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# Dead God Helper # Dead God Helper
A small mod for The Binding Of Isaac: Repentance! Spot missing items!
It signals items that were not previously picked up on this savefile when you encounter them.Very useful when you're trying to get a second or third Dead God. Easily spot items that were not previously picked up on this savefile. Very useful when you're trying to get a second or third Dead God.
Now supports modded items, and integration with Repentogon!
I made it mainly for myself, because it was annoying to go back to the menu every time I encountered an item I was unsure about. I made it mainly for myself, because it was annoying to go back to the menu every time I encountered an item I was unsure about.
There's an integration with External Item Description. There's an integration with External Item Description.
It is also compatible with Mod Config Menu, if you want to toggle things (such as displaying info when on Curse Of The Blind) It is also compatible with Mod Config Menu, if you want to toggle things (such as displaying info when on Curse Of The Blind)
There's however a limitation: since (to my knowledge) there's no way to get information about seen items from the savefile, this mod takes it upon itself to track which item you picked up. (This means that when you install the mod for the first time, every item will be tagged as Unseen) Mods can't access the savefile directly, so the mod tracks itself witch items are taken. This means that the first time you install it, everything will be marked as new.
If you want to import data from your savefile, you can either use the extractor I wrote (adapting EID's one for Linux), or install Repentogon.
The extractor is available here : https://forge.chapril.org/ayte/DeadGodHelper/src/branch/main/SaveExtractor
This mod is still relevant in itself if you do not want to use external tools, or you want to track modded items ^^
Anyway, I hope that this mod will be useful to someone :) Anyway, I hope that this mod will be useful to someone :)
(Source code is available at https://forge.chapril.org/ayte/DeadGodHelper) Source code is available at https://forge.chapril.org/ayte/DeadGodHelper

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main.lua
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-- Formatted using lua-format
local modname = "DeadGod Helper" local modname = "DeadGod Helper"
local mod = RegisterMod(modname, 1) local mod = RegisterMod(modname, 1)
local math = require("math") local math = require("math")
@ -7,232 +8,242 @@ local savegen = include("save")
local save = savegen:new() local save = savegen:new()
local json = include("json") local json = include("json")
local DEBUG = false local DEBUG = false
local getgamedata = Isaac.GetPersistentGameData -- Repentogon exclusive
local isrepentogon = getgamedata ~= nil
mod.font = Font() mod.font = Font()
mod.font:Load("font/terminus.fnt") mod.font:Load("font/terminus.fnt")
function mod:isCurseBlind() function mod:isCurseBlind(pickupEntity)
return mod.game:GetLevel():GetCurses() & LevelCurse.CURSE_OF_BLIND > 0 if isrepentogon then if pickupEntity:IsBlind() then return true end end
return mod.game:GetLevel():GetCurses() & LevelCurse.CURSE_OF_BLIND > 0
end end
function mod.isIdNotTakenAlready(id) function mod.isIdNotTakenAlready(id)
if id>=1 and id<=save.settings.maxid then if id > 0 then
return not save.seen[id] -- Always returns seen if on a challenge
end if Isaac.GetChallenge() ~= 0 then return false end
if id>save.settings.maxid and save.settings.showonmodded then
local itemconfig = Isaac.GetItemConfig():GetCollectible(id)
if itemconfig then
local name = itemconfig.Name
return not save.seenmodded[name]
end
end
return false if id > save.settings.maxid then
if save.settings.showonmodded then
local itemconfig = Isaac.GetItemConfig():GetCollectible(id)
if itemconfig then
local name = itemconfig.Name
return not save.seenmodded[name]
end
end
else
return not save.seen[id]
end
else
return false -- Don't show on empty pedestals
end
end end
function mod.registerTouched(id) function mod.registerTouched(id)
if id>=1 and id<=save.settings.maxid then -- Only register when not on a challenge
