Crafting/TMTRAINER update (#630)
* Crafting/TMTRAINER update * Crafting/TMTRAINER update * Add a "5.100.69" to name func
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@@ -1167,45 +1167,6 @@ function EID:PlayersHaveCharacter(playerType)
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return false
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end
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-- Obtains information about glitched items from the ItemConfig (hearts added on pickup, cacheflags affected), returns string of info
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local itemConfigItemAttributes = { "AddMaxHearts", "AddHearts", "AddSoulHearts", "AddBlackHearts", "AddBombs", "AddCoins", "AddKeys", "CacheFlags" }
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function EID:CheckGlitchedItemConfig(id)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local item = EID.itemConfig:GetCollectible(id)
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if not item then return "" end
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local attributes = "#"
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for _,v in ipairs(itemConfigItemAttributes) do
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local val = item[v]
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if val ~= 0 then
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if (v == "CacheFlags") then
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local flagString = localizedNames["cacheFlagStart"]
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if val == CacheFlag.CACHE_ALL then
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flagString = flagString .. localizedNames[16]
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else
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for i=0, 13 do
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if 2^i & val ~= 0 then
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flagString = flagString .. localizedNames[i] .. ", "
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end
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end
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flagString = string.sub(flagString, 0, -3) -- remove final comma
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end
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attributes = attributes .. flagString .. "#"
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else
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-- the Add Heart attributes count half a heart as 1, so divide the value in half
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if string.find(v, "Hearts") then val = val / 2 end
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-- the g flag removes .0 in numbers like 1.0 (caused by the hearts division)
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local s = string.format("%.4g",val)
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local prefix = "↑ "
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if val > 0 then s = "+" .. s else prefix = "↓ " end
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attributes = attributes .. prefix .. string.gsub(localizedNames[v], "{1}", s)
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if val ~= 1 and val ~= -1 then attributes = attributes .. localizedNames["pluralize"] end
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attributes = attributes .. "#"
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end
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end
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end
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return attributes
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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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if collectibleID <= 0 or collectibleID > 4294960000 then return 0 end
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