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Spawn Collectible

spawnCollectible(collectibleType, positionOrGridIndex, seedOrRNG, options?, forceFreeItem?, spawner?): EntityPickupCollectible

Defined in: packages/isaacscript-common/src/functions/spawnCollectible.ts:39

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.

CollectibleType

The collectible type to spawn.

int | Vector

The position or grid index to spawn the collectible at.

RNG | Seed | undefined

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.

boolean = false

Optional. Set to true to make the collectible a “There’s Options” style collectible. Default is false.

boolean = false

Optional. Set to true to disable the logic that gives the item a price for Tainted Keeper. Default is false.

Entity

Optional.

EntityPickupCollectible


spawnCollectibleFromPool(itemPoolType, positionOrGridIndex, seedOrRNG, options?, forceFreeItem?, spawner?): EntityPickupCollectible

Defined in: packages/isaacscript-common/src/functions/spawnCollectible.ts:110

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.

ItemPoolType

The item pool to draw the collectible type from.

int | Vector

The position or grid index to spawn the collectible at.

RNG | Seed | undefined

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.

boolean = false

Optional. Set to true to make the collectible a “There’s Options” style collectible. Default is false.

boolean = false

Optional. Set to true to disable the logic that gives the item a price for Tainted Keeper. Default is false.

Entity

Optional.

EntityPickupCollectible


spawnEmptyCollectible(positionOrGridIndex, seedOrRNG): EntityPickup

Defined in: packages/isaacscript-common/src/functions/spawnCollectible.ts:149

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.

int | Vector

The position or grid index to spawn the empty collectible at.

RNG | Seed | undefined

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.

EntityPickup