isaacscript-common 15.0.3 → 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.
Files changed (87) hide show
  1. package/dist/index.d.ts +256 -8
  2. package/dist/isaacscript-common.lua +9 -5
  3. package/dist/src/classes/features/other/DisableInputs.d.ts +14 -0
  4. package/dist/src/classes/features/other/DisableInputs.d.ts.map +1 -1
  5. package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts +6 -0
  6. package/dist/src/classes/features/other/ExtraConsoleCommands.d.ts.map +1 -1
  7. package/dist/src/classes/features/other/FadeInRemover.d.ts +4 -0
  8. package/dist/src/classes/features/other/FadeInRemover.d.ts.map +1 -1
  9. package/dist/src/classes/features/other/FastReset.d.ts +4 -0
  10. package/dist/src/classes/features/other/FastReset.d.ts.map +1 -1
  11. package/dist/src/classes/features/other/FlyingDetection.d.ts +2 -0
  12. package/dist/src/classes/features/other/FlyingDetection.d.ts.map +1 -1
  13. package/dist/src/classes/features/other/ForgottenSwitch.d.ts +2 -0
  14. package/dist/src/classes/features/other/ForgottenSwitch.d.ts.map +1 -1
  15. package/dist/src/classes/features/other/ItemPoolDetection.d.ts +6 -0
  16. package/dist/src/classes/features/other/ItemPoolDetection.d.ts.map +1 -1
  17. package/dist/src/classes/features/other/ModdedElementDetection.d.ts +69 -0
  18. package/dist/src/classes/features/other/ModdedElementDetection.d.ts.map +1 -1
  19. package/dist/src/classes/features/other/ModdedElementSets.d.ts +66 -4
  20. package/dist/src/classes/features/other/ModdedElementSets.d.ts.map +1 -1
  21. package/dist/src/classes/features/other/NoSirenSteal.d.ts +2 -0
  22. package/dist/src/classes/features/other/NoSirenSteal.d.ts.map +1 -1
  23. package/dist/src/classes/features/other/Pause.d.ts +7 -1
  24. package/dist/src/classes/features/other/Pause.d.ts.map +1 -1
  25. package/dist/src/classes/features/other/PersistentEntities.d.ts +4 -0
  26. package/dist/src/classes/features/other/PersistentEntities.d.ts.map +1 -1
  27. package/dist/src/classes/features/other/PickupIndexCreation.d.ts +3 -0
  28. package/dist/src/classes/features/other/PickupIndexCreation.d.ts.map +1 -1
  29. package/dist/src/classes/features/other/PlayerInventory.d.ts +4 -0
  30. package/dist/src/classes/features/other/PlayerInventory.d.ts.map +1 -1
  31. package/dist/src/classes/features/other/PonyDetection.d.ts +4 -0
  32. package/dist/src/classes/features/other/PonyDetection.d.ts.map +1 -1
  33. package/dist/src/classes/features/other/PreventChildEntities.d.ts +3 -0
  34. package/dist/src/classes/features/other/PreventChildEntities.d.ts.map +1 -1
  35. package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts +3 -0
  36. package/dist/src/classes/features/other/PreventCollectibleRotation.d.ts.map +1 -1
  37. package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts +3 -0
  38. package/dist/src/classes/features/other/PreventGridEntityRespawn.d.ts.map +1 -1
  39. package/dist/src/classes/features/other/RoomClearFrame.d.ts +4 -0
  40. package/dist/src/classes/features/other/RoomClearFrame.d.ts.map +1 -1
  41. package/dist/src/classes/features/other/RoomHistory.d.ts +8 -0
  42. package/dist/src/classes/features/other/RoomHistory.d.ts.map +1 -1
  43. package/dist/src/classes/features/other/RunInNFrames.d.ts +14 -0
  44. package/dist/src/classes/features/other/RunInNFrames.d.ts.map +1 -1
  45. package/dist/src/classes/features/other/RunNextRoom.d.ts +2 -0
  46. package/dist/src/classes/features/other/RunNextRoom.d.ts.map +1 -1
  47. package/dist/src/classes/features/other/SaveDataManager.d.ts +14 -0
  48. package/dist/src/classes/features/other/SaveDataManager.d.ts.map +1 -1
  49. package/dist/src/enums/ISCFeature.d.ts +1 -1
  50. package/dist/src/enums/ISCFeature.d.ts.map +1 -1
  51. package/dist/src/enums/ISCFeature.lua +2 -2
  52. package/dist/src/features.d.ts +1 -1
  53. package/dist/src/features.d.ts.map +1 -1
  54. package/dist/src/features.lua +1 -1
  55. package/dist/src/functions/entitiesSpecific.d.ts +6 -1
  56. package/dist/src/functions/entitiesSpecific.d.ts.map +1 -1
  57. package/dist/src/functions/entitiesSpecific.lua +3 -0
  58. package/dist/src/functions/familiars.d.ts.map +1 -1
  59. package/dist/src/functions/familiars.lua +8 -1
  60. package/package.json +1 -1
  61. package/src/classes/features/other/DisableInputs.ts +12 -0
  62. package/src/classes/features/other/ExtraConsoleCommands.ts +6 -0
  63. package/src/classes/features/other/FadeInRemover.ts +4 -0
  64. package/src/classes/features/other/FastReset.ts +4 -0
  65. package/src/classes/features/other/FlyingDetection.ts +2 -0
  66. package/src/classes/features/other/ForgottenSwitch.ts +2 -0
  67. package/src/classes/features/other/ItemPoolDetection.ts +6 -0
  68. package/src/classes/features/other/ModdedElementDetection.ts +69 -0
  69. package/src/classes/features/other/ModdedElementSets.ts +66 -4
  70. package/src/classes/features/other/NoSirenSteal.ts +2 -0
