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Miku: fix Tainted Miku MaxFireDelay cache override breaking tear rate scaling
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Lines changed: 15 additions & 3 deletions

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BUGS.md

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@@ -7,3 +7,5 @@
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- [ ] Fix multiple Tainted Miku copying all notes from Player 1 when continuing a run
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- [ ] Fix Tainted Miku notes not being stored or applied correctly when continuing a run after reopening the game
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- [x] Fix active note being rendered in cutscenes like the Boss VS Screen or during Room transitions
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- [x] When using 'Monstros Lung' as Tainted Miku your tear rate will sky rocket to 120. Reported by DoomSlammer
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- [ ] Using a Chaos Card as either version of Hatsune Miku instead throws a default musical note projectile (colorful/rainbow for regular, gray-scale/monochrome for tainted) that doesn't instantly kill entities. Reported by RDW

package-lock.json

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src/characters/Miku/MikuTaintedCharacter.ts

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@@ -73,7 +73,6 @@ const ITEM_REPLACEMENTS: Partial<Record<CollectibleType, CollectibleType>> = {
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export const MIKU_B_STATS = new ReadonlyMap<CacheFlag, float>([
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[CacheFlag.DAMAGE, 3.85],
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[CacheFlag.FIRE_DELAY, 2],
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[CacheFlag.LUCK, -1],
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[CacheFlag.COLOR, 2],
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]);
@@ -119,6 +118,17 @@ export class MikuTaintedCharacter extends Character {
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mod.SaveData(jsonEncode(SAVE_DATA));
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}
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/* FIX: FireDelay in the isaacscript-common seems to cause issues with certain values of fire.
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/ delay, but I might be just stupid. please let me know how to fix this properly. */
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@Callback(ModCallback.EVALUATE_CACHE, CacheFlag.FIRE_DELAY)
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override cacheFireDelay(player: EntityPlayer): void {
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let maxFireDelay = 14;
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maxFireDelay *= 1;
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player.MaxFireDelay = maxFireDelay;
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}
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/**
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* Called after Tainted Miku is initialized the first time.
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*

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