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Charge

Functions

addCharge

addCharge(player, activeSlot?, numCharges?, playSoundEffect?): int

Helper function to add a charge to the player's active item. Will flash the HUD and play the appropriate sound effect, depending on whether the charge is partially full or completely full.

If the player's active item is already fully charged, then this function will return 0 and not flash the HUD or play a sound effect.

This function will take the following things into account:

  • The Battery
  • AAA Battery

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to grant the charges to.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The slot to grant the charges to. Default is ActiveSlot.PRIMARY.
numChargesnumber1Optional. The amount of charges to grant. Default is 1.
playSoundEffectbooleantrueOptional. Whether to play a charge-related sound effect. Default is true.

Returns

int

The amount of charges that were actually granted. For example, if the active item was only one away from a full charge, but the numCharges provided to this function was 2, then this function would return 1.

Defined in

packages/isaacscript-common/src/functions/charge.ts:36


addRoomClearCharge

addRoomClearCharge(player, bigRoomDoubleCharge?, playSoundEffect?): void

Helper function to add a charge to a player's active item(s), emulating what happens when a room is cleared.

This function will take the following things into account:

  • 2x2 rooms and L rooms granting a double charge
  • The Battery
  • AAA Battery
  • Not charging active items with chargetype="special"

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to grant the charges to.
bigRoomDoubleChargebooleantrueOptional. If set to false, it will treat the current room as a 1x1 room for the purposes of calculating how much charge to grant. Default is true.
playSoundEffectbooleantrueOptional. Whether to play a charge-related sound effect. Default is true.

Returns

void

Defined in

packages/isaacscript-common/src/functions/charge.ts:90


addRoomClearChargeToSlot

addRoomClearChargeToSlot(player, activeSlot?, bigRoomDoubleCharge?, playSoundEffect?): void

Helper function to add a charge to one of a player's active items, emulating what happens when a room is cleared.

This function will take the following things into account:

  • L rooms and 2x2 rooms granting a double charge
  • The Battery
  • AAA Battery
  • Not charging active items with chargetype="special"

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to grant the charges to.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The active item slot to grant the charges to. Default is ActiveSlot.PRIMARY.
bigRoomDoubleChargebooleantrueOptional. If set to false, it will treat the current room as a 1x1 room for the purposes of calculating how much charge to grant. Default is true.
playSoundEffectbooleantrueOptional. Whether to play a charge-related sound effect. Default is true.

Returns

void

Defined in

packages/isaacscript-common/src/functions/charge.ts:127


addRoomClearCharges

addRoomClearCharges(bigRoomDoubleCharge?): void

Helper function to add a charge to every player's active item, emulating what happens when a room is cleared.

This function will take the following things into account:

  • L rooms and 2x2 rooms granting a double charge
  • The Battery
  • AAA Battery

Parameters

NameTypeDefault valueDescription
bigRoomDoubleChargebooleantrueOptional. If set to false, it will treat the current room as a 1x1 room for the purposes of calculating how much charge to grant. Default is true.

Returns

void

Defined in

packages/isaacscript-common/src/functions/charge.ts:194


getChargesAwayFromMax

getChargesAwayFromMax(player, activeSlot?): int

Helper function to get the amount of charges away from the maximum charge that a particular player is.

This function accounts for The Battery. For example, if the player has 2/6 charges on a D6, this function will return 10 (because there are 4 charges remaining on the base charge and 6 charges remaining on The Battery charge).

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to get the charges from.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The slot to get the charges from. Default is ActiveSlot.PRIMARY.

Returns

int

Defined in

packages/isaacscript-common/src/functions/charge.ts:211


getTotalCharge

getTotalCharge(player, activeSlot?): int

Helper function to get the combined normal charge and the battery charge for the player's active item. This is useful because you have to add these two values together when setting the active charge.

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to get the charges from.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The slot to get the charges from. Default is ActiveSlot.PRIMARY.

Returns

int

Defined in

packages/isaacscript-common/src/functions/charge.ts:232


getUsableActiveItemSlots

getUsableActiveItemSlots(player, collectibleType): readonly ActiveSlot[]

Helper function to find the active slots that the player has the corresponding collectible type in and have enough charge to be used. Returns an empty array if the player does not have the collectible in any active slot or does not have enough charges.

Parameters

NameType
playerEntityPlayer
collectibleTypeCollectibleType

Returns

readonly ActiveSlot[]

Defined in

packages/isaacscript-common/src/functions/charge.ts:247


isActiveSlotDoubleCharged

isActiveSlotDoubleCharged(player, activeSlot?): boolean

Helper function to check if a player's active item is "double charged", meaning that it has both a full normal charge and a full charge from The Battery.

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to check.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The slot to check. Default is ActiveSlot.PRIMARY.

Returns

boolean

Defined in

packages/isaacscript-common/src/functions/charge.ts:266


playChargeSoundEffect

playChargeSoundEffect(player, activeSlot?): void

Helper function to play the appropriate sound effect for a player after getting one or more charges on their active item. (There is a different sound depending on whether the item is fully charged.)

Parameters

NameTypeDefault valueDescription
playerEntityPlayerundefinedThe player to play the sound effect for.
activeSlotActiveSlotActiveSlot.PRIMARYOptional. The slot that was just charged. Default is ActiveSlot.PRIMARY.

Returns

void

Defined in

packages/isaacscript-common/src/functions/charge.ts:285