isaacscript-common 9.11.0 → 9.11.1

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.
@@ -18,6 +18,42 @@ import { GridEntityCustomData } from "../interfaces/GridEntityCustomData";
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  * Custom grid entities are an IsaacScript feature because the vanilla game does not support any
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  * custom grid entities.
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  *
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+ * For example, this would be code to create a custom rock called a "Silver Rock" that produces a
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+ * dime when destroyed:
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+ *
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+ * ```ts
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+ * // This is local to the mod and can safely overlap with the values of `GridEntityType`.
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+ * const GridEntityTypeCustom = {
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+ * SILVER_ROCK: 0 as GridEntityType,
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+ * } as const;
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+ *
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+ * // This is copied from "gfx/grid/grid_rock.anm2" with some tweaks to make it look special.
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+ * const SILVER_ROCK_ANM2_PATH = "gfx/grid/grid_rock_silver.anm2";
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+ *
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+ * export function silverRockInit(mod: ModUpgraded): void {
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+ * mod.AddCallbackCustom(
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+ * ModCallbackCustom.POST_GRID_ENTITY_CUSTOM_BROKEN,
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+ * postGridEntityCustomBrokenSilverRock,
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+ * GridEntityTypeCustom.SILVER_ROCK,
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+ * );
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+ * }
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+ *
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+ * function postGridEntityCustomBrokenSilverRock(gridEntity: GridEntity) {
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+ * spawnCoin(CoinSubType.DIME, gridEntity.Position);
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+ * }
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+ *
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+ * export function spawnSilverRock(gridIndex: int): GridEntity {
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+ * return spawnCustomGridEntity(
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+ * GridEntityTypeCustom.SILVER_ROCK,
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+ * gridIndex,
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+ * undefined,
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+ * SILVER_ROCK_ANM2_PATH,
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+ * undefined,
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+ * GridEntityType.ROCK,
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+ * );
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+ * }
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+ * ```
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+ *
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  * @param gridEntityTypeCustom An integer that identifies what kind of grid entity you are creating.
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  * It should correspond to a local enum value created in your mod. The
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  * integer can be any unique value and will not correspond to the actual
@@ -1 +1 @@
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+ {"version":3,"file":"customGridEntity.d.ts","sourceRoot":"","sources":["../../src/features/customGridEntity.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,kBAAkB,EAClB,cAAc,EAGf,MAAM,8BAA8B,CAAC;AAgBtC,OAAO,EAAE,oBAAoB,EAAE,MAAM,oCAAoC,CAAC;AAyH1E;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG;AACH,wBAAgB,qBAAqB,CACnC,oBAAoB,EAAE,cAAc,EACpC,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,kBAAkB,CAAC,EAAE,kBAAkB,EACvC,QAAQ,CAAC,EAAE,MAAM,EACjB,gBAAgB,CAAC,EAAE,MAAM,EACzB,kBAAkB,iBAA4B,EAC9C,qBAAqB,SAAI,GACxB,UAAU,CA8CZ;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,sBAAsB,CACpC,+BAA+B,EAAE,GAAG,GAAG,MAAM,GAAG,UAAU,EAC1D,UAAU,UAAO,GAChB,UAAU,GAAG,SAAS,CAuCxB;AAED;;;GAGG;AACH,wBAAgB,qBAAqB,IAAI,KAAK,CAC5C;IAAC,UAAU,EAAE,UAAU;IAAE,IAAI,EAAE,oBAAoB;CAAC,CACrD,CAqBA;AAED;;;;GAIG;AACH,wBAAgB,uBAAuB,CACrC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,cAAc,GAAG,SAAS,CAsB5B;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,CAChC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,OAAO,CAOT"}
@@ -128,6 +128,42 @@ end
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  -- Custom grid entities are an IsaacScript feature because the vanilla game does not support any
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  -- custom grid entities.
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  --
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+ -- For example, this would be code to create a custom rock called a "Silver Rock" that produces a
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+ -- dime when destroyed:
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+ --
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+ -- ```ts
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+ -- // This is local to the mod and can safely overlap with the values of `GridEntityType`.
