/** EntityType.FAMILIAR (3), FamiliarVariant.LOST_SOUL (211). */
export declare enum LostSoulState {
    ALIVE = 1,
    DEAD = 4
}
/** For `EntityType.FAMINE` (63). */
export declare enum FamineState {
    MOVE = 4,
    HORIZONTAL_CHARGE = 8,
    /**
     * Famine always remains in this phase while in phase 2, regardless of whether he is moving around
     * or shooting tears.
     */
    PHASE_2 = 9,
    /** The non-champion version will summon Pooters. */
    SUMMON = 13
}
/** For `EntityType.PESTILENCE` (64). */
export declare enum PestilenceState {
    MOVE = 4,
    ATTACK_IPECAC = 8,
    /**
     * The non-champion version will summon Chargers or Spitties in phase 1 and Attack Flies in phase
     * 2.
     */
    SUMMON = 13
}
/** For `EntityType.WAR` (65), `WarVariant.WAR (0). */
export declare enum WarState {
    MOVE = 4,
    JUMP_AND_SPAWN_TROLL_BOMBS = 6,
    HORIZONTAL_CHARGE = 9
}
/** For `EntityType.WAR` (65), `WarVariant.CONQUEST (1). */
export declare enum ConquestState {
    MOVE = 4,
    JUMP_AND_SPAWN_BEAMS = 6,
    TEAR_ATTACK = 8,
    HORIZONTAL_CHARGE = 9
}
/** For `EntityType.WAR` (65), `WarVariant.WAR_WITHOUT_HORSE (2). */
export declare enum WarWithoutHorseState {
    MOVE = 4,
    SIT = 8
}
/** For `EntityType.DEATH` (66). */
export declare enum DeathState {
    APPEAR = 1,
    SCYTHE_APPEAR = 3,
    MOVE = 4,
    JUMP_OFF_HORSE = 7,
    SLOW_ATTACK = 8,
    SUMMON_KNIGHTS = 13,
    SUMMON_SCYTHES = 14
}
/** For `EntityType.DADDY_LONG_LEGS` (101). */
export declare enum DaddyLongLegsState {
    /** Used at the end of the sequence of single stomp attacks. */
    SLAM_WITH_PROJECTILE_BURST = 4,
    /**
     * This is used for both the single stomp attack and the multi-stomp attack.
     *
     * When doing the multi-stomp attack, the main entity will go to state 9 and the child entities
     * will have state 7.
     */
    STOMP_ATTACK_LEG = 7,
    SPITTING_SPIDERS_ATTACK = 8,
    MULTI_STOMP_ATTACK_MAIN = 9
}
/** For `EntityType.BIG_HORN` (411), `BigHornVariant.BIG_HORN` (0). */
export declare enum BigHornState {
    IDLE = 3,
    HEAD_GOING_UP_OR_GOING_DOWN_INTO_HOLE = 4,
    HAND_GOING_DOWN_INTO_HOLE = 5,
    HAND_SLAM_ATTACK = 8,
    /**
     * This is used for all types of Troll Bomb attacks. Troll Bombs can randomly be Mega Troll Bombs
     * or Hot Bombs.
     */
    HAND_THROW_TROLL_BOMB_ATTACK = 9,
    HAND_THROW_TRIPLE_TROLL_BOMB_ATTACK = 10,
    /**
     * This is used for the attack where he spits out 1 ball, spits out 2 balls, and spits out 3
     * balls.
     */
    HEAD_BALL_ATTACK = 13
}
/** For `EntityType.REAP_CREEP` (900). */
export declare enum ReapCreepState {
    CRAWLING_FROM_SIDE_TO_SIDE = 3,
    JUMPING_TO_TOP_WALL = 6,
    WALL_SLAM_ATTACK = 7,
    PROJECTILE_SPIT_LINE_ATTACK = 8,
    PROJECTILE_SPIT_BURST_ATTACK = 9,
    /** This is used for both the single fat Brimstone attack and the quad-beam Brimstone attack. */
    BRIMSTONE_ATTACK = 10,
    SPAWNING_WALL_SPIDERS = 13,
    SPAWNING_SPIDERS = 14,
    /**
     * There are three phases, so Reap Creep will enter this state while going from phase 1 to phase 2
     * and when going from phase 2 to phase 3.
     */
    TRANSFORMING_TO_NEXT_PHASE = 16
}
/** For `EntityType.COLOSTOMIA` (917). */
export declare enum ColostomiaState {
    IDLE_PHASE_1 = 3,
    IDLE_PHASE_2 = 4,
    JUMP_ATTACK_WITH_PROJECTILE_SPLASH = 6,
    CHARGE_SLIDE = 8,
    SPIT_POOP_BOMB = 9,
    SPIT_TWO_POOP_BOMBS = 10,
    FART_ATTACK = 11,
    TRANSITION_TO_PHASE_2 = 16
}
/** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREED` (0). */
export declare enum UltraGreedState {
    HANGING = 2,
    IDLE = 3,
    MOVE = 4,
    GOLD_STATUE_BREAKING_OUT = 16,
    EYES_SPINNING = 100,
    /** This creates Keepers (i.e. Greed Heads). */
    STOMPING = 200,
    BLOCKING_WITH_ARMS = 400,
    SPIN_ATTACK = 510,
    SHOOT_4_COINS = 600,
    DYING = 9000,
    /**
     * He only goes to this state on Greed Mode when the fight is completed. On Greedier Mode, this
     * state will never be entered, and he will instead go to state
     * `UltraGreedState.GOLD_STATUE_BREAKING_OUT` (16).
     */
    GOLD_STATUE = 9001
}
/** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREEDIER` (1). */
export declare enum UltraGreedierState {
    IDLE = 3,
    MOVE = 4,
    JUMP = 6,
    /** This creates bomb coins. */
    STOMPING = 200,
    SHOOT_4_COINS = 600,
    FIST_POUND = 700,
    FIST_POUND_TRIPLE = 710,
    DYING = 9000,
    POST_EXPLOSION = 9001
}
//# sourceMappingURL=npcStates.d.ts.map