The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Every Item Is X
 This topic has been pinned, so it's probably important
calvinhobbes1010  [developer] 16 Feb, 2019 @ 3:59pm
Bugs and Mod Conflicts
Something's causing bad things to happen to this mod? Post 'em here!
Last edited by calvinhobbes1010; 16 Feb, 2019 @ 4:01pm
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Showing 1-10 of 10 comments
Aceblows 27 Feb, 2019 @ 4:52am 
in hush fight/bossrush/more options i get both item because the item i write is replacing the original, if there is a way to change it it will be better
calvinhobbes1010  [developer] 27 Feb, 2019 @ 7:34pm 
This is because the mod currently creates a new item pedestal and destroys the old one in order to replace items. I'm currently looking for a better approach if there is one.

[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?
Last edited by calvinhobbes1010; 27 Feb, 2019 @ 7:34pm
just need to replace
Isaac.Spawn(5, 100, item, entity.Position, Vector(0,0), nil)
entity:Remove()
with
entity:ToPickup():Morph(5, 100, item, true)
calvinhobbes1010  [developer] 28 Feb, 2019 @ 5:01pm 
...it's always the simple problems that get me by the balls (of steel). Thank you again for the help!
Last edited by calvinhobbes1010; 28 Feb, 2019 @ 5:01pm
your recent update to the invalid item id check makes the game crash if you go too high
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
Last edited by ☢ Nato Potato ☢; 1 Mar, 2019 @ 11:05pm
calvinhobbes1010  [developer] 2 Mar, 2019 @ 3:27pm 
The reason I had it like that is because I wanted the menu to be able to skip over a given invalid item id in a more user-friendly fashion. For example, the item id of 43 is invalid, so I want to be able to skip that from 42 (Bob's Rotten Head) and move on to 44 (Teleport) instead of being "stuck" at 42. I know I can get around that by using the 10 and 100 increments, but IMO it seems like a needless extra step for the player to take :/

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...
Last edited by calvinhobbes1010; 2 Mar, 2019 @ 3:32pm
hmm didnt think there were invalid ids in the vanilla items, that does complicate things, but you could just run the old method, but where it increases the item ID check if the ID is over 552 and if so decrease it instead of increasing it, that way it wont just increase into infinity

shouldnt be any invalid ids in modded items before the last one as modded item ids are all just set dynamically
Last edited by ☢ Nato Potato ☢; 2 Mar, 2019 @ 10:00pm
calvinhobbes1010  [developer] 2 Mar, 2019 @ 8:31pm 
There aren't necessarily any invalid ids with the modded items, but as you said, once I reach an item id that's too high (meaning, once I get through every single modded item), the game basically crashes as it goes through an infinite loop trying to find an endless number of items that don't exist.

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!)
Last edited by calvinhobbes1010; 2 Mar, 2019 @ 8:35pm
Goobert 22 Dec, 2022 @ 11:02am 
Originally posted by calvinhobbes1010:
This is because the mod currently creates a new item pedestal and destroys the old one in order to replace items. I'm currently looking for a better approach if there is one.
I'd say get the pedestal to switch it's item, but I've only ever coded with scratch and it's probably easier said than done.
Last edited by Goobert; 22 Dec, 2022 @ 11:03am
I have a problem that every time I subscribe to the mod, it never actually shows up in my mod folder. If you have any fixes, I would greatly appreciate it.
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.
Last edited by immortalalpaca; 16 Feb @ 2:11pm
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