  71. package/src/classes/features/other/Pause.ts +7 -1
  72. package/src/classes/features/other/PersistentEntities.ts +4 -0
  73. package/src/classes/features/other/PickupIndexCreation.ts +3 -0
  74. package/src/classes/features/other/PlayerInventory.ts +4 -0
  75. package/src/classes/features/other/PonyDetection.ts +4 -0
  76. package/src/classes/features/other/PreventChildEntities.ts +3 -0
  77. package/src/classes/features/other/PreventCollectibleRotation.ts +3 -0
  78. package/src/classes/features/other/PreventGridEntityRespawn.ts +3 -0
  79. package/src/classes/features/other/RoomClearFrame.ts +4 -0
  80. package/src/classes/features/other/RoomHistory.ts +8 -0
  81. package/src/classes/features/other/RunInNFrames.ts +14 -0
  82. package/src/classes/features/other/RunNextRoom.ts +2 -0
  83. package/src/classes/features/other/SaveDataManager.ts +14 -0
  84. package/src/enums/ISCFeature.ts +1 -1
  85. package/src/features.ts +2 -2
  86. package/src/functions/entitiesSpecific.ts +6 -1
  87. package/src/functions/familiars.ts +11 -1
@@ -53,6 +53,8 @@ export declare class SaveDataManager extends Feature {
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  * You feed this function with an object containing your variables, and then it will automatically
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  * manage them for you. (See below for an example.)
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  *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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+ *
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  * The save data manager is meant to be called once for each feature of your mod. In other words,
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  * you should not put all of the data for your mod on the same object. Instead, scope your
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  * variables locally to a single file that contains a mod feature, and then call this function to
@@ -157,12 +159,16 @@ export declare class SaveDataManager extends Feature {
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  *
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  * Obviously, doing this will overwrite the current data, so using this function can potentially
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  * result in lost state.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerLoad(): void;
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  /**
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  * The save data manager will automatically save variables to disk at the appropriate times (i.e.
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  * when the run is exited). Use this function to explicitly force the save data manager to write
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  * all of its variables to disk immediately.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerSave(): void;
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  /**
@@ -170,6 +176,8 @@ export declare class SaveDataManager extends Feature {
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  *
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  * This can make debugging easier, as you can access the variables from the game's debug console.
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  * e.g. `l print(g.feature1.run.foo)`
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerSetGlobal(): void;
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  /**
@@ -181,11 +189,15 @@ export declare class SaveDataManager extends Feature {
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  * the data fields).
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  *
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  * This function is variadic, which means you can pass as many classes as you want to register.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerRegisterClass(...tstlClasses: AnyClass[]): void;
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  /**
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  * Removes a previously registered key from the save data manager. This is the opposite of the
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  * "saveDataManager" method.
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+ *
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+ * In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerRemove(key: string): void;
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  /**
@@ -207,6 +219,8 @@ export declare class SaveDataManager extends Feature {
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  * // Then, later on, to explicit reset all of the "room" variables:
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  * mod.saveDataManagerReset("file1", "room");
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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.SAVE_DATA_MANAGER`.
