isaacscript-common 15.0.0 → 15.0.2

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Files changed (64) hide show
  1. package/dist/index.d.ts +236 -13
  2. package/dist/isaacscript-common.lua +3 -2
  3. package/dist/src/classes/callbacks/PostPlayerInitFirst.d.ts.map +1 -1
  4. package/dist/src/classes/callbacks/PostPlayerInitFirst.lua +2 -1
  5. package/dist/src/classes/features/callbackLogic/CustomGridEntities.d.ts +15 -0
  6. package/dist/src/classes/features/callbackLogic/CustomGridEntities.d.ts.map +1 -1
  7. package/dist/src/classes/features/callbackLogic/GameReorderedCallbacks.d.ts +43 -0
  8. package/dist/src/classes/features/callbackLogic/GameReorderedCallbacks.d.ts.map +1 -1
  9. package/dist/src/classes/features/callbackLogic/GameReorderedCallbacks.lua +7 -0
  10. package/dist/src/classes/features/other/CharacterHealthConversion.d.ts +3 -0
  11. package/dist/src/classes/features/other/CharacterHealthConversion.d.ts.map +1 -1
  12. package/dist/src/classes/features/other/CharacterStats.d.ts +2 -0
  13. package/dist/src/classes/features/other/CharacterStats.d.ts.map +1 -1
  14. package/dist/src/classes/features/other/CollectibleItemPoolType.d.ts +3 -0
  15. package/dist/src/classes/features/other/CollectibleItemPoolType.d.ts.map +1 -1
  16. package/dist/src/classes/features/other/CustomHotkeys.d.ts +8 -0
  17. package/dist/src/classes/features/other/CustomHotkeys.d.ts.map +1 -1
  18. package/dist/src/classes/features/other/CustomItemPools.d.ts +4 -0
  19. package/dist/src/classes/features/other/CustomItemPools.d.ts.map +1 -1
  20. package/dist/src/classes/features/other/CustomPickups.d.ts +2 -0
  21. package/dist/src/classes/features/other/CustomPickups.d.ts.map +1 -1
  22. package/dist/src/classes/features/other/CustomStages.d.ts +5 -2
  23. package/dist/src/classes/features/other/CustomStages.d.ts.map +1 -1
  24. package/dist/src/classes/features/other/CustomTrapdoors.d.ts +4 -0
  25. package/dist/src/classes/features/other/CustomTrapdoors.d.ts.map +1 -1
  26. package/dist/src/classes/features/other/DebugDisplay.d.ts +99 -9
  27. package/dist/src/classes/features/other/DebugDisplay.d.ts.map +1 -1
  28. package/dist/src/classes/features/other/DeployJSONRoom.d.ts +2 -0
  29. package/dist/src/classes/features/other/DeployJSONRoom.d.ts.map +1 -1
  30. package/dist/src/classes/features/other/DisableAllSound.d.ts +4 -0
  31. package/dist/src/classes/features/other/DisableAllSound.d.ts.map +1 -1
  32. package/dist/src/classes/features/other/SpawnCollectible.d.ts +4 -0
  33. package/dist/src/classes/features/other/SpawnCollectible.d.ts.map +1 -1
  34. package/dist/src/classes/features/other/SpawnRockAltRewards.d.ts +21 -0
  35. package/dist/src/classes/features/other/SpawnRockAltRewards.d.ts.map +1 -1
  36. package/dist/src/classes/features/other/StageHistory.d.ts +11 -1
  37. package/dist/src/classes/features/other/StageHistory.d.ts.map +1 -1
  38. package/dist/src/classes/features/other/StartAmbush.d.ts +2 -0
  39. package/dist/src/classes/features/other/StartAmbush.d.ts.map +1 -1
  40. package/dist/src/classes/features/other/TaintedLazarusPlayers.d.ts +3 -0
  41. package/dist/src/classes/features/other/TaintedLazarusPlayers.d.ts.map +1 -1
  42. package/dist/src/types/ModUpgraded.d.ts +1 -1
  43. package/dist/src/types/ModUpgraded.d.ts.map +1 -1
  44. package/package.json +1 -1
  45. package/src/classes/callbacks/PostPlayerInitFirst.ts +3 -1
  46. package/src/classes/features/callbackLogic/CustomGridEntities.ts +15 -0
  47. package/src/classes/features/callbackLogic/GameReorderedCallbacks.ts +43 -8
  48. package/src/classes/features/other/CharacterHealthConversion.ts +3 -0
  49. package/src/classes/features/other/CharacterStats.ts +2 -0
  50. package/src/classes/features/other/CollectibleItemPoolType.ts +3 -0
  51. package/src/classes/features/other/CustomHotkeys.ts +8 -0
  52. package/src/classes/features/other/CustomItemPools.ts +4 -0
  53. package/src/classes/features/other/CustomPickups.ts +2 -0
  54. package/src/classes/features/other/CustomStages.ts +5 -2
  55. package/src/classes/features/other/CustomTrapdoors.ts +4 -0
  56. package/src/classes/features/other/DebugDisplay.ts +99 -9
  57. package/src/classes/features/other/DeployJSONRoom.ts +2 -0
  58. package/src/classes/features/other/DisableAllSound.ts +4 -0
  59. package/src/classes/features/other/SpawnCollectible.ts +4 -0
