isaacscript-common 15.0.1 → 15.0.2

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.
package/dist/index.d.ts CHANGED
@@ -1869,8 +1869,9 @@ declare class CustomStages extends Feature {
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  * Helper function to warp to a custom stage/level.
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  *
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  * Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
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- * for
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- * more details: https://isaacscript.github.io/main/custom-stages/
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+ * for more details: https://isaacscript.github.io/main/custom-stages/
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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  *
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  * @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
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  * @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
@@ -1885,6 +1886,8 @@ declare class CustomStages extends Feature {
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  /**
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  * Helper function to disable the custom stage. This is typically called before taking the player
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  * to a vanilla floor.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
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  */
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  disableCustomStage(): void;
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  }
@@ -2377,6 +2380,8 @@ declare class CustomTrapdoors extends Feature {
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  * Registration is needed so that custom trapdoors can be serializable when the player saves and
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  * quits.
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
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+ *
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  * @param destinationName The integer that identifies the type of custom trapdoor. It should
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  * correspond to a local `CustomTrapdoorType` enum in your mod. The integer
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  * can be any unique value and can safely overlap with values chosen by
@@ -2400,6 +2405,8 @@ declare class CustomTrapdoors extends Feature {
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  * Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
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  * respawned every time the player re-enters the room.
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
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+ *
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  * @param gridIndexOrPosition The location in the room to spawn the trapdoor.
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  * @param destinationName Optional. A string representing the name of the of destination that the
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  * custom trapdoor will take the player to. Default is undefined, which
@@ -2449,166 +2456,256 @@ declare class DebugDisplay extends Feature {
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  * If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
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  * player. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setPlayerDisplay(textCallback: (player: EntityPlayer) => string): void;
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  /**
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  * If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
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  * tear. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setTearDisplay(textCallback: (tear: EntityTear) => string): void;
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  /**
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  * If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
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  * each familiar. Use this function to specify a callback function that returns the string that
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  * should be drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setFamiliarDisplay(textCallback: (familiar: EntityFamiliar) => string): void;
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  /**
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  * If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
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  * bomb. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setBombDisplay(textCallback: (bomb: EntityBomb) => string): void;
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  /**
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  * If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
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  * pickup. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setPickupDisplay(textCallback: (pickup: EntityPickup) => string): void;
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  /**
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  * If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
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  * slot. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setSlotDisplay(textCallback: (slot: Entity) => string): void;
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  /**
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  * If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
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  * laser. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setLaserDisplay(textCallback: (laser: EntityLaser) => string): void;
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  /**
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  * If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
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  * knife. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void;
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  /**
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  * If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
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  * each projectile. Use this function to specify a callback function that returns the string that
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  * should be drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setProjectileDisplay(textCallback: (projectile: EntityProjectile) => string): void;
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  /**
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  * If the "extra console commands" feature is specified, the "effectDisplay" console command will
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  * draw text on the screen next to each effect. Use this function to specify a callback function
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  * that returns the string that should be drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setEffectDisplay(textCallback: (effect: EntityEffect) => string): void;
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  /**
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  * If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
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  * NPC. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setNPCDisplay(textCallback: (npc: EntityNPC) => string): void;
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  /**
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  * If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
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  * rock. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
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  /**
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  * If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
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  * pit. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
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  /**
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  * If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
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  * spikes. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
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  /**
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  * If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
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  * TNT. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
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  /**
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  * If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
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  * poop. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
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  /**
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  * If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
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  * door. Use this function to specify a callback function that returns the string that should be
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  * drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
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  /**
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  * If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
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  * to each pressure plate. Use this function to specify a callback function that returns the
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  * string that should be drawn.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
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  private toggleFeature;
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  /**
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  * Toggles the debug display for players, which will draw text on the screen next to each player.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  togglePlayerDisplay(): void;
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- /** Toggles the debug display for tears, which will draw text on the screen next to each tear. */
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+ /**
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+ * Toggles the debug display for tears, which will draw text on the screen next to each tear.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleTearDisplay(): void;
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  /**
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  * Toggles the debug display for familiars, which will draw text on the screen next to each
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  * familiar.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleFamiliarDisplay(): void;
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- /** Toggles the debug display for bombs, which will draw text on the screen next to each bomb. */
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+ /**
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+ * Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleBombDisplay(): void;
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  /**
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  * Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  togglePickupDisplay(): void;
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- /** Toggles the debug display for slots, which will draw text on the screen next to each slot. */
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+ /**
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+ * Toggles the debug display for slots, which will draw text on the screen next to each slot.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleSlotDisplay(): void;
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  /**
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  * Toggles the debug display for lasers, which will draw text on the screen next to each laser.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleLaserDisplay(): void;
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  /**
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  * Toggles the debug display for knives, which will draw text on the screen next to each knife.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleKnifeDisplay(): void;
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  /**
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  * Toggles the debug display for projectiles, which will draw text on the screen next to each
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  * projectile.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleProjectileDisplay(): void;
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  /**
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  * Toggles the debug display for effects, which will draw text on the screen next to each effect.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleEffectDisplay(): void;
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- /** Toggles the debug display for NPCs, which will draw text on the screen next to each NPC. */
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+ /**
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+ * Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleNPCDisplay(): void;
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- /** Toggles the debug display for rocks, which will draw text on the screen next to each rock. */
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+ /**
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+ * Toggles the debug display for rocks, which will draw text on the screen next to each rock.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleRockDisplay(): void;
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- /** Toggles the debug display for pits, which will draw text on the screen next to each pit. */
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+ /**
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+ * Toggles the debug display for pits, which will draw text on the screen next to each pit.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  togglePitDisplay(): void;
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  /**
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  * Toggles the debug display for spikes, which will draw text on the screen next to each spike.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  toggleSpikesDisplay(): void;
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- /** Toggles the debug display for TNT, which will draw text on the screen next to each TNT. */
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+ /**
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+ * Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleTNTDisplay(): void;
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- /** Toggles the debug display for poops, which will draw text on the screen next to each poop. */
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+ /**
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+ * Toggles the debug display for poops, which will draw text on the screen next to each poop.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  togglePoopDisplay(): void;
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- /** Toggles the debug display for doors, which will draw text on the screen next to each door. */
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+ /**
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+ * Toggles the debug display for doors, which will draw text on the screen next to each door.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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+ */
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  toggleDoorDisplay(): void;
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  /**
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  * Toggles the debug display for pressure plates, which will draw text on the screen next to each
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  * pressure plate.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
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  */
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  togglePressurePlateDisplay(): void;
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  }
@@ -2844,6 +2941,8 @@ declare class DeployJSONRoom extends Feature {
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  * }
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  * ```
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
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+ *
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  * @param jsonRoom The JSON room to deploy.
