isaacscript-common 59.2.0 → 59.4.0
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 +29 -0
- package/dist/isaacscript-common.lua +21 -5
- package/dist/src/functions/challenges.d.ts +17 -0
- package/dist/src/functions/challenges.d.ts.map +1 -1
- package/dist/src/functions/challenges.lua +26 -5
- package/dist/src/functions/run.d.ts +9 -0
- package/dist/src/functions/run.d.ts.map +1 -1
- package/dist/src/functions/run.lua +12 -0
- package/package.json +1 -1
- package/src/functions/challenges.ts +27 -0
- package/src/functions/run.ts +17 -0
package/dist/index.rollup.d.ts
CHANGED
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@@ -1550,6 +1550,16 @@ export declare const CHEST_PICKUP_VARIANTS_SET: ReadonlySet<PickupVariant>;
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*/
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export declare function clamp(num: int, min: int, max: int): int;
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/**
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* Helper function to clear the current challenge, which will restart the run on a new random
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* non-challenge seed with the current character.
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*
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* If the player is not in a challenge already, this function will do nothing.
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*
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* Under the hood, this function executes the `challenge 0` console command.
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*/
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export declare function clearChallenge(): void;
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export declare function clearCollectibleSprite(collectible: EntityPickup): void;
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/**
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@@ -16771,6 +16781,15 @@ export declare function setBackdrop(backdropType: BackdropType): void;
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*/
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export declare function setBlindfold(player: EntityPlayer, enabled: boolean, modifyCostume?: boolean): void;
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/**
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* Helper function to restart the run on a particular challenge.
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*
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* If the player is already in the particular challenge, this function will do nothing.
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*
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* Under the hood, this function executes the `challenge 0` console command.
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*/
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export declare function setChallenge(challenge: Challenge): void;
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/**
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* Helper function to set a collectible sprite to a question mark (i.e. how collectibles look when
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* the player has Curse of the Blind).
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@@ -16986,6 +17005,16 @@ export declare function setRoomDisplayFlags(roomGridIndex: int | undefined, disp
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*/
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export declare function setRoomUncleared(): void;
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/**
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* Helper function to restart the run on a particular starting seed.
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*
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* Under the hood, this function executes the `seed` console command.
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*
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* @param startSeedOrStartSeedString Either the numerical start seed (e.g. 268365970) or the start
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* seed string (e.g. "AAJ2 8V9C").
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*/
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export declare function setRunSeed(startSeedOrStartSeedString: Seed | string): void;
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/** Helper function to set a seed to an RNG object using Blade's recommended shift index. */
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export declare function setSeed(rng: RNG, seed: Seed): void;
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@@ -1,6 +1,6 @@
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--[[
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-
isaacscript-common 59.
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isaacscript-common 59.4.0
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -22636,6 +22636,8 @@ 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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local ____types = require("src.functions.types")
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local isString = ____types.isString
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function ____exports.anySeedEffectEnabled(self)
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local seeds = game:GetSeeds()
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local numSeedEffects = seeds:CountSeedEffects()
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@@ -22685,6 +22687,10 @@ function ____exports.restart(self, character)
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log((((("Restarting the run as " .. characterName) .. " (") .. tostring(character)) .. ") with a console command of: ") .. command)
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Isaac.ExecuteCommand(command)
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end
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function ____exports.setRunSeed(self, startSeedOrStartSeedString)
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local startSeedString = isString(nil, startSeedOrStartSeedString) and startSeedOrStartSeedString or Seeds.Seed2String(startSeedOrStartSeedString)
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Isaac.ExecuteCommand("seed " .. startSeedString)
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end
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function ____exports.setUnseeded(self)
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local seeds = game:GetSeeds()
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seeds:Reset()
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@@ -54628,6 +54634,15 @@ local DEFAULT_CHALLENGE_CHARACTER = ____challengeCharacters.DEFAULT_CHALLENGE_CH
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local ____challengeNames = require("src.objects.challengeNames")
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local CHALLENGE_NAMES = ____challengeNames.CHALLENGE_NAMES
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local DEFAULT_CHALLENGE_NAME = ____challengeNames.DEFAULT_CHALLENGE_NAME
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function ____exports.onAnyChallenge(self)
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local challenge = Isaac.GetChallenge()
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return challenge ~= Challenge.NULL
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end
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function ____exports.clearChallenge(self)
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if ____exports.onAnyChallenge(nil) then
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Isaac.ExecuteCommand("challenge " .. tostring(Challenge.NULL))
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end
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end
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function ____exports.getChallengeBoss(self, challenge)
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local challengeBossID = CHALLENGE_BOSSES[challenge]
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return challengeBossID or DEFAULT_CHALLENGE_BOSS_ID
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@@ -54640,15 +54655,16 @@ function ____exports.getChallengeName(self, challenge)
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local challengeName = CHALLENGE_NAMES[challenge]
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return challengeName or DEFAULT_CHALLENGE_NAME
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end
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54643
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-
function ____exports.onAnyChallenge(self)
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54644
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local challenge = Isaac.GetChallenge()
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54645
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return challenge ~= Challenge.NULL
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-
end
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function ____exports.onChallenge(self, ...)
