isaacscript-common 6.4.0 → 6.5.0
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/enums/DecorationVariant.d.ts +9 -0
- package/enums/DecorationVariant.lua +7 -0
- package/enums/RockAltType.d.ts +7 -0
- package/enums/RockAltType.lua +13 -0
- package/features/customGridEntity.d.ts +2 -2
- package/features/customGridEntity.lua +7 -5
- package/features/customStage/backdrop.lua +12 -3
- package/features/customStage/gridEntities.d.ts +18 -0
- package/features/customStage/gridEntities.lua +215 -0
- package/features/customStage/init.lua +27 -1
- package/features/customStage/versusScreen.lua +18 -10
- package/features/extraConsoleCommands/init.lua +2 -0
- package/features/extraConsoleCommands/listCommands.d.ts +9 -2
- package/features/extraConsoleCommands/listCommands.lua +20 -4
- package/functions/doors.d.ts +10 -5
- package/functions/doors.lua +14 -11
- package/functions/gridEntity.d.ts +34 -0
- package/functions/gridEntity.lua +76 -0
- package/functions/pickups.d.ts +9 -9
- package/functions/run.d.ts +7 -0
- package/functions/run.lua +16 -4
- package/interfaces/CustomStageLua.d.ts +236 -92
- package/objects/backdropTypeToRockAltType.d.ts +6 -0
- package/objects/backdropTypeToRockAltType.lua +69 -0
- package/package.json +2 -2
package/functions/doors.lua
CHANGED
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@@ -77,10 +77,13 @@ end
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function ____exports.isRepentanceDoor(self, door)
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return door.TargetRoomIndex == GridRoom.SECRET_EXIT
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end
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+
--- This refers to the hole in the wall that appears after bombing the entrance to a secret room.
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+
-- Note that the door still exists before it has been bombed open. It has a sprite filename of
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-- "gfx/grid/door_08_holeinwall.anm2".
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function ____exports.isSecretRoomDoor(self, door)
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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+
return filename == "gfx/grid/door_08_holeinwall.anm2"
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end
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--- Helper function to remove a single door.
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function ____exports.removeDoor(self, door)
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@@ -234,54 +237,54 @@ function ____exports.isDoorSlotInRoomShape(self, doorSlot, roomShape)
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return doorSlots:has(doorSlot)
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end
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--- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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-
-- to spend one key to open it. It has a sprite filename of "gfx/grid/
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-- to spend one key to open it. It has a sprite filename of "gfx/grid/door_downpour.anm2".
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function ____exports.isDoorToDownpour(self, door)
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if not ____exports.isRepentanceDoor(nil, door) then
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return false
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end
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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+
return string.lower(filename) == "gfx/grid/door_downpour.anm2"
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end
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--- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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-- to spend two hearts to open it. It has a sprite filename of "gfx/grid/
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-- to spend two hearts to open it. It has a sprite filename of "gfx/grid/door_mausoleum.anm2".
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function ____exports.isDoorToMausoleum(self, door)
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if not ____exports.isRepentanceDoor(nil, door) then
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return false
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end
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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+
return string.lower(filename) == "gfx/grid/door_mausoleum.anm2"
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end
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--- This refers to the "strange door" located on the first room of Depths 2. You open it with either
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-
-- a Polaroid or a Negative. It has a sprite filename of "gfx/grid/
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-- a Polaroid or a Negative. It has a sprite filename of "gfx/grid/door_mausoleum_alt.anm2".
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function ____exports.isDoorToMausoleumAscent(self, door)
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if not ____exports.isRepentanceDoor(nil, door) then
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return false
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end
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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+
return string.lower(filename) == "gfx/grid/door_mausoleum_alt.anm2"
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end
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--- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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-
-- to spend two bombs to open it. It has a sprite filename of "gfx/grid/
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-- to spend two bombs to open it. It has a sprite filename of "gfx/grid/door_mines.anm2".
