--[[ This file is only loaded when the game is launched with the "--luadebug" launch option. This allows mods to have access to your computer's files, which is necessary to read glitched item info that's printed to the game's log file. Having --luadebug on would allow malicious mods to delete your files, execute command prompt commands, and probably much more. USE AT YOUR OWN RISK. ]] local game = Game() -- glitched items start at 4294967295 local maxNumber = 4294967296 local spawnedItems = 0 local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/log.txt" local newLogLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/log2.txt" local secondaryLog = io.open(newLogLocation, "w+") secondaryLog:write("[EID] For performance and accuracy reasons, reading glitched item descriptions from the log file requires wiping the log regularly, so while you have TMTRAINER, most of the log will be moved here\n") --test using file:seek instead, to just move our cursor to the start of new text! --currently english only local attributeConversions = { chain = "", pickup_collected = "When you collect a pickup:", enemy_kill = "On enemy kill, chance to:", area_damage = "Deal {1} area damage", add_temporary_effect = "Gain {1} for the room", convert_entities = "Convert all {1} in the room to {2}", } local function parseEffectLine(raw) local words = {} for w in string.gmatch(raw,"%S+") do table.insert(words, w) end -- words[1] = "[INFO]", words[2] = "-" local effectTrigger = words[3] -- words[4] = "->" local effectType = words[5] local fullEffect = "" for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end local replacements = {} local extraText = "" -- switch statement for how to handle the words after the effect type if effectType == "add_temporary_effect" then -- remainder of line = collectible name that's granted for the room local name = "" for i=6,#words do name = name .. words[i] if (i ~= #words) then name = name .. " " end end elseif effectType == "convert_entities" then local replacements[1] = words[6] local replacements[2] = words[8] end local eidString = "" eidString = eidString .. (attributeConversions[effectTrigger] or effectTrigger) .. "#" eidString = eidString .. (attributeConversions[effectType] or fullEffect) .. extraText .. "#" for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end end --work on how resuming a game works (determine current id by checking if item ids exist) local function GameStartTMTRAINER(_,isSave) if not isSave then spawnedItems = 0 else --check what item ID we're on end end EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER) --[[ EID:AddCallback(ModCallbacks.MC_PRE_ENTITY_SPAWN, function(_, enttype, variant, subtype, pos, vel, spawner, seed) if (EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) and enttype == 5 and variant == 100 and subtype == 0) then print("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) Isaac.DebugString("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) --print("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos)) --Isaac.DebugString("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos)) end end) ]] local function CheckLogForItems(_) if (game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER)) then return end local logLines = io.lines(logLocation) local numEffects = 0 local itemScore = 0 local effects = {} local eidDesc = "" for line in io.lines(logLocation) do if string.find(line, "initialized with") then local count = 0 spawnedItems = spawnedItems + 1 -- find the number of effects, and the score given -- (this match gets every number in the line) for s in string.gmatch(line, "%d*%.?%d+") do if count == 0 then numEffects = tonumber(s) count = 1 elseif count == 1 then itemScore = tonumber(s) end end eidDesc = "Score: " .. itemScore elseif numEffects > 0 then numEffects = numEffects - 1 table.insert(effects, line) eidDesc = eidDesc .. "#" .. line if numEffects == 0 then print("adding " .. tostring(maxNumber - spawnedItems) .. ", " .. eidDesc) EID:addCollectible(maxNumber - spawnedItems, eidDesc) end end -- there are some lines that have a gigantic amount of white space and I don't know why, don't write those I guess... if (#line < 200) then secondaryLog:write("LINE: " .. #line .. ": " .. line .. "\n") end end secondaryLog:flush() -- wipe the log file io.open(logLocation, "w+") end EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems)