isaacscript-common 6.3.0 → 6.5.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (78) hide show
  1. package/cachedClasses.d.ts +15 -0
  2. package/cachedClasses.lua +20 -0
  3. package/constants.d.ts +17 -4
  4. package/constants.lua +13 -4
  5. package/enums/DecorationVariant.d.ts +9 -0
  6. package/enums/DecorationVariant.lua +7 -0
  7. package/enums/RockAltType.d.ts +7 -0
  8. package/enums/RockAltType.lua +13 -0
  9. package/features/customGridEntity.d.ts +2 -2
  10. package/features/customGridEntity.lua +7 -5
  11. package/features/customStage/backdrop.lua +11 -18
  12. package/features/customStage/customStageConstants.d.ts +1 -0
  13. package/features/customStage/customStageConstants.lua +3 -0
  14. package/features/customStage/exports.d.ts +27 -0
  15. package/features/customStage/exports.lua +33 -3
  16. package/features/customStage/gridEntities.d.ts +18 -0
  17. package/features/customStage/gridEntities.lua +215 -0
  18. package/features/customStage/init.lua +57 -8
  19. package/features/customStage/shadows.d.ts +3 -0
  20. package/features/customStage/shadows.lua +58 -0
  21. package/features/customStage/streakText.d.ts +3 -0
  22. package/features/customStage/streakText.lua +29 -0
  23. package/features/customStage/v.d.ts +6 -0
  24. package/features/customStage/v.lua +3 -1
  25. package/features/customStage/versusScreen.d.ts +3 -0
  26. package/features/customStage/versusScreen.lua +201 -0
  27. package/features/deployJSONRoom.lua +6 -2
  28. package/features/extraConsoleCommands/init.lua +2 -0
  29. package/features/extraConsoleCommands/listCommands.d.ts +9 -2
  30. package/features/extraConsoleCommands/listCommands.lua +20 -4
  31. package/features/saveDataManager/exports.lua +2 -2
  32. package/features/saveDataManager/load.lua +3 -3
  33. package/features/saveDataManager/main.lua +3 -3
  34. package/features/saveDataManager/merge.lua +2 -2
  35. package/features/saveDataManager/save.lua +3 -3
  36. package/features/saveDataManager/{constants.d.ts → saveDataManagerConstants.d.ts} +0 -0
  37. package/features/saveDataManager/{constants.lua → saveDataManagerConstants.lua} +0 -0
  38. package/functions/color.d.ts +0 -2
  39. package/functions/color.lua +0 -4
  40. package/functions/deepCopy.lua +2 -2
  41. package/functions/doors.d.ts +10 -5
  42. package/functions/doors.lua +20 -17
  43. package/functions/entity.d.ts +5 -0
  44. package/functions/entity.lua +13 -0
  45. package/functions/gridEntity.d.ts +39 -0
  46. package/functions/gridEntity.lua +83 -2
  47. package/functions/kColor.d.ts +0 -2
  48. package/functions/kColor.lua +0 -4
  49. package/functions/log.lua +2 -1
  50. package/functions/pickups.d.ts +9 -9
  51. package/functions/run.d.ts +7 -0
  52. package/functions/run.lua +16 -4
  53. package/functions/ui.d.ts +2 -0
  54. package/functions/ui.lua +8 -0
  55. package/functions/utils.d.ts +6 -4
  56. package/functions/utils.lua +6 -4
  57. package/interfaces/CustomStageLua.d.ts +271 -63
  58. package/objects/backdropTypeToRockAltType.d.ts +6 -0
  59. package/objects/backdropTypeToRockAltType.lua +69 -0
  60. package/objects/bossNamePNGFileNames.d.ts +5 -0
  61. package/objects/bossNamePNGFileNames.lua +108 -0
  62. package/objects/bossPortraitPNGFileNames.d.ts +5 -0
  63. package/objects/bossPortraitPNGFileNames.lua +108 -0
  64. package/objects/colors.d.ts +15 -8
  65. package/objects/colors.lua +9 -2
  66. package/objects/playerNamePNGFileNames.d.ts +5 -0
  67. package/objects/playerNamePNGFileNames.lua +49 -0
  68. package/objects/playerPortraitPNGFileNames.d.ts +5 -0
  69. package/objects/playerPortraitPNGFileNames.lua +49 -0
  70. package/objects/versusScreenBackgroundColors.d.ts +5 -0
  71. package/objects/versusScreenBackgroundColors.lua +38 -0
  72. package/objects/versusScreenDirtSpotColors.d.ts +5 -0
  73. package/objects/versusScreenDirtSpotColors.lua +38 -0
  74. package/package.json +2 -2
  75. package/features/customStage/boss.d.ts +0 -2
  76. package/features/customStage/boss.lua +0 -74
  77. package/features/customStage/stageAPIBoss.d.ts +0 -29
  78. package/features/customStage/stageAPIBoss.lua +0 -9
@@ -9,94 +9,303 @@
9
9
  *
10
10
  * The `CustomStageLua` interface extends this, adding room metadata.
