Cirno2022/script/game/99Sec_EnmLib.dnh

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/*
Enemy Waves (Ground):
Small:
Lilypod with 4 frogs on it, firing aimed bullets
Lilypad with a COOL frog firing spirals
Large:
Hut when destroyed releases 6 frog enemies that fly upwards and start moving towards the player
Enemy Waves (Flying):
Small:
3 lines of small fairies firing aimed bullets
Horizontal wave of fairies firing aimed fans, followed by horizontal wave firing aimed rings
Fairies coming from both sides, firing falling bullet lines
2 tightly-knit lines of small fairies firing aimed fans, alongside a large fairy firing rings
Large:
Two fairies firing line-rings, one following the other
One giant fairy on spaceship firing aimed line-fans and light rings
2 giant fairies firing aimed line fans only, one following the other
*/
int smallEnemyHitbox = 75;
int largeEnemyHitbox = 110;
int popcornHitbox = 75;
float smallEnemyHP = 50;
float largeEnemyHP = 240;
float largeEnemyAltHP = 180;
float popcornHP = 50;
float smallEnemyScale = 0.7;
float largeEnemyScale = 1;
float popcornScale = 0.7;
function <int> CreateFan (int parent, int way, int graphic, int stack,
float ang, float angspace, float spd1, float spd2, float scaleBullet,
int type, bool reflect){
int objPattern = ObjPatternShot_Create();
ObjPatternShot_SetParentObject(objPattern, parent);
//if(ObjEnemyBossScene_GetInfo(GetEnemyBossSceneObjectID(), INFO_CURRENT_LIFE) == 0){Obj_Delete(objPattern); return;}
ObjPatternShot_SetPatternType(objPattern, type); // PATTERN_FAN or PATTERN_FAN_AIMED
ObjPatternShot_SetShotType(objPattern, OBJ_SHOT);
ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ALPHA);
ObjPatternShot_SetShotCount(objPattern, way, stack);
ObjPatternShot_SetSpeed(objPattern, spd1, spd2);
ObjPatternShot_SetAngle(objPattern, ang, angspace);
ObjPatternShot_SetBasePointOffset(objPattern, 0, 0);
//ObjPatternShot_SetDelay(objPattern, 15);
ObjPatternShot_SetGraphic(objPattern, graphic);
//Shoot2;
let arrayPattern = ObjPatternShot_FireReturn(objPattern);
ascent(i in -1..length(arrayPattern)-1){
_BulletRescale(arrayPattern[i], scaleBullet, true, 1);
_Delay(arrayPattern[i], 10);
//Obj_SetRenderPriorityI(arrayPattern[i], 51);
}
async{
wait(300);
Obj_Delete(objPattern);
return;
}
return objPattern;
}
// Overload
function <int> CreateFan (int parent, int way, int graphic, int stack,
float ang, float angspace, float spd1, float spd2, float scaleBullet,
float xOffset, float yOffset,
int type, bool reflect){
int objPattern = ObjPatternShot_Create();
ObjPatternShot_SetParentObject(objPattern, parent);
//if(ObjEnemyBossScene_GetInfo(GetEnemyBossSceneObjectID(), INFO_CURRENT_LIFE) == 0){Obj_Delete(objPattern); return;}
ObjPatternShot_SetPatternType(objPattern, type); // PATTERN_FAN or PATTERN_FAN_AIMED
ObjPatternShot_SetShotType(objPattern, OBJ_SHOT);
ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ALPHA);
ObjPatternShot_SetShotCount(objPattern, way, stack);
ObjPatternShot_SetSpeed(objPattern, spd1, spd2);
ObjPatternShot_SetAngle(objPattern, ang, angspace);
ObjPatternShot_SetBasePointOffset(objPattern, xOffset, yOffset);
//ObjPatternShot_SetDelay(objPattern, 15);
ObjPatternShot_SetGraphic(objPattern, graphic);
//Shoot2;
let arrayPattern = ObjPatternShot_FireReturn(objPattern);
ascent(i in -1..length(arrayPattern)-1){
_BulletRescale(arrayPattern[i], scaleBullet, true, 1);
_Delay(arrayPattern[i], 10);
//Obj_SetRenderPriorityI(arrayPattern[i], 51);
}
async{
wait(300);
Obj_Delete(objPattern);
return;
}
return objPattern;
}
task _SmallFairyFallingLine(
int renderPriority,
float enmX, enmY, spdMove, angMove, int graphicBullet,
int numLine, float maxspeedBullet, float delayLine, float delayBullet, float scaleBullet
){
// Spawns enemy.