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  */
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  saveDataManagerReset(key: string, childObjectKey: SaveDataKey): void;
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  }
@@ -1 +1 @@
1
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1
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@@ -35,7 +35,7 @@ export declare enum ISCFeature {
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  NO_SIREN_STEAL = 33,
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  PAUSE = 34,
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  PERSISTENT_ENTITIES = 35,
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- PICKUP_INDEX = 36,
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+ PICKUP_INDEX_CREATION = 36,
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  PLAYER_INVENTORY = 37,
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  PONY_DETECTION = 38,
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  PREVENT_CHILD_ENTITIES = 39,
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ISCFeature.d.ts","sourceRoot":"","sources":["../../../src/enums/ISCFeature.ts"],"names":[],"mappings":"AAAA,oBAAY,UAAU;IAEpB,aAAa,IAAA;IACb,iBAAiB,IAAA;IACjB,cAAc,IAAA;IACd,+BAA+B,IAAA;IAC/B,4BAA4B,IAAA;IAC5B,4BAA4B,IAAA;IAC5B,wBAAwB,IAAA;IACxB,qBAAqB,IAAA;IACrB,4BAA4B,IAAA;IAC5B,0BAA0B,IAAA;IAC1B,qBAAqB,KAAA;IACrB,qBAAqB,KAAA;IAGrB,2BAA2B,KAAA;IAC3B,eAAe,KAAA;IACf,0BAA0B,KAAA;IAC1B,oBAAoB,KAAA;IACpB,iBAAiB,KAAA;IACjB,cAAc,KAAA;IACd,cAAc,KAAA;IACd,aAAa,KAAA;IACb,gBAAgB,KAAA;IAChB,aAAa,KAAA;IACb,gBAAgB,KAAA;IAChB,iBAAiB,KAAA;IACjB,cAAc,KAAA;IACd,eAAe,KAAA;IACf,UAAU,KAAA;IACV,gBAAgB,KAAA;IAChB,gBAAgB,KAAA;IAChB,sBAAsB,KAAA;IACtB,mBAAmB,KAAA;IACnB,wBAAwB,KAAA;IACxB,mBAAmB,KAAA;IACnB,cAAc,KAAA;IACd,KAAK,KAAA;IACL,mBAAmB,KAAA;IACnB,qBAAqB,KAAA;IACrB,gBAAgB,KAAA;IAChB,cAAc,KAAA;IACd,sBAAsB,KAAA;IACtB,4BAA4B,KAAA;IAC5B,2BAA2B,KAAA;IAC3B,gBAAgB,KAAA;IAChB,YAAY,KAAA;IACZ,eAAe,KAAA;IACf,aAAa,KAAA;IACb,iBAAiB,KAAA;IACjB,sBAAsB,KAAA;IACtB,iBAAiB,KAAA;IACjB,aAAa,KAAA;IACb,YAAY,KAAA;IACZ,uBAAuB,KAAA;CACxB"}
@@ -72,8 +72,8 @@ ____exports.ISCFeature.PAUSE = 34
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  ____exports.ISCFeature[____exports.ISCFeature.PAUSE] = "PAUSE"
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  ____exports.ISCFeature.PERSISTENT_ENTITIES = 35
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  ____exports.ISCFeature[____exports.ISCFeature.PERSISTENT_ENTITIES] = "PERSISTENT_ENTITIES"
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- ____exports.ISCFeature.PICKUP_INDEX = 36
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- ____exports.ISCFeature[____exports.ISCFeature.PICKUP_INDEX] = "PICKUP_INDEX"
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+ ____exports.ISCFeature.PICKUP_INDEX_CREATION = 36
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+ ____exports.ISCFeature[____exports.ISCFeature.PICKUP_INDEX_CREATION] = "PICKUP_INDEX_CREATION"
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  ____exports.ISCFeature.PLAYER_INVENTORY = 37
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  ____exports.ISCFeature[____exports.ISCFeature.PLAYER_INVENTORY] = "PLAYER_INVENTORY"
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  ____exports.ISCFeature.PONY_DETECTION = 38
@@ -90,7 +90,7 @@ export interface ISCFeatureToClass {
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  [ISCFeature.NO_SIREN_STEAL]: NoSirenSteal;
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  [ISCFeature.PAUSE]: Pause;
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  [ISCFeature.PERSISTENT_ENTITIES]: PersistentEntities;
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- [ISCFeature.PICKUP_INDEX]: PickupIndexCreation;
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+ [ISCFeature.PICKUP_INDEX_CREATION]: PickupIndexCreation;
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  [ISCFeature.PLAYER_INVENTORY]: PlayerInventory;
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  [ISCFeature.PONY_DETECTION]: PonyDetection;
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  [ISCFeature.PREVENT_CHILD_ENTITIES]: PreventChildEntities;
@@ -1 +1 @@
1
- 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1
