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- let ThisEnemy;
- @Initialize {
- ThisEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS); ObjEnemy_Regist(ThisEnemy);
- DeleteShotAll(TYPE_ALL, TYPE_ITEM);
- }
- @MainLoop {
- yield;
- }
- // Motion functions
- function SetX(x) { ObjMove_SetX(ThisEnemy,x); }
- function SetY(y) { ObjMove_SetY(ThisEnemy,y); }
- function SetXY(x,y) { ObjMove_SetPosition(ThisEnemy,x,y); }
- function SetSpeed(v) { ObjMove_SetSpeed(ThisEnemy, v); }
- function SetAngle(ang) { ObjMove_SetAngle(ThisEnemy, ang); }
- function GetX(x) { return ObjMove_GetX(ThisEnemy); }
- function GetY(y) { return ObjMove_GetY(ThisEnemy); }
- function GetSpeed(v) { return ObjMove_GetSpeed(ThisEnemy); }
- function GetAngle(ang) { return ObjMove_GetAngle(ThisEnemy); }
- function SetMovePosition01(newX, newY, v) { ObjMove_SetDestAtSpeed(ThisEnemy, newX, newY, v); }
- function SetMovePosition02(newX, newY, f) { ObjMove_SetDestAtFrame(ThisEnemy, newX, newY, f); }
- function SetMovePosition03(newX, newY, wht, maxV) { ObjMove_SetDestAtWeight(ThisEnemy, newX, newY, wht, maxV); }
- function SetPlayerX(x) { ObjMove_SetX(GetPlayerObjectID,x); }
- function SetPlayerY(y) { ObjMove_SetY(GetPlayerObjectID,y); }
- // Bullet functions
- function CreateShot01(x,y,v,ang,graphic,delay) { CreateShotA1(x,y,v,ang,graphic,delay); }
- function CreateShot02(x,y,v,ang,vAcc,v2,graphic,delay) { CreateShotA2(x,y,v,ang,vAcc,v2,graphic,delay); }
- function CreateLaser01(x,y,v,ang,l,w,graphic,delay) { CreateLooseLaserA1(x,y,v,ang,l,w,graphic,delay); }
- function CreateLaserS01(x,y,ang,l,w,deletetime,graphic,delay) { CreateStraightLaserA1(x,y,ang,l,w,deletetime,graphic,delay); }
- function SetShotData01(objID,frame,v,ang,angVel,vAcc,v2,graphic) { ObjMove_AddPatternA3(objID,frame,v,ang,vAcc,angVel,v2,graphic) }
- // Math functions
- //function logBASE(base,in) { return ((log10(in))/(log10(base))) }
- function randint(min,max) { return trunc(rand(min,max)) }
- //function trunc(num) { return truncate(num) }
- function abs(num) { return absolute(num) }
- // Info functions
- function GetLife { return ObjEnemy_GetInfo(ThisEnemy, INFO_LIFE) }
- function OnEnemySpell { return ObjEnemy_GetInfo(ThisEnemy, INFO_IS_SPELL) }
- function OnEnemyLastSpell { return ObjEnemy_GetInfo(ThisEnemy, INFO_IS_LAST_SPELL) }
- function OnEnemySurvivalSpell { return ObjEnemy_GetInfo(ThisEnemy, INFO_IS_DURABLE_SPELL) }
- function OnEnemyLastLife { return ObjEnemy_GetInfo(ThisEnemy, INFO_IS_LAST_STEP) }
- function GetTimer { return ObjEnemy_GetInfo(ThisEnemy, INFO_TIMER) }
- function GetTimerInFrames { return ObjEnemy_GetInfo(ThisEnemy, INFO_TIMERF) }
- function GetSpellCardBonusScore { return ObjEnemy_GetInfo(ThisEnemy, INFO_SPELL_SCORE) }
- function GetRemainingLives { return ObjEnemy_GetInfo(ThisEnemy, INFO_REMAIN_STEP_COUNT) }
- function GetLife_ThisStep { return ObjEnemy_GetInfo(ThisEnemy, INFO_ACTIVE_STEP_LIFE_COUNT) }
- function GetMaxLife_ThisStep { return ObjEnemy_GetInfo(ThisEnemy, INFO_ACTIVE_STEP_TOTAL_MAX_LIFE) }
- function GetMissCountInThisSpell { return ObjEnemy_GetInfo(ThisEnemy, INFO_PLAYER_SHOOTDOWN_COUNT) }
- function GetBombCountInThisSpell { return ObjEnemy_GetInfo(ThisEnemy, INFO_PLAYER_SPELL_COUNT) }
- function SetTimer(time) { ObjEnemyBossScene_SetSpellTimer(ThisEnemy, time) }
- function SetPlayerInvincibility(frames) { SetPlayerInvincibilityFrame(frames) }
- function ExtendPlayer(num) { SetPlayerLife(GetPlayerLife+num) }
- function AddBomb(num) { SetPlayerLife(GetPlayerLife+num) }
- function CollectItems { CollectAllItems }
- function CollectCertainItems(type) { CollectItemsByType(type) }
- function ForbidShot(bool) { SetForbidPlayerShot(bool) }
- function ForbidBomb(bool) { SetForbidPlayerSpell(bool) }
- function IsForbidShot { return IsPermitPlayerShot }
- function IsForbidBomb { return IsPermitPlayerSpell }
- function SetPlayerPOC(y) { SetPlayerAutoItemCollectLine(y) }
- // Enemy functions
- function SetLife(life) { ObjEnemy_SetLife(ThisEnemy, life) }
- function AddLife(life) { ObjEnemy_AddLife(ThisEnemy, life) }
- function SetDamageRate(shotResist, bombResist) { ObjEnemy_SetDamageRate(ThisEnemy, shotResist, bombResist) }
- function SetCollisionA(x, y, rad) { ObjEnemy_SetIntersectionCircleToShot(ThisEnemy, x, y, rad) }
- function SetCollisionB(x, y, rad) { ObjEnemy_SetIntersectionCircleToPlayer(ThisEnemy, x, y, rad) }
- // Player functions
- function SetPlayerIntersectionCircle(px, py, rad, graze) { ObjPlayer_AddIntersectionCircleA1(GetPlayerObjectID, px, py, rad, graze) }
- function DeletePlayerHitbox { ObjPlayer_ClearIntersection(GetPlayerObjectID) }
- function SetRebirthFrame(frames) { SetPlayerRebirthFrame(frames) }
- function SetRebirthFrameReduction(frames) { SetPlayerRebirthLossFrame(frames) }
- // Added functions
- function wait(w) { loop(w) { yield } }
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