isaacscript-common 1.2.210 → 1.2.211
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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@@ -54,6 +54,7 @@ function ____exports.checkFamiliar(self, player, collectibleType, numTargetFamil
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nil,
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numFamiliarsToSpawn,
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function()
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local seed = collectibleRNG:Next()
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local familiar = game:Spawn(
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EntityType.ENTITY_FAMILIAR,
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familiarVariant,
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@@ -61,7 +62,7 @@ function ____exports.checkFamiliar(self, player, collectibleType, numTargetFamil
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Vector.Zero,
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player,
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familiarSubTypeToUse,
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-
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seed
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):ToFamiliar()
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if familiar ~= nil then
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familiar.Player = player
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@@ -7,13 +7,14 @@
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*
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* @param collectibleType The collectible type to spawn.
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* @param position The position to spawn the collectible at.
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* @param
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param options Optional. Set to true to make the collectible a "There's Options" style
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* collectible. Default is false.
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* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
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* Tainted Keeper. Default is false.
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*/
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-
export declare function spawnCollectible(collectibleType: CollectibleType | int, position: Vector,
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export declare function spawnCollectible(collectibleType: CollectibleType | int, position: Vector, seedOrRNG?: Seed | RNG, options?: boolean, forceFreeItem?: boolean): EntityPickup;
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/**
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* Helper function to spawn an empty collectible. Doing this is tricky since spawning a collectible
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* with `CollectibleType.COLLECTIBLE_NULL` will result in spawning a collectible with a random type
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@@ -21,5 +22,9 @@ export declare function spawnCollectible(collectibleType: CollectibleType | int,
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*
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* Instead, this function arbitrarily spawns a collectible with
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* `CollectibleType.COLLECTIBLE_SAD_ONION`, and then converts it to an empty pedestal afterward.
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*
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* @param position The position to spawn the empty collectible at.
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* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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*/
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export declare function spawnEmptyCollectible(position: Vector,
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export declare function spawnEmptyCollectible(position: Vector, seedOrRNG?: Seed | RNG): EntityPickup;
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@@ -13,9 +13,10 @@ local ____player = require("functions.player")
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local anyPlayerIs = ____player.anyPlayerIs
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local ____rng = require("functions.rng")
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local getRandomSeed = ____rng.getRandomSeed
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-
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-
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-
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local isRNG = ____rng.isRNG
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function ____exports.spawnCollectible(self, collectibleType, position, seedOrRNG, options, forceFreeItem)
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if seedOrRNG == nil then
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seedOrRNG = getRandomSeed(nil)
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end
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if options == nil then
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options = false
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@@ -23,6 +24,7 @@ function ____exports.spawnCollectible(self, collectibleType, position, seed, opt
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if forceFreeItem == nil then
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forceFreeItem = false
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end
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local seed = isRNG(nil, seedOrRNG) and seedOrRNG:Next() or seedOrRNG
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local collectible = game:Spawn(
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EntityType.ENTITY_PICKUP,
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100,
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@@ -47,15 +49,15 @@ function ____exports.spawnCollectible(self, collectibleType, position, seed, opt
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end
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return collectible
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end
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-
function ____exports.spawnEmptyCollectible(self, position,
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if
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-
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function ____exports.spawnEmptyCollectible(self, position, seedOrRNG)
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if seedOrRNG == nil then
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seedOrRNG = getRandomSeed(nil)
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end
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local collectible = ____exports.spawnCollectible(
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nil,
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CollectibleType.COLLECTIBLE_SAD_ONION,
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position,
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-
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seedOrRNG,
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false,
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true
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)
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