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
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@@ -170,9 +170,9 @@ function EID:Teleport1Prediction(rng)
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end
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-- Teleport 2 Destination Prediction --
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local teleport2Order = { 1,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 }
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local teleport2Order = { 1,1024,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 }
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local teleport2GreedOrder = { 1,5,2,4,10,23,8,666,3 }
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local teleport2Icons = { [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" }
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local teleport2Icons = { [1024] = "{{RedRoom}}", [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" }
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function EID:Teleport2Prediction()
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local level = game:GetLevel()
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@@ -186,8 +186,10 @@ function EID:Teleport2Prediction()
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local gridIndex = room.SafeGridIndex
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local roomDesc = level:GetRoomByIdx(gridIndex, curDimension)
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if roomDesc.ListIndex == i and not room.Clear then
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-- Check for Special Red Rooms, which get ordered differently than their non-red version
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if EID.isRepentance and room.Data.Type ~= 1 and room.Flags & 1024 == 1024 then unclearedTypes[1025] = true
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-- Check for Red Rooms and Special Red Rooms, which get ordered differently than their non-red version
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if EID.isRepentance and room.Flags & 1024 == 1024 then
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if room.Data.Type ~= 1 then unclearedTypes[1025] = true
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else unclearedTypes[1024] = true end
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else unclearedTypes[room.Data.Type] = true end
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end
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end
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