Class BehOption
Properties that modify the behavior of BEH summons.
This includes complex bullets, like pathers, but NOT lasers (LaserOption).
Inheritance
System.Object
BehOption
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Assembly: cs.temp.dll.dll
Syntax
public class BehOption : IEquatable<BehOption>
Methods
Damage(GCXF<Single>)
Set the amount of damage that a Bullet does.
Declaration
public static BehOption Damage(GCXF<float> damage)
Parameters
Type |
Name |
Description |
GCXF<System.Single> |
damage |
|
Returns
Delete(Pred)
Every frame, the entity will check the condition and destroy itself if it is true.
Note: This is generally only necessary for player lasers.
Declaration
public static BehOption Delete(Pred cond)
Parameters
Type |
Name |
Description |
Pred |
cond |
|
Returns
Drops3(Int32, Int32, Int32)
Declaration
public static BehOption Drops3(int value, int ppp, int life)
Parameters
Type |
Name |
Description |
System.Int32 |
value |
|
System.Int32 |
ppp |
|
System.Int32 |
life |
|
Returns
Drops4(Int32, Int32, Int32, Int32)
Declaration
public static BehOption Drops4(int value, int ppp, int life, int power)
Parameters
Type |
Name |
Description |
System.Int32 |
value |
|
System.Int32 |
ppp |
|
System.Int32 |
life |
|
System.Int32 |
power |
|
Returns
High()
Renders a Bullet on the higher projectile rendering layer.
Declaration
public static BehOption High()
Returns
HP(GCXF<Single>)
Set the starting HP of an enemy summon.
This will throw an error if used on a non-enemy.
Declaration
public static BehOption HP(GCXF<float> hp)
Parameters
Type |
Name |
Description |
GCXF<System.Single> |
hp |
|
Returns
HueShift(BPY)
Provide a function that indicates how much to shift the color of the summon (in degrees) at any point in time.
WARNING: This is a rendering function. Do not use rand
(brand
ok), or else replays will desync.
Declaration
public static BehOption HueShift(BPY shift)
Parameters
Type |
Name |
Description |
BPY |
shift |
|
Returns
Low()
Renders a Bullet on the lower projectile rendering layer.
Declaration
public static BehOption Low()
Returns
Name(String)
Set the ID of the object.
Declaration
public static BehOption Name(string name)
Parameters
Type |
Name |
Description |
System.String |
name |
|
Returns
NoGraze()
Set that an NPC bullet is not allowed to cause grazes against the player.
Declaration
public static BehOption NoGraze()
Returns
Player(Int32, Int32, Int32, String)
Mark a Bullet as fired by the player, and allow it to check collision against enemies.
Note: Currently only supported for pathers/lasers, and not for generic complex bullets.
Declaration
public static BehOption Player(int cdFrames, int bossDmg, int stageDmg, string effect)
Parameters
Type |
Name |
Description |
System.Int32 |
cdFrames |
|
System.Int32 |
bossDmg |
|
System.Int32 |
stageDmg |
|
System.String |
effect |
|
Returns
ReceiveDamage(BPY)
Set a per-frame multiplier for the amount of damage this entity recieves (Enemy only).
If this is LEQ 0, then bullets will pass through the enemy.
Declaration
public static BehOption ReceiveDamage(BPY mult)
Parameters
Type |
Name |
Description |
BPY |
mult |
|
Returns
Recolor(TP4, TP4)
Manually construct a two-color gradient for the object.
Note: Currently only supported on pathers (there is a LaserOption equivalent).
Note: This will only have effect if you use it with the recolor
palette.
WARNING: This is a rendering function. Do not use rand
(brand
ok), or else replays will desync.
Declaration
public static BehOption Recolor(TP4 black, TP4 white)
Parameters
Type |
Name |
Description |
TP4 |
black |
|
TP4 |
white |
|
Returns
Rotate(BPY)
Rotate the BEH sprite.
Not supported on pathers/lasers.
Does not affect collision.
Declaration
public static BehOption Rotate(BPY rotator)
Parameters
Type |
Name |
Description |
BPY |
rotator |
|
Returns
S(GCXF<Single>)
Set the scale of the object. Support depends on object.
For pathers, sets the y scale.
Declaration
public static BehOption S(GCXF<float> scale)
Parameters
Type |
Name |
Description |
GCXF<System.Single> |
scale |
|
Returns
SM(StateMachine)
Run a StateMachine on a Bullet.
This SM is run "superfluously": once it is finished, the object will continue to exist.
Declaration
public static BehOption SM(StateMachine sm)
Parameters
Type |
Name |
Description |
StateMachine |
sm |
|
Returns
Smooth()
Make the movement of the bullet smoother. (Pather only)
Declaration
public static BehOption Smooth()
Returns
Tint(TP4)
Tint the object. This is a multiplicative effect on its normal color.
Note: Currently only supported on pathers (there is a LaserOption equivalent).
WARNING: This is a rendering function. Do not use rand
(brand
ok), or else replays will desync.
Declaration
public static BehOption Tint(TP4 tint)
Parameters
Type |
Name |
Description |
TP4 |
tint |
|
Returns
Vuln(StyleSelector)
Set the bullet styles to which this entity is vulnerable (Enemy only).
Declaration
public static BehOption Vuln(StyleSelector styles)
Parameters
Type |
Name |
Description |
Danmokou.Danmaku.StyleSelector |
styles |
|
Returns
Implements
System.IEquatable<T>