  60. package/src/classes/features/other/SpawnRockAltRewards.ts +21 -0
  61. package/src/classes/features/other/StageHistory.ts +11 -1
  62. package/src/classes/features/other/StartAmbush.ts +2 -0
  63. package/src/classes/features/other/TaintedLazarusPlayers.ts +3 -0
  64. package/src/types/ModUpgraded.ts +2 -2
@@ -1,6 +1,6 @@
1
1
  --[[
2
2
 
3
- isaacscript-common 15.0.0
3
+ isaacscript-common 15.0.2
4
4
 
5
5
  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
6
6
 
@@ -28729,12 +28729,13 @@ function PostPlayerInitFirst.prototype.____constructor(self)
28729
28729
  end
28730
28730
  end
28731
28731
  self.postPlayerInitLate = function(____, player)
28732
- if not isChildPlayer(nil, player) then
28732
+ if isChildPlayer(nil, player) then
28733
28733
  return
28734
28734
  end
28735
28735
  self:fire(player)
28736
28736
  end
28737
28737
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
28738
+ Isaac.DebugString("GETTING HERE ZZZZZ")
28738
28739
  end
28739
28740
  return ____exports
28740
28741
  end,
@@ -1 +1 @@
1
- {"version":3,"file":"PostPlayerInitFirst.d.ts","sourceRoot":"","sources":["../../../../src/classes/callbacks/PostPlayerInitFirst.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAGlE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,qBAAa,mBAAoB,SAAQ,cAAc,CAAC,iBAAiB,CAAC,sBAAsB,CAAC;;IAU/F,UAAmB,UAAU,0BAAoB;IAGjD,OAAO,CAAC,oBAAoB,CAY1B;IAGF,OAAO,CAAC,kBAAkB,CAOxB;CACH"}
1
+ {"version":3,"file":"PostPlayerInitFirst.d.ts","sourceRoot":"","sources":["../../../../src/classes/callbacks/PostPlayerInitFirst.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAGlE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,qBAAa,mBAAoB,SAAQ,cAAc,CAAC,iBAAiB,CAAC,sBAAsB,CAAC;;IAY/F,UAAmB,UAAU,0BAAoB;IAGjD,OAAO,CAAC,oBAAoB,CAY1B;IAGF,OAAO,CAAC,kBAAkB,CAOxB;CACH"}
@@ -29,11 +29,12 @@ function PostPlayerInitFirst.prototype.____constructor(self)
29
29
  end
30
30
  end
31
31
  self.postPlayerInitLate = function(____, player)
32
- if not isChildPlayer(nil, player) then
32
+ if isChildPlayer(nil, player) then
33
33
  return
34
34
  end
35
35
  self:fire(player)
36
36
  end
37
37
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
38
+ Isaac.DebugString("GETTING HERE ZZZZZ")
38
39
  end
39
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  return ____exports
@@ -10,6 +10,9 @@ export declare class CustomGridEntities extends Feature {
10
10
  * will reappear if the player leaves and re-enters the room. (It will be manually respawned in
11
11
  * the `POST_NEW_ROOM` callback.)
12
12
  *
13
+ * In order to use this function, you must upgrade your mod with
14
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
15
+ *
13
16
  * Custom grid entities are built on top of real grid entities. You can use any existing grid
14
17
  * entity type as a base. For example, if you want to create a custom rock that would be breakable
15
18
  * like a normal rock, then you should specify `GridEntityType.ROCK` as the base grid entity type.
@@ -86,6 +89,9 @@ export declare class CustomGridEntities extends Feature {
86
89
  /**
87
90
  * Helper function to remove a custom grid entity created by the `spawnCustomGrid` function.
88
91
  *
92
+ * In order to use this function, you must upgrade your mod with
93
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
94
+ *
89
95
  * @param gridIndexOrPositionOrGridEntity You can specify the custom grid entity to remove by
90
96
  * providing the grid index, the room position, or the grid entity
91
97
  * itself.
@@ -102,6 +108,9 @@ export declare class CustomGridEntities extends Feature {
102
108
  /**
103
109
  * Helper function to get the custom grid entities in the current room. Returns an array of tuples
104
110
  * containing the raw decoration grid entity and the associated entity data.
111
+ *
112
+ * In order to use this function, you must upgrade your mod with
113
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
105
114
  */
106
115
  getCustomGridEntities(): Array<[
107
116
  gridEntity: GridEntity,
@@ -111,11 +120,17 @@ export declare class CustomGridEntities extends Feature {
111
120
  * Helper function to get the custom `GridEntityType` from a `GridEntity` or grid index. Returns
112
121
  * undefined if the provided `GridEntity` is not a custom grid entity, or if there was not a grid
113
122
  * entity on the provided grid index.
