#TouhouDanmakufu[Single] #ScriptVersion[3] #Title["Gunner Parade"] #Text["This bitch empty - would you like to yeet?"] #System["script/KevinSystem/Kevin_System.txt"] int imgCharacter = _Create2DImage("script/GunnerParade/PackageLib/Character_Kouda.png", [0, 0, 900, 1080]); int imgTitle = _Create2DImage("script/GunnerParade/PackageLib/Boss_Title.png", [0, 0, 1600, 1080]); ObjRender_SetAlpha(imgCharacter, 0); ObjRender_SetAlpha(imgTitle, 0); float rank = 1; // Increases through time let RANK_PTR = LoadCommonDataValuePointer("Rank", 1); let objScene = GetEnemyBossSceneObjectID(); let csd = GetCurrentScriptDirectory(); let bossObj; float bossX = 0; float bossY = 0; float playerY = 0; float playerX = 0; bool bossIntro = false; let spellsnd = ObjSound_Create(); let bossdiesnd = ObjSound_Create(); int[] enmFly = []; int[] enmGround = []; int[] rankAvg = []; let POINTER_CHAIN = LoadAreaCommonDataValuePointer("PIV", "ChainAmount", 1); //let SYSTEMID_PTR_2 = LoadAreaCommonDataValuePointer("ScriptID", "SystemID", 0); // Includes ahoy #include "script/KevinSystem/Universal_Lib.txt" #include "script/GunnerParade/GunnerParade_EnmLib.dnh" #include "script/GunnerParade/GunnerParade_ConstLib.dnh" #include "script/KevinSystem/kevin_system/Lib_Const.dnh" @Initialize { //SetIntersectionVisualization(true); SetAutoDeleteObject(true); SetCommonData("Rank", clamp(GetCommonData("Rank", 1), RANK_MIN, RANK_MAX)); //difficultySelect = _InitDifficulty(difficultySelect); //difficultySelect = 2; // debug if(!IsCommonDataAreaExists("PIV")){ CreateCommonDataArea("PIV"); SetAreaCommonData("PIV", "currentvalue", 10000); } else{} // Create the boss object itself bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS); ObjEnemy_Regist(bossObj); ObjMove_SetPosition(bossObj, STG_WIDTH/2, -256); ObjEnemy_SetDamageRate(bossObj, 0, 0); _RenderBossFight(bossObj); SetEnemyAutoDeleteClip(165, 257, 165, 256); //testTask(); groundTask(); flyingTask(); UpdateDrops(); bossFight(); curEnmManage(); //SetCommonData("Rank", 9); //_FadeInvincibility(bossObj, 150, 150, 1); //endingnew(); } @Event { alternative(GetEventType()) case(EV_REQUEST_LIFE) { SetScriptResult(HP_MAX); } case(EV_REQUEST_IS_DURABLE_SPELL) { SetScriptResult(false); } case(EV_REQUEST_TIMER) { SetScriptResult(STAGE_LENGTH); //SetScriptResult(BOSS_LENGTH+5); } } @MainLoop { playerY = GetPlayerY(); playerX = GetPlayerX(); //The player position is ALWAYS UPDATED bossX = ObjMove_GetX(bossObj); bossY = ObjMove_GetY(bossObj); ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 180); yield; } @Finalize { } // This array contains ONLY FLYING ENEMIES task groundTask(){ wait(90); while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > BOSS_LENGTH){ WaveGround1(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} WaveGround2(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} WaveGround1A(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} if(GetCommonData("Difficulty", "Standard") != "Novice"){ SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1, RANK_MIN, RANK_MAX_TRUE)); } else{} WaveGround3(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} WaveGround4(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} WaveGround5(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} if(GetCommonData("Rank", 1)+1 >= 7){ WaveGround1A(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} WaveGround6(); wait(max(5, 15-rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} } SetCommonData("Ground Loops Cleared", GetCommonData("Ground Loops Cleared", 0)+1); yield; } } task flyingTask(){ wait(30); while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > BOSS_LENGTH){ Wave1(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} Wave2(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} Wave3(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} Wave4(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} Wave5(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} Wave6(); wait(max(5, 20-4*rank)); if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;} SetCommonData("Flying Loops Cleared", GetCommonData("Flying Loops Cleared", 0)+1); yield; } } task curEnmManage(){ SetCommonData("Flying Loops Cleared", 0); SetCommonData("Ground Loops Cleared", 0); RankManagement(); int[] allEnm = []; while(true){ enmGround = []; enmFly = []; allEnm = GetIntersectionRegistedEnemyID(); for each (int enm in ref allEnm){ if(Obj_GetRenderPriorityI(enm) <= 37){enmGround ~= [enm];} else if(Obj_GetRenderPriorityI(enm) >= 38 && Obj_GetRenderPriorityI(enm) < 41){enmFly ~= [enm];} else{} } wait(10); } } task _BossExplosion(){ float enmX = 0, enmY = 0; while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){ enmX = ObjMove_GetX(bossObj); enmY = ObjMove_GetY(bossObj); yield; } //NotifyEventAll(EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint); DeleteShotAll(TYPE_ALL, TYPE_ITEM); SetPlayerInvincibilityFrame(300); ObjSound_Play(bossBoom); Obj_SetRenderPriorityI(bossObj, 30); NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [enmX, enmY]); _ObjShake(bossObj, 190, 60); loop(30){ //LoadEx(bossBoom, "script/game/resourceLib/bigBoom.ogg", 30 * SFXVol); ObjSound_Play(bossBoom); NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [bossX+rand(-240, 