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+ -- const GridEntityTypeCustom = {
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+ -- SILVER_ROCK: 0 as GridEntityType,
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+ -- } as const;
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+ --
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+ -- // This is copied from "gfx/grid/grid_rock.anm2" with some tweaks to make it look special.
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+ -- const SILVER_ROCK_ANM2_PATH = "gfx/grid/grid_rock_silver.anm2";
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+ --
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+ -- export function silverRockInit(mod: ModUpgraded): void {
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+ -- mod.AddCallbackCustom(
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+ -- ModCallbackCustom.POST_GRID_ENTITY_CUSTOM_BROKEN,
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+ -- postGridEntityCustomBrokenSilverRock,
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+ -- GridEntityTypeCustom.SILVER_ROCK,
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+ -- );
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+ -- }
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+ --
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+ -- function postGridEntityCustomBrokenSilverRock(gridEntity: GridEntity) {
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+ -- spawnCoin(CoinSubType.DIME, gridEntity.Position);
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+ -- }
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+ --
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+ -- export function spawnSilverRock(gridIndex: int): GridEntity {
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+ -- return spawnCustomGridEntity(
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+ -- GridEntityTypeCustom.SILVER_ROCK,
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+ -- gridIndex,
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+ -- undefined,
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+ -- SILVER_ROCK_ANM2_PATH,
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+ -- undefined,
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+ -- GridEntityType.ROCK,
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+ -- );
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+ -- }
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+ -- ```
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+ --
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  -- @param gridEntityTypeCustom An integer that identifies what kind of grid entity you are creating.
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  -- It should correspond to a local enum value created in your mod. The
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  -- integer can be any unique value and will not correspond to the actual
@@ -13,8 +13,6 @@ export declare function angelRoom(): void;
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  export declare function ascent(): void;
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  /** Warps to the first Clean Bedroom or Dirty Bedroom on the floor. */
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  export declare function bedroom(): void;
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- /** Alias for the "blackhearts" command. */
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- export declare function bh(params: string): void;
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  /**
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  * Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
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  * negative numbers to remove hearts.)
@@ -130,8 +128,6 @@ export declare function down(params: string): void;
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  export declare function dungeon(): void;
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  /** Logs the player's current temporary effects to the "log.txt" file. */
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  export declare function effects(): void;
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- /** Alias for the "eternalHearts" command. */
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- export declare function eh(params: string): void;
