Binding of Isaac: Rebirth Wiki
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| floor(cleared / 1.11) & 3 == 2
 
| floor(cleared / 1.11) & 3 == 2
 
| floor(cleared / 1.15) & 3 == 2
 
| floor(cleared / 1.15) & 3 == 2
| Drops Hearts, Coins, Keys and Bombs. The drop's type is seeded but the subType is unseeded. The drop function explicitly passes a subtype instead of 0. Hearts = 0-6, Coins = 0-4, Keys = 0-3, Bombs = 0-2.
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| Drops Hearts, Coins, Keys and Bombs. The drop's type is seeded but the subType is unseeded. The drop function explicitly passes a subtype instead of 0. The ranges are, Hearts = 1-6, Coins = 1-4, Keys = 1-3, Bombs = 1-2.
 
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Revision as of 03:05, 21 April 2017

What?

This page contains random information gathered by reverse engineering that has yet to make it into a relevant page. Feel free to use this information and enhance relevant pages. Please strike-out the relevant text when you do. Also feel free to message me on discord or edit my talk page with any research requests.

Items

Athame/Maw

  • Athame is a 15% chance on kill to spawn a blackheart. Maw is a 5% chance on kill to spawn a blackheart. If both proc, the black heart drop percentage is whatever one triggered last.
  • The effect can stack (E.g. Athame + Razor Blade). This can cause multiple hearts to spawn if the killing damage from multiple effects all trigger on the same frame. Here is an example showing this behavior with a 100% drop rate. https://www.youtube.com/watch?v=ppXu5A2FvS8.

Dead Eye

Upon missing there is an increasing chance to lose the buff.

  • first miss = 20%
  • second miss = 33%
  • third miss and beyond = 50%

Delirious

Delirious can spawn the following bosses(v193) http://pastebin.com/simKrthQ

D4

D4 rerolling excludes the following items.

Id Name
10 Halo of Flies
81 Dead Cat
238 Key Piece 1
239 Key Piece 2
258 Missing No.
327 The Polaroid
328 The Negative
376 Restock (only in greed mode)
474 Tonsil

Familiars

Lil' Chest

Upon clearing a room, Lil' Chest has a random chance to spawn a consumable or trinket. The drop chance is seeded, however the drop itself is not seeded.

  • Chances without BFFs!
    • 10% for a trinket
    • 25% for a consumable
  • Chances with BFFs!
    • 12.5% for a trinket
    • 31.25% for a consumable

Bomb Bag

The bomb bag drops a bomb after a certain number of room clears. Note the room clears is tracked per familiar.

  • Without BFFs!
    • floor(roomsCleared / 1.1) > 0 && (floor(roomsCleared / 1.1) & 1) == 0
  • With BFFs!
    • floor(roomsCleared / 1.2) > 0 && (floor(roomsCleared / 1.2) & 1) == 0

Pickup Familiars

ID Name Normal BFFS! Notes
94 Sack of Pennies cleared > 0 && cleared & 1 == 0

cleared > 0 && (cleared & 1 == 0 || rand() % 3 == 0)

96 Little C.H.A.D. floor(cleared / 1.1) > 0 && floor(cleared / 1.1) & 1 == 0 floor(cleared / 1.2) > 0 && floor(cleared / 1.2) & 1 == 0
98 The Relic floor(cleared / 1.11) & 3 == 2 floor(cleared / 1.15) & 3 == 2
131 Bomb Bag floor(cleared / 1.1) > 0 && floor(cleared / 1.1) & 1 == 0 floor(cleared / 1.2) > 0 && floor(cleared / 1.2) & 1 == 0
266 Juicy Sack 1-2 blue spiders (seeded) +1 blue spider
271 Mystery Sack floor(cleared / 1.11) & 3 == 2 floor(cleared / 1.15) & 3 == 2 Drops Hearts, Coins, Keys and Bombs. The drop's type is seeded but the subType is unseeded. The drop function explicitly passes a subtype instead of 0. The ranges are, Hearts = 1-6, Coins = 1-4, Keys = 1-3, Bombs = 1-2.
362 Lil' Chest See the section above
385 Bumbo 32% 40% Level 2 Bumbo has a chance to drop a pickup on room clear.
389 Rune Bag floor(cleared / 1.11) & 3 == 2 floor(cleared / 1.15) & 3 == 2
403 Spider Mod 10% 12.5%(1 in 8) If the roll succeeds, 2/3 chance to spawn a blue spider, 1/3 chance to spawn a battery.
491 Acid Baby floor(cleared / 1.1) > 0 && floor(cleared / 1.1) & 1 == 0 floor(cleared / 1.2) > 0 && floor(cleared / 1.2) & 1 == 0
500 Sack of Sacks floor(cleared / 1.1) > 0 && floor(cleared / 1.1) & 1 == 0 floor(cleared / 1.2) > 0 && floor(cleared / 1.2) & 1 == 0

Room Anti-softlock

This is the feature where doors will open after a set time. The anti-softlock check fires every 2 seconds after being in a room for 30 seconds. These are the door open conditions

  • Only works in RoomType.ROOM_DEFAULT
  • Doesn't trigger if there is a boss/miniboss in the room or the player has flying
  • The remaining enemies must be unable to path to the player (Ignoring poop)
  • The remaining enemies must have GridCollisionClass COLLISION_WALL or COLLISION_WALL_EXCEPT_PLAYER