11
11
  */
12
- export interface CustomStageTSConfig {
12
+ export declare type CustomStageTSConfig = Readonly<{
13
13
  /** The name of the custom stage. Mandatory. */
14
- readonly name: string;
14
+ name: string;
15
15
  /**
16
16
  * Path to the XML file that contains the rooms for the custom stage (created with Basement
17
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  * Renovator). Mandatory.
18
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  */
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- readonly xmlPath: string;
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+ xmlPath: string;
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  /** An arbitrarily chosen prefix in the range of 101-999. Mandatory. */
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- readonly roomVariantPrefix: number;
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+ roomVariantPrefix: number;
22
22
  /**
23
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  * An integer between 2 and 13, corresponding to the `LevelStage` enum. This is the number of the
24
24
  * stage that will be warped to and used as a basis for the stage by the level generation
25
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  * algorithm. Mandatory.
26
26
  *
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- * (It is not possible to use Basement 1 as a base due to conflicts with the `Game.SetStage`
27
+ * (It is not possible to use Basement 1 as a base stage due to conflicts with the `Game.SetStage`
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  * method.)
29
29
  */
30
- readonly baseStage: number;
30
+ baseStage: number;
31
31
  /**
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  * An integer between 0 and 5, corresponding to the `StageType` enum. This is the number of the
33
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  * stage type that will be warped to and used as a basis for the stage by the level generation
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  * algorithm. Mandatory.
35
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  */
36
- readonly baseStageType: number;
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+ baseStageType: number;
37
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  /**
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- * An object containing the paths to the backdrop for the stage. (A backdrop is the graphics for
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- * the walls and floor.) Mandatory.
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+ * Optional. An object containing the paths to the backdrop graphics for the stage. (A backdrop is
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+ * the graphics for the walls and floor.) If not specified, the graphics for Basement will be
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+ * used.
40
41
  */
41
- readonly backdrop: CustomStageBackdrop;
42
- }
43
- interface CustomStageBackdrop {
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+ backdropPNGPaths?: Readonly<{
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+ /**
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+ * An array that contains the full paths to the graphic files that are used for the floor in
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+ * narrow rooms. (The "n" stands for "narrow").
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+ *
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+ * You must have at least one path in this array, but you can specify more than one to randomly
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+ * add extra variety (like the vanilla stages do).
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+ *
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+ * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement_nfloor.png".
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+ */
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+ nFloors: readonly string[];
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+ /**
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+ * An array that contains the full paths to the graphic files that are used for the floor in L
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+ * rooms.
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+ *
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+ * You must have at least one path in this array, but you can specify more than one to randomly
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+ * add extra variety (like the vanilla stages do).
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+ *
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+ * For an example of this, see the vanilla file "resources/gfx/backdrop/01_lbasementfloor.png".
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+ */
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+ lFloors: readonly string[];
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+ /**
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+ * An array that contains the full paths to the graphic files that are used for the walls of the
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+ * floor.
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+ *
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+ * You must have at least one path in this array, but you can specify more than one to randomly
68
+ * add extra variety (like the vanilla stages do).
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+ *
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+ * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement.png". (In
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+ * the vanilla file, they concatenate all four variations together into one PNG file. However,
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+ * for the custom stages feature, you must separate each wall variation into a separate file.)
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+ */
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+ walls: readonly string[];
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+ /**
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+ * An array that contains the full paths to the graphic files for the stage's corners.
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+ *
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+ * You must have at least one path in this array, but you can specify more than one to randomly
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+ * add extra variety (like the vanilla stages do).
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+ *
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+ * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement.png". (In
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+ * the vanilla file, they concatenate both variations together into one PNG file and put it in
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+ * the top right hand corner. The corners are shown in the top right hand corner of the file,
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+ * with two different variations concatenated together. However, for the custom stages feature,
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+ * you must separate each corner variation into a separate file (and put it in a different file
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+ * from the walls).
87
+ */
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+ corners: readonly string[];
89
+ }>;
44
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  /**
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- * The beginning of the path that leads to the backdrop graphics. For example:
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+ * Optional. The full path to the spritesheet that contains the graphics of the decorations for
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+ * the floor.
