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(because the game tries to reroll holy mantle causing the effect of the first holy mantle dissapear)
Could you give some more details? I haven't touched this mod in a while and there's a chance it's broken due to general game updates. As for using 'the item' - are you referring to the D4? It shouldn't hurt but it might be something I'd need to look into.
Do you have the mod enabled in the list of mods?
Do you have the lost unlocked and starting with holy mantle?
Fixes:
Now works with greed and greedier - it will not reroll the restocking shops item.
Now works without the achievement - it won't activate itself until you already have the holy mantle in the run. That means if you do pick it up you can still keep it after rerolling, but if you don't start with it it won't replace your first item.
Two holy mantles still exists as a small bug. It's only for the room that you do the reroll in (it resets when you leave the room), so I might not fix that one.
I know fixing this would kinda make this mod redundant, but when picking up the first item without a holy mantle, it gives me the holy mantle instead.
before it disappears. Is that intended or what?
Keep track of player health - if they ever have a red heard replace it with soul hearts by giving them health down and a soul heart.
Undroppable trinkets I haven't really looked into so no guesses there but I like the idea.
Unrerollable items would definitely work like this - set a variable if they ever get it, and check if they ever lose it. If so remove a random item and give them it.
Hope that helps a bit.
The Blue Baby health is mostly part of a mod idea, in which every character has blue baby health.
Determining how to make trinkets undroppable is also part of a mod concept
Unrerollable items would let me make a item that gives you increased chances for dice rooms, and let a player uses all of them without giving up one or the other of them.
Missing No. has the immunity to reroll as well.
I'm also interested in figuring out how to access the tick trinket can't be dropped, as well as blue baby's interpretation of health (i.e. adding heart containers instead adds soul hearts, and health down effects affect current soul heart)
I'm hoping that I can figure out how to use the same code that the game uses to enforce that for Eve, and Sampsons starting items.
Eve needs to keep it the most, because her character is the most built around her starting item (no other character depends on an item to get an effect 4/3 x damage multiplier.