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415
script/player/Kouryuu/Player_Function.dnh
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415
script/player/Kouryuu/Player_Function.dnh
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#include "./Player_Function_Laser.dnh"
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// Shot Type
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int[] optionArr = [];
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float angSpace = 2.5;
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float[] angStartArr = [];
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// Far left, left, right, far right
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float[] angStartUF = [230, 270, 270, 310];
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float[] angStartUFAlt = [230, 275, 265, 310];
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float[] angStartF = [250, 280, 260, 290];
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float offsetX = 125;
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float offsetY = 75;
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int[] bulletNum = [4, 3, 3, 4];
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task _HomeShot(int shot_) {
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float duration = 55;
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bool homingBool = false;
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float basepenetrate = ObjShot_GetPenetration(shot_);
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float basedmg = ObjShot_GetDamage(shot_);
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//
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for (int t = 0i; t < duration && !Obj_IsDeleted(shot_); t++) {
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// Checks if enemies are on screen. If enemies are visible, enable homing for the shots.
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// _enemyArray is an array containing all enemy IDs, and is constantly updated in @MainLoop.
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if (0 < length(_enemyArray)) {
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float targetDist = 2000; // Arbitrary number (???)
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int targetID = 0;
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// Checks distance of every enemy on screen.
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for each (int enemy in ref _enemyArray) {
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float enemyX = ObjMove_GetX(enemy);
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float enemyY = ObjMove_GetY(enemy);
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if (0 < enemyX && enemyX < maxX && 0 < enemyY && enemyY < maxY) {
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// Returns the hypotenuse of the triangle formed by the x & y distances between the shot and the enemy.
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float shotDist = hypot(enemyX - ObjMove_GetX(shot_), enemyY - ObjMove_GetY(shot_));
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// Locks the shot onto the enemy.
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if (shotDist < targetDist) {
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targetDist = shotDist;
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targetID = enemy;
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homingBool = true;
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}
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}
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}
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// Code to handle the actual homing.
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if (homingBool) {
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for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
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ObjShot_SetAutoDelete(shot_, false);
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float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
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float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
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float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
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float homeRate = Interpolate_Decelerate(0, 0.8, min(45, f) / 45);
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// Homing speed?
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ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
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f++;
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yield;
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}
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ObjShot_SetAutoDelete(shot_, true);
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ObjMove_SetAngularVelocity(shot_, 0);
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homingBool = false;
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}
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}
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yield;
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}
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}
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task UpdateAng(){
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while(true){
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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angStartArr = angStartF;
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angSpace = 9;
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}
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else{
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angStartArr = angStartUF;
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angSpace = 18;
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}
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yield;
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}
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}
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task ShotType(){
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}
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function CreateOption(distX, distY, startang, wvel, counterspin){
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//let shot = CreatePlayerShotA1(playerX+x, playerY-150+y, 0, startang, 0, 99999, KEV_OPTION);
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let dummy = CreatePlayerShotA1(playerX, playerY-180, 0, startang, 0, 99999, 0);
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bool visible = true;
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int shotspeedhome = 0;
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float counter = 0;
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float scythex = 0;
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float scythey = 0;
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float offset = 0;
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float dummyX = ObjMove_GetX(dummy);
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float dummyY = ObjMove_GetY(dummy);
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let shot = CreatePlayerShotA1(dummyX, dummyY, 0, startang, 0, 99999, OPTION);
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float spaceX = 0, spaceY = 0;
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float shotang = startang;
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//ObjShot_SetSpinAngularVelocity(shot, wvel);
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ObjShot_SetAutoDelete(shot, false);
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ObjShot_SetAutoDelete(dummy, false);
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_BulletRescalePlayer(shot, 1, true, 1);
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ObjRender_SetBlendType(shot, BLEND_ALPHA);
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ObjRender_SetAlpha(shot, 255);
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float shotX = ObjMove_GetX(shot);
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float shotY = ObjMove_GetY(shot);
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// Handles the spinning and shooting of the options.
