The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Health and pickups pack
16 Comments
BLAZESTORM 5 Jun, 2018 @ 2:35am 
Sounds great! :D Thanks for the fast reply as well! :b
☢ Nato Potato ☢  [author] 5 Jun, 2018 @ 2:33am 
not a bad idea, will put up a version of this without the cap changing items when ive got time
BLAZESTORM 5 Jun, 2018 @ 2:10am 
Okay, i've played around with it a bit more and the only thing i seem to have accomplished was to remove the limit of bone hearts it could create.... i'm uncertain of wether the information you've given me has been enough, or i'm just too stupid with coding, but i cannot make the item do what i want it to do (take soul/black hearts from the extra hearts bar and give bone hearts etc.) but another question i have now is wether it would be too much to ask if you added Auto Resupply as its own mod, because i love the concept of it yet i really dislike having to give up infinite health and pickups because of the other items and such, so Auto Resupply would be better off as a standalone mod in my opinion ^^
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
BLAZESTORM 3 Jun, 2018 @ 6:25pm 
Okay, So, Pretty important information i guess, is that i had to add an extra line saying NoHealthCapSoulHearts and not change the already existing line it had... so what i did now is it checks wether there are 3 soul hearts in the vanilla health bar or 3 soul hearts in your No-Cap health bar and if it does it should now remove 3 soul hearts and add 1 bone heart

I'll test a little more and write if i needed to change anything else :B
☢ Nato Potato ☢  [author] 3 Jun, 2018 @ 5:32pm 
well it would be a bit complicated, but basically where it has something like
'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)
BLAZESTORM 3 Jun, 2018 @ 5:08pm 
would it perhaps be something i could easily do myself?

i'm not sure how compicated an item like the Raven's Skull (the item i was talking about) would be...
☢ Nato Potato ☢  [author] 3 Jun, 2018 @ 5:03pm 
yeah the item would need to check no health cap's global variables to check how many soul/black hearts are in the 'extra' health
BLAZESTORM 3 Jun, 2018 @ 5:01pm 
That's more or less what i was talking about x3

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
☢ Nato Potato ☢  [author] 3 Jun, 2018 @ 4:53pm 
this needs the no health cap mod in order to work, basically it just plugs into no health cap and runs its functions

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
BLAZESTORM 3 Jun, 2018 @ 4:42pm 
I have several questions about the heart cap items that all more or less round up to be sorta similar :/

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
☢ Nato Potato ☢  [author] 30 May, 2018 @ 6:46am 
because not everyone wants the caps to be set by items and some people might just want no pickup cap but still have a health cap or vice versa, I could combine them but it would be a huge rework and its really unnecessary

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
Miah 30 May, 2018 @ 6:06am 
Why dont you just put all of these cap increaser mods together?
the other two without this one are unbalanced, and i wouldnt have downloaded them if it wasnt for this mod.
☢ Nato Potato ☢  [author] 23 May, 2018 @ 4:22am 
yeah if you have this mod enabled (or any other mod with items that can apply a health cap) starting a run resets the health cap to 12 (or 6 for forgotten) and it doesn't increase until you have one of the items
Percy 23 May, 2018 @ 4:06am 
The mod properly sets the other mods to default caps when you don't have these items, right?
Use 25 Mar, 2018 @ 8:07am 
nice
Русский 24 Mar, 2018 @ 8:35am 
oh wow