Ends the package script.
Called only once before the start of a stage.
Calling performs the initial processing for the stage.
Called only once at the end of a stage.
Calling ends the stage processing and defines the end point of replays.
Note: throws an error if the stage script is not yet closed.
Starts the stage script.
Arguments: 1) real: stageIndex
Defines the index of the stage to be started next.
The value does not need to be sequential.
Specifying an already specified index results in an error.
Arguments: 1) string: pathScript
Defines the stage script to be started next.
Arguments: 1) string: pathScript
Defines the player script to be used in the stage.
This player must have been declared in the #Player header.
Arguments: 1) string: pathReplay
Runs the stage script once with the replay replaying all virtual key presses (including player shots, movement, etc).
Can only be called after InitializeStageScene.
Since the replay file holds information for each stage, in a multi-stage replay, you can begin playback from a middle stage without having to start from the first stage.
Return Type: const real
Returns status information about the currently running stage script.
Defaults to -1 if there is no status information to report.
Possible return values:
STAGE_STATE_FINISHED - whether the stage is finished or not
Return Type: real const
Returns a constant value representing the reason the stage was finished.
Possible return values:
0 - This is the default return value if none of the others are returned (unsure if safe to expect) STAGE_RESULT_CLEARED - Stage was cleared STAGE_RESULT_PLAYER_DOWN - Ran out of lives STAGE_RESULT_BREAK_OFF - Ended prematurely; was terminated by the player
Arguments: 1) bool: bPause
Pauses or resumes the stage script.
This function also notifies either the EV_PAUSE_ENTER
or EV_PAUSE_LEAVE
event for every running script.
Exits out of the currently running stage.
This function will additionally set the stage result to RESULT_BREAK_OFF
Arguments: 1) string: pathData Returns: bool: bSucceeded
Preloads and caches the player shot data at the given path.
Returns true if loading was successful, otherwise returns false.
Arguments: 1) string: pathData Returns: bool: bSucceeded
Preloads and caches the enemy shot data at the given path.
Returns true if loading was successful, otherwise returns false.
Arguments: 1) string: pathData Returns: bool: bSucceeded
Preloads and caches the item data at the given path.
Returns true if loading was successful, otherwise returns false.
Return Type: string array
Returns an array of the player scripts available in the /script/player/ folder.
Return Type: real
Returns the number of player scripts available in the /script/player/ folder.
Arguments: 1) real: playerScriptIndex 2) real const: infoType Return Type: varies
Returns various information about the player script based on the given info type constant.
Available info types are:
INFO_SCRIPT_PATH (string): Script path INFO_SCRIPT_ID (string): The player script's #ID INFO_SCRIPT_TITLE (string): The player script's #Title INFO_SCRIPT_TEXT (string): The player script's #Text INFO_SCRIPT_IMAGE (string): The player script's #Image INFO_SCRIPT_REPLAY_NAME (string): The player script's #ReplayName
Loads a list of the available replays for the current script.
Loads a list of indices for the current script's available replays.
Arguments: 1) real: replayIndex Return Type: bool
Returns true or false depending on the index chosen is valid to be used in GetReplayInfo.
Arguments: 1) real: replayIndex 2) real const: infoType Return Type: varies
Returns various information about the replay with the given index based on the given info type constant.
Available info types are:
REPLAY_FILE_PATH - string: (replay file path) REPLAY_DATE_TIME - string: (date and time at which the replay was saved) REPLAY_USER_NAME - string: (player's name) REPLAY_TOTAL_SCORE - real: (final score) REPLAY_FPS_AVERAGE - real: (average framerate) REPLAY_PLAYER_NAME - string: (player script name) REPLAY_STAGE_INDEX_LIST - real array: (list of stage indices that the replay used) REPLAY_STAGE_START_SCORE_LIST - real array: (List of score indices at the start of each stage (the order of the stage indices is from REPLAY_STAGE_INDEX_LIST)) REPLAY_STAGE_LAST_SCORE_LIST - real array: (List of score indices at the end of each stage (the order of the stage indices is from REPLAY_STAGE_INDEX_LIST)) REPLAY_COMMENT - string: (comment set arbitrarily using SetReplayInfo)
Arguments: 1) real const: infoType 2) any: data Return Type: varies
Sets the replay information.
Available info types are:
REPLAY_COMMENT - string: an arbitrary comment held by the replay.
Arguments: 1) real: replayIndex 2) string: key Return Type: varies
Returns the replay data associated with the given replay index and key.
This is an undocumented vanilla dnh function and has not been tested.
Note: Might crash if the key does not exist.
Arguments: 1) string: key 2) any: value
Maps the given key to the given value for the replay data.
This is an undocumented vanilla dnh function and has not been tested.
Arguments: 1) real: replayIndex 2) string: key Return Type: bool
Checks whether the given replay index has a key-value pair for the given key and returns true if it does.
This is an undocumented vanilla dnh function and has not been tested.
Arguments: 1) real: replayIndex Return Type: bool
Saves a replay to the specified replay index.
Returns true if successful, otherwise false.