Return Type: real
Creates a Boss Scene object and returns its ID.
Arguments: 1) real: objectID
Starts the specified boss scene.
Arguments: 1) real: objectID 2) real: phaseStep 3) string: pathScript
Adds the specified script to the boss scene at the specified phase.
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.
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.
Arguments: 1) real: objectID 2) real: timer
Sets the timer (in frames) of the current boss scene.
Arguments: 1) real: objectID 2) real: timer
Starts the boss spell card of the current boss scene.