Health Up modifier for non-red characters + misc (#710)
* Health up / different effect modifiers
* ClosestPlayerTo, move utility functions
* ClosestPlayer adds to DifferentEffectPlayers table
* More data tables for Health Ups
* useless Lost items, comment the health mod atm
* HealingRed, RedToX
* HealingRed added
* Moving Pluralize
* oops
* Move Pluralize
* Move Pluralize
* allow choosing the position of modifiers in the table
* default layer to 0
* Changes to no red char conditions
* Support healing items in the modifier
* tweaks to health up data
* Support {1} in Result Header
* {1} in ResultHeader
* Tweak binge eater wording
* reword comment
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@@ -1028,18 +1028,25 @@ EID.TaintedIDs = {}; for i = 21, 40 do EID.TaintedIDs[i] = true end
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EID.NoRedHeartsPlayerIDs = { [4] = true, [10] = true, [17] = true }
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-- More separated table for more exact data
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EID.SpecialHeartPlayers = {}
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EID.SpecialHeartPlayers["Soul"] = { [4] = true, [17] = true }
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EID.SpecialHeartPlayers["Soul"] = { 4, 17 }
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EID.SpecialHeartPlayers["Black"] = {}
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EID.SpecialHeartPlayers["Coin"] = { [14] = true }
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EID.SpecialHeartPlayers["Bone"] = { [16] = true }
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EID.SpecialHeartPlayers["None"] = { [10] = true }
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EID.SpecialHeartPlayers["Coin"] = { 14 }
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EID.SpecialHeartPlayers["Bone"] = { 16 }
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EID.SpecialHeartPlayers["None"] = { 10 }
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-- Lookup table for the type of health each player has
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EID.CharacterToHeartType = {}; for i = 0, 17 do EID.CharacterToHeartType[i] = "Red" end
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EID.CharacterToHeartType[4] = "Soul"; EID.CharacterToHeartType[10] = "None"; EID.CharacterToHeartType[14] = "Coin"; EID.CharacterToHeartType[16] = "Bone"; EID.CharacterToHeartType[17] = "Soul"
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if EID.isRepentance then
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-- ???, The Lost, Black Judas, The Soul, Tainted Judas, Tainted ???, Tainted Lost, Tainted Forgotten, Tainted Bethany, Tainted Soul
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EID.NoRedHeartsPlayerIDs = { [4] = true, [10] = true, [12] = true, [17] = true, [24] = true, [25] = true, [31] = true, [35] = true, [36] = true, [40] = true }
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EID.SpecialHeartPlayers["Soul"] = { [4] = true, [17] = true, [25] = true, [35] = true, [36] = true, [40] = true }
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EID.SpecialHeartPlayers["Black"] = { [12] = true, [24] = true }
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EID.SpecialHeartPlayers["Coin"][33] = true
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EID.SpecialHeartPlayers["None"][31] = true
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EID.SpecialHeartPlayers["Soul"] = { 4, 17, 25, 35, 36, 40 }
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EID.SpecialHeartPlayers["Black"] = { 12, 24 }
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EID.SpecialHeartPlayers["Coin"] = { 14, 33 }
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EID.SpecialHeartPlayers["None"] = { 10, 31 }
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for i = 18, 40 do EID.CharacterToHeartType[i] = "Red" end
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EID.CharacterToHeartType[12] = "Black"; EID.CharacterToHeartType[24] = "Black"; EID.CharacterToHeartType[25] = "Soul"; EID.CharacterToHeartType[31] = "None"; EID.CharacterToHeartType[33] = "Coin"; EID.CharacterToHeartType[35] = "Soul"; EID.CharacterToHeartType[36] = "Soul"; EID.CharacterToHeartType[40] = "Soul";
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end
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-- Character IDs that have a pocket active (0 = normal, 1 = timed, 2 = special)
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@@ -1063,14 +1070,18 @@ if EID.isRepentance then