46
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  *
47
- * ```sh
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- * gfx/backdrop/revelations/revelations_
49
- * ```
50
- */
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- prefix: string;
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- /**
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- * The end of the path that leads to the backdrop graphics. In most cases, this will be ".png".
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+ * If not specified, the vanilla Basement decorations spritesheet will be used. For reference,
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+ * this is located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
96
+ * Rebirth\resources\gfx\grid\props_01_basement.png`
54
97
  */
55
- suffix: string;
98
+ decorationsPNGPath?: string;
56
99
  /**
57
- * An array of strings that represent the graphic files that are used for the floors in narrow
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- * rooms. (The "n" stands for "narrow").
100
+ * Optional. The full path to the spritesheet that contains the graphics of the rocks/blocks/urns
101
+ * for the floor.
59
102
  *
60
- * You must have at least one string in this array, but you can specify more than one to randomly
61
- * add extra variety (like the vanilla stages do).
103
+ * If specified, it is assumed that you have your own custom rock alt type, and all vanilla
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+ * rewards/enemies that spawn from urns will be automatically removed. Use the
105
+ * `POST_GRID_ENTITY_BROKEN` callback to make your own custom rewards. Or, if you want to emulate
106
+ * a vanilla urn/mushroom/skull/polyp/bucket, use the `spawnRockAltReward` helper function.
62
107
  *
63
- * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement_nfloor.png".
108
+ * If not specified, the vanilla Basement rocks spritesheet will be used. For reference, this is
109
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
110
+ * Rebirth\resources-dlc3\gfx\grid\rocks_basement.png`
64
111
  */
65
- nFloors: string[];
112
+ rocksPNGPath?: string;
66
113
  /**
67
- * An array of strings that represent the graphic files that are used for the floors in L rooms.
114
+ * Optional. The full path to the spritesheet that contains the graphics of the pits for the
115
+ * floor.
68
116
  *
69
- * You must have at least one string in this array, but you can specify more than one to randomly
70
- * add extra variety (like the vanilla stages do).
71
- *
72
- * For an example of this, see the vanilla file "resources/gfx/backdrop/01_lbasementfloor.png".
117
+ * If not specified, the vanilla Basement pits spritesheet will be used. For reference, this is
118
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
119
+ * Rebirth\resources\gfx\grid\grid_pit.png`
73
120
  */
74
- lFloors: string[];
121
+ pitsPNGPath?: string;
75
122
  /**
76
- * An array of strings that represent the graphic files for the stage's walls.
77
- *
78
- * You must have at least one string in this array, but you can specify more than one to randomly
79
- * add extra variety (like the vanilla stages do).
80
- *
81
- * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement.png". (In the
82
- * vanilla file, they concatenate all four variations together into one PNG file. However, for the
83
- * custom stages feature, you must separate each wall variation into a separate file.)
123
+ * Optional. A collection of paths that contain graphics for the doors of the floor. If not
124
+ * specified, the doors for Basement will be used.
84
125
  */
85
- walls: string[];
126
+ doorPNGPaths?: Readonly<{
127
+ /**
128
+ * Optional. The full path to the spritesheet that contains the graphics of the normal doors for
129
+ * the floor.
130
+ *
131
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
132
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
133
+ * Rebirth\resources\gfx\grid\door_01_normaldoor.png`
134
+ */
135
+ normal?: string;
136
+ /**
137
+ * Optional. The full path to the spritesheet that contains the graphics of the Treasure Room
138
+ * doors for the floor.
139
+ *
140
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
141
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
142
+ * Rebirth\resources\gfx\grid\door_02_treasureroomdoor.png`
143
+ */
144
+ treasureRoom?: string;
145
+ /**
146
+ * Optional. The full path to the spritesheet that contains the graphics of the Boss Room doors
147
+ * for the floor.
148
+ *
149
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
150
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
151
+ * Rebirth\resources\gfx\grid\door_10_bossroomdoor.png`
152
+ */
153
+ bossRoom?: string;
154
+ /**
155
+ * Optional. The full path to the spritesheet that contains the graphics of the Secret Room and
156
+ * Super Secret Room doors for the floor.
157
+ *
158
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
159
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
160
+ * Rebirth\resources\gfx\grid\door_08_holeinwall.png`
161
+ */
162
+ secretRoom?: string;
163
+ /**
164
+ * Optional. The full path to the spritesheet that contains the graphics of the arcade doors for
165
+ * the floor.