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function ____exports.isDoorToMines(self, door)
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if not ____exports.isRepentanceDoor(nil, door) then
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return false
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end
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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return string.lower(filename) == "gfx/grid/door_mines.anm2"
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end
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--- This refers to the Repentance door that spawns after defeating Mom. You open it with the
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-
-- completed knife. It has a sprite filename of "gfx/grid/
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-- completed knife. It has a sprite filename of "gfx/grid/door_momsheart.anm2".
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function ____exports.isDoorToMomsHeart(self, door)
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if not ____exports.isRepentanceDoor(nil, door) then
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return false
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end
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local sprite = door:GetSprite()
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local filename = sprite:GetFilename()
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-
return filename == "gfx/grid/
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+
return filename == "gfx/grid/door_momsheart.anm2"
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end
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function ____exports.isHiddenSecretRoomDoor(self, door)
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local sprite = door:GetSprite()
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@@ -1,4 +1,5 @@
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1
1
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import { GridEntityType, GridEntityXMLType } from "isaac-typescript-definitions";
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import { RockAltType } from "../enums/RockAltType";
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/**
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* Helper function to convert the grid entity type found in a room XML file to the corresponding
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* grid entity type and variant normally used by the game. For example, a rock is represented as
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@@ -71,6 +72,21 @@ export declare function getGridEntityIDFromConstituents(gridEntityType: GridEnti
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* variant provided.
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*/
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export declare function getMatchingGridEntities(gridEntityType: GridEntityType, variant: int): GridEntity[];
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/**
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* Helper function to get the alternate rock type (i.e. urn, mushroom, etc.) that the current room
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* will have.
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*
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* The rock type is based on the backdrop of the room.
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*
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* For example, if you change the backdrop of the starting room of the run to `BackdropType.CAVES`,
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* and then spawn `GridEntityType.ROCK_ALT`, it will be a mushroom instead of an urn. Additionally,
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* if it is destroyed, it will generate mushroom-appropriate rewards.
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*
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* On the other hand, if an urn is spawned first before the backdrop is changed to
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* `BackdropType.CAVES`, the graphic of the urn will not switch to a mushroom. However, when
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* destroyed, the urn will still generate mushroom-appropriate rewards.
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*/
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export declare function getRockAltType(): RockAltType;
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export declare function getSurroundingGridEntities(gridEntity: GridEntity): GridEntity[];
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export declare function getTopLeftWall(): GridEntity | undefined;
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/**
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@@ -178,6 +194,24 @@ export declare function spawnGrid(gridEntityType: GridEntityType, gridIndexOrPos
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* - allows you to specify the grid index or the position
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*/
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export declare function spawnGridWithVariant(gridEntityType: GridEntityType, variant: int, gridIndexOrPosition: int | Vector): GridEntity | undefined;
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/**
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* Helper function for emulating what happens when a vanilla `GridEntityType.ROCK_ALT` grid entity
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* breaks.
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*
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* Note that most of the time, this function will do nothing, similar to how most of the time, when
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* an individual urn is destroyed, nothing will spawn.
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*
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* The logic in this function is based on the rewards listed on the wiki:
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* https://bindingofisaacrebirth.fandom.com/wiki/Rocks
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*
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* @param rockAltType The type of reward to spawn. For example, `RockAltType.URN` will have a chance
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* at spawning coins and spiders.
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* @param _seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
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* the `RNG.Next` method will be called. Default is `getRandomSeed()`. Normally,
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* you should pass the `InitSeed` of the grid entity that was broken.
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* @returns Whether or not this function spawned something.
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*/
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export declare function spawnRockAltReward(rockAltType: RockAltType, _seedOrRNG?: Seed | RNG): boolean;
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/**
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* Helper function to spawn a Void Portal. This is more complicated than simply spawning a trapdoor
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* with the appropriate variant, as the game does not give it the correct sprite automatically.
