isaacscript-common 15.0.2 → 15.0.4
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 +256 -8
- package/dist/isaacscript-common.lua +9 -6
- package/dist/src/classes/callbacks/PostPlayerInitFirst.d.ts.map +1 -1
- package/dist/src/classes/callbacks/PostPlayerInitFirst.lua +0 -1
- package/dist/src/classes/features/other/DisableInputs.d.ts +14 -0
- package/dist/src/classes/features/other/DisableInputs.d.ts.map +1 -1
- package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts +6 -0
- package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts.map +1 -1
- package/dist/src/classes/features/other/FadeInRemover.d.ts +4 -0
- package/dist/src/classes/features/other/FadeInRemover.d.ts.map +1 -1
- package/dist/src/classes/features/other/FastReset.d.ts +4 -0
- package/dist/src/classes/features/other/FastReset.d.ts.map +1 -1
- package/dist/src/classes/features/other/FlyingDetection.d.ts +2 -0
- package/dist/src/classes/features/other/FlyingDetection.d.ts.map +1 -1
- package/dist/src/classes/features/other/ForgottenSwitch.d.ts +2 -0
- package/dist/src/classes/features/other/ForgottenSwitch.d.ts.map +1 -1
- package/dist/src/classes/features/other/ItemPoolDetection.d.ts +6 -0
- package/dist/src/classes/features/other/ItemPoolDetection.d.ts.map +1 -1
- package/dist/src/classes/features/other/ModdedElementDetection.d.ts +69 -0
- package/dist/src/classes/features/other/ModdedElementDetection.d.ts.map +1 -1
- package/dist/src/classes/features/other/ModdedElementSets.d.ts +66 -4
- package/dist/src/classes/features/other/ModdedElementSets.d.ts.map +1 -1
- package/dist/src/classes/features/other/NoSirenSteal.d.ts +2 -0
- package/dist/src/classes/features/other/NoSirenSteal.d.ts.map +1 -1
- package/dist/src/classes/features/other/Pause.d.ts +7 -1
- package/dist/src/classes/features/other/Pause.d.ts.map +1 -1
- package/dist/src/classes/features/other/PersistentEntities.d.ts +4 -0
- package/dist/src/classes/features/other/PersistentEntities.d.ts.map +1 -1
- package/dist/src/classes/features/other/PickupIndexCreation.d.ts +3 -0
- package/dist/src/classes/features/other/PickupIndexCreation.d.ts.map +1 -1
- package/dist/src/classes/features/other/PlayerInventory.d.ts +4 -0
- package/dist/src/classes/features/other/PlayerInventory.d.ts.map +1 -1
- package/dist/src/classes/features/other/PonyDetection.d.ts +4 -0
- package/dist/src/classes/features/other/PonyDetection.d.ts.map +1 -1
- package/dist/src/classes/features/other/PreventChildEntities.d.ts +3 -0
- package/dist/src/classes/features/other/PreventChildEntities.d.ts.map +1 -1
- package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts +3 -0
- package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts.map +1 -1
- package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts +3 -0
- package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts.map +1 -1
- package/dist/src/classes/features/other/RoomClearFrame.d.ts +4 -0
- package/dist/src/classes/features/other/RoomClearFrame.d.ts.map +1 -1
- package/dist/src/classes/features/other/RoomHistory.d.ts +8 -0
- package/dist/src/classes/features/other/RoomHistory.d.ts.map +1 -1
- package/dist/src/classes/features/other/RunInNFrames.d.ts +14 -0
- package/dist/src/classes/features/other/RunInNFrames.d.ts.map +1 -1
- package/dist/src/classes/features/other/RunNextRoom.d.ts +2 -0
- package/dist/src/classes/features/other/RunNextRoom.d.ts.map +1 -1
- package/dist/src/classes/features/other/SaveDataManager.d.ts +14 -0
- package/dist/src/classes/features/other/SaveDataManager.d.ts.map +1 -1
- package/dist/src/enums/ISCFeature.d.ts +1 -1
- package/dist/src/enums/ISCFeature.d.ts.map +1 -1
- package/dist/src/enums/ISCFeature.lua +2 -2
- package/dist/src/features.d.ts +1 -1
- package/dist/src/features.d.ts.map +1 -1
- package/dist/src/features.lua +1 -1
- package/dist/src/functions/entitiesSpecific.d.ts +6 -1
- package/dist/src/functions/entitiesSpecific.d.ts.map +1 -1
- package/dist/src/functions/entitiesSpecific.lua +3 -0
- package/dist/src/functions/familiars.d.ts.map +1 -1
- package/dist/src/functions/familiars.lua +8 -1
- package/package.json +1 -1
- package/src/classes/callbacks/PostPlayerInitFirst.ts +0 -2
- package/src/classes/features/other/DisableInputs.ts +14 -0
- package/src/classes/features/other/ExtraConsoleCommands.ts +6 -0
- package/src/classes/features/other/FadeInRemover.ts +4 -0
- package/src/classes/features/other/FastReset.ts +4 -0
- package/src/classes/features/other/FlyingDetection.ts +2 -0
- package/src/classes/features/other/ForgottenSwitch.ts +2 -0
- package/src/classes/features/other/ItemPoolDetection.ts +6 -0
- package/src/classes/features/other/ModdedElementDetection.ts +69 -0
- package/src/classes/features/other/ModdedElementSets.ts +66 -4
- package/src/classes/features/other/NoSirenSteal.ts +2 -0
- package/src/classes/features/other/Pause.ts +7 -1
- package/src/classes/features/other/PersistentEntities.ts +4 -0
- package/src/classes/features/other/PickupIndexCreation.ts +3 -0
- package/src/classes/features/other/PlayerInventory.ts +4 -0
- package/src/classes/features/other/PonyDetection.ts +4 -0
- package/src/classes/features/other/PreventChildEntities.ts +3 -0
- package/src/classes/features/other/PreventCollectibleRotation.ts +3 -0
- package/src/classes/features/other/PreventGridEntityRespawn.ts +3 -0
- package/src/classes/features/other/RoomClearFrame.ts +4 -0
- package/src/classes/features/other/RoomHistory.ts +8 -0
- package/src/classes/features/other/RunInNFrames.ts +14 -0
- package/src/classes/features/other/RunNextRoom.ts +2 -0
- package/src/classes/features/other/SaveDataManager.ts +14 -0
- package/src/enums/ISCFeature.ts +1 -1
- package/src/features.ts +2 -2
- package/src/functions/entitiesSpecific.ts +6 -1
- package/src/functions/familiars.ts +11 -1
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@@ -42,6 +42,8 @@ export declare class ModdedElementSets extends Feature {
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* This function can only be called if at least one callback has been executed. This is because
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getCollectibleArray(): readonly CollectibleType[];
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/**
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@@ -54,6 +56,8 @@ export declare class ModdedElementSets extends Feature {
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* This function can only be called if at least one callback has been executed. This is because
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getCollectibleSet(): ReadonlySet<CollectibleType>;
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/**
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* ```ts
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* const guppyCollectibleTypes = getCollectiblesForTransformation(PlayerForm.GUPPY);
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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.MODDED_ELEMENT_SETS`.
