FIXES A RARE CRASH BUG (finally)
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254380d4a5
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0389c77424
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@ -17,8 +17,9 @@
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#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
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#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
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float shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125);
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float shotDamage = 2.4+(GetCommonData("Rank", 1)*0.3);
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float shotScale = 0.6+(GetCommonData("Rank", 1)*0.125);
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float shotSpeed = 50+(GetCommonData("Rank", 1)*1.5);
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let csd = GetCurrentScriptDirectory();
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@ -93,6 +94,8 @@ const EV_PIV_2000 = EV_USER + 103i; // What.
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// Shot functions
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SetPlayerSpell(99);
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_CAVELaser();
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_ShotType();
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//UniversalAlphaHandle(_shotArray);
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@ -457,8 +460,9 @@ task _ShotType(){
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task UpdateParam(){
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loop{
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shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125);
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shotDamage = 2.4+(GetCommonData("Rank", 1)*0.3);
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shotScale = 0.6+(GetCommonData("Rank", 1)*0.125);
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shotSpeed = 50+(GetCommonData("Rank", 1)*1.25);
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wait(60);
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}
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}
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@ -468,7 +472,7 @@ task _ShotType(){
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loop{
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if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
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if(shotspeed % 4 == 0){
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let shotB = CreatePlayerShotA1(playerX, playerY, 50, 270, 2.6, shotDamage*1.25, 1);
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let shotB = CreatePlayerShotA1(playerX, playerY, shotSpeed, 270, 2.6, shotDamage*1.25, 1);
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_BulletRescalePlayer(shotB, shotScale, true, 1);
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ObjRender_SetAlpha(shotB, shotAlpha);
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Obj_SetRenderPriorityI(shotB, 41);
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@ -560,7 +564,7 @@ task _ShotType(){
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if(value == 1 || value == 3) {angSwing = 6;}
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else{angSwing = 4;}
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let shotA = CreatePlayerShotA1(x, y, 50, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.2, 1.1, 1);
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let shotA = CreatePlayerShotA1(x, y, shotSpeed, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.2, 1.1, 1);
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_BulletRescalePlayer(shotA, shotScale, true, 1);
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ObjRender_SetAlpha(shotA, shotAlpha);
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Obj_SetRenderPriorityI(shotA, 41);
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@ -780,7 +784,7 @@ task _Bomb(){
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ObjRender_SetBlendType(shotA, BLEND_ADD_ARGB);
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Obj_SetRenderPriorityI(shotA, 41);
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ObjShot_SetPenetrateShotEnable(shotA, false);
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ObjShot_SetEnemyIntersectionInvalidFrame(shotA, 2);
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//ObjShot_SetEnemyIntersectionInvalidFrame(shotA, 5); // CURRENTLY BUGGED AS OF PH3SX 1.32B
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ObjShot_SetSpellFactor(shotA, true);
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ObjShot_SetEraseShot(shotA, true);
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}
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