UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

50 lines 2.73 kB
import { EntityType } from "isaac-typescript-definitions"; /** * Helper function to get all of the non-dead NPCs in the room. * * This function will not include NPCs on an internal blacklist, such as Death's scythes or Big Horn * holes. * * @param entityType Optional. If specified, will only get the NPCs that match the type. Default is * -1, which matches every type. * @param variant Optional. If specified, will only get the NPCs that match the variant. Default is * -1, which matches every variant. * @param subType Optional. If specified, will only get the NPCs that match the sub-type. Default is * -1, which matches every sub-type. * @param ignoreFriendly Optional. Default is false. */ export declare function getAliveNPCs(entityType?: EntityType | -1, variant?: number, subType?: number, ignoreFriendly?: boolean): readonly EntityNPC[]; /** * Checks for specific NPCs that have "CanShutDoors" set to true naturally by the game, but should * not actually keep the doors closed (like Death's scythes). */ export declare function isAliveExceptionNPC(npc: EntityNPC): boolean; /** * Helper function to distinguish between a normal Daddy Long Legs / Triachnid and the child entity * that is spawned when the boss does the multi-stomp attack. * * When this attack occurs, four extra copies of Daddy Long Legs will be spawned with the same * entity type, variant, and sub-type. The `Entity.Parent` field will be undefined in this case, so * the way to tell them apart is to check for a non-undefined `Entity.SpawnerEntity` field. */ export declare function isDaddyLongLegsChildStompEntity(npc: EntityNPC): boolean; /** * Helper function to detect the custom death state of a Dump. When Dumps die, they go to * `NPCState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of * tears. */ export declare function isDyingDump(npc: EntityNPC): boolean; /** * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked * dead by the game. Instead, when Eggies take fatal damage, they go into NPCState.STATE_SUICIDE and * spawn 14 Swarm Spiders while their StateFrame ticks upwards. */ export declare function isDyingEggyWithNoSpidersLeft(npc: EntityNPC): boolean; /** * Helper function to detect the custom death state of a Rag Man Ragling. When Rag Man Raglings die, * they turn into a patch on the ground and can be revived by Rag Man at a later time. This causes * them to show up as an "alive" enemy, so they should usually be filtered out of lists of alive * enemies. */ export declare function isRaglingDeathPatch(npc: EntityNPC): boolean; //# sourceMappingURL=npcs.d.ts.map