Event types

aiAct

animateObjects

  • normal
  • directional
  • targetProximity
  • parity
  • blink
  • positionParity
  • parry
  • provoke
  • stasis
  • tell
  • dynamicSprite
  • charge
  • grab
  • actionDelay
  • clonkTell
  • spell
  • boss
  • trapActivation
  • trapFail
  • hud
  • custom
  • freeze
  • directionalSpriteChange
  • parrySpriteChange
  • phaseSpriteChange
  • musicLayerSpriteChange
  • silhouette
  • facingFrameY
  • equipment
  • cycling
  • randomVariant
  • wired
  • rowWrap
  • wireAnimation
  • textureShift
  • sound

apparitionSpawn

  • position
  • checkCollision
  • checkLight
  • checkCooldown
  • checkProximity
  • checkSwarm
  • checkDistance
  • apparition
  • reveal
  • resetCooldown

assetReload

  • virtual
  • graphics
  • clearErrors
  • script
  • checkErrors

autoCastProcess

  • checkRevealed
  • checkCooldown
  • checkTargetFreeze
  • checkLinear
  • checkCone
  • checkLineOfSight
  • resetCooldown
  • directional
  • performAction

bossFightEnd

  • clearHazards
  • createExitRoom
  • fixExitRoom
  • flawlessChests
  • revealLevel
  • gold
  • deleteEnemies
  • flyaway
  • sound
  • screenFlash
  • camera

bossFightStart

  • teleportPlayers
  • moveSpawn
  • closeTheDoors
  • deleteStartingRoomEntities
  • revealAll
  • sound
  • camera

bossFloorEnter

bossSummon

  • spawnLight
  • aggro
  • currencyDrop
  • killCredit
  • spawnable
  • preBossFreeze

chatMessage

  • replay
  • log
  • display

clientAddAction

  • replayTargetTurn
  • trapTargetTurn
  • delayTargetTurn
  • targetTurn
  • deferRollback
  • rollback

clientAddInput

  • bossSplash
  • idleSpectate
  • entity
  • ignoreAction
  • beatmap
  • missedBeat
  • turnID
  • customAction
  • actionBuffer

clientAddLocalAction

  • rollbackLimit
  • turnIDLimit
  • actionBuffer
  • network

clientChangeRoom

  • actionBuffer
  • gameState
  • mods
  • fastForward
  • resources

clientConnect

  • reset
  • mods
  • login

clientDisconnect

  • replay
  • reset
  • dailyChallenge
  • actionBuffer
  • inputLock
  • lobby
  • gameSession
  • gameState
  • fastForward
  • closeConnection
  • netClock
  • menu
  • modUpdate
  • mods
  • remoteSettings

clientLogIn

  • playerList
  • localCoop
  • resources
  • mods
  • lobby

clientMessage

clientMessageP2P

clientOpenNetworkSession

  • singlePlayer
  • mods
  • unpause
  • playerListHUD

clientPlayerList

clientRejectAction

  • snapshot
  • requeue
  • deferRollback
  • rollback

clientRequeueAction

  • actionBuffer
  • animationTimer
  • sound

clientResourcesReady

  • mods
  • settings
  • replay

clientRoomAttribute

clientSessionLockBegin

  • dailyChallenge
  • room
  • singlePlayer
  • settings
  • mods

clientSessionLockEnd

  • dailyChallenge
  • room
  • singlePlayer
  • mods

clientSnapshotReceive

  • rollback
  • synchronizer
  • checksum

collectHUDElements

  • builtIn
  • custom

conductorSpell

conductorSpellTell

consoleInput

  • handle

contentLoad

  • reset
  • sounds
  • postSounds
  • entitySchema
  • tiles
  • subtitles
  • components
  • xmlEntities
  • customEntities

cutsceneBegin

  • reset
  • files
  • preload
  • audio
  • video
  • cutscene
  • duration

cutsceneEnd

  • cutscene
  • audio
  • video

cutsceneGameStartup

  • warnings
  • logos
  • introVideo
  • titleScreen

cutsceneLevelEnter

  • runStart
  • bossIntro

cutsceneLevelLeave

  • depthExit
  • bossOutro
  • credits

cycle

  • startUp
  • autoReload
  • modCompiler
  • metaEvents
  • steam
  • input
  • console
  • ipc
  • http
  • tick
  • debugPrint
  • render
  • screenshot
  • modLoader
  • errors
  • performance
  • profiler

debugCommand

debugPrint

  • printToScreen

delayExpired

deserializeType

ecsSchemaReloaded

  • deleteDeadEntities
  • reflection
  • updateECS
  • clearCache
  • postProcessEntities
  • snapshots

entitySchemaCollectMigrations

  • collect

entitySchemaCustomWeapons

  • shapes
  • materials

entitySchemaGenerate

  • components
  • xmlEntities
  • customEntities

entitySchemaLoadEnemy

  • randomizer
  • common
  • graphics
  • bestiary
  • animation
  • stats
  • tweens
  • ai
  • sounds
  • overrides
  • namedOverrides
  • enemyPools
  • mystery
  • upgrades
  • postProcess

entitySchemaLoadEntity

  • overrides
  • namedOverrides
  • weaponPostProcess
  • migrations
  • componentDependencies
  • softDependencies
  • itemBans
  • localization
  • validation
  • finalize

entitySchemaLoadItem

  • common
  • itemPools
  • graphics
  • weapon
  • weaponPattern
  • weaponMaterial
  • currency
  • action
  • overrides
  • slotOverrides
  • namedOverrides
  • weaponPostProcess
  • itemBans
  • uncertainty
  • mystery

entitySchemaLoadNamedEnemy

entitySchemaLoadNamedEntity

entitySchemaLoadNamedItem

entitySchemaLoadPlayer

  • common
  • graphics
  • sounds
  • animation
  • extra
  • overrides
  • namedOverrides
  • dancepad
  • phasing

entitySchemaLoadSlotItem

error

  • handleError
  • displayError
  • openEditor

eventHandlersChanged

exit

  • remoteSettings
  • config
  • externalLibraries
  • imageCache

fastForwardBegin

  • gameState

fastForwardCancel

  • gameState

fastForwardComplete

  • replay
  • visualUpdate
  • camera
  • animations
  • vision
  • menu

fastForwardLevel

  • gameState
  • replay
  • snapshot

fastForwardQueueComplete

  • gameState

focusedEntitiesChanged

  • perspective
  • musicLayers
  • audioLoop

focusedEntityTeleport

  • snapCamera
  • updateListeners

frame

  • delayedCasts
  • updateItems
  • itemPickup
  • enforceSlotCapacity
  • fieldOfView
  • updateRevealed
  • heal
  • minimap
  • aggro
  • actability
  • flags
  • provoke
  • tileEffects
  • mergeItemStacks
  • rearmTraps
  • convertObjects
  • levelExit
  • ozuma
  • tileTransformations
  • renderPartial

gameStateBeginCountdown

  • overlay
  • menu

gameStateEndCountdown

  • overlay

gameStateEnterLobby

  • init
  • room
  • dailyChallenge
  • regenerateDungeon
  • menu
  • music
  • hud