+ 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@@ -214,7 +214,7 @@ function ____exports.getFeatures(self, mod, callbacks)
214
214
  [ISCFeature.NO_SIREN_STEAL] = __TS__New(NoSirenSteal),
215
215
  [ISCFeature.PAUSE] = pause,
216
216
  [ISCFeature.PERSISTENT_ENTITIES] = __TS__New(PersistentEntities, roomHistory),
217
- [ISCFeature.PICKUP_INDEX] = __TS__New(PickupIndexCreation, roomHistory),
217
+ [ISCFeature.PICKUP_INDEX_CREATION] = __TS__New(PickupIndexCreation, roomHistory),
218
218
  [ISCFeature.PLAYER_INVENTORY] = __TS__New(PlayerInventory),
219
219
  [ISCFeature.PONY_DETECTION] = ponyDetection,
220
220
  [ISCFeature.PREVENT_CHILD_ENTITIES] = __TS__New(PreventChildEntities),
@@ -297,7 +297,12 @@ export declare function spawnBombWithSeed(bombVariant: BombVariant, subType: int
297
297
  export declare function spawnEffect(effectVariant: EffectVariant, subType: int, position: Vector, velocity?: Vector, spawner?: Entity | undefined, seedOrRNG?: Seed | RNG | undefined): EntityEffect;
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298
  /** Helper function to spawn a `EntityType.EFFECT` (1000) with a specific seed. */
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299
  export declare function spawnEffectWithSeed(effectVariant: EffectVariant, subType: int, position: Vector, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity | undefined): EntityEffect;
300
- /** Helper function to spawn a `EntityType.FAMILIAR` (3). */
300
+ /**
301
+ * Helper function to spawn a `EntityType.FAMILIAR` (3).
302
+ *
303
+ * If you are trying to implement a custom familiar, you probably want to use the
304
+ * `checkFamiliarFromCollectibles` helper function instead.
305
+ */
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  export declare function spawnFamiliar(familiarVariant: FamiliarVariant, subType: int, position: Vector, velocity?: Vector, spawner?: Entity | undefined, seedOrRNG?: Seed | RNG | undefined): EntityFamiliar;
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  /** Helper function to spawn a `EntityType.FAMILIAR` (3) with a specific seed. */
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  export declare function spawnFamiliarWithSeed(familiarVariant: FamiliarVariant, subType: int, position: Vector, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity | undefined): EntityFamiliar;
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1
+ 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@@ -606,6 +606,9 @@ function ____exports.spawnEffectWithSeed(self, effectVariant, subType, position,
606
606
  )
607
607
  end
608
608
  --- Helper function to spawn a `EntityType.FAMILIAR` (3).
609
+ --
610
+ -- If you are trying to implement a custom familiar, you probably want to use the
611
+ -- `checkFamiliarFromCollectibles` helper function instead.
609
612
  function ____exports.spawnFamiliar(self, familiarVariant, subType, position, velocity, spawner, seedOrRNG)
610
613
  if velocity == nil then
611
614
  velocity = VectorZero
@@ -1 +1 @@
1
- {"version":3,"file":"familiars.d.ts","sourceRoot":"","sources":["../../../src/functions/familiars.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,eAAe,EAEf,eAAe,EAChB,MAAM,8BAA8B,CAAC;AAMtC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,aAAa,CAC3B,MAAM,EAAE,YAAY,EACpB,eAAe,EAAE,eAAe,EAChC,WAAW,EAAE,GAAG,EAChB,eAAe,EAAE,eAAe,EAChC,eAAe,CAAC,EAAE,GAAG,GACpB,IAAI,CASN;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,6BAA6B,CAC3C,MAAM,EAAE,YAAY,EACpB,eAAe,EAAE,eAAe,EAChC,eAAe,EAAE,eAAe,EAChC,eAAe,CAAC,EAAE,GAAG,GACpB,IAAI,CAmBN;AAED,kFAAkF;AAClF,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,YAAY,GAAG,cAAc,EAAE,CAOzE;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,cAAc,CAAC,QAAQ,EAAE,cAAc,GAAG,MAAM,GAAG,SAAS,CAS3E;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,cAAc,GAAG,OAAO,CAGzE;AAED;;;GAGG;AACH,wBAAgB,+BAA+B,CAC7C,QAAQ,EAAE,cAAc,GACvB,OAAO,CAET"}
1
+ {"version":3,"file":"familiars.d.ts","sourceRoot":"","sources":["../../../src/functions/familiars.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,eAAe,EAEf,eAAe,EAChB,MAAM,8BAA8B,CAAC;AActC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,aAAa,CAC3B,MAAM,EAAE,YAAY,EACpB,eAAe,EAAE,eAAe,EAChC,WAAW,EAAE,GAAG,EAChB,eAAe,EAAE,eAAe,EAChC,eAAe,CAAC,EAAE,GAAG,GACpB,IAAI,CAWN;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,6BAA6B,CAC3C,MAAM,EAAE,YAAY,EACpB,eAAe,EAAE,eAAe,EAChC,eAAe,EAAE,eAAe,EAChC,eAAe,CAAC,EAAE,GAAG,GACpB,IAAI,CAmBN;AAED,kFAAkF;AAClF,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,YAAY,GAAG,cAAc,EAAE,CAOzE;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,cAAc,CAAC,QAAQ,EAAE,cAAc,GAAG,MAAM,GAAG,SAAS,CAS3E;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,cAAc,GAAG,OAAO,CAGzE;AAED;;;GAGG;AACH,wBAAgB,+BAA+B,CAC7C,QAAQ,EAAE,cAAc,GACvB,OAAO,CAET"}
