Class "EntityFamiliar"⚓︎
Class Diagram⚓︎
classDiagram
class Entity:::diagramCurrentPage
class EntityBomb
class EntityEffect
class EntityFamiliar
class EntityKnife
class EntityLaser
class EntityNPC
class EntityPickup
class EntityPlayer
class EntityProjectile
class EntitySlot
class EntityTear
Entity <|-- EntityBomb
Entity <|-- EntityEffect
Entity <|-- EntityFamiliar
Entity <|-- EntityKnife
Entity <|-- EntityLaser
Entity <|-- EntityNPC
Entity <|-- EntityPickup
Entity <|-- EntityPlayer
Entity <|-- EntityProjectile
Entity <|-- EntitySlot
Entity <|-- EntityTear
link Entity "https://wofsauge.github.io/IsaacDocs/rep/Entity.html" "Go to page for 'Entity' class"
link EntityBomb "https://wofsauge.github.io/IsaacDocs/rep/EntityBomb.html" "Go to page for 'EntityBomb' class"
link EntityEffect "https://wofsauge.github.io/IsaacDocs/rep/EntityEffect.html" "Go to page for 'EntityEffect' class"
link EntityFamiliar "https://wofsauge.github.io/IsaacDocs/rep/EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
link EntityKnife "https://wofsauge.github.io/IsaacDocs/rep/EntityKnife.html" "Go to page for 'EntityKnife' class"
link EntityLaser "EntityLaser.html" "Go to page for 'EntityLaser' class"
link EntityNPC "EntityNPC.html" "Go to page for 'EntityNPC' class"
link EntityPickup "EntityPickup.html" "Go to page for 'EntityPickup' class"
link EntityPlayer "EntityPlayer.html" "Go to page for 'EntityPlayer' class"
link EntityProjectile "https://wofsauge.github.io/IsaacDocs/rep/EntityProjectile.html" "Go to page for 'EntityProjectile' class"
link EntitySlot "EntitySlot.html" "Go to page for 'EntitySlot' class"
link EntityTear "https://wofsauge.github.io/IsaacDocs/rep/EntityTear.html" "Go to page for 'EntityTear' class"
Functions⚓︎
CanBeDamagedByEnemies ()⚓︎
boolean CanBeDamagedByEnemies ( )⚓︎
CanBeDamagedByLasers ()⚓︎
boolean CanBeDamagedByLasers ( )⚓︎
CanBeDamagedByProjectiles ()⚓︎
boolean CanBeDamagedByProjectiles ( )⚓︎
CanBlockProjectiles ()⚓︎
boolean CanBlockProjectiles ( )⚓︎
CanCharm ()⚓︎
boolean CanCharm ( )⚓︎
GetActiveWeaponEntity ()⚓︎
Entity GetActiveWeaponEntity ( )⚓︎
Returns the Entity associated with the familiar's active Weapon.
Returns nil if it cannot be found.
GetActiveWeaponNumFired ()⚓︎
int GetActiveWeaponNumFired ( )⚓︎
Returns the amount of times the familiar's active Weapon has been fired.
GetDirtColor ()⚓︎
Color GetDirtColor ( )⚓︎
GetFollowerPriority ()⚓︎
FollowerPriority GetFollowerPriority ( )⚓︎
GetItemConfig ()⚓︎
ItemConfigItem GetItemConfig ( )⚓︎
Returns the ItemConfigItem corresponding to the item that granted this familiar.
Returns nil if the familiar was not spawned by an item.
GetMoveDelayNum ()⚓︎
int GetMoveDelayNum ( )⚓︎
Returns the amount in frames that the familiar's movements are delayed from the player's. 30 frames = 1 second.
GetMultiplier ()⚓︎
float GetMultiplier ( )⚓︎
Returns the "multiplier" for the familiar, from effects such as BFFS! or Hive Mind. Typically used to multiply things such as familiar damage.
Multipliers
- BFFS! and Hive Mind: x2.0
- Tainted Bethany: x0.75
- Tainted Lazarus Birthright: x0.25
GetPathfinder ()⚓︎
PathFinder GetPathfinder ( )⚓︎
GetRandomWisp ()⚓︎
CollectibleType GetRandomWisp ( RNG RNG )⚓︎
Warning
This is a static function and must be called via EntityFamiliar.GetRandomWisp(RNG).
GetWeapon ()⚓︎
Weapon GetWeapon ( )⚓︎
Returns nil for familiars that don't mimic the player's attacks (Incubus, etc).
InvalidateCachedMultiplier ()⚓︎
void InvalidateCachedMultiplier ( )⚓︎
Makes it so that the next time GetMultiplier is called, MC_EVALUATE_FAMILIAR_MULTIPLIER is triggered to recalculate/allow modifying the multiplier.
IsCharmed ()⚓︎
boolean IsCharmed ( )⚓︎
IsLilDelirium ()⚓︎
boolean IsLilDelirium ( )⚓︎
RemoveFromPlayer ()⚓︎
void RemoveFromPlayer ( )⚓︎
SetLilDelirium ()⚓︎
void SetLilDelirium ( boolean isLilDelirium )⚓︎
SetMoveDelayNum ()⚓︎
void SetMoveDelayNum ( int Delay )⚓︎
Sets the amount in frames that the familiar's movements are delayed from the player's. 30 frames = 1 second.
TriggerRoomClear ()⚓︎
void TriggerRoomClear ( )⚓︎
TryAimAtMarkedTarget ()⚓︎
Vector TryAimAtMarkedTarget ( Vector AimDirection, Direction Direction = Direction.NO_DIRECTION )⚓︎
boolean, table TryAimAtMarkedTarget ( Vector AimDirection = nil, Direction Direction = Direction.NO_DIRECTION, Vector TargetPos = nil )⚓︎
Return true if player's mark from Marked or Eye of the Occult/Gello target exists, false otherwise.
Return a table containing the changed AimDirection, Direction, and TargetPos.
Legacy version returns modified TargetPos, nil if unsuccessful.