gameStateLeaveLobby

  • reset
  • room
  • playerAttributes
  • hud

gameStateLevel

  • init
  • currentLevel
  • speedrunTimer
  • replaySave
  • lagLog
  • synchronizer
  • random
  • levelTransition
  • menu
  • turnID
  • stopMusic
  • audioFilter
  • instantReplay
  • cutscene
  • skipLevelExit
  • saveAmbushers
  • noReturn
  • objects
  • clearVisuals
  • resetSounds
  • initPendingObjects
  • resetTeams
  • statusEffects
  • segments
  • tiles
  • resetLevelVariables
  • spawnPlayers
  • level
  • createAmbush
  • lobbyLevel
  • introText
  • gameSession
  • darkness
  • tileVisuals
  • levelBorder
  • tileConnections
  • markers
  • captureAudience
  • descent
  • players
  • spawnDad
  • placePlayers
  • damageCountdown
  • riskShrine
  • paceShrine
  • resetBeatCounter
  • idleSpectate
  • input
  • rhythm
  • music
  • musicLayers
  • priceTags
  • itemPickup
  • tweens
  • grooveChain
  • visibility
  • apparition
  • traps
  • animations
  • attachments
  • turnSync
  • inputLock
  • actionBuffer
  • replayLoad
  • camera
  • minimap
  • regeneration
  • grantInvincibility
  • bossFloor
  • musicChange
  • frame
  • updateSpectatorModeFlag
  • perspective
  • vision
  • levelExit
  • overlay
  • timeScale
  • targeting
  • sounds
  • despawnObjects
  • hud
  • idleOnLevelStart
  • processPendingObjects
  • updateVisualObjects
  • sessionMetadata
  • snapshots
  • tickDelta

gameStateMainMenu

  • lobby
  • lobbyLevel
  • menu
  • music
  • disconnect

gameStatePause

  • menu
  • animations
  • sounds
  • music
  • replay
  • sessionMetadata

gameStateReset

  • init
  • replay
  • resetRunVariables
  • lagLog
  • gameSession
  • dailyChallenge
  • menu
  • lobby
  • currentLevel
  • suppressSounds
  • skipLevelExit
  • objects
  • clearVisuals
  • initPendingObjects
  • tiles
  • players
  • spectator
  • focus
  • turnSync
  • levelTransition
  • actionBuffer
  • levelExit
  • snapshots
  • overlay
  • runState
  • random
  • fastForward
  • synchronizer
  • replayEvents
  • rhythm
  • processPendingObjects
  • unsuppressSounds
  • speedrunTimer
  • sessionMetadata

gameStateStop

  • level
  • players
  • timeScale
  • lagLog

gameStateUnpause

  • menu
  • animations
  • sounds
  • music
  • replay
  • sessionMetadata

generateShopItems

  • all

getIntroText

  • default
  • dancepad
  • story
  • deathless
  • noReturn
  • hard
  • phasing
  • randomizer
  • mystery
  • dailyChallenge

goldenLutePhase

holderApplyDamageImmunity

  • suppressDamage
  • invincibility
  • castSpell
  • flyaway
  • sprite
  • sound
  • consume

holderApplySpellUpgrade

  • all
  • reusable

holderBeginCharge

  • charge
  • rhythm
  • sprite
  • sound

holderBeginSlide

  • itemCancel
  • subBeat
  • sound
  • rhythm
  • sway

holderCheckAbility

  • beatDelayBypass
  • beatDelay
  • preserveBeatDelay
  • stun
  • slide
  • charge
  • autoCast
  • actionDelay
  • ignoreRhythm
  • actionFilter
  • hasActed

holderCheckAttack

  • dwarfism
  • weapon
  • damageModifiers
  • buildElectricityQueue
  • modifyElectricityQueue

holderCheckGrab

  • grabbable
  • conditionalInvincibility
  • performGrab

holderCheckMove

  • frozen
  • descent
  • knockback
  • provokeOnProximity
  • sunken
  • previousPosition
  • windVoice
  • telefrag
  • attackCheck
  • grab
  • unstasisOnCollision
  • attackMove
  • attackCollision
  • attackTween
  • attackTriggers
  • attack
  • attackSound
  • collision
  • stasisOnMove
  • magicTile
  • success
  • failTween
  • tween

holderCheckPurchase

  • multiplier
  • blood
  • consume

holderComputeDamage

  • innateAttack
  • weapon

holderComputeDigStrength

  • innateDigStrength
  • shovel
  • moveOverride
  • charge
  • increaseCapped
  • increase
  • dwarfism
  • confusion
  • fear
  • resistanceUpgrade

holderConfuse

  • confusion
  • ai
  • voice

holderControllerChanged

  • player
  • clearCache
  • persistence
  • ai
  • aggro
  • attackability
  • lobby

holderCurrency

  • forward
  • multiplier
  • flyaway
  • damage
  • counter

holderDealDamage

  • baseMultiplier
  • baseIncrease
  • finalMultiplier
  • penetration
  • knockback
  • freeze
  • sound
  • forward
  • replacementEffects
  • applyDamage

holderDeath

  • dead
  • provoke
  • intangible
  • respawn
  • credit
  • sound
  • crateLootUpgrade
  • gigantismItem
  • gigantismCurrency
  • currencyDrop
  • itemDrop
  • spellcast
  • timeScale
  • runState
  • runSummary
  • tombstone
  • sacrificeShrine
  • existenceChecks
  • kill
  • boss
  • swapEntities
  • descent

holderDelete

  • intangible
  • effects

holderDescentArrive

  • descent
  • targetTurn
  • position
  • positionOffset
  • damageImmunity
  • persistence
  • hover
  • ascent
  • animation
  • collision
  • attackable
  • grooveChain
  • spectator
  • tangible
  • contents
  • damage
  • ambush
  • overlay
  • musicFade

holderDescentBegin

  • dadForward
  • descent
  • exitRequirement
  • duration
  • targetTurn
  • storeCollision
  • tangibility
  • collision
  • interaction
  • targeting
  • grooveChain
  • damageImmunity
  • attackable
  • persistence
  • sound
  • voice
  • overlay
  • music
  • animation
  • hover
  • endAction

holderDescentEnd

  • complete
  • targetTurn
  • ambush
  • intangible
  • hover
  • ascent
  • spectator
  • collectCurrency
  • delete
  • exitLevel

holderDespawn

  • objectRowMap
  • light
  • tileEffects
  • respawn
  • disengage
  • inventory
  • intangible
  • despawnExtras
  • audioLoop
  • spawnCap
  • despawnEntity
  • existenceChecks

holderDig

  • computeStrength
  • multiHit
  • radius
  • spellCondition
  • breakTile
  • spell
  • swipe
  • flyaway
  • consumeKey
  • conditionalInvincibility
  • dash
  • damageIncrease
  • stun
  • sprite
  • sound
  • tween
  • screenShake