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package/functions/gridEntity.lua
CHANGED
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@@ -15,6 +15,8 @@ local ____cachedClasses = require("cachedClasses")
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local game = ____cachedClasses.game
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local ____constants = require("constants")
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local DISTANCE_OF_GRID_TILE = ____constants.DISTANCE_OF_GRID_TILE
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local ____RockAltType = require("enums.RockAltType")
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local RockAltType = ____RockAltType.RockAltType
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local ____gridEntityTypeToBrokenStateMap = require("maps.gridEntityTypeToBrokenStateMap")
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local GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP = ____gridEntityTypeToBrokenStateMap.GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP
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local ____gridEntityXMLMap = require("maps.gridEntityXMLMap")
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@@ -22,8 +24,12 @@ local GRID_ENTITY_XML_MAP = ____gridEntityXMLMap.GRID_ENTITY_XML_MAP
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local ____roomShapeToTopLeftWallGridIndexMap = require("maps.roomShapeToTopLeftWallGridIndexMap")
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local DEFAULT_TOP_LEFT_WALL_GRID_INDEX = ____roomShapeToTopLeftWallGridIndexMap.DEFAULT_TOP_LEFT_WALL_GRID_INDEX
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local ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP = ____roomShapeToTopLeftWallGridIndexMap.ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP
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local ____backdropTypeToRockAltType = require("objects.backdropTypeToRockAltType")
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local BACKDROP_TYPE_TO_ROCK_ALT_TYPE = ____backdropTypeToRockAltType.BACKDROP_TYPE_TO_ROCK_ALT_TYPE
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local ____math = require("functions.math")
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local isCircleIntersectingRectangle = ____math.isCircleIntersectingRectangle
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local ____rng = require("functions.rng")
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local getRandomSeed = ____rng.getRandomSeed
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local ____rooms = require("functions.rooms")
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local roomUpdateSafe = ____rooms.roomUpdateSafe
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local ____sprite = require("functions.sprite")
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@@ -255,6 +261,23 @@ function ____exports.getMatchingGridEntities(self, gridEntityType, variant)
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function(____, gridEntity) return gridEntity:GetVariant() == variant end
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)
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end
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--- Helper function to get the alternate rock type (i.e. urn, mushroom, etc.) that the current room
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-- will have.
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--
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-- The rock type is based on the backdrop of the room.
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--
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-- For example, if you change the backdrop of the starting room of the run to `BackdropType.CAVES`,
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-- and then spawn `GridEntityType.ROCK_ALT`, it will be a mushroom instead of an urn. Additionally,
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-- if it is destroyed, it will generate mushroom-appropriate rewards.
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--
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-- On the other hand, if an urn is spawned first before the backdrop is changed to
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-- `BackdropType.CAVES`, the graphic of the urn will not switch to a mushroom. However, when
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-- destroyed, the urn will still generate mushroom-appropriate rewards.
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function ____exports.getRockAltType(self)
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local room = game:GetRoom()
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local backdropType = room:GetBackdropType()
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return BACKDROP_TYPE_TO_ROCK_ALT_TYPE[backdropType]
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end
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function ____exports.getSurroundingGridEntities(self, gridEntity)
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local room = game:GetRoom()
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local gridWidth = room:GetGridWidth()
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@@ -400,6 +423,59 @@ end
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function ____exports.spawnGrid(self, gridEntityType, gridIndexOrPosition)
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return ____exports.spawnGridWithVariant(nil, gridEntityType, 0, gridIndexOrPosition)
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end
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--- Helper function for emulating what happens when a vanilla `GridEntityType.ROCK_ALT` grid entity
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-- breaks.
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--
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-- Note that most of the time, this function will do nothing, similar to how most of the time, when
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-- an individual urn is destroyed, nothing will spawn.