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  * @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
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  * the `RNG.Next` method will be called. Default is `getRandomSeed()`.
@@ -2907,6 +3006,8 @@ declare class DisableAllSound extends Feature {
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  *
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  * Use this function to set things back to normal after having used `disableAllSounds`.
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
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+ *
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  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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  * that multiple mod features can work in tandem.
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  */
@@ -2916,6 +3017,8 @@ declare class DisableAllSound extends Feature {
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  *
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  * Use the `enableAllSounds` helper function to set things back to normal.
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
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+ *
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  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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  * that multiple mod features can work in tandem.
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  */
@@ -1,6 +1,6 @@
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  --[[
2
2
 
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- isaacscript-common 15.0.1
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+ isaacscript-common 15.0.2
4
4
 
5
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
6
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@@ -28729,12 +28729,13 @@ function PostPlayerInitFirst.prototype.____constructor(self)
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  end
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  end
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  self.postPlayerInitLate = function(____, player)
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- if not isChildPlayer(nil, player) then
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+ if isChildPlayer(nil, player) then
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  return
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  end
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  self:fire(player)
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  end
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  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
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+ Isaac.DebugString("GETTING HERE ZZZZZ")
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  end
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  return ____exports
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  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)
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  end
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  end
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  self.postPlayerInitLate = function(____, player)
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- if not isChildPlayer(nil, player) then
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+ if isChildPlayer(nil, player) then
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  return
34
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  end
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  self:fire(player)
36
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  end
37
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  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_ROOM_REORDERED, {self.postNewRoomReordered}}, {ModCallbackCustom.POST_PLAYER_INIT_LATE, {self.postPlayerInitLate}}}
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+ Isaac.DebugString("GETTING HERE ZZZZZ")
38
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  end
39
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  return ____exports
@@ -26,8 +26,9 @@ export declare class CustomStages extends Feature {
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  * Helper function to warp to a custom stage/level.
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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
- {"version":3,"file":"CustomTrapdoors.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomTrapdoors.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EAKV,SAAS,EACV,MAAM,8BAA8B,CAAC;AA4BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,qCAAqC;IACrC,OAAO,CAAC,kBAAkB,CAGtB;IAqBJ;;;;;OAKG;IACH,OAAO,CAAC,WAAW,CAAY;IAE/B,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,cAAc,CAAiB;IACvC,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,WAAW,CAAc;IACjC,OAAO,CAAC,YAAY,CAAe;IAoDnC,OAAO,CAAC,UAAU,CAMhB;IAEF,OAAO,CAAC,2BAA2B;IA8BnC,OAAO,CAAC,8BAA8B;IAkDtC,OAAO,CAAC,6BAA6B;IAqBrC,OAAO,CAAC,kBAAkB;IAiB1B,OAAO,CAAC,4BAA4B;IAuCpC,OAAO,CAAC,iCAAiC;IAqBzC,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,kCAAkC,CAaxC;IAEF,OAAO,CAAC,4BAA4B;IAcpC,OAAO,CAAC,kBAAkB;IAc1B,OAAO,CAAC,sBAAsB;IAmB9B,OAAO,CAAC,gCAAgC;IAuCxC,OAAO,CAAC,2BAA2B;IAoCnC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,8BAA8B;IAmDtC,OAAO,CAAC,0BAA0B,CAEhC;IAEF,OAAO,CAAC,iBAAiB;IAezB,OAAO,CAAC,uBAAuB;IA4B/B;;;;;;;;;;;;;;;;OAgBG;IAEI,iCAAiC,CACtC,eAAe,EAAE,MAAM,EACvB,eAAe,EAAE,CACf,gBAAgB,EAAE,UAAU,EAC5B,oBAAoB,EAAE,SAAS,KAC5B,IAAI,GACR,IAAI;IAUP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAmCG;IAEI,mBAAmB,CACxB,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,eAAe,CAAC,EAAE,MAAM,EACxB,gBAAgB,CAAC,EAAE,UAAU,EAC7B,oBAAoB,CAAC,EAAE,SAAS,EAChC,QAAQ,SAAmC,EAC3C,SAAS,CAAC,EAAE,OAAO,GAClB,UAAU;CA0Dd"}
1
+ {"version":3,"file":"CustomTrapdoors.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/CustomTrapdoors.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EAKV,SAAS,EACV,MAAM,8BAA8B,CAAC;AA4BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C,qCAAqC;IACrC,OAAO,CAAC,kBAAkB,CAGtB;IAqBJ;;;;;OAKG;IACH,OAAO,CAAC,WAAW,CAAY;IAE/B,OAAO,CAAC,kBAAkB,CAAqB;IAC/C,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,cAAc,CAAiB;IACvC,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,WAAW,CAAc;IACjC,OAAO,CAAC,YAAY,CAAe;IAoDnC,OAAO,CAAC,UAAU,CAMhB;IAEF,OAAO,CAAC,2BAA2B;IA8BnC,OAAO,CAAC,8BAA8B;IAkDtC,OAAO,CAAC,6BAA6B;IAqBrC,OAAO,CAAC,kBAAkB;IAiB1B,OAAO,CAAC,4BAA4B;IAuCpC,OAAO,CAAC,iCAAiC;IAqBzC,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,kCAAkC,CAaxC;IAEF,OAAO,CAAC,4BAA4B;IAcpC,OAAO,CAAC,kBAAkB;IAc1B,OAAO,CAAC,sBAAsB;IAmB9B,OAAO,CAAC,gCAAgC;IAuCxC,OAAO,CAAC,2BAA2B;IAoCnC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,8BAA8B;IAmDtC,OAAO,CAAC,0BAA0B,CAEhC;IAEF,OAAO,CAAC,iBAAiB;IAezB,OAAO,CAAC,uBAAuB;IA4B/B;;;;;;;;;;;;;;;;;;OAkBG;IAEI,iCAAiC,CACtC,eAAe,EAAE,MAAM,EACvB,eAAe,EAAE,CACf,gBAAgB,EAAE,UAAU,EAC5B,oBAAoB,EAAE,SAAS,KAC5B,IAAI,GACR,IAAI;IAUP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAqCG;IAEI,mBAAmB,CACxB,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,eAAe,CAAC,EAAE,MAAM,EACxB,gBAAgB,CAAC,EAAE,UAAU,EAC7B,oBAAoB,CAAC,EAAE,SAAS,EAChC,QAAQ,SAAmC,EAC3C,SAAS,CAAC,EAAE,OAAO,GAClB,UAAU;CA0Dd"}
@@ -41,166 +41,256 @@ export declare class DebugDisplay extends Feature {
41
41
  * If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
42
42
  * player. Use this function to specify a callback function that returns the string that should be
43
43
  * drawn.
