isaacscript-common 75.2.1 → 76.1.0
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/classes/features/other/DeployJSONRoom.d.ts +0 -1
- package/dist/classes/features/other/DeployJSONRoom.d.ts.map +1 -1
- package/dist/classes/features/other/DeployJSONRoom.lua +6 -4
- package/dist/classes/features/other/SpawnRockAltRewards.lua +14 -14
- package/dist/classes/features/other/extraConsoleCommands/commands.lua +3 -3
- package/dist/enums/ISCFeature.d.ts +12 -14
- package/dist/enums/ISCFeature.d.ts.map +1 -1
- package/dist/enums/ISCFeature.lua +12 -16
- package/dist/features.d.ts +12 -18
- package/dist/features.d.ts.map +1 -1
- package/dist/features.lua +1 -9
- package/dist/functions/cards.d.ts +8 -0
- package/dist/functions/cards.d.ts.map +1 -1
- package/dist/functions/cards.lua +22 -0
- package/dist/functions/collectibles.d.ts +8 -0
- package/dist/functions/collectibles.d.ts.map +1 -1
- package/dist/functions/collectibles.lua +19 -0
- package/dist/functions/spawnCollectible.d.ts +28 -6
- package/dist/functions/spawnCollectible.d.ts.map +1 -1
- package/dist/functions/spawnCollectible.lua +50 -7
- package/dist/functions/tears.d.ts +6 -2
- package/dist/functions/tears.d.ts.map +1 -1
- package/dist/functions/tears.lua +6 -2
- package/dist/index.rollup.d.ts +63 -106
- package/dist/isaacscript-common.lua +225 -331
- package/package.json +1 -1
- package/src/classes/features/other/DeployJSONRoom.ts +4 -12
- package/src/classes/features/other/SpawnRockAltRewards.ts +14 -14
- package/src/classes/features/other/extraConsoleCommands/commands.ts +3 -3
- package/src/enums/ISCFeature.ts +0 -2
- package/src/features.ts +1 -15
- package/src/functions/cards.ts +19 -0
- package/src/functions/collectibles.ts +25 -0
- package/src/functions/spawnCollectible.ts +58 -8
- package/src/functions/tears.ts +6 -2
- package/dist/classes/features/other/PreventCollectibleRotation.d.ts +0 -28
- package/dist/classes/features/other/PreventCollectibleRotation.d.ts.map +0 -1
- package/dist/classes/features/other/PreventCollectibleRotation.lua +0 -112
- package/dist/classes/features/other/SpawnCollectible.d.ts +0 -58
- package/dist/classes/features/other/SpawnCollectible.d.ts.map +0 -1
- package/dist/classes/features/other/SpawnCollectible.lua +0 -68
- package/src/classes/features/other/PreventCollectibleRotation.ts +0 -205
- package/src/classes/features/other/SpawnCollectible.ts +0 -124
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@@ -3,11 +3,14 @@ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitio
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local CollectibleType = ____isaac_2Dtypescript_2Ddefinitions.CollectibleType
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local PickupVariant = ____isaac_2Dtypescript_2Ddefinitions.PickupVariant
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local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
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local ____cachedClasses = require("core.cachedClasses")
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local game = ____cachedClasses.game
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local ____constants = require("core.constants")
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local VectorZero = ____constants.VectorZero
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local ____collectibleTag = require("functions.collectibleTag")
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local isQuestCollectible = ____collectibleTag.isQuestCollectible
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local ____collectibles = require("functions.collectibles")
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local preventCollectibleRotation = ____collectibles.preventCollectibleRotation
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local setCollectibleEmpty = ____collectibles.setCollectibleEmpty
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local ____entitiesSpecific = require("functions.entitiesSpecific")
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local spawnPickupWithSeed = ____entitiesSpecific.spawnPickupWithSeed
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@@ -19,11 +22,8 @@ local isRNG = ____rng.isRNG
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--- Helper function to spawn a collectible.
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--
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-- Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
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-- collectibles costing coins
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--
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-- This function is unsafe because it will not correctly handle quest items being rotated by Tainted
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-- Isaac's rotation mechanic. To handle that, use the `spawnCollectible` helper function instead
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-- (which is provided by `ISCFeature.SPAWN_COLLECTIBLE`).
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-- collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
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-- rotation mechanic.