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async{
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//SetShotAutoDeleteClip(-500, 128, -500, -500);
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//int i = 0;
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loop{
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shotX = ObjMove_GetX(shot);
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shotY = ObjMove_GetY(shot);
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ObjRender_SetAngleZ(shot, 0);
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if(!IsPermitPlayerShot || ripplayer){
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//spaceX = clamp(spaceX-2, 0, x);
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//Obj_SetVisible(shot, false);
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Obj_SetVisible(dummy, false);
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visible = false;
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shotspeedhome = 0;
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}
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else{
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//spaceX = min(x, spaceX+x/45);
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//spaceY = min(y, spaceY+y/45);
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Obj_SetVisible(shot, true);
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visible = true;
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Obj_SetVisible(dummy, true);
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if(shotspeedhome % 4 == 0 && GetVirtualKeyState(VK_USER1) == KEY_FREE && GetVirtualKeyState(VK_SHOT) != KEY_FREE){
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let bullet = CreatePlayerShotA1(shotX, shotY, 50, 270, shotDamageOption, 1.5, FIRE_OPTION);
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//let water2 = CreatePlayerShotA1(shotx+25, shoty, 15, shotang+180, 1.82, 1.25, KEV_OPTIONSHOT);
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ObjShot_SetAutoDelete(bullet, false);
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_HandleDeletion(bullet);
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ObjRender_SetAlpha(bullet, shotAlpha);
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_BulletRescalePlayer(bullet, shotScaleOption, true, 1);
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//ObjMove_SetAngularVelocity(water, [0, 0.2][typeGun]);
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//ObjMove_SetAngularVelocity(water2, [0, 0.2][typeGun]);
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Obj_SetRenderPriorityI(bullet, plrender-1);
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ObjSound_Play(Base2);
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}
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shotspeedhome++;
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//counter;
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}
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yield;
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}
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}
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task _HandleDeletion(int target){
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while(ObjMove_GetY(target) > -96){
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if(Obj_IsDeleted(target)){break;}
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yield;
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}
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Obj_Delete(target);
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return;
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}
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// Having the options move with Kevin if not shooting and/or focused.
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async{
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float angmove = 0;
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loop{
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ObjMove_SetPosition(shot, playerX+counterspin*spaceX*cos(shotang), playerY-offset+counterspin*spaceY*sin(shotang));
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shotang += 3*counterspin;
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ObjMove_SetPosition(dummy, playerX, playerY);
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// If under player: render above
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if(shotY > playerY){Obj_SetRenderPriorityI(shot, plrender+1);}
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else{Obj_SetRenderPriorityI(shot, plrender-1);}
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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spaceX = max(distX*0.6, spaceX-distX*1/15);
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spaceY = max(distY*0.6, spaceY-distY*1/15);
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}
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else{
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spaceX = min(distX*1, spaceX+distX*1/15);
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spaceY = min(distY*1, spaceY+distY*1/15);
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}
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yield;
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}
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}
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async{
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loop{
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if(visible == true){ObjShot_SetIntersectionEnable(shot, true); ObjShot_SetIntersectionEnable(dummy, true); counter += (1/240); counter = min(counter, 1);}
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else if (visible != true && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false);}
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else {ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false); counter = 0;}
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yield;
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}
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}
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return shot;
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}
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// CALL THIS TASK FIRST
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task InitiateOptions(){
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// Far left, left, right, far right
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float distX = 175;
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float distY = 175;
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float[] angArr = [0, 90, 180, 270];
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int count = 0;
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for each (float entry in ref angArr){
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int option = CreateOption(distX, distY, angArr[count], 1, -1);
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optionArr = optionArr ~ [option];
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count++;
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}
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SpecialWeapon(objPlayer);
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}
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task BaseShot(){
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int angMultiplier = 0;
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// lASER!!!
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_RenderLaser(objPlayer, 0, 300, GetStgFrameHeight()*1.5, 64, 0, shotDamageLaser);
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}
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task SpecialWeapon(int ID){
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int angMultiplier = 0;
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float angFlux = 10;
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float ang1 = 180;
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float ang2 = 180;
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float[] angFire = [270-20, 270+20];
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while(true){
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if(GetVirtualKeyState(VK_USER1) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 0 && IsPermitPlayerShot && !ripplayer){
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SetCommonDataPtr(POINTER_SPECIALCHECK, true);
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SetCommonDataPtr(POINTER_CHAINCHECK, true);
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// (Approx.) 20 ammo per second
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SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
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if(shotspeed % 4 == 0){
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float x = ObjMove_GetX(ID);
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float y = ObjMove_GetY(ID);