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  /** Alias for the "iAmError" command. */
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  export declare function errorRoom(): void;
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  /**
@@ -1 +1 @@
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- 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1
+ {"version":3,"file":"listCommands.d.ts","sourceRoot":"","sources":["../../../src/features/extraConsoleCommands/listCommands.ts"],"names":[],"mappings":"AA0HA;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CA2C/C;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED,gEAAgE;AAChE,wBAAgB,MAAM,IAAI,IAAI,CAK7B;AAED,sEAAsE;AACtE,wBAAgB,OAAO,IAAI,IAAI,CAkB9B;AAED;;;GAGG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEhD;AAED,+CAA+C;AAC/C,wBAAgB,WAAW,IAAI,IAAI,CAElC;AAED,4CAA4C;AAC5C,wBAAgB,KAAK,IAAI,IAAI,CAG5B;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAcjD;AAED,2CAA2C;AAC3C,wBAAgB,EAAE,IAAI,IAAI,CAEzB;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAczC;AAED;;;GAGG;AACH,wBAAgB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAc1C;AAED;;;GAGG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED,wCAAwC;AACxC,wBAAgB,IAAI,IAAI,IAAI,CAE3B;AAED,kEAAkE;AAClE,wBAAgB,YAAY,IAAI,IAAI,CAEnC;AAED,iDAAiD;AACjD,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,4CAA4C;AAC5C,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEjD;AAED;;;;;;GAMG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CA6BzC;AAED,2EAA2E;AAC3E,wBAAgB,KAAK,IAAI,IAAI,CAe5B;AAED,8CAA8C;AAC9C,wBAAgB,EAAE,IAAI,IAAI,CAEzB;AAED;;;GAGG;AACH,wBAAgB,cAAc,IAAI,IAAI,CAGrC;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CA4B9C;AAED,0CAA0C;AAC1C,wBAAgB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE3C;AAED,qDAAqD;AACrD,wBAAgB,YAAY,IAAI,IAAI,CAEnC;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAczC;AAED;;;GAGG;AACH,wBAAgB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAc1C;AAED,gDAAgD;AAChD,wBAAgB,UAAU,IAAI,IAAI,CAEjC;AAED,6CAA6C;AAC7C,wBAAgB,MAAM,IAAI,IAAI,CAG7B;AAED,oBAAoB;AACpB,wBAAgB,GAAG,IAAI,IAAI,CAG1B;AAED,mBAAmB;AACnB,wBAAgB,EAAE,IAAI,IAAI,CAGzB;AAED,oEAAoE;AACpE,wBAAgB,QAAQ,IAAI,IAAI,CAI/B;AAED,0DAA0D;AAC1D,wBAAgB,MAAM,IAAI,IAAI,CAG7B;AAED,2CAA2C;AAC3C,wBAAgB,QAAQ,IAAI,IAAI,CAG/B;AAED,qCAAqC;AACrC,wBAAgB,EAAE,IAAI,IAAI,CAEzB;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED,qDAAqD;AACrD,wBAAgB,YAAY,IAAI,IAAI,CAEnC;AAED,gDAAgD;AAChD,wBAAgB,aAAa,IAAI,IAAI,CAGpC;AAED,0FAA0F;AAC1F,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEzC;AAED,sEAAsE;AACtE,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED,yEAAyE;AACzE,wBAAgB,OAAO,IAAI,IAAI,CAI9B;AAED,wCAAwC;AACxC,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAElD;AAED,qCAAqC;AACrC,wBAAgB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAuB3C;AAED,4CAA4C;AAC5C,wBAAgB,IAAI,IAAI,IAAI,CAE3B;AAED,8CAA8C;AAC9C,wBAAgB,YAAY,IAAI,IAAI,CAQnC;AAED,kDAAkD;AAClD,wBAAgB,WAAW,IAAI,IAAI,CAOlC;AAED,4CAA4C;AAC5C,wBAAgB,KAAK,IAAI,IAAI,CAG5B;AAED;;;GAGG;AACH,wBAAgB,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAc7C;AAED,0CAA0C;AAC1C,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,4CAA4C;AAC5C,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED,yCAAyC;AACzC,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED,sCAAsC;AACtC,wBAAgB,UAAU,IAAI,IAAI,CAGjC;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEjD;AAED,qCAAqC;AACrC,wBAAgB,SAAS,IAAI,IAAI,CAGhC;AAED;;;GAGG;AACH,wBAAgB,IAAI,IAAI,IAAI,CAE3B;AAED,yCAAyC;AACzC,wBAAgB,KAAK,IAAI,IAAI,CAE5B;AAED,kGAAkG;AAClG,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED,oEAAoE;AACpE,wBAAgB,YAAY,IAAI,IAAI,CAgBnC;AAED;;;GAGG;AACH,wBAAgB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE3C;AAED,uCAAuC;AACvC,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,kDAAkD;AAClD,wBAAgB,YAAY,IAAI,IAAI,CAEnC;AAED;;;GAGG;AACH,wBAAgB,GAAG,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAcxC;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAczC;AAED,gDAAgD;AAChD,wBAAgB,SAAS,IAAI,IAAI,CAGhC;AAED,0FAA0F;AAC1F,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEzC;AAED,+CAA+C;AAC/C,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED;;;;;;GAMG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEzC;AAED;;;GAGG;AACH,wBAAgB,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE5C;AAED;;;;;;GAMG;AACH,wBAAgB,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE7C;AAED;;;GAGG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEhD;AAED,2CAA2C;AAC3C,wBAAgB,IAAI,IAAI,IAAI,CAG3B;AAED,mCAAmC;AACnC,wBAAgB,KAAK,IAAI,IAAI,CAE5B;AAED,2BAA2B;AAC3B,wBAAgB,IAAI,IAAI,IAAI,CAE3B;AAED,wCAAwC;AACxC,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAEzC;AAED,0EAA0E;AAC1E,wBAAgB,GAAG,IAAI,IAAI,CAgB1B;AAED;;;GAGG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE9C;AAED,2CAA2C;AAC3C,wBAAgB,IAAI,IAAI,IAAI,CAG3B;AAED,qDAAqD;AACrD,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,6CAA6C;AAC7C,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,0CAA0C;AAC1C,wBAAgB,KAAK,IAAI,IAAI,CAM5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CA6BzC;AAED,2EAA2E;AAC3E,wBAAgB,KAAK,IAAI,IAAI,CAkB5B;AAED,mDAAmD;AACnD,wBAAgB,WAAW,IAAI,IAAI,CAElC;AAED,qCAAqC;AACrC,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE9C;AAED,uEAAuE;AACvE,wBAAgB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAqB3C;AAED;;;GAGG;AACH,wBAAgB,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAc7C;AAED,2CAA2C;AAC3C,wBAAgB,QAAQ,IAAI,IAAI,CAE/B;AAED,sCAAsC;AACtC,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE9C;AAED,yEAAyE;AACzE,wBAAgB,UAAU,IAAI,IAAI,CAEjC;AAED,2FAA2F;AAC3F,wBAAgB,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE1C;AAED,6DAA6D;AAC7D,wBAAgB,I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@@ -119,11 +119,6 @@ local warpNextToRoomType = ____commandsSubroutines.warpNextToRoomType
119
119
  local warpToRoomType = ____commandsSubroutines.warpToRoomType
120
120
  local ____v = require("features.extraConsoleCommands.v")
121
121
  local v = ____v.default
122
- --- Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
123
- -- negative numbers to remove hearts.)
124
- function ____exports.blackHearts(self, params)
125
- addHeart(nil, params, HealthType.BLACK)
126
- end
127
122
  --- Warps to the first Boss Room on the floor.
128
123
  function ____exports.bossRoom(self)
129
124
  warpToRoomType(nil, RoomType.BOSS)
@@ -139,11 +134,6 @@ end
139
134
  function ____exports.devilRoom(self)
140
135
  devilAngel(nil, true)
141
136
  end
142
- --- Gives an eternal heart. Provide a number to give a custom amount of hearts. (You can use negative
143
- -- numbers to remove hearts.)
144
- function ____exports.eternalHearts(self, params)
145
- addHeart(nil, params, HealthType.ETERNAL)
146
- end
147
137
  --- Gives the player a golden bomb.
148
138
  function ____exports.goldenBomb(self)
149
139
  local player = Isaac.GetPlayer()
@@ -273,9 +263,10 @@ function ____exports.bedroom(self)
273
263
  end
274
264
  printConsole(nil, "There are no Clean Bedrooms or Dirty Bedrooms on this floor.")
275
265
  end
276
- --- Alias for the "blackhearts" command.
277
- function ____exports.bh(self, params)
278
- ____exports.blackHearts(nil, params)
266
+ --- Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
267
+ -- negative numbers to remove hearts.)
268
+ function ____exports.blackHearts(self, params)
269
+ addHeart(nil, params, HealthType.BLACK)
279
270
  end
280
271
  --- Warps to the Black Market for the floor.
281
272
  function ____exports.blackMarket(self)
@@ -562,14 +553,15 @@ function ____exports.effects(self)
562
553
  logPlayerEffects(player)
563
554
  printConsole(nil, "Logged the player's effects to the \"log.txt\" file.")
564
555
  end
565
- --- Alias for the "eternalHearts" command.
566
- function ____exports.eh(self, params)
567
- ____exports.eternalHearts(nil, params)
568
- end
569
556
  --- Alias for the "iAmError" command.
570
557
  function ____exports.errorRoom(self)
571
558
  ____exports.iAmErrorRoom(nil)
572
559
  end
560
+ --- Gives an eternal heart. Provide a number to give a custom amount of hearts. (You can use negative
561
+ -- numbers to remove hearts.)
562
+ function ____exports.eternalHearts(self, params)
563
+ addHeart(nil, params, HealthType.ETERNAL)
564
+ end
573
565
  --- Toggles flight for the player.
574
566
  function ____exports.flight(self, params)
575
567
  local player = Isaac.GetPlayer()
@@ -6,8 +6,8 @@ import { SaveData } from "../../interfaces/SaveData";
6
6
  * 1. automatic resetting of variables on a new run, on a new level, or on a new room (as desired)
7
7
  * 2. automatic saving and loading of all tracked data to the "save#.dat" file
8
8
  *
9
- * You feed this function with an anonymous object containing your variables, and then it will
10
- * automatically manage them for you. (See below for an example.)
