Improved colors and code of new item unlock-state functions
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+3
-11
@@ -751,12 +751,11 @@ end
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-- Converts a given CollectibleID into the respective Spindown dice result
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function EID:getSpindownResult(collectibleID)
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local config = Isaac.GetItemConfig()
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local newID = collectibleID
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repeat
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newID = newID - 1
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--note: the order of the SkipLocked check statement is important so that the item is checked for being in a pool either way (to display a ? if it isn't)
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until (config:GetCollectible(newID) and (EID:isCollectibleUnlockedAnyPool(newID) or not EID.Config["SpindownDiceSkipLocked"]) and not config:GetCollectible(newID).Hidden) or newID == CollectibleType.COLLECTIBLE_NULL
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until (EID.itemConfig:GetCollectible(newID) and (EID:isCollectibleUnlockedAnyPool(newID) or not EID.Config["SpindownDiceSkipLocked"]) and not EID.itemConfig:GetCollectible(newID).Hidden) or newID == CollectibleType.COLLECTIBLE_NULL
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return newID
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end
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@@ -764,7 +763,7 @@ function EID:GetMaxCollectibleID()
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local id = CollectibleType.NUM_COLLECTIBLES-1
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local step = 16
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while step > 0 do
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if Isaac.GetItemConfig():GetCollectible(id+step) ~= nil then
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if EID.itemConfig:GetCollectible(id+step) ~= nil then
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id = id + step
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else
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step = step // 2
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@@ -784,7 +783,6 @@ function EID:isCollectibleUnlocked(collectibleID, itemPoolOfItem)
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itemPool:AddRoomBlacklist(i)
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end
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end
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local room = Game():GetRoom()
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local isUnlocked = false
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for i = 0,1 do -- some samples to make sure
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local collID = itemPool:GetCollectible(itemPoolOfItem, false)
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@@ -798,35 +796,29 @@ function EID:isCollectibleUnlocked(collectibleID, itemPoolOfItem)
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end
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function EID:isCollectibleUnlockedAnyPool(collectibleID)
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local itemConfig = Isaac.GetItemConfig()
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local item = itemConfig:GetCollectible(collectibleID)
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local item = EID.itemConfig:GetCollectible(collectibleID)
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if EID.itemUnlockStates[collectibleID] == nil then
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--whitelist all quest items and items with no associated achievement
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if (item.AchievementID == -1 or item.Tags & ItemConfig.TAG_QUEST == ItemConfig.TAG_QUEST) then
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--print("item " .. tostring(collectibleID) .. " is tagged as quest or has no achievement ID!")
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EID.itemUnlockStates[collectibleID] = true
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return true
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end
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--blacklist all hidden items
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if (item.Hidden) then
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--print("item " .. tostring(collectibleID) .. " is tagged as hidden!")
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EID.itemUnlockStates[collectibleID] = false
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return false
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end
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--iterate through the pools this item can be in
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for k,v in ipairs(EID.CollectiblesPools[collectibleID]) do
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if (EID:isCollectibleUnlocked(collectibleID, v)) then
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--print("found item " .. tostring(collectibleID) .. " unlocked in pool " .. tostring(v))
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EID.itemUnlockStates[collectibleID] = true
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return true
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end
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end
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--note: some items will still be missed by this, if they've been taken out of their pools (especially when in Greed Mode)
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--print("couldn't find item " .. tostring(collectibleID) .. " in any item pools")
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EID.itemUnlockStates[collectibleID] = false
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return false
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else
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--print("item " .. tostring(collectibleID) .. " was already cached: " .. tostring(EID.itemUnlockStates[collectibleID]))
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return EID.itemUnlockStates[collectibleID]
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end
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end
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+6