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// 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
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SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + 1/300, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
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angFire[0] = 270 + angFlux * sin(ang1) + rand(-5, 5);
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angFire[1] = 270 + angFlux * sin(ang2) + rand(-5, 5);
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// YASS FIRE THOSE BITCH KILLER SLASHES
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FireSlash(angFire[0], 50, 35, 45);
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FireSlash(angFire[1], 50, 35, 45);
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ang1 += 25;
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ang2 -= 25;
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}
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}
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else{
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SetCommonDataPtr(POINTER_CHAINCHECK, false);
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if(GetCommonDataPtr(POINTER_CHAINGAUGE, 0) <= 0){SetCommonDataPtr(POINTER_SPECIALCHECK, false);}
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}
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yield;
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}
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}
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task FireSlash(
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float angle, baseSpd,
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int decelTime, lifeTime
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){
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int slash = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial, 8, FIRE_SPECIAL);
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ObjShot_SetPenetrateShotEnable(slash, false);
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_BulletRescalePlayer(slash, shotScaleSpecial, true, 1);
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Obj_SetRenderPriorityI(slash, plrender-1);
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//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
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ObjSound_Play(Base5);
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ObjShot_SetEraseShot(slash, true);
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async{
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ascent(i in 0..3){
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int slashA = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial/5, 32, FIRE_SPECIAL);
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_BulletRescalePlayer(slashA, shotScaleSpecial/2, true, 1);
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//ObjRender_SetBlendType(slashA, BLEND_ADD_ARGB);
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ObjShot_SetPenetrateShotEnable(slashA, false);
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Obj_SetRenderPriorityI(slashA, plrender-1);
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Fade(slashA);
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wait(10);
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}
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}
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task Fade(int ID){
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ObjMove_AddPatternA2(ID, 0, baseSpd/2, [rand(180, 230), rand(-50, 30)][rand_int(0, 1)], (-baseSpd/2)/(decelTime), 2, 0);
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ascent(i in 0..(decelTime)){
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ObjRender_SetAlpha(ID, Interpolate_Accelerate(shotAlpha, 0, i/(decelTime)));
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yield;
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}
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Obj_Delete(ID);
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}
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async{
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ObjMove_SetAcceleration(slash, -baseSpd/decelTime);
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ObjMove_SetMaxSpeed(slash, baseSpd/50);
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ObjRender_SetAlpha(slash, shotAlpha);
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ascent(i in 0..decelTime){
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ObjRender_SetScaleXYZ(slash, Interpolate_Accelerate(shotScaleSpecial/1.25, shotScaleSpecial, i/decelTime));
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yield;
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}
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ascent(i in 0..(lifeTime-decelTime)){
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ObjRender_SetAlpha(slash, Interpolate_Accelerate(shotAlpha, 0, i/(lifeTime-decelTime)));
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yield;
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}
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Obj_Delete(slash);
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}
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}
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// Bomb
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// Holy fuck its literally YoumuA IBP
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232
script/player/Kouryuu/Player_Function_Laser.dnh
Normal file
232
script/player/Kouryuu/Player_Function_Laser.dnh
Normal file
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@ -0,0 +1,232 @@
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// Particle list for laser effect
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int LaserEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
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int[] rect = [704, 192, 768, 256];
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ObjPrim_SetTexture(LaserEffect, "script/player/Kouryuu/playerlib/PlSheet_Kouryuu.png");
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Obj_SetRenderPriorityI(LaserEffect, 41);
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ObjPrim_SetPrimitiveType(LaserEffect, PRIMITIVE_TRIANGLELIST);
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ObjPrim_SetVertexCount(LaserEffect, 4);
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ObjRender_SetBlendType(LaserEffect, BLEND_ADD_ARGB);
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// Left-top, right-top, left-bottom, right-bottom
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ObjPrim_SetVertexUVT(LaserEffect, 0, rect[0], rect[1]);
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ObjPrim_SetVertexUVT(LaserEffect, 1, rect[2], rect[1]);
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ObjPrim_SetVertexUVT(LaserEffect, 2, rect[0], rect[3]);
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ObjPrim_SetVertexUVT(LaserEffect, 3, rect[2], rect[3]);
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// Vertex positions are offset with deltas so that the sprite is centered
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float dU = (rect[2] - rect[0])/2;
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float dV = (rect[3] - rect[1])/2;
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ObjPrim_SetVertexPosition(LaserEffect, 0, -dU, -dV, 1);
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ObjPrim_SetVertexPosition(LaserEffect, 1, dU, -dV, 1);
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ObjPrim_SetVertexPosition(LaserEffect, 2, -dU, dV, 1);
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ObjPrim_SetVertexPosition(LaserEffect, 3, dU, dV, 1);
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ObjPrim_SetVertexIndex(LaserEffect, [0, 1, 2, 1, 2, 3]);
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task _CreateLaserParticle(float x, float y, float spdX, float spdY, float baseAng){
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int effectLength = 45;
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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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ascent(i in 0..effectLength){
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_PetalMovement(Interpolate_Decelerate(1, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
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yield;
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}
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task _PetalMovement(scale, alpha){
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ObjParticleList_SetScale(LaserEffect, scale);
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ObjParticleList_SetAngleZ(LaserEffect, baseAng);
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ObjParticleList_SetPosition(LaserEffect, x, y, 1);
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ObjParticleList_SetAlpha(LaserEffect, alpha);
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//Submits the current data to an instance, cleared every frame.