44
+ *
45
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
44
46
  */
45
47
  setPlayerDisplay(textCallback: (player: EntityPlayer) => string): void;
46
48
  /**
47
49
  * If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
48
50
  * tear. Use this function to specify a callback function that returns the string that should be
49
51
  * drawn.
52
+ *
53
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
50
54
  */
51
55
  setTearDisplay(textCallback: (tear: EntityTear) => string): void;
52
56
  /**
53
57
  * If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
54
58
  * each familiar. Use this function to specify a callback function that returns the string that
55
59
  * should be drawn.
60
+ *
61
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
56
62
  */
57
63
  setFamiliarDisplay(textCallback: (familiar: EntityFamiliar) => string): void;
58
64
  /**
59
65
  * If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
60
66
  * bomb. Use this function to specify a callback function that returns the string that should be
61
67
  * drawn.
68
+ *
69
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
62
70
  */
63
71
  setBombDisplay(textCallback: (bomb: EntityBomb) => string): void;
64
72
  /**
65
73
  * If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
66
74
  * pickup. Use this function to specify a callback function that returns the string that should be
67
75
  * drawn.
76
+ *
77
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
68
78
  */
69
79
  setPickupDisplay(textCallback: (pickup: EntityPickup) => string): void;
70
80
  /**
71
81
  * If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
72
82
  * slot. Use this function to specify a callback function that returns the string that should be
73
83
  * drawn.
84
+ *
85
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
74
86
  */
75
87
  setSlotDisplay(textCallback: (slot: Entity) => string): void;
76
88
  /**
77
89
  * If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
78
90
  * laser. Use this function to specify a callback function that returns the string that should be
79
91
  * drawn.
92
+ *
93
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
80
94
  */
81
95
  setLaserDisplay(textCallback: (laser: EntityLaser) => string): void;
82
96
  /**
83
97
  * If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
84
98
  * knife. Use this function to specify a callback function that returns the string that should be
85
99
  * drawn.
100
+ *
101
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
86
102
  */
87
103
  setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void;
88
104
  /**
89
105
  * If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
90
106
  * each projectile. Use this function to specify a callback function that returns the string that
91
107
  * should be drawn.
108
+ *
109
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
92
110
  */
93
111
  setProjectileDisplay(textCallback: (projectile: EntityProjectile) => string): void;
94
112
  /**
95
113
  * If the "extra console commands" feature is specified, the "effectDisplay" console command will
96
114
  * draw text on the screen next to each effect. Use this function to specify a callback function
97
115
  * that returns the string that should be drawn.
116
+ *
117
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
98
118
  */
99
119
  setEffectDisplay(textCallback: (effect: EntityEffect) => string): void;
100
120
  /**
101
121
  * If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
102
122
  * NPC. Use this function to specify a callback function that returns the string that should be
103
123
  * drawn.
124
+ *
125
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
104
126
  */
105
127
  setNPCDisplay(textCallback: (npc: EntityNPC) => string): void;
106
128
  /**
107
129
  * If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
108
130
  * rock. Use this function to specify a callback function that returns the string that should be
109
131
  * drawn.
132
+ *
133
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
110
134
  */
111
135
  setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
112
136
  /**
113
137
  * If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
114
138
  * pit. Use this function to specify a callback function that returns the string that should be
115
139
  * drawn.
140
+ *
141
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
116
142
  */
117
143
  setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
118
144
  /**
119
145
  * If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
120
146
  * spikes. Use this function to specify a callback function that returns the string that should be
121
147
  * drawn.
148
+ *
149
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
122
150
  */
123
151
  setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
124
152
  /**
125
153
  * If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
126
154
  * TNT. Use this function to specify a callback function that returns the string that should be
127
155
  * drawn.
156
+ *
157
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
128
158
  */
129
159
  setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
130
160
  /**
131
161
  * If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
132
162
  * poop. Use this function to specify a callback function that returns the string that should be
133
163
  * drawn.
164
+ *
165
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
134
166
  */
135
167
  setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
136
168
  /**
137
169
  * If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
138
170
  * door. Use this function to specify a callback function that returns the string that should be
139
171
  * drawn.
172
+ *
173
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
140
174
  */
141
175
  setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
142
176
  /**
143
177
  * If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
144
178
  * to each pressure plate. Use this function to specify a callback function that returns the
145
179
  * string that should be drawn.
180
+ *
181
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
146
182
  */
147
183
  setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
148
184
  private toggleFeature;
149
185
  /**
150
186
  * Toggles the debug display for players, which will draw text on the screen next to each player.
187
+ *
188
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
151
189
  */
152
190
  togglePlayerDisplay(): void;
153
- /** Toggles the debug display for tears, which will draw text on the screen next to each tear. */
191
+ /**
192
+ * Toggles the debug display for tears, which will draw text on the screen next to each tear.