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--
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-- The logic in this function is based on the rewards listed on the wiki:
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-- https://bindingofisaacrebirth.fandom.com/wiki/Rocks
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--
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-- @param rockAltType The type of reward to spawn. For example, `RockAltType.URN` will have a chance
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-- at spawning coins and spiders.
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-- @param _seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
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-- the `RNG.Next` method will be called. Default is `getRandomSeed()`. Normally,
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-- you should pass the `InitSeed` of the grid entity that was broken.
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-- @returns Whether or not this function spawned something.
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function ____exports.spawnRockAltReward(self, rockAltType, _seedOrRNG)
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if _seedOrRNG == nil then
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_seedOrRNG = getRandomSeed(nil)
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end
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repeat
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local ____switch56 = rockAltType
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local ____cond56 = ____switch56 == RockAltType.URN
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if ____cond56 then
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do
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return false
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end
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end
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____cond56 = ____cond56 or ____switch56 == RockAltType.MUSHROOM
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if ____cond56 then
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do
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return false
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end
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end
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____cond56 = ____cond56 or ____switch56 == RockAltType.SKULL
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if ____cond56 then
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do
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return false
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end
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end
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____cond56 = ____cond56 or ____switch56 == RockAltType.POLYP
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if ____cond56 then
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do
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return false
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end
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end
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____cond56 = ____cond56 or ____switch56 == RockAltType.BUCKET
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if ____cond56 then
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do
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return false
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end
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end
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until true
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end
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--- Helper function to spawn a Void Portal. This is more complicated than simply spawning a trapdoor
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-- with the appropriate variant, as the game does not give it the correct sprite automatically.
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function ____exports.spawnVoidPortal(self, gridIndex)
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package/functions/pickups.d.ts
CHANGED
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@@ -1,29 +1,29 @@
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1
1
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import { BatterySubType, Card, CoinSubType, CollectibleType, HeartSubType, KeySubType, PillColor, SackSubType, TrinketType } from "isaac-typescript-definitions";
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2
2
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/** Helper function to get all of the battery entities in the room. */
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3
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-
export declare function getBatteries(matchingSubType?:
|
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3
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+
export declare function getBatteries(matchingSubType?: BatterySubType | -1): EntityPickupBattery[];
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4
4
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/** Helper function to get all of the card entities in the room. */