166
+ *
167
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
168
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
169
+ * Rebirth\resources\gfx\grid\door_05_arcaderoomdoor.png`
170
+ */
171
+ arcade?: string;
172
+ /**
173
+ * Optional. The full path to the spritesheet that contains the graphics of the Curse Room doors
174
+ * for the floor.
175
+ *
176
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
177
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
178
+ * Rebirth\resources\gfx\grid\door_04_selfsacrificeroomdoor.png`
179
+ */
180
+ curseRoom?: string;
181
+ /**
182
+ * Optional. The full path to the spritesheet that contains the graphics of the normal Challenge
183
+ * Room doors for the floor.
184
+ *
185
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
186
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
187
+ * Rebirth\resources\gfx\grid\door_03_ambushroomdoor.png`
188
+ */
189
+ normalChallengeRoom?: string;
190
+ /**
191
+ * Optional. The full path to the spritesheet that contains the graphics of the Boss Challenge
192
+ * Room doors for the floor.
193
+ *
194
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
195
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
196
+ * Rebirth\resources\gfx\grid\door_09_bossambushroomdoor.png`
197
+ */
198
+ bossChallengeRoom?: string;
199
+ /**
200
+ * Optional. The full path to the spritesheet that contains the graphics of the Devil Room doors
201
+ * for the floor.
202
+ *
203
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
204
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
205
+ * Rebirth\resources\gfx\grid\door_07_devilroomdoor.png`
206
+ */
207
+ devilRoom?: string;
208
+ /**
209
+ * Optional. The full path to the spritesheet that contains the graphics of the Angel Room doors
210
+ * for the floor.
211
+ *
212
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
213
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
214
+ * Rebirth\resources\gfx\grid\door_07_holyroomdoor.png`
215
+ */
216
+ angelRoom?: string;
217
+ /**
218
+ * Optional. The full path to the spritesheet that contains the graphics of the Boss Rush doors
219
+ * for the floor.
220
+ *
221
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
222
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
223
+ * Rebirth\resources\gfx\grid\door_15_bossrushdoor.png`
224
+ */
225
+ bossRush?: string;
226
+ /**
227
+ * Optional. The full path to the spritesheet that contains the graphics of the Chest Room doors
228
+ * for the floor.
229
+ *
230
+ * If not specified, the vanilla Basement door spritesheet will be used. For reference, this is
231
+ * located at: `C:\Program Files (x86)\Steam\steamapps\common\The Binding of Isaac
232
+ * Rebirth\resources\gfx\grid\door_02b_chestroomdoor.png`
233
+ */
234
+ chestRoom?: string;
235
+ }>;
86
236
  /**
87
- * An array of strings that represent the graphic files for the stage's corners. You must have at
88
- * least one string in this array, but you can specify more than one to randomly add extra variety
89
- * (like the vanilla stages do).
90
- *
91
- * For an example of this, see the vanilla file "resources/gfx/backdrop/01_basement.png". (In the
92
- * vanilla file, they concatenate both variations together into one PNG file and put it in the top
93
- * right hand corner. The corners are shown in the top right hand corner of the file, with two
94
- * different variations concatenated together. However, for the custom stages feature, you must
95
- * separate each corner variation into a separate file (and put it in a different file from the
96
- * walls).
237
+ * Optional. A collection of paths that contain graphics for the custom shadows of the floor. (In
238
+ * this context, "shadows" are the outlines from things on the roof. For example, in Basement, a
239
+ * shadow of a sideways V is used.) If not specified, no extra shadows will be drawn.
97
240
  */
98
- corners: string[];
99
- }
241
+ shadowPNGPaths?: Readonly<{
242
+ /**
243
+ * An array containing the full paths to the shadows that are used in rooms of shape
244
+ * `RoomShape.SHAPE_1x1` (1), `RoomShape.IH` (2), and `RoomShape.IV` (3).
245
+ *
246
+ * If more than one shadow is specified, one will be randomly chosen for each room.
247
+ *
248
+ * If not specified, no extra shadows will be drawn in these room shapes.
249
+ */
250
+ "1x1"?: readonly string[];
251
+ /**
252
+ * An array containing the full paths to the shadows that are used in rooms of shape
253
+ * `RoomShape.SHAPE_1x2` (4) and `RoomShape.IIV` (5).
254
+ *
255
+ * If more than one shadow is specified, one will be randomly chosen for each room.
256
+ *
257
+ * If not specified, no extra shadows will be drawn in these room shapes.
258
+ */
259
+ "1x2"?: readonly string[];
260
+ /**
261
+ * An array containing the full paths to the shadows that are used in rooms of shape
262
+ * `RoomShape.SHAPE_2x1` (6) and `RoomShape.IIH` (7).
