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[FOR NERDS] One idea I have in mind is changing the pedestal entity's "sub-type" (essentially the item's id) to that of the selected item. It works for the most part, but the sprite won't change to that respective item until Isaac leaves and re-enters the room (or the plays exits and starts the run back up). Any ideas as to why this is?
Isaac.Spawn(5, 100, item, entity.Position, Vector(0,0), nil)
entity:Remove()
with
entity:ToPickup():Morph(5, 100, item, true)
the settings have a minimum of 1 so you dont have to worry about the number going too low
just replace
while temp == nil do
if item < previousItem then
item = item - 1
else
item = item + 1
end
temp = Isaac:GetItemConfig():GetCollectible(item)
end
with
while temp == nil do
item = item - 1
temp = Isaac:GetItemConfig():GetCollectible(item)
end
You're right though that the game crashes if the item id is too high. Infinite loops can be quite a hot mess to work with...
I changed it back to what you suggested, as I think having to finagle a bit with the increments is a lot less inconvenient for the player than having to reboot the game if they try to use a modded item.
I wonder if there's a way to get the highest possible item id when modded items are involved...
shouldnt be any invalid ids in modded items before the last one as modded item ids are all just set dynamically
The main challenge with this is since custom item ids are set dynamically, I'm having trouble figuring out a way to find the highest id number that changes dynamically depending on which mods are enabled. If you or anyone else knows of something, I'm all ears! :)
(Edit: I just noticed your reddit post. I'll give that a shot when I get the chance and see if it works!)
Edit: It was a problem with my game, not the mod. If anyone else has the same problem as me, uninstall and reinstall your game.