isaacscript-common 87.9.3 → 87.9.5

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@@ -55,6 +55,7 @@ class CustomPickups extends Feature_1.Feature {
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  if (shouldPickup !== undefined) {
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  return shouldPickup;
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  }
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+ customPickupFunctions.collectFunc(pickup, player);
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  pickup.Remove();
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  const pickupSprite = pickup.GetSprite();
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  const fileName = pickupSprite.GetFilename();
@@ -62,7 +63,6 @@ class CustomPickups extends Feature_1.Feature {
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  const effectSprite = effect.GetSprite();
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  effectSprite.Load(fileName, true);
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  effectSprite.Play("Collect", true);
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- customPickupFunctions.collectFunc(pickup, player);
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  return undefined;
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  };
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  // ModCallback.POST_EFFECT_RENDER (56)
@@ -49,6 +49,7 @@ function CustomPickups.prototype.____constructor(self)
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  if shouldPickup ~= nil then
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  return shouldPickup
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  end
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+ customPickupFunctions.collectFunc(pickup, player)
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  pickup:Remove()
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  local pickupSprite = pickup:GetSprite()
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  local fileName = pickupSprite:GetFilename()
@@ -56,7 +57,6 @@ function CustomPickups.prototype.____constructor(self)
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  local effectSprite = effect:GetSprite()
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  effectSprite:Load(fileName, true)
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  effectSprite:Play("Collect", true)
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- customPickupFunctions.collectFunc(pickup, player)
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  return nil
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  end
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  self.postEffectRenderPickupEffect = function(____, effect)
@@ -56,8 +56,8 @@ export declare function getRoomDataForTypeVariant(roomType: RoomType, roomVarian
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  *
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  * Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  * function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- * is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- * to distinguish between real Treasure Rooms and default rooms, then use the
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+ * is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ * need to distinguish between real Treasure Rooms and default rooms, then use the
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  * `ItemPool.GetPoolForRoom` method directly.
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  */
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  export declare function getRoomItemPoolType(): ItemPoolType;
@@ -171,8 +171,8 @@ function getRoomDataForTypeVariant(roomType, roomVariant, cancelRoomTransition =
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  *
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  * Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  * function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- * is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- * to distinguish between real Treasure Rooms and default rooms, then use the
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+ * is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ * need to distinguish between real Treasure Rooms and default rooms, then use the
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  * `ItemPool.GetPoolForRoom` method directly.
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  */
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  function getRoomItemPoolType() {
@@ -340,8 +340,8 @@ end
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  --
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  -- Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  -- function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- -- is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- -- to distinguish between real Treasure Rooms and default rooms, then use the
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+ -- is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ -- need to distinguish between real Treasure Rooms and default rooms, then use the
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  -- `ItemPool.GetPoolForRoom` method directly.
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  function ____exports.getRoomItemPoolType(self)
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  local itemPool = game:GetItemPool()
@@ -7516,8 +7516,8 @@ export declare function getRoomGridIndexesForType(...roomTypes: readonly RoomTyp
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  *
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  * Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  * function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- * is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- * to distinguish between real Treasure Rooms and default rooms, then use the
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+ * is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ * need to distinguish between real Treasure Rooms and default rooms, then use the
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  * `ItemPool.GetPoolForRoom` method directly.
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  */
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  export declare function getRoomItemPoolType(): ItemPoolType;
@@ -1,6 +1,6 @@
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  --[[
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- isaacscript-common 87.9.2
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+ isaacscript-common 87.9.4
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -33684,8 +33684,8 @@ end
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  --
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  -- Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  -- function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- -- is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- -- to distinguish between real Treasure Rooms and default rooms, then use the
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+ -- is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ -- need to distinguish between real Treasure Rooms and default rooms, then use the
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  -- `ItemPool.GetPoolForRoom` method directly.
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  function ____exports.getRoomItemPoolType(self)
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  local itemPool = game:GetItemPool()
@@ -48186,6 +48186,7 @@ function CustomPickups.prototype.____constructor(self)
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  if shouldPickup ~= nil then
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  return shouldPickup
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  end
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+ customPickupFunctions.collectFunc(pickup, player)
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  pickup:Remove()
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  local pickupSprite = pickup:GetSprite()
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  local fileName = pickupSprite:GetFilename()
@@ -48193,7 +48194,6 @@ function CustomPickups.prototype.____constructor(self)
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  local effectSprite = effect:GetSprite()
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  effectSprite:Load(fileName, true)
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  effectSprite:Play("Collect", true)
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- customPickupFunctions.collectFunc(pickup, player)
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  return nil
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  end
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  self.postEffectRenderPickupEffect = function(____, effect)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript-common",
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- "version": "87.9.3",
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+ "version": "87.9.5",
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  "description": "Helper functions and features for IsaacScript mods.",
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  "keywords": [
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  "isaac",
@@ -38,7 +38,7 @@
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  },
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  "devDependencies": {
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  "@microsoft/api-extractor": "7.57.7",
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- "complete-node": "16.3.0",
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+ "complete-node": "16.3.1",
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  "eslint-plugin-sort-exports": "0.9.1",
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  "typescript-eslint": "8.57.0",
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  "typescript-to-lua": "1.34.0"
@@ -78,6 +78,8 @@ export class CustomPickups extends Feature {
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  return shouldPickup;
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  }
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+ customPickupFunctions.collectFunc(pickup, player);
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+
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  pickup.Remove();
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  const pickupSprite = pickup.GetSprite();
@@ -92,8 +94,6 @@ export class CustomPickups extends Feature {
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  effectSprite.Load(fileName, true);
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  effectSprite.Play("Collect", true);
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- customPickupFunctions.collectFunc(pickup, player);
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-
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  return undefined;
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  };
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@@ -171,8 +171,8 @@ export function getRoomDataForTypeVariant(
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  *
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  * Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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  * function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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- * is "supposed" to use the Treasure Room pool for collections spawned in normal rooms). If you need
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- * to distinguish between real Treasure Rooms and default rooms, then use the
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+ * is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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+ * need to distinguish between real Treasure Rooms and default rooms, then use the
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  * `ItemPool.GetPoolForRoom` method directly.
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  */
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  export function getRoomItemPoolType(): ItemPoolType {