The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Da Rules - A Sandbox Menu Thingy [Rep/Rep+/AB+]
 Dieses Thema wurde angeheftet; es ist wahrscheinlich wichtig
JSG  [Entwickler] 24. Mai 2021 um 7:49
Questions and Feature suggestions
I'll grup all the questions and feature suggestions here, so people have one place to see everything that was asked/suggested

Common Suggestions:
- Add/change Hp: it's planned
- Multiple modifiers: it's planned.
- Multiple conditionals: Also planned.
- Random Rule generated: already planned, just really low priority, it may or may not happen.

Take in mind that "planned" doesnt mean that I'll do it, it means that I plan to do it. As a normal human being with fluctuating interests, my plans and the priorities of said plans change. If you want a relatable explanation, in the same way you get burnt out of mods, so do mod devs.

Common Questions:
BEFORE ASKING ANYTHING, click the "?" icon on the top left of the menu, maybe your answer is there.

-Is there a game-wise timer(for hush n stuff)?
Yes, the delay special.

-How do I make a "Every item rule?"
0. Press J on the starting room.
1. Create a new rule
2. Click on the on the white paper on left side of the arrow
3. You'll now be in the entity selection screen
4. Click the title box on the top
5. Select the Red question mark
6. Look for "All Items" and click it (Red Question mark on a pedestal) then select "All Items No Quest"
7. Click on the "Forbidden" red icon/pin on top of the white paper on the left side of the arrow. The paper should turn red and be crossed out.
8. Click on the white paper on right side of the arrow
9. Click the title and select the sad onion icon
10. Select the item you want to replace all items with.
11. DONE

For example, this is how every item is sad onion looks like:
https://i.imgur.com/BYsda7A.png
Zuletzt bearbeitet von JSG; 15. Aug. 2023 um 18:53
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Beiträge 211225 von 294
how i can make any familiar orbiting around player?
Ursprünglich geschrieben von JSG:
Theres an orbit special...so you just do:

Familiar--->Orbits Da Player

that should be it
for some reason its just standing near the door
oh wait, im just selected cain eye,but now player orbits around familiar
Ursprünglich geschrieben von JSG:
Doesnt make any sense, recheck your rules, again, it should be:

Cains Eye ----> Orbits Around Da Player

and nothing else, it only needs that to work. If that doesnt work, then look on the top left of the menu, you will notice the version of the mod, tell me what number you see. If it's too small to read, click it and it will become larger.
v0.9809R
is there any way to make something invulnerable for a time? I tried looking through specials but couldnt find it. like i want to make it so that fistula and teratoma peices are invulnerable for a short while after spawning so the whole thing doesnt just explode into a laggy mess when you have high damage.
Yes thank you, i decided to use the "all monsters" option so they all work like this
I have noticed what i think is a bug: I did what you recommended and made a label called label A and i made it so all monsters spawn with it. Another rule that says label A removes Label A after 1 second. I have a third, final rule that makes all monsters Labeled A replace damage taken into "increase size by 0%" (basically meaning nothing) to basically make them invulnerable for 1 second after spawning. This works completely fine for some monsters but for others it *seems* to work fine as well, but even after that 1 second is up and they are vulnerable to damage, they randomly ignore damage for no reason (like every other shot that hits them just does nothing) I thought that maybe i could have set it to "every 1 second" instead of "after 1 second" by accident but i didnt.
I have 1 rule that gives all monsters label A. I have a second rule that makes all monsters labeled A replace any damage they take with "increase sprite size by 0%" I have a third and final rule that tells Label A to remove Label A after 1 second. All together, these three rules make it so when an enemy spawns they are immune to damage for 1 second. And that does work, enemies are immune to damage when they first spawn and after 1 second, they can take damage. However the issue is that after that 1 second is up, they just ignore damage basically at random. It is most noticeable with higher tear stat, like with soy milk. I tested it with some enemies and bosses, and it seems that they just ignore 2/3 of the soy milk tears. However, I tested and found that it almost seems that enemies that you try to damage during their initial 1 second of invulnerability have this previously described semi-random damage-ignoring effect/bug afterwards. So basically, for me to avoid this effect I have to just not attack anything in the first second they spawn in a new room, or from being spawned by another enemy, which kinda defeats the purpose of having these rules anyways. I'm not sure what could be causing Label A to *partially* persist after i shoot an enemy that has it, even after it tells itself to remove itself after 1 second.
Zuletzt bearbeitet von Molten Sh4dow; 8. Dez. 2023 um 19:46
Hello, I want to use this mod to replace curse of darkness with any other curse. What is the best way of doing this? I tried finding triggers related to curses but couldn't find any, could you maybe point me in the right direction?
regarding that issue i mentioned earlier that you fixed, it seems to still be bugged for delirium, where the bosses he transforms into will have that semi-invulnerability. However, another bug with delirium apart from that is that any size increase that i have applied (I made mega fatty like 10% bigger) to a boss that delirium transforms into will constantly apply that size increase on a loop. Which means when delirium turns into mega fatty, he just inflates in size infinitely until he takes up the whole screen.
Ant Man 26. Jan. 2024 um 16:24 
I have a few questions/feature suggestions:

Is there/Will there be an option to change the angle and range of fired projectiles(from enemies with the "shoot in a ___ modifiers)? I want to give hush a thing where you have to circle it but I unfortunately don't know how to or there isn't a thing for that.

Can you make a boss do a certain thing when it plays a certain animation?

Are you able to change an enemy's movement pattern while is keeps its attacks(such as Hush running toward you like a gaper or BB jumping around like a hopper)?
Ursprünglich geschrieben von JSG:
- Is there/Will there be an option to change the angle and range of fired projectiles(from enemies with the "shoot in a ___ modifiers)?
Not sure how would you angle a circle pattern or how would it matter....so probably no?.
You can shoot projectiles in any direction or angle you want by pushing it after spawn using rhe push special, so you can theoretically make your own patters in whatever angle you want.

- Can you make a boss do a certain thing when it plays a certain animation?
No, but I do want to add animation triggers down the line.

- Are you able to change an enemy's movement pattern while is keeps its attacks(such as Hush running toward you like a gaper or BB jumping around like a hopper)?
Not in the way you are probably thinking, since the api does not allow this in any shape or form. What you can do is to use the "Stick to" rule to make different mobs stick to one another....so if you spawn a gaper and make it stick to a hopper, it will hop like a hopper while still being a gaper, this can be wonky af tho on some cases. Theres also the disguise special, where you can make monsters look like other monsters.
Follow up Questions:

Is there/Will there be a thing that allows you to run a rule when a different rule is successfully executed; Ex: when an enemy spawns a projectile it is followed up by another one.

What about the range of projectiles? can we change how long they will last before destruction? Or is it not possible in the menu?
Is there any way to edit the ammount of coins in the donation machine and greed donation machine?
have you guys considered being able to change stat multipliers? (like dmg multiplier, tear multiplier, ect)
Duka 26. Feb. 2024 um 7:20 
Is there a way to make an "Every Item is", but with multiple items? Say, for instance, I wanted both Cambion Conception and Immaculate conception to be the only items to spawn
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