311 lines
13 KiB
Lua
311 lines
13 KiB
Lua
local game = Game()
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local level
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local currentRoom
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local blacklist
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local holdMapDesc
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local currentPlayer
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-- Rainbow Worm's trinket IDs it grants, in order
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local rainbowWormEffects = { [0] = 9, 11, 65, 27, 10, 12, 26, 66, 96, 144 }
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-- Mysterious Paper does not play well with displaying Error 404's effect
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local mysteriousPaperBlacklist = { [23] = true, [48] = true }
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-- Simple function to help with adding properly formatted sections to the desc
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local function append(icon, title, newDesc)
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holdMapDesc = holdMapDesc .. (icon or "{{Blank}}") .. " {{ColorEIDObjName}}" .. title .. "#" .. newDesc .. "#"
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end
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-- Helper function to easily add an item's stock description to the desc
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-- Don't use if you need to customize the desc! (Like Sanguine Bond's result highlighting)
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-- extraIcon is for when we want a special icon before the line (like {{Dice Bag Icon}} {{Dice Item Icon}})
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local variantToName = { [70] = "Pill", [100] = "Collectible", [300] = "Card", [350] = "Trinket" }
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local function addObjectDesc(type, variant, subtype, extraIcon)
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local objectID = type .. "." .. variant .. "." .. subtype
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if not blacklist[objectID] then
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blacklist[objectID] = true
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local demoDescObj = EID:getDescriptionObj(type, variant, subtype)
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local iconString = "{{" .. variantToName[variant] .. subtype .. "}}"
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if extraIcon then iconString = extraIcon .. " " .. iconString end
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append(iconString, demoDescObj.Name, demoDescObj.Description)
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end
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end
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-- General RNG functions for RNG predicting
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local function RNGNext(num, shift1, shift2, shift3)
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num = num ~ ((num >> shift1) & 4294967295)
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num = num ~ ((num << shift2) & 4294967295)
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num = num ~ ((num >> shift3) & 4294967295)
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return num >> 0;
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end
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local function SeedToFloat(seed)
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local multi = 2.3283061589829401E-10;
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return seed * multi;
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end
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-- Teleport! Destination Prediction --
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local function teleport1Prediction()
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if currentPlayer:GetSprite():GetAnimation() == "TeleportUp" then return end
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local level = game:GetLevel()
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local currentRoomIndex = level:GetCurrentRoomDesc().SafeGridIndex
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local possibleRooms = {}
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for i = 0, 168 do
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local room = level:GetRoomByIdx(i)
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if room.GridIndex >= 0 and room.SafeGridIndex ~= currentRoomIndex and room.Data.Type ~= 29 and (not REPENTANCE or room.Flags & 1024 ~= 1024) then
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table.insert(possibleRooms, i)
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end
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end
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local teleSeed = currentPlayer:GetCollectibleRNG(CollectibleType.COLLECTIBLE_TELEPORT):GetSeed()
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teleSeed = RNGNext(teleSeed, 5, 9, 7)
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teleSeed = RNGNext(teleSeed, 0x02, 0x0F, 0x19) -- magic disassembled numbers!