123
+ *
124
+ * In order to use this function, you must upgrade your mod with
125
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
114
126
  */
115
127
  getCustomGridEntityType(gridEntityOrGridIndex: GridEntity | int): GridEntityType | undefined;
116
128
  /**
117
129
  * Helper function to check if a `GridEntity` is a custom grid entity or if a grid index has a
118
130
  * custom grid entity.
131
+ *
132
+ * In order to use this function, you must upgrade your mod with
133
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
119
134
  */
120
135
  isCustomGridEntity(gridEntityOrGridIndex: GridEntity | int): boolean;
121
136
  }
@@ -1 +1 @@
1
- {"version":3,"file":"CustomGridEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/callbackLogic/CustomGridEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,kBAAkB,EAClB,cAAc,EAGf,MAAM,8BAA8B,CAAC;AAYtC,OAAO,EAAE,oBAAoB,EAAE,MAAM,0CAA0C,CAAC;AAEhF,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAGhD,qBAAa,kBAAmB,SAAQ,OAAO;IAgB7C,OAAO,CAAC,YAAY,CAAe;IAoBnC,OAAO,CAAC,WAAW,CA4BjB;IAIF,OAAO,CAAC,0BAA0B,CA+ChC;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4EG;IAEI,qBAAqB,CAC1B,oBAAoB,EAAE,cAAc,EACpC,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,kBAAkB,CAAC,EAAE,kBAAkB,EACvC,QAAQ,CAAC,EAAE,MAAM,EACjB,gBAAgB,CAAC,EAAE,MAAM,EACzB,kBAAkB,iBAA4B,EAC9C,qBAAqB,SAAI,GACxB,UAAU;IA8Cb;;;;;;;;;;;;;;OAcG;IAEI,sBAAsB,CAC3B,+BAA+B,EAAE,GAAG,GAAG,MAAM,GAAG,UAAU,EAC1D,UAAU,UAAO,GAChB,UAAU,GAAG,SAAS;IAuCzB;;;OAGG;IAEI,qBAAqB,IAAI,KAAK,CACnC;QAAC,UAAU,EAAE,UAAU;QAAE,IAAI,EAAE,oBAAoB;KAAC,CACrD;IAoBD;;;;OAIG;IAEI,uBAAuB,CAC5B,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,cAAc,GAAG,SAAS;IAyB7B;;;OAGG;IAEI,kBAAkB,CAAC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GAAG,OAAO;CAM5E"}
1
+ {"version":3,"file":"CustomGridEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/callbackLogic/CustomGridEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,kBAAkB,EAClB,cAAc,EAGf,MAAM,8BAA8B,CAAC;AAYtC,OAAO,EAAE,oBAAoB,EAAE,MAAM,0CAA0C,CAAC;AAEhF,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAGhD,qBAAa,kBAAmB,SAAQ,OAAO;IAgB7C,OAAO,CAAC,YAAY,CAAe;IAoBnC,OAAO,CAAC,WAAW,CA4BjB;IAIF,OAAO,CAAC,0BAA0B,CA+ChC;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+EG;IAEI,qBAAqB,CAC1B,oBAAoB,EAAE,cAAc,EACpC,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,kBAAkB,CAAC,EAAE,kBAAkB,EACvC,QAAQ,CAAC,EAAE,MAAM,EACjB,gBAAgB,CAAC,EAAE,MAAM,EACzB,kBAAkB,iBAA4B,EAC9C,qBAAqB,SAAI,GACxB,UAAU;IA8Cb;;;;;;;;;;;;;;;;;OAiBG;IAEI,sBAAsB,CAC3B,+BAA+B,EAAE,GAAG,GAAG,MAAM,GAAG,UAAU,EAC1D,UAAU,UAAO,GAChB,UAAU,GAAG,SAAS;IAuCzB;;;;;;OAMG;IAEI,qBAAqB,IAAI,KAAK,CACnC;QAAC,UAAU,EAAE,UAAU;QAAE,IAAI,EAAE,oBAAoB;KAAC,CACrD;IAoBD;;;;;;;OAOG;IAEI,uBAAuB,CAC5B,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,cAAc,GAAG,SAAS;IAyB7B;;;;;;OAMG;IAEI,kBAAkB,CAAC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GAAG,OAAO;CAM5E"}
@@ -1,5 +1,14 @@
1
1
  import { LevelStage, StageType } from "isaac-typescript-definitions";
2
2
  import { Feature } from "../../private/Feature";
3
+ /**
4
+ * By default, callbacks fire in the following order:
5
+ * - `POST_NEW_ROOM` --> `POST_NEW_LEVEL` --> `POST_GAME_STARTED`
6
+ *
7
+ * It is easier to write mod code if the callbacks run in a more logical order:
8
+ * - `POST_GAME_STARTED` --> `POST_NEW_LEVEL` --> `POST_NEW_ROOM`
9
+ *
10
+ * Manually reorganize the callback execution so that this is the case.