193
+ *
194
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
195
+ */
154
196
  toggleTearDisplay(): void;
155
197
  /**
156
198
  * Toggles the debug display for familiars, which will draw text on the screen next to each
157
199
  * familiar.
200
+ *
201
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
158
202
  */
159
203
  toggleFamiliarDisplay(): void;
160
- /** Toggles the debug display for bombs, which will draw text on the screen next to each bomb. */
204
+ /**
205
+ * Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
206
+ *
207
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
208
+ */
161
209
  toggleBombDisplay(): void;
162
210
  /**
163
211
  * Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
212
+ *
213
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
164
214
  */
165
215
  togglePickupDisplay(): void;
166
- /** Toggles the debug display for slots, which will draw text on the screen next to each slot. */
216
+ /**
217
+ * Toggles the debug display for slots, which will draw text on the screen next to each slot.
218
+ *
219
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
220
+ */
167
221
  toggleSlotDisplay(): void;
168
222
  /**
169
223
  * Toggles the debug display for lasers, which will draw text on the screen next to each laser.
224
+ *
225
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
170
226
  */
171
227
  toggleLaserDisplay(): void;
172
228
  /**
173
229
  * Toggles the debug display for knives, which will draw text on the screen next to each knife.
230
+ *
231
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
174
232
  */
175
233
  toggleKnifeDisplay(): void;
176
234
  /**
177
235
  * Toggles the debug display for projectiles, which will draw text on the screen next to each
178
236
  * projectile.
237
+ *
238
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
179
239
  */
180
240
  toggleProjectileDisplay(): void;
181
241
  /**
182
242
  * Toggles the debug display for effects, which will draw text on the screen next to each effect.
243
+ *
244
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
183
245
  */
184
246
  toggleEffectDisplay(): void;
185
- /** Toggles the debug display for NPCs, which will draw text on the screen next to each NPC. */
247
+ /**
248
+ * Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
249
+ *
250
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
251
+ */
186
252
  toggleNPCDisplay(): void;
187
- /** Toggles the debug display for rocks, which will draw text on the screen next to each rock. */
253
+ /**
254
+ * Toggles the debug display for rocks, which will draw text on the screen next to each rock.
255
+ *
256
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
257
+ */
188
258
  toggleRockDisplay(): void;
189
- /** Toggles the debug display for pits, which will draw text on the screen next to each pit. */
259
+ /**
260
+ * Toggles the debug display for pits, which will draw text on the screen next to each pit.
261
+ *
262
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
263
+ */
190
264
  togglePitDisplay(): void;
191
265
  /**
192
266
  * Toggles the debug display for spikes, which will draw text on the screen next to each spike.
267
+ *
268
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
193
269
  */
194
270
  toggleSpikesDisplay(): void;
195
- /** Toggles the debug display for TNT, which will draw text on the screen next to each TNT. */
271
+ /**
272
+ * Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
273
+ *
274
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
275
+ */
196
276
  toggleTNTDisplay(): void;
197
- /** Toggles the debug display for poops, which will draw text on the screen next to each poop. */
277
+ /**
278
+ * Toggles the debug display for poops, which will draw text on the screen next to each poop.
279
+ *
280
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
281
+ */
198
282
  togglePoopDisplay(): void;
199
- /** Toggles the debug display for doors, which will draw text on the screen next to each door. */
283
+ /**
284
+ * Toggles the debug display for doors, which will draw text on the screen next to each door.
285
+ *
286
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
287
+ */
200
288
  toggleDoorDisplay(): void;
201
289
  /**
202
290
  * Toggles the debug display for pressure plates, which will draw text on the screen next to each
203
291
  * pressure plate.
292
+ *
293
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
204
294
  */
205
295
  togglePressurePlateDisplay(): void;
206
296
  }
@@ -1 +1 @@
1
- {"version":3,"file":"DebugDisplay.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DebugDisplay.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoBhD,qBAAa,YAAa,SAAQ,OAAO;IACvC,OAAO,CAAC,GAAG,CAAuB;IAElC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,QAAQ,CAA8B;IAC9C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,KAAK,CAA2B;IACxC,OAAO,CAAC,KAAK,CAA2B;IACxC,OAAO,CAAC,UAAU,CAAgC;IAClD,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,GAAG,CAAyB;IAEpC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,GAAG,CAAyB;IACpC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,GAAG,CAAyB;IACpC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,aAAa,CAAmC;IAaxD;;;;OAIG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,MAAM,GAAG,IAAI;IAIvE;;;;OAIG;IAEI,kBAAkB,CACvB,YAAY,EAAE,CAAC,QAAQ,EAAE,cAAc,KAAK,MAAM,GACjD,IAAI;IAIP;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,MAAM,GAAG,IAAI;IAIvE;;;;OAIG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,MAAM,GAAG,IAAI;IAInE;;;;OAIG;IAEI,eAAe,CAAC,YAAY,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,MAAM,GAAG,IAAI;IAI1E;;;;OAIG;IAEI,eAAe,CAAC,YAAY,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,MAAM,GAAG,IAAI;IAI1E;;;;OAIG;IAEI,oBAAoB,CACzB,YAAY,EAAE,CAAC,UAAU,EAAE,gBAAgB,KAAK,MAAM,GACrD,IAAI;IAIP;;;;OAIG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