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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.


UpdateDirtColor ()⚓︎

void UpdateDirtColor ( )⚓︎