holderDirection

  • hasMoved
  • previousPosition
  • delayOffWallMoves
  • actionDelay
  • frozen
  • descent
  • remap
  • moveOverrideGrooveChain
  • moveOverride
  • chargeStart
  • slide
  • preFacing
  • facing
  • confusion
  • attackGrabber
  • stasis
  • unsink
  • item
  • weaponAttack
  • weaponAttackResultOverride
  • castSpellAnimation
  • preDigAmplify
  • dig
  • digEffect
  • amplify
  • moveGrabbed
  • move
  • interact
  • moveOverrideSlide
  • facingLate
  • beatDelay
  • trample
  • spellcast
  • stopMoveOverride
  • hitChain
  • ai
  • parryCooldown
  • grooveChain
  • damageCountdown
  • sound
  • screenShake

holderEarthquake

  • beatDelay
  • provoke
  • health
  • cursedHealth
  • death

holderEndCharge

  • charge
  • rhythm
  • sprite
  • sound
  • stun

holderEndSlide

  • subBeat
  • rhythm
  • sway

holderExitLevel

  • exitFlag
  • damageImmunity
  • grooveChain
  • completeLevel

holderFacing

  • direction
  • shieldDirection
  • sprite
  • spriteCorrection

holderFreeze

  • sprite
  • stackDuration
  • freeze
  • preventActions
  • attackability
  • attachment
  • animation
  • wiredAnimation

holderGetActionItem

  • holster
  • slotItems
  • deploy
  • reload
  • toggle
  • throw
  • activate
  • visualFallback
  • override
  • ignoreActions

holderGetHealthBar

  • cursedHealth
  • health
  • enemyHealth

holderGrab

  • collision
  • move
  • attach
  • rowOrder
  • cast
  • sound
  • grooveChain
  • statusEffects
  • ai
  • health
  • drops
  • animation

holderGrooveChain

  • immunity
  • maximize
  • sound
  • flyaway
  • damage
  • shatter
  • multiplier
  • light
  • sprite

holderGrow

  • resetSize
  • gigantism
  • health
  • turnCounter
  • attackable
  • sprite

holderHeal

  • invincibility
  • sound
  • sprite
  • particles
  • uncurse
  • gluttony
  • maxHealth
  • cursedHealth
  • cursedLimit
  • health
  • overhealConsume
  • overhealRounding
  • overheal
  • rounding
  • limit
  • conditionalDamage
  • end

holderHotTileStep

  • immunity
  • turnCounter
  • idleSound
  • damageSound
  • voice
  • damage

holderIntangible

  • focusedEntities
  • ungrab
  • extras
  • objectMap
  • objectRowMap
  • collision
  • equipment
  • light
  • levelExit
  • existenceChecks
  • targeting
  • character

holderInteract

  • requeue
  • consumeItem
  • priceTag
  • lowPercent
  • activate
  • selfDestruct
  • attack
  • sound
  • graphics
  • tween
  • result

holderKill

  • currencyBase
  • currencyMinimumEarly
  • currencyMultiply
  • extraCurrency
  • currencyMinimum
  • currencyDrop
  • grooveChain
  • damageCountdown
  • cooldownMultiplier
  • cooldown
  • regeneration
  • credit

holderKnockback

  • oncePerFrame
  • freeze
  • move
  • beatDelay

holderMove

  • moveType
  • facing
  • particles
  • autoCollect
  • position
  • tween
  • previousPosition
  • objectMapPre
  • objectMap
  • objectMapPost
  • collision
  • light
  • damage
  • damageLate
  • followers
  • autoDig
  • readTileInfo
  • targeting
  • itemPickup
  • attachments
  • vision
  • stasis
  • tileEffects
  • tileIdle
  • takeCurseDamage
  • tweenOverride
  • redirectMoveOverride
  • redirectCharge
  • spell
  • partial
  • camera
  • focus
  • sound
  • audioLoop
  • hasMoved

holderMoveResult

  • convertSlot
  • animationCycling
  • animation
  • facing
  • trample
  • dig
  • digEffect
  • spellcast
  • autoCast
  • ai
  • facingLate
  • riskDamage
  • grooveChain
  • ranged
  • hitChain
  • beatDelay
  • stopMoveOverride
  • stopCharge
  • currencyDrain
  • itemCombo
  • freeze
  • stasis
  • stun
  • voiceTell
  • moveOnAttack
  • disappearOnCollision
  • convert

holderParry

  • knockback
  • flyaway
  • sound
  • suppressDamage

holderPerformAttack

  • resetKillEffects
  • savePosition
  • inflictDamage
  • processElectricityQueue
  • move
  • throw
  • swipe
  • performAttack
  • conditionalInvincibility
  • killDash

holderPostConvert

  • player
  • objectMap
  • multiTile
  • multiCollision
  • light
  • tileEffects
  • sprite
  • shield
  • ai
  • moveOverride
  • tangible
  • resetFields
  • updateCollision
  • perspective
  • inventory
  • spawnExtras
  • attackability
  • facing
  • beatDelay
  • burrow
  • regenerationKillCounter
  • charge
  • tween
  • rhythm
  • sound

holderPreConvert

  • ungrab
  • objectMap
  • collision
  • light
  • multiTile
  • multiCollision
  • intangible
  • randomizer
  • inventory
  • despawnExtras
  • sound
  • statusEffects
  • slide
  • shield
  • beatDelay
  • regenerationKillCounter

holderProvoke

  • provokable
  • musicLayer
  • voice
  • attackable
  • shieldBreak
  • spell
  • ai
  • fear
  • convert
  • knockback
  • preventActions
  • beatDelay
  • shield
  • startFight
  • boss
  • animation

holderRespawn

  • runSummary
  • respawnFlag
  • killableFlag
  • health
  • tangible

holderReveal

  • apparition
  • sound
  • cooldown
  • trample

holderShrink

  • suppressIfGigantic
  • immunityItem
  • resetSize
  • dwarfism
  • turnCounter
  • flyaway
  • voice
  • sprite

holderSink

  • immunity
  • sound
  • animation
  • sink

holderSongEnd

  • spawnEntity
  • descent
  • damage
  • spell

holderSpawn

  • visibility
  • facing
  • delete
  • darkness
  • attributes
  • position
  • overrides
  • healthBonus
  • homeArea
  • followerCollectGold
  • tangible
  • apparition
  • ai
  • stasis
  • random
  • items
  • markSeen
  • sizeModifier
  • tileEffects
  • sprite
  • label
  • sound
  • audioLoop
  • activationRange
  • spawnExtras
  • lightPosition
  • light
  • collision
  • attackable
  • spell
  • merge
  • upgrade
  • beatDelay
  • objectRowMap

holderSpecialAction

  • hasMoved
  • slide
  • slideSubBeat
  • actionDelay
  • tween
  • idle
  • custom
  • innate
  • bomb
  • holster
  • item
  • reload
  • toggle
  • throw
  • despawn
  • animation
  • faceTarget
  • beatDelay
  • ai
  • moveOverride
  • damageCountdown
  • grooveChain
  • previousPosition

