When inspecting the API, a few more exposed data points would be helpful for producing robust MOD connections:
The biggest helpful additions would be:
OnEntityDamaged / AfterDamageApplied
Include attacker handle, target handle, damage amount, weapon/source/contact kind, and whether the source was basic attack or alternate attack (charged or otherwise for various weapons).
Active enemy/entity iteration
Handles, type/hash/name, alive flag, enemy/player/projectile flags, position, velocity, facing, room membership.
Entity combat state
Current/max HP, hurt flash state, hurt palette, invuln frames, knockback/hitstun.
Entity visual anchor info
Sprite bounds, current animation/frame, world center, draw layer/depth
Attached world VFX
SpawnEffectAttached(entity, assetPath, offset, layer) or DrawSpriteAttached(...) with alpha/frame/scale/palette controls.
HUD anchor info
Current enemy health bar target and health bar screen rect
Room/area metadata
Current room asset path/hash/area name, plus expected spawn/enemy list. GetRoomIndex helps, but name/path/profile would be better.
Thanks!
When inspecting the API, a few more exposed data points would be helpful for producing robust MOD connections:
The biggest helpful additions would be:
OnEntityDamaged/AfterDamageAppliedInclude attacker handle, target handle, damage amount, weapon/source/contact kind, and whether the source was basic attack or alternate attack (charged or otherwise for various weapons).
Active enemy/entity iterationHandles, type/hash/name, alive flag, enemy/player/projectile flags, position, velocity, facing, room membership.
Entity combat stateCurrent/max HP, hurt flash state, hurt palette, invuln frames, knockback/hitstun.
Entity visual anchor infoSprite bounds, current animation/frame, world center, draw layer/depth
Attached world VFXSpawnEffectAttached(entity, assetPath, offset, layer) or DrawSpriteAttached(...) with alpha/frame/scale/palette controls.
HUD anchor infoCurrent enemy health bar target and health bar screen rect
Room/area metadataCurrent room asset path/hash/area name, plus expected spawn/enemy list. GetRoomIndex helps, but name/path/profile would be better.
Thanks!