Class "EntityFamiliar"

Functions

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

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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' }

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

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

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

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

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

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

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

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

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

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EntityTeararrow-up-right FireProjectile ( Vectorarrow-up-right Dir ) {: .copyable 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' }

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

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

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

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

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

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

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Vectorarrow-up-right GetOrbitPosition ( Vectorarrow-up-right Pos ) {: .copyable 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' }

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

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

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

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

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

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

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

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

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

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

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

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

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

Returns the number of familiars in that layer.

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

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

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

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

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

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

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

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

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

Variables

Coins {: aria-label='Variables' }

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

FireCooldown {: aria-label='Variables' }

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

HeadFrameDelay {: aria-label='Variables' }

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

Hearts {: aria-label='Variables' }

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

Keys {: aria-label='Variables' }

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

LastDirection {: aria-label='Variables' }

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

MoveDirection {: aria-label='Variables' }

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

OrbitAngleOffset {: aria-label='Variables' }

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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.

OrbitDistance {: aria-label='Variables' }

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Vectorarrow-up-right OrbitDistance {: .copyable 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' }

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

RoomClearCount {: aria-label='Variables' }

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

ShootDirection {: aria-label='Variables' }

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

State {: aria-label='Variables' }

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

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