Arguments: 1) real const: itemType 2) real: x 3) real: y 4) real: score Return Type: real
Creates an item of the provided itemType and score value at the specified x and y coordinates. Also returns its object ID.
Falling speeds can be tuned with the following functions:
itemType can be one of the following:
DS_ITEM_1UP and DS_ITEM_1UP_S (lives) DS_ITEM_SPELL and DS_ITEM_SPELL_S (bombs) DS_ITEM_POINT and DS_ITEM_POINT_S (points) DS_ITEM_POWER and DS_ITEM_POWER_S (power) DS_ITEM_USER (user-defined).
The types ending in '_S' will create a smaller version of the specified item.
Note: If either of the given coordinates are NULL_POS, the item will not be created.
Arguments: 1) real const: itemType 2) real: x 3) real: y 4) real: xDest 5) real: yDest 6) real: score Return Type: real
Creates an item of the provided itemType and score value at the specified x and y coordinates that moves to the provided x and y destination coordinates before falling down. Also returns its object ID.
Falling speeds can be tuned with the following functions:
itemType can be one of the following:
DS_ITEM_1UP and DS_ITEM_1UP_S (lives) DS_ITEM_SPELL and DS_ITEM_SPELL_S (bombs) DS_ITEM_POINT and DS_ITEM_POINT_S (points) DS_ITEM_POWER and DS_ITEM_POWER_S (power) DS_ITEM_USER (user-defined).
The types ending in '_S' will create a smaller version of the specified item.
Note: If either of the given coordinates are NULL_POS, the item will not be created.
Arguments: 1) real: itemID 2) real: x 3) real: y 4) real: score Return Type: real
Creates a user-defined item with the provided item ID and score value at the specified x and y coordinates. Also returns its object ID.
Falling speeds can be tuned with the following functions:
Note: If either of the given coordinates are NULL_POS, the item will not be created.
Arguments: 1) real: itemID 2) real: x 3) real: y 4) real: xDest 5) real: yDest 6) real: score Return Type: real
Creates a user-defined item with the provided item ID and score value at the specified x and y coordinates that moves to the provided x and y destination coordinates before falling. Also returns its object ID.
Falling speeds can be tuned with the following functions:
Note: If either of the given coordinates are NULL_POS, the item will not be created.
Arguments: 1) real: itemID 2) real: x 3) real: y 4) real: score Return Type: real
Creates a user-defined item at the specified point.
Uses official Touhou-style item movement (acceleration-based).
Falling speeds can be tuned with the following functions:
Note: If either of the given coordinates are NULL_POS, the item will not be created.
Arguments: 1) real: score 2) real: x 3) real: y Return Type: real
Creates a score digit item object at the specified point.
These are pseudo-items that are normally spawned on collection when ObjItem_SetRenderScoreEnable is set to true.
They are used for displaying digits representing the score and move upwards while fading out.
Note: This function existed in vanilla ph3, but was never documented.
Arguments: 1) real: x 2) real: y 3) real: radius Return Type: real array
Returns the object IDs of the items inside the given circle in an array.
Arguments: 1) real: x 2) real: y 3) real: radius 4) real: itemType Return Type: real array
Returns the object IDs of the items inside the given circle with the specified itemType in an array.
Arguments: 1) real: left 2) real: top 3) real: right 4) real: bottom
Sets at what point items will be automatically deleted when leaving the STG screen.
Defaults to (64, UNCAPPED_MAX, 64, 64).
Makes all items fly towards the player.
Arguments: 1) real: itemType Return Type:
Makes all items of the specified type fly toward the player.
itemType can be one of the following:
DS_ITEM_1UP and DS_ITEM_1UP_S (lives) DS_ITEM_SPELL and DS_ITEM_SPELL_S (bombs) DS_ITEM_POINT and DS_ITEM_POINT_S (points) DS_ITEM_POWER and DS_ITEM_POWER_S (power) DS_ITEM_USER (user-defined).
The types ending in '_S' will create a smaller version of the specified item.
Arguments: 1) real: x 2) real: y 3) real: radius
Makes all items within the circle fly toward the player.
Cancels any items that were currently moving to the player for collection.
Note: This function only works for items collected by the player auto item collection line (SetPlayerAutoItemCollectLine).
Arguments: 1) string: path
Starts the script at the provided path for processing user-defined items.
Arguments: 1) bool: enable
Sets whether or not to create the default autocollected bullet delete items when bullets are deleted to items.
True will create the items, false will not.
The default value is true.
Arguments: 1) string: pathTexture
Sets the texture to use for built-in item score rendering.
These are the digits shown when ObjItem_SetRenderScoreEnable is set to true.
Arguments: 1) real const: blendType
Sets the blend type to use for built-in item score rendering.
These are the digits shown when ObjItem_SetRenderScoreEnable is set to true.
Arguments: 1) real: x 2) real: y
Sets the origin point of the first digit source rectangle (top-left corner).
These are the digits shown when ObjItem_SetRenderScoreEnable is set to true.
Arguments: 1) real: width 2) real: height
Sets the width and height of each digit source rectangle.
These are the digits shown when ObjItem_SetRenderScoreEnable is set to true.
Arguments: 1) real: scaleX 2) real: scaleY
Sets the scale that the digits should be rendered with.
These are the digits shown when ObjItem_SetRenderScoreEnable is set to true.
Arguments: 1) string: path Return Type: bool
Loads the specified item data and returns true if successful.
Can be called any amount of times, but currently existing IDs will be replaced by new ones of the same value.
You may not use the same file twice in this function; to do so, see ReloadItemData.
Arguments: 1) string: path Return Type: bool
Reloads the specified item data and returns true if successful.
Can be called any amount of times, but currently existing IDs will be replaced by new ones of the same value.
You do not need to use LoadItemData before using this function.