-- Check for the existence of GodPoolConfigMenu.Register if GodPoolConfigMenu.Register then GodPoolConfigMenu.Register(GodPoolPicker.Config) end
ModUtil.Path.Wrap("GetEligibleLootNames", function(baseFunc, excludeLootNames) local baseTable = baseFunc(currentRun, excludeLootNames) local returnTable = {}
-- Iterate over the god upgrades in the configuration for godToInclude, godToBeIncluded in pairs(GodPoolPicker.Config) do if (godToBeIncluded and godToInclude ~= "ModName" and godToInclude ~= "Enabled") then table.insert(returnTable, godToInclude) end end
-- Insert default upgrades if none is selected to prevent game crash if next(returnTable) == nil then for godToInclude, _ in pairs(GodPoolPicker.Config) do table.insert(returnTable, godToInclude) end end
-- Insert additional upgrades based on baseTable local additionalUpgrades = {"HermesUpgrade", "WeaponUpgrade"} for _, upgrade in ipairs(additionalUpgrades) do if Contains(baseTable, upgrade) then table.insert(returnTable, upgrade) end end
-- Debug print the resulting loot names for _, lootName in ipairs(returnTable) do DebugPrint({ Text = lootName }) end
DO NOT DOWNLOAD THIS MOD, it breaks the whole game. Eventually you get stuck only having 1 god in the pool. No way to disable it since the piece of s#*! won't work and uninstalling it will brick your whole save file.
Works for a while and then gets stuck at a random 2-3 God Pool and can't be deactivated. Eventually causes the game to stutter and crash when opening or re-rolling boon selection menus
This mod seems to have a minor conflict with Mod Config Menu - both your button and their button are in the same spot, do you think you could either move your button or add your mod menu as one of the menus it makes?
I can see a note i nthe modconfig saying a TODO about moving the button later so it doesn't conflict with that mod, but I can't figure out where the values might be indicating the location of the button myself...
Wait scratch that I'm an idiot. I DID find it (Close to the bottom; components.ModConfigButton = CreateScreenComponent({ Name = "ButtonDefault", Scale = 0.8, Group = "Combat_Menu_TraitTray", X = CombatUI.TraitUIStart + 135, Y = 185 })) But upon changing it and reloading the game I actually realised it is not on the bottom any more it's up at the top nestled perfectly above the box, so I changed it back.
I can't figure out how to disable this mod when I don't want to use it? I've unchecked "enable" but I still end up getting boons from other gods, am i doing something wrong?
are you suppose to not pick a god's keepshake? cause when i pick artemis' keepshake and check the artemis upgrade option, it works wonder. then when i change my keepshake to aprodite, uncheck the artemis option, and check the aprodite option, the boons that appeared are artemis' boon still. i don't know if this is a bug or what. can you confirm please.
Keepsakes shouldn't really affect anything. I've tried reproducing the scenario you explained but was not able to. Keep in mind that the boon symbols on the doors are not affected by this mod. It only affects the boon choices that you see when picking a boon. If you have any more info on this, it would be greatly appreciated :)
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ModUtil.RegisterMod("GodPoolPicker")
local config = {
Enabled = true,
ModName = "God Pool Picker",
-- Gods
AphroditeUpgrade = false,
AresUpgrade = true,
ArtemisUpgrade = false,
AthenaUpgrade = false,
DemeterUpgrade = false,
DionysusUpgrade = false,
PoseidonUpgrade = false,
ZeusUpgrade = false,
}
GodPoolPicker = {}
GodPoolPicker.Config = config
GodPoolConfigMenu.Register(GodPoolPicker.Config)
-- Check for the existence of GodPoolConfigMenu.Register
if GodPoolConfigMenu.Register then
GodPoolConfigMenu.Register(GodPoolPicker.Config)
end
ModUtil.Path.Wrap("GetEligibleLootNames", function(baseFunc, excludeLootNames)
local baseTable = baseFunc(currentRun, excludeLootNames)
local returnTable = {}
-- Iterate over the god upgrades in the configuration
for godToInclude, godToBeIncluded in pairs(GodPoolPicker.Config) do
if (godToBeIncluded and godToInclude ~= "ModName" and godToInclude ~= "Enabled") then
table.insert(returnTable, godToInclude)
end
end
-- Insert default upgrades if none is selected to prevent game crash
if next(returnTable) == nil then
for godToInclude, _ in pairs(GodPoolPicker.Config) do
table.insert(returnTable, godToInclude)
end
end
-- Insert additional upgrades based on baseTable
local additionalUpgrades = {"HermesUpgrade", "WeaponUpgrade"}
for _, upgrade in ipairs(additionalUpgrades) do
if Contains(baseTable, upgrade) then
table.insert(returnTable, upgrade)
end
end
-- Debug print the resulting loot names
for _, lootName in ipairs(returnTable) do
DebugPrint({ Text = lootName })
end
return returnTable
end, GodPoolPicker)
I can't figure out how to get rid of this POS
components.ModConfigButton = CreateScreenComponent({
)Name = "ButtonDefault",
Scale = 0.8,
Group = "Combat_Menu_TraitTray",
X = CombatUI.TraitUIStart + 135,
Y = 185 })
But upon changing it and reloading the game I actually realised it is not on the bottom any more it's up at the top nestled perfectly above the box, so I changed it back.