Skip to content

File "locusts.xml"⚓︎

This file is used to define the properties of Locust familiars, spawned by Abyss.

Resource-Folder: Using this file in a resource folder of a mod will replace the original file.

Content-Folder: Using this file in a content folder of a mod will add new locusts.

"color" nodes⚓︎

Used to define color a locust can have.

Variable-Name Possible Values Description
name str Name of the color which will be used to reference it in the "locust" nodes
r int Red
g int Green
b int Blue
or int Offset Red
og int Offset Blue
ob int Offset Green

"scale" nodes⚓︎

Used to define default scales a locust can have based on item quality.

Variable-Name Possible Values Description
scale float scale corresponding to the quality
quality int item quality

"locust" nodes⚓︎

Used to define the special properties of the locust created from the item with the given ID.

Variable-Name Possible Values Description
id int Id of the Collectible which Abyss destroyed
backColor string
backGfx string special back-side spritesheet the locust should use
collisionInterval int affects the delay between dealing damage on contact
color string Name of color used by this locust
count int Number of locusts spawned
damageMultiplier float constant damage multiplier
damageMultiplier2 float chance based to deal increased damage on hit
gfx string special spritesheet the locust should use
locustFlags string id of the locust effect to use. Guaranteed to be applied if no procChance defined. Can have multiple by seperating two ids with a space. example: "1 15"
locustFlags2 string id of the locust effect to use. Applied based on procChance or procChance2. Can have multiple by seperating two ids with a space. example: "1 15"
locustFlags3 string id of the locust effect to use. Applied based on procChance3. Can have multiple by seperating two ids with a space. example: "1 15"
mutexFlags1 int Bug: crashes the game
mutexFlags2 int Handles mutual exclusivity. If set to value x , makes flag 2 unable to be triggered if flag x is triggered
mutexFlags3 int no effect right now
speed float the speed multiplier for the locust (default: 1)
shootBackGfx string
shootGfx string defines an .anm2 to use when the locust is charging
shootOverlayGfx string
overlayColor string Name of color used by the overlay effect
overlayGfx string special overlay spritesheet the locust should use
tearFlags int id of the TearFlag to use. Guaranteed to be applied if no procChance defined
tearFlags2 int id of the TearFlag to use. Applied based on procChance or procChance2
tearFlags3 int id of the TearFlag to use. Applied based on procChance3
procChance float The chance of applying tearFlags and locustFlags. (default: 1)
procChance2 float The chance of applying tearFlags2 and locustFlags2
procChance3 float The chance of applying tearFlags3 and locustFlags3
scale float Size multiplier of the locust

Effects for locust Flags⚓︎

id effect
0 Spawn explosions when damaging an enemy
1 Random effect
2 Multiple locusts act like one(?) - Used for items that produce several locusts
3 Reroll enemy on hit
4 Damage all enemies in room when damaging an enemy
5 Erase an enemy type when damaging an enemy
6 Knife spining around locust when its attacking
7 Scream. Damages enemies nearby
8 Spawn a Maw of the void ring
9 Gain a projectile repelling aura when charging
10 Spawn poison fart when damaging an enemy
11 Spawn a fart when damaging an enemy
12 Spawn an anti-gravity brimstone when damaging an enemy
13 Spawn green creep when damaging an enemy
14 Spawn yellow creep when damaging an enemy
15 Spawn red creep when damaging an enemy
16 Spawn blue creep when damaging an enemy
17 Spawn a pentagram when damaging an enemy
18 Consumes pickups to gain more damage

Last update: February 13, 2025