int enm = _CreateEnemy(
enmX, enmY, enmX, enmY, 5,
smallEnemyScale, smallEnemyScale,
smallEnemyHP, smallEnemyHitbox, 0,
texEnm,
768, 0, 1024, 256);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, spdMove);
ObjMove_SetAngle(enm, angMove);
ObjEnemy_SetDamageRate(enm, 0, 0);
wait(5);
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetX(enm) < STG_WIDTH && ObjMove_GetX(enm) > 0){
loop(numLine){
int bullet = CreateShotA2(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, 90, maxspeedBullet/30, maxspeedBullet, graphicBullet, 10);
_BulletRescale(bullet, scaleBullet, true, 1);
_Delay(bullet, 10);
if(ObjEnemy_GetInfo(enm, INFO_LIFE) <= 0){Obj_Delete(bullet);}
else{
Shoot1;
}
wait(delayBullet);
}
wait(delayLine);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, true,
5, 3,
10+(GetCommonDataPtr(RANK_PTR, 1)-1)*2, 6+(GetCommonDataPtr(RANK_PTR, 1)-1)*1,
120, smallEnemyHitbox*2
);
}
task _SmallFairyAimedFan(
int renderPriority,
float enmX, float enmY, float spdMove, float angMove, int graphicBullet, float angspaceFan,
float speedFan1, float speedFan2, int widthFan, int stackFan, int delayFan, float scaleBullet
){
// Spawns enemy.
int enm = _CreateEnemy(
enmX, enmY, enmX, enmY, 5,
smallEnemyScale, smallEnemyScale,
smallEnemyHP, smallEnemyHitbox, 0,
texEnm,
256, 0, 512, 256);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, spdMove);
ObjMove_SetAngle(enm, angMove);
ObjEnemy_SetDamageRate(enm, 0, 0);
wait(5);
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetY(enm) < 10*STG_HEIGHT/12-100 && ObjMove_GetY(enm) > STG_HEIGHT/9){
int bullet = CreateFan(enm, widthFan, graphicBullet, stackFan,
0, angspaceFan, speedFan1, speedFan2, scaleBullet,
PATTERN_FAN_AIMED, false);
if(ObjEnemy_GetInfo(enm, INFO_LIFE) <= 0){Obj_Delete(bullet);}
else{
Shoot1;
}
wait(delayFan);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, true,
5, 3,
10+(GetCommonDataPtr(RANK_PTR, 1)-1)*2, 6+(GetCommonDataPtr(RANK_PTR, 1)-1)*1,
120, smallEnemyHitbox*2
);
}
task _SmallFairyRing(
int renderPriority, int graphicBullet,
float enmX, enmY,
int denseRing, float delayRing, float speedRing,
float spdMove, angMove, scaleBullet
){
// Spawns enemy.