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local challenges = {...}
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local challenge = Isaac.GetChallenge()
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return __TS__ArrayIncludes(challenges, challenge)
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end
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function ____exports.setChallenge(self, challenge)
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if not ____exports.onChallenge(nil, challenge) then
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Isaac.ExecuteCommand("challenge " .. tostring(challenge))
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end
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end
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return ____exports
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end,
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["src.interfaces.ChargeBarSprites"] = function(...)
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@@ -1,5 +1,14 @@
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import type { BossID, PlayerType } from "isaac-typescript-definitions";
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import { Challenge } from "isaac-typescript-definitions";
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/**
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* Helper function to clear the current challenge, which will restart the run on a new random
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* non-challenge seed with the current character.
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*
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* If the player is not in a challenge already, this function will do nothing.
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*
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* Under the hood, this function executes the `challenge 0` console command.
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*/
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export declare function clearChallenge(): void;
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/**
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* Get the final boss of a challenge. This will only work for vanilla challenges.
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*
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@@ -30,4 +39,12 @@ export declare function onAnyChallenge(): boolean;
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* for.
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*/
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export declare function onChallenge(...challenges: Challenge[]): boolean;
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/**
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* Helper function to restart the run on a particular challenge.
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*
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* If the player is already in the particular challenge, this function will do nothing.
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*
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* Under the hood, this function executes the `challenge 0` console command.
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*/
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export declare function setChallenge(challenge: Challenge): void;
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//# sourceMappingURL=challenges.d.ts.map
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@@ -1 +1 @@
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-
{"version":3,"file":"challenges.d.ts","sourceRoot":"","sources":["../../../src/functions/challenges.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,8BAA8B,CAAC;AACvE,OAAO,EAAE,SAAS,EAAE,MAAM,8BAA8B,CAAC;AAczD;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,MAAM,CAK7D;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CAAC,SAAS,EAAE,SAAS,GAAG,UAAU,CAKtE;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,MAAM,CAK7D;AAED,qEAAqE;AACrE,wBAAgB,cAAc,IAAI,OAAO,CAGxC;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,GAAG,UAAU,EAAE,SAAS,EAAE,GAAG,OAAO,CAG/D"}
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{"version":3,"file":"challenges.d.ts","sourceRoot":"","sources":["../../../src/functions/challenges.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,8BAA8B,CAAC;AACvE,OAAO,EAAE,SAAS,EAAE,MAAM,8BAA8B,CAAC;AAczD;;;;;;;GAOG;AACH,wBAAgB,cAAc,IAAI,IAAI,CAIrC;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,MAAM,CAK7D;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CAAC,SAAS,EAAE,SAAS,GAAG,UAAU,CAKtE;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,MAAM,CAK7D;AAED,qEAAqE;AACrE,wBAAgB,cAAc,IAAI,OAAO,CAGxC;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,GAAG,UAAU,EAAE,SAAS,EAAE,GAAG,OAAO,CAG/D;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,SAAS,EAAE,SAAS,GAAG,IAAI,CAIvD"}
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@@ -12,6 +12,22 @@ local DEFAULT_CHALLENGE_CHARACTER = ____challengeCharacters.DEFAULT_CHALLENGE_CH
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local ____challengeNames = require("src.objects.challengeNames")
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local CHALLENGE_NAMES = ____challengeNames.CHALLENGE_NAMES
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local DEFAULT_CHALLENGE_NAME = ____challengeNames.DEFAULT_CHALLENGE_NAME
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--- Helper function to see if the player is playing any challenge.