240), bossY+rand(-150, 150)]); wait(6); } ObjMove_SetDestAtFrame(bossObj, bossX, STG_HEIGHT+512, 120, LERP_ACCELERATE); float ang = ObjRender_GetAngleZ(bossObj); ascent(i in 0..120){ ObjRender_SetAngleZ(bossObj, Interpolate_Accelerate(ang, ang+180, i/120)); yield; } //wait(); _EndShake(120, 90); loop(120){ NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [bossX+rand(-240, 240), STG_HEIGHT+rand(0, -150)]); } ObjSound_Play(bossBoom); EndBonus(); //_ScorePopup(float enmX, float enmY, int pointNum, int pivNum); // NotifyEvent is faster than NotifyEventAll, considering how the item event will be called many times. } task EndBonus(){ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){ //WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER)); //wait(30); yield; } ObjEnemy_SetLife(bossObj, -1); let timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF); //WriteLog(timer); // Bonus Calculations: // (Time Remaining + Ground Loops Cleared + Flying Loops Cleared + Average Rank) * 10000 function _CreateBonusText(float x, y, fontSize, int colorBorder, string text){ int objText = CreateTextObject( x, y, fontSize, "", "Origami Mommy", 0xFFFFFF, 0xFFFFFF, colorBorder, 4, 71 ); ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER); TTextScroll(objText, text); } wait(120); float rankAvgFinal = 0; float rankSum = 0; ascent(i in -1..length(rankAvg)-1){ rankSum += rankAvg[i]; } rankAvgFinal = rankSum/length(rankAvg); _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-220, 30, 0xCF007A, "LIVES REMAINING: " ~ IntToString(GetPlayerLife())); _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-180, 30, 0x3500CF, "TIME REMAINING: " ~ vtos("5.2f", timer/60)); _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-140, 30, 0xCF6100, "ENEMIES DEFEATED: " ~ IntToString(GetCommonDataPtr(GROUNDENM_PTR, 0) + GetCommonDataPtr(FLYINGENM_PTR, 0))); _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-100, 30, 0xCF0000, "AVERAGE RANK LV: " ~ vtos("5.2f", rankAvgFinal)); _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2, 30, 0xFFA300, "END BONUS:"); wait(120); float multiplierBonus = (GetPlayerLife() + timer/60 + GetCommonDataPtr(GROUNDENM_PTR, 0)/5 + GetCommonDataPtr(FLYINGENM_PTR, 0)/5 + rankAvgFinal) * 30; int scoreBonus = trunc ( (multiplierBonus * 100000) / 10 ) * 10; _CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+60, 60, 0xFFA300, DigitToCommaArray(scoreBonus)); AddScore(scoreBonus); wait(60); if(!IsReplay()){SetCommonData("Run Score", GetScore());} else{SetCommonData("Run Score", 0);} Obj_Delete(bossObj); CloseScript(GetOwnScriptID()); } task RankManagement(){ //SetCommonData("Rank", 9); //SetCommonData("Rank", 10); // Rank increase let textRank = CreateTextObject( STG_WIDTH-15, STG_HEIGHT/14, 28, "RANK:", "Origami Mommy", 0xFFFFFF, 0xFFFFFF, 0xAE22FF, 5, 71 ); ObjText_SetHorizontalAlignment(textRank, ALIGNMENT_RIGHT); async{ while(true){ rank = trunc(GetCommonData("Rank", 1)); if(rank >= RANK_MAX){ObjText_SetText(textRank, "RANK LV [font sz=45 oc=(193, 0, 99)]MAX");} else{ObjText_SetText(textRank, "RANK LV [font sz=45 oc=(193, 0, 99)]" ~ IntToString(rank));} //SetCommonData("Rank", 9); wait(45); } } async{ while(true){ if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){ ObjRender_SetAlpha(textRank, 60); } else{ ObjRender_SetAlpha(textRank, 255); } yield; } } async{ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){ rankAvg ~= [rank]; wait(60); } } // Per frame rank increase. +1 rank per 10 seconds (+0.1 rank per second, +1/600 rank per frame), rank 10 at 100 seconds if no specials, bombs or deaths happen async{ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){ SetCommonDataPtr(RANK_PTR, clamp(GetCommonDataPtr(RANK_PTR, 1)+1/600, RANK_MIN, RANK_MAX_TRUE)); yield; } } // Rank on HUD async{ let textRank = CreateTextObject( 1500, 660, 48, "", "Origami Mommy", 0xFF9294, 0xFFFFFF, 0x8F0507, 8, 19 ); ObjText_SetHorizontalAlignment(textRank, ALIGNMENT_CENTER); let textRankRange = CreateTextObject( 1820, 618, 24, "", "Unispace", 0xA9FFD0, 0xFFFFFF, 0x8F0507, 2, 19 ); while(true){ ObjText_SetText(textRank, IntToString(rank)); ObjText_SetText(textRankRange, "LV." ~ IntToString(RANK_MIN) ~ "[r][font oy=4 tc=(255, 114, 189)]LV." ~ IntToString(RANK_MAX_TRUE) ~ "[r][font oy=8 tc=(255, 147, 138)]" ~ rtos("00.00", GetCommonData("Rank", 1))); yield; } } } task testTask(){ wait(15); while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > 20){ /* Wave1(); Wave2(); Wave4(); Wave5(); */ WaveGround6(); wait(15); SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1, 1, RANK_MAX)); SetCommonData("Ground Loops Cleared", GetCommonData("Ground Loops Cleared", 0)+1); SetCommonData("Flying Loops Cleared", GetCommonData("Flying Loops Cleared", 0)+1); yield; } } ///////////// BOSS HANDLING ///////////// task bossFight(){ while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF) > BOSS_LENGTH*60){ yield; } bossIntro = true; BossIntro(); BossPhase1(); BossPhase2(); BossPhase3(); // Umbrella waves return; } function BossIntro(){ bool bossCurrentlyIntro = true; async{ int timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF); while(bossCurrentlyIntro){ ObjEnemyBossScene_SetSpellTimer(objScene, timer); SetForbidPlayerShot(true); SetForbidPlayerSpell(true); ObjEnemy_SetDamageRate(bossObj, 0, 0); yield; } SetForbidPlayerShot(false); SetForbidPlayerSpell(false); ObjEnemy_SetDamageRate(bossObj, 0, 0); } SetPlayerInvincibilityFrame(180); DeleteShotAll(TYPE_ALL, TYPE_ITEM); Obj_SetRenderPriorityI(imgCharacter, 81); Obj_SetRenderPriorityI(imgTitle, 81); ObjRender_SetScaleXYZ(imgCharacter, 1); ObjRender_SetScaleXYZ(imgTitle, 0.5); ObjRender_SetPosition(imgCharacter, 1920/2, 1080/2, 1); ObjRender_SetPosition(imgTitle, 1920/2, 1080/2, 1); ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/4, 30, LERP_DECELERATE); wait(30); ascent(i in 0..30){ int a = i; if(a > 15){a = 15;} ObjRender_SetX(imgCharacter, FUNC_LERP_DECEL(1920/2, 1920/2 + 240, i/30)); ObjRender_SetX(imgTitle, FUNC_LERP_DECEL(1920/2, 1920/2 - 240, i/30)); ObjRender_SetAlpha(imgCharacter, FUNC_LERP_DECEL(0, 255, a/15)); ObjRender_SetAlpha(imgTitle, FUNC_LERP_DECEL(0, 255, a/15)); yield; } ascent(i in 0..75){ ObjRender_SetX(imgCharacter, FUNC_LERP_LINEAR(1920/2+240, 1920/2+275, i/75)); ObjRender_SetX(imgTitle, FUNC_LERP_LINEAR(1920/2-240, 1920/2-275, i/75)); yield; } ascent(i in 0..30){ int a = i; if(a > 15){a = 15;} ObjRender_SetX(imgCharacter, FUNC_LERP_LINEAR(1920/2+275, 1920/2+600, i/30)); ObjRender_SetX(imgTitle, FUNC_LERP_LINEAR(1920/2-275, 1920/2-600, i/30)); ObjRender_SetAlpha(imgCharacter, FUNC_LERP_DECEL(255, 0, a/15)); ObjRender_SetAlpha(imgTitle, FUNC_LERP_DECEL(255, 0, a/15)); yield; } bossCurrentlyIntro = false; return; } function BossPhase1(){ ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/4, 60, LERP_DECELERATE); wait(10); _FadeInvincibility(bossObj, 90, 90, 0.25); // Bird columns moving horizontally, leaving behind 2-way bullet lines int bulletNum = FUNC_LERP_LINEAR(3, 5, rank/RANK_MAX); float birdNum = FUNC_LERP_LINEAR(5, 8, rank/RANK_MAX); float bulletSpd = FUNC_LERP_ACCEL(8, 12, rank/RANK_MAX); float birdMaxSpd = FUNC_LERP_ACCEL(12, 16, rank/RANK_MAX); int birdAccelTime = FUNC_LERP_ACCEL(30, 20, rank/RANK_MAX); int spawnDel = FUNC_LERP_LINEAR(90, 75, rank/RANK_MAX); // Spiral - use W3 parameters int linenum = FUNC_LERP_LINEAR(4, 7, rank/RANK_MAX); int dense = FUNC_LERP_LINEAR(14, 18, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(5, 3, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(10, 13, rank/RANK_MAX); float angStart = rand(0, 360); task _SummonBird(float startX, startY){ float angMove = startX < 0 ? 0 : 180; float destMove = startX < 0 ? STG_WIDTH/13 : 12*STG_WIDTH/13; int enm = _SmallWitch( 40, birdAccelTime*999, startX, startY ); async{ ObjEnemy_SetDamageRate(enm, 0, 0); ObjMove_SetDestAtFrame(enm, destMove, startY, birdAccelTime, LERP_DECELERATE); wait(birdAccelTime); ObjMove_AddPatternA2(enm, 0, NO_CHANGE, NO_CHANGE, birdMaxSpd/birdAccelTime, birdMaxSpd, 0); } ObjRender_SetAngleZ(enm, angMove); wait(birdAccelTime*1.5); float ang = angMove + rand(-5, 5); ascent(i in 0..bulletNum) { int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), FUNC_LERP_LINEAR(bulletSpd/1.4, bulletSpd, i/bulletNum), GetAngleToPlayer(enm), KEV_BALL_PINK, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); //int bullet2 = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), FUNC_LERP_LINEAR(bulletSpd/2, bulletSpd, i/bulletNum), GetAngleToPlayer(enm), KEV_BALL_PINK, 5); //_BulletRescale(bullet2, 0.75, true, 0.25); //_Delay(bullet2, 5); }; ObjEnemy_SetDamageRate(enm, 200, 200); } PhaseBonusCalculation(PHASE1_LIMIT, "[font oc=(98, 0, 164) wg=800]Hitchcock Trap"); async{ int i = 180; while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){ int shot = CreateFan(bossObj, 1, KEV_LEAF_ORANGE, linenum, angStart+i*1*360/dense, 0, spd/1.5, spd, 0.75, 0, 0, PATTERN_FAN, false ); int shot2 = CreateFan(bossObj, 1, KEV_LEAF_ORANGE, linenum, angStart+(180+angStart)+i*(-1)*360/dense, 0, spd/1.5, spd, 0.75, 0, 0, PATTERN_FAN, false ); Shoot2; i++; wait(del); yield; } } async{ float ang = 180; while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){ ObjMove_SetX(bossObj, STG_WIDTH/2 + STG_WIDTH/6 * sin(ang)); ang += 1.5; yield; } } float offset = rand(-STG_HEIGHT/16, STG_HEIGHT/16); float y1 = 0 - offset; float y2 = STG_HEIGHT - offset; async{ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){ ChargeSFX; // From the left ascent(i in 0..birdNum){ _SummonBird(-96, FUNC_LERP_LINEAR(y1, y2, i/birdNum)); } wait(spawnDel); offset = rand(-STG_HEIGHT/12, STG_HEIGHT/12); y1 = 0 - offset; y2 = STG_HEIGHT - offset; ChargeSFX; ascent(i in 0..birdNum){ _SummonBird(STG_WIDTH+96, FUNC_LERP_LINEAR(y1, y2, i/birdNum)); } wait(spawnDel); yield; } } while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){ yield; } ObjEnemy_SetDamageRate(bossObj, 0, 0); DeleteShotAll(TYPE_ALL, TYPE_ITEM); wait(30); return; } function BossPhase2(){ ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/4, 60, LERP_DECELERATE); _FadeInvincibility(bossObj, 90, 90, 0.25); wait(30); // FISH int bulletNum = FUNC_LERP_LINEAR(9, 12, rank/RANK_MAX); float bulletSpd = FUNC_LERP_ACCEL(8, 12, rank/RANK_MAX); float fishMaxSpd = FUNC_LERP_ACCEL(14, 18, rank/RANK_MAX); int fishAccelTime = FUNC_LERP_ACCEL(30, 