isaacscript-common 2.0.11 → 2.0.12
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/classes/DefaultMap.d.ts +2 -1
- package/dist/enums/ModCallbackCustom.d.ts +0 -3
- package/dist/features/deployJSONRoom.d.ts +16 -9
- package/dist/features/disableInputs.d.ts +6 -6
- package/dist/features/disableSound.d.ts +2 -2
- package/dist/features/extraConsoleCommands/commands.d.ts +10 -9
- package/dist/features/runInNFrames.d.ts +2 -1
- package/dist/features/saveDataManager/exports.d.ts +8 -6
- package/dist/features/sirenHelpers.d.ts +1 -1
- package/dist/functions/array.d.ts +10 -9
- package/dist/functions/benchmark.d.ts +1 -1
- package/dist/functions/cards.d.ts +7 -5
- package/dist/functions/charge.d.ts +6 -3
- package/dist/functions/collectibles.d.ts +7 -4
- package/dist/functions/color.d.ts +1 -1
- package/dist/functions/deepCopy.d.ts +2 -1
- package/dist/functions/entity.d.ts +9 -6
- package/dist/functions/entity.lua +1 -1
- package/dist/functions/entitySpecific.d.ts +20 -11
- package/dist/functions/enums.d.ts +6 -5
- package/dist/functions/enums.lua +1 -1
- package/dist/functions/familiars.d.ts +5 -5
- package/dist/functions/flag.d.ts +6 -2
- package/dist/functions/flying.d.ts +1 -1
- package/dist/functions/gridEntity.d.ts +13 -8
- package/dist/functions/kColor.d.ts +1 -1
- package/dist/functions/map.d.ts +2 -1
- package/dist/functions/math.d.ts +1 -1
- package/dist/functions/npc.d.ts +2 -2
- package/dist/functions/pickups.d.ts +2 -2
- package/dist/functions/pills.d.ts +2 -1
- package/dist/functions/player.d.ts +2 -2
- package/dist/functions/playerIndex.d.ts +2 -1
- package/dist/functions/positionVelocity.d.ts +9 -5
- package/dist/functions/random.d.ts +7 -5
- package/dist/functions/rng.d.ts +1 -1
- package/dist/functions/rooms.d.ts +5 -4
- package/dist/functions/set.d.ts +1 -1
- package/dist/functions/spawnCollectible.d.ts +4 -4
- package/dist/functions/transformations.d.ts +2 -1
- package/dist/functions/trinketGive.d.ts +1 -1
- package/dist/functions/trinkets.d.ts +7 -4
- package/dist/functions/ui.d.ts +2 -2
- package/dist/functions/utils.d.ts +4 -2
- package/dist/functions/vector.d.ts +1 -1
- package/dist/types/CollectibleIndex.d.ts +2 -1
- package/dist/types/PlayerIndex.d.ts +2 -1
- package/dist/upgradeMod.d.ts +2 -4
- package/package.json +3 -2
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@@ -14,7 +14,8 @@ declare type SecondArg<K, V, A extends unknown[]> = V | FactoryFunction<K, V, A>
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* When instantiating a new DefaultMap, you must specify either a default value or a function that
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* returns a default value.
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*
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*
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* For example:
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*
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* ```ts
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* // Initializes a new empty DefaultMap with a default value of "foo"
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* const defaultMapWithPrimitive = new DefaultMap<string, string>("foo");
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@@ -1,9 +1,6 @@
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/**
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* These are the custom callbacks available for use once the mod object has been upgraded. Also see
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* the [[`upgradeMod`]] function.
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*
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* For a better listing of all custom callbacks, check out the
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* [Function Signatures](https://isaacscript.github.io/docs/function-signatures#custom-callbacks).
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*/
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export declare enum ModCallbackCustom {
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POST_BOMB_INIT_LATE = 0,
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@@ -7,17 +7,21 @@ import { JSONRoom } from "../types/JSONRoom";
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*
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* This function is meant to be used in the PostNewRoom callback.