-17
@@ -760,11 +760,9 @@ function EID:handleBagOfCraftingRendering()
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--fix bug with being allowed to go to an empty page if recipe count = multiple of page size (or if we refresh on last page)
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if (EID.bagOfCraftingOffset >= #results) then EID.bagOfCraftingOffset = EID.bagOfCraftingOffset - EID.Config["BagOfCraftingResults"] end
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local resultCount = 0
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local skips = 0
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local prevItem = 0
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local qualities = { [0] = "{{ColorSilver}}", "{{ColorLime}}", "{{ColorTransform}}", "{{ColorObjName}}", "{{ColorGold}}" }
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local qualities = { [0] = "{{ColorSilver}}", "{{ColorLime}}", "{{ColorPastelBlue}}", "{{ColorLavender}}", "{{ColorLightOrange}}" }
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local prefix = "#{{Blank}} "
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if (EID.lockedResults) then
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prefix = "#{{Trinket159}} "
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@@ -776,17 +774,17 @@ function EID:handleBagOfCraftingRendering()
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end
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for i=EID.bagOfCraftingOffset+1,EID.bagOfCraftingOffset+EID.Config["BagOfCraftingResults"] do
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local v = results[i]
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if (not v) then break end
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if not v then break end
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if (not EID.Config["BagOfCraftingDisplayNames"]) then
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if not EID.Config["BagOfCraftingDisplayNames"] then
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customDescObj.Description = customDescObj.Description.."# {{Collectible"..v[2].."}} "
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--tack on Breakfast image to locked recipes
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if (v[3]) then customDescObj.Description = customDescObj.Description.."{{Collectible25}}" end
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if v[3] then customDescObj.Description = customDescObj.Description.."({{Collectible25}})" end
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--color the equals sign with the item quality, so the order of the list can make sense
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customDescObj.Description = customDescObj.Description.. qualities[EID.itemWeightsLookup[v[2]]] .. "={{CR}}"
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--only display the item name if it's the first occurrence
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else
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if (prevItem ~= v[2]) then
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if prevItem ~= v[2] then
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--substring the first 18 characters of the item name so it fits on one line; is there a way to get around desc line length limits?
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customDescObj.Description = customDescObj.Description.."# {{Collectible"..v[2].."}} ".. qualities[EID.itemWeightsLookup[v[2]]] ..
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string.sub(EID:getObjectName(5, 100, v[2]),1,18).."#"
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@@ -794,7 +792,7 @@ function EID:handleBagOfCraftingRendering()
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customDescObj.Description = customDescObj.Description.."#"
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end
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--replace recipe bulletpoint with Breakfast on locked recipes
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if (v[3]) then customDescObj.Description = customDescObj.Description.." {{Collectible25}} " end
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if v[3] then customDescObj.Description = customDescObj.Description.." {{Collectible25}} " end
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end
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customDescObj.Description = customDescObj.Description..EID:tableToCraftingIconsMerged(v[1])
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@@ -807,12 +805,3 @@ function EID:handleBagOfCraftingRendering()
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EID:printDescription(customDescObj)
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return true
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end
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--[[
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Isaac.DebugString("Calculating: {1, 1, 1, 1, 1, 1, 1, 1}")
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Isaac.DebugString(EID:calculateBagOfCrafting({1, 1, 1, 1, 1, 1, 1, 1}))
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Isaac.DebugString("Calculating: {1, 1, 1, 1, 1, 1, 1, 2}")
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Isaac.DebugString(EID:calculateBagOfCrafting({1, 1, 1, 1, 1, 1, 1, 2}))
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Isaac.DebugString("Calculating: {1, 1, 1, 1, 1, 1, 1, 3}")
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Isaac.DebugString(EID:calculateBagOfCrafting({1, 1, 1, 1, 1, 1, 1, 3}))
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]]--
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@@ -291,6 +291,9 @@ EID.InlineColors = {
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["ColorTeal"] = KColor(0, 0.5, 0.5, 1),
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["ColorNavy"] = KColor(0, 0, 0.5, 1),
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["ColorOrange"] = KColor(1, 0.54, 0, 1),
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["ColorPastelBlue"] = KColor(0.3882, 0.5216, 1, 1),
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["ColorLavender"] = KColor(0.7451, 0.3686, 1, 1),
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["ColorLightOrange"] = KColor(1, 0.6353, 0.3686, 1),
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-- Swag Colors
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-- Rainbow color effect
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