isaacscript-common 1.2.81 → 1.2.82
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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@@ -97,9 +97,9 @@ export declare function getLastHeart(player: EntityPlayer): HealthType;
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*/
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export declare function getNewestPlayer(): EntityPlayer;
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/**
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* Returns the number of slots that the player has remaining for heart containers, accounting
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* broken hearts. For example, if the player is Judas and has 1 red heart containers and 2 full
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* hearts and 3 broken hearts, then this function would return 6 (i.e. 12 - 1 - 2 - 3).
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* Returns the number of slots that the player has remaining for new heart containers, accounting
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* for broken hearts. For example, if the player is Judas and has 1 red heart containers and 2 full
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* soul hearts and 3 broken hearts, then this function would return 6 (i.e. 12 - 1 - 2 - 3).
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*/
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export declare function getPlayerAvailableHeartSlots(player: EntityPlayer): int;
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/**
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@@ -5,8 +5,8 @@
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*/
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export declare function isDamageToPlayerFatal(player: EntityPlayer, damageAmount: int, damageSource: EntityRef, lastDamageGameFrame: int): boolean;
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/**
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* The `EntityPlayer.WillPlayerRevive()` function does not properly account for Mysterious Paper,
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*
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* The `EntityPlayer.WillPlayerRevive()` function does not properly account for Mysterious Paper, so
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* use this helper function instead for more robust revival detection.
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*/
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export declare function willPlayerRevive(player: EntityPlayer): boolean;
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/**
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@@ -18,6 +18,12 @@ export declare function willPlayerRevive(player: EntityPlayer): boolean;
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* Mysterious Paper be Missing Power is: `gameFrameCount % 4 === 3`
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*/
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export declare function willMysteriousPaperRevive(player: EntityPlayer): boolean;
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/**
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* Helper function to determine if the player will be revived by the Heartbreak collectible if they
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* take fatal damage. This is contingent on the character that they are playing as and the amount of
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* broken hearts that they already have.
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*/
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export declare function willReviveFromHeartbreak(player: EntityPlayer): boolean;
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/**
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* Helper function to determine if the Spirit Shackles item is in an enabled state. (It can be
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* either enabled or disabled.)
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@@ -2,9 +2,10 @@
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local ____exports = {}
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local ____player = require("functions.player")
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local getDeathAnimationName = ____player.getDeathAnimationName
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local
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local getPlayerMaxHeartContainers = ____player.getPlayerMaxHeartContainers
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local getPlayerNumHitsRemaining = ____player.getPlayerNumHitsRemaining
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local hasLostCurse = ____player.hasLostCurse
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local isKeeper = ____player.isKeeper
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local ____sprite = require("functions.sprite")
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local getFinalFrameOfAnimation = ____sprite.getFinalFrameOfAnimation
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local ____trinketGive = require("functions.trinketGive")
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@@ -19,6 +20,16 @@ function ____exports.willMysteriousPaperRevive(self, player)
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local frameOfDeath = gameFrameCount + deathAnimationFrames + 1
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return frameOfDeath % 4 == 3
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end
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function ____exports.willReviveFromHeartbreak(self, player)
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if player:HasCollectible(CollectibleType.COLLECTIBLE_HEARTBREAK) then
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return false
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end
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local numBrokenHeartsThatWillBeAdded = isKeeper(nil, player) and 1 or 2
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local brokenHearts = player:GetBrokenHearts()
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local numBrokenHeartsAfterRevival = numBrokenHeartsThatWillBeAdded + brokenHearts
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local maxHeartContainers = getPlayerMaxHeartContainers(nil, player)
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return numBrokenHeartsAfterRevival < maxHeartContainers
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end
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function ____exports.willReviveFromSpiritShackles(self, player)
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if not player:HasCollectible(CollectibleType.COLLECTIBLE_SPIRIT_SHACKLES) then
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return false
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@@ -53,8 +64,7 @@ function ____exports.isDamageToPlayerFatal(self, player, damageAmount, damageSou
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if damageAmount < playerNumAllHearts then
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return false
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end
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-
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if player:HasCollectible(CollectibleType.COLLECTIBLE_HEARTBREAK) and playerAvailableHeartSlots >= 2 then
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if ____exports.willReviveFromHeartbreak(nil, player) then
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return false
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end
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if player:HasCollectible(CollectibleType.COLLECTIBLE_BROKEN_GLASS_CANNON) and gameFrameCount == lastDamageGameFrame then
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