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      • Class "RoomConfig::Entry"
      • Class "ItemConfig::Card"
      • Class "PlayerTypes::PosVel"
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        • Enum "InputHook"
        • Enum "ButtonAction"
        • Enum "PlayerSpriteLayer"
        • Enum "Keyboard"
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        • Enum "PillColor"
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        • Enum "GridEntityType"
        • Enum "EntityPartition"
        • Enum "SeedEffect"
        • Enum "RoomShape"
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        • Enum "TearFlags"
        • Enum "Music"
        • Enum "BabySubType"
        • Enum "BombVariant"
        • Enum "DoorState"
        • Enum "Challenge"
        • Enum "TearVariant"
        • Enum "EntityType"
        • Enum "SoundEffect"
        • Enum "FamiliarVariant"
        • Enum "PlayerType"
        • Enum "Difficulty"
        • Enum "DamageFlag"
        • Enum "Direction"
        • Enum "KeySubType"
        • Enum "LaserOffset"
        • Enum "ProjectileFlags"
        • Enum "LevelStage"
        • Enum "PlayerItemState"
        • Enum "LevelStateFlag"
        • Enum "ChestSubType"
        • Enum "ProjectileVariant"
        • Enum "WeaponType"
        • Enum "RoomType"
        • Enum "NullItemID"
        • Enum "StageType"
        • Enum "HeartSubType"
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      • Class "Isaac"
      • Class "ProjectileParams"
      • Class "Font"
      • Class "ItemPool"
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        • [Tutorial] Adding Costumes to items without LUA
        • Class "Usingadditional.luaFiles"
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      • Class "CppContainer::Vector::ItemConfigList"
      • Class "EntityProjectile"
      • Class "CppContainer::ArrayProxy"
      • Class "CppContainer::Vector::CardConfigList"
      • Class "PathFinder"
      • Class "ItemConfig::PillEffect"
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      • Class "RoomDescriptor"
      • Class "GridEntity"
      • Class "GridEntityPoop"
      • PLACEHOLDER
      • Class "TearParams"
      • Class "GridEntityPit"
      • Class "EntityFamiliar"
      • Class "MusicManager"
      • Class "SFXManager"
      • Lua API Documentation for The Binding of Isaac - Afterbirth+
      • Class "GridEntityTNT"
      • Class "EntityRef"
      • Class "Sprite"
      • Class "EntityBomb"
      • Class "EntityTear"
      • Class "QueueItemData"
      • Class "EntityPlayer"
      • Class "Vector"
      • Class "Entity"
      • Class "ItemConfig::Config"
      • Class "CppContainer::ArrayProxy::RoomList"
      • Class "RNG"
      • Class "EntityPtr"
      • Class "Input"
      • Class "EntityPickup"
      • Class "EntityLaser"
      • Class "GridEntityPressurePlate"
      • Class "CppContainer::Vector::VectorList"
      • Class "Room"
      • Class "CppContainer::Vector::CostumeConfigList"
      • Class "GridEntityDesc"
      • Class "Level"
      • Class "RoomConfig::Spawn"
      • Class "Color"
      • Class "KColor"
      • Class "TemporaryEffect"
      • Class "EntityKnife"
      • Class "Seeds"
      • Class "CppContainer::EntityList"
      • Class "GridEntityDoor"
      • Class "ShockwaveParams"
      • Class "ItemConfig::Costume"
      • Class "GridEntitySpikes"
      • Class "EntityEffect"
      • Class "CppContainer::Vector::PillConfigList"
      • Class "EntityNPC"
      • Class "RoomDescriptorData"
      • Class "ItemConfig::Item"
      • Class "RoomConfig::Room"
      • Class "Game"
      • Class "TemporaryEffects"
      • Class "PlayerTypes::ActiveItemDesc"
      • Class "Global Functions"
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  • Functions
  • AddCoins () {: aria-label='Functions' }
  • AddHearts () {: aria-label='Functions' }
  • AddKeys () {: aria-label='Functions' }
  • AddToDelayed () {: aria-label='Functions' }
  • AddToFollowers () {: aria-label='Functions' }
  • AddToOrbit () {: aria-label='Functions' }
  • FireProjectile () {: aria-label='Functions' }
  • FollowParent () {: aria-label='Functions' }
  • FollowPosition () {: aria-label='Functions' }
  • GetOrbitDistance () {: aria-label='Functions' }
  • GetOrbitPosition () {: aria-label='Functions' }
  • MoveDelayed () {: aria-label='Functions' }
  • MoveDiagonally () {: aria-label='Functions' }
  • PickEnemyTarget () {: aria-label='Functions' }
  • PlayChargeAnim () {: aria-label='Functions' }
  • PlayFloatAnim () {: aria-label='Functions' }
  • PlayShootAnim () {: aria-label='Functions' }
  • RecalculateOrbitOffset () {: aria-label='Functions' }
  • RemoveFromDelayed () {: aria-label='Functions' }
  • RemoveFromFollowers () {: aria-label='Functions' }
  • RemoveFromOrbit () {: aria-label='Functions' }
  • Shoot () {: aria-label='Functions' }
  • Variables
  • Coins {: aria-label='Variables' }
  • FireCooldown {: aria-label='Variables' }
  • HeadFrameDelay {: aria-label='Variables' }
  • Hearts {: aria-label='Variables' }
  • Keys {: aria-label='Variables' }
  • LastDirection {: aria-label='Variables' }
  • MoveDirection {: aria-label='Variables' }
  • OrbitAngleOffset {: aria-label='Variables' }
  • OrbitDistance {: aria-label='Variables' }
  • Player {: aria-label='Variables' }
  • RoomClearCount {: aria-label='Variables' }
  • ShootDirection {: aria-label='Variables' }
  • State {: aria-label='Variables' }

