Boss Scene Object Functions

Return to Functions

ObjEnemyBossScene_Create

    Return Type:
        real

Creates a Boss Scene object and returns its ID.

ObjEnemyBossScene_Regist

    Arguments:
        1) real: objectID

Starts the specified boss scene.

ObjEnemyBossScene_Add

    Arguments:
        1) real: objectID
        2) real: phaseStep
        3) string: pathScript

Adds the specified script to the boss scene at the specified phase.

ObjEnemyBossScene_LoadInThread

    Arguments:
        1) real: objectID
    Return Type:
        real

Compiles all the enemy scripts in the boss scene and initializes global variables.

As the length of compile time cannot be guaranteed, initialize all global variables besides constants in @Initialize.

ObjEnemyBossScene_GetInfo

    Arguments:
        1) real: objectID
        2) real const: infoType
    Return Type:
        varies

Returns info about the boss scene object based on the given info type constant.

Available info types are:

INFO_IS_SPELL - Returns true if a spell card is active
INFO_IS_LAST_SPELL - Returns true if the Last Spell is active
INFO_IS_DURABLE_SPELL - Returns true in the case of a survival spell
INFO_IS_LAST_STEP - Returns true when the last spell is active
INFO_TIMER - Returns the timer value in seconds
INFO_TIMERF - Returns the timer value in frames (returns -1 if unlimited)
INFO_ORGTIMERF - Returns the original timer value in frames (returns -1 if unlimited)
INFO_SPELL_SCORE - Returns the score of the spell card
INFO_REMAIN_STEP_COUNT - Returns the number of steps remaining in the active boss scene
INFO_ACTIVE_STEP_LIFE_COUNT - Returns the amount of attacks of the enemy for the active step
INFO_ACTIVE_STEP_TOTAL_MAX_LIFE - Returns the initial life of the enemy for the active step
INFO_ACTIVE_STEP_TOTAL_LIFE - Returns the total remaining life for the active step
INFO_PLAYER_SHOOTDOWN_COUNT - Returns the amount of times the player died during the spell
INFO_PLAYER_SPELL_COUNT - Returns the amount of times the player bombed during the spell
INFO_ACTIVE_STEP_LIFE_RATE_LIST - Returns an array containing the proportion (0-1) of each attacks's amount of life in the active step
INFO_CURRENT_LIFE - Returns the current life of the enemy in the current attack
INFO_CURRENT_LIFE_MAX - Returns the maximum life of the enemy in the current attack
With regards to the step info types, step refers to the individual sections specified in the ObjEnemyBossScene_Add function's second argument.
For each script (referred to as an attack here) you load into the step, you increase the step life count of that specific step by 1.

ObjEnemyBossScene_SetSpellTimer

    Arguments:
        1) real: objectID
        2) real: timer

Sets the timer (in frames) of the current boss scene.

ObjEnemyBossScene_StartSpell

    Arguments:
        1) real: objectID
        2) real: timer

Starts the boss spell card of the current boss scene.