@@ -12,6 +12,12 @@ local ____entities = require("src.functions.entities")
12
12
  local getEntities = ____entities.getEntities
13
13
  local ____entitiesSpecific = require("src.functions.entitiesSpecific")
14
14
  local getFamiliars = ____entitiesSpecific.getFamiliars
15
+ local ____rng = require("src.functions.rng")
16
+ local newRNG = ____rng.newRNG
17
+ --- Instead of generating a new RNG object every time we need to spawn a new familiar, we instead
18
+ -- re-use the same RNG object. This makes it less likely that the `InitSeed` of the familiar will
19
+ -- overlap, since we are "nexting" instead of doing a fresh reroll.
20
+ local familiarGenerationRNG = newRNG(nil)
15
21
  --- Helper function to add and remove familiars based on a target amount that you specify.
16
22
  --
17
23
  -- This is a convenience wrapper around the `EntityPlayer.CheckFamiliar` method. Use this helper
@@ -40,11 +46,12 @@ local getFamiliars = ____entitiesSpecific.getFamiliars
40
46
  -- specified, it will search for existing familiars of all sub-types, and
41
47
  -- spawn new familiars with a sub-type of 0.
42
48
  function ____exports.checkFamiliar(self, player, collectibleType, targetCount, familiarVariant, familiarSubType)
49
+ familiarGenerationRNG:Next()
43
50
  local itemConfigItem = itemConfig:GetCollectible(collectibleType)
44
51
  player:CheckFamiliar(
45
52
  familiarVariant,
46
53
  targetCount,
47
- RNG(),
54
+ familiarGenerationRNG,
48
55
  itemConfigItem,
49
56
  familiarSubType
50
57
  )
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "15.0.3",
3
+ "version": "15.0.4",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -116,6 +116,8 @@ export class DisableInputs extends Feature {
116
116
  *
117
117
  * Use the `enableAllInputs` helper function to set things back to normal.
118
118
  *
119
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
120
+ *
119
121
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
120
122
  * that multiple mod features can work in tandem.
121
123
  * @param buttonActions An array of the actions to action.
@@ -132,6 +134,8 @@ export class DisableInputs extends Feature {
132
134
  *
133
135
  * Use the `enableAllInputs` helper function to set things back to normal.
134
136
  *
137
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
138
+ *
135
139
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
136
140
  * that multiple mod features can work in tandem.
137
141
  */
@@ -147,6 +151,8 @@ export class DisableInputs extends Feature {
147
151
  *
148
152
  * Use the `enableAllInputs` helper function to set things back to normal.
149
153
  *
154
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
155
+ *
150
156
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
151
157
  * that multiple mod features can work in tandem.
152
158
  * @param blacklist A set of ButtonActions to disallow.
@@ -166,6 +172,8 @@ export class DisableInputs extends Feature {
166
172
  *
167
173
  * Use the `enableAllInputs` helper function to set things back to normal.
168
174
  *
175
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
176
+ *
169
177
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
170
178
  * that multiple mod features can work in tandem.
171
179
  * @param whitelist A set of ButtonActions to allow.
@@ -186,6 +194,8 @@ export class DisableInputs extends Feature {
186
194
  *
187
195
  * Use the `enableAllInputs` helper function to set things back to normal.
188
196
  *
197
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
198
+ *
189
199
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
190
200
  * that multiple mod features can work in tandem.
191
201
  */
@@ -201,6 +211,8 @@ export class DisableInputs extends Feature {
201
211
  *
202
212
  * Use the `enableAllInputs` helper function to set things back to normal.
203
213
  *
214
+ * In order to use this function, you must upgrade your mod with `ISCFeature.DISABLE_INPUTS`.
