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Buurazu authored and GitHub committed 2022-01-12 04:44:32 -05:00
1 parent e2cd42f1f2
commit e1bb22a722
1 file changed
+86 -20
+86 -20
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@@ -21,18 +21,26 @@ 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 listed in this order
local itemConfigItemAttributes = { "AddMaxHearts", "AddHearts", "AddSoulHearts", "AddBlackHearts", "AddBombs", "AddCoins", "AddKeys", "CacheFlags" }
local cacheFlagNames = { [0] = "Damage", "Fire Delay", "Shot Speed", "Range", "Speed", "Tear Effects", "Tear Color", "Flying", "Weapon", "Familiars", "Luck", "Size", "Color", "Pickup Vision", [16] = "All Stats" }
-- cache flags: math.pow(2, i) | flags ~= 0
--currently english only
local attributeConversions = {
--chain = "Then: ",
chain = "",
active = "On use:",
pickup_collected = "When you collect a pickup:",
pickup_collected = "When you collect a pickup:", --chance to?
enemy_kill = "On kill, chance to:",
damage_taken = "When you take damage:",
damage_taken = "When you take damage:", --chance to?
entity_spawned = "When a {{ColorGray}}{T1}{{ColorText}} is spawned, chance to:",
tear_fire = "When you fire a tear, chance to:",
enemy_hit = "On hitting an enemy, chance to:",
room_clear = "On room clear:",
room_clear = "On room clear:", --chance to?
area_damage = "Deal {1} damage in an area around you",
add_temporary_effect = "Gain {1} for the room",
@@ -40,34 +48,52 @@ local attributeConversions = {
use_active_item = "Use {1}",
spawn_entity = "Spawn a {{ColorGray}}{1}{{ColorText}}",
fart = "Fart with size {1}",
AddBlackHearts = "{1} Black Heart",
AddBombs = "{1} Bomb",
AddCoins = "{1} Coin",
AddHearts = "Heals {1} Red Heart",
AddKeys = "{1} Key",
AddMaxHearts = "{1} Heart Container",
AddSoulHearts = "{1} Soul Heart",
}
--999.-1?
--1000.50: Laser Impact? It couldn't find that?
local genericEntityNames = {
["4.-1"] = "lit Bombs",
["5.-1"] = "pickups",
["5.10"] = "Hearts",
["5.20"] = "Coins",
["5.30"] = "Keys",
["5.40"] = "Bomb pickups",
["5.70"] = "Pills",
["5.300"] = "Cards",
["2.-1"] = "tear",
["4.-1"] = "lit Bomb",
["5.-1"] = "pickup",
["5.10"] = "Heart",
["5.20"] = "Coin",
["5.30"] = "Key",
["5.40"] = "Bomb pickup",
["5.69"] = "Grab Bag",
["5.70"] = "Pill",
["5.300"] = "Card",
["9.-1"] = "projectiles",
["1000.-1"] = "effects",
["9.-1"] = "projectile",
["999.-1"] = "grid-aligned object",
["1000.0"] = "effect",
}
local lastEffectTrigger = "chain"
local function entityToName(e)
--local name = ""
local name = genericEntityNames[e] or EID.XMLEntityNames[e] or "NO NAME"
local function entityToName(e, plural)
-- -1 is often used as an "any of this type", so converting it to 0 can help
local eWithZero = string.gsub(e, "-1", "0")
plural = plural or false
local name = genericEntityNames[e] or EID.XMLEntityNames[e] or genericEntityNames[eWithZero] or EID.XMLEntityNames[eWithZero] or "NO NAME"
if name == "NO NAME" then
debugLog:write(e .. " (" .. name .. ")\n")
debugLog:write(e .. "\n")
debugLog:flush()
print(e)
elseif plural then
name = name .. "s"
end
--if name == "" then return e end
return genericEntityNames[e] or EID.XMLEntityNames[e] or name
if name == "NO NAME" then return e end
return name
end
local function parseEffectLine(raw)
@@ -102,7 +128,7 @@ local function parseEffectLine(raw)
replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}}" .. name
elseif effectType == "convert_entities" then
replacements[1] = entityToName(words[6])
replacements[1] = entityToName(words[6], true)
replacements[2] = entityToName(words[8])
elseif effectType == "spawn_entity" then
replacements[1] = entityToName(words[6])
@@ -152,6 +178,46 @@ local function CheckLogForItems(_)
if numEffects == 0 then
-- Glowing Hour Glass type effects will 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
-- check for the item's ItemConfig attributes
local config = Isaac.GetItemConfig()
local item = config:GetCollectible(maxNumber - spawnedItems)
print(item)
debugLog:write((maxNumber - spawnedItems) .. "\n")
local attributes = ""
for k,v in ipairs(itemConfigItemAttributes) do
local attrib = item[v]
if attrib ~= 0 then
if (v == "CacheFlags") then
local flagString = "Might affect "
if attrib == CacheFlag.CACHE_ALL then
flagString = flagString .. cacheFlagNames[16]
else
for i=0, 13 do
if 2^i & attrib ~= 0 then
flagString = flagString .. cacheFlagNames[i] .. ", "
end
end
flagString = string.sub(flagString, 0, -3)
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(attributeConversions[v], "{1}", s)
--things like this don't localize well at all...
if attrib > 1 or attrib < -1 then attributes = attributes .. "s" end
attributes = attributes .. "#"
end
end
debugLog:write(v .. ": " .. tostring(item[v]) .. "\n")
end
eidDesc = attributes .. eidDesc
debugLog:flush()
EID:addCollectible(maxNumber - spawnedItems, eidDesc)
--print("adding " .. (maxNumber - spawnedItems))
end