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gridEntityVariants.ts
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gridEntityVariants.ts
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/* eslint-disable sort-exports/sort-exports */
/**
* For `GridEntityType.ROCK` (2).
*
* Note that this does not always apply to `GridEntityRock`, since that class can be equal to other
* grid entity types.
*/
export enum RockVariant {
NORMAL = 0,
EVENT = 1,
}
/**
* For GridEntityType.ROCK_ALT (6), RockAltType.URN.
*
* Note that you are unable to spawn specific urn variants. The game will pick a random variant
* regardless of which one you select.
*/
export enum UrnVariant {
NORMAL = 0,
CHIPPED_TOP_LEFT = 1,
NARROW = 2,
}
/**
* For GridEntityType.ROCK_ALT (6), RockAltType.MUSHROOM.
*
* Note that you are unable to spawn specific mushroom variants. The game will pick a random variant
* regardless of which one you select.
*/
export enum MushroomVariant {
NORMAL = 0,
CHIPPED_TOP_RIGHT = 1,
NARROW = 2,
}
/**
* For GridEntityType.ROCK_ALT (6), RockAltType.SKULL.
*
* Note that you are unable to spawn specific skull variants. The game will pick a random variant
* regardless of which one you select.
*/
export enum SkullVariant {
NORMAL = 0,
FACING_RIGHT = 1,
FACING_LEFT = 2,
}
/**
* For GridEntityType.ROCK_ALT (6), RockAltType.POLYP.
*
* Note that you are unable to spawn specific polyp variants. The game will pick a random variant
* regardless of which one you select.
*/
export enum PolypVariant {
NORMAL = 0,
MANY_FINGERS = 1,
FLIPPED_AND_SHIFTED_UPWARDS = 2,
}
/**
* For GridEntityType.ROCK_ALT (6), RockAltType.BUCKET.
*
* Note that you are unable to spawn specific bucket variants. The game will pick a random variant
* regardless of which one you select.
*/
export enum BucketVariant {
EMPTY = 0,
FULL = 1,
EMPTY_AND_SHIFTED_UPWARDS = 2,
}
/** For `GridEntityType.PIT` (7). */
export enum PitVariant {
NORMAL = 0,
FISSURE_SPAWNER = 16,
}
/**
* For `GridEntityType.FIREPLACE` (13).
*
* This only partially corresponds to the `FireplaceVariant` for non-grid entities. (Spawning a grid
* entity fireplace with a variant higher than 1 will result in a normal fireplace.)
*/
export enum FireplaceGridEntityVariant {
NORMAL = 0,
RED = 1,
}
/** For `GridEntityType.POOP` (14). */
export enum PoopGridEntityVariant {
NORMAL = 0,
RED = 1,
CORNY = 2,
GOLDEN = 3,
RAINBOW = 4,
BLACK = 5,
WHITE = 6,
GIANT_TOP_LEFT = 7,
GIANT_TOP_RIGHT = 8,
GIANT_BOTTOM_LEFT = 9,
GIANT_BOTTOM_RIGHT = 10,
CHARMING = 11,
}
/** For `GridEntityType.DOOR` (16). */
export enum DoorVariant {
UNSPECIFIED = 0,
LOCKED = 1,
LOCKED_DOUBLE = 2,
LOCKED_CRACKED = 3,
LOCKED_BARRED = 4,
/** The Mega Satan door, which is unlocked with the Key Piece familiars. */
LOCKED_KEY_FAMILIAR = 5,
LOCKED_GREED = 6,
HIDDEN = 7,
UNLOCKED = 8,
}
/** For `GridEntityType.TRAPDOOR` (17). */
export enum TrapdoorVariant {
NORMAL = 0,
/**
* Void Portals will have a `VarData` of 0 if they are part of the grid layout and a `VarData` of
* 1 if they are spawned after defeating a boss.
*
* Manually spawning a trapdoor with a variant of a Void Portal will work, but the sprite will
* have the appearance of a normal trapdoor; you must replace the sprite sheet with
* "gfx/grid/voidtrapdoor.anm2".
*/
VOID_PORTAL = 1,
}
/** For `GridEntityType.CRAWL_SPACE` (18). */
export enum CrawlSpaceVariant {
NORMAL = 0,
/** Found by throwing a Chaos Card at Great Gideon. */
GREAT_GIDEON = 1,
/** Found in shops when the player has the Member Card item. */
SECRET_SHOP = 2,
/** Found when using Genesis on a "final" floor. */
PASSAGE_TO_BEGINNING_OF_FLOOR = 3,
/**
* This variant is not used by the game.
*
* Any variant with a value of 4 or higher will not interact with the player.
*/
NULL = 4,
}
/** For `GridEntityType.PRESSURE_PLATE` (20). */
export enum PressurePlateVariant {
PRESSURE_PLATE = 0,
REWARD_PLATE = 1,
GREED_PLATE = 2,
RAIL_PLATE = 3,
KILL_ALL_ENEMIES_PLATE = 9,
SPAWN_ROCKS_PLATE = 10,
}
/** For `GridEntityType.STATUE` (21). */
export enum StatueVariant {
DEVIL = 0,
ANGEL = 1,
}