20, rank/RANK_MAX); int spawnDel1 = FUNC_LERP_LINEAR(10, 6, rank/RANK_MAX); int spawnDel2 = FUNC_LERP_LINEAR(60, 45, rank/RANK_MAX); // Bullet lines int linenum = FUNC_LERP_LINEAR(12, 18, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(4, 2, rank/RANK_MAX); int del2 = FUNC_LERP_ACCEL(8, 5, rank/RANK_MAX); int bulletDel = FUNC_LERP_ACCEL(10, 5, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(9, 11, rank/RANK_MAX); float ang = rand(80, 100); task _SummonFish(float startX){ float angMove = atan2((-48 - playerY), (startX - playerX))+180; int enm = _Fish( 39, fishAccelTime*50, startX, -48 ); ObjEnemy_SetDamageRate(enm, 0, 0); ObjMove_SetSpeed(enm, fishMaxSpd); ObjMove_SetAngle(enm, angMove); ObjRender_SetAngleZ(enm, angMove+90); float ang = angMove; Shoot2; ascent(i in 0..bulletNum) { int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, ang, KEV_LEAF_LAVENDER, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); ObjMove_AddPatternA2(bullet, fishAccelTime, NO_CHANGE, NO_CHANGE, FUNC_LERP_LINEAR(bulletSpd, bulletSpd*1.5, i/bulletNum)/fishAccelTime, FUNC_LERP_LINEAR(bulletSpd, bulletSpd*1.5, i/bulletNum), 0); wait(del); }; ObjEnemy_SetDamageRate(enm, 200, 200); } PhaseBonusCalculation(PHASE2_LIMIT, "[font oc=(98, 0, 164) wg=800]Fish Out of Water"); async{ float angA = ang; int i = 0; while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){ float val1 = i % 2 == 0 ? -384 : STG_WIDTH + 384; float val2 = i % 2 == 0 ? STG_WIDTH + 384 : -384; Shoot1; ascent(i in 0..linenum){ int bullet = CreateShotA1( FUNC_LERP_LINEAR(val1, val2, i/linenum), -96, spd, angA, KEV_BALL_AQUA, 5 ); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); wait(del); } i++; } } async{ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){ ascent(i in 0..5){ _SummonFish(i * STG_WIDTH/5); wait(spawnDel1); } wait(spawnDel2); ascent(i in 0..5){ _SummonFish((5-i) * STG_WIDTH/5); wait(spawnDel1); } wait(spawnDel2); } } float offset = rand(-STG_HEIGHT/8, STG_HEIGHT/8); float y1 = 0 - offset; float y2 = STG_HEIGHT - offset; while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){ yield; } ObjEnemy_SetDamageRate(bossObj, 0, 0); DeleteShotAll(TYPE_ALL, TYPE_ITEM); wait(45); return; } function BossPhase3(){ ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/5, 60, LERP_DECELERATE); PhaseBonusCalculation(PHASE3_LIMIT, "[font oc=(98, 0, 164) wg=800]Paving a Rainbow Sky"); _FadeInvincibility(bossObj, 90, 90, 0.25); wait(30); float numKilled = 0; // BIRD float bulletNum = FUNC_LERP_LINEAR(8, 12, rank/RANK_MAX); float bulletSpd = FUNC_LERP_ACCEL(6.25, 7.25, rank/RANK_MAX); float birdWvel = FUNC_LERP_ACCEL(1.2, 2, rank/RANK_MAX); int bulletDel = FUNC_LERP_LINEAR(10, 5, rank/RANK_MAX); int bulletWait = FUNC_LERP_LINEAR(45, 35, rank/RANK_MAX); float birdSpd = FUNC_LERP_ACCEL(9, 11.2, rank/RANK_MAX); float birdNum = FUNC_LERP_LINEAR(10, 15, rank/RANK_MAX); int spawnDel = FUNC_LERP_ACCEL(80, 60, rank/RANK_MAX); // Bullet lines int linenum = FUNC_LERP_LINEAR(14, 17, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(4, 2, rank/RANK_MAX); int del2 = FUNC_LERP_ACCEL(8, 5, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(9, 11, rank/RANK_MAX); float ang = rand(80, 100); async{ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE3_LIMIT){yield;} ObjEnemy_SetDamageRate(bossObj, 0, 0); DeleteShotAll(TYPE_ALL, TYPE_ITEM); _BossExplosion(); } task _SummonBirdEx(float startAng, float wvel, int num){ int umbrella = _SmallWitch( 41, bulletDel * bulletNum, bossX, bossY ); bool isFinishMove = false; ObjMove_SetAngle(umbrella, startAng); ObjRender_SetAngleZ(umbrella, startAng); ObjMove_SetAngularVelocity(umbrella, wvel); ObjMove_SetSpeed(umbrella, birdSpd); ObjMove_AddPatternA2(umbrella, 60, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, wvel/10); async{ while(!Obj_IsDeleted(umbrella)){ ObjRender_SetAngleZ(umbrella, ObjMove_GetAngle(umbrella)); yield; } numKilled++; ObjEnemy_SetDamageRate(bossObj, numKilled * 2.5, numKilled * 2.5); // 33 enemies put dmg rate to 100 } int num2 = 0; ascent(i in 0..num){ float lerpNum1 = i; float lerpNum2 = num; ObjEnemy_SetDamageRate(umbrella, FUNC_LERP_LINEAR(10, 50, lerpNum1/lerpNum2), FUNC_LERP_LINEAR(10, 50, lerpNum1/lerpNum2)); int color = KEV_LEAF_RED + num2; int bullet = CreateShotA1(ObjMove_GetX(umbrella), ObjMove_GetY(umbrella), 0, wvel < 0 ? ObjMove_GetAngle(umbrella) : ObjMove_GetAngle(umbrella), color, 5); if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0 || Obj_IsDeleted(umbrella)){Obj_Delete(bullet);} else{ _Delay(bullet, 5); _BulletRescale(bullet, 0.75, true, 0.25); BulletAction(bullet, lerpNum1, lerpNum2); Shoot1; } wait(bulletDel); num2++; if (num2 > (KEV_BALL_PINK - KEV_BALL_RED)){num2 = 0;} } task BulletAction(ID, lerpNum1, lerpNum2){ while(!isFinishMove){yield;} if(Obj_IsDeleted(ID)){return;} else{ ObjMove_AddPatternA2(ID, 0, NO_CHANGE, NO_CHANGE, FUNC_LERP_LINEAR(bulletSpd/1.5, bulletSpd, lerpNum1/lerpNum2)/FUNC_LERP_LINEAR(bulletWait, bulletWait/1.5, lerpNum1/lerpNum2), FUNC_LERP_LINEAR(bulletSpd/1.5, bulletSpd, lerpNum1/lerpNum2), 0); } } isFinishMove = true; ObjEnemy_SetDamageRate(umbrella, 100, 100); } while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE3_LIMIT){ float