;OAIG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,SAAS,KAAK,MAAM,GAAG,IAAI;IAIpE;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;OAIG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,aAAa,KAAK,MAAM,GAAG,IAAI;IAIxE;;;;OAIG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,gBAAgB,KAAK,MAAM,GACjD,IAAI;IAIP;;;;OAIG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,aAAa,KAAK,MAAM,GAAG,IAAI;IAIxE;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;OAIG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;OAIG;IAEI,uBAAuB,CAC5B,YAAY,EAAE,CAAC,aAAa,EAAE,uBAAuB,KAAK,MAAM,GAC/D,IAAI;IAQP,OAAO,CAAC,aAAa;IAUrB;;OAEG;IAEI,mBAAmB,IAAI,IAAI;IAIlC,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC;;;OAGG;IAEI,qBAAqB,IAAI,IAAI;IAIpC,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC;;OAEG;IAEI,mBAAmB,IAAI,IAAI;IAIlC,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC;;OAEG;IAEI,kBAAkB,IAAI,IAAI;IAIjC;;OAEG;IAEI,kBAAkB,IAAI,IAAI;IAIjC;;;OAGG;IAEI,uBAAuB,IAAI,IAAI;IAItC;;OAEG;IAEI,mBAAmB,IAAI,IAAI;IAIlC,+FAA+F;IAExF,gBAAgB,IAAI,IAAI;IAI/B,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC,+FAA+F;IAExF,gBAAgB,IAAI,IAAI;IAI/B;;OAEG;IAEI,mBAAmB,IAAI,IAAI;IAIlC,8FAA8F;IAEvF,gBAAgB,IAAI,IAAI;IAI/B,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC,iGAAiG;IAE1F,iBAAiB,IAAI,IAAI;IAIhC;;;OAGG;IAEI,0BAA0B,IAAI,IAAI;CAG1C"}
1
+ {"version":3,"file":"DebugDisplay.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DebugDisplay.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAoBhD,qBAAa,YAAa,SAAQ,OAAO;IACvC,OAAO,CAAC,GAAG,CAAuB;IAElC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,QAAQ,CAA8B;IAC9C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,KAAK,CAA2B;IACxC,OAAO,CAAC,KAAK,CAA2B;IACxC,OAAO,CAAC,UAAU,CAAgC;IAClD,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,GAAG,CAAyB;IAEpC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,GAAG,CAAyB;IACpC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,GAAG,CAAyB;IACpC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,IAAI,CAA0B;IACtC,OAAO,CAAC,aAAa,CAAmC;IAaxD;;;;;;OAMG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,MAAM,GAAG,IAAI;IAIvE;;;;;;OAMG;IAEI,kBAAkB,CACvB,YAAY,EAAE,CAAC,QAAQ,EAAE,cAAc,KAAK,MAAM,GACjD,IAAI;IAIP;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,MAAM,GAAG,IAAI;IAIvE;;;;;;OAMG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,MAAM,GAAG,IAAI;IAInE;;;;;;OAMG;IAEI,eAAe,CAAC,YAAY,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,MAAM,GAAG,IAAI;IAI1E;;;;;;OAMG;IAEI,eAAe,CAAC,YAAY,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,MAAM,GAAG,IAAI;IAI1E;;;;;;OAMG;IAEI,oBAAoB,CACzB,YAAY,EAAE,CAAC,UAAU,EAAE,gBAAgB,KAAK,MAAM,GACrD,IAAI;IAIP;;;;;;OAMG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,YAAY,KAAK,MAAM,GAC7C,IAAI;IAIP;;;;;;OAMG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,SAAS,KAAK,MAAM,GAAG,IAAI;IAIpE;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;;;OAMG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,aAAa,KAAK,MAAM,GAAG,IAAI;IAIxE;;;;;;OAMG;IAEI,gBAAgB,CACrB,YAAY,EAAE,CAAC,MAAM,EAAE,gBAAgB,KAAK,MAAM,GACjD,IAAI;IAIP;;;;;;OAMG;IAEI,aAAa,CAAC,YAAY,EAAE,CAAC,GAAG,EAAE,aAAa,KAAK,MAAM,GAAG,IAAI;IAIxE;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;;;OAMG;IAEI,cAAc,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,cAAc,KAAK,MAAM,GAAG,IAAI;IAI3E;;;;;;OAMG;IAEI,uBAAuB,CAC5B,YAAY,EAAE,CAAC,aAAa,EAAE,uBAAuB,KAAK,MAAM,GAC/D,IAAI;IAQP,OAAO,CAAC,aAAa;IAUrB;;;;OAIG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;;OAKG;IAEI,qBAAqB,IAAI,IAAI;IAIpC;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;OAIG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;OAIG;IAEI,kBAAkB,IAAI,IAAI;IAIjC;;;;OAIG;IAEI,kBAAkB,IAAI,IAAI;IAIjC;;;;;OAKG;IAEI,uBAAuB,IAAI,IAAI;IAItC;;;;OAIG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;OAIG;IAEI,gBAAgB,IAAI,IAAI;IAI/B;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;OAIG;IAEI,gBAAgB,IAAI,IAAI;IAI/B;;;;OAIG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;OAIG;IAEI,gBAAgB,IAAI,IAAI;IAI/B;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;OAIG;IAEI,iBAAiB,IAAI,IAAI;IAIhC;;;;;OAKG;IAEI,0BAA0B,IAAI,IAAI;CAG1C"}
@@ -30,6 +30,8 @@ export declare class DeployJSONRoom extends Feature {
30
30
  * }
31
31
  * ```
32
32
  *
33
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
34
+ *
33
35
  * @param jsonRoom The JSON room to deploy.
34
36
  * @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
35
37
  * the `RNG.Next` method will be called. Default is `getRandomSeed()`.
@@ -1 +1 @@
1
- {"version":3,"file":"DeployJSONRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DeployJSONRoom.ts"],"names":[],"mappings":";;AA8BA,OAAO,EAAE,QAAQ,EAAE,MAAM,mCAAmC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,wBAAwB,CAA2B;IAC3D,OAAO,CAAC,gBAAgB,CAAmB;IAkB3C,OAAO,CAAC,gBAAgB;IA8FxB,OAAO,CAAC,4BAA4B;IAyCpC;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IAEI,cAAc,CACnB,QAAQ,EAAE,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,EACvC,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,OAAO,UAAQ,GACd,IAAI;CAwBR"}
1
+ {"version":3,"file":"DeployJSONRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DeployJSONRoom.ts"],"names":[],"mappings":";;AA8BA,OAAO,EAAE,QAAQ,EAAE,MAAM,mCAAmC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAShD,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,wBAAwB,CAA2B;IAC3D,OAAO,CAAC,gBAAgB,CAAmB;IAkB3C,OAAO,CAAC,gBAAgB;IA8FxB,OAAO,CAAC,4BAA4B;IAyCpC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IAEI,cAAc,CACnB,QAAQ,EAAE,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,EACvC,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,OAAO,UAAQ,GACd,IAAI;CAwBR"}
@@ -7,6 +7,8 @@ export declare class DisableAllSound extends Feature {
7
7
  *
8
8
  * Use this function to set things back to normal after having used `disableAllSounds`.
