Move colors, optimize log checks
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1 parent
327d81f73d
commit
9521913ea9
1 file changed
+19
-4
+19
-4
@@ -20,6 +20,18 @@ local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME
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local logFound = false
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local logCursor = 0
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local triggerColors = {
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chain = "{{ColorSilver}}",
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active = "{{ColorLime}}",
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pickup_collected = "{{ColorYellow}}",
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enemy_kill = "{{ColorRed}}",
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damage_taken = "{{ColorRed}}",
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entity_spawned = "",
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tear_fire = "{{ColorCyan}}",
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enemy_hit = "{{ColorEIDError}}",
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room_clear = "{{ColorOrange}}",
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}
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local function entityToName(e, plural)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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-- -1 is often used as an "any of this type", even if there's only one of that type, so converting it to 0 can help find names
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@@ -31,7 +43,7 @@ local function entityToName(e, plural)
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if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
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elseif plural then name = name .. localizedNames["pluralize"] end
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return name
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return "{{ColorGray}}" .. name .. "{{CR}}"
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end
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local function parseEffectLine(raw)
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@@ -77,7 +89,7 @@ local function parseEffectLine(raw)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local eidString = ""
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if effectTrigger ~= lastEffectTrigger then eidString = eidString .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
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if effectTrigger ~= lastEffectTrigger then eidString = eidString .. triggerColors[effectTrigger] .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
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if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end
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for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
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for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
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@@ -87,8 +99,11 @@ local function parseEffectLine(raw)
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end
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local function CheckLogForItems(_)
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if not EID.Config["DisplayGlitchedItemInfo"] or not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) then return end
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-- Check log.txt every 5 frames if there's a collectible we haven't read the data for yet
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-- (Should work well for Corrupted Data)
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if game:GetFrameCount() % 5 ~= 0 or not EID.Config["DisplayGlitchedItemInfo"] or not logFound or
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Isaac.GetItemConfig():GetCollectible(maxNumber - spawnedItems - 1) == nil then return end
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local numEffects = 0
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local itemScore = 0
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local eidDesc = ""
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