UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

68 lines 4.08 kB
import type { ItemPoolType } from "isaac-typescript-definitions"; import { CollectibleType } from "isaac-typescript-definitions"; /** * Helper function to spawn a collectible. * * Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper * collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's * rotation mechanic. * * If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the * `seedOrRNG` parameter. * * @param collectibleType The collectible type to spawn. * @param positionOrGridIndex The position or grid index to spawn the collectible at. * @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the * `RNG.Next` method will be called. If `undefined` is provided, it will default to * a random seed. * @param options Optional. Set to true to make the collectible a "There's Options" style * collectible. Default is false. * @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for * Tainted Keeper. Default is false. * @param spawner Optional. */ export declare function spawnCollectible(collectibleType: CollectibleType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible; /** * Helper function to spawn a collectible from a specific item pool. * * Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper * collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's * rotation mechanic. * * If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the * `seedOrRNG` parameter. * * In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`. * * @param itemPoolType The item pool to draw the collectible type from. * @param positionOrGridIndex The position or grid index to spawn the collectible at. * @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the * `RNG.Next` method will be called. If `undefined` is provided, it will default to * a random seed. * @param options Optional. Set to true to make the collectible a "There's Options" style * collectible. Default is false. * @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for * Tainted Keeper. Default is false. * @param spawner Optional. */ export declare function spawnCollectibleFromPool(itemPoolType: ItemPoolType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options?: boolean, forceFreeItem?: boolean, spawner?: Entity): EntityPickupCollectible; /** * Helper function to spawn an empty collectible. Doing this is tricky since spawning a collectible * with `CollectibleType.NULL` will result in spawning a collectible with a random type from the * current room's item pool. * * Instead, this function arbitrarily spawns a collectible with `CollectibleType.BROKEN_SHOVEL_1`, * and then converts it to an empty pedestal afterward. (Broken Shovel is used instead of e.g. Sad * Onion because it is a quest collectible and quest collectibles will prevent Damocles from * duplicating the pedestal.) * * If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the * `seedOrRNG` parameter. * * @param positionOrGridIndex The position or grid index to spawn the empty collectible at. * @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the * `RNG.Next` method will be called. If `undefined` is provided, it will default to * a random seed. */ export declare function spawnEmptyCollectible(positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined): EntityPickup; //# sourceMappingURL=spawnCollectible.d.ts.map