9
9
  *
10
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
11
+ *
10
12
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
11
13
  * that multiple mod features can work in tandem.
12
14
  */
@@ -16,6 +18,8 @@ export declare class DisableAllSound extends Feature {
16
18
  *
17
19
  * Use the `enableAllSounds` helper function to set things back to normal.
18
20
  *
21
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
22
+ *
19
23
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
20
24
  * that multiple mod features can work in tandem.
21
25
  */
@@ -1 +1 @@
1
- {"version":3,"file":"DisableAllSound.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DisableAllSound.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,eAAe,CAAS;IAYhC,OAAO,CAAC,UAAU,CAMhB;IAEF;;;;;;;OAOG;IAEI,cAAc,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAexC;;;;;;;OAOG;IAEI,eAAe,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;CAU1C"}
1
+ {"version":3,"file":"DisableAllSound.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/DisableAllSound.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IAQ1C,OAAO,CAAC,eAAe,CAAS;IAYhC,OAAO,CAAC,UAAU,CAMhB;IAEF;;;;;;;;;OASG;IAEI,cAAc,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAexC;;;;;;;;;OASG;IAEI,eAAe,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;CAU1C"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "15.0.1",
3
+ "version": "15.0.2",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -12,6 +12,8 @@ export class PostPlayerInitFirst extends CustomCallback<ModCallbackCustom.POST_P
12
12
  [ModCallbackCustom.POST_NEW_ROOM_REORDERED, [this.postNewRoomReordered]],
13
13
  [ModCallbackCustom.POST_PLAYER_INIT_LATE, [this.postPlayerInitLate]],
14
14
  ];
15
+
16
+ Isaac.DebugString("GETTING HERE ZZZZZ");
15
17
  }
16
18
 
17
19
  protected override shouldFire = shouldFirePlayer;
@@ -34,7 +36,7 @@ export class PostPlayerInitFirst extends CustomCallback<ModCallbackCustom.POST_P
34
36
  // ModCallbackCustom.POST_PLAYER_INIT_LATE
35
37
  private postPlayerInitLate = (player: EntityPlayer) => {
36
38
  // We want to exclude non-real players like the Strawman keeper.
37
- if (!isChildPlayer(player)) {
39
+ if (isChildPlayer(player)) {
38
40
  return;
39
41
  }
40
42
 
@@ -400,8 +400,9 @@ export class CustomStages extends Feature {
400
400
  * Helper function to warp to a custom stage/level.
401
401
  *
402
402
  * Custom stages/levels must first be defined in the "tsconfig.json" file. See the documentation
403
- * for
404
- * more details: https://isaacscript.github.io/main/custom-stages/
403
+ * for more details: https://isaacscript.github.io/main/custom-stages/
404
+ *
405
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
405
406
  *
406
407
  * @param name The name of the custom stage, corresponding to what is in the "tsconfig.json" file.
407
408
  * @param firstFloor Optional. Whether to go to the first floor or the second floor. For example,
@@ -489,6 +490,8 @@ export class CustomStages extends Feature {
489
490
  /**
490
491
  * Helper function to disable the custom stage. This is typically called before taking the player
491
492
  * to a vanilla floor.
493
+ *
494
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_STAGES`.
492
495
  */
493
496
  @Exported
494
497
  public disableCustomStage(): void {
@@ -630,6 +630,8 @@ export class CustomTrapdoors extends Feature {
630
630
  * Registration is needed so that custom trapdoors can be serializable when the player saves and
631
631
  * quits.
632
632
  *
633
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
634
+ *
633
635
  * @param destinationName The integer that identifies the type of custom trapdoor. It should
634
636
  * correspond to a local `CustomTrapdoorType` enum in your mod. The integer
635
637
  * can be any unique value and can safely overlap with values chosen by
@@ -669,6 +671,8 @@ export class CustomTrapdoors extends Feature {
669
671
  * Under the hood, the custom trapdoor is represented by a decoration grid entity and is manually
670
672
  * respawned every time the player re-enters the room.
671
673
  *
674
+ * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_TRAPDOORS`.
675
+ *
672
676
  * @param gridIndexOrPosition The location in the room to spawn the trapdoor.
673
677
  * @param destinationName Optional. A string representing the name of the of destination that the
674
678
  * custom trapdoor will take the player to. Default is undefined, which
@@ -59,6 +59,8 @@ export class DebugDisplay extends Feature {
59
59
  * If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
60
60
  * player. Use this function to specify a callback function that returns the string that should be
61
61
  * drawn.
62
+ *
63
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
62
64
  */
63
65
  @Exported
64
66
  public setPlayerDisplay(
@@ -71,6 +73,8 @@ export class DebugDisplay extends Feature {
71
73
  * If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
72
74
  * tear. Use this function to specify a callback function that returns the string that should be
73
75
  * drawn.
76
+ *
77
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
74
78
  */
75
79
  @Exported
76
80
  public setTearDisplay(textCallback: (tear: EntityTear) => string): void {
@@ -81,6 +85,8 @@ export class DebugDisplay extends Feature {
81
85
  * If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
82
86
  * each familiar. Use this function to specify a callback function that returns the string that
83
87
  * should be drawn.
88
+ *
89
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
84
90
  */
85
91
  @Exported
86
92
  public setFamiliarDisplay(
@@ -93,6 +99,8 @@ export class DebugDisplay extends Feature {
93
99
  * If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
94
100
  * bomb. Use this function to specify a callback function that returns the string that should be
95
101
  * drawn.
102
+ *
103
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
96
104
  */
97
105
  @Exported
98
106
  public setBombDisplay(textCallback: (bomb: EntityBomb) => string): void {
@@ -103,6 +111,8 @@ export class DebugDisplay extends Feature {
103
111
  * If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
104
112
  * pickup. Use this function to specify a callback function that returns the string that should be
105
113
  * drawn.