int enm = _CreateEnemy(
enmX, enmY, enmX, enmY, 5,
smallEnemyScale, smallEnemyScale,
smallEnemyHP, smallEnemyHitbox, 0,
texEnm,
768, 0, 1024, 256);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, spdMove);
ObjMove_SetAngle(enm, angMove);
ObjEnemy_SetDamageRate(enm, 0, 0);
wait(5);
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetX(enm) < STG_WIDTH && ObjMove_GetX(enm) > 0){
ascent(i in -1..denseRing){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), speedRing, GetAngleToPlayer(enm)+i*360/denseRing, graphicBullet, 10);
_BulletRescale(bullet, scaleBullet, true, 1);
_Delay(bullet, 10);
if(ObjEnemy_GetInfo(enm, INFO_LIFE) <= 0){Obj_Delete(bullet);}
else{
Shoot1;
}
}
wait(delayRing);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, true,
5, 3,
10+(GetCommonDataPtr(RANK_PTR, 1)-1)*2, 6+(GetCommonDataPtr(RANK_PTR, 1)-1)*1,
120, smallEnemyHitbox*2
);
}
task _CreateFrog(
int renderPriority, int[] rect, int graphicBullet,
float angspaceFan, float speedFan1, float speedFan2, int widthFan, int stackFan, int delayFan,
float frogX, frogY, speedMoveFrog, scaleBullet
){
int enm = _CreateEnemy(
frogX, frogY, frogX, frogY, 5,
popcornScale, popcornScale,
popcornHP, popcornHitbox, 0,
texEnm,
rect[0], rect[1], rect[2], rect[3]);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, speedMoveFrog);
ObjMove_SetAngle(enm, 90);
ObjEnemy_SetDamageRate(enm, 0, 0);
wait(15);
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetY(enm) < 10*STG_HEIGHT/12-100 && ObjMove_GetY(enm) > STG_HEIGHT/9){
int bullet = CreateFan(enm, widthFan, graphicBullet, stackFan,
0, angspaceFan, speedFan1, speedFan2, scaleBullet,
PATTERN_FAN_AIMED, false);
if(ObjEnemy_GetInfo(enm, INFO_LIFE) <= 0){Obj_Delete(bullet);}
else{Shoot2;}
wait(delayFan);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, false,
4, 8,
7+round((GetCommonDataPtr(RANK_PTR, 1)-1)*1.25), 15+(GetCommonDataPtr(RANK_PTR, 1)-1)*2,
120, popcornHitbox*2
);
}
task _CreateKingFrog(
int renderPriority, int[] rect, int graphicBullet,
float angSpiral, float delaySpiral, float speedSpiral,
float frogX, frogY, speedMoveFrog, scaleBullet
){
int enm = _CreateEnemy(
frogX, frogY, frogX, frogY, 5,
largeEnemyScale, largeEnemyScale,
largeEnemyHP, largeEnemyHitbox, 0,
texEnm,
rect[0], rect[1], rect[2], rect[3]);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, speedMoveFrog);
ObjMove_SetAngle(enm, 90);
ObjEnemy_SetDamageRate(enm, 0, 0);
async{
if(GetCommonData("Ground Loops Cleared", 0) % 2 == 0 && GetCommonData("Ground Loops Cleared", 0) != 0){
int sigil = _Create2DImage(texEnm, [0, 1024, 512, 1536]);
ObjRender_SetAlpha(sigil, 240);
Obj_SetRenderPriorityI(sigil, Obj_GetRenderPriorityI(enm)-1);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
ObjRender_SetPosition(sigil, ObjMove_GetX(enm), ObjMove_GetY(enm), 1);
ObjRender_SetAngleZ(sigil, ObjRender_GetAngleZ(sigil)+3);
yield;
}
Obj_Delete(sigil);
}
}
async{
float x, y;
wait(60);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
x = ObjMove_GetX(enm);
y = ObjMove_GetY(enm);
yield;
}
DeleteShotInCircle(TYPE_SHOT, TYPE_ITEM, x, y, 384);
ObjSound_Play(bossBoom);
if(GetCommonData("Ground Loops Cleared", 0) % 2 == 0 && GetCommonData("Ground Loops Cleared", 0) != 0){CreateExtendItem(EXTEND_SPELL, x, y);}
TExplosionA(x, y, 10, 0.5);
}
wait(60);
