isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
68 lines • 4.08 kB
TypeScript
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;
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