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Game():GetItemPool():GetCard(
sacrificeRng:Next(),
true,
true,
false),
Game():GetRoom():FindFreePickupSpawnPosition(CurrentPlayer.Position + Vector(-50, 50)),
Vector(0,0),
nil)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TAROTCARD,
Game():GetItemPool():GetCard(
sacrificeRng:Next(),
true,
true,
false),
Game():GetRoom():FindFreePickupSpawnPosition(CurrentPlayer.Position + Vector(50, 50)),
Vector(0,0),
nil)
```
Now with 100% more randomness!
(2/2)
```
local sacrificeRng = CurrentPlayer:GetCollectibleRNG(items.Sacrifice);
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE,
Game():GetItemPool():GetCollectible(
Game():GetItemPool():GetPoolForRoom(Game():GetRoom():GetType(), 0),
true,
sacrificeRng:Next()
),
Game():GetRoom():FindFreePickupSpawnPosition(CurrentPlayer.Position + Vector(0, 50)),
Vector(0,0),
nil)
(1/2)
```
Game():GetItemPool():GetCard(
CurrentPlayer:GetCollectibleRNG(items.Sacrifice):RandomInt(999),
true,
true,
false),
```
We roll a very low int... only to put it to the Seed param. We likely need to use RNG:Next() here. That one returns proper seed for GetCard use.
Also
```
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE,
Game():GetItemPool():GetCollectible(
Game():GetItemPool():GetPoolForRoom(Game():GetRoom():GetType(), 0),
true,
CurrentPlayer:GetCollectibleRNG(items.Sacrifice):Next():RandomInt(999)
),
Game():GetRoom():FindFreePickupSpawnPosition(CurrentPlayer.Position + Vector(0, 50)),
Vector(0,0),
nil)
```
Isn't this `CurrentPlayer:GetCollectibleRNG(items.Sacrifice):Next():RandomInt(999)` kinda redundant? Since what you want here is already handled by entity `5.100.0`?
The items themselves are fine.