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--
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-- If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
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-- `seedOrRNG` parameter.
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@@ -38,7 +38,7 @@ local isRNG = ____rng.isRNG
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-- @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
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-- Tainted Keeper. Default is false.
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-- @param spawner Optional.
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function ____exports.
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function ____exports.spawnCollectible(self, collectibleType, positionOrGridIndex, seedOrRNG, options, forceFreeItem, spawner)
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if options == nil then
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options = false
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end
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@@ -58,6 +58,9 @@ function ____exports.spawnCollectibleUnsafe(self, collectibleType, positionOrGri
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VectorZero,
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spawner
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)
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if isQuestCollectible(nil, collectible) then
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preventCollectibleRotation(nil, collectible)
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end
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if options then
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collectible.OptionsPickupIndex = 1
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end
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@@ -67,6 +70,46 @@ function ____exports.spawnCollectibleUnsafe(self, collectibleType, positionOrGri
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end
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return collectible
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end
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--- Helper function to spawn a collectible from a specific item pool.
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--
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-- Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
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-- collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
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-- rotation mechanic.
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--
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-- If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
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-- `seedOrRNG` parameter.
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--
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-- In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`.
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--
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-- @param itemPoolType The item pool to draw the collectible type from.
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-- @param positionOrGridIndex The position or grid index to spawn the collectible at.
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-- @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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-- `RNG.Next` method will be called. If `undefined` is provided, it will default to
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-- a random seed.
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-- @param options Optional. Set to true to make the collectible a "There's Options" style
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-- collectible. Default is false.
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-- @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
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-- Tainted Keeper. Default is false.
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-- @param spawner Optional.
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function ____exports.spawnCollectibleFromPool(self, itemPoolType, positionOrGridIndex, seedOrRNG, options, forceFreeItem, spawner)
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if options == nil then
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options = false
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end
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if forceFreeItem == nil then
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forceFreeItem = false
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end
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local itemPool = game:GetItemPool()
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local collectibleType = itemPool:GetCollectible(itemPoolType)
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return ____exports.spawnCollectible(
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nil,
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collectibleType,
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positionOrGridIndex,
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seedOrRNG,
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options,
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forceFreeItem,
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spawner
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)
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end
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--- Helper function to spawn an empty collectible. Doing this is tricky since spawning a collectible
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-- with `CollectibleType.NULL` will result in spawning a collectible with a random type from the
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-- current room's item pool.
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@@ -84,7 +127,7 @@ end
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-- `RNG.Next` method will be called. If `undefined` is provided, it will default to
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-- a random seed.
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function ____exports.spawnEmptyCollectible(self, positionOrGridIndex, seedOrRNG)
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local collectible = ____exports.
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local collectible = ____exports.spawnCollectible(
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nil,
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CollectibleType.BROKEN_SHOVEL_1,
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positionOrGridIndex,
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@@ -35,8 +35,12 @@ export declare function getTearsStat(fireDelay: float): float;
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* Helper function to check if a tear hit an enemy. A tear is considered to be missed if it hit the
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* ground, a wall, or a grid entity.
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*
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*
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*
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* Note that tears are still considered to be missed if they hit a poop or fire, so you may want to
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* handle those separately using the `POST_GRID_ENTITY_COLLISION` and `POST_ENTITY_COLLISION`
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* callbacks, respectively.
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*
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* Under the hood, this function uses the `Entity.IsDead` method. (Tears will not die if they hit an
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* enemy, but they will die if they hit a wall or object.)
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*/
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export declare function isMissedTear(tear: EntityTear): boolean;
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/**
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@@ -1 +1 @@
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1
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{"version":3,"file":"tears.d.ts","sourceRoot":"","sources":["../../src/functions/tears.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAEpE;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,YAAY,EAAE,SAAS,EAAE,KAAK,GAAG,IAAI,CAKzE;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,SAAS,EAAE,KAAK,GAAG,KAAK,CAEpD;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,SAAS,EAAE,KAAK,GAAG,KAAK,CAEpD;AAED
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{"version":3,"file":"tears.d.ts","sourceRoot":"","sources":["../../src/functions/tears.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAEpE;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,YAAY,EAAE,SAAS,EAAE,KAAK,GAAG,IAAI,CAKzE;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,SAAS,EAAE,KAAK,GAAG,KAAK,CAEpD;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,SAAS,EAAE,KAAK,GAAG,KAAK,CAEpD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO,CAEtD;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,EAAE,UAAU,EAChB,eAAe,CAAC,EAAE,eAAe,EACjC,OAAO,CAAC,EAAE,GAAG,GACZ,OAAO,CAuBT;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO,CAgB1D"}
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package/dist/functions/tears.lua
CHANGED
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--- Helper function to check if a tear hit an enemy. A tear is considered to be missed if it hit the
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-- ground, a wall, or a grid entity.