holderSpectate

  • checkDescent
  • player
  • spectator
  • intangible
  • descent

holderStasis

  • attackability
  • healthBar
  • ai
  • sprite
  • voice

holderTakeDamage

  • immunity
  • conditionalInvincibility
  • suppressTypedEarly
  • parry
  • invincibility
  • grantInvincibility
  • setKnockback
  • suppressTypedLate
  • barrier
  • suppressFirst
  • suppressEarly
  • suppressLate
  • suppressLast
  • increase
  • shieldDirection
  • shieldBypass
  • shieldBreak
  • shield
  • shieldDodge
  • shieldEffect
  • sizeModifiers
  • dwarfism
  • armor
  • armorLate
  • amplify
  • gigantism
  • freeze
  • vulnerability
  • armorMinimumDamage
  • painShrine
  • thaw
  • provoke
  • shatter
  • moveOverride
  • startCharge
  • redirectCharge
  • health
  • cursedHealth
  • healthConvert
  • grooveChain
  • sprite
  • audioFilter
  • revive
  • castOnLethalHit
  • sound
  • audioLoopStart
  • audioLoopTarget
  • screenFlash
  • healthBar
  • target
  • ai
  • conditionalDamage
  • death
  • swapEntities
  • spell
  • knockback
  • shieldSetBeatDelay
  • spellLate
  • tween
  • screenShake

holderTangible

  • focusedEntities
  • extras
  • objectMap
  • objectRowMap
  • collision
  • equipment
  • light
  • levelExit
  • targeting
  • apparition
  • tileEffects
  • sprite
  • facing
  • followerCollectGold

holderTeamChange

  • team
  • targeting
  • bossMinion

holderTickle

  • dropCurrency
  • dropItems
  • grooveChain
  • killCredit
  • damage

holderTileChange

  • transformationTimer
  • tileEffects
  • despawn
  • wireVisibility
  • sound

holderTryCollectItem

  • checkItem
  • requiredComponent
  • cursedSlot
  • itemBans
  • checkSlotReplacable
  • priceTag
  • ignoreSingleChoice
  • blockDuplicates
  • holster
  • lowPercent
  • add
  • pickupEffects

holderUnconfuse

  • boss
  • confusion
  • ai
  • deaggro

holderUnfreeze

  • thaw
  • attachment
  • attackability

holderUngrab

  • detach
  • rowOrder
  • collision
  • statusEffects
  • ai
  • health
  • drops

holderUngrow

  • resetSize
  • health
  • turnCounter
  • attackable
  • sprite

holderUnshrink

  • resetSize
  • turnCounter
  • voice
  • sprite

holderUnsink

  • immunity
  • sound
  • animation
  • unsink
  • tile

holderUnspectate

  • checkDescent
  • ascent
  • player
  • spectator
  • descent
  • tangible
  • move

holderUpdateAttackability

  • initialize
  • stasis
  • provokable
  • gigantism
  • freeze
  • item
  • descent
  • boss
  • controllable
  • finalize

holderUpdateCollision

  • item
  • noPlayerCollision
  • descent
  • setMask

holderUpdateEquipmentSprite

  • items
  • itemsLate
  • apply

holderUpdatePerspective

  • tileVision
  • brightnessRate
  • objectVision
  • visionRadius
  • targetPointer
  • label

holderUpdateRhythm

  • ignore
  • ignoreTemporarily
  • autoPlay
  • subdivision
  • subdivisionItem
  • spectator
  • respawnPending
  • musicChange

holderUpdateScale

  • multiply
  • sprite
  • shadow

holderUpdateTangibility

  • descent
  • spectator
  • killable
  • item
  • apparition
  • follower

holderUpdateTextLabel

  • entityLookup
  • localizable
  • apply

holderUpdateWireLevel

  • tileWire
  • tileWireImmunity
  • itemWire
  • conditionalDamage
  • convert
  • beatDelay
  • animation
  • save
  • wiredShield

holderVocalize

  • deduplicationID
  • gigantism
  • dwarfism
  • omnipresentVoice
  • subtitles
  • sound

inventoryAddItem

  • holster
  • computeIndices
  • dropSlot
  • attach
  • unmap
  • attachSlot
  • collect
  • equip
  • light
  • sprite
  • animation

inventoryCheckEquip

  • itemSlotUser
  • tangible

inventoryCollectItem

  • boss
  • arena
  • singleChoice
  • markSeen
  • despawnPriceTag
  • convert
  • damage
  • wire
  • damageCountdown
  • grantExtra
  • currency
  • apparition
  • sound
  • flyaway
  • consume
  • duping
  • holderSprite

inventoryDetachItem

  • detach
  • detachSlot
  • remove
  • unequip
  • light
  • sprite

inventoryDropItem

  • detach
  • position
  • dropContent
  • detachSlot
  • sprite
  • remove

inventoryEquipItem

  • equip
  • eventCache
  • wire
  • dwarfism
  • light
  • apparition
  • perspective
  • attackable
  • conditionalDamage
  • health
  • healthLate
  • regenKillCount
  • holderSprite
  • freeze
  • sprite
  • collision
  • dropContent

inventoryHUDRegister

  • registerGroup
  • registerSlot

inventoryHUDRenderSlot

  • dimensions
  • cooldownOpacity
  • opacity
  • item
  • overlay
  • spellCooldowns
  • regenKillCount
  • ammoCount
  • stackQuantity
  • keyBindings
  • slotImage
  • labels

inventorySlotCapacity

inventoryStackItem

  • stack
  • collect
  • convert
  • despawn

inventoryUnequipItem

  • unequip
  • eventCache
  • wire
  • light
  • perspective
  • attackable
  • health
  • regenKillCount
  • holderSprite
  • sprite
  • convert
  • suppress
  • resetItem
  • dropContent
  • collision

invokeLater

ipcMessageReceived

itemActivate

  • combo
  • weapon
  • toggle
  • holster
  • hopInPlace
  • screenFlash
  • damage
  • conditionalDamage
  • conditionalDigStrength
  • spell
  • consume
  • sound

itemBanCheck

  • component
  • undroppable
  • slot
  • initialInventory

itemConsume

  • maxHealth
  • heal
  • cursedHealth
  • damageCountdown
  • perspective
  • rhythm
  • currency
  • stack
  • flyaway
  • sound
  • drop
  • convert
  • destroy
  • holderSprite

levelComplete

  • dad
  • cutscene
  • pendingDelays
  • speedrunTimer
  • deathless
  • winScreen
  • nextLevel
  • notifyHost

levelGenerate

levelLoad

  • currentLevel
  • characterOverrides
  • random
  • runState
  • levelBounds
  • tileMap
  • levelBorder
  • areas
  • segments
  • markers
  • tileConnections
  • entities
  • initialItems
  • extraEntities
  • boss
  • music
  • training

lightSourceUpdate

  • setHolder
  • old
  • activation
  • position
  • holdable
  • grooveChain
  • despawn
  • darkness
  • new
  • shadow

loadVirtualResource

lobbyGenerate

  • illuminate
  • trainingRooms
  • lockDoors
  • lockStairs
  • shops

lobbyUpdatePlayers

  • players
  • spectators

localCoopPlayerAdded

  • cache
  • lobby
  • spectator

localCoopPlayerRemoved

  • cache

menu

modLoaded

  • scriptProvider
  • settings
  • images

modPortalDownloadCompleted

  • mods
  • menu
  • modUpdate

modPortalReady

  • menu
  • modUpdate

modUnloaded

  • preUnload
  • resources
  • scriptProvider
  • settings
  • images

modsChanged

  • updateModList
  • autoReload
  • settings

musicLayersUpdateVolume

  • reset
  • main
  • entityProximity
  • tileProximity
  • boss
  • preBossEffect
  • musicChange

