v0.6
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1 file changed
+86
-20
+86
-20
@@ -21,18 +21,26 @@ local logCursor = 0
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local debugLogLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/tmtrainerlog.txt"
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local debugLog = io.open(debugLogLocation, "w+")
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-- all possible attributes
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--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" }
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-- the traits here will be listed in this order
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local itemConfigItemAttributes = { "AddMaxHearts", "AddHearts", "AddSoulHearts", "AddBlackHearts", "AddBombs", "AddCoins", "AddKeys", "CacheFlags" }
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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" }
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-- cache flags: math.pow(2, i) | flags ~= 0
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--currently english only
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local attributeConversions = {
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--chain = "Then: ",
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chain = "",
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active = "On use:",
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pickup_collected = "When you collect a pickup:",
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pickup_collected = "When you collect a pickup:", --chance to?
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enemy_kill = "On kill, chance to:",
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damage_taken = "When you take damage:",
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damage_taken = "When you take damage:", --chance to?
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entity_spawned = "When a {{ColorGray}}{T1}{{ColorText}} is spawned, chance to:",
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tear_fire = "When you fire a tear, chance to:",
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enemy_hit = "On hitting an enemy, chance to:",
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room_clear = "On room clear:",
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room_clear = "On room clear:", --chance to?
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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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@@ -40,34 +48,52 @@ local attributeConversions = {
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use_active_item = "Use {1}",
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spawn_entity = "Spawn a {{ColorGray}}{1}{{ColorText}}",
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fart = "Fart with size {1}",
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AddBlackHearts = "{1} Black Heart",
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AddBombs = "{1} Bomb",
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AddCoins = "{1} Coin",
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AddHearts = "Heals {1} Red Heart",
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AddKeys = "{1} Key",
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AddMaxHearts = "{1} Heart Container",
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AddSoulHearts = "{1} Soul Heart",
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}
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--999.-1?
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--1000.50: Laser Impact? It couldn't find that?
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local genericEntityNames = {
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["4.-1"] = "lit Bombs",
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["5.-1"] = "pickups",
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["5.10"] = "Hearts",
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["5.20"] = "Coins",
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["5.30"] = "Keys",
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["5.40"] = "Bomb pickups",
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["5.70"] = "Pills",
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["5.300"] = "Cards",
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["2.-1"] = "tear",
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["4.-1"] = "lit Bomb",
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["5.-1"] = "pickup",
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["5.10"] = "Heart",
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["5.20"] = "Coin",
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["5.30"] = "Key",
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["5.40"] = "Bomb pickup",
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["5.69"] = "Grab Bag",
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["5.70"] = "Pill",
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["5.300"] = "Card",
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["9.-1"] = "projectiles",
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["1000.-1"] = "effects",
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["9.-1"] = "projectile",
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["999.-1"] = "grid-aligned object",
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["1000.0"] = "effect",
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}
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local lastEffectTrigger = "chain"
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local function entityToName(e)
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--local name = ""
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local name = genericEntityNames[e] or EID.XMLEntityNames[e] or "NO NAME"
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local function entityToName(e, plural)
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-- -1 is often used as an "any of this type", so converting it to 0 can help
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local eWithZero = string.gsub(e, "-1", "0")
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plural = plural or false
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local name = genericEntityNames[e] or EID.XMLEntityNames[e] or genericEntityNames[eWithZero] or EID.XMLEntityNames[eWithZero] or "NO NAME"
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if name == "NO NAME" then
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debugLog:write(e .. " (" .. name .. ")\n")
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debugLog:write(e .. "\n")
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debugLog:flush()
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print(e)
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elseif plural then
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name = name .. "s"
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end
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--if name == "" then return e end
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return genericEntityNames[e] or EID.XMLEntityNames[e] or name
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if name == "NO NAME" then return e end
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return name
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end
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local function parseEffectLine(raw)
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@@ -102,7 +128,7 @@ local function parseEffectLine(raw)
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replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}}" .. name
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elseif effectType == "convert_entities" then
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replacements[1] = entityToName(words[6])
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replacements[1] = entityToName(words[6], true)
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replacements[2] = entityToName(words[8])
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elseif effectType == "spawn_entity" then
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replacements[1] = entityToName(words[6])
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@@ -152,6 +178,46 @@ local function CheckLogForItems(_)
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if numEffects == 0 then
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-- Glowing Hour Glass type effects will cause the game to reload all items, check if our desc is equal to the first one
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if (EID:getDescriptionObj(5, 100, maxNumber - 1).Description == eidDesc) then spawnedItems = 1 end
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-- check for the item's ItemConfig attributes
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local config = Isaac.GetItemConfig()
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local item = config:GetCollectible(maxNumber - spawnedItems)
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print(item)
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debugLog:write((maxNumber - spawnedItems) .. "\n")
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local attributes = ""
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for k,v in ipairs(itemConfigItemAttributes) do
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local attrib = item[v]
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if attrib ~= 0 then
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if (v == "CacheFlags") then
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local flagString = "Might affect "
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if attrib == CacheFlag.CACHE_ALL then
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flagString = flagString .. cacheFlagNames[16]
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else
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for i=0, 13 do
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if 2^i & attrib ~= 0 then
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flagString = flagString .. cacheFlagNames[i] .. ", "
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end
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end
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flagString = string.sub(flagString, 0, -3)
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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 attrib = attrib / 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",attrib)
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if attrib > 0 then s = "+" .. s end
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attributes = attributes .. string.gsub(attributeConversions[v], "{1}", s)
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--things like this don't localize well at all...
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if attrib > 1 or attrib < -1 then attributes = attributes .. "s" end
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attributes = attributes .. "#"
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end
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end
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debugLog:write(v .. ": " .. tostring(item[v]) .. "\n")
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end
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eidDesc = attributes .. eidDesc
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debugLog:flush()
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EID:addCollectible(maxNumber - spawnedItems, eidDesc)
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--print("adding " .. (maxNumber - spawnedItems))
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end
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