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isaacscript-common

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Helper functions and features for IsaacScript mods.

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import type { CollectibleType, TrinketType } from "isaac-typescript-definitions"; import { PlayerType } from "isaac-typescript-definitions"; import { MAIN_CHARACTERS } from "../core/constants"; type MainCharacter = (typeof MAIN_CHARACTERS)[number]; /** * Helper function to determine if the given character can have red heart containers. Returns true * for characters like Isaac, Magdalene, or Cain. Returns true for Keeper and Tainted Keeper, even * though coin containers are not technically the same as red heart containers. Returns false for * characters like Blue Baby. Returns false for The Lost and Tainted Lost. */ export declare function canCharacterHaveRedHearts(character: PlayerType): boolean; /** * Helper function to determine if the given character can have soul hearts. Returns true for * characters like Isaac, Magdalene, or Cain. Returns false for characters like Bethany. Returns * false for The Lost and Tainted Lost. */ export declare function canCharacterHaveSoulHearts(character: PlayerType): boolean; /** * Helper function for determining whether the given character can take free Devil Deals. (e.g. The * Lost, Tainted Lost, etc.) */ export declare function canCharacterTakeFreeDevilDeals(character: PlayerType): boolean; /** * Normally, characters get a red heart container upon reaching a new floor with an eternal heart, * but some characters grant a black heart instead. Returns true for Dark Judas and Tainted Judas. * Otherwise, returns false. */ export declare function doesCharacterGetBlackHeartFromEternalHeart(character: PlayerType): boolean; /** * Helper function to determine if the specified character starts with an active item. * * For the purposes of this function, the save file is considered to be fully unlocked (e.g. Isaac * is considered to starts with the D6, but this is not the case on a brand new save file). */ export declare function doesCharacterStartWithActiveItem(character: PlayerType): boolean; /** * Helper function to get the numerical damage multiplier for a character. * * @param character The character to get. * @param hasWhoreOfBabylon Optional. Whether the character has the Whore of Babylon effect * currently active. Defaults to false. This is necessary because Eve's * damage multiplier changes from 0.75 to 1 when she has Whore of Babylon * active. */ export declare function getCharacterDamageMultiplier(character: PlayerType, hasWhoreOfBabylon?: boolean): float; /** * - Most characters have a 56 frame death animation (i.e. the "Death" animation). * - The Lost and Tainted Lost have a 38 frame death animation (i.e. the "LostDeath" animation). * - Tainted Forgotten have a 20 frame death animation (i.e. the "ForgottenDeath" animation). */ export declare function getCharacterDeathAnimationName(character: PlayerType): string; /** * Returns the maximum heart containers that the provided character can have. Normally, this is 12, * but with Keeper it is 3, and with Tainted Keeper it is 2. This does not account for Birthright or * Mother's Kiss; use the `getPlayerMaxHeartContainers` helper function for that. */ export declare function getCharacterMaxHeartContainers(character: PlayerType): int; /** Helper function to get the name of a character. Returns "Unknown" for modded characters. */ export declare function getCharacterName(character: PlayerType): string; /** * Helper function to get the path to the sprite for a particular character. * * For example, the file path for `PlayerType.ISAAC` is * "characters/costumes/character_001_isaac.png". */ export declare function getCharacterSpritePNGFilePath(character: PlayerType): string; /** * Helper function to get the collectibles that are granted to a particular character at the * beginning of a run. * * Note that this will return an empty array for Eden and Tainted Eden. */ export declare function getCharacterStartingCollectibleTypes(character: PlayerType): readonly CollectibleType[]; /** * Helper function to get the trinket that is granted to a particular character at the beginning of * a run. Returns undefined if the character does not start with a trinket. * * Note that this will return undefined for Eden and Tainted Eden. */ export declare function getCharacterStartingTrinketType(character: PlayerType): TrinketType | undefined; /** * Helper function to get the "main" version of the character. In other words, this is the character * that selectable from the main menu (and has achievements related to completing the various bosses * and so on). * * For example, the main character for `PlayerType.MAGDALENE` (1) is also `PlayerType.MAGDALENE` * (1), but the main character for `PlayerType.LAZARUS_2` (11) would be `PlayerType.LAZARUS` (8). * * For `PlayerType.POSSESSOR` (-1) and modded characters, the same character will be returned. */ export declare function getMainCharacter(character: PlayerType): PlayerType; export declare function isFlyingCharacter(character: PlayerType): boolean; /** * Helper function to check if the provided character is one of the characters that are selectable * from the main menu (and have achievements related to completing the various bosses and so on). */ export declare function isMainCharacter(character: PlayerType): character is MainCharacter; export declare function isModdedCharacter(character: PlayerType): boolean; export declare function isVanillaCharacter(character: PlayerType): boolean; export {}; //# sourceMappingURL=characters.d.ts.map