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Charge

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

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

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

EntityPlayer

The player to grant the charges to.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The slot to grant the charges to. Default is ActiveSlot.PRIMARY.

number = 1

Optional. The amount of charges to grant. Default is 1.

boolean = true

Optional. Whether to play a charge-related sound effect. Default is true.

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.


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

Defined in: packages/isaacscript-common/src/functions/charge.ts:89

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"

EntityPlayer

The player to grant the charges to.

boolean = true

Optional. 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.

boolean = true

Optional. Whether to play a charge-related sound effect. Default is true.

void


addRoomClearCharges(bigRoomDoubleCharge?): void

Defined in: packages/isaacscript-common/src/functions/charge.ts:121

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

boolean = true

Optional. 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.

void


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

Defined in: packages/isaacscript-common/src/functions/charge.ts:145

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"

EntityPlayer

The player to grant the charges to.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The active item slot to grant the charges to. Default is ActiveSlot.PRIMARY.

boolean = true

Optional. 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.

boolean = true

Optional. Whether to play a charge-related sound effect. Default is true.

void


getChargesAwayFromMax(player, activeSlot?): int

Defined in: packages/isaacscript-common/src/functions/charge.ts:191

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).

EntityPlayer

The player to get the charges from.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The slot to get the charges from. Default is ActiveSlot.PRIMARY.

int


getTotalCharge(player, activeSlot?): int

Defined in: packages/isaacscript-common/src/functions/charge.ts:212

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.

EntityPlayer

The player to get the charges from.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The slot to get the charges from. Default is ActiveSlot.PRIMARY.

int


getUsableActiveItemSlots(player, collectibleType): readonly ActiveSlot[]

Defined in: packages/isaacscript-common/src/functions/charge.ts:227

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.

EntityPlayer

CollectibleType

readonly ActiveSlot[]


isActiveSlotDoubleCharged(player, activeSlot?): boolean

Defined in: packages/isaacscript-common/src/functions/charge.ts:246

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.

EntityPlayer

The player to check.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The slot to check. Default is ActiveSlot.PRIMARY.

boolean


playChargeSoundEffect(player, activeSlot?): void

Defined in: packages/isaacscript-common/src/functions/charge.ts:265

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.)

EntityPlayer

The player to play the sound effect for.

ActiveSlot = ActiveSlot.PRIMARY

Optional. The slot that was just charged. Default is ActiveSlot.PRIMARY.

void