isaacscript-common 47.3.0 → 47.5.0
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.rollup.d.ts
CHANGED
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@@ -74,6 +74,7 @@ import { RoomShape } from 'isaac-typescript-definitions';
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import { RoomTransitionAnim } from 'isaac-typescript-definitions';
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import { RoomType } from 'isaac-typescript-definitions';
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import type { SackSubType } from 'isaac-typescript-definitions';
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import { SeedEffect } from 'isaac-typescript-definitions';
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import type { SlotVariant } from 'isaac-typescript-definitions';
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import type { StageID } from 'isaac-typescript-definitions';
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import { StageType } from 'isaac-typescript-definitions';
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@@ -1054,6 +1055,9 @@ export declare function anyPlayerHoldingItem(): boolean;
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*/
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export declare function anyPlayerIs(...matchingCharacters: PlayerType[]): boolean;
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/**
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* Helper function to see if any seed effects (i.e. Easter Eggs) are enabled for the current run.
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*/
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export declare function anySeedEffectEnabled(): boolean;
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declare type Arr<N extends number, T extends unknown[] = []> = T["length"] extends N ? T : Arr<N, [...T, unknown]>;
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@@ -1352,6 +1356,9 @@ export declare function canPlayerCrushRocks(player: EntityPlayer): boolean;
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/**
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* Helper function to see if the current run can unlock achievements. For example, if playing on a
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* set seed or in a victory lap, achievements are disabled.
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*
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* Under the hood, this is determined by spawning a Greed Donation Machine and then seeing if it
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* exists before removing it.
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*/
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export declare function canRunUnlockAchievements(): boolean;
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@@ -7306,6 +7313,11 @@ export declare function getScreenTopLeftPos(): Readonly<Vector>;
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export declare function getScreenTopRightPos(): Readonly<Vector>;
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/**
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* Helper function to get the seed effects (i.e. Easter Eggs) that are enabled for the current run.
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*/
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export declare function getSeedEffects(): SeedEffect[];
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/**
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* Helper function to get all possible combinations of the given set. This includes the combination
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* of an empty set.
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@@ -14021,9 +14033,9 @@ export declare function onFirstFloor(): boolean;
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export declare function onRepentanceStage(): boolean;
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/**
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*
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* pressing tab on the character selection screen). When the player resets the game
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* the game will not switch to a different seed.
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* Helper function to check whether the player is playing on a set seed (i.e. that they entered in a
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* specific seed by pressing tab on the character selection screen). When the player resets the game
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* on a set seed, the game will not switch to a different seed.
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*
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* Under the hood, this checks if the current challenge is `Challenge.NULL` and the
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* `Seeds.IsCustomRun` method.
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@@ -14103,6 +14115,12 @@ export declare function onStageWithShovelTrapdoors(): boolean;
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*/
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export declare function onStageWithStoryBoss(): boolean;
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/**
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* Helper function to check whether the player is on a Victory Lap (i.e. they answered "yes" to the
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* popup that happens after defeating The Lamb).
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*/
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export declare function onVictoryLap(): boolean;
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/**
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* For the purposes of this function, doors to Secret Rooms or Super Secret Rooms that have not been
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* discovered yet will not be opened.
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@@ -16630,8 +16648,8 @@ export declare function setTrinketSprite(trinket: EntityPickup, pngPath: string
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/**
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* Helper function to change the run status to that of an unseeded run with a new random seed.
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*
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* This is useful to revert the behavior where playing on a set and restarting the game will
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* take you to a new seed.
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* This is useful to revert the behavior where playing on a set seed and restarting the game will
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* not take you to a new seed.
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*
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* Under the hood, this function calls the `Seeds.Reset` method and the
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* `Seeds.Restart(Challenge.NULL)` method.
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@@ -1,6 +1,6 @@
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--[[
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-
isaacscript-common 47.
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isaacscript-common 47.5.0
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -22503,7 +22503,7 @@ return ____exports
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end,
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["src.functions.run"] = function(...)
