diff --git a/eid_tmtrainer.lua b/eid_tmtrainer.lua index 601f1adb..194803ea 100644 --- a/eid_tmtrainer.lua +++ b/eid_tmtrainer.lua @@ -19,14 +19,6 @@ local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME local logFound = false local logCursor = 0 -local debugLogLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/tmtrainerlog.txt" -local debugLog = io.open(debugLogLocation, "w+") - --- all possible attributes ---local itemConfigItemAttributes = { "AchievementID", "AddBlackHearts", "AddBombs", "AddCoins", "AddHearts", "AddKeys", "AddMaxHearts", "AddSoulHearts", "CacheFlags", "ChargeType", "ClearEffectsOnRemove", "Costume", "Description", "DevilPrice", "Discharged", "GfxFileName", "Hidden", "ID", "InitCharge", "MaxCharges", "MaxCooldown", "Name", "PassiveCache", "PersistentEffect", "Quality", "ShopPrice", "Special", "Tags", "Type" } --- the traits here will be checked and listed in this order -local itemConfigItemAttributes = { "AddMaxHearts", "AddHearts", "AddSoulHearts", "AddBlackHearts", "AddBombs", "AddCoins", "AddKeys", "CacheFlags" } - local function entityToName(e, plural) local localizedNames = EID:getDescriptionEntry("GlitchedItemText") -- -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 @@ -34,12 +26,10 @@ local function entityToName(e, plural) plural = plural or false local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e - --debug print entities with no name yet - if name == e then print("Report this: No name found for " .. e) end + --print out entities with no name yet + if name == e then print("No name found for " .. e .. " (could be modded)") + elseif plural then name = name .. localizedNames["pluralize"] end - --language check? - if plural then name = name .. localizedNames["pluralize"] end - return name end @@ -80,8 +70,8 @@ local function parseEffectLine(raw) replacements[1] = words[6] elseif effectType == "area_damage" then replacements[1] = words[6] - -- bug with chain "Then:"! maybe we should just show the 0's since it matters - if words[6] == "0" then printEffect = false end + -- display area_damage 0's because they still need to be done to chain to the next thing + --if words[6] == "0" then printEffect = false end end local localizedNames = EID:getDescriptionEntry("GlitchedItemText") @@ -95,50 +85,12 @@ local function parseEffectLine(raw) return eidString end -local function CheckItemConfigItem(id) - -- check for the item ID's ItemConfig attributes (hearts added on pickup, cacheflags affected) - -- unfortunately there doesn't seem to be any way to know exactly how it will affect the cacheflag stats - local localizedNames = EID:getDescriptionEntry("GlitchedItemText") - local config = Isaac.GetItemConfig() - local item = config:GetCollectible(maxNumber - spawnedItems) - local attributes = "" - for k,v in ipairs(itemConfigItemAttributes) do - local attrib = item[v] - if attrib ~= 0 then - if (v == "CacheFlags") then - local flagString = localizedNames["cacheFlagStart"] - if attrib == CacheFlag.CACHE_ALL then - flagString = flagString .. localizedNames[16] - else - for i=0, 13 do - if 2^i & attrib ~= 0 then - flagString = flagString .. localizedNames[i] .. ", " - end - end - flagString = string.sub(flagString, 0, -3) -- remove final comma - end - attributes = attributes .. flagString .. "#" - else - -- the Add Heart attributes count half a heart as 1, so divide the value in half - if string.find(v, "Hearts") then attrib = attrib / 2 end - -- the g flag removes .0 in numbers like 1.0 (caused by the hearts division) - local s = string.format("%.4g",attrib) - if attrib > 0 then s = "+" .. s end - attributes = attributes .. string.gsub(localizedNames[v], "{1}", s) - if attrib ~= 1 and attrib ~= -1 then attributes = attributes .. localizedNames["pluralize"] end - attributes = attributes .. "#" - end - end - end - return attributes -end - --TODO: Add an option for displaying glitched item descriptions check it here -- Move the item config part to API, it can be used without luadebug -- bag of crafting hold use to reset bag local function CheckLogForItems(_) - if (not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER)) then return end + if not EID.Config["DisplayGlitchedItemInfo"] or not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) then return end local numEffects = 0 local itemScore = 0 @@ -166,7 +118,7 @@ local function CheckLogForItems(_) -- Glowing Hour Glass type effects seem to cause the game to reload all items, check if our desc is equal to the first one if (EID:getDescriptionObj(5, 100, maxNumber - 1).Description == eidDesc) then spawnedItems = 1 end - eidDesc = CheckItemConfigItem(maxNumber - spawnedItems) .. eidDesc + eidDesc = EID:CheckGlitchedItemConfig(maxNumber - spawnedItems) .. eidDesc EID:addCollectible(maxNumber - spawnedItems, eidDesc) end end