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*/
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getCollectiblesForTransformation(playerForm: PlayerForm): ReadonlySet<CollectibleType>;
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/**
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* This function can only be called if at least one callback has been executed. This is because
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getCollectiblesWithCacheFlag(cacheFlag: CacheFlag): ReadonlySet<CollectibleType>;
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/**
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* ```ts
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* const offensiveCollectibleTypes = getCollectibleTypesWithTag(ItemConfigTag.OFFENSIVE);
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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.MODDED_ELEMENT_SETS`.
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*/
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getCollectiblesWithTag(itemConfigTag: ItemConfigTag): ReadonlySet<CollectibleType>;
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/**
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* Returns a set containing every valid passive item that can be randomly granted to Eden as a
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* starting item.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getEdenActiveCollectibles(): ReadonlySet<CollectibleType>;
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/**
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* Returns a set containing every valid passive item that can be randomly granted to Eden as a
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* starting item.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getEdenPassiveCollectibles(): ReadonlySet<CollectibleType>;
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/**
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* Collectibles that only grant flight conditionally are manually pruned. Collectibles such as
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* Empty Vessel should be checked for via the `hasFlyingTemporaryEffect` function.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*
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* @param pruneConditionalItems Whether or not collectibles that only grant flight conditionally
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* should be included in the set (like Empty Vessel).
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*/
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/**
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* Returns a set of all of the trinkets that grant flight. (All trinkets that grant flight do so
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* conditionally, like Bat Wing and Azazel's Stump.)
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getFlyingTrinkets(): ReadonlySet<TrinketType>;
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/**
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* This function can only be called if at least one callback has been executed. This is because
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getModdedCollectibleArray(): readonly CollectibleType[];
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/**
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* This function can only be called if at least one callback has been executed. This is because
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getModdedCollectibleSet(): ReadonlySet<CollectibleType>;
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/**
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*
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* This function can only be called if at least one callback has been executed. This is because
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* not all trinkets will necessarily be present when a mod first loads (due to mod load order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getModdedTrinketArray(): readonly TrinketType[];
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/**
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*
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* This function can only be called if at least one callback has been executed. This is because
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* not all trinkets will necessarily be present when a mod first loads (due to mod load order).
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getModdedTrinketSet(): ReadonlySet<TrinketType>;
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/**
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* the player has.
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*
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* Note that this will filter out non-real collectibles like Lilith's Incubus.
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*
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*/
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getPlayerCollectibleMap(player: EntityPlayer): Map<CollectibleType, int>;
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/**
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* order).
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*
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*/
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getPlayerCollectiblesWithCacheFlag(player: EntityPlayer, cacheFlag: CacheFlag): CollectibleType[];
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/**
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/**
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* Returns the number of items that a player has towards a particular transformation.
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*
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*/
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getPlayerCollectiblesWithTag(player: EntityPlayer, itemConfigTag: ItemConfigTag): CollectibleType[];
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/**
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/**
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* Returns the number of items that a player has towards a particular transformation.
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*
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*/
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getPlayerCollectiblesForTransformation(player: EntityPlayer, playerForm: PlayerForm): CollectibleType[];
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/**
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* Returns a map containing every trinket type that the player has that matches the provided
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*/
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getPlayerTrinketsWithCacheFlag(player: EntityPlayer, cacheFlag: CacheFlag): Map<TrinketType, int>;
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/**
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/**
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* Returns a random active collectible type that that is a valid starting item for Eden.
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*
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*/
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getRandomEdenActiveCollectible(seedOrRNG?: Seed | RNG, exceptions?: CollectibleType[] | readonly CollectibleType[]): CollectibleType;
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/**
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/**
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*
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getRandomEdenPassiveCollectible(seedOrRNG?: Seed | RNG, exceptions?: CollectibleType[] | readonly CollectibleType[]): CollectibleType;
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/**
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* Returns an array containing every modded trinket type in the game.
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getTrinketArray(): readonly TrinketType[];
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*/
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getTrinketSet(): ReadonlySet<TrinketType>;
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*/
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getTrinketsWithCacheFlag(cacheFlag: CacheFlag): ReadonlySet<TrinketType>;
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/**
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*
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* Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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*/
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getVanillaCollectibleArray(): readonly CollectibleType[];
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/**
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@@ -241,6 +297,8 @@ export declare class ModdedElementSets extends Feature {
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*
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* Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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* then use the `getVanillaCollectibleArray` helper function instead.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getVanillaCollectibleSet(): ReadonlySet<CollectibleType>;
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/**
|
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@@ -248,6 +306,8 @@ export declare class ModdedElementSets extends Feature {
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*
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* Use this if you need to iterate over the trinkets in order. If you need to do O(1) lookups,
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* then use the `getVanillaTrinketSet` helper function instead.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getVanillaTrinketArray(): readonly TrinketType[];
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/**
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@@ -255,6 +315,8 @@ export declare class ModdedElementSets extends Feature {
|
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*
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* Use this if you need to do O(1) lookups. If you need to iterate over the trinkets in order,
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* then use the `getVanillaTrinketArray` helper function instead.
