The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Skinned D6
28 Comments
mata 4 Feb, 2023 @ 4:24am 
this is kinda ass
Shadowdragon.TTV 25 Nov, 2022 @ 4:08pm 
You should look into balancing this against Lost and T Lost, because right now, it's an infinite use Magic Skin/Crooked Penny.
Shadowdragon.TTV 20 Nov, 2022 @ 10:49pm 
This is a very interesting item! I love the concept. It's very similar to Crooked Penny, which I love.
Arcadream  [author] 26 May, 2022 @ 5:05am 
@hgrfff I'll probably look into that callback for future optimisation, but for now I'm happy I found something that works haha
Arcadream  [author] 26 May, 2022 @ 5:01am 
@hgrfff I ended up using POST_PICKUP_UPDATE and immediately stop the code after the first frame of the item. This way we can check the queued items and see if the player is currently picking up an item, i.e. swapping actives. The only issue I found with this method is that if you pick up a trinket the first frame of an item spawn it won't transform, but who would do that lol
Arcadream  [author] 26 May, 2022 @ 4:57am 
Just updated the mod :) both issues should be fixed now, big thanks for the help !
hgrfff 26 May, 2022 @ 1:44am 
MC_PRE_GET_COLLECTIBLE might be good here too, it's called when the game wants to pick a random item from a pool & you can return an arbitrary collectible to force the game to pick that
Arcadream  [author] 26 May, 2022 @ 1:31am 
@hgrfff I could and that's probably how damocles works, but that would mean items looted from chests have no chance of being replaced
hgrfff 25 May, 2022 @ 7:20pm 
maybe don't touch it if FrameCount > 1 ?
Veeyu 25 May, 2022 @ 5:04pm 
I wish you luck
Arcadream  [author] 25 May, 2022 @ 11:44am 
I got the backtracking issue working now, but the problem I have with the active items swapping is that the touched attribute stays false. Same thing with SpawnerEntity always nil and SpawnerType always 0. So I probably got something wrong in how I think the game works. I might upload the half updated version soon but I kinda want this to get working first.
Arcadream  [author] 25 May, 2022 @ 2:27am 
@Veeyu22 @hgrfff Thank you so much for the ideas :)) I'll definitely look into that
hgrfff 24 May, 2022 @ 3:04pm 
try evaluating during POST_PICKUP_UPDATE if Touched is true or SpawnerEntity is EntityType.ENTITY_PLAYER? i'm using the stackable damocles mod as a reference here, might be worth looking into
Veeyu 24 May, 2022 @ 1:28pm 
I think checking pedestals you've seen and storing them and running checks should work, and you can clear the stored values when you enter a new floor

If it lags you could just have the code only work as you go into a new room or as a new item generates. This way revisiting no longer replaces it as its not a new room. Once an item generates the pedestal in that location should be prevented from changing into a skinned D6 item.

Api sometimes :(
Arcadream  [author] 24 May, 2022 @ 2:25am 
@Veeyu22 Yeah, this is an issue that's been bothering me for a while, same thing applies if you spawn an item, use the skinned d6 on another one and come back to the first : there's a chance for it to be changed because the replacement chance has been updated. The only solution I've found for both of these is to keep a record of every item that spawns and check for every pedestal you find if you have already seen it, but that would obviously be way too demanding on the game. Ideally there'd be a base game implemented version of just that, so that I don't have to do it all over again and ask the game to run twice the same function. I haven't been able to find it on any document though but there should be a way since magic skin doesn't have these issues. If you got any idea I'll gladly hear them haha
Veeyu 23 May, 2022 @ 9:54pm 
When swapping actives with another active (may only happen if it's from a chest) it can sometimes replace your item with one that has been effected by the skinned d6
Arcadream  [author] 22 May, 2022 @ 3:17pm 
@hgrfff Thank you so much for the bug report and your precise solution ! Mod has just been updated for the fix
hgrfff 22 May, 2022 @ 4:09am 
game crashes if starting a rerun that already had wisps spawned, to fix it: in DefaultWispInit, check that Game():GetFrameCount() > 1 BEFORE player:HasCollectible(itemSkinnedD6). if a wisp spawns before the player in the new run gets to initialize, the player variable points to junk!
Arcadream  [author] 11 May, 2022 @ 3:04am 
@Veeyu22 Oh I didn't think about that one haha
Veeyu 10 May, 2022 @ 11:34pm 
Works in Death Certificate room. If you can use the Skinned D6 on both Death Certificate and Diplopia you win. Had glitched crown and chaos so duping death certificates like crazy in one room would also have it cycle between 4 other items, often having Diplopias among those too. Very fun lol
Arcadream  [author] 1 May, 2022 @ 3:36am 
@super m Thank you :) Probably, but keep in mind that I overexaggerated the stats in the description haha the base chance of items reappearing is 20%, up to a max of 100% when used 11 times (so when you typically are left at 1 max heart with all the broken ones)
Arcadream  [author] 1 May, 2022 @ 3:33am 
@Veeyu22 Thanks ! It shows up in both curse and devil item pools, though I might give it a bit less weight in the curse one.
Veeyu 30 Apr, 2022 @ 10:13pm 
What item pools does it show up in?
Veeyu 30 Apr, 2022 @ 10:13pm 
Ooh, nice mod!
super m 29 Apr, 2022 @ 8:51am 
Neat idea but seems too dependant on RNG.
popjam 26 Apr, 2022 @ 10:25pm 
This is pretty interesting, a d6 you use on good items instead of bad
Arcadream  [author] 26 Apr, 2022 @ 2:37pm 
Kinda, but the main difference being that once you use it the effect carries on during the whole run. Also I find myself using Crooked Penny more for getting stuff from shops I can't afford rather than having many of the same item. Use this on a Stapler and damage will show up till the end.
Infinity 26 Apr, 2022 @ 2:30pm 
Crooked Penny