musicPlay

  • musicLayers
  • audioFilter
  • playAudio
  • beatmap

musicStop

  • beatmap

musicTrack

  • variant
  • zone
  • boss
  • special
  • extraLayers
  • lipsync

networkModMismatch

  • menu

networkModUpdate

  • menu

nextPhase

  • refillHealth
  • teleport
  • boss
  • spawn
  • sound

objectApplyDamageImmunity

  • suppressDamage
  • invincibility
  • castSpell
  • flyaway
  • sprite
  • sound
  • consume

objectApplySpellUpgrade

  • all
  • reusable

objectBeginCharge

  • charge
  • rhythm
  • sprite
  • sound

objectBeginSlide

  • itemCancel
  • subBeat
  • sound
  • rhythm
  • sway

objectCheckAbility

  • beatDelayBypass
  • beatDelay
  • preserveBeatDelay
  • stun
  • slide
  • charge
  • autoCast
  • actionDelay
  • ignoreRhythm
  • actionFilter
  • hasActed

objectCheckAttack

  • dwarfism
  • weapon
  • damageModifiers
  • buildElectricityQueue
  • modifyElectricityQueue

objectCheckGrab

  • grabbable
  • conditionalInvincibility
  • performGrab

objectCheckMove

  • frozen
  • descent
  • knockback
  • provokeOnProximity
  • sunken
  • previousPosition
  • windVoice
  • telefrag
  • attackCheck
  • grab
  • unstasisOnCollision
  • attackMove
  • attackCollision
  • attackTween
  • attackTriggers
  • attack
  • attackSound
  • collision
  • stasisOnMove
  • magicTile
  • success
  • failTween
  • tween

objectCheckPurchase

  • multiplier
  • blood
  • consume

objectComputeDamage

  • innateAttack
  • weapon

objectComputeDigStrength

  • innateDigStrength
  • shovel
  • moveOverride
  • charge
  • increaseCapped
  • increase
  • dwarfism
  • confusion
  • fear
  • resistanceUpgrade

objectConfuse

  • confusion
  • ai
  • voice

objectControllerChanged

  • player
  • clearCache
  • persistence
  • ai
  • aggro
  • attackability
  • lobby

objectCurrency

  • forward
  • multiplier
  • flyaway
  • damage
  • counter

objectDealDamage

  • baseMultiplier
  • baseIncrease
  • finalMultiplier
  • penetration
  • knockback
  • freeze
  • sound
  • forward
  • replacementEffects
  • applyDamage

objectDeath

  • dead
  • provoke
  • intangible
  • respawn
  • credit
  • sound
  • crateLootUpgrade
  • gigantismItem
  • gigantismCurrency
  • currencyDrop
  • itemDrop
  • spellcast
  • timeScale
  • runState
  • runSummary
  • tombstone
  • sacrificeShrine
  • existenceChecks
  • kill
  • boss
  • swapEntities
  • descent

objectDelete

  • intangible
  • effects

objectDescentArrive

  • descent
  • targetTurn
  • position
  • positionOffset
  • damageImmunity
  • persistence
  • hover
  • ascent
  • animation
  • collision
  • attackable
  • grooveChain
  • spectator
  • tangible
  • contents
  • damage
  • ambush
  • overlay
  • musicFade

objectDescentBegin

  • dadForward
  • descent
  • exitRequirement
  • duration
  • targetTurn
  • storeCollision
  • tangibility
  • collision
  • interaction
  • targeting
  • grooveChain
  • damageImmunity
  • attackable
  • persistence
  • sound
  • voice
  • overlay
  • music
  • animation
  • hover
  • endAction

objectDescentEnd

  • complete
  • targetTurn
  • ambush
  • intangible
  • hover
  • ascent
  • spectator
  • collectCurrency
  • delete
  • exitLevel

objectDespawn

  • objectRowMap
  • light
  • tileEffects
  • respawn
  • disengage
  • inventory
  • intangible
  • despawnExtras
  • audioLoop
  • spawnCap
  • despawnEntity
  • existenceChecks

objectDig

  • computeStrength
  • multiHit
  • radius
  • spellCondition
  • breakTile
  • spell
  • swipe
  • flyaway
  • consumeKey
  • conditionalInvincibility
  • dash
  • damageIncrease
  • stun
  • sprite
  • sound
  • tween
  • screenShake

objectDirection

  • hasMoved
  • previousPosition
  • delayOffWallMoves
  • actionDelay
  • frozen
  • descent
  • remap
  • moveOverrideGrooveChain
  • moveOverride
  • chargeStart
  • slide
  • preFacing
  • facing
  • confusion
  • attackGrabber
  • stasis
  • unsink
  • item
  • weaponAttack
  • weaponAttackResultOverride
  • castSpellAnimation
  • preDigAmplify
  • dig
  • digEffect
  • amplify
  • moveGrabbed
  • move
  • interact
  • moveOverrideSlide
  • facingLate
  • beatDelay
  • trample
  • spellcast
  • stopMoveOverride
  • hitChain
  • ai
  • parryCooldown
  • grooveChain
  • damageCountdown
  • sound
  • screenShake

objectEarthquake

  • beatDelay
  • provoke
  • health
  • cursedHealth
  • death

objectEndCharge

  • charge
  • rhythm
  • sprite
  • sound
  • stun

objectEndSlide

  • subBeat
  • rhythm
  • sway

objectExitLevel

  • exitFlag
  • damageImmunity
  • grooveChain
  • completeLevel

objectFacing

  • direction
  • shieldDirection
  • sprite
  • spriteCorrection

objectFreeze

  • sprite
  • stackDuration
  • freeze
  • preventActions
  • attackability
  • attachment
  • animation
  • wiredAnimation

objectGetActionItem

  • holster
  • slotItems
  • deploy
  • reload
  • toggle
  • throw
  • activate
  • visualFallback
  • override
  • ignoreActions

objectGetHealthBar

  • cursedHealth
  • health
  • enemyHealth

objectGrab

  • collision
  • move
  • attach
  • rowOrder
  • cast
  • sound
  • grooveChain
  • statusEffects
  • ai
  • health
  • drops
  • animation

objectGrooveChain

  • immunity
  • maximize
  • sound
  • flyaway
  • damage
  • shatter
  • multiplier
  • light
  • sprite

objectGrow

  • resetSize
  • gigantism
  • health
  • turnCounter
  • attackable
  • sprite

objectHeal

  • invincibility
  • sound
  • sprite
  • particles
  • uncurse
  • gluttony
  • maxHealth
  • cursedHealth
  • cursedLimit
  • health
  • overhealConsume
  • overhealRounding
  • overheal
  • rounding
  • limit
  • conditionalDamage
  • end

objectHotTileStep

  • immunity
  • turnCounter
  • idleSound
  • damageSound
  • voice
  • damage

objectIntangible

  • focusedEntities
  • ungrab
  • extras
  • objectMap
  • objectRowMap
  • collision
  • equipment
  • light
  • levelExit
  • existenceChecks
  • targeting
  • character

objectInteract

  • requeue
  • consumeItem
  • priceTag
  • lowPercent
  • activate
  • selfDestruct
  • attack
  • sound
  • graphics
  • tween
  • result