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetY(enm) < 11*STG_HEIGHT/12 && ObjMove_GetY(enm) > STG_HEIGHT/12){
SpawnSpiral(0, 1);
wait(delaySpiral * 360/angSpiral);
}
else{yield;}
}
}
task SpawnSpiral(float angStart, int spinDir){
async{
ascent(i in -1..360/angSpiral){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), speedSpiral, angStart+i*spinDir*angSpiral, graphicBullet, 10);
int bullet2 = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), speedSpiral, angStart+(180+angStart)-i*spinDir*angSpiral, graphicBullet, 10);
if(Obj_IsDeleted(enm)){Obj_Delete(bullet); Obj_Delete(bullet2); break;}
else{
Shoot2;
_BulletRescale(bullet, scaleBullet, true, 1); _BulletRescale(bullet2, scaleBullet, true, 1);
_Delay(bullet, 10); _Delay(bullet2, 10);
}
wait(delaySpiral);
}
}
async{
ascent(i in -1..360/angSpiral){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), speedSpiral, angStart+i*-spinDir*angSpiral, graphicBullet, 10);
int bullet2 = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), speedSpiral, angStart+(180+angStart)-i*-spinDir*angSpiral, graphicBullet, 10);
if(Obj_IsDeleted(enm)){Obj_Delete(bullet); Obj_Delete(bullet2); break;}
else{
Shoot2;
_BulletRescale(bullet, scaleBullet, true, 1); _BulletRescale(bullet2, scaleBullet, true, 1);
_Delay(bullet, 10); _Delay(bullet2, 10);
}
wait(delaySpiral);
}
}
}
_EnemyItemDrop(
enm, false,
8, 14,
round(15+(GetCommonDataPtr(RANK_PTR, 1)-1)*1.25), round(20+(GetCommonDataPtr(RANK_PTR, 1)-1)*2),
180, largeEnemyHitbox*2.5
);
//ObjEnemy_SetDamageRate(enm, 100, 150);
}
task _LilypodWithKingFrog(
int renderFrog, int graphicBullet,
float lilyX, float lilyY,
float angSpiral, float delaySpiral, float speedSpiral, float scaleBullet,
float speedMove
){
float offsetX = 80;
float offsetY = 70;
int lilypad = _CreateEnemy(
false,
lilyX, lilyY, lilyX, lilyY, 5,
1, 1,
999, 0, 0,
texEnm,
1536, 256, 2048, 768);
Obj_SetRenderPriorityI(lilypad, renderFrog-4);
ObjMove_SetSpeed(lilypad, speedMove);
ObjMove_SetAngle(lilypad, 90);
ObjEnemy_SetDamageRate(lilypad, 0, 0);
wait(15);
ObjEnemy_SetAutoDelete(lilypad, true);
async{
_CreateKingFrog(
renderFrog, [1024, 768, 1280, 1024], graphicBullet,
angSpiral, delaySpiral, speedSpiral,
lilyX, lilyY, speedMove, scaleBullet
);
}
}
task _LilypodWith4Frogs(
int renderFrog, int graphicBullet,
float lilyX, float lilyY,
float angspaceFan, float speedFan1, float speedFan2, int widthFan, int stackFan, int delayFan, float scaleBullet,
float speedMove
){
float offsetX = 80;
float offsetY = 70;
int lilypad = _CreateEnemy(
false,
lilyX, lilyY, lilyX, lilyY, 5,
1, 1,
999, 0, 0,
texEnm,
1536, 256, 2048, 768);
Obj_SetRenderPriorityI(lilypad, renderFrog-4);
ObjMove_SetSpeed(lilypad, speedMove);
ObjMove_SetAngle(lilypad, 90);
ObjEnemy_SetDamageRate(lilypad, 0, 0);
wait(5);
ObjEnemy_SetAutoDelete(lilypad, true);
async{
_CreateFrog(
renderFrog, [[1024, 512, 1280, 768], [1280, 512, 1536, 768]][rand_int(0, 1)], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX+offsetX, lilyY+offsetY, speedMove, scaleBullet
);
_CreateFrog(
renderFrog, [[1024, 512, 1280, 768], [1280, 512, 1536, 768]][rand_int(0, 1)], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX-offsetX, lilyY+offsetY, speedMove, scaleBullet
);
_CreateFrog(
