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en.mob.boss.KingsHand

en.mob.boss.KingsHand

Inherits from: en.mob.Boss

Fields

NameType
stompStartF64
stompLeftF64
stompRightF64
stompYI32
combatPhaseI32
lastActionshl.types.ArrayObj
actionen.mob.boss.KHAction
curActionTimeFF64
shieldChargeCptI32
bossRushModifiersVirtual[chargeChainAttack, enabled, hasShockers, stompChain, stompChainNumber, tougherElitePhase]
headPointtool.FPoint
playZonelevel.Platform
scarftool.ScarfManager
sbFxlibs.heaps.slib.HSpriteBatch
Virtual[type, isAlive, applyBossRushModifier]
static__clidI32
staticcreateFun
static__eclidshl.types.ArrayBytes_Int

Protos

  • f@10468 init(en.mob.boss.KingsHand) → Void
  • f@10469 initSpeechDeck(en.mob.boss.KingsHand) → Void
  • f@10470 say(en.mob.boss.KingsHand, String, Null, Null, Null) → Void
  • f@10471 canBeGrabbedByHomunculus(en.mob.boss.KingsHand) → Bool
  • f@10472 setAction(en.mob.boss.KingsHand, en.mob.boss.KHAction) → Void
  • f@10473 resetAction(en.mob.boss.KingsHand) → Void
  • f@10474 inCombat(en.mob.boss.KingsHand) → Bool
  • f@10475 initGfx(en.mob.boss.KingsHand) → Void
  • f@10476 initScarf(en.mob.boss.KingsHand) → Void
  • f@10477 initSkills(en.mob.boss.KingsHand) → Void
  • f@10478 globalStomp(en.mob.boss.KingsHand, Virtual[allowInAir, allowSameSkillNearby, breachResistance, charge, chargeAnim, chargeAnimSpd, coolDown, disableAnnounceFx, execAnim, execAnimSpd, fxId, hitFrame, id, ignoreGlobalCD, lockAiAfter, manual, power, props, radius, sfxCharge, sfxHit, sfxRelease], F64, F64, I32, I32) → Void
  • f@10479 createAllies(en.mob.boss.KingsHand) → Void
  • f@10480 onReload(en.mob.boss.KingsHand) → Void
  • f@10481 get_shootX(en.mob.boss.KingsHand) → F64
  • f@10482 get_shootY(en.mob.boss.KingsHand) → F64
  • f@10483 get_headX(en.mob.boss.KingsHand) → F64
  • f@10484 get_headY(en.mob.boss.KingsHand) → F64
  • f@10485 delayedHit(en.mob.boss.KingsHand, tool.skill.OldMobSkill, tool.Area, Fun, F64) → Void
  • f@10486 pushScarf(en.mob.boss.KingsHand, F64) → Void
  • f@10487 dispose(en.mob.boss.KingsHand) → Void
  • f@10488 createAlly(en.mob.boss.KingsHand, String, String, Null) → en.Mob
  • f@10489 queueAttack(en.mob.boss.KingsHand, tool.skill.OldMobSkill, Bool, Null) → Void
  • f@10490 applyAttackResult(en.mob.boss.KingsHand, tool.atk.AttackData) → Void
  • f@10491 forceIntoPlayZone(en.mob.boss.KingsHand, Null) → Void
  • f@10492 tryToPreventDeath(en.mob.boss.KingsHand, tool.atk.AttackData, F64) → Bool
  • f@10493 secureEnvironment(en.mob.boss.KingsHand) → Void
  • f@10494 onDie(en.mob.boss.KingsHand) → Void
  • f@10495 setTopFloorState(en.mob.boss.KingsHand, Bool) → Void
  • f@10496 setSideFloorState(en.mob.boss.KingsHand, Bool) → Void
  • f@10497 setSpikesState(en.mob.boss.KingsHand, Bool) → Void
  • f@10498 grenadeTrack(en.mob.boss.KingsHand, tool.FPoint) → Void
  • f@10499 grenadeExplosion(en.mob.boss.KingsHand, Virtual[allowInAir, allowSameSkillNearby, breachResistance, charge, chargeAnim, chargeAnimSpd, coolDown, disableAnnounceFx, execAnim, execAnimSpd, fxId, hitFrame, id, ignoreGlobalCD, lockAiAfter, manual, power, props, radius, sfxCharge, sfxHit, sfxRelease], en.Grenade, F64) → Void
  • f@10500 behaviourAi(en.mob.boss.KingsHand) → Void
  • f@10501 chooseAction(en.mob.boss.KingsHand, Ref) → Void
  • f@10502 doActionAi(en.mob.boss.KingsHand) → Void
  • f@10503 getAffectResist(en.mob.boss.KingsHand, Null) → F64
  • f@10504 stompHit(en.mob.boss.KingsHand, Virtual[allowInAir, allowSameSkillNearby, breachResistance, charge, chargeAnim, chargeAnimSpd, coolDown, disableAnnounceFx, execAnim, execAnimSpd, fxId, hitFrame, id, ignoreGlobalCD, lockAiAfter, manual, power, props, radius, sfxCharge, sfxHit, sfxRelease], F64, I32) → Void
  • f@10505 onLand(en.mob.boss.KingsHand, F64) → Void
  • f@10506 beforeRender(en.mob.boss.KingsHand) → Void
  • f@10507 preUpdate(en.mob.boss.KingsHand) → Void
  • f@10508 postUpdate(en.mob.boss.KingsHand) → Void
  • f@10509 onElitesDone(en.mob.boss.KingsHand) → Void
  • f@10510 nextPhase(en.mob.boss.KingsHand) → Void
  • f@10511 fixedUpdate(en.mob.boss.KingsHand) → Void
  • f@10512 applyBossRushModifier(en.mob.boss.KingsHand, Virtual[buff, cd, charge, delay, extraAtk, extraMob0, extraMob1, heal, invincibility, lock, max, mul, speed, teleportExit]) → Void
  • f@10513 giveHeads(en.mob.boss.KingsHand) → Void
  • f@10514 disposeGfx(en.mob.boss.KingsHand) → Void
  • f@10515 getCLID(en.mob.boss.KingsHand) → I32
  • f@10516 serialize(en.mob.boss.KingsHand, hxbit.Serializer) → Void
  • f@10517 getSerializeSchema(en.mob.boss.KingsHand) → hxbit.Schema
  • f@10518 unserializeInit(en.mob.boss.KingsHand) → Void
  • f@10519 unserialize(en.mob.boss.KingsHand, hxbit.Serializer) → Void
  • f@10520 getEntityCLIDS(en.mob.boss.KingsHand) → hl.types.ArrayBytes_Int

Bindings

  • static f@10522 __constructor__(en.mob.boss.KingsHand, pr.Level, I32, I32, I32, I32) → Void
  • static f@10521 create(pr.Level, I32, I32, I32, I32) → en.mob.boss.KingsHand