objectKill

  • currencyBase
  • currencyMinimumEarly
  • currencyMultiply
  • extraCurrency
  • currencyMinimum
  • currencyDrop
  • grooveChain
  • damageCountdown
  • cooldownMultiplier
  • cooldown
  • regeneration
  • credit

objectKnockback

  • oncePerFrame
  • freeze
  • move
  • beatDelay

objectMove

  • moveType
  • facing
  • particles
  • autoCollect
  • position
  • tween
  • previousPosition
  • objectMapPre
  • objectMap
  • objectMapPost
  • collision
  • light
  • damage
  • damageLate
  • followers
  • autoDig
  • readTileInfo
  • targeting
  • itemPickup
  • attachments
  • vision
  • stasis
  • tileEffects
  • tileIdle
  • takeCurseDamage
  • tweenOverride
  • redirectMoveOverride
  • redirectCharge
  • spell
  • partial
  • camera
  • focus
  • sound
  • audioLoop
  • hasMoved

objectMoveResult

  • convertSlot
  • animationCycling
  • animation
  • facing
  • trample
  • dig
  • digEffect
  • spellcast
  • autoCast
  • ai
  • facingLate
  • riskDamage
  • grooveChain
  • ranged
  • hitChain
  • beatDelay
  • stopMoveOverride
  • stopCharge
  • currencyDrain
  • itemCombo
  • freeze
  • stasis
  • stun
  • voiceTell
  • moveOnAttack
  • disappearOnCollision
  • convert

objectParry

  • knockback
  • flyaway
  • sound
  • suppressDamage

objectPerformAttack

  • resetKillEffects
  • savePosition
  • inflictDamage
  • processElectricityQueue
  • move
  • throw
  • swipe
  • performAttack
  • conditionalInvincibility
  • killDash

objectPostConvert

  • player
  • objectMap
  • multiTile
  • multiCollision
  • light
  • tileEffects
  • sprite
  • shield
  • ai
  • moveOverride
  • tangible
  • resetFields
  • updateCollision
  • perspective
  • inventory
  • spawnExtras
  • attackability
  • facing
  • beatDelay
  • burrow
  • regenerationKillCounter
  • charge
  • tween
  • rhythm
  • sound

objectPreConvert

  • ungrab
  • objectMap
  • collision
  • light
  • multiTile
  • multiCollision
  • intangible
  • randomizer
  • inventory
  • despawnExtras
  • sound
  • statusEffects
  • slide
  • shield
  • beatDelay
  • regenerationKillCounter

objectProvoke

  • provokable
  • musicLayer
  • voice
  • attackable
  • shieldBreak
  • spell
  • ai
  • fear
  • convert
  • knockback
  • preventActions
  • beatDelay
  • shield
  • startFight
  • boss
  • animation

objectRespawn

  • runSummary
  • respawnFlag
  • killableFlag
  • health
  • tangible

objectReveal

  • apparition
  • sound
  • cooldown
  • trample

objectShrink

  • suppressIfGigantic
  • immunityItem
  • resetSize
  • dwarfism
  • turnCounter
  • flyaway
  • voice
  • sprite

objectSink

  • immunity
  • sound
  • animation
  • sink

objectSongEnd

  • spawnEntity
  • descent
  • damage
  • spell

objectSpawn

  • visibility
  • facing
  • delete
  • darkness
  • attributes
  • position
  • overrides
  • healthBonus
  • homeArea
  • followerCollectGold
  • tangible
  • apparition
  • ai
  • stasis
  • random
  • items
  • markSeen
  • sizeModifier
  • tileEffects
  • sprite
  • label
  • sound
  • audioLoop
  • activationRange
  • spawnExtras
  • lightPosition
  • light
  • collision
  • attackable
  • spell
  • merge
  • upgrade
  • beatDelay
  • objectRowMap

objectSpecialAction

  • hasMoved
  • slide
  • slideSubBeat
  • actionDelay
  • tween
  • idle
  • custom
  • innate
  • bomb
  • holster
  • item
  • reload
  • toggle
  • throw
  • despawn
  • animation
  • faceTarget
  • beatDelay
  • ai
  • moveOverride
  • damageCountdown
  • grooveChain
  • previousPosition

objectSpectate

  • checkDescent
  • player
  • spectator
  • intangible
  • descent

objectStasis

  • attackability
  • healthBar
  • ai
  • sprite
  • voice

objectTakeDamage

  • immunity
  • conditionalInvincibility
  • suppressTypedEarly
  • parry
  • invincibility
  • grantInvincibility
  • setKnockback
  • suppressTypedLate
  • barrier
  • suppressFirst
  • suppressEarly
  • suppressLate
  • suppressLast
  • increase
  • shieldDirection
  • shieldBypass
  • shieldBreak
  • shield
  • shieldDodge
  • shieldEffect
  • sizeModifiers
  • dwarfism
  • armor
  • armorLate
  • amplify
  • gigantism
  • freeze
  • vulnerability
  • armorMinimumDamage
  • painShrine
  • thaw
  • provoke
  • shatter
  • moveOverride
  • startCharge
  • redirectCharge
  • health
  • cursedHealth
  • healthConvert
  • grooveChain
  • sprite
  • audioFilter
  • revive
  • castOnLethalHit
  • sound
  • audioLoopStart
  • audioLoopTarget
  • screenFlash
  • healthBar
  • target
  • ai
  • conditionalDamage
  • death
  • swapEntities
  • spell
  • knockback
  • shieldSetBeatDelay
  • spellLate
  • tween
  • screenShake

objectTangible

  • focusedEntities
  • extras
  • objectMap
  • objectRowMap
  • collision
  • equipment
  • light
  • levelExit
  • targeting
  • apparition
  • tileEffects
  • sprite
  • facing
  • followerCollectGold

objectTeamChange

  • team
  • targeting
  • bossMinion

objectTickle

  • dropCurrency
  • dropItems
  • grooveChain
  • killCredit
  • damage

objectTileChange

  • transformationTimer
  • tileEffects
  • despawn
  • wireVisibility
  • sound

objectTryCollectItem

  • checkItem
  • requiredComponent
  • cursedSlot
  • itemBans
  • checkSlotReplacable
  • priceTag
  • ignoreSingleChoice
  • blockDuplicates
  • holster
  • lowPercent
  • add
  • pickupEffects

objectUnconfuse

  • boss
  • confusion
  • ai
  • deaggro

objectUnfreeze

  • thaw
  • attachment
  • attackability

objectUngrab

  • detach
  • rowOrder
  • collision
  • statusEffects
  • ai
  • health
  • drops

objectUngrow

  • resetSize
  • health
  • turnCounter
  • attackable
  • sprite

objectUnshrink

  • resetSize
  • turnCounter
  • voice
  • sprite

objectUnsink

  • immunity
  • sound
  • animation
  • unsink
  • tile

objectUnspectate

  • checkDescent
  • ascent
  • player
  • spectator
  • descent
  • tangible
  • move

objectUpdateAttackability

  • initialize
  • stasis
  • provokable
  • gigantism
  • freeze
  • item
  • descent
  • boss
  • controllable
  • finalize