11
+ */
3
12
  export declare class GameReorderedCallbacks extends Feature {
4
13
  private currentStage;
5
14
  private currentStageType;
@@ -15,8 +24,42 @@ export declare class GameReorderedCallbacks extends Feature {
15
24
  private postNewLevel;
16
25
  private postNewRoom;
17
26
  private recordCurrentStage;
27
+ /**
28
+ * Helper function to tell the `POST_NEW_LEVEL_REORDERED` callback that it should always fire on
29
+ * the next `POST_NEW_LEVEL`.
30
+ *
31
+ * If some specific cases, mods can change the current level during run initialization on the 0th
32
+ * frame. However, due to how the callback reordering works, the custom `POST_NEW_LEVEL` callback
33
+ * will never fire on the 0th frame. To get around this, call this function before changing levels
34
+ * to temporarily force the callback to fire.
35
+ *
36
+ * In order to use this function, you must upgrade your mod with
37
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
38
+ */
18
39
  forceNewLevelCallback(): void;
40
+ /**
41
+ * Helper function to tell the `POST_NEW_ROOM_REORDERED` callback that it should always fire on
42
+ * the next `POST_NEW_ROOM`.
43
+ *
44
+ * If some specific cases, mods can change the current room during run initialization on the 0th
45
+ * frame. However, due to how the callback reordering works, the custom `POST_NEW_ROOM` callback
46
+ * will never fire on the 0th frame. To get around this, call this function before changing rooms
47
+ * to temporarily force the callback to fire.
48
+ *
49
+ * In order to use this function, you must upgrade your mod with
50
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
51
+ */
19
52
  forceNewRoomCallback(): void;
53
+ /**
54
+ * Helper function to manually set the variable that the reordered callback logic uses to track
55
+ * the current stage and stage type.
56
+ *
57
+ * This is useful because if the stage is changed with the `Game.SetStage` method, the reordered
58
+ * callbacks will stop working.
59
+ *
60
+ * In order to use this function, you must upgrade your mod with
61
+ * `ISCFeature.CUSTOM_GRID_ENTITIES`.
62
+ */
20
63
  reorderedCallbacksSetStage(stage: LevelStage, stageType: StageType): void;
21
64
  }
22
65
  //# sourceMappingURL=GameReorderedCallbacks.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"GameReorderedCallbacks.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/callbackLogic/GameReorderedCallbacks.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,UAAU,EAEV,SAAS,EACV,MAAM,8BAA8B,CAAC;AAOtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD;;;;;;;;GAQG;AACH,qBAAa,sBAAuB,SAAQ,OAAO;IACjD,OAAO,CAAC,YAAY,CAAoB;IACxC,OAAO,CAAC,gBAAgB,CAAoB;IAC5C,OAAO,CAAC,oBAAoB,CAAS;IACrC,OAAO,CAAC,aAAa,CAAS;IAC9B,OAAO,CAAC,YAAY,CAAS;IAE7B,OAAO,CAAC,wBAAwB,CAA2B;IAC3D,OAAO,CAAC,qBAAqB,CAAwB;IACrD,OAAO,CAAC,oBAAoB,CAAuB;IACnD,OAAO,CAAC,4BAA4B,CAA+B;IA6BnE,OAAO,CAAC,uBAAuB,CAM7B;IAGF,OAAO,CAAC,eAAe,CAMrB;IAGF,OAAO,CAAC,YAAY,CAYlB;IAGF,OAAO,CAAC,WAAW,CA+BjB;IAEF,OAAO,CAAC,kBAAkB;IAS1B;;;;;;;;;;;OAWG;IAEI,qBAAqB,IAAI,IAAI;IAIpC;;;;;;;;;;;OAWG;IAEI,oBAAoB,IAAI,IAAI;IAInC;;;;;;;;;OASG;IAEI,0BAA0B,CAC/B,KAAK,EAAE,UAAU,EACjB,SAAS,EAAE,SAAS,GACnB,IAAI;CAIR"}
@@ -12,6 +12,13 @@ local ____decorators = require("src.decorators")
12
12
  local Exported = ____decorators.Exported
13
13
  local ____Feature = require("src.classes.private.Feature")
14
14
  local Feature = ____Feature.Feature
15
+ --- By default, callbacks fire in the following order:
16
+ -- - `POST_NEW_ROOM` --> `POST_NEW_LEVEL` --> `POST_GAME_STARTED`
17
+ --
18
+ -- It is easier to write mod code if the callbacks run in a more logical order:
19
+ -- - `POST_GAME_STARTED` --> `POST_NEW_LEVEL` --> `POST_NEW_ROOM`
20
+ --
21
+ -- Manually reorganize the callback execution so that this is the case.
