isaacscript-common 1.0.461 → 1.0.462
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -14,12 +14,12 @@ import { PocketItemDescription } from "../types/PocketItemDescription";
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export declare type PlayerIndex = int & {
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__playerIndexBrand: unknown;
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};
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export declare function addCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType): void;
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export declare function addTrinketCostume(player: EntityPlayer, trinketType: TrinketType): void;
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export declare function addCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType | int): void;
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export declare function addTrinketCostume(player: EntityPlayer, trinketType: TrinketType | int): void;
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/** Iterates over all players and checks if any player is close enough to the specified position. */
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export declare function anyPlayerCloserThan(position: Vector, distance: float): boolean;
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export declare function anyPlayerHasCollectible(collectibleType: CollectibleType): boolean;
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export declare function anyPlayerHasTrinket(trinketType: TrinketType): boolean;
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export declare function anyPlayerHasCollectible(collectibleType: CollectibleType | int): boolean;
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export declare function anyPlayerHasTrinket(trinketType: TrinketType | int): boolean;
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export declare function anyPlayerIs(matchingCharacter: PlayerType): boolean;
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/**
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* Helper function to get how long Azazel's Brimstone laser should be. You can pass either an
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@@ -134,7 +134,7 @@ export declare function getTotalCharge(player: EntityPlayer, activeSlot: ActiveS
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* Returns the total number of collectibles amongst all players. For example, if player 1 has 1 Sad
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* Onion and player 2 has 2 Sad Onions, then this function would return 3.
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*/
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export declare function getTotalPlayerCollectibles(collectibleType: CollectibleType): int;
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export declare function getTotalPlayerCollectibles(collectibleType: CollectibleType | int): int;
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/** After touching a white fire, a player will turn into The Lost until they clear a room. */
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export declare function hasLostCurse(player: EntityPlayer): boolean;
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/**
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@@ -188,7 +188,7 @@ export declare function isKeeper(player: EntityPlayer): boolean;
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export declare function isLost(player: EntityPlayer): boolean;
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/** Helper function for detecting when a player is Tainted Lazarus or Dead Tainted Lazarus. */
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export declare function isTaintedLazarus(player: EntityPlayer): boolean;
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export declare function removeCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType): void;
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export declare function removeCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType | int): void;
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/**
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* Helper function to remove the Dead Eye multiplier from a player.
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*
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@@ -196,7 +196,7 @@ export declare function removeCollectibleCostume(player: EntityPlayer, collectib
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* chance of working, so this function calls it 100 times to be safe.
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*/
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export declare function removeDeadEyeMultiplier(player: EntityPlayer): void;
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export declare function removeTrinketCostume(player: EntityPlayer, trinketType: TrinketType): void;
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export declare function removeTrinketCostume(player: EntityPlayer, trinketType: TrinketType | int): void;
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/**
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* If you want to stop the player from shooting without the blindfold costume, then simply call
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* `player.TryRemoveNullCostume(NullItemID.ID_BLINDFOLD)` after invoking this function.
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@@ -15,7 +15,7 @@ export interface TrinketSituation {
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*
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* @returns Null if the player does not have the trinket, or TrinketSituation if they do.
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*/
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export declare function temporarilyRemoveTrinkets(player: EntityPlayer, trinketType: TrinketType): TrinketSituation | undefined;
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export declare function temporarilyRemoveTrinkets(player: EntityPlayer, trinketType: TrinketType | int): TrinketSituation | undefined;
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/**
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* Helper function to restore the player's trinkets back to the way they were before the
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* `temporarilyRemoveTrinket` function was used. It will re-smelt any smelted trinkets that were
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