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local resultRoomIndex = possibleRooms[(teleSeed % #possibleRooms) + 1]
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local resultRoom = level:GetRoomByIdx(resultRoomIndex)
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local resultSafeIndex = resultRoom.SafeGridIndex
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local roomIcon = EID.RoomTypeToMarkup[resultRoom.Data.Type]
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if resultRoom.Data.Type == 1 then roomIcon = EID.RoomShapeToMarkup[resultRoom.Data.Shape] end
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local roomNames = EID:getDescriptionEntry("RoomTypeNames")
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local roomName = roomNames[resultRoom.Data.Type]
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-- Find our X/Y difference from the target location, if we're on the map
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local d = ""
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if currentRoomIndex >= 0 then
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local myPos = Vector(currentRoomIndex % 13, math.floor(currentRoomIndex / 13))
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local newPos = Vector(resultSafeIndex % 13, math.floor(resultSafeIndex / 13))
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local diffX = math.floor(newPos.X - myPos.X)
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local diffY = math.floor(newPos.Y - myPos.Y)
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if diffY > 0 then d = d .. "{{ArrowGrayDown}} " .. diffY
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elseif diffY < 0 then d = d .. "{{ArrowGrayUp}} " .. math.abs(diffY) end
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if d ~= "" and diffX ~= 0 then d = d .. "," end
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if diffX > 0 then d = d .. "{{ArrowGrayRight}} " .. diffX
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elseif diffX < 0 then d = d .. "{{ArrowGrayLeft}} " .. math.abs(diffX) end
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end
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if d ~= "" then d = "#{{Blank}} " .. d end
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append("{{Collectible44}}", EID:getObjectName(5, 100, 44) .. EID:getDescriptionEntry("HoldMapHeader"), roomIcon .. " " .. roomName .. d)
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end
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-- Teleport 2 Destination Prediction --
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local teleport2Order = { 1,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 }
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local teleport2GreedOrder = { 1,5,2,4,10,23,8,666,3 }
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local teleport2Icons = { [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" }
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local function teleport2Prediction()
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local level = game:GetLevel()
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local rooms = level:GetRooms()
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--I AM ERROR Room always considered uncleared
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local unclearedTypes = {[3] = true}
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for i = 0, rooms.Size - 1 do
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local room = rooms:Get(i)
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if not room.Clear then
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-- Check for Special Red Rooms, which get ordered differently than their non-red version
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if REPENTANCE and room.Data.Type ~= 1 and room.Flags & 1024 == 1024 then unclearedTypes[1025] = true
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else unclearedTypes[room.Data.Type] = true end
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end
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end
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--Angel/Devil Room check (it lives off the map)
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if not level:GetRoomByIdx(-1).Clear then unclearedTypes[666] = true end
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local greed = game:IsGreedMode()
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local roomOrder = (greed and teleport2GreedOrder) or teleport2Order
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local roomNames = EID:getDescriptionEntry("RoomTypeNames")
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for i,v in ipairs(roomOrder) do
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if unclearedTypes[v] then
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local descString = (teleport2Icons[v] or EID.RoomTypeToMarkup[v]) .. " " .. roomNames[v]
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-- Tall Vertical Main Greed Room exception, because why not, attention to detail
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if v == 1 and greed then descString = "{{RoomLongVertical}} " .. roomNames[v] end
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append("{{Collectible419}}", EID:getObjectName(5, 100, 419) .. EID:getDescriptionEntry("HoldMapHeader"), descString)
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return
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end
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end
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end
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-- Sanguine Bond Chance Display / Prediction --
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--order of checking: 15% Pennies, 48% Damage, 58% Hearts, 63% Item, 65% Leviathan, 100% Nothing
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local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } }
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function EID:trimSanguineDesc(descObj)
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local currentRoom = game:GetLevel():GetCurrentRoom()
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local spikes = currentRoom:GetGridEntity(67)
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if not spikes then return "" end -- don't display anything if we can't find the spikes!
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local cheatResult = nil
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if spikes and EID.Config["PredictionSanguineBond"] then
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local spikeSeed = currentRoom:GetGridEntity(67):GetRNG():GetSeed()
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spikeSeed = RNGNext(spikeSeed, 5, 9, 7)
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spikeSeed = RNGNext(spikeSeed, 0x01, 0x05, 0x13) -- magic disassembled numbers!
