Added ItemReminder "hideInOverview" attribute. Only show character info in starting room
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@@ -18,12 +18,23 @@ EID.ItemReminderPlayerEntity = nil -- for description modifiers to reference
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-- Data Tables --
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-- Format : Table of { id = "Category Name", entryGenerators = table of functions to generate descriptions, isScrollable = only shows one entry at a time but is scrollable }
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-- Format : Table of { id = "Category Name",
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-- entryGenerators = table of functions to generate descriptions,
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-- isScrollable = only shows one entry at a time but is scrollable,
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-- hideInOverview = if true, dont show category content in overview. can be function or boolean
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-- }
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-- Execution order is handles by the order of the table entries.
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-- Category name is interpreted as a lookup for the "EID.descriptions.ItemReminder.CategoryNames" table. If no translation is found, use english or the lookup value
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EID.ItemReminderCategories = {
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{ id = "Overview", entryGenerators = { } }, -- special handling for Overview category
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{ id = "Character", entryGenerators = { function(player) EID:ItemReminderHandleCharacterInfo(player) end, } },
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{ id = "Overview", entryGenerators = {} }, -- special handling for Overview category
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{ id = "Character",
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entryGenerators = {
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function(player) EID:ItemReminderHandleCharacterInfo(player) end
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},
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hideInOverview = function(_) -- hide character description from overview, if player is not in the starting room
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return game:GetLevel():GetStartingRoomIndex() ~= game:GetLevel():GetCurrentRoomIndex()
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end
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},
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{ id = "Special", entryGenerators = { function(player) EID:ItemReminderHandlePoopSpells(player) end, } },
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{ id = "Wisps",
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isScrollable = true,
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@@ -33,7 +44,7 @@ EID.ItemReminderCategories = {
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return EID:ItemReminderHandleItemScrollbarFeature(EID.WispsPerPlayer[playerNum], 100, false)
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end
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},
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{ id = "Actives", entryGenerators = { function(player) EID:ItemReminderHandleActiveItems(player) end, } },
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{ id = "Actives", entryGenerators = { function(player) EID:ItemReminderHandleActiveItems(player) end, } },
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{ id = "Pockets",
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entryGenerators = {
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function(player) EID:ItemReminderHandleDiceBag(player) end,
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@@ -767,8 +778,9 @@ function EID:ItemReminderGetDescription()
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EID:ItemReminderAddSpecialDescriptions(player)
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-- execute all functions defined per category
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for _, category in ipairs(EID.ItemReminderCategories) do
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-- don't display character info in the overview after a few rooms
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if category.id ~= "Character" or EID.roomCount < 5 then
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local hideInOverview = type(category.hideInOverview) == "function" and category.hideInOverview(player)
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or type(category.hideInOverview) == "boolean" and category.hideInOverview
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if not hideInOverview then
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numAvailableDescriptionSlots = 1 -- limit to one description per category in overview mode
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for _, func in ipairs(category.entryGenerators) do
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func(player)
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@@ -51,7 +51,6 @@ EID.holdTabPlayer = 0
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EID.holdTabCounter = 0
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EID.DInfinityState = {}
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local forgottenDropTimer = 0
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EID.roomCount = 0
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local preHourglassStatus = {}
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EID.GameUpdateCount = 0
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@@ -777,7 +776,6 @@ end
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function EID:onNewRoom()
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EID:CheckCurrentRoomGridEntities()
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EID.roomCount = EID.roomCount + 1
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-- Store values here to be rewound after using Glowing Hour Glass
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preHourglassStatus = {}
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preHourglassStatus.absorbedItems = EID:CopyTable(EID.absorbedItems)
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@@ -1653,7 +1651,6 @@ local function OnGameStartGeneral(_,isSave)
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end
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EID.ShouldCheckWisp = true
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EID.WildCardEffects = {}
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EID.roomCount = 0
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end
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EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, OnGameStartGeneral)
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