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Found only in the Cursed! challenge or when playing with the "CVRS ED" seed. Merges the two floors of a chapter the resulting XL floor contains two Boss Rooms, two items, and counts as two floors.Ĭhanges normal doors into cursed doors. All health is still be tracked as normal, and Isaac still urinates on the floor by the door when he enters a room at half a heart of total HP.Īlso removes the Holy Mantle icon from the HUD.Īppears only on the first floor of a chapter. Removes Isaac's health from the HUD, leaving the player unable to see how many hearts remain of any kind. Occasionally, discovered rooms with identical door layouts can swap contents, without a screen-shake or sound effect.Ĭurse of the Maze now only teleports Isaac into uncleared rooms, and no longer triggers a screen-shake. For example, entering the room on the right may instead take Isaac to the room on the left. Removes the map from the HUD, similarly to the Amnesia pill, and increases the possible total room count of the current floor by 4.Įntering a new room (including teleporting) will occasionally take Isaac to the wrong room, with a screen-shake and sound effect to indicate the jump. The aura of light around Isaac is now much larger, but the darkness outside it is much darker. Fire, explosions, and lasers will all cast light as normal, as will red creep. Rooms are occasionally filled with swarms of intangible glowing particles. The floor is much darker, and is only barely lit by Isaac's natural aura.
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The possible curses are:Īll item sprites are replaced with a question mark and are not revealed until they are picked up. Each curse only lasts for the current floor. Use debug 11 to determine which pos to use.Every floor Isaac reaches has a chance to be cursed, which hides or alters game elements to make the floor more difficult to complete. L for _,v in pairs(Isaac.GetRoomEntities()) do f=v:ToFamiliar() if f ~= nil then print(f.OrbitDistance.X."/".f.OrbitDistance.Y) end endįinds all Isaac's familiars and displays their orbit distances useful for comparing orbitals' blocking/attacking area. Shows all the entities' colors (as RGBA multiplier + RGB offset).
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The entity type numbers can be found in the Modding reference. L for _,v in pairs(Isaac.GetRoomEntities()) do print("Type ".v.Type.".".v.Variant.".".v.SubType.", size ".v.Size." x (".v.SizeMulti.X.", ".v.SizeMulti.Y.")") endĭisplays the type, variant and subtype for all entities in the room, their hitbox sizes and size multipliers. To use these, simply copy the entire code block and paste it (with Control+V) with the Debug Console open. A collection of Lua code snippets that can be run directly in the Debug Console to find out otherwise hidden details, leveraging the Modding API functionality.