215
+ *
204
216
  * @param key The name of the mod feature that is requesting the enable/disable. This is needed so
205
217
  * that multiple mod features can work in tandem.
206
218
  */
@@ -196,6 +196,9 @@ export class ExtraConsoleCommands extends Feature {
196
196
  * but you can also add your own commands that are useful for your particular mod. It's easier to
197
197
  * add commands to the existing command system than to add your own logic manually to the
198
198
  * `EXECUTE_CMD` callback.
199
+ *
200
+ * In order to use this function, you must upgrade your mod with
201
+ * `ISCFeature.EXTRA_CONSOLE_COMMANDS`.
199
202
  */
200
203
  @Exported
201
204
  public addConsoleCommand(
@@ -222,6 +225,9 @@ export class ExtraConsoleCommands extends Feature {
222
225
  *
223
226
  * The standard library comes with many existing console commands that are useful for debugging.
224
227
  * If you want to disable one of them, use this function.
228
+ *
229
+ * In order to use this function, you must upgrade your mod with
230
+ * `ISCFeature.EXTRA_CONSOLE_COMMANDS`.
225
231
  */
226
232
  @Exported
227
233
  public removeConsoleCommand(commandName: string): void {
@@ -31,6 +31,8 @@ export class FadeInRemover extends Feature {
31
31
  * This is useful for debugging, when you are resetting the game often.
32
32
  *
33
33
  * You can restore the vanilla behavior with the `restoreFadeIn` function.
34
+ *
35
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FADE_IN_REMOVER`.
34
36
  */
35
37
  @Exported
36
38
  public removeFadeIn(): void {
@@ -40,6 +42,8 @@ export class FadeInRemover extends Feature {
40
42
  /**
41
43
  * Disables the fade-in remover. Only useful if you have previously called the `removeFadeIn`
42
44
  * function.
45
+ *
46
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FADE_IN_REMOVER`.
43
47
  */
44
48
  @Exported
45
49
  public restoreFadeIn(): void {
@@ -39,6 +39,8 @@ export class FastReset extends Feature {
39
39
  * This is useful for debugging, when you are resetting the game often.
40
40
  *
41
41
  * You can disable the fast-reset feature with the `disableFastReset` function.
42
+ *
43
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FAST_RESET`.
42
44
  */
43
45
  @Exported
44
46
  public enableFastReset(): void {
@@ -48,6 +50,8 @@ export class FastReset extends Feature {
48
50
  /**
49
51
  * Disables the fast-reset feature. Only useful if you have previously called the
50
52
  * `enableFastReset` function.
53
+ *
54
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FAST_RESET`.
51
55
  */
52
56
  @Exported
53
57
  public disableFastReset(): void {
@@ -25,6 +25,8 @@ export class FlyingDetection extends Feature {
25
25
  /**
26
26
  * Helper function to see if the player currently has flying from a temporary effect such as
27
27
  * Hanged Man, Bat Wing, and so on.
28
+ *
29
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FLYING_DETECTION`.
28
30
  */
29
31
  @Exported
30
32
  public hasFlyingTemporaryEffect(player: EntityPlayer): boolean {
@@ -44,6 +44,8 @@ export class ForgottenSwitch extends Feature {
44
44
  /**
45
45
  * When used on The Forgotten, switches to The Soul. When used on The Soul, switches to The
46
46
  * Forgotten. This takes 1 game frame to take effect.
47
+ *
48
+ * In order to use this function, you must upgrade your mod with `ISCFeature.FORGOTTEN_SWITCH`.
47
49
  */
48
50
  @Exported
49
51
  public forgottenSwitch(): void {
@@ -50,6 +50,8 @@ export class ItemPoolDetection extends Feature {
50
50
  /**
51
51
  * Helper function to get the remaining collectibles in a given item pool. This function is
52
52
  * expensive, so only use it in situations where the lag is acceptable.
53
+ *
54
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
53
55
  */
54
56
  @Exported
55
57
  public getCollectiblesInItemPool(
@@ -70,6 +72,8 @@ export class ItemPoolDetection extends Feature {
70
72
  *
71
73
  * Under the hood, this function works by using the `ItemPool.AddRoomBlacklist` method to
72
74
  * blacklist every collectible except for the one provided.
75
+ *
76
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
73
77
  */
74
78
  @Exported
75
79
  public isCollectibleInItemPool(
@@ -151,6 +155,8 @@ export class ItemPoolDetection extends Feature {
151
155
  * - If the collectible is non-offensive, any Tainted Losts will be temporarily changed to Isaac
152
156
  * and then changed back. (This is because Tainted Lost is not able to retrieve non-offensive
153
157
  * collectibles from item pools).
