Improved Luadocs and fixed some code warnings
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@@ -113,7 +113,7 @@ local dynamicSpriteCache = {} -- used to store sprite objects of collectible ico
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---@field Quality integer
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---@field Icon EID_Icon
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---@field Entity Entity?
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---@field ShowWhenUndefined boolean
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---@field ShowWhenUnidentified boolean?
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---@field PermanentTextEnglish string?
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---@field ItemType integer?
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---@field ChargeType integer?
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@@ -304,7 +304,7 @@ end
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--- EID:assignTransformation("collectible", 1, "My Transformation")
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--- ```
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--- <hr>
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---@param targetType? EID_TypeVariantAlias @Alias for a `Type.Variant` of entity
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---@param targetType EID_TypeVariantAlias @Alias for a `Type.Variant` of entity
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---@param targetIdentifier integer | string @If valid `targetType` is specified, `SubType` of the entity. Otherwise, the full entity identifier
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---@param transformationString string @Transformation name
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function EID:assignTransformation(targetType, targetIdentifier, transformationString)
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@@ -355,7 +355,7 @@ end
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---EID:removeTransformation("collectible", 1, "My Transformation")
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---```
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---<hr>
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---@param targetType? EID_TypeVariantAlias @Alias for a `Type.Variant` of entity
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---@param targetType EID_TypeVariantAlias @Alias for a `Type.Variant` of entity
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---@param targetIdentifier integer | string @If valid `targetType` is specified, `SubType` of the entity. Otherwise, the full entity identifier
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---@param transformationString string @Transformation name
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function EID:removeTransformation(targetType, targetIdentifier, transformationString)
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@@ -469,7 +469,7 @@ end
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---@see EID.hidePermanentText @Hides permanently displayed text object.
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---@param descriptionObject EID_DescObj @Description object to display
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---@param permName1 string
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---@param permName2 string
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---@param permName2 string?
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function EID:displayPermanentText(descriptionObject, permName1, permName2)
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descriptionObject.PermanentTextEnglish = EID:getDescriptionEntryEnglish(permName1, permName2)
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EID.permanentDisplayTextObj = descriptionObject
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@@ -601,7 +601,7 @@ end
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---Returns the description object of the specified entity.
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---Falls back to english if the objID isnt available
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---@param Type EntityType
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---@param Type EntityType | integer
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---@param Variant integer
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---@param SubType integer
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---@param entity? Entity
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@@ -729,17 +729,17 @@ end
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---Returns the specified object string in the current language.
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---Falls back to english if it doesnt exist, unless `noFallback` is true
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---@param objTable string
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---@param objID? integer
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---@param objIdentifier? integer | string
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---@param noFallback? boolean
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---@return string
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function EID:getDescriptionEntry(objTable, objID, noFallback)
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if not objID then
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function EID:getDescriptionEntry(objTable, objIdentifier, noFallback)
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if not objIdentifier then
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if noFallback then return EID.descriptions[EID:getLanguage()][objTable]
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else return EID.descriptions[EID:getLanguage()][objTable] or EID.descriptions["en_us"][objTable] end
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else
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local translatedTable = EID.descriptions[EID:getLanguage()][objTable]
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if noFallback then return translatedTable and translatedTable[objID]
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else return (translatedTable and translatedTable[objID]) or (EID.descriptions["en_us"][objTable] and EID.descriptions["en_us"][objTable][objID]) end
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if noFallback then return translatedTable and translatedTable[objIdentifier]
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else return (translatedTable and translatedTable[objIdentifier]) or (EID.descriptions["en_us"][objTable] and EID.descriptions["en_us"][objTable][objIdentifier]) end
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end
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end
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@@ -913,12 +913,12 @@ end
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---@param id PlayerType
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---@return string?
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function EID:findPlayerName(id)
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local found, entityPlayer = EID:PlayersHaveCharacter(id, false)
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local _, entityPlayer = EID:PlayersHaveCharacter(id, false)
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if entityPlayer then return entityPlayer:GetName() end
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end
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---Returns the name of a pill based on the pilleffect id
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---@param pillID PillEffect
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---@param pillID PillEffect | integer
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---@param isHorsepill boolean
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---@return string
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function EID:getPillName(pillID, isHorsepill)
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@@ -1191,7 +1191,7 @@ end
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---Searches through the given string and replaces Icon placeholders with icons.
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---Returns 2 values. the string without the placeholders but with an accurate space between lines. And a table of all Inline Sprites
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---@param text string
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---@param renderBulletPointIcon boolean
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---@param renderBulletPointIcon boolean?
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---@return string, [EID_Icon, integer, function?][]
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function EID:filterIconMarkup(text, renderBulletPointIcon)
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local spriteTable = {}
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@@ -1241,9 +1241,9 @@ end
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---@param spriteObj Sprite
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---@param posX integer
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---@param posY integer
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---@param callback fun(spriteObj: Sprite)
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---@param animName string
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---@param animFrame integer
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---@param callback fun(spriteObj: Sprite) | nil
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---@param animName string | nil
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---@param animFrame integer | nil
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function EID:renderIcon(spriteObj, posX, posY, callback, animName, animFrame)
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spriteObj.Scale = Vector(EID.Scale, EID.Scale)
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spriteObj.Color = Color(1, 1, 1, EID.Config["Transparency"], 0, 0, 0)
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@@ -1487,7 +1487,7 @@ end
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---@param position Vector
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---@param scale Vector
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---@param kcolor KColor
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---@param renderBulletPointIcon boolean
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---@param renderBulletPointIcon boolean?
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---@return KColor
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function EID:renderString(str, position, scale, kcolor, renderBulletPointIcon)
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str = EID:replaceShortMarkupStrings(str)
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@@ -1583,18 +1583,18 @@ function EID:SplitTVS(tvsString)
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end
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---Checks if any player has a given item ID (or anyone is a given player ID)
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---@param Type EntityType
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---@param Var integer
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---@param Sub integer
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---@return boolean
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---@param Type string | integer | EntityType
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---@param Var integer | nil
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---@param Sub integer | nil
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---@return boolean, EntityPlayer?, integer?
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function EID:PlayersHaveItem(Type, Var, Sub)
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-- convert "5.100.69" format strings into type, var, sub
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if type(Type) == "string" then
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Type, Var, Sub = EID:SplitTVS(Type)
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-- assume collectible if only Type was given
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elseif Var == nil then Sub = Type; Type = 5; Var = 100 end
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if Type == 1 then return EID:PlayersHaveCharacter(Sub)
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elseif Type == 5 then
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if Type == 1 and Sub then return EID:PlayersHaveCharacter(Sub)
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elseif Type == 5 and Sub then
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if Var == 100 then return EID:PlayersHaveCollectible(Sub)
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elseif Var == 350 then return EID:PlayersHaveTrinket(Sub)
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elseif Var == 300 then return EID:PlayersHaveCard(Sub)
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@@ -1607,8 +1607,8 @@ end
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---Checks if the given player has the given item ID (or is the given player ID)
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---@param player EntityPlayer
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---@param Type EntityType
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---@param Var integer
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---@param Sub integer
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---@param Var integer?
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---@param Sub integer?
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---@return boolean
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function EID:PlayerHasItem(player, Type, Var, Sub)
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-- convert "5.100.69" format strings into type, var, sub
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@@ -1616,8 +1616,8 @@ function EID:PlayerHasItem(player, Type, Var, Sub)
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Type, Var, Sub = EID:SplitTVS(Type)
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-- assume collectible if only Type was given
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elseif Var == nil then Sub = Type; Type = 5; Var = 100 end
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if Type == 1 then return player:GetPlayerType() == Sub
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elseif Type == 5 then
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if Type == 1 and Sub then return player:GetPlayerType() == Sub
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elseif Type == 5 and Sub then
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if Var == 100 then return player:HasCollectible(Sub)
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elseif Var == 350 then return player:HasTrinket(Sub)
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elseif Var == 300 then return EID:PlayerHasCard(player, Sub)
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@@ -1929,7 +1929,7 @@ end
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---Converts a given table into a string containing the crafting icons of the table, which are also grouped to reduce render lag
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---@param craftTable integer[] @Example: {1,1,1,2,2,3,3,3}
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---@param indicateCompleteContent boolean
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---@param indicateCompleteContent boolean?
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---@return string @Example: "3{{Crafting1}}2{{Crafting2}}3{{Crafting3}}"
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function EID:tableToCraftingIconsMerged(craftTable, indicateCompleteContent)
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local sortedList = {table.unpack(craftTable)}
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@@ -2062,7 +2062,7 @@ function EID:setEntityData(entity, str, value)
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end
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---Function to fix font compatibility. Resets config font to a value compatible with your current language
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---@param forceRefresh boolean
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---@param forceRefresh boolean | nil
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---@return boolean @True if the font was changed
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function EID:fixDefinedFont(forceRefresh)
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local curLang = EID:getLanguage()
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@@ -2293,7 +2293,7 @@ end
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---Returns true if any player is pressing the given button (you can also specify any of the input functions)
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---@generic BTN
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---@param button BTN
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---@param inputFunc fun(button: BTN, playerIndex: integer): boolean
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---@param inputFunc nil | fun(button: BTN, playerIndex: integer): boolean
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---@return boolean, integer?
