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Thanks for your time and also thanks for trying to help me mess with another mod, i'll see if i can't ask on the other persons mod if he would be kind enough to add support for the NoHealthCap mod as well :b
I'll test a little more and write if i needed to change anything else :B
'if player:GetSoulHearts() > ...' change player:getsoulhearts() to NoHealthCapSoulHearts
and then where it does 'player:addsoulhearts(-x)' do something like
'local takehearts = losesoulhealth(x)
player:addsoulhearts(-takehearts)'
(losesoulhealth() removes soul hearts from extra hearts and if x was more than the extra soul hearts it returns the leftover amount)
i'm not sure how compicated an item like the Raven's Skull (the item i was talking about) would be...
I wanted to know wether or not you had found a smaller workaround for that problem since it's kinda annoying having to run into red hearts and when you have like... 50 or so bone hearts as the Forgotten xD
Also i wouold like to point out that another mod (revelations i believe) adds an item that takes 3 soul/black hearts and turns it into an empty bone heart, however if you have soul/black hearts in the "ilegitemate" heart slots it won't work. not sure if it's something you can do about it or if it's something the Revelations author has to fiddle with :v
at the start of a run it sets the health cap to 12 (or 6 if forgotten), and yeah thats the health cap set by no health cap mod, then if it detects that you have a health cap boosting item it runs the cap update function again, but for 18 or 24.
magneto does work with no health cap, if you have space in your 'legit' hearts aka the first 12, but getting magneto to pull red hearts when you have space beyond the first 12 is on my to-do list
First up;
How does the heart cap items work with your previous "NoHealthCap" mod? do they set the max for the mod like how you would be able to do manually or does it set the... so to say "Vanilla max health" (the max health set before your NoHealthCap mod's "magic")
If it sets the vanilla value to that amount would that make items like Magneto work like it then should? or is that near to impossible to do?
Sorry if this post seems like a mess, i'm bad at making larger comments cuz i sorta forget where i'm going with it half-way through xD
also the limit changer mods don't have to be op without this, as said in their descriptions you don't have to have it set at infinity, you can set your own specific limits
the other two without this one are unbalanced, and i wouldnt have downloaded them if it wasnt for this mod.