can you feel the yass tonight? (postjam)
This commit is contained in:
parent
4564ad9668
commit
a25c13d846
66 changed files with 75 additions and 1966 deletions
|
@ -41,7 +41,7 @@ task BaseShot(){
|
|||
|
||||
ascent(i in 0..3){
|
||||
|
||||
let shotA = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1), shotDamageOption, 1.5, AMULET);
|
||||
let shotA = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1), shotDamageOption*1.25, 1.5, AMULET);
|
||||
_BulletRescalePlayer(shotA, shotScaleOption, true, 1);
|
||||
ObjRender_SetAlpha(shotA, shotAlpha);
|
||||
Obj_SetRenderPriorityI(shotA, 41);
|
||||
|
@ -50,7 +50,7 @@ task BaseShot(){
|
|||
|
||||
ascent(i in 0..3){
|
||||
|
||||
let shotB = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1) + 180, shotDamageOption, 1.5, AMULET);
|
||||
let shotB = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1) + 180, shotDamageOption*1.25, 1.5, AMULET);
|
||||
_BulletRescalePlayer(shotB, shotScaleOption, true, 1);
|
||||
ObjRender_SetAlpha(shotB, shotAlpha);
|
||||
Obj_SetRenderPriorityI(shotB, 41);
|
||||
|
@ -111,49 +111,39 @@ task SpecialWeapon(){
|
|||
|
||||
while(true){
|
||||
|
||||
if(GetVirtualKeyState(VK_SPELL) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 0 && !ripplayer){
|
||||
if(GetVirtualKeyState(VK_SPELL) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 20/60 && !ripplayer){
|
||||
|
||||
if(shotspeed % 4 == 0){ObjSound_Play(Fire);}
|
||||
|
||||
i = min(210, i+210/10);
|
||||
|
||||
ObjMove_SetPosition(golem, playerX + i, playerY);
|
||||
ObjRender_SetAlpha(golem, min(255, ObjRender_GetAlpha(golem)+255/10));
|
||||
Obj_SetVisible(golem, true);
|
||||
|
||||
//SetCommonDataPtr(POINTER_SPECIALCHECK, true);
|
||||
SetCommonDataPtr(POINTER_CHAINCHECK, true);
|
||||
SetPlayerSpeed(PlayerSpd[0]*1.5, PlayerSpd[1]*1.5);
|
||||
// (Approx.) 20 ammo per second
|
||||
|
||||
// (Approx.) 20 ammo per second, 1/3 ammo per frame.
|
||||
|
||||
SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
|
||||
ObjShot_SetIntersectionEnable(golem, true);
|
||||
Obj_SetVisible(golem, true);
|
||||
|
||||
if(ObjRender_GetAlpha(golem) >= 220){
|
||||
|
||||
ObjShot_SetIntersectionEnable(golem, true);
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
ObjShot_SetIntersectionEnable(golem, false);
|
||||
|
||||
}
|
||||
|
||||
// +1 rank per 10 seconds of use
|
||||
|
||||
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1/600, 1, GetCommonData("MaxRank", 6)));
|
||||
|
||||
/*
|
||||
if(shotspeed % 4 == 0){
|
||||
|
||||
float x = ObjMove_GetX(ID);
|
||||
float y = ObjMove_GetY(ID);
|
||||
|
||||
// Minimal rank boost -> +0.5 rank for every 10 seconds of the wpn being used -> 1/20 rank every sec -> 1/300 rank every 4 frames
|
||||
|
||||
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + 1/300, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
|
||||
|
||||
angFire[0] = 270 + angFlux * sin(ang1) + rand(-5, 5);
|
||||
angFire[1] = 270 + angFlux * sin(ang2) + rand(-5, 5);
|
||||
// YASS FIRE THOSE BITCH KILLER SLASHES
|
||||
FireSlash(angFire[0], 50, 35, 45);
|
||||
FireSlash(angFire[1], 50, 35, 45);
|
||||
|
||||
ang1 += 25;
|
||||
ang2 -= 25;
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
|
@ -165,7 +155,14 @@ task SpecialWeapon(){
|
|||
ObjRender_SetAlpha(golem, max(0, ObjRender_GetAlpha(golem)-255/10));
|
||||
|
||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
||||
SetCommonDataPtr(POINTER_SPECIALAMMO, min(100, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)+(5/60)));
|
||||
|
||||
// Refills ammo by 1/12 ammo per frame.
|
||||
|
||||
if(GetVirtualKeyState(VK_SPELL) == KEY_FREE)
|
||||
{SetCommonDataPtr(POINTER_SPECIALAMMO, min(100, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)+(5/60)));}
|
||||
else
|
||||
{}
|
||||
|
||||
SetCommonDataPtr(POINTER_CHAINCHECK, false);
|
||||
ObjShot_SetIntersectionEnable(golem, false);
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ int grazecounter = 0; // For basic graze = PIV mechanic
|
|||
|
||||
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 255)*0.01)*255;
|
||||
|
||||
float shotDamageOption = 4;
|
||||
float shotDamageOption = 4.5;
|
||||
float shotScaleOption = 1;
|
||||
|
||||
float shotDamageLaser = 2;
|
||||
|
@ -249,7 +249,7 @@ task Parameter(){
|
|||
SetPlayerDownStateFrame(90);
|
||||
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
||||
SetPlayerRebirthLossFrame(0);
|
||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 2, 40);
|
||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 1, 40);
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue