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Monster[Label A] ----> Apply property Persistent
Monster[Label A] --on update--> Remove property friendly
Monster[Label A] --on update--> Apply property charmed
Monster[Label A] --on update--> Apply property friendly
(without persistent if you dont want them to persist between rooms)
About the second question, if you dont want burning basement to show up you can just make a rule thats like:
Floor change ---> Set stage to Basement [On burning Basement]
Currently doing modded Pica runs with Da Rulez! and running into an issue with a rule:
[ all ITEMS except quest items --replaced with--> all trinkets - all rooms - every floor ]
It seemed like it was doing the trick fine, but as I started playing it started spawning keys and other modded cards and activateables instead of "all trinkets".
I am running a modpack so I just wanna know if this is like a known issue or I have a compat issue with some other mod im running.
thanks for making such a sick mod, gives alot of freedom to casually boot something fun up.
Use X ---> Green ON
Every 0.01s[Green ON] ---> Use X
Every 0.01s[Green ON] ---> Green OFF
If you wanted to use more than 1 card, you could probably use a counter instead of a light and set the counter to specific values depending on the cards....just replace "Green ON" with "Set Counter to X" and then set it back to 0 instead if turning the light off.
Luck Up --> +2 luck
Hematemesis --> extra heart drops
Death --> 80 damage instead of 40
etc.
But, yea, if you want to add it directly yo the inventory just use the Give Item special
Item---pickup--> give item
granted, yes, you have to do it for each item you want to do this for.
The closest you can make is:
Key Piece---On Pickup--> Stop Rule chain [On Angel Room]
All Items ---On Pickup--> Stuff [On Angel Room]
That will trigger when you pick up an item thats not a Key Piece inside of an angel room. Granted, if you swap out active items it may trigger more than once so it can be tricky depending on what you want to do, further stuff may be needed.
For Devil Deals, same deal minus the Key Piece exclusion, so:
All Items ---On Pickup--> Stuff [On Devil Room]
Personally, yea, the original intended purpose for this mod is mainly challenges or the sandbox aspect of it, but if people want to use them any othe way its on them, I wont force people to use my mod in the way I intended....hell, the large majority of people only really use this for "Every item is X" and I dont like that kind of challenge at all.
Room Enter ----> Red OFF
Walking[After 0.2s] ----> Red OFF
Walking ----> Red ON
All mons[Red ON] --update--> Remove Freeze
All mons[Red OFF] --update--> Add Freeze(60ms?)
This will have the desired effect....sort of, because the game is not so quick at removing status effects and neither it is at applying them, theres always an immunity period between applications and the removal of the status effects is not immediate either, so there will always be some delay between actually triggering the enemies to unfreeze and them being able to move. If you actually use the "No Status effects" flag and constantly freeze them, the result cna be better but it will make all enemies immune to all other status effects.
What worked for me for opposite effect:
1. Every 0.01s triggers red light off
2. Walking triggers red light on
3. All monsters (when red light is off) every update triggers clear special effects
4. All monsters (when red light is on) every update triggers apply: freeze (120ms)