Fix TMTRAINER bug, again
also revert sorting the new items in the pools, 99% sure it's not needed
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d0c2219c76
commit
91f690e9ba
1 file changed
+4
-11
+4
-11
@@ -1,4 +1,5 @@
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local game = Game()
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local pickupValues = {
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0x00000000, -- 0 None
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-- Hearts
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@@ -491,7 +492,7 @@ local moddedCrafting = false
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-- Check for modded items past the known max item ID on game start (can also support game updates)
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-- Only works if the new items are at Weight 1.0 in their item pools, but better than nothing
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local function GameStartCrafting()
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if EID.itemConfig:GetCollectible(EID.XMLMaxItemID+1) ~= nil then
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if not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) and EID.itemConfig:GetCollectible(EID.XMLMaxItemID+1) ~= nil then
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-- Items past max ID detected; copy our XML tables so we can add to them
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CraftingMaxItemID = EID.XMLMaxItemID
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CraftingItemPools = deepcopy(EID.XMLItemPools)
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@@ -509,19 +510,11 @@ local function GameStartCrafting()
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for i=1,EID.XMLMaxItemID do itemPool:AddRoomBlacklist(i) end
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local collID = itemPool:GetCollectible(poolNum, false, 1, 25)
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local idsToAdd = {}
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while collID ~= 25 do
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table.insert(idsToAdd, {collID, 1.0})
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while collID ~= 25 and collID > 0 do
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table.insert(CraftingItemPools[poolNum+1], {collID, 1.0})
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itemPool:AddRoomBlacklist(collID)
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collID = itemPool:GetCollectible(poolNum, false, 1, 25)
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end
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-- sort ids since thats the most likely way people add items to the itempool
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table.sort(idsToAdd, function (a,b)
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return a[1] < b[1]
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end)
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for _,v in ipairs(idsToAdd) do
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table.insert(CraftingItemPools[poolNum+1], v)
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end
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itemPool:ResetRoomBlacklist()
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end
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