undernightinbirth alpha documentation
word (const char*) – The string to display.
Displays Attack Info, which is used for the text pop-ups that display on the sides. This is used for pop-ups such as Vorpal, Chain Shift (UNI), and Reversal, Invincible, Super Armor (MBTL).
number (int) – The BGM number to play.
Sets the BGM.
Returns the background number.
mode (int) – Whether to enable the Cockpit (1 or 0).
Creates an object that has properties based on the array. Not all of the above properties are needed.
x (int) – X position of the object.
y (int) – Y position of the object.
pat (int) – Sets the pattern based on its number in the HA6.
start_pat (int) – Sets the object to the given pattern.
mvname (const char*) – Sets the mv clause based on the name, e.g., mvname = "Mv_Startup"
.
flags (int) – Assigns the object flags.
Creates an object that has properties based on the array. Not all of the above properties are needed.
flags (int) – The flags that will be erased.
Erases object flags.
position (int2) – (Description needed)
(Description needed)
Clears any afterimage effects on the player.
type (int) – The type of afterimage.
range (int) – The amount of afterimages that compose the trail.
delay (int) – The amount of frames of delay between each after effect.
color (int) – The color of each after effect, which applies a multiply blend onto each afterimage, as well as an alpha value.
blendmode (int) – Whether or not each afterimage has additive blend (1 or 0).
Applies a trail of afterimages on the player. Used for dash attacks (UNICLR), Moon Skills (MBTL), and Creeping Edge (UNI2).
Clears any aura effects on the player.
type (int) – The type of aura. Type 0’s aura has a consistent width. Type 1 creates a pulsing effect.
time (int) – The amount of frames this effect lasts for.
power (float) – The strength of the effect, changes the “width” of the aura.
color (int) – The first color of the aura.
colorB (int) – The second color of the aura.
color_chara (int) – The color the character sprite turns to. This appears at the same time colorB fades in.
blendmode (int) – Whether or not each afterimage has additive blend (1 or 0).
delay (int) – The amount of frames it takes to fade from color to colorB.
Adds a color effect to the player’s sprite. Does not apply to effects or objects spawned by the player. This is used for various effects such as VORPAL.
color (int) – The color to apply.
intime (int) – (Description needed)
time (int) – (Description needed)
outtime (int) – (Description needed)
type (int) – (Description needed)
Adds a color effect to the player’s sprite. Does not apply to effects or objects spawned by the player.
flags (int) – The flags that will be added.
Adds object flags.