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Adding other data to be pulled from the API #1

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@AshodinVenteal

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!

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