Merge branch 'master' of https://github.com/wofsauge/External-Item-Descriptions into master
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@@ -41,9 +41,8 @@ EID.GridEntityWhitelist = {
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EID.Config["DisplaySacrificeInfo"]
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EID.Config["DisplaySacrificeInfo"]
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end,
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end,
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function(gridEntity)
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function(gridEntity)
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return EID.isRepentance and EID.Config["DisplaySanguineInfo"] and
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return EID.isRepentance and gridEntity:GetVariant() >= 100 and
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Game():GetRoom():GetType() == RoomType.ROOM_DEVIL and
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EID.Config["DisplaySanguineInfo"]
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EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_SANGUINE_BOND)
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end,
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end,
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},
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},
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}
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}
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@@ -113,13 +113,11 @@ end
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--order of checking: 15% Pennies, 48% Damage, 58% Hearts, 63% Item, 65% Leviathan, 100% Nothing
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--order of checking: 15% Pennies, 48% Damage, 58% Hearts, 63% Item, 65% Leviathan, 100% Nothing
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local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } }
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local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } }
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-- This function both trims the desc to just a list of chances, and highlights the next result if allowed, since those two actions are very intertwined
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-- This function both trims the desc to just a list of chances, and highlights the next result if allowed, since those two actions are very intertwined
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function EID:trimSanguineDesc(descObj)
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function EID:trimSanguineDesc(spikes, descObj)
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local currentRoom = game:GetLevel():GetCurrentRoom()
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local spikes = currentRoom:GetGridEntity(67)
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if not spikes then return "" end -- don't display anything if we can't find the spikes!
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if not spikes then return "" end -- don't display anything if we can't find the spikes!
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local cheatResult = nil
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local cheatResult = nil
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if spikes and EID.Config["PredictionSanguineBond"] then
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if spikes and EID.Config["PredictionSanguineBond"] then
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local spikeSeed = currentRoom:GetGridEntity(67):GetRNG():GetSeed()
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local spikeSeed = spikes:GetRNG():GetSeed()
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spikeSeed = EID:RNGNext(spikeSeed, 5, 9, 7)
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spikeSeed = EID:RNGNext(spikeSeed, 5, 9, 7)
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spikeSeed = EID:RNGNext(spikeSeed, 0x01, 0x05, 0x13) -- magic disassembled numbers!
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spikeSeed = EID:RNGNext(spikeSeed, 0x01, 0x05, 0x13) -- magic disassembled numbers!
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local nextFloat = EID:SeedToFloat(spikeSeed)
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local nextFloat = EID:SeedToFloat(spikeSeed)
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@@ -1616,16 +1616,15 @@ function EID:OnRender()
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else -- Grid entities
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else -- Grid entities
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local room = game:GetRoom()
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local room = game:GetRoom()
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if closest:GetType() == GridEntityType.GRID_SPIKES then
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if closest:GetType() == GridEntityType.GRID_SPIKES then
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if room:GetType() == RoomType.ROOM_SACRIFICE and EID.Config["DisplaySacrificeInfo"] then
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if EID.isRepentance and closest:GetVariant() >= 100 and EID.Config["DisplaySanguineInfo"] then
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local desc = EID:getDescriptionObj(-999, -1, closest.VarData + 1, closest)
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EID:addDescriptionToPrint(desc)
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elseif EID.isRepentance and EID.Config["DisplaySanguineInfo"] and room:GetType() == RoomType.ROOM_DEVIL and
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EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_SANGUINE_BOND) then
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local desc = EID:getDescriptionObj(5, 100, 692, closest, false)
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local desc = EID:getDescriptionObj(5, 100, 692, closest, false)
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desc.Description = EID:trimSanguineDesc(desc)
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desc.Description = EID:trimSanguineDesc(closest, desc)
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if desc.Description ~= "" then
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if desc.Description ~= "" then
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EID:addDescriptionToPrint(desc)
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EID:addDescriptionToPrint(desc)
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end
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end
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elseif room:GetType() == RoomType.ROOM_SACRIFICE and EID.Config["DisplaySacrificeInfo"] then
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local desc = EID:getDescriptionObj(-999, -1, closest.VarData + 1, closest)
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EID:addDescriptionToPrint(desc)
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end
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end
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end
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end
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end
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end
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