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ObjParticleList_AddInstance(LaserEffect);
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x += x_speed;
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y += y_speed;
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baseAng += z_add;
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||||
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yield;
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||||
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||||
}
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||||
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||||
}
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||||
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||||
//
|
||||
|
||||
task _LaserSpriteRender(
|
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img, int target, float targetAng,
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||||
int rectLeft, int rectTop, int rectRight, int rectBottom,
|
||||
float scaleX, float scaleY, int renderPriority, float alpha,
|
||||
float scaleSpeed
|
||||
){
|
||||
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||||
int[] EnemyList = [];
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||||
let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
|
||||
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||||
float scaleXBoost = 0;
|
||||
float scaleXBoostMax = 0.05;
|
||||
float ang = 180;
|
||||
|
||||
ObjPrim_SetTexture(lasersprite, img);
|
||||
ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
|
||||
ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
|
||||
ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
|
||||
Obj_SetRenderPriorityI(lasersprite, renderPriority);
|
||||
ObjRender_SetAlpha(lasersprite, 0);
|
||||
ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
|
||||
|
||||
async{
|
||||
loop{
|
||||
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
|
||||
|
||||
// Assumes the intersecting color is right next to the right of the original color
|
||||
|
||||
if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
|
||||
else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
|
||||
|
||||
float targetx = ObjRender_GetX(target);
|
||||
float targety = ObjRender_GetY(target);
|
||||
|
||||
ObjRender_SetScaleX(lasersprite, min(scaleX+scaleXBoost, ObjRender_GetScaleX(lasersprite) + scaleSpeed));
|
||||
scaleXBoost = scaleXBoostMax * sin(ang);
|
||||
|
||||
ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
|
||||
ObjRender_SetAngleZ(lasersprite, targetAng);
|
||||
ObjRender_SetPosition(lasersprite, targetx, targety, 1);
|
||||
|
||||
ang += 25;
|
||||
|
||||
yield;
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
|
||||
ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
|
||||
yield;
|
||||
}
|
||||
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
|
||||
|
||||
int[] EnemyList = [];
|
||||
|
||||
float angRender = asin(maxintersectX/absolute(maxLength));
|
||||
//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
|
||||
int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 99999999, 0, 1);
|
||||
ObjLaser_SetInvalidLength(laser, 0, 0);
|
||||
ObjShot_SetDamage(laser, dmg);
|
||||
ObjShot_SetAutoDelete(laser, false);
|
||||
Obj_SetRenderPriorityI(laser, plrender-1);
|
||||
_Follow(laser, target);
|
||||
|
||||
_LaserSpriteRender(
|
||||
plimg, laser, ang,
|
||||
256, 192, 384, 384,
|
||||
1, 20, plrender-1, shotAlpha,
|
||||
0.1
|
||||
);
|
||||
|
||||
// This also affects damage of the laser, not just effects
|
||||
LaserHitEffect(EnemyList, laser, dmg);
|
||||
|
||||
// When shot key is being held, create a line intersection that stretches across the laser.
|
||||
|
||||
/*
|
||||
Calculations:
|
||||
|
||||
startx: x of target
|
||||
|
||||
starty: y of target
|
||||
|
||||
endx: x of laser
|
||||
|
||||
endy: maxLength
|
||||
|
||||
width = width of laser
|
||||
*/
|
||||
async{
|
||||
|
||||
loop{
|
||||
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
|
||||
|
||||
if(shotspeed % 5 == 0){
|
||||
ObjSound_Play(Base2);
|
||||
}
|
||||
|
||||
ObjShot_SetIntersectionEnable(laser, true);
|
||||
|
||||
//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
|
||||
//WriteLog(ObjMove_GetX(laserfwd));
|
||||
yield;
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
ObjShot_SetIntersectionEnable(laser, false);
|
||||
ObjShot_SetPenetration(laser, 99999999);
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// After shot key is released, let the laser leave and then delete it.