15
22
  ____exports.GameReorderedCallbacks = __TS__Class()
16
23
  local GameReorderedCallbacks = ____exports.GameReorderedCallbacks
17
24
  GameReorderedCallbacks.name = "GameReorderedCallbacks"
@@ -10,6 +10,9 @@ export declare class CharacterHealthConversion extends Feature {
10
10
  * containers --> soul hearts) or Dark Judas (red heart containers --> black hearts).
11
11
  *
12
12
  * Call this function once at the beginning of your mod to declare the health conversion type.
13
+ *
14
+ * In order to use this function, you must upgrade your mod with
15
+ * `ISCFeature.CHARACTER_HEALTH_CONVERSION`.
13
16
  */
14
17
  registerCharacterHealthConversion(playerType: PlayerType, conversionHeartSubType: ConversionHeartSubType): void;
15
18
  }
@@ -1 +1 @@
1
- {"version":3,"file":"CharacterHealthConversion.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CharacterHealthConversion.ts"],"names":[],"mappings":"AAAA,OAAO,EAIL,UAAU,EACX,MAAM,8BAA8B,CAAC;AAItC,OAAO,EAAE,sBAAsB,EAAE,MAAM,uCAAuC,CAAC;AAC/E,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,yBAA0B,SAAQ,OAAO;IACpD,OAAO,CAAC,6BAA6B,CAGjC;IAuBJ,OAAO,CAAC,uBAAuB,CAuB7B;IAGF,OAAO,CAAC,0BAA0B,CAUhC;IAEF;;;;;OAKG;IAEI,iCAAiC,CACtC,UAAU,EAAE,UAAU,EACtB,sBAAsB,EAAE,sBAAsB,GAC7C,IAAI;CASR"}
1
+ {"version":3,"file":"CharacterHealthConversion.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CharacterHealthConversion.ts"],"names":[],"mappings":"AAAA,OAAO,EAIL,UAAU,EACX,MAAM,8BAA8B,CAAC;AAItC,OAAO,EAAE,sBAAsB,EAAE,MAAM,uCAAuC,CAAC;AAC/E,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,yBAA0B,SAAQ,OAAO;IACpD,OAAO,CAAC,6BAA6B,CAGjC;IAuBJ,OAAO,CAAC,uBAAuB,CAuB7B;IAGF,OAAO,CAAC,0BAA0B,CAUhC;IAEF;;;;;;;;OAQG;IAEI,iCAAiC,CACtC,UAAU,EAAE,UAAU,EACtB,sBAAsB,EAAE,sBAAsB,GAC7C,IAAI;CASR"}
@@ -20,6 +20,8 @@ export declare class CharacterStats extends Feature {
20
20
  *
21
21
  * Note that the format for the `CacheFlag.FIRE_DELAY` value should be in the tears stat format,
22
22
  * not the `MaxFireDelay` format.
23
+ *
24
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CHARACTER_STATS`.
23
25
  */
24
26
  registerCharacterStats(playerType: PlayerType, statMap: Map<CacheFlag, number> | ReadonlyMap<CacheFlag, number>): void;
25
27
  }
@@ -1 +1 @@
1
- {"version":3,"file":"CharacterStats.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CharacterStats.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,SAAS,EAET,UAAU,EACX,MAAM,8BAA8B,CAAC;AAGtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAIhD,yFAAyF;AACzF,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,iBAAiB,CAAkC;IAY3D,OAAO,CAAC,aAAa,CAenB;IAEF;;;;;;;;;;;;;;;;OAgBG;IAEI,sBAAsB,CAC3B,UAAU,EAAE,UAAU,EACtB,OAAO,EAAE,GAAG,CAAC,SAAS,EAAE,MAAM,CAAC,GAAG,WAAW,CAAC,SAAS,EAAE,MAAM,CAAC,GAC/D,IAAI;CAGR"}
1
+ {"version":3,"file":"CharacterStats.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CharacterStats.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,SAAS,EAET,UAAU,EACX,MAAM,8BAA8B,CAAC;AAGtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAIhD,yFAAyF;AACzF,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,iBAAiB,CAAkC;IAY3D,OAAO,CAAC,aAAa,CAenB;IAEF;;;;;;;;;;;;;;;;;;OAkBG;IAEI,sBAAsB,CAC3B,UAAU,EAAE,UAAU,EACtB,OAAO,EAAE,GAAG,CAAC,SAAS,EAAE,MAAM,CAAC,GAAG,WAAW,CAAC,SAAS,EAAE,MAAM,CAAC,GAC/D,IAAI;CAGR"}
@@ -11,6 +11,9 @@ export declare class CollectibleItemPoolType extends Feature {
11
11
  * Helper function to get the item pool type that a given collectible came from. Since there is no
12
12
  * native method in the API to get this, we listen in the `PRE_GET_COLLECTIBLE` callback for item
13
13
  * pool types, and then assume that the next spawned collectible will match.