114
+ *
115
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
106
116
  */
107
117
  @Exported
108
118
  public setPickupDisplay(
@@ -115,6 +125,8 @@ export class DebugDisplay extends Feature {
115
125
  * If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
116
126
  * slot. Use this function to specify a callback function that returns the string that should be
117
127
  * drawn.
128
+ *
129
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
118
130
  */
119
131
  @Exported
120
132
  public setSlotDisplay(textCallback: (slot: Entity) => string): void {
@@ -125,6 +137,8 @@ export class DebugDisplay extends Feature {
125
137
  * If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
126
138
  * laser. Use this function to specify a callback function that returns the string that should be
127
139
  * drawn.
140
+ *
141
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
128
142
  */
129
143
  @Exported
130
144
  public setLaserDisplay(textCallback: (laser: EntityLaser) => string): void {
@@ -135,6 +149,8 @@ export class DebugDisplay extends Feature {
135
149
  * If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
136
150
  * knife. Use this function to specify a callback function that returns the string that should be
137
151
  * drawn.
152
+ *
153
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
138
154
  */
139
155
  @Exported
140
156
  public setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void {
@@ -145,6 +161,8 @@ export class DebugDisplay extends Feature {
145
161
  * If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
146
162
  * each projectile. Use this function to specify a callback function that returns the string that
147
163
  * should be drawn.
164
+ *
165
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
148
166
  */
149
167
  @Exported
150
168
  public setProjectileDisplay(
@@ -157,6 +175,8 @@ export class DebugDisplay extends Feature {
157
175
  * If the "extra console commands" feature is specified, the "effectDisplay" console command will
158
176
  * draw text on the screen next to each effect. Use this function to specify a callback function
159
177
  * that returns the string that should be drawn.
178
+ *
179
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
160
180
  */
161
181
  @Exported
162
182
  public setEffectDisplay(
@@ -169,6 +189,8 @@ export class DebugDisplay extends Feature {
169
189
  * If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
170
190
  * NPC. Use this function to specify a callback function that returns the string that should be
171
191
  * drawn.
192
+ *
193
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
172
194
  */
173
195
  @Exported
174
196
  public setNPCDisplay(textCallback: (npc: EntityNPC) => string): void {
@@ -179,6 +201,8 @@ export class DebugDisplay extends Feature {
179
201
  * If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
180
202
  * rock. Use this function to specify a callback function that returns the string that should be
181
203
  * drawn.
204
+ *
205
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
182
206
  */
183
207
  @Exported
184
208
  public setRockDisplay(textCallback: (rock: GridEntityRock) => string): void {
@@ -189,6 +213,8 @@ export class DebugDisplay extends Feature {
189
213
  * If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
190
214
  * pit. Use this function to specify a callback function that returns the string that should be
191
215
  * drawn.
216
+ *
217
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
192
218
  */
193
219
  @Exported
194
220
  public setPitDisplay(textCallback: (pit: GridEntityPit) => string): void {
@@ -199,6 +225,8 @@ export class DebugDisplay extends Feature {
199
225
  * If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
200
226
  * spikes. Use this function to specify a callback function that returns the string that should be
201
227
  * drawn.
228
+ *
229
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
202
230
  */
203
231
  @Exported
204
232
  public setSpikesDisplay(
@@ -211,6 +239,8 @@ export class DebugDisplay extends Feature {
211
239
  * If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
212
240
  * TNT. Use this function to specify a callback function that returns the string that should be
213
241
  * drawn.
242
+ *
243
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
214
244
  */
215
245
  @Exported
216
246
  public setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void {
@@ -221,6 +251,8 @@ export class DebugDisplay extends Feature {
221
251
  * If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
222
252
  * poop. Use this function to specify a callback function that returns the string that should be
223
253
  * drawn.
254
+ *
255
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
224
256
  */
225
257
  @Exported
226
258
  public setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void {
@@ -231,6 +263,8 @@ export class DebugDisplay extends Feature {
231
263
  * If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
232
264
  * door. Use this function to specify a callback function that returns the string that should be
233
265
  * drawn.
266
+ *
267
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
234
268
  */
235
269
  @Exported
236
270
  public setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void {
@@ -241,6 +275,8 @@ export class DebugDisplay extends Feature {
241
275
  * If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
242
276
  * to each pressure plate. Use this function to specify a callback function that returns the
243
277
  * string that should be drawn.
278
+ *
279
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
244
280
  */
245
281
  @Exported
246
282
  public setPressurePlateDisplay(
@@ -265,13 +301,19 @@ export class DebugDisplay extends Feature {
265
301
 
266
302
  /**
267
303
  * Toggles the debug display for players, which will draw text on the screen next to each player.
304
+ *
305
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
268
306
  */
269
307
  @Exported
270
308
  public togglePlayerDisplay(): void {
271
309
  this.toggleFeature(this.player, "player");
272
310
  }
273
311
 
274
- /** Toggles the debug display for tears, which will draw text on the screen next to each tear. */
312
+ /**
313
+ * Toggles the debug display for tears, which will draw text on the screen next to each tear.
314
+ *
315
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
316
+ */
275
317
  @Exported
276
318
  public toggleTearDisplay(): void {
277
319
  this.toggleFeature(this.tear, "tear");
@@ -280,13 +322,19 @@ export class DebugDisplay extends Feature {
280
322
  /**
281
323
  * Toggles the debug display for familiars, which will draw text on the screen next to each
282
324
  * familiar.