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function ____exports.onAnyChallenge(self)
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local challenge = Isaac.GetChallenge()
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return challenge ~= Challenge.NULL
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end
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--- Helper function to clear the current challenge, which will restart the run on a new random
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-- non-challenge seed with the current character.
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--
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-- If the player is not in a challenge already, this function will do nothing.
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--
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-- Under the hood, this function executes the `challenge 0` console command.
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function ____exports.clearChallenge(self)
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if ____exports.onAnyChallenge(nil) then
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Isaac.ExecuteCommand("challenge " .. tostring(Challenge.NULL))
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end
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end
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--- Get the final boss of a challenge. This will only work for vanilla challenges.
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--
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-- For modded challenges, `BossID.MOM` (6) will be returned.
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@@ -36,11 +52,6 @@ function ____exports.getChallengeName(self, challenge)
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local challengeName = CHALLENGE_NAMES[challenge]
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return challengeName or DEFAULT_CHALLENGE_NAME
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end
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--- Helper function to see if the player is playing any challenge.
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function ____exports.onAnyChallenge(self)
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local challenge = Isaac.GetChallenge()
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return challenge ~= Challenge.NULL
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end
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--- Helper function to check to see if the player is playing a particular challenge.
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--
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-- This function is variadic, meaning that you can specify as many challenges as you want to check
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local challenge = Isaac.GetChallenge()
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return __TS__ArrayIncludes(challenges, challenge)
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end
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--- Helper function to restart the run on a particular challenge.
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--
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-- If the player is already in the particular challenge, this function will do nothing.
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--
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-- Under the hood, this function executes the `challenge 0` console command.
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function ____exports.setChallenge(self, challenge)
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if not ____exports.onChallenge(nil, challenge) then
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Isaac.ExecuteCommand("challenge " .. tostring(challenge))
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end
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end
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return ____exports
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@@ -45,6 +45,15 @@ export declare function onVictoryLap(): boolean;
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* You can optionally specify a `PlayerType` to restart the game as that character.
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*/
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export declare function restart(character?: PlayerType): void;
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/**
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* Helper function to restart the run on a particular starting seed.
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*
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* Under the hood, this function executes the `seed` console command.
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*
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* @param startSeedOrStartSeedString Either the numerical start seed (e.g. 268365970) or the start
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* seed string (e.g. "AAJ2 8V9C").
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*/
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export declare function setRunSeed(startSeedOrStartSeedString: Seed | string): void;
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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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@@ -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;AAC/D,OAAO,EAGL,UAAU,EAEX,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;AAUtC,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;;;;;;;GAOG;AACH,wBAAgB,UAAU,CAAC,0BAA0B,EAAE,IAAI,GAAG,MAAM,GAAG,IAAI,CAM1E;AAED;;;;;;;;GAQG;AACH,wBAAgB,WAAW,IAAI,IAAI,CAUlC"}
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@@ -20,6 +20,8 @@ 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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local ____types = require("src.functions.types")
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local isString = ____types.isString
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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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@@ -92,6 +94,16 @@ function ____exports.restart(self, character)
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log((((("Restarting the run as " .. characterName) .. " (") .. tostring(character)) .. ") with a console command of: ") .. command)
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Isaac.ExecuteCommand(command)
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end
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--- Helper function to restart the run on a particular starting seed.
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--
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-- Under the hood, this function executes the `seed` console command.
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--
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101
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-- @param startSeedOrStartSeedString Either the numerical start seed (e.g. 268365970) or the start
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-- seed string (e.g. "AAJ2 8V9C").