objectUpdateCollision

  • item
  • noPlayerCollision
  • descent
  • setMask

objectUpdateEquipmentSprite

  • items
  • itemsLate
  • apply

objectUpdatePerspective

  • tileVision
  • brightnessRate
  • objectVision
  • visionRadius
  • targetPointer
  • label

objectUpdateRhythm

  • ignore
  • ignoreTemporarily
  • autoPlay
  • subdivision
  • subdivisionItem
  • spectator
  • respawnPending
  • musicChange

objectUpdateScale

  • multiply
  • sprite
  • shadow

objectUpdateTangibility

  • descent
  • spectator
  • killable
  • item
  • apparition
  • follower

objectUpdateTextLabel

  • entityLookup
  • localizable
  • apply

objectUpdateWireLevel

  • tileWire
  • tileWireImmunity
  • itemWire
  • conditionalDamage
  • convert
  • beatDelay
  • animation
  • save
  • wiredShield

objectVocalize

  • deduplicationID
  • gigantism
  • dwarfism
  • omnipresentVoice
  • subtitles
  • sound

particle

perspectiveUpdated

  • vision
  • visibility
  • targetPointer

pickupEffects

  • sound
  • flyaway
  • animation
  • limit

preAI

  • boss
  • dodge
  • remap
  • target
  • aiChange
  • startCharge
  • confusion
  • moveRestriction
  • attackWhenPossible
  • parryCounterAttack
  • beatDelay
  • moveOverride
  • charge
  • actionDelay
  • specialAction
  • fear
  • facing
  • idleOnStealth

priceTagCheck

  • checkPurchaseOnBuyer
  • invertMultiplier
  • ignoreMultiplier
  • currency
  • health
  • shoplifting

priceTagFail

  • sound
  • flyaway

priceTagPay

  • consume
  • shoplifting
  • currency
  • health
  • unlock
  • multiplyCost
  • sound
  • flyaway

priceTagUpdate

  • shopkeeper

render

  • initLegacyGraphics
  • perspective
  • animationTimer
  • camera
  • moveAnimations
  • spriteAnimations
  • spriteEffects
  • spriteDependencies
  • floors
  • wires
  • walls
  • decals
  • shadows
  • worldLabels
  • priceTags
  • tells
  • swipesBack
  • particlesBack
  • rowMap
  • objects
  • contents
  • itemLabels
  • itemStackSizes
  • hintLabels
  • secretShopLabels
  • swipes
  • healthBars
  • playerNames
  • inputLock
  • flyaways
  • particlesFront
  • particles
  • endLegacyGraphics
  • overlayBack
  • hud
  • textOverlay
  • overlayFront
  • overlay

renderEffects

  • opacity
  • fade
  • tileBrightness
  • hover
  • wallOffset
  • blink
  • scale
  • freeze
  • sink
  • descent
  • sway
  • vibrate
  • spriteCorrection

renderGlobalHUD

  • beatBars
  • heartbeat
  • minimap
  • players
  • grooveChain
  • winCount
  • timer
  • levelCounter
  • targetPointer
  • subtitles
  • runSummary
  • spectator
  • textOverlay
  • bossSplash
  • playerList
  • network

renderLayers

  • background
  • walls
  • entities
  • sort
  • render

renderPartial

  • camera
  • beatBars
  • vertexBuffers
  • display
  • time

renderPlayerHUD

  • currency
  • healthBar
  • spells
  • charms
  • equipment
  • grooveChain
  • heartbeatIndicator
  • damageCountdown

renderPlayerListEntry

  • spectator
  • head
  • sprite
  • inputLock
  • nameColor
  • name
  • localCoop
  • ping

renderUI

  • initializeBuffers
  • clear
  • fastForward
  • pause
  • renderGame
  • winScreen
  • lobby
  • cutscene
  • subtitles
  • menu
  • menuOverlay
  • lowPercent
  • chat
  • countdown
  • keyRebinder
  • debugOverlay
  • finalizeBuffers
  • errorOverlay

replayEnd

  • settings
  • mods

replaySeek

  • renderPartial
  • animationTimer
  • sound
  • turn
  • soundEnd
  • camera
  • vision
  • visualUpdate

replayStart

  • init

resourceLoaded

runSettingsInit

  • randomizer
  • uploadSettings

runStateInit

  • levelGeneration
  • seenBosses
  • seenItems
  • extraModes

serverChangeGameState

  • timestamp
  • random
  • room
  • inputLock
  • replay
  • actionBuffer
  • snapshotCache
  • characters
  • fastForward
  • broadcast
  • steam

serverChangeMaxPlayers

  • steam

serverChangePlayerID

  • localCoop
  • storeHost
  • room
  • playerList
  • messages
  • assignHost
  • restoreLocalCoop

serverChat

  • target
  • broadcast

serverCheckLogIn

  • version
  • playerCount
  • gameState
  • username

serverCheckPlayerRetention

  • room

serverConnect

  • banList
  • accept
  • localCoop

serverConsoleCommand

serverCreateRoom

  • room
  • actionBuffer
  • gameState

serverDeleteRoom

  • players
  • room
  • actionBuffer
  • snapshotCache

serverDisconnect

  • inputLock
  • localCoop
  • chat
  • room
  • playerList

serverEnterRoom

  • localCoop
  • playerList
  • roomPacket
  • roomPlayerList
  • roomAttributes
  • host
  • gameState
  • resources
  • fastForward

serverLeaveRoom

  • localCoop
  • action
  • roomPacket
  • roomPlayerList
  • roomAttributes
  • playerList
  • resources
  • assignHost
  • fastForward

serverLogIn

  • sendPlayerID
  • logInFlag
  • playerList
  • username
  • room
  • chat

serverMessage

serverReset

  • socket
  • playerList
  • inputLock
  • resources
  • rooms
  • actionBuffer
  • steam
  • clock
  • fastForward
  • snapshotRequest

serverResourceLoaded

serverStart

  • reset
  • socket

serverStop

  • reset

serverTick

  • conductor
  • socket
  • inputLock
  • latency
  • steam

shopkeeperTransaction

  • checkItemBan
  • checkItem
  • setPrice
  • checkPrice
  • spawnItem
  • payPrice
  • deleteItem
  • teleportClient
  • sound
  • flyaway
  • pushBack

shrine

snapshotDrop

  • entities
  • objectMap
  • preprocessGlobals
  • globals
  • postprocessGlobals
  • clearCache
  • remote

snapshotLoad

  • entities
  • objectMap
  • preprocessGlobals
  • globals
  • postprocessGlobals
  • clearCache
  • remote

snapshotResync

  • clearCache
  • labels
  • sprites
  • spriteOverrides

snapshotSave

  • entities
  • objectMap
  • preprocessGlobals
  • globals
  • postprocessGlobals
  • clearCache
  • remote

soundPlay

  • soundGroup
  • attributes
  • roomPitch
  • noiseControl
  • addPending
  • referenceID
  • play

soundReplay

  • volume
  • rollback

spellCheck

  • flags
  • targets
  • items
  • health
  • limit

spellInit

  • multicast
  • direction
  • chaincast
  • offset
  • targeting
  • targetFiltering

