Search Results for

    Show / Hide Table of Contents

    Class BehOption

    Properties that modify the behavior of BEH summons. This includes complex bullets, like pathers, but NOT lasers (LaserOption).

    Inheritance
    System.Object
    BehOption
    Implements
    System.IEquatable<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()
    Namespace: Danmokou.Danmaku.Options
    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    High()

    Renders a Bullet on the higher projectile rendering layer.

    Declaration
    public static BehOption High()
    Returns
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    Low()

    Renders a Bullet on the lower projectile rendering layer.

    Declaration
    public static BehOption Low()
    Returns
    Type Description
    BehOption

    Name(String)

    Set the ID of the object.

    Declaration
    public static BehOption Name(string name)
    Parameters
    Type Name Description
    System.String name
    Returns
    Type Description
    BehOption

    NoGraze()

    Set that an NPC bullet is not allowed to cause grazes against the player.

    Declaration
    public static BehOption NoGraze()
    Returns
    Type Description
    BehOption

    OnHit(String)

    Add an on-hit effect to the bullet. (For player bullets, use Player(Int32, Int32, Int32, String) instead.)

    Declaration
    public static BehOption OnHit(string onHit)
    Parameters
    Type Name Description
    System.String onHit
    Returns
    Type Description
    BehOption

    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 onHit)
    Parameters
    Type Name Description
    System.Int32 cdFrames
    System.Int32 bossDmg
    System.Int32 stageDmg
    System.String onHit
    Returns
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    Smooth()

    Make the movement of the bullet smoother. (Pather only)

    Declaration
    public static BehOption Smooth()
    Returns
    Type Description
    BehOption

    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
    Type Description
    BehOption

    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
    Type Description
    BehOption

    Implements

    System.IEquatable<T>
    In This Article
    Back to top Generated by DocFX