Conditionals overhaul (#666)

* more general type check

* conditional work + characterInfo

* conditional work + characterInfo

* conditional overhaul WIP

* fix typo with BagLearnedRecipes

* Cursed Eye + Black Candle synergy

* conditional stuff

* Change Brittle wording

* Teleport 2.0 Red Room check

* Changed collectiblesToCheck format, moved some mods to conds

* Add getPlayerName, tweak replaceNameMarkupStrings

* massive conditional overhaul

* AB+ birthright check fix

* oh yeah birthright isn't zero-indexed yet

* update with mirades

* update with mirades

* Move blank card / rune IDs

* move rune IDs, reduce reused code

* Add {{NameOnlyX###}} markup

* more conditionals

* more conditionals

* Update eid_conditionals.lua

* separate icon from name in variablecharge

* keep old localizations working

* split Dead Cat so it doesn't have a variable text

* Blank Card + ? Card

* moving Blank Card + ? Card

* Pretend english detailed doesn't exist

* Oops! No Comma!

* milk override

* Placenta no red hp

* actually no placenta still gives +1 health

* Dark Arts conditional

* Marbles percentage

* Dark Arts conditional
This commit is contained in:
Buurazu authored and GitHub committed 2024-06-09 17:59:56 +02:00
1 parent 68caf34fed
commit ac2aecae92
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@@ -170,9 +170,9 @@ function EID:Teleport1Prediction(rng)
end
-- Teleport 2 Destination Prediction --
local teleport2Order = { 1,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 }
local teleport2Order = { 1,1024,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 }
local teleport2GreedOrder = { 1,5,2,4,10,23,8,666,3 }
local teleport2Icons = { [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" }
local teleport2Icons = { [1024] = "{{RedRoom}}", [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" }
function EID:Teleport2Prediction()
local level = game:GetLevel()
@@ -186,8 +186,10 @@ function EID:Teleport2Prediction()
local gridIndex = room.SafeGridIndex
local roomDesc = level:GetRoomByIdx(gridIndex, curDimension)
if roomDesc.ListIndex == i and not room.Clear then
-- Check for Special Red Rooms, which get ordered differently than their non-red version
if EID.isRepentance and room.Data.Type ~= 1 and room.Flags & 1024 == 1024 then unclearedTypes[1025] = true
-- Check for Red Rooms and Special Red Rooms, which get ordered differently than their non-red version
if EID.isRepentance and room.Flags & 1024 == 1024 then
if room.Data.Type ~= 1 then unclearedTypes[1025] = true
else unclearedTypes[1024] = true end
else unclearedTypes[room.Data.Type] = true end
end
end