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--
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--
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-- Note that tears are still considered to be missed if they hit a poop or fire, so you may want to
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-- handle those separately using the `POST_GRID_ENTITY_COLLISION` and `POST_ENTITY_COLLISION`
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-- callbacks, respectively.
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--
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-- Under the hood, this function uses the `Entity.IsDead` method. (Tears will not die if they hit an
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-- enemy, but they will die if they hit a wall or object.)
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function ____exports.isMissedTear(self, tear)
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end
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package/dist/index.rollup.d.ts
CHANGED
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declare class DeployJSONRoom extends Feature {
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private readonly preventGridEntityRespawn;
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private readonly spawnCollectible;
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private spawnAllEntities;
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private spawnNormalEntityForJSONRoom;
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/**
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export declare function hasArmor(entity: Entity): boolean;
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/**
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* Helper function to check if a player is holding a specific card in one of their pocket item
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* slots.
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*
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* This function is variadic, meaning that you can pass as many cards as you want to check for. The
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* function will return true if the player has any of the cards.
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*/
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export declare function hasCard(player: EntityPlayer, ...cardTypes: CardType[]): boolean;
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/**
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@@ -9000,20 +9008,18 @@ export declare enum ISCFeature {
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PONY_DETECTION = 41,
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PRESS_INPUT = 42,
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PREVENT_CHILD_ENTITIES = 43,
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TAINTED_LAZARUS_PLAYERS = 56,
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UNLOCK_ACHIEVEMENTS_DETECTION = 57
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PREVENT_GRID_ENTITY_RESPAWN = 44,
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ROOM_CLEAR_FRAME = 45,
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ROOM_HISTORY = 46,
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RUN_IN_N_FRAMES = 47,
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RUN_NEXT_ROOM = 48,
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RUN_NEXT_RUN = 49,
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SAVE_DATA_MANAGER = 50,
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SPAWN_ALT_ROCK_REWARDS = 51,
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STAGE_HISTORY = 52,
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START_AMBUSH = 53,
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TAINTED_LAZARUS_PLAYERS = 54,
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UNLOCK_ACHIEVEMENTS_DETECTION = 55
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}
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/**
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[ISCFeature.PONY_DETECTION]: PonyDetection;
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[ISCFeature.PRESS_INPUT]: PressInput;
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[ISCFeature.PREVENT_CHILD_ENTITIES]: PreventChildEntities;
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[ISCFeature.PREVENT_COLLECTIBLE_ROTATION]: PreventCollectibleRotation;
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[ISCFeature.PREVENT_GRID_ENTITY_RESPAWN]: PreventGridEntityRespawn;
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[ISCFeature.ROOM_CLEAR_FRAME]: RoomClearFrame;
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[ISCFeature.ROOM_HISTORY]: RoomHistory;
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[ISCFeature.RUN_NEXT_RUN]: RunNextRun;
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[ISCFeature.SAVE_DATA_MANAGER]: SaveDataManager;
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[ISCFeature.SPAWN_ALT_ROCK_REWARDS]: SpawnRockAltRewards;
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[ISCFeature.SPAWN_COLLECTIBLE]: SpawnCollectible;
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[ISCFeature.STAGE_HISTORY]: StageHistory;
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[ISCFeature.START_AMBUSH]: StartAmbush;
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[ISCFeature.TAINTED_LAZARUS_PLAYERS]: TaintedLazarusPlayers;
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@@ -9569,8 +9573,12 @@ export declare function isMirrorRoom(roomData: RoomConfig): boolean;
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* Helper function to check if a tear hit an enemy. A tear is considered to be missed if it hit the
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* Under the hood, this function uses the `Entity.IsDead` method. (Tears will not die if they hit an
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* enemy, but they will die if they hit a wall or object.)