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function EID:PlayersActionPressed(button, inputFunc)
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inputFunc = inputFunc or Input.IsActionPressed
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@@ -2903,7 +2903,7 @@ function EID:UpdateAllPlayerLemegetonWisps()
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end
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end
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-- Sort wisps by age (newest first), and leave just the IDs
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for playerNum,wisps in pairs(EID.WispsPerPlayer) do
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for playerNum, wisps in pairs(EID.WispsPerPlayer) do
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table.sort(wisps, function(a, b) return a.FrameCount < b.FrameCount end)
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for i,v in ipairs(wisps) do wisps[i] = v.SubType end
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end
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@@ -2916,7 +2916,7 @@ EID.GlitchedCrownCheck = {}
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function EID:WatchForGlitchedCrown()
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if REPENTOGON then
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-- In REPENTOGON, always check even without Glitched Crown, allowing to check 5+ Soul of Isaac usage, or Everything Jar
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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EID.GlitchedCrownCheck[curRoomIndex] = EID.GlitchedCrownCheck[curRoomIndex] or {}
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for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do
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@@ -2935,7 +2935,7 @@ function EID:WatchForGlitchedCrown()
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else
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if not EID.collectiblesOwned[689] then return end
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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EID.GlitchedCrownCheck[curRoomIndex] = EID.GlitchedCrownCheck[curRoomIndex] or {}
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for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do
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@@ -2954,8 +2954,8 @@ end
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---Example: "My {1} message" --> "My test message"
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---varID can be omitted to replace {1} (or pass in a string table, to replace {1}, {2}, etc.)
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---@param str string
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---@param varID integer | integer[]
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---@param newString? string | string[]
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---@param varID integer | integer[] | string | string[]
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---@param newString? string | string[] | integer
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function EID:ReplaceVariableStr(str, varID, newString)
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if newString == nil then
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newString = varID ---@diagnostic disable-line
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@@ -3019,7 +3019,7 @@ end
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---Simple decimal rounding, instead of just floor or ceil
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---@param num number
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---@param dp integer
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---@param dp integer?
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---@return number
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function EID:SimpleRound(num, dp)
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dp = dp or 2
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@@ -310,8 +310,8 @@ function EID:ClosestCharCheck(modifierText, playerTypes, includeTainted)
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end
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-- The closest player does not apply the modifier; check for players that do get this modifier
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for i = 1, #EID.coopAllPlayers do
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local t = EID.coopAllPlayers[i]:GetPlayerType()
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for _, player in ipairs(EID.coopAllPlayers) do
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local t = player:GetPlayerType()
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if EID:ArrayContains(playerTypes, t) or (includeTainted and EID:ArrayContains(playerTypes, EID.TaintedToRegularID[t])) then
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table.insert(EID.DifferentEffectPlayers, t)
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end
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@@ -320,8 +320,7 @@ function EID:ClosestCharCheck(modifierText, playerTypes, includeTainted)
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end
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function EID:PlayersHaveGoldenBomb()
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for i = 1, #EID.coopAllPlayers do
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local player = EID.coopAllPlayers[i]
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for _, player in ipairs(EID.coopAllPlayers) do
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if player:HasGoldenBomb() then
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return true
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end
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@@ -364,8 +363,7 @@ function EID:CheckForNoRedHealthPlayer()
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local player = EID.ItemReminderPlayerEntity
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return EID.NoRedHeartsPlayerIDs[player:GetPlayerType()]
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else
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for i = 1, #EID.coopAllPlayers do
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local player = EID.coopAllPlayers[i]
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for _, player in ipairs(EID.coopAllPlayers) do
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if EID.NoRedHeartsPlayerIDs[player:GetPlayerType()] then
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return true
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end
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@@ -379,8 +377,7 @@ function EID:CheckForTaintedPlayer()
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local player = EID.ItemReminderPlayerEntity
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return EID.TaintedIDs[player:GetPlayerType()]
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else
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for i = 1, #EID.coopAllPlayers do
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local player = EID.coopAllPlayers[i]