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getVanillaTrinketSet(): ReadonlySet<TrinketType>;
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}
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@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"ModdedElementSets.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ModdedElementSets.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,SAAS,EACT,eAAe,EACf,aAAa,EACb,UAAU,EACV,WAAW,EACZ,MAAM,8BAA8B,CAAC;AA0BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,iBAAkB,SAAQ,OAAO;IAC5C,OAAO,CAAC,wBAAwB,CAAyB;IACzD,OAAO,CAAC,sBAAsB,CAA8B;IAE5D,OAAO,CAAC,4BAA4B,CAAyB;IAC7D,OAAO,CAAC,0BAA0B,CAA8B;IAEhE,OAAO,CAAC,2BAA2B,CAAyB;IAC5D,OAAO,CAAC,yBAAyB,CAA8B;IAE/D,OAAO,CAAC,oBAAoB,CAAqB;IACjD,OAAO,CAAC,kBAAkB,CAA0B;IAEpD,OAAO,CAAC,wBAAwB,CAAqB;IACrD,OAAO,CAAC,sBAAsB,CAA0B;IAExD,OAAO,CAAC,uBAAuB,CAAqB;IACpD,OAAO,CAAC,qBAAqB,CAA0B;IAEvD,OAAO,CAAC,wBAAwB,CAG5B;IAEJ,OAAO,CAAC,8BAA8B,CAGlC;IAEJ,OAAO,CAAC,0BAA0B,CAA0C;IAE5E,OAAO,CAAC,yBAAyB,CAA8B;IAC/D,OAAO,CAAC,kCAAkC,CAA8B;IACxE,OAAO,CAAC,qBAAqB,CAA0B;IAEvD,OAAO,CAAC,6BAA6B,CAA8B;IACnE,OAAO,CAAC,8BAA8B,CAA8B;IAEpE,OAAO,CAAC,sBAAsB,CAAyB;IAWvD,OAAO,CAAC,+BAA+B;IAgBvC,OAAO,CAAC,8BAA8B;IA2BtC,OAAO,CAAC,2BAA2B;IAgBnC,OAAO,CAAC,0BAA0B;IA2BlC,OAAO,CAAC,gCAAgC;IA8BxC,OAAO,CAAC,sCAAsC;IAkB9C,OAAO,CAAC,kCAAkC;IAkB1C,OAAO,CAAC,iCAAiC;IAgCzC,OAAO,CAAC,6BAA6B;IAoBrC,OAAO,CAAC,+BAA+B;IAuBvC
|
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1
|
+
{"version":3,"file":"ModdedElementSets.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/ModdedElementSets.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,SAAS,EACT,eAAe,EACf,aAAa,EACb,UAAU,EACV,WAAW,EACZ,MAAM,8BAA8B,CAAC;AA0BtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AA4BhD,qBAAa,iBAAkB,SAAQ,OAAO;IAC5C,OAAO,CAAC,wBAAwB,CAAyB;IACzD,OAAO,CAAC,sBAAsB,CAA8B;IAE5D,OAAO,CAAC,4BAA4B,CAAyB;IAC7D,OAAO,CAAC,0BAA0B,CAA8B;IAEhE,OAAO,CAAC,2BAA2B,CAAyB;IAC5D,OAAO,CAAC,yBAAyB,CAA8B;IAE/D,OAAO,CAAC,oBAAoB,CAAqB;IACjD,OAAO,CAAC,kBAAkB,CAA0B;IAEpD,OAAO,CAAC,wBAAwB,CAAqB;IACrD,OAAO,CAAC,sBAAsB,CAA0B;IAExD,OAAO,CAAC,uBAAuB,CAAqB;IACpD,OAAO,CAAC,qBAAqB,CAA0B;IAEvD,OAAO,CAAC,wBAAwB,CAG5B;IAEJ,OAAO,CAAC,8BAA8B,CAGlC;IAEJ,OAAO,CAAC,0BAA0B,CAA0C;IAE5E,OAAO,CAAC,yBAAyB,CAA8B;IAC/D,OAAO,CAAC,kCAAkC,CAA8B;IACxE,OAAO,CAAC,qBAAqB,CAA0B;IAEvD,OAAO,CAAC,6BAA6B,CAA8B;IACnE,OAAO,CAAC,8BAA8B,CAA8B;IAEpE,OAAO,CAAC,sBAAsB,CAAyB;IAWvD,OAAO,CAAC,+BAA+B;IAgBvC,OAAO,CAAC,8BAA8B;IA2BtC,OAAO,CAAC,2BAA2B;IAgBnC,OAAO,CAAC,0BAA0B;IA2BlC,OAAO,CAAC,gCAAgC;IA8BxC,OAAO,CAAC,sCAAsC;IAkB9C,OAAO,CAAC,kCAAkC;IAkB1C,OAAO,CAAC,iCAAiC;IAgCzC,OAAO,CAAC,6BAA6B;IAoBrC,OAAO,CAAC,+BAA+B;IAuBvC;;;;;;;;;;;;OAYG;IAEI,mBAAmB,IAAI,SAAS,eAAe,EAAE;IAKxD;;;;;;;;;;;;OAYG;IAEI,iBAAiB,IAAI,WAAW,CAAC,eAAe,CAAC;IAKxD;;;;;;;;;;;OAWG;IAEI,gCAAgC,CACrC,UAAU,EAAE,UAAU,GACrB,WAAW,CAAC,eAAe,CAAC;IAW/B;;;;;;;;;OASG;IAEI,4BAA4B,CACjC,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,eAAe,CAAC;IAW/B;;;;;;;;;;;OAWG;IAEI,sBAAsB,CAC3B,aAAa,EAAE,aAAa,GAC3B,WAAW,CAAC,eAAe,CAAC;IAa/B;;;;;OAKG;IAEI,yBAAyB,IAAI,WAAW,CAAC,eAAe,CAAC;IAKhE;;;;;OAKG;IAEI,0BAA0B,IAAI,WAAW,CAAC,eAAe,CAAC;IAKjE;;;;;;;;;;;OAWG;IAEI,qBAAqB,CAC1B,qBAAqB,EAAE,OAAO,GAC7B,WAAW,CAAC,eAAe,CAAC;IAQ/B;;;;;OAKG;IAEI,iBAAiB,IAAI,WAAW,CAAC,WAAW,CAAC;IAMpD;;;;;;;;;;;OAWG;IAEI,yBAAyB,IAAI,SAAS,eAAe,EAAE;IAK9D;;;;;;;;;;;OAWG;IAEI,uBAAuB,IAAI,WAAW,CAAC,eAAe,CAAC;IAK9D;;;;;;;;;;OAUG;IAEI,qBAAqB,IAAI,SAAS,WAAW,EAAE;IAKtD;;;;;;;;;;OAUG;IAEI,mBAAmB,IAAI,WAAW,CAAC,WAAW,CAAC;IAKtD;;;;;;;OAOG;IAEI,uBAAuB,CAC5B,MAAM,EAAE,YAAY,GACnB,GAAG,CAAC,eAAe,EAAE,GAAG,CAAC;IAe5B;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IAEI,kCAAkC,CACvC,MAAM,EAAE,YAAY,EACpB,SAAS,EAAE,SAAS,GACnB,eAAe,EAAE;IAkBpB;;;;OAIG;IAEI,4BAA4B,CACjC,MAAM,EAAE,YAAY,EACpB,aAAa,EAAE,aAAa,GAC3B,eAAe,EAAE;IAepB;;;;OAIG;IAEI,sCAAsC,CAC3C,MAAM,EAAE,YAAY,EACpB,UAAU,EAAE,UAAU,GACrB,eAAe,EAAE;IAkBpB;;;;;;;;OAQG;IAEI,8BAA8B,CACnC,MAAM,EAAE,YAAY,EACpB,SAAS,EAAE,SAAS,GACnB,GAAG,CAAC,WAAW,EAAE,GAAG,CAAC;IAcxB;;;;OAIG;IAEI,8BAA8B,CACnC,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,UAAU,GAAE,eAAe,EAAE,GAAG,SAAS,eAAe,EAAO,GAC9D,eAAe;IASlB;;;;OAIG;IAEI,+BAA+B,CACpC,SAAS,GAAE,IAAI,GAAG,GAAqB,EACvC,UAAU,GAAE,eAAe,EAAE,GAAG,SAAS,eAAe,EAAO,GAC9D,eAAe;IASlB;;;;;;;;;;OAUG;IAEI,eAAe,IAAI,SAAS,WAAW,EAAE;IAKhD;;;;;;;;;;OAUG;IAEI,aAAa,IAAI,WAAW,CAAC,WAAW,CAAC;IAKhD;;;;;;;;OAQG;IAEI,wBAAwB,CAC7B,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,WAAW,CAAC;IAW3B;;;;;;;OAOG;IAEI,0BAA0B,IAAI,SAAS,eAAe,EAAE;IAK/D;;;;;;;OAOG;IAEI,wBAAwB,IAAI,WAAW,CAAC,eAAe,CAAC;IAK/D;;;;;;;OAOG;IAEI,sBAAsB,IAAI,SAAS,WAAW,EAAE;IAKvD;;;;;;;OAOG;IAEI,oBAAoB,IAAI,WAAW,CAAC,WAAW,CAAC;CAIxD"}
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@@ -8,6 +8,8 @@ export declare class NoSirenSteal extends Feature {
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8
8
|
* Blacklists a familiar from being stolen by The Siren boss. This should be called once at the
|
|
9
9
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* beginning of every run.
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10
10
|
*
|
|
11
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.NO_SIREN_STEAL`.
|
|
12
|
+
*
|
|
11
13
|
* @param familiarVariant The familiar variant to blacklist.
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12
14
|
* @param familiarSubType The sub-type to blacklist. Optional. The default is to blacklist all
|
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13
15
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* sub-types of the given variant.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"NoSirenSteal.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/NoSirenSteal.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,eAAe,EAEhB,MAAM,8BAA8B,CAAC;AAEtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,YAAa,SAAQ,OAAO;IAwBvC,OAAO,CAAC,sBAAsB,CAE5B;IAEF,OAAO,CAAC,2BAA2B;IAgBnC,OAAO,CAAC,oBAAoB;IA2B5B
|
|
1
|
+
{"version":3,"file":"NoSirenSteal.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/NoSirenSteal.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,eAAe,EAEhB,MAAM,8BAA8B,CAAC;AAEtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,YAAa,SAAQ,OAAO;IAwBvC,OAAO,CAAC,sBAAsB,CAE5B;IAEF,OAAO,CAAC,2BAA2B;IAgBnC,OAAO,CAAC,oBAAoB;IA2B5B;;;;;;;;;OASG;IAEI,uBAAuB,CAC5B,eAAe,EAAE,eAAe,EAChC,eAAe,CAAC,EAAE,GAAG,GACpB,IAAI;CAOR"}
|
|
@@ -12,9 +12,15 @@ export declare class Pause extends Feature {
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12
12
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* - uses the Pause collectible on every game frame
|
|
13
13
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* - disables any player inputs (except for `ButtonAction.MENU_CONFIRM` and
|
|
14
14
|
* `ButtonAction.CONSOLE`)
|
|
15
|
+
*
|
|
16
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.PAUSE`.
|
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15
17
|
*/
|
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18
|
pause(): void;
|
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17
|
-
/**
|
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+
/**
|
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20
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+
* Helper function to put things back to normal after the `pause` function was used.
|
|
21
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+
*
|
|
22
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.PAUSE`.
