Added universal RNGNext function
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+18
-9
@@ -1055,17 +1055,11 @@ end
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-- Didn't seem right to put them in main or eid_modifiers
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local numVoidable = 0
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local numRunable = 0
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local function VoidRNGNext(num)
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num = num ~ ((num >> 5) & 4294967295)
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num = num ~ ((num << 9) & 4294967295)
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num = num ~ ((num >> 7) & 4294967295)
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return num >> 0;
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end
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local function GetTwoIncreases(rng, tbl)
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local statTable = {1,2,3,4,5,6}
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-- perform 5 random swaps of our stat table
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for i = 6, 2, -1 do
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rng = VoidRNGNext(rng)
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rng = EID:RNGNext(rng, 5, 9, 7)
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local result = (rng % i) + 1
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local temp = statTable[i]
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statTable[i] = statTable[result]
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@@ -1103,14 +1097,13 @@ end
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-- Determine what stats will be increased after 1 absorption, the whole room's absorption, and whole room + a purchased item above your head
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function EID:VoidRNGCheck(player, isRune)
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local increases = {0, 0, 0, 0, 0, 0}
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local shopItemIncreases = {}; local singleIncreases = {}
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local startRNG = (isRune and player:GetCardRNG(Card.RUNE_BLACK):GetSeed()) or player:GetCollectibleRNG(CollectibleType.COLLECTIBLE_VOID):GetSeed()
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local count = (isRune and numRunable) or numVoidable
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local eidTable = (isRune and EID.BlackRuneStatIncreases) or EID.VoidStatIncreases
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-- in Repentance, an additional RNG call is done before the 5 for stat ups when using Void
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if REPENTANCE and not isRune then startRNG = VoidRNGNext(startRNG) end
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if REPENTANCE and not isRune then startRNG = EID:RNGNext(startRNG, 5, 9, 7) end
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for i = 1, count do
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startRNG = GetTwoIncreases(startRNG, increases)
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if i == 1 then eidTable[3] = {table.unpack(increases)} end
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@@ -1716,3 +1709,19 @@ end
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function EID:AddIconToObject(eType, eVariant, eSubType, iconName)
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EID.ObjectIcon[eType.."."..eVariant.."."..eSubType] = EID.InlineIcons[iconName]
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end
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-- reimplementation of RNG Seed shift feature used by the game. Mostly used for RNG Prediction features
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function EID:RNGNext(rngNum, shift1, shift2, shift3)
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rngNum = rngNum ~ ((rngNum >> shift1) & 4294967295)
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rngNum = rngNum ~ ((rngNum << shift2) & 4294967295)
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rngNum = rngNum ~ ((rngNum >> shift3) & 4294967295)
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return rngNum >> 0;
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end
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-- General RNG functions for RNG predicting
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function EID:SeedToFloat(seed)
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local multi = 2.3283061589829401E-10;
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return seed * multi;
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end
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end
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+2
-11
@@ -217,18 +217,9 @@ local recheckPickups = false
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local customRNGSeed = 0x77777770
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local customRNGShift = {0,0,0}
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local function RNGNext()
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local num = customRNGSeed
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num = num ~ ((num >> customRNGShift[1]) & 4294967295)
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num = num ~ ((num << customRNGShift[2]) & 4294967295)
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num = num ~ ((num >> customRNGShift[3]) & 4294967295)
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customRNGSeed = num >> 0;
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return customRNGSeed;
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end
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local function nextFloat()
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local multi = 2.3283061589829401E-10;
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return RNGNext() * multi;
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return EID:RNGNext(customRNGSeed, customRNGShift[1], customRNGShift[2], customRNGShift[3]) * multi;
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end
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-- Convert a pickup's ID into what ingredient it counts as
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@@ -387,7 +378,7 @@ function EID:calculateBagOfCrafting(componentsTable)
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compCounts[compId + 1] = compCounts[compId + 1] + 1
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compTotalWeight = compTotalWeight + pickupValues[compId + 1]
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customRNGShift = componentShifts[compId + 1]
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RNGNext()
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EID:RNGNext(customRNGSeed, customRNGShift[1], customRNGShift[2], customRNGShift[3])
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end
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customRNGShift = componentShifts[7]
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