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*
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*
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* For example:
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*
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* ```ts
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*
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* import customRooms from "./customRooms";
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*
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* const firstJSONRoom = customRooms.rooms.room[0];
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* deployJSONRoom(firstJSONRoom);
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* ```
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*
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* @param jsonRoom The JSON room to deploy. *
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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*
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param verbose Optional. If specified, will write entries to the "log.txt" file that describe
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*
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* what the function is doing. Default is false.
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*/
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export declare function deployJSONRoom(jsonRoom: JSONRoom, seedOrRNG?: Seed | RNG, verbose?: boolean): void;
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/**
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@@ -31,18 +35,21 @@ export declare function deployJSONRoom(jsonRoom: JSONRoom, seedOrRNG?: Seed | RN
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* properly account for each room weight using the algorithm from:
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* https://stackoverflow.com/questions/1761626/weighted-random-numbers
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*
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*
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* For example:
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*
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* ```ts
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* import customRooms from "./customRooms";
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*
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* const jsonRooms = customRooms.rooms.room;
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* deployRandomJSONRoom(jsonRooms);
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* ```
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*
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* @param jsonRooms An array of JSON rooms to randomly select from. In practice, this will be
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* something like.
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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*
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param verbose Optional. If specified, will write entries to the "log.txt" file that describe
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*
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* what the function is doing. Default is false.
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*/
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export declare function deployRandomJSONRoom(jsonRooms: JSONRoom[], seedOrRNG?: Seed | RNG, verbose?: boolean): void;
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/**
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@@ -52,7 +59,7 @@ export declare function deployRandomJSONRoom(jsonRooms: JSONRoom[], seedOrRNG?:
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* effects (1000), doors, and walls.
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*
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* @param fillWithDecorations Optional. Set to true to fill every grid tile with an invisible
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*
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* player enters. Default is false.
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* decoration, which prevents vanilla entities in the room from
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* respawning the next time that the player enters. Default is false.
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*/
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export declare function emptyRoom(fillWithDecorations: boolean): void;
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@@ -4,7 +4,7 @@ import { ButtonAction } from "isaac-typescript-definitions";
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* used one of the other helper functions to disable inputs.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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*/
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export declare function enableAllInputs(key: string): void;
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/**
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@@ -14,7 +14,7 @@ export declare function enableAllInputs(key: string): void;
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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*
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* that multiple mod features can work in tandem.
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*/
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export declare function disableAllInputs(key: string): void;
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/**
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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*
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* that multiple mod features can work in tandem.
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* @param blacklist A set of ButtonActions to disallow.
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*/
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export declare function enableAllInputsExceptFor(key: string, blacklist: Set<ButtonAction> | ReadonlySet<ButtonAction>): void;
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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*
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* that multiple mod features can work in tandem.
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* @param whitelist A set of ButtonActions to allow.
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*/
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export declare function disableAllInputsExceptFor(key: string, whitelist: Set<ButtonAction>): void;
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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* that multiple mod features can work in tandem.
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*/
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export declare function disableMovementInputs(key: string): void;
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/**
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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* that multiple mod features can work in tandem.
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*/
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export declare function disableShootingInputs(key: string): void;
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* Use this function to set things back to normal after having used [[`disableAllSounds`]].
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export declare function enableAllSound(key: string): void;
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*/
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export declare function disableAllSound(key: string): void;
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/**
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* Gives the specified card. Accepts either the card sub-type or the partial name of the card.
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* - card 5 - Gives The Emperor.
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* - card spa - Gives 2 of Spades.
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*/
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* Restart as the specified character. Accepts either the character sub-type or the partial name of
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* the character.
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* - character 2 - Restarts as Cain.
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* - character ta - Restarts as Tainted Azazel.
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* Gives a pill with the specified pill effect. Accepts either the effect ID or the partial name of
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* the effect.
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* - `pill 5` - Gives a "Full Health" pill.