14
+ *
15
+ * In order to use this function, you must upgrade your mod with
16
+ * `ISCFeature.COLLECTIBLE_ITEM_POOL_TYPE`.
14
17
  */
15
18
  getCollectibleItemPoolType(collectible: EntityPickup): ItemPoolType;
16
19
  }
@@ -1 +1 @@
1
- {"version":3,"file":"CollectibleItemPoolType.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CollectibleItemPoolType.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD;;;;GAIG;AACH,qBAAa,uBAAwB,SAAQ,OAAO;IAsBlD,OAAO,CAAC,yBAAyB,CAM/B;IAEF;;;;OAIG;IAEI,0BAA0B,CAAC,WAAW,EAAE,YAAY,GAAG,YAAY;CAY3E"}
1
+ {"version":3,"file":"CollectibleItemPoolType.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CollectibleItemPoolType.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD;;;;GAIG;AACH,qBAAa,uBAAwB,SAAQ,OAAO;IAsBlD,OAAO,CAAC,yBAAyB,CAM/B;IAEF;;;;;;;OAOG;IAEI,0BAA0B,CAAC,WAAW,EAAE,YAAY,GAAG,YAAY;CAY3E"}
@@ -24,6 +24,8 @@ export declare class CustomHotkeys extends Feature {
24
24
  * hardcoded and is instead the return value of a provided function. This is useful for situations
25
25
  * where the key can change (like if end-users can specify a custom hotkey using Mod Config Menu).
26
26
  *
27
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_HOTKEYS`.
28
+ *
27
29
  * @param getKeyFunc The function that returns the key that will trigger the hotkey.
28
30
  * @param triggerFunc A function containing the arbitrary code that you want to execute when the
29
31
  * hotkey is triggered.
@@ -35,6 +37,8 @@ export declare class CustomHotkeys extends Feature {
35
37
  * This can be used to easily set up custom hotkeys to facilitate custom game features or to
36
38
  * assist in debugging.
37
39
  *
40
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_HOTKEYS`.
41
+ *
38
42
  * @param keyboard The key that you want to trigger the hotkey.
39
43
  * @param triggerFunc A function containing the arbitrary code that you want to execute when the
40
44
  * hotkey is triggered.
@@ -43,6 +47,8 @@ export declare class CustomHotkeys extends Feature {
43
47
  /**
44
48
  * Helper function to remove a hotkey created with the `setConditionalHotkey` function.
45
49
  *
50
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_HOTKEYS`.
51
+ *
46
52
  * @param getKeyFunc Equal to the `getKeyFunc` that you passed when initially registering the
47
53
  * hotkey.
48
54
  */
@@ -50,6 +56,8 @@ export declare class CustomHotkeys extends Feature {
50
56
  /**
51
57
  * Helper function to remove a hotkey created with the `setHotkey` function.
52
58
  *
59
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_HOTKEYS`.
60
+ *
53
61
  * @param keyboard Equal to the keyboard value that you passed when initially registering the
54
62
  * hotkey.
55
63
  */
@@ -1 +1 @@
1
- {"version":3,"file":"CustomHotkeys.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomHotkeys.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAe,MAAM,8BAA8B,CAAC;AAIrE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,aAAc,SAAQ,OAAO;IACxC;;;OAGG;IACH,OAAO,CAAC,uBAAuB,CAAmC;IAElE;;;OAGG;IACH,OAAO,CAAC,wBAAwB,CAG5B;IAEJ,OAAO,CAAC,aAAa,CAA4C;IAYjE,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,gBAAgB;IAUxB;;;;;;;;;;;;;OAaG;IAEI,oBAAoB,CACzB,UAAU,EAAE,MAAM,QAAQ,GAAG,SAAS,EACtC,WAAW,EAAE,MAAM,IAAI,GACtB,IAAI;IAUP;;;;;;;;;OASG;IAEI,SAAS,CAAC,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,IAAI,GAAG,IAAI;IAUnE;;;;;OAKG;IAEI,sBAAsB,CAAC,UAAU,EAAE,MAAM,QAAQ,GAAG,SAAS,GAAG,IAAI;IAU3E;;;;;OAKG;IAEI,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;CAS7C"}
1
+ {"version":3,"file":"CustomHotkeys.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomHotkeys.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAe,MAAM,8BAA8B,CAAC;AAIrE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,aAAc,SAAQ,OAAO;IACxC;;;OAGG;IACH,OAAO,CAAC,uBAAuB,CAAmC;IAElE;;;OAGG;IACH,OAAO,CAAC,wBAAwB,CAG5B;IAEJ,OAAO,CAAC,aAAa,CAA4C;IAYjE,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,gBAAgB;IAUxB;;;;;;;;;;;;;;;OAeG;IAEI,oBAAoB,CACzB,UAAU,EAAE,MAAM,QAAQ,GAAG,SAAS,EACtC,WAAW,EAAE,MAAM,IAAI,GACtB,IAAI;IAUP;;;;;;;;;;;OAWG;IAEI,SAAS,CAAC,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,IAAI,GAAG,IAAI;IAUnE;;;;;;;OAOG;IAEI,sBAAsB,CAAC,UAAU,EAAE,MAAM,QAAQ,GAAG,SAAS,GAAG,IAAI;IAU3E;;;;;;;OAOG;IAEI,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;CAS7C"}
@@ -26,6 +26,8 @@ export declare class CustomItemPools extends Feature {
26
26
  *
27
27
  * Note that custom item pools do not currently support partial weight decrementation on sight.