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|
+
function ____exports.setRunSeed(self, startSeedOrStartSeedString)
|
|
104
|
+
local startSeedString = isString(nil, startSeedOrStartSeedString) and startSeedOrStartSeedString or Seeds.Seed2String(startSeedOrStartSeedString)
|
|
105
|
+
Isaac.ExecuteCommand("seed " .. startSeedString)
|
|
106
|
+
end
|
|
95
107
|
--- Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
96
108
|
--
|
|
97
109
|
-- This is useful to revert the behavior where playing on a set seed and restarting the game will
|
package/package.json
CHANGED
|
@@ -13,6 +13,20 @@ import {
|
|
|
13
13
|
DEFAULT_CHALLENGE_NAME,
|
|
14
14
|
} from "../objects/challengeNames";
|
|
15
15
|
|
|
16
|
+
/**
|
|
17
|
+
* Helper function to clear the current challenge, which will restart the run on a new random
|
|
18
|
+
* non-challenge seed with the current character.
|
|
19
|
+
*
|
|
20
|
+
* If the player is not in a challenge already, this function will do nothing.
|
|
21
|
+
*
|
|
22
|
+
* Under the hood, this function executes the `challenge 0` console command.
|
|
23
|
+
*/
|
|
24
|
+
export function clearChallenge(): void {
|
|
25
|
+
if (onAnyChallenge()) {
|
|
26
|
+
Isaac.ExecuteCommand(`challenge ${Challenge.NULL}`);
|
|
27
|
+
}
|
|
28
|
+
}
|
|
29
|
+
|
|
16
30
|
/**
|
|
17
31
|
* Get the final boss of a challenge. This will only work for vanilla challenges.
|
|
18
32
|
*
|
|
@@ -68,3 +82,16 @@ export function onChallenge(...challenges: Challenge[]): boolean {
|
|
|
68
82
|
const challenge = Isaac.GetChallenge();
|
|
69
83
|
return challenges.includes(challenge);
|
|
70
84
|
}
|
|
85
|
+
|
|
86
|
+
/**
|
|
87
|
+
* Helper function to restart the run on a particular challenge.
|
|
88
|
+
*
|
|
89
|
+
* If the player is already in the particular challenge, this function will do nothing.
|
|
90
|
+
*
|
|
91
|
+
* Under the hood, this function executes the `challenge 0` console command.
|
|
92
|
+
*/
|
|
93
|
+
export function setChallenge(challenge: Challenge): void {
|
|
94
|
+
if (!onChallenge(challenge)) {
|
|
95
|
+
Isaac.ExecuteCommand(`challenge ${challenge}`);
|
|
96
|
+
}
|
|
97
|
+
}
|
package/src/functions/run.ts
CHANGED
|
@@ -12,6 +12,7 @@ import { FIRST_CHARACTER } from "../core/constantsFirstLast";
|
|
|
12
12
|
import { getCharacterName } from "./characters";
|
|
13
13
|
import { spawnSlot } from "./entitiesSpecific";
|
|
14
14
|
import { log } from "./log";
|
|
15
|
+
import { isString } from "./types";
|
|
15
16
|
|
|
16
17
|
/** Alias for the `anySeedEffectEnabled` function. */
|
|
17
18
|
export function anyEasterEggEnabled(): boolean {
|
|
@@ -122,6 +123,22 @@ export function restart(character?: PlayerType): void {
|
|
|
122
123
|
Isaac.ExecuteCommand(command);
|
|
123
124
|
}
|
|
124
125
|
|
|
126
|
+
/**
|
|
127
|
+
* Helper function to restart the run on a particular starting seed.
|
|
128
|
+
*
|
|
129
|
+
* Under the hood, this function executes the `seed` console command.
|
|
130
|
+
*
|
|
131
|
+
* @param startSeedOrStartSeedString Either the numerical start seed (e.g. 268365970) or the start
|
|
132
|
+
* seed string (e.g. "AAJ2 8V9C").
|
|
133
|
+
*/
|
|
134
|
+
export function setRunSeed(startSeedOrStartSeedString: Seed | string): void {
|
|
135
|
+
const startSeedString = isString(startSeedOrStartSeedString)
|
|
136
|
+
? startSeedOrStartSeedString
|
|
137
|
+
: Seeds.Seed2String(startSeedOrStartSeedString);
|
|
138
|
+
|
|
139
|
+
Isaac.ExecuteCommand(`seed ${startSeedString}`);
|
|
140
|
+
}
|
|
141
|
+
|
|
125
142
|
/**
|
|
126
143
|
* Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
127
144
|
*
|