158
+ *
159
+ * In order to use this function, you must upgrade your mod with `ISCFeature.ITEM_POOL_DETECTION`.
154
160
  */
155
161
  @Exported
156
162
  public isCollectibleUnlocked(
@@ -75,6 +75,9 @@ export class ModdedElementDetection extends Feature {
75
75
  * This function can only be called if at least one callback has been executed. This is because
76
76
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
77
77
  * order).
78
+ *
79
+ * In order to use this function, you must upgrade your mod with
80
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
78
81
  */
79
82
  @Exported
80
83
  public getFirstModdedCollectibleType(): CollectibleType | undefined {
@@ -100,6 +103,9 @@ export class ModdedElementDetection extends Feature {
100
103
  * This function can only be called if at least one callback has been executed. This is because
101
104
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
102
105
  * order).
106
+ *
107
+ * In order to use this function, you must upgrade your mod with
108
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
103
109
  */
104
110
  @Exported
105
111
  public getLastCollectibleType(): CollectibleType {
@@ -124,6 +130,9 @@ export class ModdedElementDetection extends Feature {
124
130
  * This function can only be called if at least one callback has been executed. This is because
125
131
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
126
132
  * order).
133
+ *
134
+ * In order to use this function, you must upgrade your mod with
135
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
127
136
  */
128
137
  @Exported
129
138
  public getModdedCollectibleTypes(): CollectibleType[] {
@@ -142,6 +151,9 @@ export class ModdedElementDetection extends Feature {
142
151
  * This function can only be called if at least one callback has been executed. This is because
143
152
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
144
153
  * order).
154
+ *
155
+ * In order to use this function, you must upgrade your mod with
156
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
145
157
  */
146
158
  @Exported
147
159
  public getNumCollectibleTypes(): int {
@@ -157,6 +169,9 @@ export class ModdedElementDetection extends Feature {
157
169
  * This function can only be called if at least one callback has been executed. This is because
158
170
  * not all collectibles will necessarily be present when a mod first loads (due to mod load
159
171
  * order).
172
+ *
173
+ * In order to use this function, you must upgrade your mod with
174
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
160
175
  */
161
176
  @Exported
162
177
  public getNumModdedCollectibleTypes(): int {
@@ -175,6 +190,9 @@ export class ModdedElementDetection extends Feature {
175
190
  *
176
191
  * This function can only be called if at least one callback has been executed. This is because
177
192
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
193
+ *
194
+ * In order to use this function, you must upgrade your mod with
195
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
178
196
  */
179
197
  @Exported
180
198
  public getFirstModdedTrinketType(): TrinketType | undefined {
@@ -195,6 +213,9 @@ export class ModdedElementDetection extends Feature {
195
213
  *
196
214
  * This function can only be called if at least one callback has been executed. This is because
197
215
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
216
+ *
217
+ * In order to use this function, you must upgrade your mod with
218
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
198
219
  */
199
220
  @Exported
200
221
  public getLastTrinketType(): TrinketType {
@@ -215,6 +236,9 @@ export class ModdedElementDetection extends Feature {
215
236
  *
216
237
  * This function can only be called if at least one callback has been executed. This is because
217
238
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
239
+ *
240
+ * In order to use this function, you must upgrade your mod with
241
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
218
242
  */
219
243
  @Exported
220
244
  public getModdedTrinketTypes(): TrinketType[] {
@@ -237,6 +261,9 @@ export class ModdedElementDetection extends Feature {
237
261
  *
238
262
  * This function can only be called if at least one callback has been executed. This is because
239
263
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
264
+ *
265
+ * In order to use this function, you must upgrade your mod with
266
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
240
267
  */
241
268
  @Exported
242
269
  public getNumTrinketTypes(): int {
@@ -248,6 +275,9 @@ export class ModdedElementDetection extends Feature {
248
275
  /**
249
276
  * This function can only be called if at least one callback has been executed. This is because
250
277
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
278
+ *
279
+ * In order to use this function, you must upgrade your mod with
280
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
251
281
  */
252
282
  @Exported
253
283
  public getNumModdedTrinketTypes(): int {
@@ -262,6 +292,9 @@ export class ModdedElementDetection extends Feature {
262
292
  *
263
293
  * This function can only be called if at least one callback has been executed. This is because
264
294
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
295
+ *
296
+ * In order to use this function, you must upgrade your mod with
297
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
265
298
  */
266
299
  @Exported
267
300
  public getTrinketTypes(): TrinketType[] {
@@ -280,6 +313,9 @@ export class ModdedElementDetection extends Feature {
280
313
  *
281
314
  * This function can only be called if at least one callback has been executed. This is because