|
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23
|
+
*/
|
|
18
24
|
unpause(): void;
|
|
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25
|
}
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26
|
//# sourceMappingURL=Pause.d.ts.map
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@@ -1 +1 @@
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|
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1
|
-
{"version":3,"file":"Pause.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/Pause.ts"],"names":[],"mappings":"AAmBA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAYhD,qBAAa,KAAM,SAAQ,OAAO;IAUhC,OAAO,CAAC,aAAa,CAAgB;IAkBrC,OAAO,CAAC,UAAU,CAShB;IAEF,OAAO,CAAC,iCAAiC;IA0BzC,OAAO,CAAC,yBAAyB,CAiB/B;IAEF
|
|
1
|
+
{"version":3,"file":"Pause.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/Pause.ts"],"names":[],"mappings":"AAmBA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAYhD,qBAAa,KAAM,SAAQ,OAAO;IAUhC,OAAO,CAAC,aAAa,CAAgB;IAkBrC,OAAO,CAAC,UAAU,CAShB;IAEF,OAAO,CAAC,iCAAiC;IA0BzC,OAAO,CAAC,yBAAyB,CAiB/B;IAEF;;;;;;;;;;OAUG;IAEI,KAAK,IAAI,IAAI;IAwDpB;;;;OAIG;IAEI,OAAO,IAAI,IAAI;CA4BvB"}
|
|
@@ -15,6 +15,8 @@ export declare class PersistentEntities extends Feature {
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|
15
15
|
* Helper function to stop an entity spawned with the `spawnPersistentEntity` helper function from
|
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16
16
|
* respawning.
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17
17
|
*
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|
18
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.PERSISTENT_ENTITIES`.
|
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19
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+
*
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18
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|
* @param persistentEntityIndex The index that was returned by the `spawnPersistentEntity`
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19
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|
* function.
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20
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|
* @param removeEntity Optional. True by default. Set to false if you want to stop an entity from
|
|
@@ -35,6 +37,8 @@ export declare class PersistentEntities extends Feature {
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35
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* persistent, but they are not present in every room, only one specific room. This function
|
|
36
38
|
* spawns entities like pickups, not familiars.
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|
37
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|
*
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40
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.PERSISTENT_ENTITIES`.
|
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41
|
+
*
|
|
38
42
|
* @returns A tuple containing the entity and the persistent entity index. You can use the index
|
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|
* with the `removePersistentEntity` function.
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*/
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PersistentEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PersistentEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,UAAU,EAEX,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAchD,qBAAa,kBAAmB,SAAQ,OAAO;IAuB7C,OAAO,CAAC,WAAW,CAAc;IAoBjC,OAAO,CAAC,gBAAgB,CAEtB;IAEF,OAAO,CAAC,oCAAoC;IAe5C;;;OAGG;IACH,OAAO,CAAC,6BAA6B;IAoBrC,OAAO,CAAC,oBAAoB,CAkB1B;IAEF,OAAO,CAAC,aAAa;IAsBrB
|
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1
|
+
{"version":3,"file":"PersistentEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PersistentEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,UAAU,EAEX,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAchD,qBAAa,kBAAmB,SAAQ,OAAO;IAuB7C,OAAO,CAAC,WAAW,CAAc;IAoBjC,OAAO,CAAC,gBAAgB,CAEtB;IAEF,OAAO,CAAC,oCAAoC;IAe5C;;;OAGG;IACH,OAAO,CAAC,6BAA6B;IAoBrC,OAAO,CAAC,oBAAoB,CAkB1B;IAEF,OAAO,CAAC,aAAa;IAsBrB;;;;;;;;;;;OAWG;IAEI,sBAAsB,CAC3B,qBAAqB,EAAE,GAAG,EAC1B,YAAY,UAAO,GAClB,IAAI;IAoBP;;;;;;;;;;;;;;;;;OAiBG;IAEI,qBAAqB,CAC1B,UAAU,EAAE,UAAU,EACtB,OAAO,EAAE,GAAG,EACZ,OAAO,EAAE,GAAG,EACZ,QAAQ,EAAE,MAAM,GACf,CAAC,MAAM,EAAE,GAAG,CAAC;CAajB"}
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|
@@ -25,6 +25,9 @@ export declare class PickupIndexCreation extends Feature {
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25
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|
* have an index of 2, and so on.
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26
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|
*
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27
27
|
* Tracking pickups requires stateful tracking, so using pickup indexes requires an upgraded mod.
|
|
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|
+
*
|
|
29
|
+
* In order to use this function, you must upgrade your mod with
|
|
30
|
+
* `ISCFeature.PICKUP_INDEX_CREATION`.
|
|
28
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|
*/
|
|
29
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|
getPickupIndex(pickup: EntityPickup): PickupIndex;
|
|
30
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|
}
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|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"PickupIndexCreation.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PickupIndexCreation.ts"],"names":[],"mappings":";AAcA,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAEzD,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,mBAAoB,SAAQ,OAAO;IAsB9C,OAAO,CAAC,WAAW,CAAc;IAwBjC,OAAO,CAAC,cAAc,CAoBpB;IAIF,OAAO,CAAC,sBAAsB,CAE5B;IAEF,OAAO,CAAC,oCAAoC;IAc5C;;;OAGG;IACH,OAAO,CAAC,6BAA6B;IAkDrC,OAAO,CAAC,oBAAoB,CA6B1B;IAEF,OAAO,CAAC,wBAAwB;IAyBhC
|
|
1
|
+
{"version":3,"file":"PickupIndexCreation.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PickupIndexCreation.ts"],"names":[],"mappings":";AAcA,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAEzD,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,mBAAoB,SAAQ,OAAO;IAsB9C,OAAO,CAAC,WAAW,CAAc;IAwBjC,OAAO,CAAC,cAAc,CAoBpB;IAIF,OAAO,CAAC,sBAAsB,CAE5B;IAEF,OAAO,CAAC,oCAAoC;IAc5C;;;OAGG;IACH,OAAO,CAAC,6BAA6B;IAkDrC,OAAO,CAAC,oBAAoB,CA6B1B;IAEF,OAAO,CAAC,wBAAwB;IAyBhC;;;;;;;;;;;;;;;OAeG;IAEI,cAAc,CAAC,MAAM,EAAE,YAAY,GAAG,WAAW;CAYzD"}
|
|
@@ -19,6 +19,8 @@ export declare class PlayerInventory extends Feature {
|
|
|
19
19
|
* might do this for some reason. (With that said, the next time that a collectible is normally
|
|
20
20
|
* added or removed, it would trigger a re-scan, and the previous changes would be picked up.)