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export declare function isMissedTear(tear: EntityTear): boolean;
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}
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-
|
|
15520
|
-
|
|
15521
|
-
|
|
15522
|
-
private readonly postUseCardSoulOfIsaac;
|
|
15523
|
-
private readonly postDiceRoomActivated;
|
|
15524
|
-
private readonly postPickupChanged;
|
|
15525
|
-
/**
|
|
15526
|
-
* Helper function to prevent a collectible from being affected by Tainted Isaac's rotation
|
|
15527
|
-
* mechanic. (This mechanic also happens from Glitched Crown and Binge Eater.) This is useful
|
|
15528
|
-
* because quest items that are manually spawned by mods will be automatically be affected by this
|
|
15529
|
-
* mechanic.
|
|
15530
|
-
*
|
|
15531
|
-
* It is required to pass the intended collectible type to this function since it is possible for
|
|
15532
|
-
* collectibles to rotate on the first frame that they are spawned.
|
|
15533
|
-
*
|
|
15534
|
-
* In order to use this function, you must upgrade your mod with
|
|
15535
|
-
* `ISCFeature.PREVENT_COLLECTIBLE_ROTATION`.
|
|
15536
|
-
*/
|
|
15537
|
-
preventCollectibleRotation(collectible: EntityPickup, collectibleType: CollectibleType): void;
|
|
15538
|
-
}
|
|
15522
|
+
/**
|
|
15523
|
+
* Helper function to remove the rotation behavior from a collectible. This will happen by default
|
|
15524
|
+
* when collectibles are spawned when playing as Tainted Isaac or when having Binge Eater.
|
|
15525
|
+
*
|
|
15526
|
+
* Under the hood, this is accomplished by morphing the collectible with the `ignoreModifiers`
|
|
15527
|
+
* argument set to true.
|
|
15528
|
+
*/
|
|
15529
|
+
export declare function preventCollectibleRotation(collectible: EntityPickup): void;
|
|
15539
15530
|
|
|
15540
15531
|
declare class PreventGridEntityRespawn extends Feature {
|
|
15541
15532
|
private readonly runInNFrames;
|
|
@@ -17771,71 +17762,12 @@ export declare function spawnCoin(coinSubType: CoinSubType, positionOrGridIndex:
|
|
|
17771
17762
|
*/
|
|
17772
17763
|
export declare function spawnCoinWithSeed(coinSubType: CoinSubType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity | undefined): EntityPickupCoin;
|
|
17773
17764
|
|
|
17774
|
-
declare class SpawnCollectible extends Feature {
|
|
17775
|
-
private readonly preventCollectibleRotation;
|
|
17776
|
-
/**
|
|
17777
|
-
* Helper function to spawn a collectible.
|
|
17778
|
-
*
|
|
17779
|
-
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
|
|
17780
|
-
* collectibles costing coins and preventing quest items from being rotated by Tainted Isaac's
|
|
17781
|
-
* rotation mechanic.
|
|
17782
|
-
*
|
|
17783
|
-
* If you do not need to handle quest items being rotated (i.e. the collectible is guaranteed not
|
|
17784
|
-
* to be a quest item), then you can use the `spawnCollectibleUnsafe` helper function instead
|
|
17785
|
-
* (which does not require an upgraded mod).
|
|
17786
|
-
*
|
|
17787
|
-
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
|
|
17788
|
-
* `seedOrRNG` parameter.
|
|
17789
|
-
*
|
|
17790
|
-
* In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`.
|
|
17791
|
-
*
|
|
17792
|
-
* @param collectibleType The collectible type to spawn.
|
|
17793
|
-
* @param positionOrGridIndex The position or grid index to spawn the collectible at.
|
|
17794
|
-
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
17795
|
-
* `RNG.Next` method will be called. If `undefined` is provided, it will default
|
|
17796
|
-
* to a random seed.
|
|
17797
|
-
* @param options Optional. Set to true to make the collectible a "There's Options" style
|
|
17798
|
-
* collectible. Default is false.
|
|
17799
|
-
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
|
|
17800
|
-
* Tainted Keeper. Default is false.
|
|
17801
|
-
* @param spawner Optional.
|
|
17802
|
-
*/
|
|
17803
|
-
spawnCollectible(collectibleType: CollectibleType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible;
|
|
17804
|
-
/**
|
|
17805
|
-
* Helper function to spawn a collectible from a specific item pool.