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* - `pill suns` - Gives a "Feels like I'm walking on sunshine" pill.
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*/
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export declare function pill(params: string): void;
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/** Spawns every pill on the ground, starting at the top-left-most tile. */
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/**
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* Alias for the "stage" command.
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* - s 3 - Warps to Caves 1.
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* - s 1c - Warps to Downpour 1.
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*/
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/**
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*/
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export declare function setPosition(params: string): void;
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/**
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export declare function setFamiliarNoSirenSteal(familiarVariant: FamiliarVariant | int, familiarSubType?: int): void;
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* For example, an array of `["Apple", "Banana"]` would return an array of `[0, 1]`.
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/**
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export declare function getRandomArrayElementAndRemove<T>(array: T[], seedOrRNG?: Seed | RNG, exceptions?: T[] | readonly T[]): T;
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* be printed to the log.)
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* runes/objects)
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*
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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/**
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export declare function getRandomCardOfType(cardType: ItemConfigCardType, seedOrRNG?: Seed | RNG, exceptions?: Card[]): Card;
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* Isaac, etc.). This will never return a Rune Shard.
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export declare function getRandomRune(seedOrRNG?: Seed | RNG, exceptions?: Card[]): Card;
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* @param player The player to grant the charges to.
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*
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* 1x1 room for the purposes of calculating how much charge to
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* grant. Default is false.
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export declare function addRoomClearCharge(player: EntityPlayer, ignoreBigRoomDoubleCharge?: boolean): void;
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* @param activeSlot The active item slot to grant the charges to.
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* 1x1 room for the purposes of calculating how much charge to
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* @param ignoreBigRoomDoubleCharge Optional. If set to true, it will treat the current room as a
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*
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* 1x1 room for the purposes of calculating how much charge to
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*/
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/**
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@@ -76,7 +76,8 @@ export declare function getCollectibleMaxCharges(collectibleType: CollectibleTyp
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* const collectibleName = getCollectibleName(collectibleType); // collectibleName is "Sad Onion"
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@@ -93,7 +94,8 @@ export declare function getCollectibleQuality(collectibleType: CollectibleType |
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* Helper function to get the tags of a collectible (which is the composition of zero or more
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*
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* const itemConfigTags = getCollectibleTags(collectibleType); // itemConfigTags is "18350080"
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@@ -155,8 +157,9 @@ export declare function setCollectibleEmpty(collectible: EntityPickup): void;
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*
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* @param pngPath Equal to either the spritesheet path to load (e.g.
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* will be removed, making it appear like the collectible has
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* "gfx/items/collectibles/collectibles_001_thesadonion.png") or undefined. If
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* undefined, the sprite will be removed, making it appear like the collectible has
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* already been taken by the player.
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*/
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export declare function setCollectibleSprite(collectible: EntityPickup, pngPath: string | undefined): void;
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@@ -14,7 +14,7 @@ export declare function colorEquals(color1: Color, color2: Color): boolean;
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* Helper function to copy a `Color` object.
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*
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* @param color The Color object to copy. In the case of deserialization, this will actually be a
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*
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* Lua table instead of an instantiated Color class.
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*/
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export declare function copyColor<C extends Color | SerializedColor, S extends SerializationType>(color: C, serializationType: S): CopyColorReturn[S];
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@@ -22,7 +22,8 @@ import { SerializationType } from "../enums/SerializationType";
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*
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* @param value The primitive or object to copy.
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* @param serializationType Has 3 possible values. Can leave objects as-is, or can serialize objects
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*
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* to Lua tables, or can deserialize Lua tables to objects. Default is
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* `SerializationType.NONE`.
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* @param traversalDescription Used to track the current key that we are operating on.
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*/
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export declare function deepCopy(value: unknown, serializationType?: SerializationType, traversalDescription?: string): unknown;
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@@ -15,7 +15,8 @@ export declare function countEntities(entityType?: EntityType | int, variant?: n
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* Given an array of entities, this helper function returns the closest one to a provided reference
|
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* entity.
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*
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*
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* For example:
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*
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* ```ts
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* const player = Isaac.GetPlayer();
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* const gapers = getEntities(EntityType.GAPER);
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@@ -31,7 +32,8 @@ export declare function getClosestEntityTo<T extends AnyEntity>(referenceEntity:
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* expensive but also more robust. (If a matching entity type is provided, then `Isaac.FindByType`
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* will be used instead.)
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*
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* For example:
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*
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* ```ts
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* // Make all of the entities in the room invisible
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* for (const entity of getEntities()) {
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@@ -41,11 +43,12 @@ export declare function getClosestEntityTo<T extends AnyEntity>(referenceEntity:
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*
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* @param entityType Optional. If specified, will only return NPCs that match this entity type.
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* @param variant Optional. If specified, will only return NPCs that match this variant. Default is
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*
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* -1. -1 matches every variant.
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* @param subType Optional. If specified, will only return NPCs that match this sub-type. Default is
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*
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* -1. -1 matches every sub-type.
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* @param ignoreFriendly Optional. If set to true, it will exclude friendly NPCs from being
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*
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* returned. Default is false. Will only be taken into account if
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* `matchingEntityType` is specified.
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*/
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|
export declare function getEntities(entityType?: EntityType | int, variant?: number, subType?: number, ignoreFriendly?: boolean): Entity[];
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/** Helper function to return a string containing the entity's type, variant, and sub-type. */
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@@ -110,7 +113,7 @@ export declare function removeEntities(entities: Entity[], cap?: int): boolean;
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*
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* @param entity The entity to reroll.
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* @returns If the game failed to reroll the enemy, returns undefined. Otherwise, returns the
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*
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* rerolled entity.
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*/
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export declare function rerollEnemy(entity: Entity): Entity | undefined;
|
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export declare function setEntityRandomColor(entity: Entity): void;
|
|
@@ -164,7 +164,7 @@ function ____exports.rerollEnemy(self, entity)
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local newEntities = ____exports.getEntities(nil)
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local filteredNewEntities = ____exports.getFilteredNewEntities(nil, oldEntities, newEntities)
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|
if #filteredNewEntities == 0 then
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-
error("Failed to find the new entity generated by the \"RerollEnemy\" method.")
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+
error("Failed to find the new entity generated by the \"Game.RerollEnemy\" method.")
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|
end
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return filteredNewEntities[1]
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end
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@@ -3,7 +3,8 @@ import { EntityTypeNonNPC } from "../types/EntityTypeNonNPC";
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3
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/**
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|
4
4
|
* Helper function to get all of the `EntityType.BOMB` in the room.
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5
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*
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|
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*
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|
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* For example:
|
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7
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+
*
|
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7
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|
* ```ts
|
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8
9
|
* // Make all of the bombs in the room invisible
|
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9
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|
* for (const bomb of getBombs()) {
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|
@@ -15,7 +16,8 @@ export declare function getBombs(bombVariant?: BombVariant | int, subType?: numb
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15
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|
/**
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16
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|
* Helper function to get all of the `EntityType.EFFECT` in the room.
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*
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*
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+
* For example:
|
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+
*
|
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19
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|
* ```ts
|
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20
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|
* // Make all of the effects in the room invisible
|
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21
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|
* for (const effect of getEffects()) {
|
|
@@ -27,7 +29,8 @@ export declare function getEffects(effectVariant?: EffectVariant | int, subType?
|
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27
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|
/**
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28
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|
* Helper function to get all of the familiars in the room.
|
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*
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*
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* For example:
|
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*
|
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|
* ```ts
|
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32
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|
* // Make all of the familiars in the room invisible
|
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33
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|
* for (const familiar of getFamiliars()) {
|
|
@@ -39,7 +42,8 @@ export declare function getFamiliars(familiarVariant?: FamiliarVariant | int, su
|
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39
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|
/**
|
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40
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|
* Helper function to get all of the `EntityType.KNIFE` in the room.
|
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41
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|
*
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*
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|
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+
* For example:
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46
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+
*
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47
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* ```ts
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* // Make all of the knives in the room invisible
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* for (const knife of getKnives()) {
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@@ -51,7 +55,8 @@ export declare function getKnives(knifeVariant?: KnifeVariant | int, subType?: n
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55
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/**
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* Helper function to get all of the `EntityType.LASER` in the room.
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57
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*
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-
*
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+
* For example:
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+
*
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60
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* ```ts
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61
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* // Make all of the lasers in the room invisible
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* for (const laser of getLasers()) {
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@@ -65,7 +70,8 @@ export declare function getNPCs(entityType?: EntityType | int, variant?: int, su
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65
70
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/**
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66
71
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* Helper function to get all of the pickups in the room.
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72
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*
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68
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-
*
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73
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+
* For example:
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74
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+
*
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75
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* ```ts
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* // Make all of the pickups in the room invisible
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* for (const pickup of getPickups()) {
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@@ -77,7 +83,8 @@ export declare function getPickups(pickupVariant?: PickupVariant | int, subType?
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/**
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* Helper function to get all of the `EntityType.PROJECTILE` in the room.
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79
85
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*
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80
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-
*
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86
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+
* For example:
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87
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+
*
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81
88
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* ```ts
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82
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* // Make all of the projectiles in the room invisible
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83
90
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* for (const projectile of getProjectiles()) {
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@@ -89,7 +96,8 @@ export declare function getProjectiles(projectileVariant?: ProjectileVariant | i
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89
96
|
/**
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90
97
|
* Helper function to get all of the `EntityType.SLOT` in the room.
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91
98
|
*
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92
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-
*
|
|
99
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+
* For example:
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100
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+
*
|
|
93
101
|
* ```ts
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|
94
102
|
* // Make all of the slots in the room invisible
|
|
95
103
|
* for (const slot of getSlots()) {
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|
@@ -101,7 +109,8 @@ export declare function getSlots(slotVariant?: SlotVariant | int, subType?: numb
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101
109
|
/**
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|
102
110
|
* Helper function to get all of the `EntityType.TEAR` in the room.
|
|
103
111
|
*
|
|
104
|
-
*
|
|
112
|
+
* For example:
|
|
113
|
+
*
|
|
105
114
|
* ```ts
|
|
106
115
|
* // Make all of the tears in the room invisible
|
|
107
116
|
* for (const tear of getTears()) {
|
|
@@ -132,7 +141,7 @@ export declare function removeAllEffects(effectVariant?: EffectVariant | int, su
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132
141
|
* Helper function to remove all of the familiars in the room.
|
|
133
142
|
*
|
|
134
143
|
* @param familiarVariant Optional. If specified, will only remove familiars that match this
|
|
135
|
-
*
|
|
144
|
+
* variant.
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136
145
|
* @param subType Optional. If specified, will only remove familiars that match this sub-type.
|
|
137
146
|
* @param cap Optional. If specified, will only remove the given amount of familiars.
|
|
138
147
|
* @returns True if one or more familiars were removed, false otherwise.
|
|
@@ -176,7 +185,7 @@ export declare function removeAllPickups(pickupVariant?: PickupVariant | int, su
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|
|
176
185
|
* Helper function to remove all of the `EntityType.PROJECTILE` in the room.
|
|
177
186
|
*
|
|
178
187
|
* @param projectileVariant Optional. If specified, will only remove projectiles that match this
|
|
179
|
-
*
|
|
188
|
+
* variant.
|
|
180
189
|
* @param subType Optional. If specified, will only remove projectiles that match this sub-type.
|
|
181
190
|
* @param cap Optional. If specified, will only remove the given amount of projectiles.
|
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182
191
|
* @returns True if one or more projectiles were removed, false otherwise.
|