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Docs: Quick fixes from recent push
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BenevolusGoat committed May 12, 2024
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12 changes: 6 additions & 6 deletions docs/docs/LootList.md
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## Constructors
### LootList () {: aria-label='Constructors' }
#### [LootList](LootList.md) Beam ( ) {: .copyable aria-label='Constructors' }
#### [LootList](LootList.md) LootList ( ) {: .copyable aria-label='Constructors' }

## Functions

### GetEntries () {: aria-label='Functions' }
#### [LootListEntry](LoostListEntry.md) GetEntries ( ) {: .copyable aria-label='Functions' }
#### [LootListEntry](LootListEntry.md) GetEntries ( ) {: .copyable aria-label='Functions' }
Returns a table of LootListEntries contained in the `LootList`.

__
___
### PushEntry () {: aria-label='Functions' }
#### void PushEntry ( [EntityType](https://wofsauge.github.io/IsaacDocs/rep/enums/EntityType.html) int Variant, int SubType, int Seed = Random(), [RNG](RNG.md) RNG = nil ) {: .copyable aria-label='Functions' }
Creates and pushes a [LootListEntry](LoostListEntry.md) into the `LootList`.
#### void PushEntry ( [EntityType](https://wofsauge.github.io/IsaacDocs/rep/enums/EntityType.html) Type, int Variant, int SubType, int Seed = Random(), [RNG](RNG.md) RNG = nil ) {: .copyable aria-label='Functions' }
Creates and pushes a [LootListEntry](LootListEntry.md) into the `LootList`.

While usually reserved for chests and sacks that give pickups like hearts, bombs, etc, every `EntityPickup` has a `LootList` and you can push any type, variant, and subtype as a LootListEntry.

Expand All @@ -36,4 +36,4 @@ While usually reserved for chests and sacks that give pickups like hearts, bombs
mod:AddCallback(ModCallbacks.MC_POST_PICKUP_UPDATE, mod.OnPickupUpdate, PickupVariant.PICKUP_CHEST)
```

__
___
2 changes: 2 additions & 0 deletions docs/docs/LootListEntry.md
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???+ info
You can get this class by using the following function:

- [LootList:GetEntries()](LootList.md#getentries)

???+ example "Example Code"
```lua
local mod = RegisterMod("Print Pickups", 1)
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4 changes: 3 additions & 1 deletion docs/docs/RoomConfigStage.md
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???+ info
You can get this class by using the following function:

- [RoomConfig.GetStage()](RoomConfig.md#getstage)

???+ example "Example Code"
```lua
local roomConfigStage = RoomConfig.GetStage(StbType.BASEMENT)
Expand Down Expand Up @@ -40,7 +42,7 @@ Returns the sprite path for the player spot used in the boss intro and nightmare

___
### GetRoomSet () {: aria-label='Functions' }
#### [RoomConfigRoom](https://wofsauge.github.io/IsaacDocs/rep/RoomConfig_Room.html) GetRoomSet ( int Mode ) {: .copyable aria-label='Functions' }
#### [RoomConfigSet](CcpContainer_RoomConfigSet.md) GetRoomSet ( int Mode ) {: .copyable aria-label='Functions' }
Returns a [RoomConfigSet](CcpContainer_RoomConfigSet.md), which contains every [RoomConfigRoom](https://wofsauge.github.io/IsaacDocs/rep/RoomConfig_Room.html) in the stage.

`Mode` is `0` for Normal Mode, `1` for Greed Mode
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2 changes: 1 addition & 1 deletion docs/docs/enums/ModCallbacks.md
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|1105 |MC_POST_WEAPON_FIRE {: .copyable } | ([Weapon](../Weapon.md) Weapon, <br>[Vector](../Vector.md) FireDirection, <br>boolean IsShooting, <br>boolean IsInterpolated) | [WeaponType](https://wofsauge.github.io/IsaacDocs/rep/enums/WeaponType.html) | void |

### MC_PRE_PICKUP_GET_LOOT_LIST {: .copyable }
Called before the pickup determines its loot content. Accepts a `LootList` to change loot content.
Called before the pickup determines its loot content. Accepts a [LootList](../LootList.md) to change loot content.

|ID|Name|Function Args|Optional Args|Return Type|
|:--|:--|:--|:--|:--|
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