spellItemActivate

  • upgrade
  • externalUpgrade
  • killCooldown
  • timeCooldown
  • direction
  • voice
  • cast
  • bloodMagic
  • sprite

spellItemCooldown

  • kills
  • time
  • bloodMagic
  • base

spellTeleportFilter

  • entityProximity
  • collision

spellTeleportTarget

  • marker
  • home
  • segment
  • shop
  • row
  • ignore
  • distance
  • shuffle

spellcast

  • despawnCaster
  • transform
  • screenFlashTargets
  • destroyItems
  • destroyTraps
  • convertTiles
  • destroyWalls
  • spawnEntity
  • grantCurrency
  • convertItems
  • knockback
  • inflictDamage
  • createWalls
  • inflictEarthquake
  • destroyWire
  • shrine
  • apparition
  • reveal
  • aggro
  • healThreshold
  • heal
  • statusEffects
  • modifySize
  • teleport
  • descent
  • suppress
  • sound
  • graphics
  • screenFlash
  • processPendingConversions

startup

  • lookupTables
  • mountResources
  • config
  • window
  • savefileImport
  • modPath
  • dlc
  • modDLC
  • modUpdate
  • mods
  • gameContent
  • preload
  • keyConfig
  • hud
  • gameState
  • tileMap
  • objectMap
  • collision
  • vision
  • server
  • autoJoin

swipe

systemExit

  • exit

taggedSettingChanged

textPoolUpdate

  • init
  • register
  • finalize

tick

  • config
  • renderPartial
  • gameContent
  • debugKeys
  • windowSize
  • windowFocus
  • invokeLater
  • keyRebinder
  • levelGenerator
  • levelTransition
  • preload
  • lazyLoadResources
  • modPortal
  • modUpdate
  • networkMods
  • networkClient
  • networkGameState
  • snapshotRequest
  • synchronizer
  • networkServer
  • gameSession
  • musicTime
  • beatmapSkip
  • fastForward
  • replayPlayer
  • turnSync
  • rhythm
  • songEnd
  • multiKeyCombo
  • inputControls
  • cutscene
  • bossSplash
  • customHotkeys
  • input
  • replayControls
  • runSummary
  • idleSpectate
  • spectator
  • playerFocus
  • instantReplay
  • animationTimer
  • pendingDelays
  • rollback
  • turn
  • updateVisualObjects
  • inputLock
  • segmentVisibility
  • visibility
  • minimap
  • gameOver
  • chat
  • menu
  • hud
  • lobby
  • lobbyLevel
  • countdown
  • swipes
  • flyaway
  • sound
  • music
  • audioFilter
  • beatBarsCleanup
  • overlay
  • perspective
  • vision
  • lagLog

tileChange

  • tileMap
  • vision
  • collision
  • entityEvents
  • transformation
  • targetPointer
  • grass
  • wire

tileDig

  • multiHit
  • sound
  • setTileType
  • digChain
  • unreveal
  • drops
  • digEntity
  • doorHinges
  • travelRune

tileMapSizeChange

  • segments
  • tileMap
  • vision
  • light
  • tileVisuals
  • digMultiHit
  • minimap
  • objectMap
  • collision
  • targetPointer

tileSchemaBuild

  • init
  • modify
  • finalize

tileSchemaProcess

  • generate
  • validate
  • load

tileSchemaUpdate

  • visuals
  • tileMap

tilesetSchemaBuild

  • init
  • modify

translationTemplateGenerate

  • entities
  • settings
  • textPool

trapTrigger

  • clientTrigger
  • damage
  • grooveChain
  • moveDirection
  • move
  • magicTile
  • spell
  • scatter
  • timeScale
  • descend
  • bloodSprite
  • animation
  • flyaway
  • sound
  • targetFlags
  • arm
  • firstTimeFlag
  • convert
  • crush
  • delete

turn

  • lagLogBegin
  • saveSnapshot
  • actionMap
  • soundRollback
  • animationTimer
  • initPendingObjects
  • spawnPlayers
  • checkAbilities
  • updateTempoTraps
  • targeting
  • pendingTraps
  • pendingDelays
  • resetAnimations
  • invincibility
  • spectator
  • customActions
  • missedBeat
  • startCharge
  • controlDad
  • playerActions
  • apparitions
  • releasePickupLimits
  • frame1
  • bossSplash
  • bossFight
  • freezeTickDown
  • freeze
  • stun
  • preAIActions
  • aiActions
  • postAIActions
  • floorHazards
  • endSecretRoomFight
  • descent
  • levelExit
  • firepigs
  • voiceTriggers
  • traps
  • lobbyLevel
  • trapConversions
  • autoRotate
  • descendItems
  • beatDelay
  • beatCounter
  • castOnBeatCounter
  • unsuppressItemPickup
  • statusEffects
  • currencyDrain
  • damageCountdown
  • nextTurnEffect
  • priceTags
  • itemPickup
  • updateItems
  • frame2
  • applyPickupLimits
  • sleepWhileUnprovoked
  • despawnNecrodancerTraps
  • songEnd
  • levelComplete
  • updateAttachments
  • startAnimations
  • updateVisualObjects
  • updateVisualObjectsLate
  • minimap
  • voiceEnemyProximity
  • rhythm
  • musicLayers
  • despawnObjects
  • processPendingObjects
  • perspective
  • checksum
  • synchronizer
  • lagLogEnd
  • turnID

updateAudioFilter

  • character
  • bossFight
  • preBossEffect

updateFocusedEntities

  • spectatorTargets
  • localPlayers
  • localDads
  • removeIntangible

updateTargets

  • cachePositions
  • preActivatePlayers
  • preActivateDads
  • globalActivation
  • targetPlayer
  • targetHostile
  • targetCaster
  • activation
  • boss
  • actionDelay

updateVisuals

  • equipmentSpriteRow
  • targetProximityFadeEffect
  • equipmentSpriteReset
  • equipmentSprite
  • grooveChainSprite
  • trapVisuals
  • vibrate
  • segmentVisibility
  • visionRadius
  • visibility
  • minimap
  • spriteCorrection
  • animationFreeze
  • musicLayers
  • boss
  • clearCaches

visibility

  • visibleWhenRevealed
  • visibleByProximity
  • hiddenUntilProximity
  • silhouetteDefault
  • visibleByPerspective
  • silhouetteShadowed
  • unsilhouetteByPerspective
  • silhouetteByPerspective
  • hiddenByPickupSuppression
  • hiddenByTileBrightness
  • hideEntities
  • hiddenByClientState
  • visibilityCopyFromParent
  • segmentVisibility
  • renderRadius
  • unsilhouetteIntangible
  • visibilityNoReturn
  • fullyVisible
  • healthBarVisibility
  • rowMap

weaponAttack

  • normalPattern
  • loadedPattern
  • throw
  • throwCancel
  • collision
  • pattern
  • dash
  • swipe
  • loadedAttack
  • throwAttack
  • throwEffect
  • knockback
  • beatDelay
  • parry
  • spell
  • tickle
  • modifySwipe
  • sound
  • screenFlash
  • noDamage

windowFocusChanged

  • music
  • mods

windowSizeChanged

  • menu
  • camera
generated by LDoc 1.4.6