9
+ * You feed this function with an object containing your variables, and then it will automatically
10
+ * manage them for you. (See below for an example.)
11
11
  *
12
12
  * The save data manager is meant to be called once for each feature of your mod. In other words,
13
13
  * you should not put all of the data for your mod on the same object. Instead, scope your variables
@@ -25,8 +25,8 @@ local SAVE_DATA_MANAGER_FEATURE_NAME = ____saveDataManagerConstants.SAVE_DATA_MA
25
25
  -- 1. automatic resetting of variables on a new run, on a new level, or on a new room (as desired)
26
26
  -- 2. automatic saving and loading of all tracked data to the "save#.dat" file
27
27
  --
28
- -- You feed this function with an anonymous object containing your variables, and then it will
29
- -- automatically manage them for you. (See below for an example.)
28
+ -- You feed this function with an object containing your variables, and then it will automatically
29
+ -- manage them for you. (See below for an example.)
30
30
  --
31
31
  -- The save data manager is meant to be called once for each feature of your mod. In other words,
32
32
  -- you should not put all of the data for your mod on the same object. Instead, scope your variables
@@ -173,6 +173,11 @@ export declare function newCollectibleSprite(collectibleType: CollectibleType):
173
173
  *
174
174
  * The "item tracker" in this function does not refer to the in-game item tracker, but rather to the
175
175
  * Python program located at: https://github.com/Rchardon/RebirthItemTracker
176
+ *
177
+ * This function is useful when you need to add a "fake" collectible to a player. Note that calling
178
+ * this function is not necessary when removing items from players. For example, when you remove a
179
+ * collectible with the `EntityPlayer.RemoveCollectible` method, a proper message is sent to the log
180
+ * the item tracker will automatically remove it.
176
181
  */
177
182
  export declare function removeCollectibleFromItemTracker(collectibleType: CollectibleType): void;
178
183
  /**
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"collectibles.d.ts","sourceRoot":"","sources":["../../src/functions/collectibles.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,uBAAuB,EACvB,eAAe,EAEf,aAAa,EAEb,QAAQ,EACR,WAAW,EAGZ,MAAM,8BAA8B,CAAC;AAgBtC,OAAO,EAAE,gBAAgB,EAAE,MAAM,2BAA2B,CAAC;AA0B7D,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,YAAY,GAAG,IAAI,CAEtE;AAED,6FAA6F;AAC7F,wBAAgB,uBAAuB,CACrC,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,GACd,OAAO,CAsBT;AAED;;;GAGG;AACH,wBAAgB,yBAAyB,CACvC,eAAe,EAAE,eAAe,GAC/B,MAAM,CAeR;AAED;;;GAGG;AACH,wBAAgB,4BAA4B,CAC1C,eAAe,EAAE,eAAe,GAC/B,GAAG,CAYL;AAED;;;GAGG;AACH,wBAAgB,6BAA6B,CAC3C,eAAe,EAAE,eAAe,EAChC,MAAM,EAAE,YAAY,GACnB,WAAW,CAyBb;AAED;;;;;;;GAOG;AACH,wBAAgB,yBAAyB,CACvC,eAAe,EAAE,eAAe,GAC/B,MAAM,CAOR;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH,wBAAgB,mBAAmB,CACjC,WAAW,EAAE,YAAY,GACxB,gBAAgB,CAsBlB;AAED;;;GAGG;AACH,wBAAgB,wBAAwB,CACtC,eAAe,EAAE,eAAe,GAC/B,GAAG,CAOL;AAED;;;GAGG;AACH,wBAAgB,sBAAsB,CACpC,eAAe,EAAE,eAAe,GAC/B,QAAQ,CAOV;AAED;;;GAGG;AACH,wBAAgB,wBAAwB,CACtC,eAAe,EAAE,eAAe,GAC/B,GAAG,CAOL;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,eAAe,EAAE,eAAe,GAAG,MAAM,CAc3E;AAED;;;GAGG;AACH,wBAAgB,0BAA0B,CACxC,WAAW,EAAE,YAAY,GACxB,uBAAuB,CAUzB