--[[ 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 lastEffectTrigger = "chain" local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/log.txt" 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 local eWithZero = string.gsub(e, "-1", "0") 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 --language check? if plural then name = name .. localizedNames["pluralize"] end return name end local function parseEffectLine(raw) local words = {} for w in string.gmatch(raw,"%S+") do table.insert(words, w) end local triggerReplacements = {} local replacements = {} local printEffect = true -- words[1] = "[INFO]", words[2] = "-" local effectTrigger = words[3] if (string.find(effectTrigger, "entity_spawned")) then effectTrigger = "entity_spawned" triggerReplacements[1] = entityToName(string.sub(words[3], 16, -2)) end -- words[4] = "->" local effectType = words[5] local fullEffect = "" for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end if effectType == "add_temporary_effect" or effectType == "use_active_item" 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 replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}}" .. name elseif effectType == "convert_entities" then replacements[1] = entityToName(words[6], true) replacements[2] = entityToName(words[8]) elseif effectType == "spawn_entity" then replacements[1] = entityToName(words[6]) elseif effectType == "fart" then 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 end local localizedNames = EID:getDescriptionEntry("GlitchedItemText") local eidString = "" if effectTrigger ~= lastEffectTrigger then eidString = eidString .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end if effectTrigger ~= "chain" then lastEffectTrigger = effectTrigger end 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 local numEffects = 0 local itemScore = 0 local eidDesc = "" local theLog = io.open(logLocation, "r") theLog:seek("set", logCursor) local line = theLog:read() while line ~= nil do if string.find(line, "initialized with") then local count = 0 spawnedItems = spawnedItems + 1 lastEffectTrigger = "chain" eidDesc = "" -- find the number of effects to watch for for s in string.gmatch(line, "%d*%.?%d+") do numEffects = tonumber(s) break end elseif numEffects > 0 then numEffects = numEffects - 1 eidDesc = eidDesc .. parseEffectLine(line) if numEffects == 0 then -- 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 EID:addCollectible(maxNumber - spawnedItems, eidDesc) end end line = theLog:read() end logCursor = theLog:seek() theLog:close() end EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems) local function GameStartTMTRAINER(_,isSave) local theLog = io.open(logLocation, "r") if (theLog == nil) then print("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!") Isaac.DebugString("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!") logFound = false return else logFound = true end -- luckily, when the game reloads, it also reloads all glitched items, so resuming works perfectly as long as we start at the beginning spawnedItems = 0 end EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)