Skip to main content

Modded Element Sets

A feature that lazy-inits and caches various arrays and sets that include both vanilla and modded elements. This is useful for performance purposes (so that we do not have to reconstruct the arrays/sets multiple times).

The modded arrays/sets are created using the functions from ISCFeature.MODDED_ELEMENT_DETECTION.

Hierarchy

  • Feature

    ModdedElementSets

Methods

getCollectibleTypes

getCollectibleTypes(): readonly CollectibleType[]

Returns an array containing every valid collectible type in the game, including modded collectibles.

Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups, then use the getCollectibleTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:494


getCollectibleTypeSet

getCollectibleTypeSet(): ReadonlySet<CollectibleType>

Returns a set containing every valid collectible type in the game, including modded collectibles.

Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order, then use the getCollectibleTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CollectibleType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:515


getModdedCollectibleTypes

getModdedCollectibleTypes(): readonly CollectibleType[]

Returns an array containing every modded collectible type in the game.

Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups, then use the getModdedCollectibleTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:535


getModdedCollectibleTypesSet

getModdedCollectibleTypesSet(): ReadonlySet<CollectibleType>

Returns a set containing every modded collectible type in the game.

Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order, then use the getModdedCollectibleTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CollectibleType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:555


getPlayerCollectibleMap

getPlayerCollectibleMap(player): Map<CollectibleType, int>

Iterates over every collectible in the game and returns a map containing the number of each item that the player has.

Note that this will filter out non-real collectibles like Lilith's Incubus.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer

Returns

Map<CollectibleType, int>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:575


getTrinketTypes

getTrinketTypes(): readonly TrinketType[]

Returns an array containing every modded trinket type in the game.

Use this if you need to iterate over the trinkets in order. If you need to do O(1) lookups, then use the getModdedTrinketTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly TrinketType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:632


getTrinketTypesSet

getTrinketTypesSet(): ReadonlySet<TrinketType>

Returns a set containing every modded trinket type in the game.

Use this if you need to do O(1) lookups. If you need to iterate over the trinkets in order, then use the getModdedTrinketTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<TrinketType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:652


getModdedTrinketTypes

getModdedTrinketTypes(): readonly TrinketType[]

Returns an array containing every modded trinket type in the game.

Use this if you need to iterate over the trinkets in order. If you need to do O(1) lookups, then use the getModdedTrinketTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly TrinketType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:672


getModdedTrinketTypesSet

getModdedTrinketTypesSet(): ReadonlySet<TrinketType>

Returns a set containing every modded trinket type in the game.

Use this if you need to do O(1) lookups. If you need to iterate over the trinkets in order, then use the getModdedTrinketTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<TrinketType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:692


getCardTypes

getCardTypes(): readonly CardType[]

Returns an array containing every valid card type in the game, including modded cards.

Use this if you need to iterate over the cards in order. If you need to do O(1) lookups, then use the getCardTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly CardType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:715


getCardTypesSet

getCardTypesSet(): ReadonlySet<CardType>

Returns a set containing every valid card type in the game, including modded cards.

Use this if you need to do O(1) lookups. If you need to iterate over the cards in order, then use the getCardTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CardType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:734


getModdedCardTypes

getModdedCardTypes(): readonly CardType[]

Returns an array containing every modded card type in the game.

Use this if you need to iterate over the cards in order. If you need to do O(1) lookups, then use the getModdedCardTypesSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly CardType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:753


getModdedCardTypesSet

getModdedCardTypesSet(): ReadonlySet<CardType>

Returns a set containing every modded card type in the game.

Use this if you need to do O(1) lookups. If you need to iterate over the cards in order, then use the getModdedCardTypes helper function instead.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CardType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:772


getPillEffects

getPillEffects(): readonly PillEffect[]

Returns an array containing every valid pill effect in the game, including modded pill effects.

Use this if you need to iterate over the pill effects in order. If you need to do O(1) lookups, then use the getPillEffectSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all pill effects will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly PillEffect[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:796


getPillEffectsSet

getPillEffectsSet(): ReadonlySet<PillEffect>

Returns a set containing every valid pill effect in the game, including modded pill effects.

Use this if you need to do O(1) lookups. If you need to iterate over the pill effects in order, then use the getPillEffects helper function instead.

This function can only be called if at least one callback has been executed. This is because not all pill effects will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<PillEffect>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:816


getModdedPillEffects

getModdedPillEffects(): readonly PillEffect[]

Returns an array containing every modded pill effect in the game.

Use this if you need to iterate over the pill effects in order. If you need to do O(1) lookups, then use the getModdedPillEffectsSet helper function instead.

