Return Type: real
Returns the boss scene object ID or ID_INVALID when not in a boss scene.
Return Type: real array
Returns an array consisting of the object ID of the boss present on the screen.
Return Type: real array
Returns an array consisting of the object ID of every enemy present on the screen.
Return Type: real array
Returns an array consisting of the object ID of all enemies with a registered hitbox to player shots (via ObjEnemy_SetIntersectionCircleToShot()).
Return Type: 2D real array
Returns the position of all enemies for which collision detection is true (currently intersecting) as a 2D array.
Return format is [index][<x coordinate, y coordinate>].
Arguments: 1) x 2) y 3) acquisitionValue Return Type: 2D real array
Returns the enemy intersection position around the given position with acquisitionValue priority as a 2D array.
Return format is [index][<x coordinate, y coordinate>].
The first possible acquisition value (index 0) corresponds to the nearest enemy to the provided x and y coordinates.
Arguments: 1) real: enemyObjectID Return Type: 2D real array
Returns all collision detection positions of the specified enemy as a 2D array.
Return format is [index][<x coordinate, y coordinate>].
Arguments: 1) real: enemyObjectID 2) real: x 3) real: y Return Type: 2D real array
Returns all collision detection positions of the specified enemy closest to the given coordinates as a 2D array.
Return format is [index][<x coordinate, y coordinate>].
The first index (index 0) corresponds to the nearest intersection position from the provided x and y coordinates.
Arguments: 1) real: x 2) real: y Return Type: real
Returns the nearest enemy object ID to the given coordinates with intersection enabled.
Arguments: 1) string: path Return Type: bool
Loads specified shot data file and returns true if successful.
Files with the same name can only be loaded once.
Arguments: 1) string: path Return Type: bool
Reloads specified shot data file.
Unlike LoadEnemyShotData, this function can load the same file several times.
You can also (re)load a file that has not been loaded by LoadEnemyShotData.