|
|
21
21
|
*
|
|
22
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.PLAYER_INVENTORY`.
|
|
23
|
+
*
|
|
22
24
|
* @param player The player to get the inventory for.
|
|
23
25
|
* @param includeActiveCollectibles Optional. If true, will include all active collectibles.
|
|
24
26
|
* Default is true.
|
|
@@ -29,6 +31,8 @@ export declare class PlayerInventory extends Feature {
|
|
|
29
31
|
* this will be the passive that is removed when the player would use Clicker.
|
|
30
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|
*
|
|
31
33
|
* Returns undefined if the player does not have any passive collectibles.
|
|
34
|
+
*
|
|
35
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.PLAYER_INVENTORY`.
|
|
32
36
|
*/
|
|
33
37
|
getPlayerLastPassiveCollectible(player: EntityPlayer): CollectibleType | undefined;
|
|
34
38
|
}
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PlayerInventory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PlayerInventory.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAY/D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IA6B1C,OAAO,CAAC,oBAAoB,CAU1B;IAGF,OAAO,CAAC,sBAAsB,CAU5B;IAEF
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1
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+
{"version":3,"file":"PlayerInventory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PlayerInventory.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAY/D,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,eAAgB,SAAQ,OAAO;IA6B1C,OAAO,CAAC,oBAAoB,CAU1B;IAGF,OAAO,CAAC,sBAAsB,CAU5B;IAEF;;;;;;;;;;;;;;;;;;;;;OAqBG;IAEI,kBAAkB,CACvB,MAAM,EAAE,YAAY,EACpB,yBAAyB,UAAO,GAC/B,eAAe,EAAE;IAgBpB;;;;;;;OAOG;IAEI,+BAA+B,CACpC,MAAM,EAAE,YAAY,GACnB,eAAe,GAAG,SAAS;CAI/B"}
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@@ -5,11 +5,15 @@ export declare class PonyDetection extends Feature {
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/**
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* Helper function to see if the player is under the effects of A Pony or White Pony charge.
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* Detecting this is difficult, as the temporary effect will disappear upon entering a new room.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.PONY_DETECTION`.
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*/
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isPlayerUsingPony(player: EntityPlayer): boolean;
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/**
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* Helper function to see if any player is under the effects of A Pony or White Pony charge.
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* Detecting this is difficult, as the temporary effect will disappear upon entering a new room.
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.PONY_DETECTION`.
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*/
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anyPlayerUsingPony(): boolean;
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}
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-
{"version":3,"file":"PonyDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PonyDetection.ts"],"names":[],"mappings":";AAWA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,aAAc,SAAQ,OAAO;IAqBxC,OAAO,CAAC,0BAA0B,CAmBhC;IAEF
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1
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+
{"version":3,"file":"PonyDetection.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PonyDetection.ts"],"names":[],"mappings":";AAWA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,aAAc,SAAQ,OAAO;IAqBxC,OAAO,CAAC,0BAA0B,CAmBhC;IAEF;;;;;OAKG;IAEI,iBAAiB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO;IAIvD;;;;;OAKG;IAEI,kBAAkB,IAAI,OAAO;CAIrC"}
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@@ -9,6 +9,9 @@ export declare class PreventChildEntities extends Feature {
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* Under the hood, this function will remove any new NPCs spawned that have a
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* `Entity.SpawnerEntity` or `Entity.Parent` value that matches the provided entity. (They are
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* removed during the `POST_NPC_INIT` callback specifically.)
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+
*
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* In order to use this function, you must upgrade your mod with
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* `ISCFeature.PREVENT_CHILD_ENTITIES`.
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*/
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preventChildEntities(entity: Entity): void;
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PreventChildEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventChildEntities.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,oBAAqB,SAAQ,OAAO;IAkB/C,OAAO,CAAC,WAAW,CAYjB;IAEF
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1
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+
{"version":3,"file":"PreventChildEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventChildEntities.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,oBAAqB,SAAQ,OAAO;IAkB/C,OAAO,CAAC,WAAW,CAYjB;IAEF;;;;;;;;;;OAUG;IAEI,oBAAoB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAIlD"}
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@@ -12,6 +12,9 @@ export declare class PreventCollectibleRotation extends Feature {
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*
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* It is required to pass the intended collectible type to this function since it is possible for
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* collectibles to rotate on the first frame that they are spawned.
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+
*
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+
* In order to use this function, you must upgrade your mod with
|
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+
* `ISCFeature.PREVENT_COLLECTIBLE_ROTATION`.
|
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*/
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preventCollectibleRotation(collectible: EntityPickup, collectibleType: CollectibleType): void;
|
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PreventCollectibleRotation.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventCollectibleRotation.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,eAAe,EAGhB,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,0BAA2B,SAAQ,OAAO;IAoCrD,OAAO,CAAC,kBAAkB,CAIxB;IAIF,OAAO,CAAC,2BAA2B,CAIjC;IAEF,OAAO,CAAC,uBAAuB;IAiB/B
|
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1
|
+
{"version":3,"file":"PreventCollectibleRotation.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventCollectibleRotation.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,eAAe,EAGhB,MAAM,8BAA8B,CAAC;AAMtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,0BAA2B,SAAQ,OAAO;IAoCrD,OAAO,CAAC,kBAAkB,CAIxB;IAIF,OAAO,CAAC,2BAA2B,CAIjC;IAEF,OAAO,CAAC,uBAAuB;IAiB/B;;;;;;;;;;;OAWG;IAEI,0BAA0B,CAC/B,WAAW,EAAE,YAAY,EACzB,eAAe,EAAE,eAAe,GAC/B,IAAI;CAeR"}
|
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@@ -27,6 +27,9 @@ export declare class PreventGridEntityRespawn extends Feature {
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* room. However, the room data must exactly match the room type, the room shape, and the doors,
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* so this is not possible to do in a robust way without adding empty rooms to the mod's `content`
|
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* folder to draw the data from.
|
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+
*
|
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31
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+
* In order to use this function, you must upgrade your mod with
|
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+
* `ISCFeature.PREVENT_GRID_ENTITY_RESPAWN`.
|
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*/
|
|
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preventGridEntityRespawn(): void;
|
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}
|
|
@@ -1 +1 @@
|
|
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1
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-
{"version":3,"file":"PreventGridEntityRespawn.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventGridEntityRespawn.ts"],"names":[],"mappings":"AAsBA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAGhD,qBAAa,wBAAyB,SAAQ,OAAO;IAcnD,OAAO,CAAC,YAAY,CAAe;IAwBnC,OAAO,CAAC,0BAA0B,CAqDhC;IAGF,OAAO,CAAC,oBAAoB,CAE1B;IAEF;;;OAGG;IACH,OAAO,CAAC,uBAAuB;IAsB/B
|
|
1
|
+
{"version":3,"file":"PreventGridEntityRespawn.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PreventGridEntityRespawn.ts"],"names":[],"mappings":"AAsBA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAGhD,qBAAa,wBAAyB,SAAQ,OAAO;IAcnD,OAAO,CAAC,YAAY,CAAe;IAwBnC,OAAO,CAAC,0BAA0B,CAqDhC;IAGF,OAAO,CAAC,oBAAoB,CAE1B;IAEF;;;OAGG;IACH,OAAO,CAAC,uBAAuB;IAsB/B;;;;;;;;;;;;;;;;;;;;;;OAsBG;IAEI,wBAAwB,IAAI,IAAI;CAuBxC"}
|
|
@@ -5,11 +5,15 @@ export declare class RoomClearFrame extends Feature {
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5
5
|
/**
|
|
6
6
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* Helper function to get the game frame (i.e. `Game.GetFrameCount`) of the last time that this
|
|
7
7
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* room was cleared. Returns undefined if the room has never been cleared.
|
|
8
|
+
*
|
|
9
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`.
|
|
8
10
|
*/
|
|
9
11
|
getRoomClearGameFrame(): int | undefined;
|
|
10
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|
/**
|
|
11
13
|
* Helper function to get the room frame (i.e. `Room.GetFrameCount`) of the last time that this
|
|
12
14
|
* room was cleared. Returns undefined if the room has never been cleared.
|
|
15
|
+
*
|
|
16
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`.
|
|
13
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|
*/
|
|
14
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|
getRoomClearRoomFrame(): int | undefined;
|
|
15
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|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"RoomClearFrame.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RoomClearFrame.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,cAAe,SAAQ,OAAO;IAuBzC,OAAO,CAAC,wBAAwB,CAO9B;IAEF
|
|
1
|
+
{"version":3,"file":"RoomClearFrame.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RoomClearFrame.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,cAAe,SAAQ,OAAO;IAuBzC,OAAO,CAAC,wBAAwB,CAO9B;IAEF;;;;;OAKG;IAEI,qBAAqB,IAAI,GAAG,GAAG,SAAS;IAI/C;;;;;OAKG;IAEI,qBAAqB,IAAI,GAAG,GAAG,SAAS;CAGhD"}
|
|
@@ -5,6 +5,8 @@ export declare class RoomHistory extends Feature {
|
|
|
5
5
|
/**
|
|
6
6
|
* Helper function to get information about all of the rooms that a player has visited thus far on
|
|
7
7
|
* this run.
|
|
8
|
+
*
|
|
9
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_HISTORY`.
|
|
8
10
|
*/
|
|
9
11
|
getRoomHistory(): ReadonlyArray<Readonly<RoomDescription>>;
|
|
10
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|
/**
|
|
@@ -12,6 +14,8 @@ export declare class RoomHistory extends Feature {
|
|
|
12
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*
|
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13
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|
* In the special case of only one room having been visited thus far (i.e. the starting room of
|
|
14
16
|
* the run), the starting room will be returned.
|
|
17
|
+
*
|
|
18
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_HISTORY`.
|
|
15
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|
*/
|
|
16
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|
getPreviousRoomDescription(): Readonly<RoomDescription>;
|
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|
/**
|
|
@@ -22,6 +26,8 @@ export declare class RoomHistory extends Feature {
|
|
|
22
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|
*
|
|
23
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|
* Note that this function can return undefined in the case where it is called on the first room
|
|
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|
* of the run.
|
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29
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+
*
|
|
30
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_HISTORY`.
|
|
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|
*/
|
|
26
32
|
getLatestRoomDescription(): Readonly<RoomDescription> | undefined;
|
|
27
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|
/**
|
|
@@ -32,6 +38,8 @@ export declare class RoomHistory extends Feature {
|
|
|
32
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*
|
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33
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|
* This function is intended to be used in the `POST_ENTITY_REMOVE` callback to detect when an
|
|
34
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* entity is despawning.
|
|
41
|
+
*
|
|
42
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_HISTORY`.
|
|
35
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|
*/
|
|
36
44
|
isLeavingRoom(): boolean;
|
|
37
45
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"RoomHistory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RoomHistory.ts"],"names":[],"mappings":"AAcA,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,WAAY,SAAQ,OAAO;IAkBtC,OAAO,CAAC,gBAAgB,CA6BtB;IAEF
|
|
1
|
+
{"version":3,"file":"RoomHistory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RoomHistory.ts"],"names":[],"mappings":"AAcA,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,qBAAa,WAAY,SAAQ,OAAO;IAkBtC,OAAO,CAAC,gBAAgB,CA6BtB;IAEF;;;;;OAKG;IAEI,cAAc,IAAI,aAAa,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC;IAIjE;;;;;;;OAOG;IAEI,0BAA0B,IAAI,QAAQ,CAAC,eAAe,CAAC;IAiB9D;;;;;;;;;;OAUG;IAEI,wBAAwB,IAAI,QAAQ,CAAC,eAAe,CAAC,GAAG,SAAS;IAIxE;;;;;;;;;;OAUG;IAEI,aAAa,IAAI,OAAO;CAqBhC"}
|
|
@@ -9,6 +9,8 @@ export declare class RunInNFrames extends Feature {
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9
9
|
* a run is first starting.
|
|
10
10
|
*
|
|
11
11
|
* You can optionally specify a `PlayerType` to restart the game as that character.
