isaacscript-common 9.9.0 → 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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  /**
@@ -281,6 +277,8 @@ export declare function poopMana(params: string): void;
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  export declare function position(): void;
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  /** Alias for the "hearts" command. */
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  export declare function redHearts(params: string): void;
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+ /** Starts a room transition to the same room that you are already in. */
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+ export declare function reloadRoom(): void;
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  /** Moves the player 0.5 units right. Provide a number to move a custom amount of units. */
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  export declare function right(params: string): void;
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  /** Logs information about the room to the "log.txt" file. */
@@ -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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@@ -81,6 +81,8 @@ local ____roomGrid = require("functions.roomGrid")
81
81
  local gridCoordinatesToWorldPosition = ____roomGrid.gridCoordinatesToWorldPosition
82
82
  local ____rooms = require("functions.rooms")
83
83
  local changeRoom = ____rooms.changeRoom
84
+ local ____roomTransition = require("functions.roomTransition")
85
+ local reloadRoomFunction = ____roomTransition.reloadRoom
84
86
  local ____run = require("functions.run")
85
87
  local onSetSeed = ____run.onSetSeed
86
88
  local restart = ____run.restart
@@ -117,11 +119,6 @@ local warpNextToRoomType = ____commandsSubroutines.warpNextToRoomType
117
119
  local warpToRoomType = ____commandsSubroutines.warpToRoomType
118
120
  local ____v = require("features.extraConsoleCommands.v")
119
121
  local v = ____v.default
120
- --- Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
121
- -- negative numbers to remove hearts.)
122
- function ____exports.blackHearts(self, params)
123
- addHeart(nil, params, HealthType.BLACK)
124
- end
125
122
  --- Warps to the first Boss Room on the floor.
126
123
  function ____exports.bossRoom(self)
127
124
  warpToRoomType(nil, RoomType.BOSS)
@@ -137,11 +134,6 @@ end
137
134
  function ____exports.devilRoom(self)
138
135
  devilAngel(nil, true)
139
136
  end
140
- --- Gives an eternal heart. Provide a number to give a custom amount of hearts. (You can use negative
141
- -- numbers to remove hearts.)
142
- function ____exports.eternalHearts(self, params)
143
- addHeart(nil, params, HealthType.ETERNAL)
144
- end
145
137
  --- Gives the player a golden bomb.
146
138
  function ____exports.goldenBomb(self)
147
139
  local player = Isaac.GetPlayer()
@@ -271,9 +263,10 @@ function ____exports.bedroom(self)
271
263
  end
272
264
  printConsole(nil, "There are no Clean Bedrooms or Dirty Bedrooms on this floor.")
273
265
  end
274
- --- Alias for the "blackhearts" command.
275
- function ____exports.bh(self, params)
276
- ____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)
277
270
  end
278
271
  --- Warps to the Black Market for the floor.
279
272
  function ____exports.blackMarket(self)
@@ -560,14 +553,15 @@ function ____exports.effects(self)
560
553
  logPlayerEffects(player)
561
554
  printConsole(nil, "Logged the player's effects to the \"log.txt\" file.")
562
555
  end
563
- --- Alias for the "eternalHearts" command.
564
- function ____exports.eh(self, params)
565
- ____exports.eternalHearts(nil, params)
566
- end
567
556
  --- Alias for the "iAmError" command.
568
557
  function ____exports.errorRoom(self)
569
558
  ____exports.iAmErrorRoom(nil)
570
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
571
565
  --- Toggles flight for the player.
572
566
  function ____exports.flight(self, params)
573
567
  local player = Isaac.GetPlayer()
@@ -896,6 +890,10 @@ end
896
890
  function ____exports.redHearts(self, params)
897
891
  ____exports.hearts(nil, params)
898
892
  end
893
+ --- Starts a room transition to the same room that you are already in.
894
+ function ____exports.reloadRoom(self)
895
+ reloadRoomFunction(nil)
896
+ end
899
897
  --- Moves the player 0.5 units right. Provide a number to move a custom amount of units.
900
898
  function ____exports.right(self, params)
901
899
  movePlayer(nil, params, Direction.RIGHT)
@@ -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
- {"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;;;;;;GAMG;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"}
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)")
@@ -28,6 +28,12 @@ export declare function isAliveExceptionNPC(npc: EntityNPC): boolean;
28
28
  * the way to tell them apart is to check for a non-undefined `Entity.SpawnerEntity` field.
29
29
  */
30
30
  export declare function isDaddyLongLegsChildStompEntity(npc: EntityNPC): boolean;
31
+ /**
32
+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
33
+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
34
+ * tears.
35
+ */
36
+ export declare function isDyingDump(npc: EntityNPC): boolean;
31
37
  /**
32
38
  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
33
39
  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
@@ -1 +1 @@
1
- {"version":3,"file":"npcs.d.ts","sourceRoot":"","sources":["../../src/functions/npcs.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EASX,MAAM,8BAA8B,CAAC;AAgCtC;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,UAAU,GAAE,UAAe,EAC3B,OAAO,SAAK,EACZ,OAAO,SAAK,EACZ,cAAc,UAAQ,GACrB,SAAS,EAAE,CAGb;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CA4B3D;AAED;;;;;;;GAOG;AACH,wBAAgB,+BAA+B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAIvE;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAOpE;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAO3D"}
1
+ {"version":3,"file":"npcs.d.ts","sourceRoot":"","sources":["../../src/functions/npcs.ts"],"names":[],"mappings":"AAAA,OAAO,EAQL,UAAU,EASX,MAAM,8BAA8B,CAAC;AAgCtC;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,UAAU,GAAE,UAAe,EAC3B,OAAO,SAAK,EACZ,OAAO,SAAK,EACZ,cAAc,UAAQ,GACrB,SAAS,EAAE,CAGb;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAiC3D;AAED;;;;;;;GAOG;AACH,wBAAgB,+BAA+B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAIvE;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAMnD;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAOpE;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAO3D"}
@@ -11,6 +11,7 @@ local ChargerSubType = ____isaac_2Dtypescript_2Ddefinitions.ChargerSubType
11
11
  local ChargerVariant = ____isaac_2Dtypescript_2Ddefinitions.ChargerVariant
12
12
  local DarkEsauVariant = ____isaac_2Dtypescript_2Ddefinitions.DarkEsauVariant
13
13
  local DeathVariant = ____isaac_2Dtypescript_2Ddefinitions.DeathVariant
14
+ local DumpVariant = ____isaac_2Dtypescript_2Ddefinitions.DumpVariant
14
15
  local EntityType = ____isaac_2Dtypescript_2Ddefinitions.EntityType
15
16
  local HopperVariant = ____isaac_2Dtypescript_2Ddefinitions.HopperVariant
16
17
  local MamaGurdyVariant = ____isaac_2Dtypescript_2Ddefinitions.MamaGurdyVariant
@@ -46,6 +47,9 @@ function ____exports.isAliveExceptionNPC(self, npc)
46
47
  if ____exports.isRaglingDeathPatch(nil, npc) then
47
48
  return true
48
49
  end
50
+ if ____exports.isDyingDump(nil, npc) then
51
+ return true
52
+ end
49
53
  return false
50
54
  end
51
55
  --- Helper function to distinguish between a normal Daddy Long Legs / Triachnid and the child entity
@@ -57,6 +61,12 @@ end
57
61
  function ____exports.isDaddyLongLegsChildStompEntity(self, npc)
58
62
  return npc.Type == EntityType.DADDY_LONG_LEGS and npc.SpawnerEntity ~= nil
59
63
  end
64
+ --- Helper function to detect the custom death state of a Dump. When Dumps die, they go to
65
+ -- `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
66
+ -- tears.
67
+ function ____exports.isDyingDump(self, npc)
68
+ return npc.Type == EntityType.DUMP and npc.Variant == asNumber(nil, DumpVariant.DUMP) and npc.State == NpcState.SPECIAL
69
+ end
60
70
  --- Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
61
71
  -- dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
62
72
  -- spawn 14 Swarm Spiders while their StateFrame ticks upwards.
package/dist/index.d.ts CHANGED
@@ -5785,6 +5785,13 @@ export declare function isDoorToMines(door: GridEntityDoor): boolean;
5785
5785
  */
5786
5786
  export declare function isDoorToMomsHeart(door: GridEntityDoor): boolean;
5787
5787
 
