267 lines
5.4 KiB
Plaintext
267 lines
5.4 KiB
Plaintext
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#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Nonspell 1"]
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#Text["yassification"]
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#System["script/KevinSystem/Kevin_System.txt"]
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int difficultySelect = 0;
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let objScene = GetEnemyBossSceneObjectID();
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let csd = GetCurrentScriptDirectory();
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let bossObj;
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float bossX = 0;
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float bossY = 0;
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float playerY = 0;
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float playerX = 0;
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let aniframe = 0;
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let aniframe2 = 0;
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let spellsnd = ObjSound_Create();
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let bossdiesnd = ObjSound_Create();
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/*Parameters:
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- Density of red bubble spiral
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- Delay between red bubble firing
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- Speed of red bubbles
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- Density of each bullet curve
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- Angle difference between each bullet in curve
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- Density of blue spiral (how many curves in one spiral)?
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- Delay of blue firing
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- Speed of blue spiral*/
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int[] denseBubble = [8, 9, 10];
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int[] delayBubble = [15, 12, 10];
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float[] speedBubble = [8, 9, 9];
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int[] denseCurve = [5, 6, 7];
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float[] offsetCurve = [2, 2.4, 4.25];
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int[] denseSpiral = [6, 7, 8];
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int[] delaySpiral = [10, 8, 10];
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int[] speedSpiral = [6, 8, 8];
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// Includes ahoy
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#include "script/KevinSystem/Universal_Lib.txt" // The library to include all libraries :sans: :nail_care:
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@Initialize {
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//SetIntersectionVisualization(true);
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SetAutoDeleteObject(true);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 2; // debug
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if(!IsCommonDataAreaExists("PIV")){
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CreateCommonDataArea("PIV");
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SetAreaCommonData("PIV", "currentvalue", 10000);
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}
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else{}
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// Create the boss object itself
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bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
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ObjEnemy_Regist(bossObj);
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ObjMove_SetPosition(bossObj, STG_WIDTH/2, -256);
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ObjEnemy_SetMaximumDamage(bossObj, 999);
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_RenderBoss(bossObj);
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mainTask();
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_FadeInvincibility(bossObj, 150, 150, 1);
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endingnew();
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}
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@Event {
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alternative(GetEventType())
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case(EV_REQUEST_LIFE) {
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SetScriptResult(3000);
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}
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case(EV_REQUEST_TIMER) {
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SetScriptResult(25);
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}
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}
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@MainLoop {
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playerY = GetPlayerY();
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playerX = GetPlayerX();
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//The player position is ALWAYS UPDATED
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bossX = ObjMove_GetX(bossObj);
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bossY = ObjMove_GetY(bossObj);
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ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 180);
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yield;
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}
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@Finalize {
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}
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/*Nonspell 1:
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Reference to Remi non 1 from EoSD.
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Remi fires a light spiral of red bubbles while also firing a spiral of blue bullet curves in reverse.
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Parameters:
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- Density of red bubble spiral
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- Delay between red bubble firing
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- Speed of red bubbles
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- Density of each bullet curve
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- Angle difference between each bullet in curve
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- Density of blue spiral (how many curves in one spiral)?
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- Delay of blue firing
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- Speed of blue spiral
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*/
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task mainTask {
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MoveToPosition();
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FireBubble();
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FireSpiral();
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}
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function <void> MoveToPosition(){
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ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/6+30, 90, LERP_DECELERATE);
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wait(90);
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}
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task FireBubble(){
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float ang = GetAngleToPlayer(bossObj);
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int multiplier = 1;
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if(difficultySelect < 1){
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while(!ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){
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loop(8){
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ascent(i in 0..denseBubble[difficultySelect]){
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int shot = CreateShotA1(bossX, bossY, speedBubble[difficultySelect], ang + 360/(denseBubble[difficultySelect])*i, KEV_BUBBLE_RED, 0);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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_Delay(shot, 10);
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_BulletRescale(shot, 0.65, true, 1);
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Shoot2;
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}
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}
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wait(delayBubble[difficultySelect]);
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ang += (360/(denseBubble[difficultySelect]))/3;
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}
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ang = GetAngleToPlayer(bossObj);
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}
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}
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else{
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while(!ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){
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loop(8){
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ascent(i in 0..denseBubble[difficultySelect]){
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int shot = CreateShotA1(bossX, bossY, speedBubble[difficultySelect], ang + 360/(denseBubble[difficultySelect])*i, KEV_BUBBLE_RED, 0);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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_Delay(shot, 10);
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_BulletRescale(shot, 0.65, true, 1);
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Shoot2;
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}
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}
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wait(delayBubble[difficultySelect]);
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ang += (360/(denseBubble[difficultySelect]))/3*multiplier;
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}
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ang = GetAngleToPlayer(bossObj);
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multiplier *= -1;
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}
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}
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}
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task FireSpiral(){
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float startAng = 0;
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float startAngWhole = 0;
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int multiplier = 1;
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while(!ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){
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startAngWhole = GetAngleToPlayer(bossObj);
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startAng = startAngWhole;
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loop(5){
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ascent(i in 0..denseCurve[difficultySelect]){
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startAng -= offsetCurve[difficultySelect]*multiplier;
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ascent(j in -1..denseSpiral[difficultySelect]){
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float ang = startAng + (360/denseSpiral[difficultySelect])*j;
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int bullet = CreateShotA1(bossX, bossY, speedSpiral[difficultySelect], ang, KEV_BALL_AQUA, 5);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(bullet);}
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else{
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_Delay(bullet, 5);
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_BulletRescale(bullet, 0.6, true, 1);
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Obj_SetRenderPriorityI(bullet, 51);
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ObjRender_SetBlendType(bullet, BLEND_ALPHA);
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}
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}
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//Shoot2;
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wait(2);
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}
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startAng -= (360/(denseSpiral[difficultySelect]))/2;
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wait(delaySpiral[difficultySelect]);
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if(difficultySelect >= 1){multiplier *= -1;} else {} // Special behaviour for Hyper/Unparalleled
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}
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}
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}
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task endingnew(){
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE)>0){
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yield;
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}
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_GoToBrazil(objScene, bossObj, 12, 24);
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wait(120);
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ObjSound_SetVolumeRate(fire2, 20);
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CloseScript(GetOwnScriptID);
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}
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