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local nextFloat = SeedToFloat(spikeSeed)
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for _,v in ipairs(sanguineResults) do
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if nextFloat < v[1] then cheatResult = v[2] break end
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end
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end
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local resultsDesc = ""
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local lineCount = 0
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-- separate sanguine's description by # or semicolons
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for w in string.gmatch(descObj.Description, "([^#;]+)") do
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-- we only care about groups that contain a percent sign
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if string.find(w,"%%") then
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lineCount = lineCount + 1
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if cheatResult == lineCount then resultsDesc = resultsDesc .. "{{ColorBagComplete}}" end
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resultsDesc = resultsDesc .. w .. "#"
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end
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end
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return resultsDesc
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end
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function EID:getHoldMapDescription(player, checkingTwin)
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-- Starting Blacklist: Recall, Hold
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blacklist = { ["5.100.714"] = true, ["5.100.715"] = true, }
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holdMapDesc = ""
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level = game:GetLevel()
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currentRoom = level:GetCurrentRoom()
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currentPlayer = player
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-- TODO:
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-- D1, crooked penny cheats. 404/liberty cap/etc. "what item is it"
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-- (Zodiac and Modeling Clay have functions for it?)
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-- pandora's box? it shows the whole desc which is kinda useful but too big
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-- Void's absorbed items list
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-- D Infinity current dice; track our Drop presses and resync it each time D Infinity is used by watching for the next dice effect triggered (Predict its next dice in AB+?)
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-- Tainted ??? Poop Descriptions
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if REPENTANCE and EID.Config["ItemReminderShowPoopDesc"] > 0 and player:GetPlayerType() == 25 then
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for i = 0, EID.Config["ItemReminderShowPoopDesc"]-1 do
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local poopInfo = EID:getDescriptionEntry("poopSpells")
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local nextPoop = player:GetPoopSpell(i)
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append("{{PoopSpell" .. nextPoop .. "}}", poopInfo[nextPoop][1], poopInfo[nextPoop][2])
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end
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end
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-- Teleport! location
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if player:HasCollectible(CollectibleType.COLLECTIBLE_TELEPORT) and EID.Config["ItemReminderShowRNGCheats"] or true then
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blacklist["5.100.44"] = true
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teleport1Prediction()
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end
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-- Teleport 2.0 location
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if player:HasCollectible(CollectibleType.COLLECTIBLE_TELEPORT_2) and not EID.isMirrorRoom then
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blacklist["5.100.419"] = true
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teleport2Prediction()
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end
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-- Recently Acquired Item Descriptions
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if EID.Config["ItemReminderShowRecentItem"] > 0 then
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local printedItems = 0
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local playerNum = EID:getPlayerID(player)
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if EID.RecentlyTouchedItems[playerNum] then
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for i = #EID.RecentlyTouchedItems[playerNum], 1, -1 do
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if printedItems >= EID.Config["ItemReminderShowRecentItem"] then break end
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printedItems = printedItems + 1
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local recentID = EID.RecentlyTouchedItems[playerNum][i] % 4294967296
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addObjectDesc(5, 100, recentID)
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end
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end
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end
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-- Active Item Descriptions
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if EID.Config["ItemReminderShowActiveDesc"] > 0 then
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for i = 0, EID.Config["ItemReminderShowActiveDesc"]-1 do
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local heldActive = player:GetActiveItem(i) % 4294967296
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if heldActive > 0 then
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addObjectDesc(5, 100, heldActive)
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end
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end
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end
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-- Pocket Item Descriptions
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-- Annoying because there's no easy way to just get the info of a slot
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if EID.Config["ItemReminderShowPocketDesc"] > 0 then
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local numPrinted = 0
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-- I don't think we can actually know what slot the player is on, so, save these to display (if they exist) for when Card and Pill in a slot are both 0, to attempt to always show them in slot order
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local dicePrinted = false
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local diceBag = REPENTANCE and player:GetActiveItem(3) or 0
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local pocketPrinted = false
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local pocketActive = REPENTANCE and player:GetActiveItem(2) or 0
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for i = 0, EID.Config["ItemReminderShowPocketDesc"]-1 do
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local heldCard = player:GetCard(i)
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local heldPill = player:GetPill(i)
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if heldCard > 0 then
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addObjectDesc(5, 300, heldCard)
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elseif heldPill > 0 then
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-- Check if our held pill is identified
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EID.pillPlayer = player
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local identified = game:GetItemPool():IsPillIdentified(heldPill)
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if REPENTANCE and heldPill % PillColor.PILL_GIANT_FLAG == PillColor.PILL_GOLD then identified = true end
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if (identified or EID.Config["ShowUnidentifiedPillDescriptions"]) then
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addObjectDesc(5, 70, heldPill)
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end
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EID.pillPlayer = nil
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elseif diceBag > 0 and not dicePrinted then
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dicePrinted = true
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addObjectDesc(5, 100, diceBag, "{{Trinket154}}")
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elseif pocketActive > 0 and not pocketPrinted then
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pocketPrinted = true
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addObjectDesc(5, 100, pocketActive)
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-- we'll have to add tainted char specific text for their actives with unique effects for that character!