renderFrog-1, [[1024, 512, 1280, 768], [1280, 512, 1536, 768]][rand_int(0, 1)], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX+offsetX, lilyY-offsetY, speedMove, scaleBullet
);
_CreateFrog(
renderFrog-1, [[1024, 512, 1280, 768], [1280, 512, 1536, 768]][rand_int(0, 1)], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX-offsetX, lilyY-offsetY, speedMove, scaleBullet
);
}
}
task _LilypodWith2Frog(
int renderFrog, int graphicBullet,
float lilyX, float lilyY,
float angspaceFan, float speedFan1, float speedFan2, int widthFan, int stackFan, int delayFan, float scaleBullet,
float speedMove
){
int lilypad = _CreateEnemy(
false,
lilyX, lilyY, lilyX, lilyY, 5,
0.75, 0.75,
999, 0, 0,
texEnm,
1536, 256, 2048, 768);
Obj_SetRenderPriorityI(lilypad, renderFrog-4);
ObjMove_SetSpeed(lilypad, speedMove);
ObjMove_SetAngle(lilypad, 90);
ObjEnemy_SetDamageRate(lilypad, 0, 0);
wait(5);
ObjEnemy_SetAutoDelete(lilypad, true);
async{
_CreateFrog(
renderFrog, [1280, 512, 1536, 768], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX-60, lilyY, speedMove, scaleBullet
);
_CreateFrog(
renderFrog, [1280, 512, 1536, 768], graphicBullet,
angspaceFan, speedFan1, speedFan2, widthFan, stackFan, delayFan,
lilyX+60, lilyY, speedMove, scaleBullet
);
}
}
// Leave this for the boss.
task _CreateRybbShip(
int renderShip, int graphicBullet,
float shipX, shipY,
float speedRing, speedLine, int delayLine, delayRing, angleRing, denseLine, delayBullet, float scaleBullet,
float speedMove
){
int ship = _CreateEnemy(
false,
shipX, shipY, shipX, shipY, 5,
1, 1,
999, 0, 0,
texEnm,
1280, 1024, 2048, 1536);
Obj_SetRenderPriorityI(ship, renderShip-1);
ObjMove_SetSpeed(ship, speedMove);
ObjMove_SetAngle(ship, 90);
ObjEnemy_SetDamageRate(ship, 0, 0);
wait(15);
ObjEnemy_SetAutoDelete(ship, true);
// Create enemy
async{
int enm = _CreateEnemy(
shipX, shipY, shipX, shipY, 5,
largeEnemyScale, largeEnemyScale,
largeEnemyHP, largeEnemyHitbox, 0,
texEnm,
0, 256, 256, 512);
Obj_SetRenderPriorityI(enm, renderShip);
ObjEnemy_SetDamageRate(enm, 0, 0);
wait(15);
ObjEnemy_SetAutoDelete(enm, true);
async{
float x, y, curxShip, curyShip;
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0 && !Obj_IsDeleted(ship)){
x = ObjMove_GetX(enm);
y = ObjMove_GetY(enm);
curxShip = ObjMove_GetX(ship);
curyShip = ObjMove_GetY(ship);
ObjMove_SetPosition(enm, curxShip, curyShip-128);
yield;
}
DeleteShotInCircle(TYPE_SHOT, TYPE_ITEM, x, y, 512);
}
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetY(enm) < 11*STG_HEIGHT/12 && ObjMove_GetY(enm) > STG_HEIGHT/12){
ascent(i in -1..360/angleRing){
int bullet = CreateShotA1(ObjMove_GetX(enm)+rand(-45, 45), ObjMove_GetY(enm)+rand(-30, 30), speedRing, GetAngleToPlayer(enm)+i*angleRing, graphicBullet, 10);
if(Obj_IsDeleted(enm)){Obj_Delete(bullet); break;}
else{
Shoot1;
_BulletRescale(bullet, scaleBullet, true, 1);
_Delay(bullet, 10);
}
}
wait(delayRing);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, true,
6, 10,
round(9+(GetCommonDataPtr(RANK_PTR, 1)-1)*1.1), round(16+(GetCommonDataPtr(RANK_PTR, 1)-1)*1.4),
180, largeEnemyHitbox*2.5
);
}
}
// VARIABLES
task _LargeFairyAimedFan(
int renderPriority, bool checkBomb,
float enmX, float enmY, float spdMove, float angMove, int graphicBullet, float angspaceFan,
float speedFan1, float speedFan2, int widthFan, int stackFan, int delayFan, float scaleBullet
){
// Spawns enemy.