282
315
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
316
+ *
317
+ * In order to use this function, you must upgrade your mod with
318
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
283
319
  */
284
320
  @Exported
285
321
  public getAllCardTypes(): CardType[] {
@@ -294,6 +330,9 @@ export class ModdedElementDetection extends Feature {
294
330
  *
295
331
  * This function can only be called if at least one callback has been executed. This is because
296
332
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
333
+ *
334
+ * In order to use this function, you must upgrade your mod with
335
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
297
336
  */
298
337
  @Exported
299
338
  public getFirstModdedCardType(): CardType | undefined {
@@ -314,6 +353,9 @@ export class ModdedElementDetection extends Feature {
314
353
  *
315
354
  * This function can only be called if at least one callback has been executed. This is because
316
355
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
356
+ *
357
+ * In order to use this function, you must upgrade your mod with
358
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
317
359
  */
318
360
  @Exported
319
361
  public getLastCardType(): CardType {
@@ -330,6 +372,9 @@ export class ModdedElementDetection extends Feature {
330
372
  *
331
373
  * This function can only be called if at least one callback has been executed. This is because
332
374
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
375
+ *
376
+ * In order to use this function, you must upgrade your mod with
377
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
333
378
  */
334
379
  @Exported
335
380
  public getModdedCardTypes(): CardType[] {
@@ -351,6 +396,9 @@ export class ModdedElementDetection extends Feature {
351
396
  *
352
397
  * This function can only be called if at least one callback has been executed. This is because
353
398
  * not all cards will necessarily be present when a mod first loads (due to mod load order).
399
+ *
400
+ * In order to use this function, you must upgrade your mod with
401
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
354
402
  */
355
403
  @Exported
356
404
  public getNumCardTypes(): int {
@@ -362,6 +410,9 @@ export class ModdedElementDetection extends Feature {
362
410
  /**
363
411
  * This function can only be called if at least one callback has been executed. This is because
364
412
  * not all trinkets will necessarily be present when a mod first loads (due to mod load order).
413
+ *
414
+ * In order to use this function, you must upgrade your mod with
415
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
365
416
  */
366
417
  @Exported
367
418
  public getNumModdedCardTypes(): int {
@@ -382,6 +433,9 @@ export class ModdedElementDetection extends Feature {
382
433
  * This function can only be called if at least one callback has been executed. This is because
383
434
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
384
435
  * order).
436
+ *
437
+ * In order to use this function, you must upgrade your mod with
438
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
385
439
  */
386
440
  @Exported
387
441
  public getAllPillEffects(): PillEffect[] {
@@ -397,6 +451,9 @@ export class ModdedElementDetection extends Feature {
397
451
  * This function can only be called if at least one callback has been executed. This is because
398
452
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
399
453
  * order).
454
+ *
455
+ * In order to use this function, you must upgrade your mod with
456
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
400
457
  */
401
458
  @Exported
402
459
  public getFirstModdedPillEffect(): PillEffect | undefined {
@@ -422,6 +479,9 @@ export class ModdedElementDetection extends Feature {
422
479
  * This function can only be called if at least one callback has been executed. This is because
423
480
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
424
481
  * order).
482
+ *
483
+ * In order to use this function, you must upgrade your mod with
484
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
425
485
  */
426
486
  @Exported
427
487
  public getLastPillEffect(): PillEffect {
@@ -439,6 +499,9 @@ export class ModdedElementDetection extends Feature {
439
499
  * This function can only be called if at least one callback has been executed. This is because
440
500
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
441
501
  * order).
502
+ *
503
+ * In order to use this function, you must upgrade your mod with
504
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
442
505
  */
443
506
  @Exported
444
507
  public getModdedPillEffects(): PillEffect[] {
@@ -462,6 +525,9 @@ export class ModdedElementDetection extends Feature {
462
525
  * This function can only be called if at least one callback has been executed. This is because
463
526
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
464
527
  * order).
528
+ *
529
+ * In order to use this function, you must upgrade your mod with
530
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
465
531
  */
466
532
  @Exported
467
533
  public getNumPillEffects(): int {
@@ -474,6 +540,9 @@ export class ModdedElementDetection extends Feature {
474
540
  * This function can only be called if at least one callback has been executed. This is because
475
541
  * not all pill effects will necessarily be present when a mod first loads (due to mod load
476
542
  * order).
543
+ *
544
+ * In order to use this function, you must upgrade your mod with
545
+ * `ISCFeature.MODDED_ELEMENT_DETECTION`.
477
546
  */
478
547
  @Exported
479
548
  public getNumModdedPillEffects(): int {