_UPDATE (EntityTear Tear) TearVariant boolean

MC_PRE_FAMILIAR_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1162 MC_PRE_FAMILIAR_UPDATE (EntityFamiliar Familiar) FamiliarVariant boolean

MC_PRE_BOMB_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1163 MC_PRE_BOMB_UPDATE (EntityBomb Bomb) BombVariant boolean

MC_PRE_PICKUP_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1164 MC_PRE_PICKUP_UPDATE (EntityPickup Pickup) PickupVariant boolean

MC_PRE_KNIFE_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1165 MC_PRE_KNIFE_UPDATE (EntityKnife Knife) KnifeSubType boolean

MC_PRE_PROJECTILE_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1166 MC_PRE_PROJECTILE_UPDATE (EntityProjectile Projectile) ProjectileVariant boolean

MC_PRE_LASER_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1167 MC_PRE_LASER_UPDATE (EntityLaser Laser) LaserVariant boolean

MC_PRE_EFFECT_UPDATE⚓︎

Called before this entity is updated.

Return true if the internal AI should be ignored, false or nil/nothing otherwise.

ID Name Function Args Optional Args Return Type
1168 MC_PRE_EFFECT_UPDATE (EntityEffect Effect) EffectVariant boolean

MC_PRE_FORTUNE_DISPLAY⚓︎

Called before a fortune is displayed.

Return false to cancel showing the fortune.

ID Name Function Args Optional Args Return Type
1483 MC_PRE_FORTUNE_DISPLAY void - boolean

MC_PRE_ITEM_TEXT_DISPLAY⚓︎

Called before an item text is displayed.

IsSticky is true is if the item text stays on screen for an indefinite amount of time, namely when holding down the map key. IsCurseDisplay is true if the text is for displaying a curse.

Return false to cancel showing the item text.

ID Name Function Args Optional Args Return Type
1484 MC_PRE_ITEM_TEXT_DISPLAY (string Title, string Subtitle, boolean IsSticky, boolean IsCurseDisplay) - boolean

MC_PRE_GET_RANDOM_ROOM_INDEX⚓︎

Called when the game wishes to get a random available room index on the floor.

Return an integer to override the target room index.

ID Name Function Args Optional Args Return Type
1290 MC_PRE_FORTUNE_DISPLAY (int RoomIndex, bool IAmErrorRoom, int Seed) - int

MC_PRE_GLOWING_HOURGLASS_SAVE⚓︎

Called after the Glowing Hourglass state is saved.

ID Name Function Args Optional Args Return Type
1302 MC_PRE_GLOWING_HOURGLASS_SAVE (int Slot) - void

MC_POST_GLOWING_HOURGLASS_SAVE⚓︎

Called after the Glowing Hourglass state is saved.

ID Name Function Args Optional Args Return Type
1300 MC_POST_GLOWING_HOURGLASS_SAVE (int Slot) - void

MC_PRE_GLOWING_HOURGLASS_LOAD⚓︎

Called after the Glowing Hourglass state is loaded.

ID Name Function Args Optional Args Return Type
1303 MC_PRE_GLOWING_HOURGLASS_LOAD (int Slot) - void

MC_POST_GLOWING_HOURGLASS_LOAD⚓︎

Called after the Glowing Hourglass state is loaded.

ID Name Function Args Optional Args Return Type
1301 MC_POST_GLOWING_HOURGLASS_LOAD (int Slot) - void

MC_PRE_PLAYER_ADD_CARD⚓︎

Called before a card gets added to the player's inventory.

Return Card to change the card being added or false to cancel adding it entirely.

ID Name Function Args Optional Args Return Type
1350 MC_PRE_PLAYER_ADD_CARD (EntityPlayer Player, Card CardID, PillCardSlot Slot) Card boolean or int

MC_POST_PLAYER_ADD_CARD⚓︎

Called after a card gets added to the player's inventory.

ID Name Function Args Optional Args Return Type
1351 MC_POST_PLAYER_ADD_CARD (EntityPlayer Player, Card CardID, PillCardSlot Slot) Card void

MC_PRE_PLAYER_ADD_PILL⚓︎

Called before a pill gets added to the player's inventory.

Return PillColor to change the pill being added or false to cancel adding it entirely.