int enm = _CreateEnemy(
enmX, enmY, enmX, enmY, 5,
largeEnemyScale, largeEnemyScale,
largeEnemyAltHP, largeEnemyHitbox, 0,
texEnm,
0, 256, 256, 512);
Obj_SetRenderPriorityI(enm, renderPriority);
ObjMove_SetSpeed(enm, spdMove);
ObjMove_SetAngle(enm, angMove);
ObjEnemy_SetDamageRate(enm, 0, 0);
async{
if(checkBomb && GetCommonData("Flying Loops Cleared", 0) % 4 == 0 && GetCommonData("Flying Loops Cleared", 0) != 0){
int sigil = _Create2DImage(texEnm, [0, 1024, 512, 1536]);
ObjRender_SetAlpha(sigil, 240);
Obj_SetRenderPriorityI(sigil, Obj_GetRenderPriorityI(enm)-1);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
ObjRender_SetPosition(sigil, ObjMove_GetX(enm), ObjMove_GetY(enm), 1);
ObjRender_SetAngleZ(sigil, ObjRender_GetAngleZ(sigil)+3);
yield;
}
Obj_Delete(sigil);
}
}
async{
float x = 0, y = 0;
wait(max(10, 30-GetCommonData("Rank", 0)*5));
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
x = ObjMove_GetX(enm);
y = ObjMove_GetY(enm);
yield;
}
DeleteShotInCircle(TYPE_SHOT, TYPE_ITEM, x, y, 256);
ObjSound_Play(bossBoom);
if(checkBomb){if(GetCommonData("Flying Loops Cleared", 0) % 4 == 0 && GetCommonData("Flying Loops Cleared", 0) != 0){CreateExtendItem(EXTEND_SPELL, x, y);}}
TExplosionA(x, y, 10, 0.5);
}
wait(max(10, 30-GetCommonData("Rank", 0)*5));
ObjEnemy_SetAutoDelete(enm, true);
async{
wait(5);
while(ObjEnemy_GetInfo(enm, INFO_LIFE) > 0){
if(ObjMove_GetY(enm) < 10*STG_HEIGHT/12-100 && ObjMove_GetY(enm) > STG_HEIGHT/10){
int bullet = CreateFan(enm, widthFan, graphicBullet, stackFan,
0, angspaceFan, speedFan1, speedFan2, scaleBullet,
PATTERN_FAN_AIMED, false);
if(ObjEnemy_GetInfo(enm, INFO_LIFE) <= 0){Obj_Delete(bullet);}
else{
Shoot1;
}
wait(delayFan);
}
else{yield;}
}
}
_EnemyItemDrop(
enm, true,
15, 6,
round(20+(GetCommonDataPtr(RANK_PTR, 1)-1)*2.25), round(12+(GetCommonDataPtr(RANK_PTR, 1)-1)*2),
180, largeEnemyHitbox*2
);
//ObjEnemy_SetDamageRate(enm, 100, 150);
}
task _WaitForAutoDelete(int shot, int timeWait){
ObjShot_SetAutoDelete(shot, false);
wait(timeWait);
ObjShot_SetAutoDelete(shot, true);
}