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end
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end
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end
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-- Trinket Descriptions
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if EID.Config["ItemReminderShowTrinketDesc"] > 0 then
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for t = 0, EID.Config["ItemReminderShowTrinketDesc"]-1 do
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local heldTrinket = player:GetTrinket(t)
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if heldTrinket > 0 and not blacklist["5.350." .. heldTrinket] then
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-- Rainbow Worm
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if EID.Config["ItemReminderShowHiddenInfo"] and heldTrinket == 64 then
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blacklist["5.350.64"] = true
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local rainbowWormEffect = rainbowWormEffects[math.floor(game.TimeCounter / 30 / 3) % (REPENTANCE and 10 or 8)]
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addObjectDesc(5, 350, rainbowWormEffect, "{{Trinket64}}")
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-- 404 Error
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-- Unfortunately, includes other temporary trinket givers, such as Glitched Items. We'd need to predict 404's result using RNG to actually know which it specifically is granting
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-- And unfortunately, HasTrinket can't differentiate between real and fake trinkets in AB+
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elseif EID.Config["ItemReminderShowHiddenInfo"] and REPENTANCE and heldTrinket == 75 then
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blacklist["5.350.75"] = true
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-- Don't display Mysterious Paper's 1-frame temporary trinket granting
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local hasPaper = player:HasTrinket(21)
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for i = 1, TrinketType.NUM_TRINKETS - 1 do
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local tempTrinketFound = EID.player:HasTrinket(i, true) ~= EID.player:HasTrinket(i, false)
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if tempTrinketFound and (not mysteriousPaperBlacklist[i] or not hasPaper) then
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addObjectDesc(5, 350, i, "{{Trinket75}}")
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end
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end
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else
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addObjectDesc(5, 350, heldTrinket)
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end
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end
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end
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end
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--
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-- Finally, check the twin player of this controller
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-- If both twins have a desc, show their player icon / name to separate the two descs
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if REPENTANCE and not checkingTwin then
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local twin = player:GetOtherTwin()
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local mainTwinDesc = holdMapDesc
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local otherTwinDesc = ""
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if twin then otherTwinDesc = EID:getHoldMapDescription(twin, true) end
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if otherTwinDesc ~= "" then
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-- Only the other twin had a desc
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if mainTwinDesc == "" then holdMapDesc = otherTwinDesc
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else
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-- Both twins had a desc; merge them with player icon headers
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holdMapDesc = (EID:getIcon("Player"..player:GetPlayerType()) ~= EID.InlineIcons["ERROR"] and "{{Player"..player:GetPlayerType().."}}" or "{{CustomTransformation}}") .. " {{ColorGray}}" .. player:GetName() .. "#" .. mainTwinDesc .. "#"
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holdMapDesc = holdMapDesc .. (EID:getIcon("Player"..twin:GetPlayerType()) ~= EID.InlineIcons["ERROR"] and "{{Player"..twin:GetPlayerType().."}}" or "{{CustomTransformation}}") .. " {{ColorGray}}" .. twin:GetName() .. "#" .. otherTwinDesc
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end
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else
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-- Only the main twin had a desc
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holdMapDesc = mainTwinDesc
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end
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end
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return holdMapDesc
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end
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