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  1. beta
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Class "EntityFamiliar"

PreviousClass "GridEntityPit"NextClass "MusicManager"

Last updated 4 years ago

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Functions

AddCoins () {: aria-label='Functions' }

{: .abp .tooltip .badge }

void AddCoins ( int Value ) {: .copyable aria-label='Functions' }

AddHearts () {: aria-label='Functions' }

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void AddHearts ( int Hearts ) {: .copyable aria-label='Functions' }

AddKeys () {: aria-label='Functions' }

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void AddKeys ( int Keys ) {: .copyable aria-label='Functions' }

AddToDelayed () {: aria-label='Functions' }

{: .abp .tooltip .badge }

void AddToDelayed ( ) {: .copyable aria-label='Functions' }

Adds to delayed. This doesn't remove other flags!

AddToFollowers () {: aria-label='Functions' }

void AddToFollowers ( ) {: .copyable aria-label='Functions' }

Adds to followers. This doesn't remove other flags!

AddToOrbit () {: aria-label='Functions' }

void AddToOrbit ( int Layer ) {: .copyable aria-label='Functions' }

Adds to orbitals. This doesn't remove other flags!

FireProjectile () {: aria-label='Functions' }

Shoots a projectile from the center of the familiar in the direction you defined. If used on a familiar that shoots multiple projectiles (example: harlequin baby), this function will only return the left most projectile based on the direction. If used on familiars with special tears (example: Lil Brimstone,...), this will just shoot a regular tear. This function will not play the shoot animation of the familiar.

FollowParent () {: aria-label='Functions' }

void FollowParent ( ) {: .copyable aria-label='Functions' }

FollowPosition () {: aria-label='Functions' }

GetOrbitDistance () {: aria-label='Functions' }

GetOrbitPosition () {: aria-label='Functions' }

Returns the position of an orbiting familiar relative to the player's position. Returns :::lua Vector(0,0) if its a normal familiar. The "pos" argument is used as an offset.

