Add effect cut options (+fix effect-related replay desyncs)
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@ -73,6 +73,8 @@ task _SoundTask{
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//LoadEx(lwmusic, lw, 80);
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LoadEx(fire1, bullet1, 35);
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LoadEx(fire2, bullet2, 35);
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LoadEx(pausesfx, pause, 20);
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LoadEx(extendsfx, extend, 50);
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/*LoadEx(light1, lightning1, 20);
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LoadEx(light2, lightning2, 20);
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@ -80,14 +82,14 @@ task _SoundTask{
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LoadEx(laserB, lazeB, 20);
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//LoadEx(grz, graze, 20);
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LoadEx(swing, slash, 20);
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LoadEx(pausesfx, pause, 20);
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LoadEx(choose, selection, 18);
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LoadEx(thundersfx, thunder, 25);
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LoadEx(charge, chargeA, 40);
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LoadEx(phase, chargeB, 25);
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LoadEx(fire3, bullet3, 35);
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LoadEx(bombsfx, bomb, 50);
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LoadEx(extendsfx, extend, 50);
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LoadEx(warnsfx, lenenwarn, 30);
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LoadEx(icebreak, lib ~ "se_don00.wav", 60);
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LoadEx(entrance, lib ~ "se_gun00.wav", 60);*/
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@ -100,8 +100,9 @@ let pointerPIV = LoadAreaCommonDataValuePointer("PIV", "currentvalue", 10000);
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float[] pos = GetEventArgument(0);
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//int listTarget = GetEventArgument(1);
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if(GetAreaCommonData("Config", "EffectCut", 0) >= 2){ObjSound_Play(sfxBoom);}
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//_EffectListPreRender(PetalEffect, imgEffect, [0, 0, 256, 256]);
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_ExplosionEffect(pos[0], pos[1], PetalEffect);
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else{_ExplosionEffect(pos[0], pos[1], PetalEffect);}
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}
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@ -15,9 +15,6 @@
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let ITEMID_PTR = LoadAreaCommonDataValuePointer("ScriptID", "ItemID", 0);
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let SYSTEMID_PTR = LoadAreaCommonDataValuePointer("ScriptID", "SystemID", 0);
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WriteLog(ITEMID_PTR);
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WriteLog(SYSTEMID_PTR);
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// Code by Kevinmonitor with some assistance.
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/*
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@ -171,7 +171,8 @@ task _DropPointItem(float[] posEnm, int killTimer, int maxTimer, int pointMin, i
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}
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_ScorePopup(posEnm[0], posEnm[1], "POINT", pointFinal);
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if(GetAreaCommonData("Config", "EffectCut", 0) >= 1){}
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else{_ScorePopup(posEnm[0], posEnm[1], "POINT", pointFinal);}
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return;
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@ -193,7 +194,8 @@ task _DropPIVItemEnemy(int IDPlayer, float[] posEnm, int pointMin, int pointMax,
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}
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_ScorePopup(posEnm[0], posEnm[1], "PIV", pointFinal);
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if(GetAreaCommonData("Config", "EffectCut", 0) >= 1){}
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else{_ScorePopup(posEnm[0], posEnm[1], "PIV", pointFinal);}
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return;
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@ -64,16 +64,16 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
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//TExplosionA(enmX, enmY, 255/effectLength, 9/effectLength);
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/*ascent(i in 0..effectNum){
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_CreatePetal(rand(5, 10)*dir, rand(5, 10)*dir, rand(0, 360));
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_CreatePetal(prand(5, 10)*dir, prand(5, 10)*dir, prand(0, 360));
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dir *= -1;
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//_CreatePetal(rand(50, 80), rand(-80, -50), rand(0, 360));
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//_CreatePetal(prand(50, 80), prand(-80, -50), prand(0, 360));
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}*/
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_CreatePetal(rand(8, 11), rand(-8, -11), rand(0, 360));
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_CreatePetal(rand(-11, -8), rand(-2, 2), rand(0, 360));
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_CreatePetal(rand(8, 8), rand(-2, 2), rand(0, 360));
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_CreatePetal(rand(-11, -8), rand(8, 11), rand(0, 360));
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_CreatePetal(rand(8, 11), rand(8, 11), rand(0, 360));
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_CreatePetal(prand(8, 11), prand(-8, -11), prand(0, 360));
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_CreatePetal(prand(-11, -8), prand(-2, 2), prand(0, 360));
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_CreatePetal(prand(8, 8), prand(-2, 2), prand(0, 360));
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_CreatePetal(prand(-11, -8), prand(8, 11), prand(0, 360));
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_CreatePetal(prand(8, 11), prand(8, 11), prand(0, 360));
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ObjSound_Play(sfxBoom);
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@ -85,7 +85,7 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
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float x = enmX, y = enmY;
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let x_speed = spdX;
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let y_speed = spdY;
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let z_add = rand(-5, 5);
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let z_add = prand(-5, 5);
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ascent(i in 0..effectLength){
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_PetalMovement(Interpolate_Decelerate(1.5, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
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@ -29,10 +29,13 @@ int[] enmGround = [];
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int[] rankAvg = [];
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let SYSTEMID_PTR_2 = LoadAreaCommonDataValuePointer("ScriptID", "SystemID", 0);
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// Includes ahoy
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#include "script/KevinSystem/Universal_Lib.txt"
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#include "script/game/99Sec_EnmLib.dnh"
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#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
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@Initialize {
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@ -60,11 +63,14 @@ int[] rankAvg = [];
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//_RenderBossDaiyousei(bossObj);
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SetEnemyAutoDeleteClip(165, 257, 165, 256);
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//testTask();
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bossTask();
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mainTask();
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groundTask();
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curEnmManage();
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//SetCommonData("Rank", 9);
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//_FadeInvincibility(bossObj, 150, 150, 1);
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//endingnew();
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}
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@ -552,12 +558,12 @@ task _BossExplosion(
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//NotifyEventAll(EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint);
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ObjSound_Play(bossBoom);
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NotifyEvent(GetCommonDataPtr("SystemIDPtr", ID_INVALID), EV_EXPLODE, [enmX, enmY]);
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NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR_2, 0), EV_EXPLODE, [enmX, enmY]);
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loop(30){
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//LoadEx(bossBoom, "script/game/resourceLib/bigBoom.ogg", 30 * SFXVol);
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ObjSound_Play(bossBoom);
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NotifyEvent(GetCommonDataPtr("SystemIDPtr", ID_INVALID), EV_EXPLODE, [shipX+rand(-240, 240), shipY+rand(-150, 150)]);
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NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR_2, 0), EV_EXPLODE, [shipX+rand(-240, 240), shipY+rand(-150, 150)]);
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wait(6);
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}
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@ -574,7 +580,7 @@ task _BossExplosion(
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_EndShake(120, 120);
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loop(120){
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NotifyEvent(GetCommonDataPtr("SystemIDPtr", ID_INVALID), EV_EXPLODE, [shipX+rand(-240, 240), STG_HEIGHT+rand(0, -150)]);
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NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR_2, 0), EV_EXPLODE, [shipX+rand(-240, 240), STG_HEIGHT+rand(0, -150)]);
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}
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ObjSound_Play(bossBoom);
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@ -693,6 +699,23 @@ task RankManagement(){
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}
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task testTask(){
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wait(15);
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while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > 20){
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//Wave4();
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WaveGround1();
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wait(15);
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//SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1, 1, 9));
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//SetCommonData("Ground Loops Cleared", GetCommonData("Ground Loops Cleared", 0)+1);
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yield;
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}
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}
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task groundTask(){
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wait(15);
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@ -94,7 +94,7 @@ const EV_PIV_2000 = EV_USER + 103i; // What.
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// Shot functions
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SetPlayerSpell(99);
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//SetPlayerSpell(99);
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_CAVELaser();
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_ShotType();
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@ -119,10 +119,15 @@ const EV_PIV_2000 = EV_USER + 103i; // What.
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// Delete effect
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case(EV_DELETE_SHOT_PLAYER){
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let graphic = GetEventArgument(2);
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float[] position = GetEventArgument(1);
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let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
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ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj, shotScale);
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if(GetAreaCommonData("Config", "EffectCut", 0) >= 3){}
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else{
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let graphic = GetEventArgument(2);
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float[] position = GetEventArgument(1);
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let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
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ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj, shotScale);
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}
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//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
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//else{_DeleteEffect(obj);}
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}
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