save:touchid(id) if Isaac.GetChallenge() == 0 then
end local shouldsave = mod.isIdNotTakenAlready(id)
if id >=save.settings.maxid then if id >= 1 and id <= save.settings.maxid then save:touchid(id) end
-- Modded item, save them by name if id >= save.settings.maxid then
-- (as IDs are choosen manually by the game, and may vary when changing mods) -- Modded item, save them by name
local itemconfig = Isaac.GetItemConfig():GetCollectible(id) -- (as IDs are choosen manually by the game, and may vary when changing mods)
if itemconfig then local itemconfig = Isaac.GetItemConfig():GetCollectible(id)
local name = itemconfig.Name if itemconfig then
save:touchname(name) local name = itemconfig.Name
end save:touchname(name)
end end
end
-- Save -- Save
mod:save() if shouldsave then -- Only save if there's a change
mod:save()
end
end
end end
-- Used to check if EID's description should be modified -- Used to check if EID's description should be modified
function mod.shouldBeModified(descObj) function mod.shouldBeModified(descObj)
-- Taken from https://github.com/wofsauge/External-Item-Descriptions/wiki/Description-Modifiers -- Taken from https://github.com/wofsauge/External-Item-Descriptions/wiki/Description-Modifiers
-- if entity is a piedestal -- if entity is a piedestal
if descObj.ObjType == 5 and descObj.ObjVariant == 100 then if descObj.ObjType == 5 and descObj.ObjVariant == 100 then
-- Check if item was not already taken in this savefile -- Check if item was not already taken in this savefile
-- And if item is non-modded (id<= Mom's ring ID) -- And if item is non-modded (id<= Mom's ring ID)
local id = descObj.ObjSubType local id = descObj.ObjSubType
return mod.isIdNotTakenAlready(id) return mod.isIdNotTakenAlready(id)
end end
end end
-- Used to modify EID's description -- Used to modify EID's description
function mod.modifierCallback(descObj) function mod.modifierCallback(descObj)
if save.settings.eid then if save.settings.eid then
local str = "#{{Collectible}} Not picked up yet!#" local str = "#{{Collectible}} Not picked up yet!#"
if descObj.ObjSubType>save.settings.maxid then if descObj.ObjSubType > save.settings.maxid then
str = "#{{Trinket}} Not picked up yet!#" str = "#{{Trinket}} Not picked up yet!#"
end end
descObj.Description = str..descObj.Description descObj.Description = str .. descObj.Description
end end
return descObj return descObj
end end
-- Used to detect when an item is picked up -- Used to detect when an item is picked up
function mod:update() function mod:update()
for i=0, mod.game:GetNumPlayers()-1 do for i = 0, mod.game:GetNumPlayers() - 1 do
local player = mod.game:GetPlayer(i) local player = mod.game:GetPlayer(i)
local data = player:GetData() local data = player:GetData()
local item = player.QueuedItem.Item local item = player.QueuedItem.Item
if data._deadgodlastid and data._deadgodlastcount and data._deadgodlastid>0 then if data._deadgodlastid and data._deadgodlastcount and
if item==nil then -- Finished animation data._deadgodlastid > 0 then
if player:GetCollectibleNum(data._deadgodlastid)>data._deadgodlastcount then -- Have it on me if item == nil then -- Finished animation
-- Then I just picked it up, yay if player:GetCollectibleNum(data._deadgodlastid) >
mod.registerTouched(data._deadgodlastid) data._deadgodlastcount then -- Have it on me
if DEBUG then -- Then I just picked it up, yay
mod.print("> "..tostring(data._deadgodlastid).."\n") mod.registerTouched(data._deadgodlastid)
end if DEBUG then
data._deadgodlastid = 0 mod.print("> " .. tostring(data._deadgodlastid) .. "\n")
data._deadgodlastcount = 0 end
end end data._deadgodlastid = 0
end data._deadgodlastcount = 0
if item and item:IsCollectible() then end
data._deadgodlastid = item.ID end
data._deadgodlastcount = player:GetCollectibleNum(item.ID) end
end if item and item:IsCollectible() then
end data._deadgodlastid = item.ID
data._deadgodlastcount = player:GetCollectibleNum(item.ID)
end
end
end end
-- Used to draw the ! sign -- Used to draw the ! sign
function mod:PickupDrawCallback(pickupEntity, _) function mod:PickupDrawCallback(pickupEntity, _)
if save.settings.visual and (not mod:isCurseBlind() or save.settings.showonblind)then if save.settings.visual and