;AAED;;;GAGG;AACH,wBAAgB,qBAAqB,CAAC,eAAe,EAAE,eAAe,GAAG,GAAG,CAO3E;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,kBAAkB,CAChC,eAAe,EAAE,eAAe,GAC/B,QAAQ,CAAC,aAAa,CAAC,CAGzB;AAED;;;;;;;;GAQG;AACH,wBAAgB,8BAA8B,IAAI,eAAe,EAAE,CAElE;AAED,2FAA2F;AAC3F,wBAAgB,mBAAmB,CAAC,eAAe,EAAE,eAAe,GAAG,OAAO,CAG7E;AAED,sEAAsE;AACtE,wBAAgB,kBAAkB,CAAC,WAAW,EAAE,YAAY,GAAG,OAAO,CAcrE;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAKnE;AAED;;;;GAIG;AACH,wBAAgB,mBAAmB,CAAC,eAAe,EAAE,eAAe,GAAG,OAAO,CAG7E;AAED,wBAAgB,uBAAuB,CACrC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED;;;GAGG;AACH,wBAAgB,oBAAoB,CAClC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAGT;AAED;;;;GAIG;AACH,wBAAgB,sBAAsB,CACpC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED,wBAAgB,sBAAsB,CACpC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAGT;AAED,wBAAgB,wBAAwB,CACtC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED;;;GAGG;AACH,wBAAgB,oBAAoB,CAAC,eAAe,EAAE,eAAe,GAAG,MAAM,CAa7E;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,gCAAgC,CAC9C,eAAe,EAAE,eAAe,GAC/B,IAAI,CAQN;AAED;;;GAGG;AACH,wBAAgB,4BAA4B,CAAC,WAAW,EAAE,YAAY,GAAG,IAAI,CAS5E;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,WAAW,EAAE,YAAY,GAAG,IAAI,CASnE;AAED;;;;;;GAMG;AACH,wBAAgB,mBAAmB,CAAC,WAAW,EAAE,YAAY,GAAG,IAAI,CAUnE;AAED;;;GAGG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,YAAY,GAAG,IAAI,CAuBtE;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,oBAAoB,CAClC,WAAW,EAAE,YAAY,EACzB,OAAO,EAAE,MAAM,GAAG,SAAS,GAC1B,IAAI,CAeN;AAED;;;GAGG;AACH,wBAAgB,qBAAqB,CACnC,WAAW,EAAE,YAAY,EACzB,kBAAkB,EAAE,eAAe,GAClC,IAAI,CA2BN;AAED;;;GAGG;AACH,wBAAgB,qCAAqC,IAAI,IAAI,CAK5D"}
@@ -402,6 +402,11 @@ end
402
402
  --
403
403
  -- The "item tracker" in this function does not refer to the in-game item tracker, but rather to the
404
404
  -- Python program located at: https://github.com/Rchardon/RebirthItemTracker
405
+ --
406
+ -- This function is useful when you need to add a "fake" collectible to a player. Note that calling
407
+ -- this function is not necessary when removing items from players. For example, when you remove a
408
+ -- collectible with the `EntityPlayer.RemoveCollectible` method, a proper message is sent to the log
409
+ -- the item tracker will automatically remove it.
405
410
  function ____exports.removeCollectibleFromItemTracker(self, collectibleType)
406
411
  local collectibleName = ____exports.getCollectibleName(nil, collectibleType)
407
412
  Isaac.DebugString(((("Removing collectible " .. tostring(collectibleType)) .. " (") .. collectibleName) .. ") on player 0 (Player)")
package/dist/index.d.ts CHANGED
@@ -9587,6 +9587,11 @@ export declare function removeCollectibleCostume(player: EntityPlayer, collectib
9587
9587
  *
9588
9588
  * The "item tracker" in this function does not refer to the in-game item tracker, but rather to the
9589
9589
  * Python program located at: https://github.com/Rchardon/RebirthItemTracker
9590
+ *
9591
+ * This function is useful when you need to add a "fake" collectible to a player. Note that calling
9592
+ * this function is not necessary when removing items from players. For example, when you remove a
9593
+ * collectible with the `EntityPlayer.RemoveCollectible` method, a proper message is sent to the log
9594
+ * the item tracker will automatically remove it.