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for _, player in ipairs(EID.coopAllPlayers) do
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if EID.TaintedIDs[player:GetPlayerType()] then
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return true
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end
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@@ -390,15 +387,14 @@ function EID:CheckForTaintedPlayer()
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end
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-- Check if we have characters with Schoolbag or a pocket active item
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function EID:CheckForMultipleActives(descObj, onlyChargeablePockets)
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function EID:CheckForMultipleActives(_, onlyChargeablePockets)
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if EID.InsideItemReminder then
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local player = EID.ItemReminderPlayerEntity
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if player:HasCollectible(534) then return 534 end
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local id = player:GetPlayerType()
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if EID.isRepentance and (EID.PocketActivePlayerIDs[id] == 0 or (not onlyChargeablePockets and EID.PocketActivePlayerIDs[id])) then return player:GetActiveItem(2) end
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else
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for i = 1, #EID.coopAllPlayers do
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local player = EID.coopAllPlayers[i]
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for _, player in ipairs(EID.coopAllPlayers) do
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if player:HasCollectible(534) then return 534 end
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local id = player:GetPlayerType()
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if EID.isRepentance and (EID.PocketActivePlayerIDs[id] == 0 or (not onlyChargeablePockets and EID.PocketActivePlayerIDs[id])) then return player:GetActiveItem(2) end
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@@ -416,8 +412,7 @@ function EID:CheckForPocketActives()
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local player = EID.ItemReminderPlayerEntity
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return EID.PocketActivePlayerIDs[player:GetPlayerType()]
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else
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for i = 1, #EID.coopAllPlayers do
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local player = EID.coopAllPlayers[i]
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for _, player in ipairs(EID.coopAllPlayers) do
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if EID.PocketActivePlayerIDs[player:GetPlayerType()] then return true end
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end
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end
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@@ -430,14 +425,14 @@ function EID:CheckForCarBattery(descObj)
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return descObj.ObjSubType
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end
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-- When we're looking at a Car Battery pedestal, check our actives for having an effect or no effect
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function EID:CheckActivesForCarBattery(descObj)
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function EID:CheckActivesForCarBattery(_)
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if EID.InsideItemReminder then return false end
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for k,v in pairs(EID.CarBatteryPedestalWhitelist) do
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if v and EID:PlayersHaveCollectible(k) then return k end
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end
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return false
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end
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function EID:CheckActivesForNoCarBattery(descObj)
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function EID:CheckActivesForNoCarBattery(_)
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if EID.InsideItemReminder then return false end
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for k,v in pairs(EID.CarBatteryNoSynergy) do
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if v and EID:PlayersHaveCollectible(k) then return k end
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@@ -458,21 +453,21 @@ function EID:CheckForHiveMind(descObj)
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end
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-- When we're looking at a BFFS pedestal, check our familiars for having an effect (only finds the earliest one)
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function EID:CheckFamiliarsForBFFS(descObj)
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function EID:CheckFamiliarsForBFFS(_)
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if EID.InsideItemReminder then return false end
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for k,v in pairs(EID.BFFSPedestalWhitelist) do
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if v and EID:PlayersHaveCollectible(k) then return "5.100." .. k end
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end
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return false
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end
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function EID:CheckFamiliarsForHiveMind(descObj)
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function EID:CheckFamiliarsForHiveMind(_)
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if EID.InsideItemReminder then return false end
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for k,v in pairs(EID.BFFSPedestalWhitelist) do
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if EID.HiveMindFamiliars[k] and v and EID:PlayersHaveCollectible(k) then return "5.100." .. k end
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end
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return false
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end
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function EID:CheckFamiliarsForNoBFFS(descObj)
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function EID:CheckFamiliarsForNoBFFS(_)
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if EID.InsideItemReminder then return false end
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for k,v in pairs(EID.BFFSNoSynergy) do
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if v and EID:PlayersHaveCollectible(k) then return k end
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@@ -14,10 +14,8 @@ function EID:TabReleased() return EID.TabHeldLastFrame and not EID.TabHeldThisFr
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-- List of collectible IDs for us to check if a player owns them; feel free to add to this in mods that add description modifiers!