MoveDelayed () {: aria-label='Functions' }

void MoveDelayed ( int NumFrames ) {: .copyable aria-label='Functions' }

MoveDiagonally () {: aria-label='Functions' }

void MoveDiagonally ( float Speed ) {: .copyable aria-label='Functions' }

PickEnemyTarget () {: aria-label='Functions' }

void PickEnemyTarget ( float MaxDistance, int FrameInterval ) {: .copyable aria-label='Functions' }

PlayChargeAnim () {: aria-label='Functions' }

PlayFloatAnim () {: aria-label='Functions' }

PlayShootAnim () {: aria-label='Functions' }

RecalculateOrbitOffset () {: aria-label='Functions' }

int RecalculateOrbitOffset ( int Layer, boolean Add ) {: .copyable aria-label='Functions' }

Returns the number of familiars in that layer.

RemoveFromDelayed () {: aria-label='Functions' }

void RemoveFromDelayed ( ) {: .copyable aria-label='Functions' }

RemoveFromFollowers () {: aria-label='Functions' }

void RemoveFromFollowers ( ) {: .copyable aria-label='Functions' }

RemoveFromOrbit () {: aria-label='Functions' }

void RemoveFromOrbit ( ) {: .copyable aria-label='Functions' }

Shoot () {: aria-label='Functions' }

void Shoot ( ) {: .copyable aria-label='Functions' }

???+ bug "Bugs" This function does not seem to work.

Variables

Coins {: aria-label='Variables' }

int Coins {: .copyable aria-label='Variables' }

FireCooldown {: aria-label='Variables' }

int FireCooldown {: .copyable aria-label='Variables' }

HeadFrameDelay {: aria-label='Variables' }

int HeadFrameDelay {: .copyable aria-label='Variables' }

Hearts {: aria-label='Variables' }

int Hearts {: .copyable aria-label='Variables' }

Keys {: aria-label='Variables' }

int Keys {: .copyable aria-label='Variables' }

LastDirection {: aria-label='Variables' }

MoveDirection {: aria-label='Variables' }

OrbitAngleOffset {: aria-label='Variables' }

float OrbitAngleOffset {: .copyable aria-label='Variables' }

Can be used to override the angular position of the familiar on its orbit based on the initial starting position of the orbit.

???- example "Example Code" This code will make all of your orbitals move as a tight wall around you.

    for i,v in ipairs(Isaac.GetRoomEntities()) do 
    if v.Type==3 then 
    v:ToFamiliar().OrbitAngleOffset = 0.25*i 
    end 
    end
Result: ![angle offset](https://raw.githubusercontent.com/wofsauge/IsaacDocs/master/customImg/example_familiar_angleOffset.png)

OrbitDistance {: aria-label='Variables' }

Defines the orbit of the familiar, if its an orbital. The Vector is interpreted as the dimensions of the circle/oval orbit. Example: :::lua Vector(110,90) is the orbital of "Forever alone".

Player {: aria-label='Variables' }

RoomClearCount {: aria-label='Variables' }

int RoomClearCount {: .copyable aria-label='Variables' }

ShootDirection {: aria-label='Variables' }

State {: aria-label='Variables' }

int State {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

FireProjectile ( Dir ) {: .copyable aria-label='Functions' }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

void FollowPosition ( Pos ) {: .copyable aria-label='Functions' }

{: .static .tooltip .badge } {: .abp .tooltip .badge }

static GetOrbitDistance ( int Layer ) {: .copyable aria-label='Functions' }

{: .abp .tooltip .badge }

GetOrbitPosition ( Pos ) {: .copyable aria-label='Functions' }

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{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

void PlayChargeAnim ( Dir ) {: .copyable aria-label='Functions' }

{: .abp .tooltip .badge }

void PlayFloatAnim ( Dir ) {: .copyable aria-label='Functions' }

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void PlayShootAnim ( Dir ) {: .copyable aria-label='Functions' }

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{: .abp .tooltip .badge }

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LastDirection {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

MoveDirection {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

OrbitDistance {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

Player {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

{: .abp .tooltip .badge }

ShootDirection {: .copyable aria-label='Variables' }

{: .abp .tooltip .badge }

EntityTear
Vector
Vector
Vector
Vector
Vector
Direction
Direction
Direction
Direction
Direction
Vector
EntityPlayer
Direction