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Kevinmonitor 2023-01-26 18:34:56 +07:00
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#TouhouDanmakufu[Plural]
#ScriptVersion[3]
#Title["Game Plural"]
#Text["pilk"]
#System["script/KevinSystem/Kevin_System.txt"]
//#Player["script/KevinPackage/KevinScript_Players/PankevKouda/KevKou_Main.dnh", "script/KevinPackage/KevinScript_Players/MariHousui/MariHousui_Main.dnh"]
let csd = GetCurrentScriptDirectory();
let obj = ObjEnemyBossScene_Create();
int objBGM = ObjSound_Create();
int objBGMBoss = ObjSound_Create();
#include "script/KevinSystem/Universal_Lib.txt"
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
#include "script/Jam10/Stage_Background.dnh"
int LifeStart = GetCommonData("Starting Lives", 3);
bool stageStart = false;
bool bossStart = false;
float BGMRate = GetAreaCommonData("Config", "BGMVol", 100) * 0.01;
let POINTER_CHAIN = LoadAreaCommonDataValuePointer("PIV", "ChainAmount", 1);
let POINTER_CHAINGAUGE = LoadAreaCommonDataValuePointer("PIV", "ChainGauge", 0);
let POINTER_SPECIALAMMO = LoadAreaCommonDataValuePointer("PIV", "SpecialAmmo", 100);
let POINTER_SPECIALCHECK = LoadAreaCommonDataValuePointer("PIV", "IsUsingSpecial", false);
let POINTER_CHAINCHECK = LoadAreaCommonDataValuePointer("PIV", "IsChaining", false);
string DATA_PLAYER = "";
string DATA_DIFFICULTY = "";
@Event{
alternative (GetEventType())
case(EV_START_MUSIC){
stageStart = true;
ObjSound_Play(objBGM);
}
case(EV_BOSS_MUSIC){
bossStart = true;
ObjSound_Stop(objBGM);
ObjSound_Play(objBGMBoss);
}
case(EV_PAUSE_ENTER){
if (stageStart) {
if(bossStart){
ObjSound_Stop(objBGMBoss);
}
else{
ObjSound_Stop(objBGM);
}
}
}
case(EV_PAUSE_LEAVE){
if (stageStart) {
if(bossStart){
ObjSound_Play(objBGMBoss);
}
else{
ObjSound_Play(objBGM);
}
}
}
}
@Initialize{
SetCommonDataPtr(POINTER_CHAIN, 1);
SetCommonDataPtr(POINTER_CHAINGAUGE, 0);
SetCommonDataPtr(POINTER_SPECIALAMMO, 100);
SetCommonDataPtr(POINTER_SPECIALCHECK, false);
SetCommonDataPtr(POINTER_CHAINCHECK, false);
SetCommonData("Flying Defeated", 0);
SetCommonData("Ground Defeated", 0);
//SetCommonData("IsBomb", false);
SetCommonData("Rank", 1);
if(!IsCommonDataAreaExists("PIV")){
CreateCommonDataArea("PIV");
SetAreaCommonData("PIV", "currentvalue", 1000);
SetAreaCommonData("PIV", "ChainAmount", 1);
}
else{
SetAreaCommonData("PIV", "ChainAmount", 1);
SetAreaCommonData("PIV", "currentvalue", 1000);
}
SetPlayerLife(GetAreaCommonData("Config", "StartingLife", 3));
SetAutoDeleteObject(true);
// 0: Yal, 1: Wareya
//SetAreaCommonData("Config", "BGMSelect", "Wareya");
/*
if(GetAreaCommonData("Config", "BGMSelect", 0) == 1){
ObjSound_Load(objBGM, "script/game/resourceLib/BossTheme_Wareya1.ogg");
ObjSound_SetLoopTime(objBGM, 1.644, 51.110);
}
else{
ObjSound_Load(objBGM, "script/game/resourceLib/BossTheme_Yal.ogg");
ObjSound_SetLoopTime(objBGM, 0.001, 92.81);
}
*/
InitiateData();
ObjSound_Load(objBGM, "script/Jam10/resourceLib/StageTheme.mp3");
ObjSound_SetSoundDivision(objBGM, SOUND_BGM);
ObjSound_SetResumeEnable(objBGM, true);
ObjSound_SetLoopEnable(objBGM, true);
ObjSound_SetLoopTime(objBGM, 22.72, 79.52);
ObjSound_Load(objBGMBoss, "script/Jam10/resourceLib/BossTheme.mp3");
ObjSound_SetSoundDivision(objBGMBoss, SOUND_BGM);
ObjSound_SetResumeEnable(objBGMBoss, true);
ObjSound_SetLoopEnable(objBGMBoss, false);
ObjSound_SetVolumeRate(objBGMBoss, 100*BGMRate);
ObjSound_SetVolumeRate(objBGM, 100*BGMRate);
PluralTask();
}
@MainLoop{
yield;
}
@Finalize
{
}
task InitiateData(){
DATA_PLAYER = GetPlayerReplayName();
DATA_DIFFICULTY = GetCommonData("Difficulty", "Standard");
}
/* TO DO:
+ Single *syncing* - ensure that the boss stays at the same position
*/
// Task to handle the plural's boss scene
task PluralTask(){
// Registering individual singles
ObjEnemyBossScene_Add(obj, 0, csd ~ "NarumiSTG.dnh");
ObjEnemyBossScene_LoadInThread(obj);
_ScrollBackground();
// Loading and registering the boss scene
ObjEnemyBossScene_Regist(obj);
async{
while(GetPlayerState() != STATE_END){yield;}
ObjSound_Stop(objBGM);
ObjSound_Stop(objBGMBoss);
}
while(!Obj_IsDeleted(obj)){
yield;
}
ObjSound_Stop(objBGM);
ObjSound_Stop(objBGMBoss);
stageStart = false;
bossStart = false;
//_ExplosionEffect(GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_WIDTH/2), PetalEffect);
if(!IsReplay() & LifeStart <= 3){
int highScore = GetAreaCommonData("Data_" ~ DATA_PLAYER, "HighScore_" ~ DATA_DIFFICULTY, 0);
int curScore = trunc(GetCommonData("Run Score", 0)/10)*10;
if(curScore > highScore){SetAreaCommonData("Data_" ~ DATA_PLAYER, "HighScore_" ~ DATA_DIFFICULTY, curScore);}
else{}
}
string savefile = "";
if (DATA_PLAYER == "Narumi") {savefile = "data_Pl0.dat";}
else if (DATA_PLAYER == "Kouryuu") {savefile = "data_Pl1.dat";}
else {savefile = "data_ERROR.dat";}
SaveCommonDataAreaA2("Data_" ~ DATA_PLAYER, "script/Jam10/" ~ savefile);
SetAutoDeleteObject(true);
CloseScript(GetOwnScriptID());
}

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// Constants
int difficulty = 0;
int STAGE_LENGTH = 90;
int BOSS_LENGTH = 30;
int HP_MAX = 4500;
int PHASE1_LIMIT = 2250;
int PHASE2_LIMIT = 0;
int PHASE3_LIMIT = 0;
// 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, 9][difficulty];
float RANK_MAX = 9; // Since Novice locks Rank to a lower level, this distinction is necessary
float RANK_MAX_TRUE = [6, 9, 9][difficulty]; // Can be changed
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 = 10;
// Very high speed
float baseMoveSpeedVH = 11.5;
// Speed multiplier per rank - speed increases by 0.02/0.03x per rank increase up to a max of 0.18/0.27x
float MoveSpeedRankMultiplierVL = 0.015;
float MoveSpeedRankMultiplierL = 0.025;
float MoveSpeedRankMultiplierH = 0.035;
float MoveSpeedRankMultiplierVH = 0.05;
// ITEM RELATED
float smallFlyingEnm_itemPointMin = 8;
float smallFlyingEnm_itemPointMax = 12;
float medFlyingEnm_itemPointMin = 12;
float medFlyingEnm_itemPointMax = 18;
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 = 3;
int W3_fairyNumMax = 9;
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 = 18;
int W4_spawnDelayMax = 35;
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 = 10;
float W4_bulletSpdMax = 12.25;
// 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 (counts as ground)
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: Yukionna with spiral (counts as ground)
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 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(16, 24, rank/RANK_MAX);
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]);
}
}
}
*/

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let bossBG = "script/Jam10/resourceLib/Jam10_BG.png";
let soundWarn = ObjSound_Create();
let alphaMax = 255*((GetAreaCommonData("Config", "BGOpacity", 100))/100);
let exVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01;
//ObjSound_Load(sound, "script/game/resourceLib/dialogueblip.wav");
ObjSound_Load(soundWarn, "script/game/resourceLib/warnSound.wav");
//ObjSound_SetVolumeRate(sound, 100 * blipVol);
ObjSound_SetVolumeRate(soundWarn, 100 * blipVol);
//ObjSound_SetSoundDivision(sound, SOUND_SE);
ObjSound_SetSoundDivision(soundWarn, SOUND_SE);
//LoadSound("script/game/StageLib/dialogueblip.wav");
LoadTextureEx(bossBG, true, true);
function <void> _ScrollBackground(){
int BossImg = _Create2DImage(bossBG, [0, 0, 640*4, 720]);
ObjRender_SetScaleXYZ(BossImg, 1);
ObjRender_SetPosition(BossImg, STG_WIDTH/2, STG_HEIGHT/2, 1);
Obj_SetRenderPriorityI(BossImg, 24);
float scrollSpeed = 0;
float maxscrollSpeed = 14;
int curScroll = 0;
async{
loop{
maxscrollSpeed = 9+GetCommonData("Rank", 1)*1.25;
wait(60);
}
}
async{
loop{
//ObjSprite2D_SetDestRect(BossImg, 0, 0, STG_WIDTH/2, STG_HEIGHT/2);
ObjSprite2D_SetSourceRect(BossImg, curScroll, 0, curScroll+640*4, 720);
curScroll += scrollSpeed;
scrollSpeed = min(maxscrollSpeed, scrollSpeed+0.05);
yield;
}
}
ascent(i in 0..90){
ObjRender_SetAlpha(BossImg, Interpolate_Decelerate(0, alphaMax, i/90));
yield;
}
NotifyEventAll(EV_START_MUSIC, 0);
//Dialogue();
//ObjRender_SetAlpha(BossImg, 255*((GetAreaCommonData("Config", "BGOpacity", 100))/100));
}
function <void> Dialogue(){
//ObjSound_Play(soundWarn);
wait(30);
int objText3 = CreateTextObject(
STG_WIDTH/2, STG_HEIGHT/3-60, 80,
" ", "Origami Mommy",
0x72CBFF, 0x72CBFF,
0x08007C, 10,
71
);
int objText = CreateTextObject(
STG_WIDTH/2, STG_HEIGHT/2-60, 36,
" ", "Origami Mommy",
0x72CBFF, 0x72CBFF,
0x08007C, 6,
71
);
int objText2 = CreateTextObject(
STG_WIDTH/2, STG_HEIGHT/2, 36,
" ", "Origami Mommy",
0x72CBFF, 0x72CBFF,
0x08007C, 6,
71
);
ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER);
ObjText_SetHorizontalAlignment(objText2, ALIGNMENT_CENTER);
ObjText_SetHorizontalAlignment(objText3, ALIGNMENT_CENTER);
TTextScroll(objText3, "GET READY!");
TTextScroll(objText, "IN 99 SECONDS");
//wait(60);
TTextScroll(objText2, "BECOME THE STRONGEST!");
wait(60);
Obj_Delete(objText);
Obj_Delete(objText2);
Obj_Delete(objText3);
}

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