263
+ *
264
+ * If more than one shadow is specified, one will be randomly chosen for each room.
265
+ *
266
+ * If not specified, no extra shadows will be drawn in these room shapes.
267
+ */
268
+ "2x1"?: readonly string[];
269
+ /**
270
+ * An array containing the full paths to the shadows that are used in rooms of shape
271
+ * `RoomShape.SHAPE_2x2` (8), `RoomShape.LTL` (9), `RoomShape.LTR` (10), `RoomShape.LBL` (11),
272
+ * and `RoomShape.LBR` (12).
273
+ *
274
+ * If more than one shadow is specified, one will be randomly chosen for each room.
275
+ *
276
+ * If not specified, no extra shadows will be drawn in these room shapes.
277
+ */
278
+ "2x2"?: readonly string[];
279
+ }>;
280
+ /** Optional. A collection of colors used in the boss "versus" screen. */
281
+ versusScreen?: Readonly<{
282
+ /**
283
+ * Optional. An object representing the color to use for the background of the boss "versus"
284
+ * screen. If not specified, the color for Basement 1 will be used.
285
+ *
286
+ * For a list of the colors that correspond to the vanilla stages, see
287
+ * `versusScreenBackgroundColors.ts`.
288
+ */
289
+ backgroundColor?: Readonly<{
290
+ r: number;
291
+ g: number;
292
+ b: number;
293
+ }>;
294
+ /**
295
+ * Optional. An object representing the color to use for the dirt spots in the boss "versus"
296
+ * screen. (There are two dirt spots; one for the player and one for the boss.) If not
297
+ * specified, the color for Basement 1 will be used.
298
+ *
299
+ * For a list of the colors that correspond to the vanilla stages, see
300
+ * `versusScreenDirtSpotColors.ts`.
301
+ */
302
+ dirtSpotColor?: Readonly<{
303
+ r: number;
304
+ g: number;
305
+ b: number;
306
+ }>;
307
+ }>;
308
+ }>;
100
309
  /**
101
310
  * An object that represents a custom stage. The "metadata.lua" file contains an array of these
102
311
  * objects. Besides the room metadata, the data is the same as what is specified inside the
@@ -111,12 +320,11 @@ export interface CustomStageLua extends CustomStageTSConfig {
111
320
  * Metadata about a custom stage room. Each custom stage object contains an array with metadata for
112
321
  * each room.
113
322
  */
114
- export interface CustomStageRoomMetadata {
115
- readonly type: number;
116
- readonly variant: number;
117
- readonly subType: number;
118
- readonly shape: number;
119
- readonly doorSlotFlags: number;
120
- readonly weight: number;
121
- }
122
- export {};
323
+ export declare type CustomStageRoomMetadata = Readonly<{
324
+ type: number;
325
+ variant: number;
326
+ subType: number;
327
+ shape: number;
328
+ doorSlotFlags: number;
329
+ weight: number;
330
+ }>;
@@ -0,0 +1,6 @@
1
+ import { BackdropType } from "isaac-typescript-definitions";
2
+ import { RockAltType } from "../enums/RockAltType";
3
+ /** Used by the `getRockAltType` function. */
4
+ export declare const BACKDROP_TYPE_TO_ROCK_ALT_TYPE: {
5
+ readonly [key in BackdropType]: RockAltType;
6
+ };
@@ -0,0 +1,69 @@
1
+ local ____exports = {}
2
+ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
3
+ local BackdropType = ____isaac_2Dtypescript_2Ddefinitions.BackdropType
4
+ local ____RockAltType = require("enums.RockAltType")
5
+ local RockAltType = ____RockAltType.RockAltType
6
+ --- Used by the `getRockAltType` function.