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local ____lualib = require("lualib_bundle")
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-
local
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local __TS__ArrayFilter = ____lualib.__TS__ArrayFilter
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local ____exports = {}
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local ____isaac_2Dtypescript_2Ddefinitions = require("lua_modules.isaac-typescript-definitions.dist.src.index")
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local Challenge = ____isaac_2Dtypescript_2Ddefinitions.Challenge
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@@ -22526,10 +22526,8 @@ local ____log = require("src.functions.log")
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local log = ____log.log
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function ____exports.anySeedEffectEnabled(self)
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local seeds = game:GetSeeds()
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-
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function(____, seedEffect) return seedEffect ~= SeedEffect.NORMAL and seeds:HasSeedEffect(seedEffect) end
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)
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local numSeedEffects = seeds:CountSeedEffects()
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return numSeedEffects > 0
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end
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function ____exports.anyEasterEggEnabled(self)
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return ____exports.anySeedEffectEnabled(nil)
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@@ -22540,6 +22538,13 @@ function ____exports.canRunUnlockAchievements(self)
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greedDonationMachine:Remove()
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return canUnlockAchievements
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end
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function ____exports.getSeedEffects(self)
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local seeds = game:GetSeeds()
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return __TS__ArrayFilter(
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SEED_EFFECTS,
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function(____, seedEffect) return seedEffect ~= SeedEffect.NORMAL and seeds:HasSeedEffect(seedEffect) end
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)
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end
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function ____exports.isGreedMode(self)
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return game.Difficulty == Difficulty.GREED or game.Difficulty == Difficulty.GREEDIER
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end
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@@ -22549,6 +22554,10 @@ function ____exports.onSetSeed(self)
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local challenge = Isaac.GetChallenge()
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return challenge == Challenge.NULL and customRun
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end
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function ____exports.onVictoryLap(self)
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local numVictoryLaps = game:GetVictoryLap()
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return numVictoryLaps > 0
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end
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function ____exports.restart(self, character)
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if character == nil then
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local command = "restart"
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@@ -1,26 +1,42 @@
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import type { PlayerType } from "isaac-typescript-definitions";
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import { SeedEffect } from "isaac-typescript-definitions";
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/** Alias for the `anySeedEffectEnabled` function. */
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export declare function anyEasterEggEnabled(): boolean;
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/**
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* Helper function to see if any seed effects (i.e. Easter Eggs) are enabled for the current run.
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*/
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export declare function anySeedEffectEnabled(): boolean;
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/**
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* Helper function to see if the current run can unlock achievements. For example, if playing on a
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* set seed or in a victory lap, achievements are disabled.
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*
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* Under the hood, this is determined by spawning a Greed Donation Machine and then seeing if it
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* exists before removing it.
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*/
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export declare function canRunUnlockAchievements(): boolean;
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/**
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* Helper function to get the seed effects (i.e. Easter Eggs) that are enabled for the current run.
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*/
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export declare function getSeedEffects(): SeedEffect[];
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/**
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* Helper function to check if the difficulty of the current run is equal to `Difficulty.GREED` or
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* `Difficulty.GREEDIER`.
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*/
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export declare function isGreedMode(): boolean;
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/**
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*
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* pressing tab on the character selection screen). When the player resets the game
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* the game will not switch to a different seed.
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* Helper function to check whether the player is playing on a set seed (i.e. that they entered in a
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* specific seed by pressing tab on the character selection screen). When the player resets the game
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* on a set seed, the game will not switch to a different seed.
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*
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* Under the hood, this checks if the current challenge is `Challenge.NULL` and the
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* `Seeds.IsCustomRun` method.
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*/
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export declare function onSetSeed(): boolean;
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/**
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* Helper function to check whether the player is on a Victory Lap (i.e. they answered "yes" to the
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* popup that happens after defeating The Lamb).
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*/
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export declare function onVictoryLap(): boolean;
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/**
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* Helper function to restart the run using the console command of "restart". If the player is
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* playing a seeded run, then it will restart the game to the beginning of the seed. Otherwise, it
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/**
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*
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* This is useful to revert the behavior where playing on a set and restarting the game will
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* take you to a new seed.
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* This is useful to revert the behavior where playing on a set seed and restarting the game will
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* not take you to a new seed.
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*
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* Under the hood, this function calls the `Seeds.Reset` method and the
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* `Seeds.Restart(Challenge.NULL)` method.
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@@ -1 +1 @@
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-
{"version":3,"file":"run.d.ts","sourceRoot":"","sources":["../../../src/functions/run.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,8BAA8B,CAAC;
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{"version":3,"file":"run.d.ts","sourceRoot":"","sources":["../../../src/functions/run.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAGL,UAAU,EAEX,MAAM,8BAA8B,CAAC;AAStC,qDAAqD;AACrD,wBAAgB,mBAAmB,IAAI,OAAO,CAE7C;AAED;;GAEG;AACH,wBAAgB,oBAAoB,IAAI,OAAO,CAK9C;AAED;;;;;;GAMG;AACH,wBAAgB,wBAAwB,IAAI,OAAO,CAUlD;AAED;;GAEG;AACH,wBAAgB,cAAc,IAAI,UAAU,EAAE,CAO7C;AAED;;;GAGG;AACH,wBAAgB,WAAW,IAAI,OAAO,CAKrC;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,IAAI,OAAO,CAMnC;AAED;;;GAGG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED;;;;;;GAMG;AACH,wBAAgB,OAAO,CAAC,SAAS,CAAC,EAAE,UAAU,GAAG,IAAI,CAkBpD;AAED;;;;;;;;GAQG;AACH,wBAAgB,WAAW,IAAI,IAAI,CAUlC"}
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local ____lualib = require("lualib_bundle")
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local
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local __TS__ArrayFilter = ____lualib.__TS__ArrayFilter
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local ____exports = {}
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local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
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local Challenge = ____isaac_2Dtypescript_2Ddefinitions.Challenge
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@@ -20,12 +20,11 @@ local ____entitiesSpecific = require("src.functions.entitiesSpecific")
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local spawnSlot = ____entitiesSpecific.spawnSlot
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local ____log = require("src.functions.log")
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local log = ____log.log
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--- Helper function to see if any seed effects (i.e. Easter Eggs) are enabled for the current run.