9590
9595
  */
9591
9596
  export declare function removeCollectibleFromItemTracker(collectibleType: CollectibleType): void;
9592
9597
 
@@ -10009,8 +10014,8 @@ export declare enum SaveDataKey {
10009
10014
  * 1. automatic resetting of variables on a new run, on a new level, or on a new room (as desired)
10010
10015
  * 2. automatic saving and loading of all tracked data to the "save#.dat" file
10011
10016
  *
10012
- * You feed this function with an anonymous object containing your variables, and then it will
10013
- * automatically manage them for you. (See below for an example.)
10017
+ * You feed this function with an object containing your variables, and then it will automatically
10018
+ * manage them for you. (See below for an example.)
10014
10019
  *
10015
10020
  * The save data manager is meant to be called once for each feature of your mod. In other words,
10016
10021
  * you should not put all of the data for your mod on the same object. Instead, scope your variables
@@ -10958,6 +10963,42 @@ export declare function spawnCustomDoor(effectVariant: EffectVariant, doorSlot:
10958
10963
  * Custom grid entities are an IsaacScript feature because the vanilla game does not support any
10959
10964
  * custom grid entities.
10960
10965
  *
10966
+ * For example, this would be code to create a custom rock called a "Silver Rock" that produces a
10967
+ * dime when destroyed:
10968
+ *
10969
+ * ```ts
10970
+ * // This is local to the mod and can safely overlap with the values of `GridEntityType`.
10971
+ * const GridEntityTypeCustom = {
10972
+ * SILVER_ROCK: 0 as GridEntityType,
10973
+ * } as const;
10974
+ *
10975
+ * // This is copied from "gfx/grid/grid_rock.anm2" with some tweaks to make it look special.
10976
+ * const SILVER_ROCK_ANM2_PATH = "gfx/grid/grid_rock_silver.anm2";
10977
+ *
10978
+ * export function silverRockInit(mod: ModUpgraded): void {
10979
+ * mod.AddCallbackCustom(
10980
+ * ModCallbackCustom.POST_GRID_ENTITY_CUSTOM_BROKEN,
10981
+ * postGridEntityCustomBrokenSilverRock,
10982
+ * GridEntityTypeCustom.SILVER_ROCK,
10983
+ * );
10984
+ * }
10985
+ *
10986
+ * function postGridEntityCustomBrokenSilverRock(gridEntity: GridEntity) {
10987
+ * spawnCoin(CoinSubType.DIME, gridEntity.Position);
10988
+ * }
10989
+ *
10990
+ * export function spawnSilverRock(gridIndex: int): GridEntity {
10991
+ * return spawnCustomGridEntity(
10992
+ * GridEntityTypeCustom.SILVER_ROCK,
10993
+ * gridIndex,
10994
+ * undefined,
10995
+ * SILVER_ROCK_ANM2_PATH,
10996
+ * undefined,
10997
+ * GridEntityType.ROCK,
10998
+ * );
10999
+ * }
11000
+ * ```
11001
+ *
10961
11002
  * @param gridEntityTypeCustom An integer that identifies what kind of grid entity you are creating.
10962
11003
  * It should correspond to a local enum value created in your mod. The
10963
11004
  * integer can be any unique value and will not correspond to the actual
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "9.11.0",
3
+ "version": "9.11.1",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -22,6 +22,6 @@
22
22
  "main": "dist/index",
23
23
  "types": "dist/index.d.ts",
24
24
  "dependencies": {
25
- "isaac-typescript-definitions": "^4.0.3"
25
+ "isaac-typescript-definitions": "^4.0.4"
26
26
  }
27
27
  }
@@ -160,6 +160,42 @@ function postNewRoomReordered() {
160
160
  * Custom grid entities are an IsaacScript feature because the vanilla game does not support any
161
161
  * custom grid entities.
162
162
  *
163
+ * For example, this would be code to create a custom rock called a "Silver Rock" that produces a
164
+ * dime when destroyed:
165
+ *
166
+ * ```ts
167
+ * // This is local to the mod and can safely overlap with the values of `GridEntityType`.
