Merge pull request #329 from Buurazu/master
Corrupted Data support, fix Diplopia + Flip
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+39
-19
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+11
-11
@@ -971,22 +971,22 @@ EID.descriptions[languageCode].GlitchedItemText = {
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[0] = "Damage", "Fire Rate", "Shot Speed", "Range", "Speed", "Tear Effects", "Tear Color", "Flight", "Attack Type", "Familiars", "Luck", "Size", "Color", "Chest Contents", [16] = "All Stats",
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[0] = "Damage", "Fire Rate", "Shot Speed", "Range", "Speed", "Tear Effects", "Tear Color", "Flight", "Attack Type", "Familiars", "Luck", "Size", "Color", "Chest Contents", [16] = "All Stats",
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-- Attribute triggers
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-- Attribute triggers
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chain = "{{ColorCyan}}Then:{{CR}} ",
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chain = "Then:{{CR}} ",
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active = "{{ColorCyan}}On use:#",
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active = "On use:#",
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pickup_collected = "{{ColorCyan}}When you collect a pickup:#", --chance to?
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pickup_collected = "When you collect a pickup:#", --chance to?
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enemy_kill = "{{ColorCyan}}On kill, chance to:#",
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enemy_kill = "On kill, chance to:#",
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damage_taken = "{{ColorCyan}}When you take damage:#", --chance to?
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damage_taken = "When you take damage:#", --chance to?
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entity_spawned = "When a {{ColorCyan}}{T1}{{CR}} is spawned:#",
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entity_spawned = "When a {T1} is spawned:#",
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tear_fire = "{{ColorCyan}}When you fire a tear, chance to:#",
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tear_fire = "When you fire a tear, chance to:#",
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enemy_hit = "{{ColorCyan}}On hitting an enemy, chance to:#",
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enemy_hit = "On hitting an enemy, chance to:#",
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room_clear = "{{ColorCyan}}On room clear:#", --chance to?
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room_clear = "On room clear:#", --chance to?
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-- Attribute effects
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-- Attribute effects
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area_damage = "Deal {1} damage in an area around you",
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area_damage = "Deal {1} damage in an area around you",
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add_temporary_effect = "Gain {1} for the room",
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add_temporary_effect = "Gain {1} for the room",
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convert_entities = "Convert all {{ColorGray}}{1}{{CR}} in the room to {{ColorGray}}{2}{{CR}}",
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convert_entities = "Convert all {1} in the room to {2}",
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use_active_item = "Use {1}",
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use_active_item = "Use {1}",
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spawn_entity = "Spawn a {{ColorGray}}{1}{{CR}}",
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spawn_entity = "Spawn a {1}",
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fart = "Fart with size {1}",
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fart = "Fart with size {1}",
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-- Generic entity names not obtained from entities2.xml
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-- Generic entity names not obtained from entities2.xml
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+19
-4
@@ -20,6 +20,18 @@ local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME
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local logFound = false
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local logFound = false
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local logCursor = 0
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local logCursor = 0
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local triggerColors = {
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chain = "{{ColorSilver}}",
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active = "{{ColorLime}}",
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pickup_collected = "{{ColorYellow}}",
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enemy_kill = "{{ColorRed}}",
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damage_taken = "{{ColorRed}}",
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entity_spawned = "",
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tear_fire = "{{ColorCyan}}",
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enemy_hit = "{{ColorEIDError}}",
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room_clear = "{{ColorOrange}}",
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}
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local function entityToName(e, plural)
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local function entityToName(e, plural)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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-- -1 is often used as an "any of this type", even if there's only one of that type, so converting it to 0 can help find names
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-- -1 is often used as an "any of this type", even if there's only one of that type, so converting it to 0 can help find names
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@@ -31,7 +43,7 @@ local function entityToName(e, plural)
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if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
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if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
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elseif plural then name = name .. localizedNames["pluralize"] end
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elseif plural then name = name .. localizedNames["pluralize"] end
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return name
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return "{{ColorGray}}" .. name .. "{{CR}}"
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end
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end
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local function parseEffectLine(raw)
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local function parseEffectLine(raw)
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@@ -77,7 +89,7 @@ local function parseEffectLine(raw)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local eidString = ""
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local eidString = ""
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if effectTrigger ~= lastEffectTrigger then eidString = eidString .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
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if effectTrigger ~= lastEffectTrigger then eidString = eidString .. triggerColors[effectTrigger] .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
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if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end
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if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end
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for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
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for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
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for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
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for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
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@@ -87,8 +99,11 @@ local function parseEffectLine(raw)
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end
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end
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local function CheckLogForItems(_)
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local function CheckLogForItems(_)
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if not EID.Config["DisplayGlitchedItemInfo"] or not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) then return end
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-- Check log.txt every 5 frames if there's a collectible we haven't read the data for yet
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-- (Should work well for Corrupted Data)
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if game:GetFrameCount() % 5 ~= 0 or not EID.Config["DisplayGlitchedItemInfo"] or not logFound or
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Isaac.GetItemConfig():GetCollectible(maxNumber - spawnedItems - 1) == nil then return end
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local numEffects = 0
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local numEffects = 0
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local itemScore = 0
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local itemScore = 0
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local eidDesc = ""
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local eidDesc = ""
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@@ -323,10 +323,15 @@ if REPENTANCE then
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
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function EID:CheckPedestalIndex(entity)
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function EID:CheckPedestalIndex(entity)
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-- Only pedestals with indexes that were present at room load can be flip pedestals; fixes shop restock machines
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-- Only pedestals with indexes that were present at room load can be flip pedestals
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if EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][entity.InitSeed] and entity.Index > EID.flipMaxIndex then
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-- Fixes shop restock machines and Diplopia... mostly. At least while you're in the room.
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EID.flipItemPositions[curRoomIndex][entity.InitSeed] = nil
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if entity:GetData()["EID_FlipItemID"] and entity.Index > EID.flipMaxIndex then
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entity:GetData()["EID_FlipItemID"] = nil
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local gridPos = game:GetRoom():GetGridIndex(entity.Position)
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local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][entity.InitSeed]
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-- only wipe the data if the grid index matches (so Diplopia pedestals don't)
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if flipEntry and gridPos == flipEntry[2] then EID.flipItemPositions[curRoomIndex][entity.InitSeed] = nil end
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entity:GetData()["EID_FlipItemID"] = nil
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end
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end
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end
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end
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_UPDATE, EID.CheckPedestalIndex, PickupVariant.PICKUP_COLLECTIBLE)
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_UPDATE, EID.CheckPedestalIndex, PickupVariant.PICKUP_COLLECTIBLE)
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