28
28
  *
29
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
30
+ *
29
31
  * @param itemPoolTypeCustom An integer that identifies what kind of item pool you are creating.
30
32
  * It should correspond to a local `ItemPoolTypeCustom` enum in your
31
33
  * mod. The integer can be any unique value and can safely overlap with
@@ -44,6 +46,8 @@ export declare class CustomItemPools extends Feature {
44
46
  * By default, a collectible will not be removed from the pool once it is selected, unless the
45
47
  * `decrease` argument is set to true (similar to how a vanilla item pool works).
46
48
  *
49
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
50
+ *
47
51
  * @param itemPoolTypeCustom An integer representing the custom item pool to use.
48
52
  * @param decrease Optional. Whether or not to remove the selected collectible from the item pool.
49
53
  * Default is true.
@@ -1 +1 @@
1
- {"version":3,"file":"CustomItemPools.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomItemPools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAO7E,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,iBAAiB,CAGrB;IAeJ,OAAO,CAAC,wBAAwB,CAM9B;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IAEI,sBAAsB,CAC3B,kBAAkB,EAAE,YAAY,EAChC,YAAY,EAAE,aAAa,CAAC,eAAe,CAAC,GAC3C,IAAI;IAUP;;;;;;;;;;;;;;;OAeG;IAEI,4BAA4B,CACjC,kBAAkB,EAAE,YAAY,EAChC,QAAQ,UAAQ,EAChB,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,WAAW,kBAAuB,GACjC,eAAe;CAuBnB"}
1
+ {"version":3,"file":"CustomItemPools.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomItemPools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAO7E,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,iBAAiB,CAGrB;IAeJ,OAAO,CAAC,wBAAwB,CAM9B;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAgCG;IAEI,sBAAsB,CAC3B,kBAAkB,EAAE,YAAY,EAChC,YAAY,EAAE,aAAa,CAAC,eAAe,CAAC,GAC3C,IAAI;IAUP;;;;;;;;;;;;;;;;;OAiBG;IAEI,4BAA4B,CACjC,kBAAkB,EAAE,YAAY,EAChC,QAAQ,UAAQ,EAChB,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,WAAW,kBAAuB,GACjC,eAAe;CAuBnB"}
@@ -20,6 +20,8 @@ export declare class CustomPickups extends Feature {
20
20
  * Note that when you specify your custom pickup in the "entities2.xml" file, it should have a
21
21
  * type of "5" and be associated with an anm2 file that has a "Collect" animation.
22
22
  *
23
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_PICKUPS`.
24
+ *
23
25
  * @param pickupVariantCustom The variant for the corresponding custom pickup.
24
26
  * @param subType The sub-type for the corresponding custom pickup.
25
27
  * @param collectFunc The function to run when the player collects this pickup.
@@ -1 +1 @@
1
- {"version":3,"file":"CustomPickups.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomPickups.ts"],"names":[],"mappings":"AAIA,OAAO,EAIL,aAAa,EACd,MAAM,8BAA8B,CAAC;AAStC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAkBhD,qBAAa,aAAc,SAAQ,OAAO;IACxC,4BAA4B;IAC5B,OAAO,CAAC,wBAAwB,CAA4C;IAgB5E,OAAO,CAAC,kBAAkB,CAqCxB;IAKF,OAAO,CAAC,4BAA4B,CASlC;IAEF;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IAEI,oBAAoB,CACzB,mBAAmB,EAAE,aAAa,EAClC,OAAO,EAAE,GAAG,EACZ,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,KAAK,IAAI,EACvD,aAAa,GAAE,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,KAAK,OAAoB,GACxE,IAAI;CAYR"}
1
+ {"version":3,"file":"CustomPickups.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomPickups.ts"],"names":[],"mappings":"AAIA,OAAO,EAIL,aAAa,EACd,MAAM,8BAA8B,CAAC;AAStC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAkBhD,qBAAa,aAAc,SAAQ,OAAO;IACxC,4BAA4B;IAC5B,OAAO,CAAC,wBAAwB,CAA4C;IAgB5E,OAAO,CAAC,kBAAkB,CAqCxB;IAKF,OAAO,CAAC,4BAA4B,CASlC;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IAEI,oBAAoB,CACzB,mBAAmB,EAAE,aAAa,EAClC,OAAO,EAAE,GAAG,EACZ,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,KAAK,IAAI,EACvD,aAAa,GAAE,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,KAAK,OAAoB,GACxE,IAAI;CAYR"}
@@ -26,8 +26,9 @@ export declare class CustomStages extends Feature {
26
26
  * Helper function to warp to a custom stage/level.
