Script DescentComponents

Components

ambusher
bypassStairLock
descendItems Descend all items on this entity’s tile every turn
descent Allows the entity to fall through holes in the floor (such as trapdoors).
descentActivateOnTile Allows the entity to exit to the next level by stepping on an exit tile.
descentAllowAscent Allows the entity to return to the level after descending if the level transition requirement is not yet met.
descentAmbush Creates a box containing enemies and the previous level's ambushers upon arrival.
descentAttackableFlags Modifies attackability flags while the entity descends.
descentCollisionMask Modifies the collision mask while the entity descends.
descentDamage Inflicts damage upon a descending entity arriving at the next level.
descentDamageImmunity Makes the entity invincible to all damage types while descending, but only once per level.
descentDeleteOnCompletion Despawns the entity after completing its descent.
descentDurationOverride
descentExitLevel Allows the entity to exit to the next level upon descending.
descentIntangibleOnCompletion Makes the entity intangible after completing its descent.
descentLockMovement Prevents the entity from moving while descending.
descentOverlay Creates a screen overlay when the focused entity descends.
descentPersistToNextLevel Makes the entity appear on the next level after descending.
descentPositionOffset Applies a positional offset to the descending entity upon arriving at the next level.
descentSpectateOnCompletion Makes the entity as a spectator after completing its descent.
stairLocker


Components

ambusher
  • pending bool (default true)
  • active bool (default false)
bypassStairLock
  • level constant int (default levelExit.StairLock.MINIBOSS)
descendItems
Descend all items on this entity’s tile every turn
descent
Allows the entity to fall through holes in the floor (such as trapdoors).
  • active bool (default false)
  • complete bool (default false)
  • type int (default 0)
descentActivateOnTile
Allows the entity to exit to the next level by stepping on an exit tile.
descentAllowAscent
Allows the entity to return to the level after descending if the level transition requirement is not yet met.
  • collisionMask constant int (default collision.Group.PLAYER_PLACEMENT)
  • moveType constant int (default move.Type.UNCHECKED)
  • active bool (default false)
descentAmbush
Creates a box containing enemies and the previous level's ambushers upon arrival.
  • fights

    constant table
    default:

    {}
    
  • tiles

    constant table
    default:

    {"StoneWall", "StoneWall", "CatacombWall", "CatacombWall", "CatacombWall"}
    
  • minibossIndices

    constant table
    default:

    { 4, 2, 3, 1 }
    
  • radius constant int (default 2)
descentAttackableFlags
Modifies attackability flags while the entity descends.
  • add constant int (default 0)
  • remove constant int (default attack.Flag.ALL)
  • active bool (default false)
descentCollisionMask
Modifies the collision mask while the entity descends.
  • add constant int (default 0)
  • remove constant int (default collision.Group.SOLID)
  • needUpdate bool (default false)
descentDamage
Inflicts damage upon a descending entity arriving at the next level.
  • damage constant int (default 0)
  • type constant int (default 0)
descentDamageImmunity
Makes the entity invincible to all damage types while descending, but only once per level.
  • active bool (default false)
  • available bool (default true)
descentDeleteOnCompletion
Despawns the entity after completing its descent.
descentDurationOverride
  • duration constant float (default 0)
descentExitLevel
Allows the entity to exit to the next level upon descending.
descentIntangibleOnCompletion
Makes the entity intangible after completing its descent.
descentLockMovement
Prevents the entity from moving while descending.
descentOverlay
Creates a screen overlay when the focused entity descends.
descentPersistToNextLevel
Makes the entity appear on the next level after descending.
  • storedPersistence bool (default false)
descentPositionOffset
Applies a positional offset to the descending entity upon arriving at the next level.
  • offsetX constant int (default 0)
  • offsetY constant int (default 0)
  • collisionMask constant int (default collision.Group.SOLID)
descentSpectateOnCompletion
Makes the entity as a spectator after completing its descent.
stairLocker
  • level int (default levelExit.StairLock.MINIBOSS)
generated by LDoc 1.4.6