Bosses

Overview

Return Value
Function

GetBosses(EntityType? entityType = -1 , integer? variant = -1 , integer? subType = -1 , boolean? ignoreFriendly = false)

boolean

SpawnBoss(EntityType entityType, integer variant, integer subType, Vector position, Vector? velocity, Entity? spawner, `integer

Functions

GetBosses()

EntityNPC[] GetBosses(EntityType? 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(EntityNPC npc)

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

SpawnBoss()

EntityNPC SpawnBoss(EntityTypeentityType, integer variant, integer subType,Vectorposition,Vector? velocity, Entity? spawner, integer | RNG? 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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