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isaac-typescript-definitions

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TypeScript definitions for The Binding of Isaac: Repentance.

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/* eslint-disable sort-exports/sort-exports */ /** EntityType.FAMILIAR (3), FamiliarVariant.LOST_SOUL (211). */ export enum LostSoulState { ALIVE = 1, DEAD = 4, } /** For `EntityType.FAMINE` (63). */ export enum FamineState { MOVE = 4, HORIZONTAL_CHARGE = 8, /** * Famine always remains in this phase while in phase 2, regardless of whether he is moving around * or shooting tears. */ PHASE_2 = 9, /** The non-champion version will summon Pooters. */ SUMMON = 13, } /** For `EntityType.PESTILENCE` (64). */ export enum PestilenceState { MOVE = 4, ATTACK_IPECAC = 8, /** * The non-champion version will summon Chargers or Spitties in phase 1 and Attack Flies in phase * 2. */ SUMMON = 13, } /** For `EntityType.WAR` (65), `WarVariant.WAR (0). */ export enum WarState { MOVE = 4, JUMP_AND_SPAWN_TROLL_BOMBS = 6, HORIZONTAL_CHARGE = 9, } /** For `EntityType.WAR` (65), `WarVariant.CONQUEST (1). */ export enum ConquestState { MOVE = 4, JUMP_AND_SPAWN_BEAMS = 6, TEAR_ATTACK = 8, HORIZONTAL_CHARGE = 9, } /** For `EntityType.WAR` (65), `WarVariant.WAR_WITHOUT_HORSE (2). */ export enum WarWithoutHorseState { MOVE = 4, SIT = 8, } /** For `EntityType.DEATH` (66). */ export enum DeathState { APPEAR = 1, SCYTHE_APPEAR = 3, MOVE = 4, JUMP_OFF_HORSE = 7, SLOW_ATTACK = 8, SUMMON_KNIGHTS = 13, SUMMON_SCYTHES = 14, } /** For `EntityType.DADDY_LONG_LEGS` (101). */ export enum DaddyLongLegsState { /** Used at the end of the sequence of single stomp attacks. */ SLAM_WITH_PROJECTILE_BURST = 4, /** * This is used for both the single stomp attack and the multi-stomp attack. * * When doing the multi-stomp attack, the main entity will go to state 9 and the child entities * will have state 7. */ STOMP_ATTACK_LEG = 7, SPITTING_SPIDERS_ATTACK = 8, MULTI_STOMP_ATTACK_MAIN = 9, } /** For `EntityType.BIG_HORN` (411), `BigHornVariant.BIG_HORN` (0). */ export enum BigHornState { IDLE = 3, HEAD_GOING_UP_OR_GOING_DOWN_INTO_HOLE = 4, HAND_GOING_DOWN_INTO_HOLE = 5, HAND_SLAM_ATTACK = 8, /** * This is used for all types of Troll Bomb attacks. Troll Bombs can randomly be Mega Troll Bombs * or Hot Bombs. */ HAND_THROW_TROLL_BOMB_ATTACK = 9, HAND_THROW_TRIPLE_TROLL_BOMB_ATTACK = 10, /** * This is used for the attack where he spits out 1 ball, spits out 2 balls, and spits out 3 * balls. */ HEAD_BALL_ATTACK = 13, } /** For `EntityType.REAP_CREEP` (900). */ export enum ReapCreepState { CRAWLING_FROM_SIDE_TO_SIDE = 3, JUMPING_TO_TOP_WALL = 6, WALL_SLAM_ATTACK = 7, PROJECTILE_SPIT_LINE_ATTACK = 8, PROJECTILE_SPIT_BURST_ATTACK = 9, /** This is used for both the single fat Brimstone attack and the quad-beam Brimstone attack. */ BRIMSTONE_ATTACK = 10, SPAWNING_WALL_SPIDERS = 13, SPAWNING_SPIDERS = 14, /** * There are three phases, so Reap Creep will enter this state while going from phase 1 to phase 2 * and when going from phase 2 to phase 3. */ TRANSFORMING_TO_NEXT_PHASE = 16, } /** For `EntityType.COLOSTOMIA` (917). */ export enum ColostomiaState { IDLE_PHASE_1 = 3, IDLE_PHASE_2 = 4, JUMP_ATTACK_WITH_PROJECTILE_SPLASH = 6, CHARGE_SLIDE = 8, SPIT_POOP_BOMB = 9, SPIT_TWO_POOP_BOMBS = 10, FART_ATTACK = 11, TRANSITION_TO_PHASE_2 = 16, } /** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREED` (0). */ export enum UltraGreedState { HANGING = 2, IDLE = 3, MOVE = 4, GOLD_STATUE_BREAKING_OUT = 16, EYES_SPINNING = 100, /** This creates Keepers (i.e. Greed Heads). */ STOMPING = 200, BLOCKING_WITH_ARMS = 400, SPIN_ATTACK = 510, SHOOT_4_COINS = 600, DYING = 9000, /** * He only goes to this state on Greed Mode when the fight is completed. On Greedier Mode, this * state will never be entered, and he will instead go to state * `UltraGreedState.GOLD_STATUE_BREAKING_OUT` (16). */ GOLD_STATUE = 9001, } /** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREEDIER` (1). */ export enum UltraGreedierState { IDLE = 3, MOVE = 4, JUMP = 6, /** This creates bomb coins. */ STOMPING = 200, SHOOT_4_COINS = 600, FIST_POUND = 700, FIST_POUND_TRIPLE = 710, DYING = 9000, POST_EXPLOSION = 9001, }