ModCS.Boss
The ModCS.Boss class represents Bosses (Also known as Map Bosses). Bosses are more hardcoded Npcs, basically.
Map bosses behave mostly the same as Npcs, using the exact same manipulation functions for the most part.
Below are functions specific to Map Bosses. Some Npc functions may be missing except for the essential ones.
ModCS.Boss.GetByBufferIndex()
ModCS.Boss.GetByBufferIndex(index, ignorealive)
Directly gets index Boss from the Map Boss buffer. ignorealive is an optional boolean, that if true, will return a map boss even if the map boss is not alive/does not exist.
ModCS.Boss.Copy()
ModCS.Boss.Copy(source, target)
Copies map boss source to target, meaning you can copy a map bosses current data to another (if you need to reuse it).
ModCS.Boss.InitLife()
ModCS.Boss.InitLife()
Reset/remove the Boss health bar from the screen.
ModCS.Boss.DrawLife()
ModCS.Boss.DrawLife()
Draws the Boss health bar on screen.
ModCS.Boss.Set()
ModCS.Boss.Set(id)
Sets the boss of the current map to id.
| ID | Boss |
|---|---|
0 |
None |
1 |
Omega |
2 |
Balfrog |
3 |
Monster X |
4 |
Core |
5 |
Ironhead |
6 |
Twin Dragons |
7 |
Undead Core |
8 |
Heavy Press |
9 |
Ballos (Ball) |
ModCS.Boss.ActMain()
ModCS.Boss.ActMain()
Runs all of the Boss action code -- Should probably only be ran in a case where you're overwriting a game mode.
ModCS.Boss.TileHitCode()
ModCS.Boss.TileHitCode()
Runs the code for map bosses collision against tiles -- Should probably only be ran in a case where you're overwriting a game mode.
ModCS.Boss.DrawMain()
ModCS.Boss.DrawMain(fx, fy)
Draws the map bosses on screen at the camera position fx and fy, making it function for a new game mode the user may add.