#TouhouDanmakufu[Player] #ScriptVersion[3] #ID["PL_NARUMI"] #Title["Narumi Yatadera"] #Text["Player 0"] //#Image["./mariremi_lib/mariremi_illust.png"] #ReplayName["Narumi"] #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_Narumi.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", 255)*0.01)*255; float shotDamageOption = 4.5; float shotScaleOption = 1; float shotDamageLaser = 2; float shotScaleLaser = 1; float shotDamageSpecial = 5; float shotScaleSpecial = 1; float[] PlayerSpd = [12, 6]; // 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(); BaseShot(); SpecialWeapon(); 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(96, 84, 96, 84); _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))+rand(-15, 15), 0, 99999, graphic); ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj, 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){ SetScriptResult(false); } case(EV_HIT){ } 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(0); ripplayer = true; DeleteShotAll(TYPE_SHOT, TYPE_ITEM); SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12))); _DeathMove(); } 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(0); SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0) SetPlayerRebirthFrame(0); // No bombs SetPlayerDownStateFrame(90); SetPlayerAutoItemCollectLine(GetStgFrameHeight/3); SetPlayerRebirthLossFrame(0); ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 1, 40); } // Player render task RenderPlayer(){ // Why is this movement code so cursed jesus fucking christ float scale = 1; // Scalies int frame = 0; int spd = 12; int frame_hbox = 0; ObjPrim_SetTexture(objPlayer, plimg); ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 192, 192); ObjSprite2D_SetDestCenter(objPlayer); Obj_SetRenderPriorityI(objPlayer, plrender); ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1); int hitbox = ObjPrim_Create(OBJ_SPRITE_2D); ObjPrim_SetTexture(hitbox, plimg); ObjSprite2D_SetSourceRect(hitbox, 384, 0, 448, 64); ObjSprite2D_SetDestCenter(hitbox); ObjRender_SetScaleXYZ(hitbox, scale, scale, 1); ObjRender_SetBlendType(hitbox, BLEND_ALPHA); Obj_SetRenderPriorityI(hitbox, 79); Obj_SetVisible(hitbox, false); // Lower "speed" parameter = FASTER SPEED // FOR WHEN ONLY IDLE SPRITES ARE DONE while(true){ frame++; frame_hbox++; ObjRender_SetPosition(hitbox, playerX, playerY, 1); if(ripplayer){ ObjSprite2D_SetSourceRect(objPlayer, 0, 384, 192, 576); Obj_SetVisible(hitbox, false); } else{ if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ ObjSprite2D_SetSourceRect(hitbox, 384+64*floor(frame_hbox/9), 0, 64+384+64*floor(frame_hbox/9), 64); Obj_SetVisible(hitbox, true); _RenderPlayerMovement(objPlayer, frame, 0, 192, 192, 192, scale, 2, spd); } else{ _RenderPlayerMovement(objPlayer, frame, 0, 0, 192, 192, scale, 2, spd); Obj_SetVisible(hitbox, false); } } if (frame >= (2*spd-1)){frame = 0;} if (frame_hbox >= (3*9-1)){frame_hbox = 0;} yield; } } task _DeathMove(){ int afterimage = ObjPrim_Create(OBJ_SPRITE_2D); ObjPrim_SetTexture(afterimage, plimg); ObjSprite2D_SetSourceRect(afterimage, 0, 384, 192, 576); ObjSprite2D_SetDestCenter(afterimage); ObjRender_SetBlendType(afterimage, BLEND_ALPHA); Obj_SetRenderPriorityI(afterimage, 40); float[] curdest = [playerX, playerY]; float[] dest = [clamp(playerX-256, 0, GetStgFrameWidth()), playerY]; SetPlayerRebirthPosition(dest[0], dest[1]); ascent(i in 0..30){ ObjRender_SetPosition(afterimage, Interpolate_Decelerate(curdest[0], dest[0], i/30), playerY, 1); yield; } wait(60); Obj_Delete(afterimage); }