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EID.LuckFormulas["5.100.576"] = function(luck) return math.min(luck*0.5 + 6.25, 10) end -- Dirty Mind: Base 6.25%, 10% at 7.5 Luck
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end
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-- Number of Soul Hearts a character will get from a Health Up item
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-- Number of Health Ups you get from a Health Up item
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-- (Pill ID is off by 1 because of EID one-indexed pill effects)
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EID.HealthUpData = {["5.70.8"] = 1, ["5.70.10"] = 1, [12] = 1, [15] = 1, [16] = 2, [22] = 1, [23] = 1, [24] = 1, [25] = 1, [26] = 1, [92] = 1, [101] = 1, [119] = 1, [121] = 1, [129] = 2, [138] = 1, [176] = 1, [182] = 1, [184] = 1, [189] = 1, [193] = 1, [218] = 1, [219] = 1, [226] = 1, [253] = 1, [307] = 1, [312] = 1, [314] = 1, [334] = 3, [342] = 1, [346] = 1, [354] = 1, [456] = 1 }
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EID.HealthUpData = {["5.70.8"] = 1, ["5.70.10"] = 1, ["5.100.12"] = 1, ["5.100.15"] = 1, ["5.100.16"] = 2, ["5.100.22"] = 1, ["5.100.23"] = 1, ["5.100.24"] = 1, ["5.100.25"] = 1, ["5.100.26"] = 1, ["5.100.92"] = 1, ["5.100.101"] = 1, ["5.100.119"] = 1, ["5.100.121"] = 1, ["5.100.129"] = 2, ["5.100.138"] = 1, ["5.100.176"] = 1, ["5.100.182"] = 1, ["5.100.184"] = 1, ["5.100.189"] = 1, ["5.100.193"] = 1, ["5.100.218"] = 1, ["5.100.219"] = 1, ["5.100.226"] = 1, ["5.100.253"] = 1, ["5.100.307"] = 1, ["5.100.312"] = 1, ["5.100.314"] = 1, ["5.100.334"] = 3, ["5.100.342"] = 1, ["5.100.346"] = 1, ["5.100.354"] = 1, ["5.100.456"] = 1, ["5.300.12"] = 1 }
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-- Items with a healing effect that can have the healing line removed for non-red HP characters
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-- Pyromaniac skipped, its healing line says how it prevents explosion damage
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EID.HealingItemData = {["5.100.45"] = true, ["5.100.62"] = true, ["5.100.75"] = true, ["5.100.93"] = true, ["5.100.217"] = true, ["5.100.270"] = true, ["5.100.428"] = true, ["5.350.8"] = true, ["5.350.46"] = true, ["5.350.53"] = true, ["5.350.87"] = true, ["5.350.119"] = true, ["5.300.20"] = true, ["5.300.26"] = true, ["5.70.6"] = true, ["5.70.37"] = true }
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if EID.isRepentance then
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EID.HealthUpData["5.350.156"] = 1; EID.HealthUpData[573] = 1; EID.HealthUpData[591] = 1; EID.HealthUpData[594] = 2
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EID.HealthUpData[614] = 1; EID.HealthUpData[664] = 1; EID.HealthUpData[669] = 1; EID.HealthUpData[707] = 1
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EID.HealthUpData["5.100.573"] = 1; EID.HealthUpData["5.100.591"] = 1; EID.HealthUpData["5.100.594"] = 2; EID.HealthUpData["5.300.59"] = 2
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EID.HealthUpData["5.100.614"] = 1; EID.HealthUpData["5.100.664"] = 1; EID.HealthUpData["5.100.669"] = 1; EID.HealthUpData["5.100.707"] = 1
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EID.HealingItemData["5.100.621"] = true; EID.HealingItemData["5.70.46"] = true;
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EID.BloodUpData = {["5.70.10"] = 2, ["5.350.156"] = 2, ["5.300.12"] = 2, ["5.300.59"] = 4, [12] = 12, [15] = 12, [16] = 12, [22] = 4, [23] = 4, [24] = 4, [25] = 4, [26] = 4, [75] = 4, [92] = 4, [101] = 4, [119] = 10, [121] = 2, [129] = 4, [138] = 4, [176] = 4, [182] = 12, [184] = 4, [189] = 12, [193] = 4, [218] = 4, [226] = 4, [253] = 4, [307] = 4, [312] = 4, [314] = 4, [334] = 6, [342] = 4, [346] = 4, [354] = 4, [428] = 12, [456] = 4, [573] = 12, [591] = 4, [594] = 1, [614] = 10, [621] = 12, [664] = 12, [669] = 12, [707] = 4 }
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EID.BloodUpData = {["5.70.10"] = 2, ["5.350.156"] = 2, ["5.300.12"] = 2, ["5.300.59"] = 4, [12] = 12, [15] = 12, [16] = 12, [22] = 4, [23] = 4, [24] = 4, [25] = 4, [26] = 4, [75] = 4, [92] = 4, [101] = 4, [119] = 10, [121] = 2, [129] = 4, [138] = 4, [176] = 4, [182] = 12, [184] = 4, [189] = 12, [193] = 4, [217] = 2, [218] = 4, [226] = 4, [253] = 4, [307] = 4, [312] = 4, [314] = 4, [334] = 6, [342] = 4, [346] = 4, [354] = 4, [428] = 12, [456] = 4, [535] = 2, [573] = 12, [591] = 4, [594] = 1, [614] = 10, [621] = 12, [664] = 12, [669] = 12, [707] = 4 }
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end
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