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
OnHit(String)
Declaration
public static BehOption OnHit(string onHit)
Parameters
| Type |
Name |
Description |
| System.String |
onHit |
|
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 onHit)
Parameters
| Type |
Name |
Description |
| System.Int32 |
cdFrames |
|
| System.Int32 |
bossDmg |
|
| System.Int32 |
stageDmg |
|
| System.String |
onHit |
|
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>