NarumiSTG_HyperSnowDrifter/script/Jam10/GunnerParade_ConstLib.dnh

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// Constants
int difficulty = 0;
int STAGE_LENGTH = 120;
int MIDBOSS_LENGTH = 75;
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int BOSS_LENGTH = 30;
int HP_MAX = 4500;
int PHASE1_LIMIT = 2250;
int PHASE2_LIMIT = 0;
int PHASE3_LIMIT = 0;
int MIDBOSS_HP = 1800;
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// Rank min/max
local{
alternative(GetCommonData("Difficulty", "Standard"))
case("Novice"){difficulty = 0;}
case("Standard"){difficulty = 1;}
case("Extra"){difficulty = 2;}
others{difficulty = 0;}
}
float RANK_MIN = [1, 1, 12][difficulty];
float RANK_MAX = 12; // Since Novice locks Rank to a lower level, this distinction is necessary
float RANK_MAX_TRUE = [6, 12, 12][difficulty]; // Can be changed
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SetCommonData("MinRank", RANK_MIN);
SetCommonData("MaxRank", RANK_MAX_TRUE);
// Enemy parameters
int smallEnemyHitbox = 32;
int medEnemyHitbox = 64;
int largeEnemyHitbox = 100;
int spiritHitbox = 48;
float smallEnemyHP = 45;
float mediumEnemyHP = 80;
float largeEnemyHP = 120;
float largeEnemyAltHP = 150;
float popcornHP = 25;
float smallEnemyScale = 1;
float largeEnemyScale = 1;
float popcornScale = 1;
// Enemy rects
int[] smallfairyRect = [0, 128, 128, 256];
int[] spiritRect = [0, 0, 128, 128];
int[] mushroomfairyRect = [0, 256, 192, 448];
int[] yukionnaRect = [0, 448, 192, 640];
int[] bossRect = [192, 448, 384, 704];
// Universal
// MOVEMENT SPEED RELATED
// Very low speed (ground, large enemies)
float baseMoveSpeedVL = 5.5;
// Low speed (ground, large enemies)
float baseMoveSpeed1L= 7;
// Medium speed
float baseMoveSpeedM = 8;
// High speed
float baseMoveSpeedH = 9;
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// Very high speed
float baseMoveSpeedVH = 10.5;
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float MoveSpeedRankMultiplierVL = 0.01;
float MoveSpeedRankMultiplierL = 0.015;
float MoveSpeedRankMultiplierH = 0.02;
float MoveSpeedRankMultiplierVH = 0.03;
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// ITEM RELATED
float smallFlyingEnm_itemPointMin = 8;
float smallFlyingEnm_itemPointMax = 12;
float medFlyingEnm_itemPointMin = 14;
float medFlyingEnm_itemPointMax = 21;
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float largeFlyingEnm_itemPointMin = 20;
float largeFlyingEnm_itemPointMax = 30;
float verylargeFlyingEnm_itemPointMin = 35;
float verylargeFlyingEnm_itemPointMax = 45;
// 1 ammo item = 2 ammo
float smallGroundEnm_itemAmmoMin = 2;
float smallGroundEnm_itemAmmoMax = 4;
float medGroundEnm_itemAmmoMin = 4;
float medGroundEnm_itemAmmoMax = 6;
float largeGroundEnm_itemAmmoMin = 12;
float largeGroundEnm_itemAmmoMax = 18;
float verylargeGroundEnm_itemAmmoMin = 40;
float verylargeGroundEnm_itemAmmoMax = 60;
float smallEnm_itemChainMin = 6;
float smallEnm_itemChainMax = 12;
float mediumEnm_itemChainMin = 9;
float mediumEnm_itemChainMax = 16;
float largeEnm_itemChainMin = 12;
float largeEnm_itemChainMax = 20;
float itemMultiplier = 0.03; // For point items only
// INVINCIBILITY TIME
// Short, medium, long
int[] invinTimeArr = [20, 40, 60];
int[] invinTimeDecrease = [1, 2, 3]; // Per rank increase
// Wave 1
// Graphic: fairy
// Uses high speed, fires aimed bullets
int W1_spawnDelayMin = 4;
int W1_spawnDelayMax = 8;
int W1_fairyNumMin = 5;
int W1_fairyNumMax = 8;
int W1_decelTimeMin = 20;
int W1_decelTimeMax = 30;
int W1_bulletDelayMin = 40;
int W1_bulletDelayMax = 50;
float W1_bulletSpdMin = 9;
float W1_bulletSpdMax = 12;
// Wave 2
// Graphic: spirit
// Sin-wave movement, fires aimed small-fire fans
int W2_fairyNumMin = 3;
int W2_fairyNumMax = 5;
int W2_bulletDelayMin = 65;
int W2_bulletDelayMax = 90;
float W2_bulletSpdMin = 10;
float W2_bulletSpdMax = 13;
float W2_rangeMin = 2;
float W2_rangeMax = 3.25;
int W2_bulletfanNumMin = 3;
int W2_bulletfanNumMax = 5;
int W2_spawnDelayMin = 10;
int W2_spawnDelayMax = 15;
// Wave 3: Mushroom fairy, fires large fireballs
int W3_spawnDelayMin = 15;
int W3_spawnDelayMax = 30;
int W3_fairyNumMin = 2;
int W3_fairyNumMax = 6;
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float W3_rangeMin = 1;
float W3_rangeMax = 2.5;
int W3_bulletfanNumMin = 1;
int W3_bulletfanNumMax = 1;
int W3_bulletDelayMin = 15;
int W3_bulletDelayMax = 20;
float W3_bulletSpdMin = 11;
float W3_bulletSpdMax = 13;
// Wave 4: Mushroom fairy, fires small fireball lines
int W4_spawnDelayMin = 15;
int W4_spawnDelayMax = 30;
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int W4_fairyNumMin = 2;
int W4_fairyNumMax = 5;
int W4_bulletNumMin = 3;
int W4_bulletNumMax = 5;
int W4_bulletDelayMin = 2;
int W4_bulletDelayMax = 4;
int W4_stopTimeMin = 20;
int W4_stopTimeMax = 30;
float W4_bulletSpdMin = 8;
float W4_bulletSpdMax = 10;
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// Wave 5: Clumped small fairy lines come from both sides to attack you.
int W5_spawnDelayMin = 20;
int W5_spawnDelayMax = 40;
int W5_fairyNumMin = 3;
int W5_fairyNumMax = 6;
// Angles
int W5_moveTimeMin = 40;
int W5_moveTimeMax = 50;
float W5_bulletSpdMin = 11;
float W5_bulletSpdMax = 13;
// Wave 6: Alt mushroom fairies (2 OR 3) spawns sparse rings (NOT GROUND)
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int WG1_ringDenseMin = 10;
int WG1_ringDenseMax = 14;
float WG1_bulletSpdMin = 8;
float WG1_bulletSpdMax = 11;
int WG1_bulletDelayMin = 30;
int WG1_bulletDelayMax = 45;
// Wave 7 (S2): Yukionna with spiral (counts as ground)
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int WG2_spiralDenseMin = 6;
int WG2_spiralDenseMax = 9;
int WG2_spiralNumMin = 3;
int WG2_spiralNumMax = 5;
float WG2_spiralSpdMin = 7.5;
float WG2_spiralSpdMax = 9.5;
int WG2_spiralDelayMax = 40;
int WG2_spiralDelayMin = 25;
// Wave 8 (S2): Medium fairies with W3 movements leave large fireball walls. Uses W4 parameters
// Wave 9 (S2): Large number of small fairies come in from both sides (with W3 movements) firing aimed bullets.
int W9_spawnDelayMin = 5;
int W9_spawnDelayMax = 10;
int W9_fairyNumMin = 8;
int W9_fairyNumMax = 12;
int W9_bulletDelayMin = 30;
int W9_bulletDelayMax = 50;
float W9_bulletSpdMin = 7.5;
float W9_bulletSpdMax = 9.5;
// Wave 10 (S2): Clumped medium fairy (3 per line) come in from the right to fire large fireball lines.
int W10_spawnDelayMin = 35;
int W10_spawnDelayMax = 50;
int W10_fairyNumMin = 2;
int W10_fairyNumMax = 4;
int W10_bulletLineNumMin = 3;
int W10_bulletLineNumMax = 5;
// Angles
int W10_moveTimeMin = 55;
int W10_moveTimeMax = 70;
float W10_bulletSpdMin = 8;
float W10_bulletSpdMax = 9.5;
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/*
// Wave Ground 1
int[] sign1Rect = [1024, 512, 1280, 768];
int[] platformRect = [1536, 256, 2304, 768];
int WG1_invinTimeMin = 15;
int WG1_invinTimeMax = 25;
// Wave Ground 2
int[] cannonRect = [2048, 768, 2304, 1024];
int[] bushRect = [512, 1024, 1280, 1536];
int WG2_bulletNumMin = 3;
int WG2_bulletNumMax = 5;
float WG2_angRangeMin = 1.4;
float WG2_angRangeMax = 2;
float WG2_bulletSpdMin = 9;
float WG2_bulletSpdMax = 11;
int WG2_bulletDelayMin = 30;
int WG2_bulletDelayMax = 40;
int WG2_invinTimeMin = 45;
int WG2_invinTimeMax = 60;
// Wave Ground 1A
// Graphic: fairy
// Uses high speed
int WG1A_bulletNumMin = 1;
int WG1A_bulletNumMax = 3;
int WG1A_bulletDelayMin = 45;
int WG1A_bulletDelayMax = 60;
float WG1A_bulletSpdMin = 12;
float WG1A_bulletSpdMax = 15;
int[] sign2Rect = [1280, 512, 1536, 768];
int WG1A_invinTimeMin = 25;
int WG1A_invinTimeMax = 40;
// Wave Ground 3 (Rybb) -> orange line spirals
int WG3_spiralDenseMin = 5;
int WG3_spiralDenseMax = 8;
int WG3_spiralNumMin = 3;
int WG3_spiralNumMax = 6;
float WG3_spiralSpdMin = 7.5;
float WG3_spiralSpdMax = 9.5;
int WG3_spiralDelayMax = 40;
int WG3_spiralDelayMin = 30;
int[] rybbRect = [1280, 1024, 1792, 1536];
// Wave Ground 4 (ITS THE FUCKING BUSSY FAIRIES)
// Number of fairies affected by RANK and KILL SPEED
int[] bush2Rect = [512, 1536, 1280, 2048];
int[] bush2ARect = [256, 1536, 512, 1792];
int WG4_enmNumMin = 4;
int WG4_enmNumMax = 6;
int WG4_bulletDelayMin = 45;
int WG4_bulletDelayMax = 60;
float WG4_bulletSpdMin = 11;
float WG4_bulletSpdMax = 14;
int WG4_invinTimeMin = 100;
int WG4_invinTimeMax = 120;
// Wave Ground 5 (Decker) -> Line bullets.
int WG5_bulletNumMin = 4;
int WG5_bulletNumMax = 6;
int WG5_bulletDelayMin = 12;
int WG5_bulletDelayMax = 15;
float WG5_bulletSpdMin = 7;
float WG5_bulletSpdMax = 9;
int[] deckerRect = [1792, 1024, 1792+512, 1536];
// Wave Ground 6 -> Your ass is our base
*/
task UpdateDrops(){
// According to rank
while(true){
smallFlyingEnm_itemPointMax = FUNC_LERP_LINEAR(12, 18, rank/RANK_MAX);
medFlyingEnm_itemPointMax = FUNC_LERP_LINEAR(21, 28, rank/RANK_MAX);
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largeFlyingEnm_itemPointMax = FUNC_LERP_LINEAR(30, 40, rank/RANK_MAX);
verylargeFlyingEnm_itemPointMax = FUNC_LERP_LINEAR(45, 60, rank/RANK_MAX);
smallGroundEnm_itemAmmoMax = FUNC_LERP_LINEAR(4, 6, rank/RANK_MAX);
medGroundEnm_itemAmmoMax = FUNC_LERP_LINEAR(6, 8, rank/RANK_MAX);
largeGroundEnm_itemAmmoMax = FUNC_LERP_LINEAR(18, 25, rank/RANK_MAX);
verylargeGroundEnm_itemAmmoMax = FUNC_LERP_LINEAR(60, 75, rank/RANK_MAX);
smallEnm_itemChainMax = FUNC_LERP_LINEAR(12, 16, rank/RANK_MAX);
mediumEnm_itemChainMax = FUNC_LERP_LINEAR(16, 20, rank/RANK_MAX);
largeEnm_itemChainMax = FUNC_LERP_LINEAR(20, 24, rank/RANK_MAX);
wait(5);
}
}
/*
Reference:
task SpawnSpiral(float angStart, int spinDir){
async{
ascent(i in -1..linespiralNum[diff]){
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){break;}
int shot = CreateFan(bossObj, 1, KEV_LEAF_ORANGE, linespiralLineCount[diff],
angStart+i*spinDir*linespiralAngOffset[diff], 0, linespiralSpd2[diff], linespiralSpd1[diff],
0.6,
0, 0,
PATTERN_FAN, false
);
int shot2 = CreateFan(bossObj, 1, KEV_LEAF_ORANGE, linespiralLineCount[diff],
angStart+(180+angStart)-i*spinDir*linespiralAngOffset[diff], 0, linespiralSpd2[diff], linespiralSpd1[diff], 0.6,
0, 0,
PATTERN_FAN, false
);
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot); Obj_Delete(shot2);}
else{Shoot1;}
wait([4, 4, 3, 3][diff]);
}
}
}
*/