Bosses

Overview

Return Value
Function

GetBosses(EntityTypearrow-up-right? entityType = -1 , integer? variant = -1 , integer? subType = -1 , boolean? ignoreFriendly = false)

SpawnBoss(EntityTypearrow-up-right entityType, integer variant, integer subType, Vectorarrow-up-right position, Vectorarrow-up-right? velocity, Entityarrow-up-right? spawner, `integer

Functions

GetBosses()

EntityNPCarrow-up-right[] GetBosses(EntityTypearrow-up-right? entityType = -1 , integer? variant = -1 , integer? subType = -1 , boolean? ignoreFriendly = false)

Helper function to get all of the bosses in the room.

IsSin()

boolean IsSin(EntityNPCarrow-up-right npc)

Helper function to check if the provided NPC is a Sin miniboss, such as Sloth or Lust.

SpawnBoss()

EntityNPCarrow-up-right SpawnBoss(EntityTypearrow-up-rightentityType, integer variant, integer subType,Vectorarrow-up-rightposition,Vectorarrow-up-right? velocity, Entityarrow-up-right? spawner, integer | RNGarrow-up-right? seedOrRNG?, integer? numSegments)

Helper function to spawn a boss. Use this function instead of TSIL.Entities.SpawnNPC since it handles automatically spawning multiple segments for multi-segment bosses. By default, this will spawn Chub (and his variants) with 3 segments, Lokii with 2 copies, Gurglings/Turdlings with 2 copies, and other multi-segment bosses with 4 segments. You can customize this via the "numSegments" argument.

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