7
+ ____exports.BACKDROP_TYPE_TO_ROCK_ALT_TYPE = {
8
+ [BackdropType.BASEMENT] = RockAltType.URN,
9
+ [BackdropType.CELLAR] = RockAltType.URN,
10
+ [BackdropType.BURNT_BASEMENT] = RockAltType.URN,
11
+ [BackdropType.CAVES] = RockAltType.MUSHROOM,
12
+ [BackdropType.CATACOMBS] = RockAltType.MUSHROOM,
13
+ [BackdropType.FLOODED_CAVES] = RockAltType.MUSHROOM,
14
+ [BackdropType.DEPTHS] = RockAltType.SKULL,
15
+ [BackdropType.NECROPOLIS] = RockAltType.SKULL,
16
+ [BackdropType.DANK_DEPTHS] = RockAltType.SKULL,
17
+ [BackdropType.WOMB] = RockAltType.POLYP,
18
+ [BackdropType.UTERO] = RockAltType.POLYP,
19
+ [BackdropType.SCARRED_WOMB] = RockAltType.POLYP,
20
+ [BackdropType.BLUE_WOMB] = RockAltType.POLYP,
21
+ [BackdropType.SHEOL] = RockAltType.SKULL,
22
+ [BackdropType.CATHEDRAL] = RockAltType.URN,
23
+ [BackdropType.DARK_ROOM] = RockAltType.SKULL,
24
+ [BackdropType.CHEST] = RockAltType.URN,
25
+ [BackdropType.MEGA_SATAN] = RockAltType.URN,
26
+ [BackdropType.LIBRARY] = RockAltType.URN,
27
+ [BackdropType.SHOP] = RockAltType.URN,
28
+ [BackdropType.CLEAN_BEDROOM] = RockAltType.URN,
29
+ [BackdropType.DIRTY_BEDROOM] = RockAltType.URN,
30
+ [BackdropType.SECRET] = RockAltType.MUSHROOM,
31
+ [BackdropType.DICE] = RockAltType.URN,
32
+ [BackdropType.ARCADE] = RockAltType.URN,
33
+ [BackdropType.ERROR_ROOM] = RockAltType.URN,
34
+ [BackdropType.BLUE_WOMB_PASS] = RockAltType.POLYP,
35
+ [BackdropType.GREED_SHOP] = RockAltType.URN,
36
+ [BackdropType.DUNGEON] = RockAltType.URN,
37
+ [BackdropType.SACRIFICE] = RockAltType.SKULL,
38
+ [BackdropType.DOWNPOUR] = RockAltType.BUCKET,
39
+ [BackdropType.MINES] = RockAltType.MUSHROOM,
40
+ [BackdropType.MAUSOLEUM] = RockAltType.SKULL,
41
+ [BackdropType.CORPSE] = RockAltType.POLYP,
42
+ [BackdropType.PLANETARIUM] = RockAltType.URN,
43
+ [BackdropType.DOWNPOUR_ENTRANCE] = RockAltType.BUCKET,
44
+ [BackdropType.MINES_ENTRANCE] = RockAltType.MUSHROOM,
45
+ [BackdropType.MAUSOLEUM_ENTRANCE] = RockAltType.SKULL,
46
+ [BackdropType.CORPSE_ENTRANCE] = RockAltType.SKULL,
47
+ [BackdropType.MAUSOLEUM_2] = RockAltType.SKULL,
48
+ [BackdropType.MAUSOLEUM_3] = RockAltType.SKULL,
49
+ [BackdropType.MAUSOLEUM_4] = RockAltType.SKULL,
50
+ [BackdropType.CORPSE_2] = RockAltType.POLYP,
51
+ [BackdropType.CORPSE_3] = RockAltType.POLYP,
52
+ [BackdropType.DROSS] = RockAltType.BUCKET,
53
+ [BackdropType.ASHPIT] = RockAltType.MUSHROOM,
54
+ [BackdropType.GEHENNA] = RockAltType.SKULL,
55
+ [BackdropType.MORTIS] = RockAltType.POLYP,
56
+ [BackdropType.ISAACS_BEDROOM] = RockAltType.URN,
57
+ [BackdropType.HALLWAY] = RockAltType.URN,
58
+ [BackdropType.MOMS_BEDROOM] = RockAltType.URN,
59
+ [BackdropType.CLOSET] = RockAltType.URN,
60
+ [BackdropType.CLOSET_B] = RockAltType.URN,
61
+ [BackdropType.DOGMA] = RockAltType.URN,
62
+ [BackdropType.DUNGEON_GIDEON] = RockAltType.URN,
63
+ [BackdropType.DUNGEON_ROTGUT] = RockAltType.URN,
64
+ [BackdropType.DUNGEON_BEAST] = RockAltType.URN,
65
+ [BackdropType.MINES_SHAFT] = RockAltType.MUSHROOM,
66
+ [BackdropType.ASHPIT_SHAFT] = RockAltType.MUSHROOM,
67
+ [BackdropType.DARK_CLOSET] = RockAltType.SKULL
68
+ }
69
+ return ____exports
@@ -0,0 +1,5 @@
1
+ import { BossID } from "isaac-typescript-definitions";
2
+ /** Used when rendering the "versusscreen.anm2" sprite. */
3
+ export declare const BOSS_NAME_PNG_FILE_NAMES: {
4
+ readonly [key in BossID]: string;
5
+ };
@@ -0,0 +1,108 @@
1
+ local ____exports = {}
2
+ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
3
+ local BossID = ____isaac_2Dtypescript_2Ddefinitions.BossID
4
+ --- Used when rendering the "versusscreen.anm2" sprite.
5
+ ____exports.BOSS_NAME_PNG_FILE_NAMES = {
6
+ [BossID.MONSTRO] = "bossname_20.0_monstro.png",
7
+ [BossID.LARRY_JR] = "bossname_19.0_larryjr.png",
8
+ [BossID.CHUB] = "bossname_28.0_chub.png",
9
+ [BossID.GURDY] = "bossname_36.0_gurdy.png",
10
+ [BossID.MONSTRO_II] = "bossname_43.0_monstro2.png",
11
+ [BossID.MOM] = "bossname_45.0_mom.png",
12
+ [BossID.SCOLEX] = "bossname_62.1_scolex.png",
13
+ [BossID.MOMS_HEART] = "bossname_78.0_momsheart.png",
14
+ [BossID.FAMINE] = "bossname_63.0_famine.png",
15
+ [BossID.PESTILENCE] = "bossname_64.0_pestilence.png",
16
+ [BossID.WAR] = "bossname_65.0_war.png",
17
+ [BossID.DEATH] = "bossname_66.0_death.png",
18
+ [BossID.DUKE_OF_FLIES] = "bossname_67.0_dukeofflies.png",
19
+ [BossID.PEEP] = "bossname_68.0_peep.png",
20
+ [BossID.LOKI] = "bossname_69.0_loki.png",
21
+ [BossID.BLASTOCYST] = "bossname_74.0_blastocyst.png",
22
+ [BossID.GEMINI] = "bossname_79.0_gemini.png",
23
+ [BossID.FISTULA] = "bossname_71.0_fistula.png",
24
+ [BossID.GISH] = "bossname_43.1_gish.png",
25
+ [BossID.STEVEN] = "bossname_79.1_steven.png",
26
+ [BossID.CHAD] = "bossname_28.1_chad.png",
27
+ [BossID.HEADLESS_HORSEMAN] = "bossname_82.0_headlesshorseman.png",
28
+ [BossID.THE_FALLEN] = "bossname_81.0_thefallen.png",
29
+ [BossID.SATAN] = "bossname_84.0_satan.png",
30
+ [BossID.IT_LIVES] = "bossname_78.1_itlives.png",
31
+ [BossID.THE_HOLLOW] = "bossname_19.1_thehollow.png",
32
+ [BossID.THE_CARRION_QUEEN] = "bossname_28.2_carrionqueen.png",
33
+ [BossID.GURDY_JR] = "bossname_99.0_gurdyjr.png",
34
+ [BossID.THE_HUSK] = "bossname_67.1_thehusk.png",
35
+ [BossID.THE_BLOAT] = "bossname_68.1_bloat.png",
36
+ [BossID.LOKII] = "bossname_69.1_lokii.png",
37
+ [BossID.THE_BLIGHTED_OVUM] = "bossname_79.2_blightedovum.png",
38
+ [BossID.TERATOMA] = "bossname_71.1_teratoma.png",
39
+ [BossID.THE_WIDOW] = "bossname_100.0_widow.png",
40
+ [BossID.MASK_OF_INFAMY] = "bossname_97.0_maskofinfamy.png",
41
+ [BossID.THE_WRETCHED] = "bossname_100.1_thewretched.png",
42
+ [BossID.PIN] = "bossname_62.0_pin.png",
43
+ [BossID.CONQUEST] = "bossname_65.1_conquest.png",
44
+ [BossID.ISAAC] = "playername_01_isaac.png",
45
+ [BossID.BLUE_BABY] = "bossname_102.1_bluebaby.png",
46
+ [BossID.DADDY_LONG_LEGS] = "bossname_101.0_daddylonglegs.png",
47
+ [BossID.TRIACHNID] = "bossname_101.1_triachnid.png",
48
+ [BossID.THE_HAUNT] = "bossname_260.0_thehaunt.png",
49
+ [BossID.DINGLE] = "bossname_261.0_dingle.png",
50
+ [BossID.MEGA_MAW] = "bossname_262.0_megamaw.png",
51
+ [BossID.THE_GATE] = "bossname_263.0_megamaw2.png",
52
+ [BossID.MEGA_FATTY] = "bossname_264.0_megafatty.png",
53
+ [BossID.THE_CAGE] = "bossname_265.0_fatty2.png",
54
+ [BossID.MAMA_GURDY] = "bossname_266.0_mamagurdy.png",
55
+ [BossID.DARK_ONE] = "bossname_267.0_darkone.png",
56
+ [BossID.THE_ADVERSARY] = "bossname_268.0_darkone2.png",
57
+ [BossID.POLYCEPHALUS] = "bossname_269.0_polycephalus.png",
58
+ [BossID.MR_FRED] = "bossname_270.0_megafred.png",
59
+ [BossID.THE_LAMB] = "bossname_273.0_thelamb.png",
60
+ [BossID.MEGA_SATAN] = "bossname_274.0_megasatan.png",
61
+ [BossID.GURGLINGS] = "bossname_276.0_gurglings.png",
62
+ [BossID.THE_STAIN] = "bossname_401.0_thestain.png",
63
+ [BossID.BROWNIE] = "bossname_402.0_brownie.png",
64
+ [BossID.THE_FORSAKEN] = "bossname_403.0_theforsaken.png",
65
+ [BossID.LITTLE_HORN] = "bossname_404.0_littlehorn.png",
66
+ [BossID.RAG_MAN] = "bossname_405.0_ragman.png",
67
+ [BossID.ULTRA_GREED] = "bossname_406.0_ultragreed.png",
68
+ [BossID.HUSH] = "bossname_407.0_hush.png",
69
+ [BossID.DANGLE] = "bossname_dangle.png",
70
+ [BossID.TURDLING] = "bossname_turdlings.png",
71
+ [BossID.THE_FRAIL] = "bossname_thefrail.png",
72
+ [BossID.RAG_MEGA] = "bossname_ragmega.png",
73
+ [BossID.SISTERS_VIS] = "bossname_sisterssvis.png",
74
+ [BossID.BIG_HORN] = "bossname_bighorn.png",
75
+ [BossID.DELIRIUM] = "bossname_delirium.png",
76
+ [BossID.THE_MATRIARCH] = "bossname_matriarch.png",
77
+ [BossID.THE_PILE] = "bossname_polycephalus2.png",
78
+ [BossID.REAP_CREEP] = "bossname_reapcreep.png",
79
+ [BossID.LIL_BLUB] = "bossname_beelzeblub.png",
80
+ [BossID.WORMWOOD] = "bossname_wormwood.png",
81
+ [BossID.RAINMAKER] = "bossname_rainmaker.png",
82
+ [BossID.THE_VISAGE] = "bossname_visage.png",
83
+ [BossID.THE_SIREN] = "bossname_siren.png",
84
+ [BossID.TUFF_TWINS] = "bossname_tufftwins.png",
85
+ [BossID.THE_HERETIC] = "bossname_heretic.png",
86
+ [BossID.HORNFEL] = "bossname_hornfel.png",
87
+ [BossID.GREAT_GIDEON] = "bossname_gideon.png",
88
+ [BossID.BABY_PLUM] = "bossname_babyplum.png",
89
+ [BossID.THE_SCOURGE] = "bossname_scourge.png",
90
+ [BossID.CHIMERA] = "bossname_chimera.png",
91
+ [BossID.ROTGUT] = "bossname_rotgut.png",
92
+ [BossID.MOTHER] = "bossname_mother.png",
93
+ [BossID.MAUSOLEUM_MOM] = "bossname_45.0_mom.png",
94
+ [BossID.MAUSOLEUM_MOMS_HEART] = "bossname_78.0_momsheart.png",
95
+ [BossID.MIN_MIN] = "bossname_minmin.png",
96
+ [BossID.CLOG] = "bossname_clog.png",
97
+ [BossID.SINGE] = "bossname_singe.png",
98
+ [BossID.BUMBINO] = "bossname_bumbino.png",
99
+ [BossID.COLOSTOMIA] = "bossname_colostomia.png",
100
+ [BossID.THE_SHELL] = "bossname_shell.png",
101
+ [BossID.TURDLET] = "bossname_turdlet.png",
102
+ [BossID.RAGLICH] = "bossname_raglich.png",
103
+ [BossID.DOGMA] = "bossname_dogma.png",
104
+ [BossID.BEAST] = "bossname_dogma.png",
105
+ [BossID.HORNY_BOYS] = "bossname_hornyboys.png",
106
+ [BossID.CLUTCH] = "bossname_clutch.png"
107
+ }
108
+ return ____exports
@@ -0,0 +1,5 @@
1
+ import { BossID } from "isaac-typescript-definitions";
2
+ /** Used when rendering the "versusscreen.anm2" sprite. */
3
+ export declare const BOSS_PORTRAIT_PNG_FILE_NAMES: {
4
+ readonly [key in BossID]: string;
5
+ };