27
27
  *
28
28
  * Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
29
- * for
30
- * more details: https://isaacscript.github.io/main/custom-stages/
29
+ * for more details: https://isaacscript.github.io/main/custom-stages/
30
+ *
31
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
31
32
  *
32
33
  * @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
33
34
  * @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
@@ -42,6 +43,8 @@ export declare class CustomStages extends Feature {
42
43
  /**
43
44
  * Helper function to disable the custom stage. This is typically called before taking the player
44
45
  * to a vanilla floor.
46
+ *
47
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
45
48
  */
46
49
  disableCustomStage(): void;
47
50
  }
@@ -1 +1 @@
1
- {"version":3,"file":"CustomStages.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomStages.ts"],"names":[],"mappings":"AAsCA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoChD,qBAAa,YAAa,SAAQ,OAAO;IA8BvC,oCAAoC;IACpC,OAAO,CAAC,eAAe,CAAkC;IAEzD,+BAA+B;IAC/B,OAAO,CAAC,yBAAyB,CAAwC;IAEzE,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,sBAAsB,CAAyB;IACvD,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAAe;IA+CnC,OAAO,CAAC,uBAAuB;IAc/B,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,6BAA6B;IAOrC,OAAO,CAAC,eAAe,CAMrB;IAGF,OAAO,CAAC,UAAU,CAQhB;IAGF,OAAO,CAAC,aAAa,CAcnB;IAGF,OAAO,CAAC,eAAe,CAUrB;IAIF,OAAO,CAAC,2BAA2B,CAejC;IAGF,OAAO,CAAC,kBAAkB,CAqBxB;IAGF,OAAO,CAAC,oBAAoB,CAe1B;IAEF,gDAAgD;IAChD,OAAO,CAAC,iBAAiB;IA+FzB;;;;;;;;;;;;;;;OAeG;IAEI,cAAc,CACnB,IAAI,EAAE,MAAM,EACZ,UAAU,UAAO,EACjB,UAAU,UAAO,EACjB,OAAO,UAAQ,GACd,IAAI;IAoEP;;;OAGG;IAEI,kBAAkB,IAAI,IAAI;CAGlC"}
1
+ {"version":3,"file":"CustomStages.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomStages.ts"],"names":[],"mappings":"AAsCA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoChD,qBAAa,YAAa,SAAQ,OAAO;IA8BvC,oCAAoC;IACpC,OAAO,CAAC,eAAe,CAAkC;IAEzD,+BAA+B;IAC/B,OAAO,CAAC,yBAAyB,CAAwC;IAEzE,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,sBAAsB,CAAyB;IACvD,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAAe;IA+CnC,OAAO,CAAC,uBAAuB;IAc/B,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,6BAA6B;IAOrC,OAAO,CAAC,eAAe,CAMrB;IAGF,OAAO,CAAC,UAAU,CAQhB;IAGF,OAAO,CAAC,aAAa,CAcnB;IAGF,OAAO,CAAC,eAAe,CAUrB;IAIF,OAAO,CAAC,2BAA2B,CAejC;IAGF,OAAO,CAAC,kBAAkB,CAqBxB;IAGF,OAAO,CAAC,oBAAoB,CAe1B;IAEF,gDAAgD;IAChD,OAAO,CAAC,iBAAiB;IA+FzB;;;;;;;;;;;;;;;;OAgBG;IAEI,cAAc,CACnB,IAAI,EAAE,MAAM,EACZ,UAAU,UAAO,EACjB,UAAU,UAAO,EACjB,OAAO,UAAQ,GACd,IAAI;IAoEP;;;;;OAKG;IAEI,kBAAkB,IAAI,IAAI;CAGlC"}
@@ -45,6 +45,8 @@ export declare class CustomTrapdoors extends Feature {
45
45
  * Registration is needed so that custom trapdoors can be serializable when the player saves and
46
46
  * quits.
47
47
  *
48
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
49
+ *
48
50
  * @param destinationName The integer that identifies the type of custom trapdoor. It should
49
51
  * correspond to a local `CustomTrapdoorType` enum in your mod. The integer
50
52
  * can be any unique value and can safely overlap with values chosen by
@@ -68,6 +70,8 @@ export declare class CustomTrapdoors extends Feature {
68
70
  * Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
69
71
  * respawned every time the player re-enters the room.
70
72
  *
73
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
74
+ *
71
75
  * @param gridIndexOrPosition The location in the room to spawn the trapdoor.
72
76
  * @param destinationName Optional. A string representing the name of the of destination that the
73
77
  * custom trapdoor will take the player to. Default is undefined, which
@@ -1 +1 @@
1
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