This function can only be called if at least one callback has been executed. This is because not all pill effects will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly PillEffect[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:836


getModdedPillEffectsSet

getModdedPillEffectsSet(): ReadonlySet<PillEffect>

Returns a set containing every modded pill effect in the game.

Use this if you need to do O(1) lookups. If you need to iterate over the pill effects in order, then use the getModdedPillEffects helper function instead.

This function can only be called if at least one callback has been executed. This is because not all pill effects will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<PillEffect>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:856


getCollectibleTypesWithCacheFlag

getCollectibleTypesWithCacheFlag(cacheFlag): readonly CollectibleType[]

Returns a set containing every collectible type with the given cache flag, including modded collectibles.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
cacheFlagCacheFlagValue

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:878


getTrinketsTypesWithCacheFlag

getTrinketsTypesWithCacheFlag(cacheFlag): readonly TrinketType[]

Returns a set containing every trinket type with the given cache flag, including modded trinkets.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
cacheFlagCacheFlagValue

Returns

readonly TrinketType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:904


getPlayerCollectiblesWithCacheFlag

getPlayerCollectiblesWithCacheFlag(player, cacheFlag): readonly CollectibleType[]

Returns an array containing every collectible type that the player has that matches the provided CacheFlag.

For example, if the cache flag is CacheFlag.FLYING, and the player has one Lord of the Pit and two Dead Doves, then this function would return:

[
CollectibleType.LORD_OF_THE_PIT,
CollectibleType.DEAD_DOVE,
CollectibleType.DEAD_DOVE,
]

Note that this array will not include collectibles that the player does not really have, like Lilith's Incubus.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer
cacheFlagCacheFlagValue

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:944


getPlayerTrinketsWithCacheFlag

getPlayerTrinketsWithCacheFlag(player, cacheFlag): Map<TrinketType, int>

Returns a map containing every trinket type that the player has that matches the provided CacheFlag. The values of the map correspond to the multiplier for that trinket.

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer
cacheFlagCacheFlagValue

Returns

Map<TrinketType, int>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:976


getFlyingCollectibleTypes

getFlyingCollectibleTypes(includeConditionalItems): readonly CollectibleType[]

Returns a set of all of the collectibles that grant flight. This is derived from collectibles that have CacheFlag.FLYING set in the "items.xml" file.

Vanilla collectibles that only grant flight conditionally are manually pruned. Collectibles such as Empty Vessel should be checked for via the hasFlyingTemporaryEffect function.

Under the hood, this is determined by looking at the collectibles that have CacheFlag.FLYING and excluding the ones that have CacheFlag.ALL. (None of the collectibles with CacheFlag.ALL grant flying, including all of the 3 Dollar Bill collectibles and all of the Birthright effects.)

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDescription
includeConditionalItemsbooleanWhether collectibles that only grant flight conditionally should be included in the set (like Empty Vessel).

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1017


getFlyingTrinketTypes

getFlyingTrinketTypes(): readonly TrinketType[]

Returns a set of all of the trinkets that grant flight. (All vanilla trinkets that grant flight do so conditionally, like Bat Wing and Azazel's Stump.)

Under the hood, this is determined by looking at the trinkets that have CacheFlag.FLYING and excluding the ones that have CacheFlag.ALL. (None of the trinket with CacheFlag.ALL grant flying except for Azazel's Stump.)

This function can only be called if at least one callback has been executed. This is because not all trinket types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

readonly TrinketType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1044


getCollectibleTypesWithTag

getCollectibleTypesWithTag(itemConfigTag): readonly CollectibleType[]

Returns a set containing every collectible type with the given tag.

For example, to get all of the collectible types that count as offensive for the purposes of Tainted Lost:

const offensiveCollectibleTypes = getCollectibleTypesWithTag(ItemConfigTag.OFFENSIVE);

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
itemConfigTagItemConfigTagValue

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1072


getPlayerCollectiblesWithTag

getPlayerCollectiblesWithTag(player, itemConfigTag): readonly CollectibleType[]

Returns an array of collectible types that a player has with a particular tag.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer
itemConfigTagItemConfigTagValue

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1098


getCollectibleTypesForTransformation

getCollectibleTypesForTransformation(playerForm): readonly CollectibleType[]

Helper function to get all of the collectible types in the game that count towards a particular transformation.

For example, to get all of the collectible types that count towards Guppy:

const guppyCollectibleTypes = getCollectiblesForTransformation(PlayerForm.GUPPY);

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerFormPlayerForm

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1136


getPlayerCollectiblesForTransformation

getPlayerCollectiblesForTransformation(player, playerForm): readonly CollectibleType[]

Returns an array of collectible types that a player has that count towards a particular transformation.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer
playerFormPlayerForm

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1161


getEdenActiveCollectibleTypes

getEdenActiveCollectibleTypes(): ReadonlySet<CollectibleType>

Returns a set containing every valid passive item that can be randomly granted to Eden as a starting item.

