diff --git a/script/player/Chimata/Chimata_Main.dnh b/script/player/Chimata/Chimata_Main.dnh index 115e078..83c7573 100644 --- a/script/player/Chimata/Chimata_Main.dnh +++ b/script/player/Chimata/Chimata_Main.dnh @@ -17,8 +17,9 @@ #include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt" #include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt" -float shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125); +float shotDamage = 2.4+(GetCommonData("Rank", 1)*0.3); float shotScale = 0.6+(GetCommonData("Rank", 1)*0.125); +float shotSpeed = 50+(GetCommonData("Rank", 1)*1.5); let csd = GetCurrentScriptDirectory(); @@ -93,6 +94,8 @@ const EV_PIV_2000 = EV_USER + 103i; // What. // Shot functions + SetPlayerSpell(99); + _CAVELaser(); _ShotType(); //UniversalAlphaHandle(_shotArray); @@ -457,8 +460,9 @@ task _ShotType(){ task UpdateParam(){ loop{ - shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125); + shotDamage = 2.4+(GetCommonData("Rank", 1)*0.3); shotScale = 0.6+(GetCommonData("Rank", 1)*0.125); + shotSpeed = 50+(GetCommonData("Rank", 1)*1.25); wait(60); } } @@ -468,7 +472,7 @@ task _ShotType(){ loop{ if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){ if(shotspeed % 4 == 0){ - let shotB = CreatePlayerShotA1(playerX, playerY, 50, 270, 2.6, shotDamage*1.25, 1); + let shotB = CreatePlayerShotA1(playerX, playerY, shotSpeed, 270, 2.6, shotDamage*1.25, 1); _BulletRescalePlayer(shotB, shotScale, true, 1); ObjRender_SetAlpha(shotB, shotAlpha); Obj_SetRenderPriorityI(shotB, 41); @@ -560,7 +564,7 @@ task _ShotType(){ if(value == 1 || value == 3) {angSwing = 6;} else{angSwing = 4;} - let shotA = CreatePlayerShotA1(x, y, 50, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.2, 1.1, 1); + let shotA = CreatePlayerShotA1(x, y, shotSpeed, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.2, 1.1, 1); _BulletRescalePlayer(shotA, shotScale, true, 1); ObjRender_SetAlpha(shotA, shotAlpha); Obj_SetRenderPriorityI(shotA, 41); @@ -780,7 +784,7 @@ task _Bomb(){ ObjRender_SetBlendType(shotA, BLEND_ADD_ARGB); Obj_SetRenderPriorityI(shotA, 41); ObjShot_SetPenetrateShotEnable(shotA, false); - ObjShot_SetEnemyIntersectionInvalidFrame(shotA, 2); + //ObjShot_SetEnemyIntersectionInvalidFrame(shotA, 5); // CURRENTLY BUGGED AS OF PH3SX 1.32B ObjShot_SetSpellFactor(shotA, true); ObjShot_SetEraseShot(shotA, true); }