|
|
17806
|
-
*
|
|
17807
|
-
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
|
|
17808
|
-
* collectibles costing coins and preventing quest items from being rotated by Tainted Isaac's
|
|
17809
|
-
* rotation mechanic.
|
|
17810
|
-
*
|
|
17811
|
-
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
|
|
17812
|
-
* `seedOrRNG` parameter.
|
|
17813
|
-
*
|
|
17814
|
-
* In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`.
|
|
17815
|
-
*
|
|
17816
|
-
* @param itemPoolType The item pool to draw the collectible type from.
|
|
17817
|
-
* @param positionOrGridIndex The position or grid index to spawn the collectible at.
|
|
17818
|
-
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
17819
|
-
* `RNG.Next` method will be called. If `undefined` is provided, it will default
|
|
17820
|
-
* to a random seed.
|
|
17821
|
-
* @param options Optional. Set to true to make the collectible a "There's Options" style
|
|
17822
|
-
* collectible. Default is false.
|
|
17823
|
-
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
|
|
17824
|
-
* Tainted Keeper. Default is false.
|
|
17825
|
-
* @param spawner Optional.
|
|
17826
|
-
*/
|
|
17827
|
-
spawnCollectibleFromPool(itemPoolType: ItemPoolType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible;
|
|
17828
|
-
}
|
|
17829
|
-
|
|
17830
17765
|
/**
|
|
17831
17766
|
* Helper function to spawn a collectible.
|
|
17832
17767
|
*
|
|
17833
17768
|
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
|
|
17834
|
-
* collectibles costing coins
|
|
17835
|
-
*
|
|
17836
|
-
* This function is unsafe because it will not correctly handle quest items being rotated by Tainted
|
|
17837
|
-
* Isaac's rotation mechanic. To handle that, use the `spawnCollectible` helper function instead
|
|
17838
|
-
* (which is provided by `ISCFeature.SPAWN_COLLECTIBLE`).
|
|
17769
|
+
* collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
|
|
17770
|
+
* rotation mechanic.
|
|
17839
17771
|
*
|
|
17840
17772
|
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
|
|
17841
17773
|
* `seedOrRNG` parameter.
|
|
@@ -17851,7 +17783,32 @@ declare class SpawnCollectible extends Feature {
|
|
|
17851
17783
|
* Tainted Keeper. Default is false.
|
|
17852
17784
|
* @param spawner Optional.
|
|
17853
17785
|
*/
|
|
17854
|
-
export declare function
|
|
17786
|
+
export declare function spawnCollectible(collectibleType: CollectibleType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible;
|
|
17787
|
+
|
|
17788
|
+
/**
|
|
17789
|
+
* Helper function to spawn a collectible from a specific item pool.
|
|
17790
|
+
*
|
|
17791
|
+
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
|
|
17792
|
+
* collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
|
|
17793
|
+
* rotation mechanic.
|
|
17794
|
+
*
|
|
17795
|
+
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
|
|
17796
|
+
* `seedOrRNG` parameter.
|
|
17797
|
+
*
|
|
17798
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`.
|
|
17799
|
+
*
|
|
17800
|
+
* @param itemPoolType The item pool to draw the collectible type from.
|
|
17801
|
+
* @param positionOrGridIndex The position or grid index to spawn the collectible at.
|
|
17802
|
+
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
17803
|
+
* `RNG.Next` method will be called. If `undefined` is provided, it will default to
|
|
17804
|
+
* a random seed.
|
|
17805
|
+
* @param options Optional. Set to true to make the collectible a "There's Options" style
|
|
17806
|
+
* collectible. Default is false.
|
|
17807
|
+
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
|
|
17808
|
+
* Tainted Keeper. Default is false.
|
|
17809
|
+
* @param spawner Optional.
|
|
17810
|
+
*/
|
|
17811
|
+
export declare function spawnCollectibleFromPool(itemPoolType: ItemPoolType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible;
|
|
17855
17812
|
|
|
17856
17813
|
/** Helper function to spawn a `GridEntityType.CRAWL_SPACE` (18). */
|
|
17857
17814
|
export declare function spawnCrawlSpace(gridIndexOrPosition: int | Vector): GridEntity | undefined;
|