@Talos: I've already tried flip-flopping the parameters for SetCollisionA (to be precise, flipping the radius from 0 and his default, 32), thanks. And it still tangible.
(And if I want it to be intangible at all times, might as well turn said card into a survival since there's no other way to beat the card.
Speaking of survival cards, I've made a boss script whose gimmick is that
all his cards are survival cards. And by all, I meant
six, an already ridiculous amount for someone designed with power level similar to an Act 5 boss. (Sure, PCB Youmu packed six cards too, but one was dispensed as Act 5 midboss, four as Act 5 boss, and one as Act 6 midboss (ditto with SA Orin). His cards was all dispensed during the boss fight.) Factor in the fact that not even Extra bosses (not even the
Phantasm boss, in fact) pack more than two survivals and that some Act 6 bosses only pack five cards, and hilarity ensues. Said boss isn't yet ready to be released, tho, still perfecting his nonspells. :V)
FYI, messing with the parameters for SetCollisionB won't affect the intangibility; it's for player-enemy collision, not bullet-enemy collision.
@Sparen: Aah, so that's that. Thanks a lot.
One will still need workarounds implemented on the player script to have bullets simply get past the boss at one time, then hits the boss at another time (again, ala Kanako's last nonspell), right? Might as well keep that bullet tangibility unaddressed, then. Especially since one of "Kanbei's" (well, I actually have assigned a name for the boss, but I'd keep it for now, so it's better to refer to him as Kanbei) other card have him dash around the screen, invisibly, with the capability to dash-kill the player if the player gets too close to him. (Fortunately, tho, the movement pattern's fixed and does never reach the lowermost quarter or so of the screen.)
(BTW, I learned a good part of my 0.12m skills from your tutorials. I owe you a lot. *bows*)