Arguments: 1) real const: objectType Return Type: real
Creates an enemy object of the specified type and returns its ID.
Object types are:
OBJ_ENEMY OBJ_ENEMY_BOSS
In order to draw the enemy object and have it listed as an existing enemy, you have to register it using ObjEnemy_Regist.
If you want to create a boss enemy object, you have to create a boss scene object first.
Arguments: 1) real: objectID
Activates the specified enemy object.
Enemy objects cannot be utilized until this functions is called.
Arguments: 1) real: objectID 2) bool: bAutoDelete
Enables or disables auto-deletion of the enemy object when outside of horizontal and vertical boundaries set by SetEnemyAutoDeleteClip.
Equivalent to setting ObjEnemy_SetAutoDeleteHorizontal and ObjEnemy_SetAutoDeleteVertical to true.
Defaults to false (unlike shot objects).
Arguments: 1) real: objectID 2) bool: bAutoDelete
Enables or disables auto-deletion of the enemy object when outside of the left and right boundaries set by SetEnemyAutoDeleteClip.
Defaults to false.
Arguments: 1) real: objectID 2) bool: bAutoDelete
Enables or disables auto-deletion of the enemy object when outside of the top and bottom boundaries set by SetEnemyAutoDeleteClip.
Defaults to false.
Arguments: 1) real: objectID 2) real: frames
Deletes the enemy object after the specified number of frames.
Arguments: 1) real: objectID 2) real: frames
Sets the number of frames for enemy invincibility.
Intersections will still be processed, but no damage will be dealt. (ObjEnemy_GetShotHitCount can return non-zero during invincibility)
Arguments: 1) real: objectID Returns: real: invincibilityFrames
Returns the number of frames during which the enemy is invincible.
Arguments: 1) real: objectID 2) real const: infoType Return Type: varies
Returns info about the enemy object based on the given infoType constant.
Info types are:
INFO_LIFE - Returns the life points of the enemy (real) INFO_DAMAGE_RATE_SHOT - Returns the damage rate percentage of normal player shots set by ObjEnemy_SetDamageRate (real: 1-100) INFO_DAMAGE_RATE_SPELL - Returns the damage rate percentage of player bombs set by ObjEnemy_SetDamageRate (real: 1-100) INFO_SHOT_HIT_COUNT - Returns the amount of times the enemy was hit by player bullets in the previous frame (real)
Arguments: 1) real: objectID Return Type: real
Returns the life of the enemy object.
Arguments: 1) real: objectID Return Type: real
Returns the maximum life of the enemy object.
Arguments: 1) real: objectID Return Type: real
Returns the previous frame life of the enemy object.
Arguments: 1) real: objectID Return Type: real
Returns the damage rate percentage of normal player shots set by ObjEnemy_SetDamageRate.
Arguments: 1) real: objectID Return Type: real
Returns the damage rate percentage of player bombs set by ObjEnemy_SetDamageRate.
Arguments: 1) real: objectID Return Type: real
Returns the maximum damage per frame set by ObjEnemy_SetMaximumDamage.
Arguments: 1) real: objectID Return Type: real
Returns the amount of times the enemy was hit by player bullets in the previous frame.
Arguments: 1) real: objectID Return Type: real
Returns the amount of frames the enemy object has existed for.
Arguments: 1) real: objectID 2) real: life
Sets the amount of life for the enemy object.
Arguments: 1) real: objectID 2) real: lifeToAdd
Adds the amount of life points to the enemy object's current life.
Arguments: 1) real: objectID 2) real: lifeToAdd
Adds life to the enemy object with respect to the enemy object's maximum damage.
Negative value (damaging) will count towards the maximum damage as if getting hit by a player shot.
Positive value (healing) will reduce the damage count and allow more damage to be dealt in the frame equal to how much the healing was.
Arguments: 1) real: objectID 2) real: shotDamageRate 3) real: spellDamageRate
Sets the damage rate of the player's attacks against the specified enemy.
Setting to 0 will cause the enemy to take no damage, 100 is the default (100%) value.
Values above 100 are possible.
Values below 0 are also possible, but may cause the boss health to overflow.
Arguments: 1) real: objectID 2) real: maximumDamage
Sets the maximum amount of damage that the enemy object can receive through normal means in a single frame.
Default value is uncapped.
Arguments: 1) real: objectID 2) real: x 3) real: y 4) real: radius
Sets the position and size of the enemy hitbox.
Any collision with player shots or spells with the circle will damage the enemy.
Note: This function must be called every frame to maintain the collision.
Arguments: 1) real: objectID 2) real: x 3) real: y 4) real: radius
Sets the enemy hitbox for player collision.
Any collision with the circle will kill the player.
Note: This function must be called every frame to maintain the collision.
Arguments: 1) real: objectID 2) real: radius
Automatically sets the radius of the enemy-to-shot intersection circle each frame.
The position of the circle will be the enemy's current position.
Arguments: 1) real: objectID 2) real: radius
Automatically sets the radius of the enemy-to-player intersection circle each frame.
The position of the circle will be the enemy's current position.
Arguments: 1) real: objectID 2) bool: bEnable
If set to false, the following functions will not include the specified enemy object's hitboxes:
- GetEnemyIntersectionPosition - GetEnemyIntersectionPositionByIdA1 - GetEnemyIntersectionPositionByIdA2 - GetAllEnemyIntersectionPosition - GetNearestEnemyIntersectionIdA1 - GetNearestEnemyIntersectionIdA2
Arguments: 1) real: objectID 2) function: deathFunc
Calls the given function when the enemy reaches zero life.