168
+ * const GridEntityTypeCustom = {
169
+ * SILVER_ROCK: 0 as GridEntityType,
170
+ * } as const;
171
+ *
172
+ * // This is copied from "gfx/grid/grid_rock.anm2" with some tweaks to make it look special.
173
+ * const SILVER_ROCK_ANM2_PATH = "gfx/grid/grid_rock_silver.anm2";
174
+ *
175
+ * export function silverRockInit(mod: ModUpgraded): void {
176
+ * mod.AddCallbackCustom(
177
+ * ModCallbackCustom.POST_GRID_ENTITY_CUSTOM_BROKEN,
178
+ * postGridEntityCustomBrokenSilverRock,
179
+ * GridEntityTypeCustom.SILVER_ROCK,
180
+ * );
181
+ * }
182
+ *
183
+ * function postGridEntityCustomBrokenSilverRock(gridEntity: GridEntity) {
184
+ * spawnCoin(CoinSubType.DIME, gridEntity.Position);
185
+ * }
186
+ *
187
+ * export function spawnSilverRock(gridIndex: int): GridEntity {
188
+ * return spawnCustomGridEntity(
189
+ * GridEntityTypeCustom.SILVER_ROCK,
190
+ * gridIndex,
191
+ * undefined,
192
+ * SILVER_ROCK_ANM2_PATH,
193
+ * undefined,
194
+ * GridEntityType.ROCK,
195
+ * );
196
+ * }
197
+ * ```
198
+ *
163
199
  * @param gridEntityTypeCustom An integer that identifies what kind of grid entity you are creating.
164
200
  * It should correspond to a local enum value created in your mod. The
165
201
  * integer can be any unique value and will not correspond to the actual
@@ -207,11 +207,6 @@ export function bedroom(): void {
207
207
  printConsole("There are no Clean Bedrooms or Dirty Bedrooms on this floor.");
208
208
  }
209
209
 
210
- /** Alias for the "blackhearts" command. */
211
- export function bh(params: string): void {
212
- blackHearts(params);
213
- }
214
-
215
210
  /**
216
211
  * Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
217
212
  * negative numbers to remove hearts.)
@@ -573,11 +568,6 @@ export function effects(): void {
573
568
  printConsole('Logged the player\'s effects to the "log.txt" file.');
574
569
  }
575
570
 
576
- /** Alias for the "eternalHearts" command. */
577
- export function eh(params: string): void {
578
- eternalHearts(params);
579
- }
580
-
581
571
  /** Alias for the "iAmError" command. */
582
572
  export function errorRoom(): void {
583
573
  iAmErrorRoom();
@@ -22,8 +22,8 @@ import { SAVE_DATA_MANAGER_FEATURE_NAME } from "./saveDataManagerConstants";
22
22
  * 1. automatic resetting of variables on a new run, on a new level, or on a new room (as desired)
23
23
  * 2. automatic saving and loading of all tracked data to the "save#.dat" file
24
24
  *
25
- * You feed this function with an anonymous object containing your variables, and then it will
26
- * automatically manage them for you. (See below for an example.)
25
+ * You feed this function with an object containing your variables, and then it will automatically
26
+ * manage them for you. (See below for an example.)
27
27
  *
28
28
  * The save data manager is meant to be called once for each feature of your mod. In other words,
29
29
  * you should not put all of the data for your mod on the same object. Instead, scope your variables
@@ -494,6 +494,11 @@ export function newCollectibleSprite(collectibleType: CollectibleType): Sprite {
494
494
  *
495
495
  * The "item tracker" in this function does not refer to the in-game item tracker, but rather to the
496
496
  * Python program located at: https://github.com/Rchardon/RebirthItemTracker
497
+ *
498
+ * This function is useful when you need to add a "fake" collectible to a player. Note that calling
499
+ * this function is not necessary when removing items from players. For example, when you remove a
500
+ * collectible with the `EntityPlayer.RemoveCollectible` method, a proper message is sent to the log
501
+ * the item tracker will automatically remove it.
497
502
  */
498
503
  export function removeCollectibleFromItemTracker(
499
504
  collectibleType: CollectibleType,