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EID.collectiblesToCheck[CollectibleType.COLLECTIBLE_VOID] = true
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EID.collectiblesToCheck["5.300.41"] = true -- Black Rune
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local maxSlot = 1
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-- Repentance modifiers
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if EID.isRepentance then
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maxSlot = 3
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EID.collectiblesToCheck[CollectibleType.COLLECTIBLE_BOOK_OF_VIRTUES] = true
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EID.collectiblesToCheck[CollectibleType.COLLECTIBLE_SPINDOWN_DICE] = true
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EID.collectiblesToCheck[CollectibleType.COLLECTIBLE_MOMS_BOX] = true
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@@ -920,7 +918,7 @@ if EID.isRepentance then
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local function GlitchedCrownCallback(descObj)
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if not descObj.Entity or inGlitchedCrown then return descObj end
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local entity = descObj.Entity
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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if EID.GlitchedCrownCheck[curRoomIndex] and EID.GlitchedCrownCheck[curRoomIndex][descObj.Entity.InitSeed .. descObj.Entity.Index] then
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-- this table has collectible ID keys that define the first frame and most recent frame that that ID has been seen on this pedestal
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@@ -49,7 +49,7 @@ local pathsChecked = {}
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local altPathItemChecked = {}
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local alwaysUseLocalMode = false -- set to true after drawing a non-local mode description this frame
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EID.ForceRefreshCache = false -- set to true to force-refresh descriptions, currently used for potential transformation text changes
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EID.holdTabPlayer = 0
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EID.holdTabPlayer = nil
|
||||
EID.holdTabCounter = 0
|
||||
EID.DInfinityState = {}
|
||||
local forgottenDropTimer = 0
|
||||
@@ -294,7 +294,7 @@ if EID.isRepentance then
|
||||
-- (it also watches for item rerolls to fill the new entity's GetData)
|
||||
-- POST_NEW_ROOM then handles putting the result in the entity's GetData
|
||||
local curFrame = Isaac.GetFrameCount()
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
|
||||
if curFrame == lastGetItemResult[2] then
|
||||
if initialItemNext then lastGetItemResult[1] = selectedCollectible
|
||||
elseif flipItemNext and lastGetItemResult[1] then
|
||||
@@ -328,7 +328,7 @@ if EID.isRepentance then
|
||||
flipItemNext = true
|
||||
lastGetItemResult[4] = entity.InitSeed
|
||||
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
|
||||
local gridPos = game:GetRoom():GetGridIndex(entity.Position)
|
||||
|
||||
-- Update a Flip item's init seed after D6 rerolls or using Flip (aka Grid Index didn't change, Init Seed did)
|
||||
@@ -355,7 +355,7 @@ if EID.isRepentance then
|
||||
-- Only pedestals with indexes that were present at room load can be flip pedestals
|
||||
-- Fixes shop restock machines and Diplopia... mostly. At least while you're in the room.
|
||||
if EID:getEntityData(entity, "EID_FlipItemID") and entity.Index > EID.flipMaxIndex then
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
|
||||
local gridPos = game:GetRoom():GetGridIndex(entity.Position)
|
||||
local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][entity.InitSeed]
|
||||
-- only wipe the data if the grid index matches (so Diplopia pedestals don't)
|
||||
@@ -370,7 +370,7 @@ if EID.isRepentance then
|
||||
-- also, reload our descriptions due to transformation progress changing upon Flip
|
||||
EID.ForceRefreshCache = true
|
||||
lastFrameGridChecked = Isaac.GetFrameCount()
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
|
||||
if EID.flipItemPositions[curRoomIndex] then
|
||||
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
|
||||
for _, pedestal in ipairs(pedestals) do
|
||||
@@ -775,7 +775,7 @@ EID.isDeathCertRoom = false
|
||||
if EID.isRepentance then
|
||||
function EID:AssignFlipItems()
|
||||
EID.flipMaxIndex = -1
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
|
||||
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
|
||||
if EID.flipItemPositions[curRoomIndex] then
|
||||
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
|
||||
for _, pedestal in ipairs(pedestals) do
|
||||
@@ -895,7 +895,7 @@ function EID:renderIndicator(entity, playerNum)
|
||||
end
|
||||
|
||||
-- Don't apply sprite.Color changes to Effects (Dice Floors, Card Reading Portals), use Arrow instead
|
||||
if EID.Config["Indicator"] == "arrow" or entity.Type == 1000 or EID:IsGridEntity(entity) then
|
||||
if EID.Config["Indicator"] == "arrow" or entity.Type == 1000 or sprite == nil then
|
||||
ArrowSprite:RenderLayer(playerNum-1, arrowPos, nullVector, nullVector)
|
||||
else
|
||||
local colorMult = {1,1,1}
|
||||
|
||||
Reference in new issue
Block a user