ID Name Function Args Optional Args Return Type
1352 MC_PRE_PLAYER_ADD_PILL (EntityPlayer Player, PillColor PillColor, PillCardSlot Slot) PillColor boolean or int

MC_POST_PLAYER_ADD_PILL⚓︎

Called after a pill gets added to the player's inventory.

ID Name Function Args Optional Args Return Type
1353 MC_POST_PLAYER_ADD_PILL (EntityPlayer Player, PillColor PillColor, PillCardSlot Slot) PillColor void

MC_POST_PLAYER_REMOVE_CARD⚓︎

Called after a card gets removed from the player's inventory by any means (dropped, direct removal, use, etc).

ID Name Function Args Optional Args Return Type
1354 MC_POST_PLAYER_REMOVE_CARD (EntityPlayer Player, Card CardID, PillCardSlot Slot) Card void

MC_POST_PLAYER_REMOVE_PILL⚓︎

Called after a pill gets removed from the player's inventory by any means (dropped, direct removal, use, etc).

ID Name Function Args Optional Args Return Type
1355 MC_POST_PLAYER_REMOVE_PILL (EntityPlayer Player, PillColor CardID, PillCardSlot Slot) PillColor void

MC_PRE_PLAYER_COLLECT_CARD⚓︎

Called before a player picks up a card off the ground.

Return false to prevent the card from being picked up.

ID Name Function Args Optional Args Return Type
1356 MC_PRE_PLAYER_COLLECT_CARD (EntityPlayer Player, EntityPickup Pickup) Card boolean

MC_POST_PLAYER_COLLECT_CARD⚓︎

Called after a player picks up a card off the ground.

ID Name Function Args Optional Args Return Type
1357 MC_POST_PLAYER_COLLECT_CARD (EntityPlayer Player, EntityPickup Pickup) Card void

MC_PRE_PLAYER_COLLECT_PILL⚓︎

Called before a player picks up a pill off the ground.

Return false to prevent the pill from being picked up.

ID Name Function Args Optional Args Return Type
1358 MC_PRE_PLAYER_COLLECT_PILL (EntityPlayer Player, EntityPickup Pickup) PillColor boolean

MC_POST_PLAYER_COLLECT_PILL⚓︎

Called after a player picks up a pill off the ground.

ID Name Function Args Optional Args Return Type
1359 MC_POST_PLAYER_COLLECT_PILL (EntityPlayer Player, EntityPickup Pickup) PillColor void

MC_POST_PLAYER_DROP_CARD⚓︎

Called after a player drops a card onto the ground from their inventory.

ID Name Function Args Optional Args Return Type
1360 MC_POST_PLAYER_DROP_CARD (EntityPlayer Player, EntityPickup Pickup, PillCardSlot Slot) Card void

MC_POST_PLAYER_DROP_PILL⚓︎

Called after a player drops a pill onto the ground from their inventory.

ID Name Function Args Optional Args Return Type
1361 MC_POST_PLAYER_DROP_PILL (EntityPlayer Player, EntityPickup Pickup, PillCardSlot Slot) PillColor void

MC_PRE_PLAYER_GIVE_BIRTH_CAMBION⚓︎

Called before Cambion Conception spawns a familiar after the player takes damage.

Return false to prevent the familiar from being added.

Note that if you cancel this, the game will not attempt to spawn another familiar until the next requisite amount of damage, and canceling the spawning here still counts towards Cambion Conception's usual limit of 4 familiar spawns.

ID Name Function Args Optional Args Return Type
1474 MC_PRE_PLAYER_GIVE_BIRTH_CAMBION (EntityPlayer Player, ConceptionFamiliarFlag) ConceptionFamiliarFlag boolean

MC_PRE_PLAYER_GIVE_BIRTH_IMMACULATE⚓︎

Called before Immaculate Conception spawns a familiar after the player takes damage.

Return false to prevent the familiar from being added.

Note that if you cancel this, the game will not attempt to spawn another familiar until another 15 hearts are collected. Unlike Cambion Conception, Immaculate Conception will not stop attempting to spawn familiars until all available vanilla familiars have been granted.

ID Name Function Args Optional Args Return Type
1475 MC_PRE_PLAYER_GIVE_BIRTH_IMMACULATE (EntityPlayer Player, ConceptionFamiliarFlag) ConceptionFamiliarFlag boolean