5788
+ /**
5789
+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
5790
+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
5791
+ * tears.
5792
+ */
5793
+ export declare function isDyingDump(npc: EntityNPC): boolean;
5794
+
5788
5795
  /**
5789
5796
  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
5790
5797
  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
@@ -9580,6 +9587,11 @@ export declare function removeCollectibleCostume(player: EntityPlayer, collectib
9580
9587
  *
9581
9588
  * The "item tracker" in this function does not refer to the in-game item tracker, but rather to the
9582
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.
9583
9595
  */
9584
9596
  export declare function removeCollectibleFromItemTracker(collectibleType: CollectibleType): void;
9585
9597
 
@@ -10002,8 +10014,8 @@ export declare enum SaveDataKey {
10002
10014
  * 1. automatic resetting of variables on a new run, on a new level, or on a new room (as desired)
10003
10015
  * 2. automatic saving and loading of all tracked data to the "save#.dat" file
10004
10016
  *
10005
- * You feed this function with an anonymous object containing your variables, and then it will
10006
- * 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.)
10007
10019
  *
10008
10020
  * The save data manager is meant to be called once for each feature of your mod. In other words,
10009
10021
  * you should not put all of the data for your mod on the same object. Instead, scope your variables
@@ -10951,6 +10963,42 @@ export declare function spawnCustomDoor(effectVariant: EffectVariant, doorSlot:
10951
10963
  * Custom grid entities are an IsaacScript feature because the vanilla game does not support any
10952
10964
  * custom grid entities.
10953
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
+ *
10954
11002
  * @param gridEntityTypeCustom An integer that identifies what kind of grid entity you are creating.
10955
11003
  * It should correspond to a local enum value created in your mod. The
10956
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": "9.9.0",
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
@@ -97,6 +97,7 @@ import {
97
97
  } from "../../functions/players";
98
98
  import { gridCoordinatesToWorldPosition } from "../../functions/roomGrid";
99
99
  import { changeRoom } from "../../functions/rooms";
100
+ import { reloadRoom as reloadRoomFunction } from "../../functions/roomTransition";
100
101
  import { onSetSeed, restart, setUnseeded } from "../../functions/run";
101
102
  import { setStage } from "../../functions/stage";
102
103
  import { getGoldenTrinketType } from "../../functions/trinkets";
@@ -206,11 +207,6 @@ export function bedroom(): void {
206
207
  printConsole("There are no Clean Bedrooms or Dirty Bedrooms on this floor.");
207
208
  }
208
209
 
209
- /** Alias for the "blackhearts" command. */
210
- export function bh(params: string): void {
211
- blackHearts(params);
212
- }
213
-
214
210
  /**
215
211
  * Gives a half black heart. Provide a number to give a custom amount of hearts. (You can use
216
212
  * negative numbers to remove hearts.)
@@ -572,11 +568,6 @@ export function effects(): void {
572
568
  printConsole('Logged the player\'s effects to the "log.txt" file.');
573
569
  }
574
570
 
575
- /** Alias for the "eternalHearts" command. */
576
- export function eh(params: string): void {
577
- eternalHearts(params);
578
- }
579
-
580
571
  /** Alias for the "iAmError" command. */
581
572
  export function errorRoom(): void {
582
573
  iAmErrorRoom();
@@ -1050,6 +1041,11 @@ export function redHearts(params: string): void {
1050
1041
  hearts(params);
1051
1042
  }
1052
1043
 
1044
+ /** Starts a room transition to the same room that you are already in. */
1045
+ export function reloadRoom(): void {
1046
+ reloadRoomFunction();
1047
+ }
1048
+
1053
1049
  /** Moves the player 0.5 units right. Provide a number to move a custom amount of units. */
1054
1050
  export function right(params: string): void {
1055
1051
  movePlayer(params, Direction.RIGHT);
@@ -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,
@@ -5,6 +5,7 @@ import {
5
5
  ChargerVariant,
6
6
  DarkEsauVariant,
7
7
  DeathVariant,
8
+ DumpVariant,
8
9
  EntityType,
9
10
  HopperVariant,
10
11
  MamaGurdyVariant,
@@ -101,6 +102,11 @@ export function isAliveExceptionNPC(npc: EntityNPC): boolean {
101
102
  return true;
102
103
  }
103
104
 
105
+ // EntityType.DUMP (876)
106
+ if (isDyingDump(npc)) {
107
+ return true;
108
+ }
109
+
104
110
  return false;
105
111
  }
106
112
 
@@ -118,6 +124,19 @@ export function isDaddyLongLegsChildStompEntity(npc: EntityNPC): boolean {
118
124
  );
119
125
  }
120
126
 
127
+ /**
128
+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
129
+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
130
+ * tears.
131
+ */
132
+ export function isDyingDump(npc: EntityNPC): boolean {
133
+ return (
134
+ npc.Type === EntityType.DUMP &&
135
+ npc.Variant === asNumber(DumpVariant.DUMP) &&
136
+ npc.State === NpcState.SPECIAL
137
+ );
138
+ }
139
+
121
140
  /**
122
141
  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
123
142
  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and