undernightinbirth alpha documentation

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BMvEff

void AttackInfoString_Set(const char *word)
Parameters:
  • 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).

void BGM_Set(int number)
Parameters:
  • number (int) – The BGM number to play.

Sets the BGM.

int BG_GetNum(void)

Returns the background number.

void CockpitSetView(int mode)
Parameters:
  • 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.

void CreateObject(int x, int y, int pat, int start_pat, const char *mvname, int flags)
Parameters:
  • 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.

void EraseObjectFlags(int flags)
Parameters:
  • flags (int) – The flags that will be erased.

Erases object flags.

int GetPointStatus(int2 position)
Parameters:
  • position (int2) – (Description needed)

(Description needed)

void PcAfterImage_Clear(void)

Clears any afterimage effects on the player.

void PcAfterImage_Set(int type, int range, int delay, int color, int blendmode)
Parameters:
  • 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).

void PcAuraEffect_Clear(void)

Clears any aura effects on the player.

void PcAuraEffect_Set(int type, int time, float power, int color, int colorB, int color_chara, int blendmode, int delay)
Parameters:
  • 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.

void SetCharaColor(int color, int intime, int time, int outtime, int type)
Parameters:
  • 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.

void SetObjectFlags(int flags)
Parameters:
  • flags (int) – The flags that will be added.

Adds object flags.