325
+ *
326
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
283
327
  */
284
328
  @Exported
285
329
  public toggleFamiliarDisplay(): void {
286
330
  this.toggleFeature(this.familiar, "familiar");
287
331
  }
288
332
 
289
- /** Toggles the debug display for bombs, which will draw text on the screen next to each bomb. */
333
+ /**
334
+ * Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
335
+ *
336
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
337
+ */
290
338
  @Exported
291
339
  public toggleBombDisplay(): void {
292
340
  this.toggleFeature(this.bomb, "bomb");
@@ -294,13 +342,19 @@ export class DebugDisplay extends Feature {
294
342
 
295
343
  /**
296
344
  * Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
345
+ *
346
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
297
347
  */
298
348
  @Exported
299
349
  public togglePickupDisplay(): void {
300
350
  this.toggleFeature(this.pickup, "pickup");
301
351
  }
302
352
 
303
- /** Toggles the debug display for slots, which will draw text on the screen next to each slot. */
353
+ /**
354
+ * Toggles the debug display for slots, which will draw text on the screen next to each slot.
355
+ *
356
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
357
+ */
304
358
  @Exported
305
359
  public toggleSlotDisplay(): void {
306
360
  this.toggleFeature(this.slot, "slot");
@@ -308,6 +362,8 @@ export class DebugDisplay extends Feature {
308
362
 
309
363
  /**
310
364
  * Toggles the debug display for lasers, which will draw text on the screen next to each laser.
365
+ *
366
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
311
367
  */
312
368
  @Exported
313
369
  public toggleLaserDisplay(): void {
@@ -316,6 +372,8 @@ export class DebugDisplay extends Feature {
316
372
 
317
373
  /**
318
374
  * Toggles the debug display for knives, which will draw text on the screen next to each knife.
375
+ *
376
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
319
377
  */
320
378
  @Exported
321
379
  public toggleKnifeDisplay(): void {
@@ -325,6 +383,8 @@ export class DebugDisplay extends Feature {
325
383
  /**
326
384
  * Toggles the debug display for projectiles, which will draw text on the screen next to each
327
385
  * projectile.
386
+ *
387
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
328
388
  */
329
389
  @Exported
330
390
  public toggleProjectileDisplay(): void {
@@ -333,25 +393,39 @@ export class DebugDisplay extends Feature {
333
393
 
334
394
  /**
335
395
  * Toggles the debug display for effects, which will draw text on the screen next to each effect.
396
+ *
397
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
336
398
  */
337
399
  @Exported
338
400
  public toggleEffectDisplay(): void {
339
401
  this.toggleFeature(this.effect, "effect");
340
402
  }
341
403
 
342
- /** Toggles the debug display for NPCs, which will draw text on the screen next to each NPC. */
404
+ /**
405
+ * Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
406
+ *
407
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
408
+ */
343
409
  @Exported
344
410
  public toggleNPCDisplay(): void {
345
411
  this.toggleFeature(this.npc, "NPC");
346
412
  }
347
413
 
348
- /** Toggles the debug display for rocks, which will draw text on the screen next to each rock. */
414
+ /**
415
+ * Toggles the debug display for rocks, which will draw text on the screen next to each rock.
416
+ *
417
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
418
+ */
349
419
  @Exported
350
420
  public toggleRockDisplay(): void {
351
421
  this.toggleFeature(this.rock, "rock");
352
422
  }
353
423
 
354
- /** Toggles the debug display for pits, which will draw text on the screen next to each pit. */
424
+ /**
425
+ * Toggles the debug display for pits, which will draw text on the screen next to each pit.
426
+ *
427
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
428
+ */
355
429
  @Exported
356
430
  public togglePitDisplay(): void {
357
431
  this.toggleFeature(this.pit, "pit");
@@ -359,25 +433,39 @@ export class DebugDisplay extends Feature {
359
433
 
360
434
  /**
361
435
  * Toggles the debug display for spikes, which will draw text on the screen next to each spike.
436
+ *
437
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
362
438
  */
363
439
  @Exported
364
440
  public toggleSpikesDisplay(): void {
365
441
  this.toggleFeature(this.spikes, "spikes");
366
442
  }
367
443
 
368
- /** Toggles the debug display for TNT, which will draw text on the screen next to each TNT. */
444
+ /**
445
+ * Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
446
+ *
447
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
448
+ */
369
449
  @Exported
370
450
  public toggleTNTDisplay(): void {
371
451
  this.toggleFeature(this.tnt, "tnt");
372
452
  }
373
453
 
374
- /** Toggles the debug display for poops, which will draw text on the screen next to each poop. */
454
+ /**
455
+ * Toggles the debug display for poops, which will draw text on the screen next to each poop.
456
+ *
457
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
458
+ */
375
459
  @Exported
376
460
  public togglePoopDisplay(): void {
377
461
  this.toggleFeature(this.poop, "poop");
378
462
  }
379
463
 
380
- /** Toggles the debug display for doors, which will draw text on the screen next to each door. */
464
+ /**
465
+ * Toggles the debug display for doors, which will draw text on the screen next to each door.
466
+ *
467
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
468
+ */
381
469
  @Exported
382
470
  public toggleDoorDisplay(): void {
383
471
  this.toggleFeature(this.door, "door");
@@ -386,6 +474,8 @@ export class DebugDisplay extends Feature {
386
474
  /**
387
475
  * Toggles the debug display for pressure plates, which will draw text on the screen next to each
388
476
  * pressure plate.
477
+ *
478
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
389
479
  */
390
480
  @Exported
391
481
  public togglePressurePlateDisplay(): void {
@@ -216,6 +216,8 @@ export class DeployJSONRoom extends Feature {
216
216
  * }
217
217
  * ```
218
218
  *
219
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DEPLOY_JSON_ROOM`.
220
+ *
219
221
  * @param jsonRoom The JSON room to deploy.
220
222
  * @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
221
223
  * the `RNG.Next` method will be called. Default is `getRandomSeed()`.
@@ -37,6 +37,8 @@ export class DisableAllSound extends Feature {
37
37
  *
38
38
  * Use this function to set things back to normal after having used `disableAllSounds`.
39
39
  *
40
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
41
+ *
40
42
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
41
43
  * that multiple mod features can work in tandem.
42
44
  */
@@ -61,6 +63,8 @@ export class DisableAllSound extends Feature {
61
63
  *
62
64
  * Use the `enableAllSounds` helper function to set things back to normal.
63
65
  *
66
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_ALL_SOUND`.
67
+ *
64
68
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
65
69
  * that multiple mod features can work in tandem.
66
70
  */