randAng = rand(0, 360); ascent(i in 0..birdNum){ _SummonBirdEx(i * 360/birdNum + randAng, birdWvel, bulletNum); } wait(spawnDel); randAng = rand(0, 360); ascent(i in 0..birdNum){ _SummonBirdEx(i * 360/birdNum + randAng, -birdWvel, bulletNum); } wait(spawnDel); } return; } task PhaseBonusCalculation(int HPthreshold, string spellName){ int curRank = rank; int scoreBase = 1000000 * curRank; int scoreBonus = scoreBase * GetCommonDataPtr(POINTER_CHAIN, 1); int i = 0; // 20 seconds function _CreateBonusText(float x, y, fontSize, int colorBorder, string text){ let objText = CreateTextObject( x, y, fontSize, text, "Unispace", 0xFFFFFF, 0xFFFFFF, colorBorder, fontSize/10, 71 ); ObjText_SetHorizontalAlignment(objText, ALIGNMENT_RIGHT); return objText; } let scoreText = _CreateBonusText(STG_WIDTH-12, STG_HEIGHT/9+12, 32, 0x000000, ""); while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > HPthreshold){ scoreBase = trunc(Interpolate_Smooth(1000000 * curRank, 100000 * curRank, i/1200)/10)*10; i = min(1200, i+1); scoreBonus = scoreBase * GetCommonDataPtr(POINTER_CHAIN, 1); ObjText_SetText(scoreText, spellName ~ "[r]BONUS: " ~ DigitToCommaArray(scoreBase) ~ "[font sz=30] x [font clr][font oc=(255, 134, 81)]" ~ rtos("00.00", GetCommonDataPtr(POINTER_CHAIN, 1))); yield; } AddScore(scoreBonus); async{ ObjText_SetText(scoreText, "[font sz=32 oc=(164, 0, 90)]SCORE BONUS:[r][font sz=50 wg=800 oc=(255, 136, 0)]" ~ DigitToCommaArray(trunc(scoreBonus/10)*10)); ChargeBreakSFX; wait(60); Obj_Delete(scoreText); } } ///////////// ENEMY HANDLING (NOT BOSS) ///////////// function WaveGround1(){ float speedMove = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierH * rank); int invin = FUNC_LERP_DECEL(WG1_invinTimeMax, WG1_invinTimeMin, rank/RANK_MAX); _SignPlatform1( 34, invin, STG_WIDTH/4, -128, speedMove ); wait(invin); while(length(enmGround) > 1){yield;} _SignPlatform1( 34, invin, 3*STG_WIDTH/4, -128, speedMove ); wait(invin); while(length(enmGround) > 1){yield;} return; } function WaveGround1A(){ float speedMove = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierL * rank); int invin = FUNC_LERP_DECEL(WG1A_invinTimeMax, WG1A_invinTimeMin, rank/RANK_MAX); int num = FUNC_LERP_DECEL(WG1A_bulletNumMin, WG1A_bulletNumMax, rank/RANK_MAX); float spd = FUNC_LERP_DECEL(WG1A_bulletSpdMin, WG1A_bulletSpdMax, rank/RANK_MAX); float del = FUNC_LERP_DECEL(WG1A_bulletDelayMin, WG1A_bulletDelayMax, rank/RANK_MAX); int[] signs1 = _SignPlatform1A( 34, invin, 2*STG_WIDTH/7-64, -128, speedMove ); for each (int sign in ref signs1){ Atk(sign); } int[] signs2 = _SignPlatform1A( 34, invin, 5*STG_WIDTH/7+64, -128, speedMove ); for each (int sign in ref signs2){ Atk(sign); } task Atk(int ID){ async{ while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) <= STG_HEIGHT - 128 && GetObjectDistance(ID, GetPlayerObjectID()) > popcornHitbox * 2){ CreateFan( ID, num, KEV_BALL_PINK, 1, GetAngleToPlayer(ID), 2.25, spd, spd/1.5, 0.75, ObjMove_GetX(ID), ObjMove_GetY(ID), PATTERN_FAN, false ); wait(del); } } } wait(invin); while(length(enmGround) > 1){yield;} return; } function WaveGround2(){ float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierL * rank); int invin = FUNC_LERP_DECEL(WG2_invinTimeMax, WG2_invinTimeMin, rank/RANK_MAX); int del = FUNC_LERP_DECEL(WG2_bulletDelayMax, WG2_bulletDelayMin, rank/RANK_MAX); int num = FUNC_LERP_DECEL(WG2_bulletNumMin, WG2_bulletNumMax, rank/RANK_MAX); float spd = FUNC_LERP_DECEL(WG2_bulletSpdMin, WG2_bulletSpdMax, rank/RANK_MAX); float space = FUNC_LERP_DECEL(WG2_angRangeMin, WG2_angRangeMax, rank/RANK_MAX); float aimAng = 0; task Atk(int ID){ async{ while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) <= STG_HEIGHT * 6/7 && GetObjectDistance(ID, GetPlayerObjectID()) > popcornHitbox * 3){ float posX = 128 * cos(GetAngleToPlayer(ID)); float posY = 128 * sin(GetAngleToPlayer(ID)); CreateFan( ID, num, KEV_FIRE_RED, 1, GetAngleToPlayer(ID), space, spd, spd/1.5, 1, posX, posY, PATTERN_FAN, false ); wait(del); } } while(!Obj_IsDeleted(ID)){ ObjRender_SetAngleZ(ID, atan2(playerY - ObjMove_GetY(ID), playerX - ObjMove_GetX(ID))); aimAng = atan2(playerY - ObjMove_GetY(ID), playerX - ObjMove_GetX(ID)); yield; } } int[] enmArr = _CreateCannonBush( 35, invin, 2*STG_WIDTH/7, -128, speedMove ); for each(int enm in ref enmArr){ Atk(enm); } wait(invin); while(length(enmGround) > 0){yield;} int[] enmArr2 = _CreateCannonBush( 34, invin, 5*STG_WIDTH/7, -128, speedMove ); for each(int enm in ref enmArr2){ Atk(enm); } wait(invin); while(length(enmGround) > 0){yield;} return; } // Rybb function WaveGround3(){ float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL * rank); int dense = FUNC_LERP_DECEL(WG3_spiralDenseMin, WG3_spiralDenseMax, rank/RANK_MAX); int num = FUNC_LERP_DECEL(WG3_spiralNumMin, WG3_spiralNumMax, rank/RANK_MAX); int del = FUNC_LERP_DECEL(WG3_spiralDelayMax, WG3_spiralDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_DECEL(WG3_spiralSpdMin, WG3_spiralSpdMax, rank/RANK_MAX); int ship = _CreateRybb( 36, del*3, playerX, -180, speedMove ); async{ while(!Obj_IsDeleted(ship)){ if (ObjMove_GetY(ship) <= 0) {ObjEnemy_SetDamageRate(ship, 0, 0);} else if (ObjMove_GetY(ship) <= FUNC_LERP_LINEAR(180, 60, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(ship, 25, 0);} else {ObjEnemy_SetDamageRate(ship, 100, 100);} yield; } } int i = 0; float startAng = 0; while(!Obj_IsDeleted(ship)){ int dir = i % 2 == 0 ? 