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Class "EntityEffect"⚓︎

Info

You can get this class by using the following function:

Example Code

local entity = Isaac.GetRoomEntities()[1]:ToEffect()

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 EntityTear
    Entity <|-- EntityBomb
    Entity <|-- EntityEffect
    Entity <|-- EntityFamiliar
    Entity <|-- EntityKnife
    Entity <|-- EntityLaser
    Entity <|-- EntityNPC
    Entity <|-- EntityPickup
    Entity <|-- EntityPlayer
    Entity <|-- EntityProjectile
    Entity <|-- EntityTear
    link Entity "Entity.html" "Go to page for 'Entity' class"
    link EntityBomb "EntityBomb.html" "Go to page for 'EntityBomb' class"
    link EntityEffect "EntityEffect.html" "Go to page for 'EntityEffect' class"
    link EntityFamiliar "EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
    link EntityKnife "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 "EntityProjectile.html" "Go to page for 'EntityProjectile' class"
    link EntityTear "EntityTear.html" "Go to page for 'EntityTear' class"

Functions⚓︎

Follow·Parent ()⚓︎

void FollowParent ( Entity Parent )⚓︎


Is·Player·Creep ()⚓︎

static boolean IsPlayerCreep ( int Variant )⚓︎


Set·Damage·Source ()⚓︎

void SetDamageSource ( EntityType DamageSource )⚓︎


Set·Radii ()⚓︎

void SetRadii ( float min, float max )⚓︎

For shockwaves.


Set·Timeout ()⚓︎

void SetTimeout ( int Timeout )⚓︎


Variables⚓︎

Damage·Source⚓︎

int DamageSource⚓︎


Falling·Acceleration⚓︎

float FallingAcceleration⚓︎


Falling·Speed⚓︎

float FallingSpeed⚓︎


Is·Following⚓︎

boolean IsFollowing⚓︎


Life·Span⚓︎

int LifeSpan⚓︎


m_Height⚓︎

float m_Height⚓︎

for particles .dy


Max·Radius⚓︎

float MaxRadius⚓︎


Min·Radius⚓︎

float MinRadius⚓︎

For shockwaves.


Parent·Offset⚓︎

Vector ParentOffset⚓︎

probably obsolete soon, in favor of m_SpriteOffset


Rotation⚓︎

float Rotation⚓︎


Scale⚓︎

float Scale⚓︎


State⚓︎

int State⚓︎

state var, may be used ad lib initialized to 0 in Init()


Timeout⚓︎

int Timeout⚓︎

This is decremented on every frame, even for custom effects. Custom effects have this value initialized to -1.



Last update: April 26, 2024