isaacscript-common 1.2.148 → 1.2.149

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@@ -43,8 +43,9 @@ export declare function addRoomClearCharge(player: EntityPlayer, ignoreBigRoomDo
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  export declare function addRoomClearChargeToSlot(player: EntityPlayer, activeSlot: ActiveSlot, ignoreBigRoomDoubleCharge?: boolean): void;
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  /**
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  * Helper function to get the combined normal charge and the battery charge for the player's active
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- * item. Use this to avoid having to manually retrieve these two values and add them together.
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+ * item. This is useful because you have to add these two values together when setting the active
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+ * charge.
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  */
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- export declare function getActiveCharge(player: EntityPlayer, activeSlot: ActiveSlot): int;
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+ export declare function getTotalCharge(player: EntityPlayer, activeSlot: ActiveSlot): int;
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  export declare function isActiveSlotDoubleCharged(player: EntityPlayer, activeSlot: ActiveSlot): boolean;
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  export declare function playChargeSoundEffect(player: EntityPlayer, activeSlot: ActiveSlot): void;
@@ -8,7 +8,6 @@ local ____collectibles = require("functions.collectibles")
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  local getCollectibleMaxCharges = ____collectibles.getCollectibleMaxCharges
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  local ____player = require("functions.player")
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  local getPlayers = ____player.getPlayers
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- local getTotalCharge = ____player.getTotalCharge
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  function ____exports.addRoomClearCharge(self, player, ignoreBigRoomDoubleCharge)
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  if ignoreBigRoomDoubleCharge == nil then
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  ignoreBigRoomDoubleCharge = false
@@ -25,7 +24,7 @@ function ____exports.addRoomClearChargeToSlot(self, player, activeSlot, ignoreBi
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  return
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  end
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  local hud = game:GetHUD()
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- local totalCharge = getTotalCharge(nil, player, activeSlot)
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+ local totalCharge = ____exports.getTotalCharge(nil, player, activeSlot)
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  local chargesToAdd = getNumChargesToAdd(nil, player, activeSlot, ignoreBigRoomDoubleCharge)
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  local modifiedChargesToAdd = getNumChargesWithAAAModifier(nil, player, activeSlot, chargesToAdd)
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  local newCharge = totalCharge + modifiedChargesToAdd
@@ -61,6 +60,11 @@ function getNumChargesToAdd(self, player, activeSlot, ignoreBigRoomDoubleCharge)
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  end
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  return 1
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  end
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+ function ____exports.getTotalCharge(self, player, activeSlot)
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+ local activeCharge = player:GetActiveCharge(activeSlot)
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+ local batteryCharge = player:GetBatteryCharge(activeSlot)
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+ return activeCharge + batteryCharge
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+ end
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  function getNumChargesWithAAAModifier(self, player, activeSlot, chargesToAdd)
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  local activeItem = player:GetActiveItem(activeSlot)
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  local activeCharge = player:GetActiveCharge(activeSlot)
@@ -105,11 +109,6 @@ function ____exports.addRoomClearCharges(self, ignoreBigRoomDoubleCharge)
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  ____exports.addRoomClearCharge(nil, player, ignoreBigRoomDoubleCharge)
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  end
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  end
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- function ____exports.getActiveCharge(self, player, activeSlot)
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- local charge = player:GetActiveCharge(activeSlot)
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- local batteryCharge = player:GetBatteryCharge(activeSlot)
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- return charge + batteryCharge
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- end
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  function ____exports.isActiveSlotDoubleCharged(self, player, activeSlot)
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  local collectibleType = player:GetActiveItem(activeSlot)
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  local batteryCharge = player:GetBatteryCharge(activeSlot)
@@ -239,11 +239,6 @@ export declare function getSubPlayerParent(subPlayer: EntitySubPlayer): EntityPl
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  * should be accomplished before invoking this function.
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  */
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  export declare function getTaintedMagdaleneNonTemporaryMaxHearts(player: EntityPlayer): int;
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- /**
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- * Helper function to return the active charge and the battery charge combined. This is useful
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- * because you are not able to set the battery charge directly.
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- */
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- export declare function getTotalCharge(player: EntityPlayer, activeSlot: ActiveSlot): int;
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  /**
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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.
@@ -259,6 +254,7 @@ export declare function hasLostCurse(player: EntityPlayer): boolean;
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  * items. (Only Tainted Forgotten can pick up items.)
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  */
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  export declare function hasOpenActiveItemSlot(player: EntityPlayer): boolean;
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+ export declare function isActiveSlotEmpty(player: EntityPlayer, activeSlot: ActiveSlot): boolean;
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  /**
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  * Helper function for detecting when a player is Bethany or Tainted Bethany. This is useful if you
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  * need to adjust UI elements to account for Bethany's soul charges or Tainted Bethany's blood
@@ -471,11 +471,6 @@ function ____exports.getTaintedMagdaleneNonTemporaryMaxHearts(self, player)
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  local maxNonTemporaryMaxHearts = hasBirthright and 6 or 4
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  return math.min(maxHearts, maxNonTemporaryMaxHearts)
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  end
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- function ____exports.getTotalCharge(self, player, activeSlot)
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- local activeCharge = player:GetActiveCharge(activeSlot)
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- local batteryCharge = player:GetBatteryCharge(activeSlot)
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- return activeCharge + batteryCharge
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- end
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  function ____exports.getTotalPlayerCollectibles(self, collectibleType)
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  local players = ____exports.getPlayers(nil)
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  local numCollectiblesArray = __TS__ArrayMap(
@@ -501,6 +496,10 @@ function ____exports.hasOpenActiveItemSlot(self, player)
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  end
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  return activeItemPrimary == CollectibleType.COLLECTIBLE_NULL
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  end
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+ function ____exports.isActiveSlotEmpty(self, player, activeSlot)
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+ local activeCollectibleType = player:GetActiveItem(activeSlot)
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+ return activeCollectibleType == CollectibleType.COLLECTIBLE_NULL
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+ end
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  function ____exports.isBethany(self, player)
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  local character = player:GetPlayerType()
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  return character == PlayerType.PLAYER_BETHANY or character == PlayerType.PLAYER_BETHANY_B
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript-common",
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- "version": "1.2.148",
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+ "version": "1.2.149",
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  "description": "Helper functions for IsaacScript mods",
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  "keywords": [
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  "isaac",