Class PhaseProperty
Markers that modify the behavior of PhaseSM.
Inheritance
System.Object
PhaseProperty
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 PhaseProperty
Methods
Announce()
Declares that this phase is a stage announce section.
Declaration
public static PhaseProperty Announce()
Returns
BG(String)
Declare the background style of this spellcard.
Note: This is automatically handled by the boss
pattern property.
Declaration
public static PhaseProperty BG(string style)
Parameters
Type |
Name |
Description |
System.String |
style |
|
Returns
BGTIn(String)
Declare the background transition used when shifting into this spellcard.
Note: This is automatically handled by the boss
pattern property.
Declaration
public static PhaseProperty BGTIn(string style)
Parameters
Type |
Name |
Description |
System.String |
style |
|
Returns
BGTOut(String)
Declare the background transition used when ending this spellcard.
Note: This is automatically handled by the boss
pattern property.
Declaration
public static PhaseProperty BGTOut(string style)
Parameters
Type |
Name |
Description |
System.String |
style |
|
Returns
BossCutin()
Perform the boss cutin before starting this phase. This should be done once per script.
Declaration
public static PhaseProperty BossCutin()
Returns
Challenge(Challenge)
Declaration
public static PhaseProperty Challenge(Challenge c)
Parameters
Type |
Name |
Description |
Challenge |
c |
|
Returns
Checkpoint()
Mark a checkpoint at the beginning of this phase. If configured by ,
then the player can restart from the most recent checkpoint.
Declaration
public static PhaseProperty Checkpoint()
Returns
Clear()
Automatically clear bullets and hoisted data at the end of this phase.
Note that this is on by default for card-type spells (nons, spells, timeouts, finals).
Declaration
public static PhaseProperty Clear()
Returns
Dialogue()
Declare that this phase is a dialogue phase. (Same as TYPE DIALOGUE ``).
Declaration
public static PhaseProperty Dialogue()
Returns
Endboss()
Declare that this phase is a stage endboss phase.
Declaration
public static PhaseProperty Endboss()
Returns
Event<T>(String, Events.RuntimeEventType)
Declare an event type that will be used in the phase.
Declaration
public static PhaseProperty Event<T>(string evName, Events.RuntimeEventType typ)
Parameters
Type |
Name |
Description |
System.String |
evName |
|
Events.RuntimeEventType |
typ |
|
Returns
Type Parameters
HideTimeout()
Hide the timeout display on the UI.
Declaration
public static PhaseProperty HideTimeout()
Returns
HP(Int32)
Declare the amount of HP the boss has during this section.
The boss will be immediately vulnerable once the phase starts.
Declaration
public static PhaseProperty HP(int hp)
Parameters
Type |
Name |
Description |
System.Int32 |
hp |
|
Returns
HPBar(Single)
Declare the percentage of the remaining healthbar that this spellcard should consume.
Note: By default, this is 0.5 for nonspells and 1 for spells.
Declaration
public static PhaseProperty HPBar(float portion)
Parameters
Type |
Name |
Description |
System.Single |
portion |
|
Returns
HPi(Int32, Single)
Declare the amount of HP the boss has during this section.
Also declare the amount of time for which the boss is invulnerable at the beginning of the phase.
Declaration
public static PhaseProperty HPi(int hp, float inv_time)
Parameters
Type |
Name |
Description |
System.Int32 |
hp |
|
System.Single |
inv_time |
|
Returns
HPn(Int32)
Declare the amount of HP the boss has during this section.
The boss will be invincible when the phase starts. Use vulnerable true
.
Declaration
public static PhaseProperty HPn(int hp)
Parameters
Type |
Name |
Description |
System.Int32 |
hp |
|
Returns
Lenient()
Don't drain the player's score multiplier during this phase. (Automatically set for dialogue)
Declaration
public static PhaseProperty Lenient()
Returns
Midboss()
Declare that this phase is a stage midboss phase.
Declaration
public static PhaseProperty Midboss()
Returns
NoClear()
Don't automatically clear bullets and hoisted data at the end of this phase.
Declaration
public static PhaseProperty NoClear()
Returns
Photo(Int32)
Declare the amount of photos necessary to defeat the boss.
Note: this works similarly enough to HP that you could
make a 6-stage game with a photo shot.
Declaration
public static PhaseProperty Photo(int photos)
Parameters
Type |
Name |
Description |
System.Int32 |
photos |
|
Returns
Root(Single, Single)
Same as RootT with a default time of 2 seconds.
Declaration
public static PhaseProperty Root(float x, float y)
Parameters
Type |
Name |
Description |
System.Single |
x |
|
System.Single |
y |
|
Returns
RootOther(String, Single, Single)
Set the starting boss position for a persistent BEH entity, with a default time of 2 seconds.
Declaration
public static PhaseProperty RootOther(string who, float x, float y)
Parameters
Type |
Name |
Description |
System.String |
who |
|
System.Single |
x |
|
System.Single |
y |
|
Returns
RootT(Single, Single, Single)
Set the starting boss position for this phase. The boss will move here before the phase timer starts.
Declaration
public static PhaseProperty RootT(float t, float x, float y)
Parameters
Type |
Name |
Description |
System.Single |
t |
Time (seconds) to move to position
|
System.Single |
x |
X position
|
System.Single |
y |
Y position
|
Returns
ShowLives(Int32)
Override the UI lives display to show a specific number.
Note: this is for gimmick purposes.
Declaration
public static PhaseProperty ShowLives(int lives)
Parameters
Type |
Name |
Description |
System.Int32 |
lives |
|
Returns
Silent()
Don't play a sound effect (spellcard clear or stage section clear) when this phase is cleared.
Declaration
public static PhaseProperty Silent()
Returns
Skip()
Declaration
public static PhaseProperty Skip()
Returns
SpellCutin(Int32)
Perform a spell cutin before starting this phase. This is done automatically with index 0 for all
spell-type cards if the boss
pattern property is set. If the index is invalid, then no cutin will be summoned.
Declaration
public static PhaseProperty SpellCutin(int index)
Parameters
Type |
Name |
Description |
System.Int32 |
index |
|
Returns
Stage()
Declares that this phase is a stage section.
Declaration
public static PhaseProperty Stage()
Returns
Type(PhaseType, LString)
Declare the type and name of this phase.
Declaration
public static PhaseProperty Type(PhaseType type, LString name)
Parameters
Type |
Name |
Description |
PhaseType |
type |
|
LString |
name |
|
Returns