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Now I just need a mod where all players can get 1 fishhook early..........
Uninstall the mod. Start a run with Creature. You will have a cursed hook that has 28% chance of cursing. In the first shop, lock ONLY 1 item. Play the next wave. If the item is not cursed in the next shop, look at your fish hook. It will say that the pity bonus is 7.
When you lock 1 item, the pity bonus is Curse Chance divided by 4. So 28 / 4 = 7
Now install this mod. And repeat the same steps. The pity bonus will be 10 instead of 7. Because the curse chance goes from 28 to 42 and 42 / 4 = 10 (it gets rounded down to nearest integer)
If you do this test and see that the pity bonus goes from 7 to 10 with this mod, it means that it is correctly working.
You don't need to do this because I've already done it and confirmed that it works. You can safely ignore people that say it doesn't work...
curse_locked_items is not the number of cursed items. If you look at the fish_hook_effect_0.tres file, you can see that the fish hook adds 20 to the value EFFECT_CURSE_LOCKED_ITEMS. In the same file, this value is paired with the key "curse_locked_items".
The RNG roll that decides if a locked item will be cursed or not is the following line:
Utils.get_chance_success((RunData.players_data[player_index].curse_locked_shop_items_pity + curse_locked_items) / 100.0):
This line calls the get_chance_success function with a param between 0 and 1. That param is calculated by doing:
(curse_locked_shop_items_pity + curse_locked_items) / 100
My mod multiplies the variable curse_locked_items by 1.5, which correctly increases the curse chance by 50%.
Original: var curse_locked_items: int = RunData.get_player_effect("curse_locked_items", player_index)
Your edit: var curse_locked_items: float = RunData.get_player_effect("curse_locked_items", player_index) * 1.5
The original line simply returns the count of cursed items in the shop. This event only returns a value, it doesn’t set one, and you changed it to return 1.5x more. When you lock items, they can become cursed, and if they do, the edited event now returns a 1, 2, or 3 based on the number of cursed locked items.
The rest of the code executes normally, as the edited line doesn’t impact drop rates. The condition if curse_locked_items > 0 and locked_items.size() > 0 still checks for cursed locked items, so multiplying by 1.5 does nothing meaningful.