1 : -1; float startAng = i % 2 == 0 ? rand(-5, 0) : rand(0, 5); ascent(i in 0..num){ ascent(k in 0..dense){ int bullet = CreateShotA1(ObjMove_GetX(ship), ObjMove_GetY(ship), FUNC_LERP_LINEAR(spd, spd, i/num), startAng + k * 360/dense + dir * i * 4, KEV_BALL_ORANGE, 5+i); _BulletRescale(bullet, 0.6, true, 0.25); _Delay(bullet, 5+i*2); } } Shoot1; wait(del); i++; } } function WaveGround4(){ int del = FUNC_LERP_DECEL(WG4_bulletDelayMax, WG4_bulletDelayMin, rank/RANK_MAX); int num = FUNC_LERP_DECEL(WG4_enmNumMin, WG4_enmNumMax, rank/RANK_MAX); float enmspd = rand(baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank), baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank)); float spd = FUNC_LERP_DECEL(WG4_bulletSpdMin, WG4_bulletSpdMax, rank/RANK_MAX); int time = FUNC_LERP_DECEL(WG4_invinTimeMax, WG4_invinTimeMin, rank/RANK_MAX); float bushspd = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL*rank); float x = 0, y = 0; int bussy = _CreateDangerBush( 34, time, STG_WIDTH/2, -128, bushspd ); async{ wait(time/2); while(!Obj_IsDeleted(bussy)){ x = ObjMove_GetX(bussy); y = ObjMove_GetY(bussy); yield; } if( (y > STG_HEIGHT+64) ) { return; } // Release bussy busses loop(num){ int enm = _SmallFairy( 38, time/2, x, y ); int debris = _CreateBushRemnant( 35, time/2, x, y ); enmPattern(enm); enmPattern2(debris); } task enmPattern(int ID){ float valueX = clamp([rand(-enmspd*1, -enmspd*0.25), rand(enmspd*0.25, enmspd*1)][rand_int(0, 1)], -12, 12); float valueY = -enmspd * rand(1, 1.5); ObjMove_AddPatternB2(ID, 0, valueX, valueY, -valueX/45, -valueY/45, valueX/20, -valueY/1.25); while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) > 0 && ObjMove_GetY(ID) < STG_HEIGHT * 7/8){ if (ObjMove_GetSpeedY(ID) <= -valueY/24) {ObjEnemy_SetDamageRate(ID, 0, 0);} else {ObjEnemy_SetDamageRate(ID, 100, 100);} ObjMove_SetY(ID, clamp(ObjMove_GetY(ID), 0, STG_HEIGHT+99999999)); int bullet = CreateShotA1(ObjMove_GetX(ID), ObjMove_GetY(ID), spd, GetAngleToPlayer(ID), KEV_BALL_LAVENDER, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); Shoot1; wait(del); } } task enmPattern2(int ID){ float valueX = clamp([rand(-enmspd*1.25, -enmspd*0.75), rand(enmspd*1.25, enmspd*0.75)][rand_int(0, 1)], -12, 12); float valueY = -enmspd * rand(1, 1.5); ObjMove_AddPatternB2(ID, 0, valueX, valueY, -valueX/35, -valueY/35, valueX/12.5, -valueY); //ObjRender_SetAlpha(ID, 160); while(!Obj_IsDeleted(ID)){ if (ObjMove_GetSpeedY(ID) <= -valueY/24) {ObjEnemy_SetDamageRate(ID, 0, 0);} else {ObjEnemy_SetDamageRate(ID, 100, 100);} ObjMove_SetY(ID, clamp(ObjMove_GetY(ID), 0, STG_HEIGHT+99999999)); ObjRender_SetAngleZ(ID, ObjRender_GetAngleZ(ID)+3); yield; } } } wait(time/2); while(length(enmGround) > 0){yield;} return; } function WaveGround5(){ float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL * rank) * 0.5; int num = FUNC_LERP_DECEL(WG5_bulletNumMin, WG5_bulletNumMax, rank/RANK_MAX); int del = FUNC_LERP_DECEL(WG5_bulletDelayMax, WG5_bulletDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_DECEL(WG5_bulletSpdMin, WG5_bulletSpdMax, rank/RANK_MAX); float[] moveX = [[180, -1.5], [0, 1.5]][GetCommonData("Flying Loops Cleared", 0) % 2]; int ship = _CreateDecker( 37, del*3, playerX, -180, speedMove ); async{ if(GetCommonData("Rush", false) == true){WaveGround3();} else{} } async{ while(!Obj_IsDeleted(ship)){ ObjMove_SetSpeedY(ship, speedMove); ObjMove_SetX(ship, STG_WIDTH/2 + STG_WIDTH/2 * cos(moveX[0])); if (ObjMove_GetY(ship) <= 0) {ObjEnemy_SetDamageRate(ship, 0, 0);} else if (ObjMove_GetY(ship) <= FUNC_LERP_LINEAR(180, 60, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(ship, 25, 0);} else {ObjEnemy_SetDamageRate(ship, 100, 100);} moveX[0] += moveX[1]; yield; } } int i = 0; float startAng = 0; while(!Obj_IsDeleted(ship)){ int x = i % 2 == 0 ? 64 : -64; ascent(i in 0..num){ int bullet = CreateShotA1(ObjMove_GetX(ship)+x, ObjMove_GetY(ship)+160, FUNC_LERP_LINEAR(spd, spd*1.5, i/num), 90, KEV_LEAF_ORANGE, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 10); ObjShot_SetDelayMotionEnable(bullet, true); } Shoot1; wait(del); i++; } } function WaveGround6(){ SetCommonData("Rush", true); WaveGround5(); SetCommonData("Rush", false); } function Wave1(){ int num = FUNC_LERP_ACCEL(W1_fairyNumMin, W1_fairyNumMax, rank/RANK_MAX); int decel = FUNC_LERP_ACCEL(W1_decelTimeMax, W1_decelTimeMin, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(W1_bulletDelayMax, W1_bulletDelayMin, rank/RANK_MAX); int spawndel = FUNC_LERP_ACCEL(W1_spawnDelayMax, W1_spawnDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W1_bulletSpdMin, W1_bulletSpdMax, rank/RANK_MAX); float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank); task CreateEnemyA(float startX){ int enm = _SmallFairy( 40, decel+5, startX, -64 ); ObjMove_AddPatternA2(enm, 0, movespd*1.5, 90, -movespd*1.5/decel, 0, 0); ObjMove_AddPatternA2(enm, decel*1.5, NO_CHANGE, NO_CHANGE, movespd/decel, movespd, 0); wait(decel); while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){ int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_BALL_LAVENDER, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); Shoot1; wait(del); } } ascent(i in 1..7){ CreateEnemyA(i * STG_WIDTH/7); if(i != 7){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} ascent(i in 1..7){ CreateEnemyA((7-i) * STG_WIDTH/7); if(i != 7){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} return; } function Wave2(){ int num = FUNC_LERP_ACCEL(W2_fairyNumMin, W2_fairyNumMax, rank/RANK_MAX); int bulletnum = FUNC_LERP_ACCEL(W2_bulletLineNumMin, W2_bulletLineNumMax, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(W2_bulletDelayMax, W2_bulletDelayMin, rank/RANK_MAX); int spawndel = FUNC_LERP_ACCEL(W2_spawnDelayMax, W2_spawnDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W2_bulletSpdMin, W2_bulletSpdMax, rank/RANK_MAX); float movespd = baseMoveSpeedM * (1 + MoveSpeedRankMultiplierL*rank); float range = FUNC_LERP_ACCEL(W2_rangeMin, W2_rangeMax, rank/RANK_MAX); task CreateEnemyA(float startX, float startY, float angMove){ int enm = _SmallFairy( 40, del, startX, startY ); ObjMove_AddPatternA1(enm, 0, movespd, angMove); while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){ float ang = rand(-range, range); ascent(i in 0..bulletnum){ int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), FUNC_LERP_LINEAR(spd, spd/1.65, i/bulletnum), 90+ang, KEV_LEAF_LAVENDER, 5); _BulletRescale(bullet, 0.75, true, 1); _Delay(bullet, 5); Shoot2; } wait(del); } } ascent(i in 1..num){ CreateEnemyA(-128, STG_HEIGHT/8 + i * (STG_HEIGHT/16), 0); CreateEnemyA(STG_WIDTH + 128, STG_HEIGHT/8 + i * (STG_HEIGHT/16), 180); if(i != num){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} return; } function Wave3(){ int linenum = FUNC_LERP_LINEAR(W3_bulletLineNumMin, W3_bulletLineNumMax, rank/RANK_MAX); int dense = FUNC_LERP_LINEAR(W3_bulletDenseMin, W3_bulletDenseMax, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(W3_bulletDelayMax, W3_bulletDelayMin, rank/RANK_MAX); int zakodel = FUNC_LERP_ACCEL(W3_zakospawnDelayMax, W3_zakospawnDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W3_bulletSpdMin, W3_bulletSpdMax, rank/RANK_MAX); float movespd = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierL*rank); float zakomovespd = baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank); float angmovespd =FUNC_LERP_ACCEL(W3_angleMoveSpdMin, W3_angleMoveSpdMax, rank/RANK_MAX); float startX = [0, STG_WIDTH][GetCommonData("Flying Loops Cleared", 0) % 2]; float[] moveX = [[180, -angmovespd], [0, angmovespd]][GetCommonData("Flying Loops Cleared", 0) % 2]; float angStart = rand(0, 360); int i = 0; int enmLarge = _LargeDancer( 40, 90, startX, -144 ); async{ while(!Obj_IsDeleted(enmLarge)){ ObjMove_SetSpeedY(enmLarge, movespd); ObjMove_SetX(enmLarge, STG_WIDTH/2 + STG_WIDTH/2 * cos(moveX[0])); if (ObjMove_GetY(enmLarge) <= FUNC_LERP_LINEAR(144, 48, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(enmLarge, 0, 0);} else {ObjEnemy_SetDamageRate(enmLarge, 100, 100);} moveX[0] += moveX[1]; yield; } } while(!Obj_IsDeleted(enmLarge)){ int shot = CreateFan(enmLarge, 1, KEV_LEAF_LAVENDER, linenum, angStart+i*1*360/dense, 0, spd/1.25, spd, 0.75, 0, 0, PATTERN_FAN, false ); int shot2 = CreateFan(enmLarge, 1, KEV_LEAF_LAVENDER, linenum, angStart+(180+angStart)+i*(-1)*360/dense, 0, spd/1.25, spd, 0.75, 0, 0, PATTERN_FAN, false ); Shoot2; i++; wait(del); } // FUCK YOU HERE'S SOME ZAKO task CreateEnemyA(float startX){ int enm = _SmallFairy( 39, zakomovespd*2, startX, -64 ); ObjMove_AddPatternA1(enm, 0, zakomovespd*1.5, atan2(playerY - (-64), playerX - startX)); async{ while(!Obj_IsDeleted(enm)){ if (ObjMove_GetY(enm) <= 64) {ObjEnemy_SetDamageRate(enm, 0, 0);} else {ObjEnemy_SetDamageRate(enm, 400, 400);} yield; } } while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){ int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd*1.2, GetAngleToPlayer(enm), KEV_BALL_LAVENDER, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); Shoot1; wait(del*10); } } ascent(i in 1..7){ CreateEnemyA(i * STG_WIDTH/7); if(i != 7){wait(zakodel);} else{} } ascent(i in 1..7){ CreateEnemyA((7-i) * STG_WIDTH/7); if(i != 7){wait(zakodel);} else{} } while(length(enmFly) > 1){yield;} return; } function Wave4(){ int del = FUNC_LERP_ACCEL(W4_bulletDelayMax, W4_bulletDelayMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W4_bulletSpdMin, W4_bulletSpdMax, rank/RANK_MAX); int spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX); int invin = FUNC_LERP_ACCEL(W4_invinTimeMax, W4_invinTimeMin, rank/RANK_MAX); float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierVL*rank); task CreateEnemyA(float startX){ int enm = _Oni( 41, invin, startX, -128 ); ObjMove_AddPatternA1(enm, 0, movespd, 90); while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 4/5){ if (ObjMove_GetY(enm) <= 128) {ObjEnemy_SetDamageRate(enm, 0, 0);} else {ObjEnemy_SetDamageRate(enm, 100, 100);} int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_FIRE_PINK, 5); _BulletRescale(bullet, 1, true, 1); _Delay(bullet, 5); Shoot2; wait(del); } } ascent(i in 1..6){ CreateEnemyA(1.5*STG_WIDTH/8 + 96); CreateEnemyA(1.5*STG_WIDTH/8 - 96); if(i != 6){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} ascent(i