isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
179 lines (149 loc) • 4.28 kB
text/typescript
/* 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,
}