if pickupEntity.Variant==PickupVariant.PICKUP_COLLECTIBLE then (not (mod:isCurseBlind(pickupEntity)) or save.settings.showonblind) then
if mod.isIdNotTakenAlready(pickupEntity.SubType) then if pickupEntity.Variant == PickupVariant.PICKUP_COLLECTIBLE then
local v = Isaac.WorldToScreen(pickupEntity.Position + pickupEntity.SpriteOffset) if mod.isIdNotTakenAlready(pickupEntity.SubType) then
local color = KColor(0.98,0.93,0.55,1) local v = Isaac.WorldToScreen(
if pickupEntity.SubType > save.settings.maxid then pickupEntity.Position + pickupEntity.SpriteOffset)
-- Modded item local color = KColor(0.98, 0.93, 0.55, 1)
color = KColor(0.68,0.88,1,1) if pickupEntity.SubType > save.settings.maxid then
end -- Modded item
mod.font:DrawString("!", v.X-1, v.Y-52+math.sin(mod.game:GetFrameCount()/10)*2, color , 2, true) color = KColor(0.68, 0.88, 1, 1)
end end
end mod.font:DrawString("!", v.X - 1, v.Y - 52 +
end math.sin(mod.game:GetFrameCount() / 10) *
2, color, 2, true)
end
end
end
end end
function mod:newrun() function mod:newrun()
if mod:HasData() then if mod:HasData() then
local data = mod:LoadData() local data = mod:LoadData()
if DEBUG then if DEBUG then mod.print(data .. "\n") end
mod.print(data.."\n") save = savegen:new()
end save:load(json, data)
save = savegen:new() else
save:load(json, data) save = savegen:new()
else end
save = savegen:new() -- Load info from repentogon if available
end if isrepentogon then
local c = 0 for i = 1, save.settings.maxid do
for _,v in ipairs(save.seen) do if getgamedata():IsItemInCollection(i) then
if v then c = c+1 end mod.registerTouched(i)
end end
mod.print(modname.." loaded, "..c.." vanilla items seen") end
if save.settings.showonmodded then end
local c = 0 local c = 0
for _,v in pairs(save.seenmodded) do for _, v in ipairs(save.seen) do if v then c = c + 1 end end
if v then mod.print(modname .. " loaded, " .. c .. " vanilla items seen")
c = c + 1 if save.settings.showonmodded then
end local c = 0
end for _, v in pairs(save.seenmodded) do if v then c = c + 1 end end
mod.print(", "..tostring(c).." modded") mod.print(", " .. tostring(c) .. " modded")
end end
mod.print(".\n") mod.print(".\n")
end end
function mod:save() function mod:save() mod:SaveData(save:dump(json)) end
mod:SaveData(save:dump(json))
end
mod:AddCallback(ModCallbacks.MC_POST_GAME_END, mod.save) mod:AddCallback(ModCallbacks.MC_POST_GAME_END, mod.save)
mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, mod.newrun) mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, mod.newrun)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, mod.update) if not isrepentogon then
-- Used to check for new items
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, mod.update)
else
function mod.addCollectibleCallaback(_, id, _, _, _, _)
mod.registerTouched(id)
end
-- This is not a vanilla callback, it is from repentogon
mod:AddCallback(ModCallbacks.MC_POST_ADD_COLLECTIBLE,
mod.addCollectibleCallaback)
end
-- Used to draw indicators
mod:AddCallback(ModCallbacks.MC_POST_PICKUP_RENDER, mod.PickupDrawCallback) mod:AddCallback(ModCallbacks.MC_POST_PICKUP_RENDER, mod.PickupDrawCallback)
if EID then if EID then
EID:addDescriptionModifier( EID:addDescriptionModifier(modname, mod.shouldBeModified,
modname, mod.modifierCallback)
mod.shouldBeModified,
mod.modifierCallback
)
end end
if ModConfigMenu then if ModConfigMenu then
ModConfigMenu.AddSetting( ModConfigMenu.AddSetting(modname, -- This should be unique for your mod
modname, -- This should be unique for your mod nil, {
nil, Type = ModConfigMenu.OptionType.BOOLEAN,
{ CurrentSetting = function() return save.settings.eid end,
Type = ModConfigMenu.OptionType.BOOLEAN, Display = function()
CurrentSetting = function() return "Show in EID: " .. (save.settings.eid and "on" or "off")
return save.settings.eid end,
end, OnChange = function(b)
Display = function() save.settings.eid = b
return "Show in EID: " .. (save.settings.eid and "on" or "off") mod:save()
end, end
OnChange = function(b) })
save.settings.eid = b ModConfigMenu.AddSetting(modname, -- This should be unique for your mod
mod:save() nil, {
end, Type = ModConfigMenu.OptionType.BOOLEAN,
} CurrentSetting = function() return save.settings.visual end,
) Display = function()
ModConfigMenu.AddSetting( return "Show on pedestals: " ..