in 1..6){ CreateEnemyA(6.5*STG_WIDTH/8 - 96); CreateEnemyA(6.5*STG_WIDTH/8 + 96); if(i != 6){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} return; } // Witch function Wave5(){ float acceltime = FUNC_LERP_ACCEL(W5_accelTimeMax, W5_accelTimeMin, rank/RANK_MAX); float bulletwait = FUNC_LERP_ACCEL(W5_bulletWaitTimeMax, W5_bulletWaitTimeMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W5_bulletSpdMin, W5_bulletSpdMax, rank/RANK_MAX); float angrange = FUNC_LERP_ACCEL(W5_angRangeMin, W5_angRangeMax, rank/RANK_MAX); float del = FUNC_LERP_ACCEL(W5_bulletDelayMax, W5_bulletDelayMin, rank/RANK_MAX); float spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX); float movespd = min(baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierH * rank) * 1.2, 18); task CreateEnemyA(float startX){ float angMove = atan2(playerY - (-96), playerX - startX); int enm = _SmallWitch( 40, del*20, startX, -96 ); ObjMove_AddPatternA1(enm, 0, movespd, angMove); ObjRender_SetAngleZ(enm, angMove); while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 1/2){ if (ObjMove_GetY(enm) <= 128) {ObjEnemy_SetDamageRate(enm, 0, 0);} else {ObjEnemy_SetDamageRate(enm, 100, 100);} int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, angMove+rand(-angrange, angrange), KEV_LEAF_PINK, 5); _BulletRescale(bullet, 0.75, true, 1); _Delay(bullet, 5); ObjMove_AddPatternA2(bullet, bulletwait, NO_CHANGE, NO_CHANGE, spd/acceltime, spd, 0); wait(del); } } ChargeSFX; ascent(i in 1..7){ CreateEnemyA(i * STG_WIDTH/7); if(i != 7){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} ChargeSFX; ascent(i in 1..7){ CreateEnemyA((7-i) * STG_WIDTH/7); if(i != 7){wait(spawndel);} else{} } while(length(enmFly) > 1){yield;} return; } function Wave6(){ int dense = FUNC_LERP_LINEAR(W6_spiralDenseMin, W6_spiralDenseMax, rank/RANK_MAX); int del = FUNC_LERP_ACCEL(W6_bulletDelayMax, W6_bulletDelayMin, rank/RANK_MAX); int zakodel = FUNC_LERP_ACCEL(W6_zakospawnDelayMax, W6_zakospawnDelayMin, rank/RANK_MAX); int waittime = FUNC_LERP_ACCEL(W6_bulletWaitTimeMax, W6_bulletWaitTimeMin, rank/RANK_MAX); float spd = FUNC_LERP_ACCEL(W6_bulletSpdMin, W6_bulletSpdMax, rank/RANK_MAX); float angoff = FUNC_LERP_ACCEL(W6_spiralAngOffsetMax, W6_spiralAngOffsetMin, rank/RANK_MAX); float movespd = baseMoveSpeedM * (1 + MoveSpeedRankMultiplierL*rank); float zakomovespd = baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank); float space = FUNC_LERP_ACCEL(W6_angRangeMin, W6_angRangeMax, rank/RANK_MAX); int bulletnum = FUNC_LERP_LINEAR(W6_bulletNumMin, W6_bulletNumMax, rank/RANK_MAX); float angStart = rand(0, 360); int i = 0; int enmLarge = _LargeWitch( 40, 90, playerX, -144 ); async{ ObjMove_AddPatternA1(enmLarge, 0, movespd, 90); while(!Obj_IsDeleted(enmLarge)){ if (ObjMove_GetY(enmLarge) <= FUNC_LERP_LINEAR(144, 48, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(enmLarge, 15, 15);} else {ObjEnemy_SetDamageRate(enmLarge, 100, 100);} yield; } } while(!Obj_IsDeleted(enmLarge) && ObjMove_GetY(enmLarge) <= STG_HEIGHT * 7/8){ ascent(i in 0..dense){ int bullet = CreateShotA1(ObjMove_GetX(enmLarge) + 64 * cos(angStart + i * 360/dense), ObjMove_GetY(enmLarge) + 64 * sin(angStart + i * 360/dense), 0, angStart + i * 360/dense, KEV_LEAF_PINK, 5); _BulletRescale(bullet, 0.75, true, 0.25); _Delay(bullet, 5); ObjMove_AddPatternA2(bullet, waittime, NO_CHANGE, NO_CHANGE, spd/waittime, spd, 0); } angStart += angoff; Shoot2; wait(del); } task CreateEnemyA(float startX){ float time = waittime/2; int enm = _Oni( 39, waittime*1.5, startX, -64 ); ObjEnemy_SetDamageRate(enm, 0, 0); ObjMove_SetDestAtFrame(enm, startX, STG_HEIGHT * 1/8, time, LERP_DECELERATE); wait(time-1); ObjMove_AddPatternA2(enm, time, NO_CHANGE, 90, zakomovespd/waittime, zakomovespd, 0); async{ while(!Obj_IsDeleted(enm)){ if (ObjMove_GetY(enm) <= 0) {ObjEnemy_SetDamageRate(enm, 0, 0);} else {ObjEnemy_SetDamageRate(enm, 200, 200);} yield; } } while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){ CreateFan( enm, bulletnum, KEV_FIRE_PINK, 1, GetAngleToPlayer(enm), space, spd*1.25, spd*1.25/1.5, 1, 0, 0, PATTERN_FAN, false ); wait(del*999); } } ascent(i in 1..8){ CreateEnemyA(i * STG_WIDTH/8); } wait(waittime/2); while(length(enmFly) > 1){yield;} return; } task _EndShake(shaketime, intensity){ float baseintensity = intensity; float shakeno = shaketime; ascent(i in 0..shakeno){ Set2DCameraFocusX(GetStgFrameWidth/2 + rand(-intensity, intensity)); Set2DCameraFocusY(GetStgFrameHeight/2 + rand(-intensity, intensity)); intensity = Interpolate_Decelerate(0, baseintensity, 1-i/shakeno); shaketime--; yield; } while(shaketime > 0){yield;} Set2DCameraFocusX(GetStgFrameWidth/2); Set2DCameraFocusY(GetStgFrameHeight/2); yield; } task _ObjShake(objID, shaketime, intensity){ float baseX = ObjMove_GetX(objID); float baseY = ObjMove_GetY(objID); float baseintensity = intensity; float shakeno = shaketime; ascent(i in 0..shakeno){ ObjMove_SetPosition(objID, baseX + rand(-intensity, intensity), baseY + rand(-intensity, intensity)/2); intensity = Interpolate_Decelerate(0, baseintensity, 1-i/shakeno); shaketime--; yield; } while(shaketime > 0){yield;} ObjMove_SetPosition(objID, baseX, baseY); yield; }