Under the hood, this is determined by looking at the "noeden" tag in "items_metadata.xml".

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CollectibleType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1195


getEdenPassiveCollectibleTypes

getEdenPassiveCollectibleTypes(): ReadonlySet<CollectibleType>

Returns a set containing every valid passive item that can be randomly granted to Eden as a starting item.

Under the hood, this is determined by looking at the "noeden" tag in "items_metadata.xml".

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Returns

ReadonlySet<CollectibleType>

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1215


getRandomEdenActiveCollectibleType

getRandomEdenActiveCollectibleType(seedOrRNG, exceptions?): CollectibleType

Returns a random active collectible type that that is a valid starting item for Eden.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

If you want to get an unseeded collectible type, you must explicitly pass undefined to the seedOrRNG parameter.

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDefault valueDescription
seedOrRNGundefined | RNG | SeedundefinedThe 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.
exceptionsreadonly CollectibleType[][]Optional. An array of runes to not select.

Returns

CollectibleType

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1239


getRandomEdenPassiveCollectibleType

getRandomEdenPassiveCollectibleType(seedOrRNG, exceptions?): CollectibleType

Returns a random passive collectible type that that is a valid starting item for Eden (including familiars).

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

If you want to get an unseeded collectible type, you must explicitly pass undefined to the seedOrRNG parameter.

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDefault valueDescription
seedOrRNGundefined | RNG | SeedundefinedThe 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.
exceptionsreadonly CollectibleType[][]Optional. An array of runes to not select.

Returns

CollectibleType

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1272


getCollectibleTypesOfQuality

getCollectibleTypesOfQuality(quality): readonly CollectibleType[]

Returns an array containing every collectible type with the given quality.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
qualityQuality

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1301


getPlayerCollectiblesOfQuality

getPlayerCollectiblesOfQuality(player, quality): readonly CollectibleType[]

Returns an array of collectible types that a player has that are of a particular quality.

This function can only be called if at least one callback has been executed. This is because not all collectible types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
playerEntityPlayer
qualityQuality

Returns

readonly CollectibleType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1327


getCardTypesOfType

getCardTypesOfType(...itemConfigCardTypes): readonly CardType[]

Helper function to get an array of card types matching the ItemConfigCardType.

This function is variadic, meaning that you can you can specify N card types to get an array containing cards that match any of the specified types.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameType
...itemConfigCardTypesreadonly ItemConfigCardType[]

Returns

readonly CardType[]

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1364


getRandomCardTypeOfType

getRandomCardTypeOfType(itemConfigCardType, seedOrRNG, exceptions?): CardType

Helper function to get a random card type that matches the provided ItemConfigCardType.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

If you want to get an unseeded card type, you must explicitly pass undefined to the seedOrRNG parameter.

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDefault valueDescription
itemConfigCardTypeItemConfigCardTypeundefinedThe item config card type that represents the pool of cards to select from.
seedOrRNGundefined | RNG | SeedundefinedThe 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.
exceptionsreadonly CardType[][]Optional. An array of cards to not select.

Returns

CardType

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1406


getRandomCard

getRandomCard(seedOrRNG, exceptions?): CardType

Has an equal chance of returning any card (e.g. Fool, Reverse Fool, Wild Card, etc.).

This will not return:

  • any runes
  • any objects like Dice Shard

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

If you want to get an unseeded card type, you must explicitly pass undefined to the seedOrRNG parameter.

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDefault valueDescription
seedOrRNGundefined | RNG | SeedundefinedThe 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.
exceptionsreadonly CardType[][]Optional. An array of cards to not select.

Returns

CardType

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1437


getRandomRune

getRandomRune(seedOrRNG, exceptions?): CardType

Has an equal chance of returning any rune (e.g. Rune of Hagalaz, Blank Rune, Black Rune, Soul of Isaac, etc.). This will never return a Rune Shard.

This function can only be called if at least one callback has been executed. This is because not all card types will necessarily be present when a mod first loads (due to mod load order).

If you want to get an unseeded card type, you must explicitly pass undefined to the seedOrRNG parameter.

In order to use this function, you must upgrade your mod with ISCFeature.MODDED_ELEMENT_SETS.

Parameters

NameTypeDefault valueDescription
seedOrRNGundefined | RNG | SeedundefinedThe 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.
exceptionsreadonly CardType[][]Optional. An array of runes to not select.

Returns

CardType

Defined in

packages/isaacscript-common/src/classes/features/other/ModdedElementSets.ts:1464