modname, -- This should be unique for your mod (save.settings.visual and "on" or "off")
nil, end,
{ OnChange = function(b)
Type = ModConfigMenu.OptionType.BOOLEAN, save.settings.visual = b
CurrentSetting = function() mod:save()
return save.settings.visual end
end, })
Display = function()
return "Show on pedestals: " .. (save.settings.visual and "on" or "off")
end,
OnChange = function(b)
save.settings.visual = b
mod:save()
end,
}
)
ModConfigMenu.AddSetting( ModConfigMenu.AddSetting(modname, -- This should be unique for your mod
modname, -- This should be unique for your mod nil, {
nil, Type = ModConfigMenu.OptionType.BOOLEAN,
{ CurrentSetting = function() return save.settings.showonmodded end,
Type = ModConfigMenu.OptionType.BOOLEAN, Display = function()
CurrentSetting = function() return "Also track modded items: " ..
return save.settings.showonmodded (save.settings.showonmodded and "on" or "off")
end, end,
Display = function() OnChange = function(b)
return "Also track modded items: " .. (save.settings.showonmodded and "on" or "off") save.settings.showonmodded = b
end, if b == false then
OnChange = function(b) -- Reset modded items
save.settings.showonmodded = b save.seenmodded = {}
if b==false then end
-- Reset modded items mod:save()
save.seenmodded = {} end
end })
mod:save()
end,
}
)
ModConfigMenu.AddSetting( ModConfigMenu.AddSetting(modname, -- This should be unique for your mod
modname, -- This should be unique for your mod nil, {
nil, Type = ModConfigMenu.OptionType.BOOLEAN,
{ CurrentSetting = function() return save.settings.showonblind end,
Type = ModConfigMenu.OptionType.BOOLEAN, Display = function()
CurrentSetting = function() return "Show while having Curse Of The Blind: " ..
return save.settings.showonblind (save.settings.showonblind and "on" or "off")
end, end,
Display = function() OnChange = function(b)
return "Show while having Curse Of The Blind: " .. (save.settings.showonblind and "on" or "off") save.settings.showonblind = b
end, mod:save()
OnChange = function(b) end
save.settings.showonblind = b })
mod:save()
end,
}
)
end end

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@ -3,31 +3,29 @@
<name>DeadGod Helper</name> <name>DeadGod Helper</name>
<directory>deadgod helper</directory> <directory>deadgod helper</directory>
<id>2985754961</id> <id>2985754961</id>
<description>A small mod for The Binding Of Isaac: Repentance! <description>Spot missing items!
Easily spot items that were not previously picked up on this savefile. Very useful when you're trying to get a second or third Dead God. Easily spot items that were not previously picked up on this savefile. Very useful when you're trying to get a second or third Dead God.
Now supports modded items! Now supports modded items, and integration with Repentogon!
I made it mainly for myself, because it was annoying to go back to the menu every time I encountered an item I was unsure about. I made it mainly for myself, because it was annoying to go back to the menu every time I encountered an item I was unsure about.
There's an integration with External Item Description.
It is also compatible with Mod Config Menu, if you want to toggle things (such as displaying info when on Curse Of The Blind) It is also compatible with Mod Config Menu, if you want to toggle things (such as displaying info when on Curse Of The Blind)
Since mods can't directly access the savefile, this mod takes it upon itself to track wich items are picked up. This means that the first time you install this mod, everything will be marked as unseen.
Turns out EID already has a some support for this, using a save extractor. If you want to go down that route, here's the link to the extractor : https://github.com/wofsauge/External-Item-Descriptions/tree/master/scripts Mods can't access the savefile directly, so the mod tracks itself witch items are taken. This means that the first time you install it, everything will be marked as new.
However, EID's save extractor doesn't really work on Linux, so I made a port of it in python, in order to be more easily ran. This port is available here : https://forge.chapril.org/ayte/DeadGodHelper/src/branch/main/SaveExtractor If you want to import data from your savefile, you can either use the extractor I wrote (adapting EID's one for Linux), or install Repentogon.
This port can also extract save file's info to be used for Dead God Helper. The extractor is available here : https://forge.chapril.org/ayte/DeadGodHelper/src/branch/main/SaveExtractor
This mod is still relevant in itself if you do not want to use external tools, or you want to track modded items ^^ This mod is still relevant in itself if you do not want to use external tools, or you want to track modded items ^^
Anyway, I hope that this mod will be useful to someone :) Anyway, I hope that this mod will be useful to someone :)
Source code is available at https://forge.chapril.org/ayte/DeadGodHelper</description> Source code is available at https://forge.chapril.org/ayte/DeadGodHelper</description>
<version>1.11</version> <version>1.13</version>
<visibility>Public</visibility> <visibility>Public</visibility>
<tag id="Items"/> <tag id="Items"/>
<tag id="Tweaks"/>
<tag id="Graphics"/> <tag id="Graphics"/>
</metadata> </metadata>