|
||||
|
||||
return laser;
|
||||
}
|
||||
|
||||
task LaserHitEffect(int[] EnemyList, int target, float basedmg){
|
||||
|
||||
async{
|
||||
loop{
|
||||
EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
// Particle effects
|
||||
async{
|
||||
loop{
|
||||
ascent(i in -1..length(EnemyList)-1){
|
||||
_CreateLaserParticle(ObjMove_GetX(EnemyList[i])+prand(-30, 30), ObjMove_GetY(EnemyList[i])+prand(-30, 30), [prand(-8, -5), prand(-4, 4), prand(5, 8)][prand_int(0, 2)], [prand(-8, -6), prand(6, 8)][prand_int(0, 1)], rand(0, 360));
|
||||
}
|
||||
//Resort;
|
||||
//WriteLog(EnemyList);
|
||||
wait(rand_int(6, 9));
|
||||
}
|
||||
}
|
||||
|
||||
// Damage effects
|
||||
|
||||
}
|
||||
task _Follow(follower, followed){
|
||||
|
||||
while(!Obj_IsDeleted(follower)){
|
||||
float x = ObjRender_GetX(followed);
|
||||
float y = ObjRender_GetY(followed);
|
||||
ObjMove_SetPosition(follower, x, y);
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
374
script/player/Kouryuu/Player_Main.dnh
Normal file
374
script/player/Kouryuu/Player_Main.dnh
Normal file
|
@ -0,0 +1,374 @@
|
|||
#TouhouDanmakufu[Player]
|
||||
#ScriptVersion[3]
|
||||
#ID["PL2_KOURYUU"]
|
||||
#Title["Kouryuu Eikankaku"]
|
||||
#Text["Player 2"]
|
||||
|
||||
//#Image["./mariremi_lib/mariremi_illust.png"]
|
||||
|
||||
#ReplayName["Kouryuu"]
|
||||
|
||||
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
|
||||
|
||||
#include "script/KevinSystem/Kevin_PlayerLib.txt"
|
||||
#include "script/KevinSystem/PlayerSoundLib.dnh"
|
||||
|
||||
#include "./Player_Function.dnh"
|
||||
#include "./Player_ShotConst.dnh"
|
||||
|
||||
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
|
||||
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
|
||||
|
||||
let csd = GetCurrentScriptDirectory();
|
||||
|
||||
|
||||
// Global Variables
|
||||
|
||||
float maxX = GetStgFrameWidth();
|
||||
float maxY = GetStgFrameHeight();
|
||||
|
||||
// Images & Sound
|
||||
|
||||
let teamimg = csd ~ "./playerlib/Player_Sheet.png";
|
||||
LoadTextureEx(teamimg, true, true);
|
||||
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
|
||||
|
||||
let plimg = csd ~ "./playerlib/PlSheet_Kouryuu.png";
|
||||
LoadTextureEx(plimg, true, true);
|
||||
ObjRender_SetTextureFilter(plimg, FILTER_NONE, FILTER_NONE, FILTER_NONE);
|
||||
|
||||
let sndpath = csd ~ "./sound";
|
||||
|
||||
int[] _enemyArray = [];
|
||||
int[] _existArray = [];
|
||||
int[] _shotArray = [];
|
||||
|
||||
bool isChain = false;
|
||||
bool isUseSpecialWpn = false;
|
||||
float curChain = 0;
|
||||
|
||||
// Other stuff
|
||||
|
||||
float playerX = 0;
|
||||
float playerY = 0;
|
||||
|
||||
let objPlayer = GetPlayerObjectID();
|
||||
int plrender = 42;
|
||||
|
||||
bool ripplayer = false;
|
||||
float shotspeed = 0;
|
||||
float bombrand = 0;
|
||||
|
||||
int grazecounter = 0; // For basic graze = PIV mechanic
|
||||
|
||||
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 60)*0.01)*255;
|
||||
|
||||
float shotDamageOption = 4.8;
|
||||
float shotScaleOption = 1;
|
||||
|
||||
float shotDamageLaser = 2;
|
||||
float shotScaleLaser = 1;
|
||||
|
||||
float shotDamageSpecial = 4.5;
|
||||
float shotScaleSpecial = 2;
|
||||
|
||||
float[] PlayerSpd = [15, 7.5];
|
||||
|
||||
// Custom events for scoring mechanic
|
||||
|
||||
const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
|
||||
const EV_PIV_250 = EV_USER + 101i; // Spells
|
||||
const EV_PIV_500 = EV_USER + 102i; // Last Spells
|
||||
const EV_PIV_2000 = EV_USER + 103i; // What.