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function ____exports.anySeedEffectEnabled(self)
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local seeds = game:GetSeeds()
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function(____, seedEffect) return seedEffect ~= SeedEffect.NORMAL and seeds:HasSeedEffect(seedEffect) end
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local numSeedEffects = seeds:CountSeedEffects()
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return numSeedEffects > 0
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end
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--- Alias for the `anySeedEffectEnabled` function.
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function ____exports.anyEasterEggEnabled(self)
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end
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--- Helper function to see if the current run can unlock achievements. For example, if playing on a
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-- set seed or in a victory lap, achievements are disabled.
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--
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-- Under the hood, this is determined by spawning a Greed Donation Machine and then seeing if it
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-- exists before removing it.
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function ____exports.canRunUnlockAchievements(self)
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local greedDonationMachine = spawnSlot(nil, SlotVariant.GREED_DONATION_MACHINE, 0, VectorZero)
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local canUnlockAchievements = greedDonationMachine:Exists()
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greedDonationMachine:Remove()
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return canUnlockAchievements
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end
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--- Helper function to get the seed effects (i.e. Easter Eggs) that are enabled for the current run.
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function ____exports.getSeedEffects(self)
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local seeds = game:GetSeeds()
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return __TS__ArrayFilter(
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SEED_EFFECTS,
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function(____, seedEffect) return seedEffect ~= SeedEffect.NORMAL and seeds:HasSeedEffect(seedEffect) end
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)
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end
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--- Helper function to check if the difficulty of the current run is equal to `Difficulty.GREED` or
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-- `Difficulty.GREEDIER`.
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function ____exports.isGreedMode(self)
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return game.Difficulty == Difficulty.GREED or game.Difficulty == Difficulty.GREEDIER
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end
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---
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-- pressing tab on the character selection screen). When the player resets the game
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-- the game will not switch to a different seed.
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--- Helper function to check whether the player is playing on a set seed (i.e. that they entered in a
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-- specific seed by pressing tab on the character selection screen). When the player resets the game
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-- on a set seed, the game will not switch to a different seed.
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--
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-- Under the hood, this checks if the current challenge is `Challenge.NULL` and the
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-- `Seeds.IsCustomRun` method.
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local challenge = Isaac.GetChallenge()
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return challenge == Challenge.NULL and customRun
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end
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--- Helper function to check whether the player is on a Victory Lap (i.e. they answered "yes" to the
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-- popup that happens after defeating The Lamb).
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function ____exports.onVictoryLap(self)
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local numVictoryLaps = game:GetVictoryLap()
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return numVictoryLaps > 0
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end
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--- Helper function to restart the run using the console command of "restart". If the player is
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-- playing a seeded run, then it will restart the game to the beginning of the seed. Otherwise, it
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-- will put the player on a run with an entirely new seed.
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@@ -78,8 +94,8 @@ function ____exports.restart(self, character)
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end
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--- Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
80
96
|
--
|
|
81
|
-
-- This is useful to revert the behavior where playing on a set and restarting the game will
|
|
82
|
-
-- take you to a new seed.
|
|
97
|
+
-- This is useful to revert the behavior where playing on a set seed and restarting the game will
|
|
98
|
+
-- not take you to a new seed.
|
|
83
99
|
--
|
|
84
100
|
-- Under the hood, this function calls the `Seeds.Reset` method and the
|
|
85
101
|
-- `Seeds.Restart(Challenge.NULL)` method.
|
package/package.json
CHANGED
package/src/functions/run.ts
CHANGED
|
@@ -18,18 +18,22 @@ export function anyEasterEggEnabled(): boolean {
|
|
|
18
18
|
return anySeedEffectEnabled();
|
|
19
19
|
}
|
|
20
20
|
|
|
21
|
+
/**
|
|
22
|
+
* Helper function to see if any seed effects (i.e. Easter Eggs) are enabled for the current run.