|
|
12
|
+
*
|
|
13
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
12
14
|
*/
|
|
13
15
|
restartNextRenderFrame(character?: PlayerType): void;
|
|
14
16
|
/**
|
|
@@ -20,6 +22,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
20
22
|
* Note that this function will not handle saving and quitting. If a player saving and quitting
|
|
21
23
|
* before the deferred function fires would cause a bug in your mod, then you should handle
|
|
22
24
|
* deferred functions manually using serializable data.
|
|
25
|
+
*
|
|
26
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
23
27
|
*/
|
|
24
28
|
runInNGameFrames(func: () => void, gameFrames: int): void;
|
|
25
29
|
/**
|
|
@@ -31,6 +35,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
31
35
|
* Note that this function will not handle saving and quitting. If a player saving and quitting
|
|
32
36
|
* before the deferred function fires would cause a bug in your mod, then you should handle
|
|
33
37
|
* deferred functions manually using serializable data.
|
|
38
|
+
*
|
|
39
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
34
40
|
*/
|
|
35
41
|
runInNRenderFrames(func: () => void, renderFrames: int): void;
|
|
36
42
|
/**
|
|
@@ -60,6 +66,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
60
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|
* Note that this function will not handle saving and quitting. If a player saving and quitting
|
|
61
67
|
* before the deferred function fires would cause a bug in your mod, then you should handle
|
|
62
68
|
* deferred functions manually using serializable data.
|
|
69
|
+
*
|
|
70
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
63
71
|
*/
|
|
64
72
|
runNextGameFrame(func: () => void): void;
|
|
65
73
|
/**
|
|
@@ -69,6 +77,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
69
77
|
* similar way.
|
|
70
78
|
*
|
|
71
79
|
* Note that this function will not handle saving and quitting.
|
|
80
|
+
*
|
|
81
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
72
82
|
*/
|
|
73
83
|
runNextRenderFrame(func: () => void): void;
|
|
74
84
|
/**
|
|
@@ -82,6 +92,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
82
92
|
* Note that this function will not handle saving and quitting. You must manually restart any
|
|
83
93
|
* intervals if the player saves and quits in the middle of a run.
|
|
84
94
|
*
|
|
95
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
96
|
+
*
|
|
85
97
|
* @param func The function to repeatedly run on an interval.
|
|
86
98
|
* @param gameFrames The amount of game frames to wait between each run.
|
|
87
99
|
* @param runImmediately Whether or not to execute the function right now before waiting for the
|
|
@@ -99,6 +111,8 @@ export declare class RunInNFrames extends Feature {
|
|
|
99
111
|
* Note that this function will not handle saving and quitting. You must manually restart any
|
|
100
112
|
* intervals if the player saves and quits in the middle of a run.
|
|
101
113
|
*
|
|
114
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_IN_N_FRAMES`.
|
|
115
|
+
*
|
|
102
116
|
* @param func The function to repeatedly run on an interval.
|
|
103
117
|
* @param renderFrames The amount of game frames to wait between each run.
|
|
104
118
|
* @param runImmediately Whether or not to execute the function right now before waiting for the
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"RunInNFrames.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunInNFrames.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAKvE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAgBhD,qBAAa,YAAa,SAAQ,OAAO;IAuBvC,OAAO,CAAC,UAAU,CAWhB;IAGF,OAAO,CAAC,UAAU,CAWhB;IAEF
|
|
1
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+
{"version":3,"file":"RunInNFrames.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunInNFrames.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAKvE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAgBhD,qBAAa,YAAa,SAAQ,OAAO;IAuBvC,OAAO,CAAC,UAAU,CAWhB;IAGF,OAAO,CAAC,UAAU,CAWhB;IAEF;;;;;;;;OAQG;IAEI,sBAAsB,CAAC,SAAS,CAAC,EAAE,UAAU,GAAG,IAAI;IAM3D;;;;;;;;;;;OAWG;IAEI,gBAAgB,CAAC,IAAI,EAAE,MAAM,IAAI,EAAE,UAAU,EAAE,GAAG,GAAG,IAAI;IAOhE;;;;;;;;;;;OAWG;IAEI,kBAAkB,CAAC,IAAI,EAAE,MAAM,IAAI,EAAE,YAAY,EAAE,GAAG,GAAG,IAAI;IAOpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IAEI,gBAAgB,CAAC,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAI/C;;;;;;;;;OASG;IAEI,kBAAkB,CAAC,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAIjD;;;;;;;;;;;;;;;;;OAiBG;IAEI,qBAAqB,CAC1B,IAAI,EAAE,MAAM,OAAO,EACnB,UAAU,EAAE,GAAG,EACf,cAAc,EAAE,OAAO,GACtB,IAAI;IAWP;;;;;;;;;;;;;;;;;OAiBG;IAEI,uBAAuB,CAC5B,IAAI,EAAE,MAAM,OAAO,EACnB,YAAY,EAAE,GAAG,EACjB,cAAc,EAAE,OAAO,GACtB,IAAI;CAcR"}
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@@ -12,6 +12,8 @@ export declare class RunNextRoom extends Feature {
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12
12
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* Note that this function will not handle saving and quitting. If a player saving and quitting
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13
13
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* before the deferred function fires would cause a bug in your mod, then you should handle
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14
14
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* deferred functions manually using serializable data.
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15
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+
*
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16
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.RUN_NEXT_ROOM`.
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15
17
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*/
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16
18
|
runNextRoom(func: () => void): void;
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17
19
|
}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RunNextRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunNextRoom.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD;;;;GAIG;AACH,qBAAa,WAAY,SAAQ,OAAO;IAkBtC,OAAO,CAAC,oBAAoB,CAM1B;IAEF
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1
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+
{"version":3,"file":"RunNextRoom.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunNextRoom.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD;;;;GAIG;AACH,qBAAa,WAAY,SAAQ,OAAO;IAkBtC,OAAO,CAAC,oBAAoB,CAM1B;IAEF;;;;;;;;OAQG;IAEI,WAAW,CAAC,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;CAG3C"}
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