|
||||
|
||||
@Initialize{
|
||||
|
||||
if(!IsCommonDataAreaExists("PIV")){
|
||||
CreateCommonDataArea("PIV");
|
||||
SetAreaCommonData("PIV", "currentvalue", 10000);
|
||||
SetAreaCommonData("PIV", "ChainAmount", 1);
|
||||
}
|
||||
else{}
|
||||
|
||||
SetPlayerStateEndEnable(true);
|
||||
|
||||
// Stuff
|
||||
Parameter();
|
||||
RenderPlayer();
|
||||
|
||||
UpdateAng();
|
||||
BaseShot();
|
||||
InitiateOptions();
|
||||
|
||||
Obj_SetRenderPriorityI(objPlayer, 43);
|
||||
plrender = Obj_GetRenderPriorityI(objPlayer);
|
||||
_SoundTask();
|
||||
|
||||
//SetIntersectionVisualization(true); // Debug
|
||||
|
||||
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 1, 2, 80);
|
||||
|
||||
_ShowChain();
|
||||
_HandleChainGauge();
|
||||
|
||||
_HitboxRender(ripplayer, objPlayer, plimg, teamimg, 768, 192, 832, 256, 1536, 896, 2048, 1408, 0.5, 0.65);
|
||||
SetShotAutoDeleteClip(256, 256, 256, 256);
|
||||
|
||||
_Countdown();
|
||||
|
||||
// Shot data loading
|
||||
LoadPlayerShotData(csd ~ "./Player_ShotData.dnh");
|
||||
}
|
||||
|
||||
@MainLoop{
|
||||
_enemyArray = GetIntersectionRegistedEnemyID;
|
||||
shotspeed += 1; // Managing the shot rate
|
||||
//_shotArray = GetAllShotID(TARGET_PLAYER);
|
||||
//UniversalAlphaHandle(_shotArray);
|
||||
plrender = Obj_GetRenderPriorityI(objPlayer);
|
||||
playerX = ObjMove_GetX(objPlayer);
|
||||
playerY = ObjMove_GetY(objPlayer);
|
||||
yield;
|
||||
}
|
||||
|
||||
@Event{
|
||||
alternative(GetEventType)
|
||||
|
||||
// Delete effect
|
||||
case(EV_DELETE_SHOT_PLAYER){
|
||||
|
||||
if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
|
||||
|
||||
else{
|
||||
|
||||
let graphic = GetEventArgument(2);
|
||||
float[] position = GetEventArgument(1);
|
||||
|
||||
let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
|
||||
|
||||
ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj, graphic == FIRE_SPECIAL ? 2 : 1);
|
||||
|
||||
}
|
||||
//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
|
||||
//else{_DeleteEffect(obj);}
|
||||
}
|
||||
|
||||
// PIV-item spawning events
|
||||
case(EV_PIV_100){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_100, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
case(EV_PIV_250){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_250, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
case(EV_PIV_500){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_500, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
// Basic functionality events
|
||||
case(EV_REQUEST_SPELL){
|
||||
let bomb = GetPlayerSpell();
|
||||
|
||||
if (bomb >= 1){
|
||||
SetScriptResult(true);
|
||||
SetPlayerSpell(bomb - 1);
|
||||
_Bomb();
|
||||
SetCommonData("Rank", clamp(max(1, GetCommonData("Rank", 1)-0.25), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
|
||||
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, GetPlayerInvincibilityFrame());
|
||||
}
|
||||
|
||||
else {
|
||||
SetScriptResult(false);
|
||||
}
|
||||
}
|
||||
|
||||
case(EV_HIT){
|
||||
ObjSound_Play(PlayerHit);
|
||||
_DeathbombWarning(plimg, [832, 0, 1088, 256], 20, 3);
|
||||
}
|
||||
|
||||
case(EV_CHAIN_MAX){
|
||||
|
||||
if(!isChain){
|
||||
ObjSound_Play(Shine);
|
||||
isChain = true;
|
||||
curChain = GetCommonDataPtr(POINTER_CHAIN, 1);
|
||||
}
|
||||
else{}
|
||||
|
||||
}
|
||||
|
||||
case(EV_CHAIN_RELEASE){
|
||||
|
||||
}
|
||||
|
||||
case(EV_CHAIN_END){
|
||||
|
||||
SetAreaCommonData("PIV", "ChainAmount", 1);
|
||||
isChain = false;
|
||||
|
||||
// Increase rank depending on curChain (>= 32), then reset curChain. MAX CHAIN increases rank by 0.4.