|
|
23
|
+
*/
|
|
21
24
|
export function anySeedEffectEnabled(): boolean {
|
|
22
25
|
const seeds = game.GetSeeds();
|
|
26
|
+
const numSeedEffects = seeds.CountSeedEffects();
|
|
23
27
|
|
|
24
|
-
return
|
|
25
|
-
(seedEffect) =>
|
|
26
|
-
seedEffect !== SeedEffect.NORMAL && seeds.HasSeedEffect(seedEffect),
|
|
27
|
-
);
|
|
28
|
+
return numSeedEffects > 0;
|
|
28
29
|
}
|
|
29
30
|
|
|
30
31
|
/**
|
|
31
32
|
* Helper function to see if the current run can unlock achievements. For example, if playing on a
|
|
32
33
|
* set seed or in a victory lap, achievements are disabled.
|
|
34
|
+
*
|
|
35
|
+
* Under the hood, this is determined by spawning a Greed Donation Machine and then seeing if it
|
|
36
|
+
* exists before removing it.
|
|
33
37
|
*/
|
|
34
38
|
export function canRunUnlockAchievements(): boolean {
|
|
35
39
|
const greedDonationMachine = spawnSlot(
|
|
@@ -43,6 +47,18 @@ export function canRunUnlockAchievements(): boolean {
|
|
|
43
47
|
return canUnlockAchievements;
|
|
44
48
|
}
|
|
45
49
|
|
|
50
|
+
/**
|
|
51
|
+
* Helper function to get the seed effects (i.e. Easter Eggs) that are enabled for the current run.
|
|
52
|
+
*/
|
|
53
|
+
export function getSeedEffects(): SeedEffect[] {
|
|
54
|
+
const seeds = game.GetSeeds();
|
|
55
|
+
|
|
56
|
+
return SEED_EFFECTS.filter(
|
|
57
|
+
(seedEffect) =>
|
|
58
|
+
seedEffect !== SeedEffect.NORMAL && seeds.HasSeedEffect(seedEffect),
|
|
59
|
+
);
|
|
60
|
+
}
|
|
61
|
+
|
|
46
62
|
/**
|
|
47
63
|
* Helper function to check if the difficulty of the current run is equal to `Difficulty.GREED` or
|
|
48
64
|
* `Difficulty.GREEDIER`.
|
|
@@ -55,9 +71,9 @@ export function isGreedMode(): boolean {
|
|
|
55
71
|
}
|
|
56
72
|
|
|
57
73
|
/**
|
|
58
|
-
*
|
|
59
|
-
* pressing tab on the character selection screen). When the player resets the game
|
|
60
|
-
* the game will not switch to a different seed.
|
|
74
|
+
* Helper function to check whether the player is playing on a set seed (i.e. that they entered in a
|
|
75
|
+
* specific seed by pressing tab on the character selection screen). When the player resets the game
|
|
76
|
+
* on a set seed, the game will not switch to a different seed.
|
|
61
77
|
*
|
|
62
78
|
* Under the hood, this checks if the current challenge is `Challenge.NULL` and the
|
|
63
79
|
* `Seeds.IsCustomRun` method.
|
|
@@ -70,6 +86,15 @@ export function onSetSeed(): boolean {
|
|
|
70
86
|
return challenge === Challenge.NULL && customRun;
|
|
71
87
|
}
|
|
72
88
|
|
|
89
|
+
/**
|
|
90
|
+
* Helper function to check whether the player is on a Victory Lap (i.e. they answered "yes" to the
|
|
91
|
+
* popup that happens after defeating The Lamb).
|
|
92
|
+
*/
|
|
93
|
+
export function onVictoryLap(): boolean {
|
|
94
|
+
const numVictoryLaps = game.GetVictoryLap();
|
|
95
|
+
return numVictoryLaps > 0;
|
|
96
|
+
}
|
|
97
|
+
|
|
73
98
|
/**
|
|
74
99
|
* Helper function to restart the run using the console command of "restart". If the player is
|
|
75
100
|
* playing a seeded run, then it will restart the game to the beginning of the seed. Otherwise, it
|
|
@@ -100,8 +125,8 @@ export function restart(character?: PlayerType): void {
|
|
|
100
125
|
/**
|
|
101
126
|
* Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
102
127
|
*
|
|
103
|
-
* This is useful to revert the behavior where playing on a set and restarting the game will
|
|
104
|
-
* take you to a new seed.
|
|
128
|
+
* This is useful to revert the behavior where playing on a set seed and restarting the game will
|
|
129
|
+
* not take you to a new seed.
|
|
105
130
|
*
|
|
106
131
|
* Under the hood, this function calls the `Seeds.Reset` method and the
|
|
107
132
|
* `Seeds.Restart(Challenge.NULL)` method.
|