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5
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-
export declare function getCards(matchingSubType?:
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+
export declare function getCards(matchingSubType?: Card | -1): EntityPickupCard[];
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/**
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7
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* Helper function to get the corresponding coin amount from a `CoinSubType`. Returns 1 for modded
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* sub-types.
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*/
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export declare function getCoinValue(coinSubType: CoinSubType): int;
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11
|
/** Helper function to get all of the coin pickup entities in the room. */
|
|
12
|
-
export declare function getCoins(matchingSubType?:
|
|
12
|
+
export declare function getCoins(matchingSubType?: CoinSubType | -1): EntityPickupCoin[];
|
|
13
13
|
/** Helper function to get all of the collectible entities in the room. */
|
|
14
|
-
export declare function getCollectibles(matchingSubType?:
|
|
14
|
+
export declare function getCollectibles(matchingSubType?: CollectibleType | -1): EntityPickupCollectible[];
|
|
15
15
|
/** Helper function to get all of the heart pickup entities in the room. */
|
|
16
|
-
export declare function getHearts(matchingSubType?:
|
|
16
|
+
export declare function getHearts(matchingSubType?: HeartSubType | -1): EntityPickupHeart[];
|
|
17
17
|
/** Helper function to get all of the key pickup entities in the room. */
|
|
18
|
-
export declare function getKeys(matchingSubType?:
|
|
18
|
+
export declare function getKeys(matchingSubType?: KeySubType | -1): EntityPickupKey[];
|
|
19
19
|
/** Helper function to get all of the pill entities in the room. */
|
|
20
|
-
export declare function getPills(matchingSubType?:
|
|
20
|
+
export declare function getPills(matchingSubType?: PillColor | -1): EntityPickupPill[];
|
|
21
21
|
/** Helper function to get all of the red heart pickup entities in the room. */
|
|
22
22
|
export declare function getRedHearts(): EntityPickupHeart[];
|
|
23
23
|
/** Helper function to get all of the sack (i.e. grab bag) entities in the room. */
|
|
24
|
-
export declare function getSacks(matchingSubType?:
|
|
24
|
+
export declare function getSacks(matchingSubType?: SackSubType | -1): EntityPickupSack[];
|
|
25
25
|
/** Helper function to get all of the trinket entities in the room. */
|
|
26
|
-
export declare function getTrinkets(matchingSubType?:
|
|
26
|
+
export declare function getTrinkets(matchingSubType?: TrinketType | -1): EntityPickupTrinket[];
|
|
27
27
|
export declare function isChest(pickup: EntityPickup): boolean;
|
|
28
28
|
export declare function isRedHeart(pickup: EntityPickup): boolean;
|
|
29
29
|
/**
|
package/functions/run.d.ts
CHANGED
|
@@ -13,3 +13,10 @@ export declare function onSetSeed(): boolean;
|
|
|
13
13
|
* You can optionally specify a `PlayerType` to restart the game as that character.
|
|
14
14
|
*/
|
|
15
15
|
export declare function restart(character?: PlayerType): void;
|
|
16
|
+
/**
|
|
17
|
+
* Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
18
|
+
*
|
|
19
|
+
* This is useful to revert the behavior where playing on a set and restarting the game will not
|
|
20
|
+
* take you to a new seed.
|
|
21
|
+
*/
|
|
22
|
+
export declare function setUnseeded(): void;
|
package/functions/run.lua
CHANGED
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
local ____exports = {}
|
|
2
2
|
local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
|
|
3
3
|
local Challenge = ____isaac_2Dtypescript_2Ddefinitions.Challenge
|
|
4
|
+
local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
|
|
4
5
|
local ____cachedClasses = require("cachedClasses")
|
|
5
6
|
local game = ____cachedClasses.game
|
|
6
7
|
local ____constantsFirstLast = require("constantsFirstLast")
|
|
@@ -23,14 +24,25 @@ end
|
|
|
23
24
|
-- You can optionally specify a `PlayerType` to restart the game as that character.
|
|
24
25
|
function ____exports.restart(self, character)
|
|
25
26
|
if character == nil then
|
|
26
|
-
|
|
27
|
-
|
|
27
|
+
local command = "restart"
|
|
28
|
+
log("Restarting the run with a console command of: " .. command)
|
|
29
|
+
Isaac.ExecuteCommand(command)
|
|
28
30
|
return
|
|
29
31
|
end
|
|
30
32
|
if character < FIRST_CHARACTER then
|
|
31
33
|
error(("Restarting as a character of " .. tostring(character)) .. " would crash the game.")
|
|
32
34
|
end
|
|
33
|
-
|
|
34
|
-
|
|
35
|
+
local command = "restart " .. tostring(character)
|
|
36
|
+
log((((("Restarting the run as PlayerType." .. tostring(PlayerType[character])) .. " (") .. tostring(character)) .. ") with a console command of: ") .. command)
|
|
37
|
+
Isaac.ExecuteCommand(command)
|
|
38
|
+
end
|
|
39
|
+
--- Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
40
|
+
--
|
|
41
|
+
-- This is useful to revert the behavior where playing on a set and restarting the game will not
|
|
42
|
+
-- take you to a new seed.
|
|
43
|
+
function ____exports.setUnseeded(self)
|
|
44
|
+
local seeds = game:GetSeeds()
|
|
45
|
+
seeds:Reset()
|
|
46
|
+
seeds:Restart(Challenge.NULL)
|
|
35
47
|
end
|
|
36
48
|
return ____exports
|