|
||||
|
||||
if(curChain >= 32){
|
||||
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + Interpolate_Linear(0.25, 0.5, curChain/64), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
|
||||
}
|
||||
|
||||
curChain = 1;
|
||||
|
||||
}
|
||||
|
||||
case(EV_PLAYER_SHOOTDOWN){
|
||||
ObjSound_Play(PlayerDie2);
|
||||
SetPlayerSpell(GetPlayerSpell()+2);
|
||||
ripplayer = true;
|
||||
DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
|
||||
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
|
||||
_SigilCall(true, teamimg, 768, 512, 768+256, 768, objPlayer, 60);
|
||||
}
|
||||
|
||||
case(EV_PLAYER_REBIRTH){
|
||||
ripplayer = false;
|
||||
SetPlayerInvincibilityFrame(180);
|
||||
//_Countdown();
|
||||
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
|
||||
|
||||
}
|
||||
|
||||
case(EV_GRAZE){
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@Finalize{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Basic player parameters
|
||||
|
||||
task Parameter(){
|
||||
|
||||
// im trying to not be collected by the player but their item scope is dummy thicc and im alerted by its cheek
|
||||
SetPlayerItemScope(360);
|
||||
|
||||
SetPlayerLife(9); // Debug
|
||||
SetPlayerSpell(2);
|
||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
|
||||
SetPlayerRebirthFrame(20);
|
||||
SetPlayerDownStateFrame(60);
|
||||
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
||||
SetPlayerRebirthLossFrame(0);
|
||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 0, 40);
|
||||
|
||||
}
|
||||
|
||||
// Player render
|
||||
|
||||
task RenderPlayer(){
|
||||
|
||||
// Why is this movement code so cursed jesus fucking christ
|
||||
|
||||
float scale = 1; // Scalies
|
||||
int frame = 0;
|
||||
|
||||
ObjPrim_SetTexture(objPlayer, plimg);
|
||||
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 128, 192);
|
||||
ObjSprite2D_SetDestCenter(objPlayer);
|
||||
Obj_SetRenderPriorityI(objPlayer, plrender);
|
||||
//ObjRender_SetTextureFilterMin(objPlayer, FILTER_ANISOTROPIC);
|
||||
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
||||
|
||||
// Lower "speed" parameter = FASTER SPEED
|
||||
|
||||
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
||||
|
||||
loop{
|
||||
frame++;
|
||||
_RenderPlayerMovement(objPlayer, frame, 0, 0, 128, 192, scale, 3, 6);
|
||||
if (frame >= (3*6-1)){frame = 0;}
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Handling of bomb
|
||||
|
||||
task _Bomb(){
|
||||
|
||||
// 180 frames
|
||||
|
||||
// Preparation
|
||||
|
||||
SetForbidPlayerShot(true);
|
||||
SetForbidPlayerSpell(true);
|
||||
SetPlayerInvincibilityFrame(180);
|
||||
// Spell object
|
||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
||||
ObjSpell_Regist(manageObj);
|
||||
|
||||
// Fully refills chain gauge for 120 frames
|
||||
// Activates chain but not FUN MODE
|
||||
|
||||
async{
|
||||
loop(90){
|
||||
SetCommonDataPtr(POINTER_CHAINCHECK, true);
|
||||
SetCommonDataPtr(POINTER_CHAINGAUGE, 100);
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
task CreateFireRing(x, y){
|
||||
|
||||
float startAng = rand(0, 360);
|
||||
|
||||
ascent(i in 0..8){
|
||||
int slash = CreatePlayerShotA1(x, y, 35, startAng + i * 360/8, shotDamageSpecial/4, 64, FIRE_SPECIAL);
|
||||
ObjShot_SetPenetrateShotEnable(slash, false);
|
||||
ObjRender_SetColorHSV(slash, 180, 255, 255);
|
||||
_BulletRescalePlayer(slash, shotScaleSpecial/1.75, true, 1);
|
||||
ObjShot_SetSpellFactor(slash, true);
|
||||
ObjShot_SetEraseShot(slash, true);
|
||||
Obj_SetRenderPriorityI(slash, plrender-1);
|
||||
//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
|
||||
Fade(slash);
|
||||
}
|
||||
|
||||
ObjSound_Play(Explosion2);
|
||||
|
||||
}
|
||||
|
||||
task Fade(int ID){
|
||||
|
||||
ObjRender_SetAlpha(ID, 255);
|
||||
ObjMove_AddPatternA2(ID, 0, 36, NO_CHANGE, -36/15, 2, 0);
|
||||
|
||||
wait(15);
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjRender_SetAlpha(ID, Interpolate_Accelerate(255, 0, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
Obj_Delete(ID);
|
||||
|
||||
}
|
||||
|
||||
float bombX = playerX;
|
||||
|
||||
ascent(i in 0..18){
|
||||
CreateFireRing(rand(bombX - 96, bombX + 96), Interpolate_Linear(STG_HEIGHT+128, -128, i/18));
|
||||
wait(4);
|
||||
}
|
||||
|
||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
||||
SetForbidPlayerShot(false);
|
||||
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
||||
|
||||
wait(60);
|
||||
SetForbidPlayerSpell(false);
|
||||
|
||||
}
|
12
script/player/Kouryuu/Player_ShotConst.dnh
Normal file
12
script/player/Kouryuu/Player_ShotConst.dnh
Normal file
|
@ -0,0 +1,12 @@
|
|||
let current = GetCurrentScriptDirectory();
|
||||
let path = current ~ "Player_ShotData.dnh";
|
||||
LoadPlayerShotData(path);
|
||||
// -----
|
||||
|
||||
const OPTION = 1;
|
||||
const FIRE_OPTION = 2;
|
||||
const FIRE_BASE = 3;
|
||||
const FIRE_BASE_B = 4;
|
||||
const FIRE_SPECIAL = 5;
|
||||
|
||||
|
60
script/player/Kouryuu/Player_ShotData.dnh
Normal file
60
script/player/Kouryuu/Player_ShotData.dnh
Normal file
|
@ -0,0 +1,60 @@
|
|||
shot_image = "./playerlib/PlSheet_Kouryuu.png"
|
||||
|
||||
ShotData{
|
||||
id = 0 // Dummy
|
||||
rect = (0,0,0,0)
|
||||
render = ALPHA
|
||||
alpha = 0
|
||||
collision = 32
|
||||
}
|
||||
|
||||
// Option
|
||||
|
||||
ShotData{
|
||||
id = 1
|
||||
rect = (0, 192, 128, 384)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
fixed_angle = true
|
||||
collision = 0 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Fire
|
||||
|
||||
ShotData{
|
||||
id = 2
|
||||
rect = (128, 192, 256, 384)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 64 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Laser
|
||||
|
||||
ShotData{
|
||||
id = 3
|
||||
rect = (256, 192, 384, 384)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 64 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Laser 2
|
||||
|
||||
ShotData{
|
||||
id = 4
|
||||
rect = (384, 192, 512, 384)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 64 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Slash
|
||||
|
||||
ShotData{
|
||||
id = 5
|
||||
rect = (512, 192, 640, 384)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 64 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
0
script/player/Kouryuu/desc.txt
Normal file
0
script/player/Kouryuu/desc.txt
Normal file
BIN
script/player/Kouryuu/playerlib/PlSheet_Kouryuu.png
Normal file
BIN
script/player/Kouryuu/playerlib/PlSheet_Kouryuu.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 60 KiB |
BIN
script/player/Kouryuu/playerlib/RAW/KouryuuPalette.aseprite
Normal file
BIN
script/player/Kouryuu/playerlib/RAW/KouryuuPalette.aseprite
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/playerlib/RAW/soGay.aseprite
Normal file
BIN
script/player/Kouryuu/playerlib/RAW/soGay.aseprite
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/playerlib/RAW/soTrue.aseprite
Normal file
BIN
script/player/Kouryuu/playerlib/RAW/soTrue.aseprite
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/CK Music Factory/air01.wav
Normal file
BIN
script/player/Kouryuu/sound/CK Music Factory/air01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/CK Music Factory/air02.wav
Normal file
BIN
script/player/Kouryuu/sound/CK Music Factory/air02.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/CK Music Factory/laser01.wav
Normal file
BIN
script/player/Kouryuu/sound/CK Music Factory/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/CK Music Factory/slash01.wav
Normal file
BIN
script/player/Kouryuu/sound/CK Music Factory/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/CK Music Factory/wind01.wav
Normal file
BIN
script/player/Kouryuu/sound/CK Music Factory/wind01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/TAM Music Factory/se04.wav
Normal file
BIN
script/player/Kouryuu/sound/TAM Music Factory/se04.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/TAM Music Factory/status4.wav
Normal file
BIN
script/player/Kouryuu/sound/TAM Music Factory/status4.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/TAM Music Factory/tama2.wav
Normal file
BIN
script/player/Kouryuu/sound/TAM Music Factory/tama2.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/bfxr_scythecall.wav
Normal file
BIN
script/player/Kouryuu/sound/bfxr_scythecall.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/bfxr_splash.wav
Normal file
BIN
script/player/Kouryuu/sound/bfxr_splash.wav
Normal file
Binary file not shown.
1
script/player/Kouryuu/sound/bfxr_teleporthigh.wav
Normal file
1
script/player/Kouryuu/sound/bfxr_teleporthigh.wav
Normal file
|
@ -0,0 +1 @@
|
|||
2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume
|
BIN
script/player/Kouryuu/sound/bfxr_teleportlow.wav
Normal file
BIN
script/player/Kouryuu/sound/bfxr_teleportlow.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/bfxr_watershoot.wav
Normal file
BIN
script/player/Kouryuu/sound/bfxr_watershoot.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/birdcall05.wav
Normal file
BIN
script/player/Kouryuu/sound/birdcall05.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/hit01.wav
Normal file
BIN
script/player/Kouryuu/sound/hit01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/laser01.wav
Normal file
BIN
script/player/Kouryuu/sound/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/magic21.wav
Normal file
BIN
script/player/Kouryuu/sound/magic21.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/retrolaser.wav
Normal file
BIN
script/player/Kouryuu/sound/retrolaser.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/slash01.wav
Normal file
BIN
script/player/Kouryuu/sound/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Kouryuu/sound/tama2.wav
Normal file
BIN
script/player/Kouryuu/sound/tama2.wav
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue