The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

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Tags: Lua, Items
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2017 年 1 月 12 日 上午 11:43
1 项改动说明 ( 查看 )

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Water

描述
Tears up + you feel refreshed

Passive Item

With all these fancy new items being added we can't just forget the simple, basic, stat ups, so I made one!

Multiplies your tear delay with 0.8 (the more dehydrated you are, the more powerful the effect) and refills your red hearts.

Itempools:
Shop Pool
Boss Pool
Secret Room pool
Beggar Pool
Bomb Bum Pool
25 条留言
type 1 for blue corn chips 2022 年 7 月 26 日 上午 1:11 
repentance by any chance?
COMPANION❤CUBE 2021 年 8 月 20 日 上午 2:03 
It's so simple, repentance?
Steel, my beloved 2021 年 6 月 29 日 下午 8:37 
Rep port?
Femboy Elay ⁧⁧ :3 2020 年 7 月 31 日 上午 6:57 
completely broken, i have unlimited health like a god mode
KirbyLover2006 2018 年 9 月 24 日 下午 7:58 
Nice! But can you make a custom item idea i came up with? You dont have to though.
ITEM: Ripped flesh ITEM POOL: Devil room, 1-3 hearts
Each time you take damage, you shoot out a barrage of tears with 0.25x your damage, barrage similar to monstros lung.
But if hit more, the damage and barrage of tears are multiplied.
For example, if hit two times, instead of 0.25x damage and a barrage of bullets, you fire 0.50x damage and two barrages of bullets.
Largest hit amount before stopped multiplying is 5.
Thank you!
Get A Feeling So Complicated 2018 年 3 月 26 日 上午 12:29 
Here's the fixed code if you'd like to update your mod:


main.lua:

local watermod = RegisterMod("Water", 1);
local water = Isaac.GetItemIdByName("Water");

function watermod:ChangeStats(player, cacheFlag)
if player:HasCollectible(water) then
if cacheFlag == CacheFlag.CACHE_FIREDELAY then
if math.floor(player.MaxFireDelay*0.8) < 5 and p.MaxFireDelay > 5 then
player.MaxFireDelay = 5;
else
player.MaxFireDelay = math.floor(player.MaxFireDelay*0.8);
end
end
end

watermod:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, watermod.ChangeStats);

items.xml:

<items gfxroot="gfx/items/" version="1">
<passive cache="firedelay" hearts="24" description="Tears up + you feel refreshed" gfx="Collectibles_Water.png" name="Water" />
</items>
Get A Feeling So Complicated 2018 年 3 月 26 日 上午 12:12 
I fixed the stat re-evaluation and immortality bugs. To summarize the functional changes I made:

- The cache flag is now "firedelay" instead of "damage", as it should be since it affects tear delay. This fixes the bug where tear delay was constantly being recalculated.
- SetFullHearts() was removed from lua.main and hearts="24" was added to items.xml. This fixes the bug where red hearts were constantly being replenished (MC_EVALUATE_CACHE methods update every time stats, including hearts, need to be re-evaluated).
Kefke 2017 年 11 月 10 日 下午 2:27 
This item seems to be bugging out. Love it just for a simple item, but when I grab it, my tear rate is constantly recalculating, and as long as I have red health, I'm immortal. Basically, it seems to be re-applying its effects over and over instead of just once on pickup.
John Sticky Fingers 2017 年 10 月 28 日 上午 9:23 
I'm having an issue where whenever I enter/exit a room my tear rate will decrease untill I hit the cap.
Piber 2017 年 8 月 22 日 上午 4:08 
I dont seem to take contact damage anymore when I have this. My hearts also seem to refill when I enter a different room.