The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

61 ratings
The Goat (Character, REPENTOGON)
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Sep 22, 2024 @ 6:53am
Sep 23, 2024 @ 3:06am
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The Goat (Character, REPENTOGON)

Description
Adds a new character, The Goat, based on the game Inscryption and specifically on the Black Goat card from it.
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Gets a one use active item each floor, that lets you reroll last picked item into new one from current room pool and also gives 2 random cards. Buying an item in devil deal will let you get another one for free in current room. Buying something from devil will also make your active give you 1 broken heart after each use.

Birthright: active item wont give you broken hearts anymore, even if you bought something from devil
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Initially, the mod also contained a custom attack and was almost ready six months ago, but just a few days before the release of the mod, another mod was released with almost the same attack (Baphomet). That made me ultra sad and cancel the mod. But recently I decided to release this mod after all, cutting out the custom attack from it, leaving only the remaining features so that the efforts would not be in vain.

This is also my first ever character for Isaac and second ever content mod, so dont be too harsh please :>



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29 Comments
MrSoup678 Oct 2, 2024 @ 4:24am 
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)
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)
MrSoup678 Oct 2, 2024 @ 4:24am 
With that in in mind, here's the fixed snippet:
```
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)
MrSoup678 Oct 2, 2024 @ 4:08am 
And finally `GetCard` and `GetCollectible` already roll a valid item, no need to roll an int here.
MrSoup678 Oct 2, 2024 @ 4:03am 
Also we have erroneous use here:
```
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.
MrSoup678 Oct 2, 2024 @ 3:57am 
Nevermind there's chaos... Do we still want to spawn with current room pool with chaos active?
MrSoup678 Oct 2, 2024 @ 3:53am 
Seems to be case, it looks like for some reason it will pick items from one mod. I'll try to make fixes for mega modded.
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`?
MrSoup678 Oct 2, 2024 @ 3:34am 
Doubtful, but I'll test with solo Goat.
Psina  [author] Sep 30, 2024 @ 11:40am 
@MrSoup678 its probably problems with other mods bc i dont have that
MrSoup678 Sep 30, 2024 @ 11:37am 
I found a bit of an issue: Using Sacrifice will get two identical cards every time I sac an Item.
The items themselves are fine.
HEAVYSTYLES Sep 29, 2024 @ 3:45pm 
Bro added messi