219 lines
4.4 KiB
Plaintext
219 lines
4.4 KiB
Plaintext
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#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Spell 4 (Meiling Card)"]
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#Text["yassification"]
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#System["script/KevinSystem/Kevin_System.txt"]
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int difficultySelect = 0;
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let objScene = GetEnemyBossSceneObjectID();
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let csd = GetCurrentScriptDirectory();
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let bossObj;
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float bossX = 0;
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float bossY = 0;
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float playerY = 0;
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float playerX = 0;
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let aniframe = 0;
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let aniframe2 = 0;
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let spellsnd = ObjSound_Create();
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let bossdiesnd = ObjSound_Create();
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/*Parameters:
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// Trail Burst
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- Density of red bubble spiral
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- Angular velocity of bubbles
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- Speed of bubbles
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- Density of each bullet curve left behind
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- Delay between each bullet in curve
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- Delay between each bullet curve
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- Movement speed of bullet curve
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- Delay between trail and aimed burst
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*/
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int[] denseTrailSpiral = [7, 8, 10];
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float[] wvelTrailBubble = [3, 4, 5];
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float[] spdTrailBubble = [13, 14, 16];
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int[] denseTrailCurve = [1, 1, 1];
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int[] delayCurveIndividual = [0, 0, 0];
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int[] delayCurve = [8, 7, 6];
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float[] speedCurve = [5, 6, 7];
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int[] delayTrailAimed = [110, 100, 90];
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/*
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// Aimed Burst
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- Density of red bubble spiral
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- Angular velocity of bubbles
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- Speed of bubbles
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- Delay between each bullet left behind
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- Bullet acceleration
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- Bullet max speed
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// Final Trail Burst
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See trail burst above but x2.
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- Delay between the two trail burst
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*/
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int[] denseAimedSpiral = [9, 10, 11];
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float[] wvelAimedBubble = [1.25, 1.4, 1.75];
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float[] spdAimedBubble = [12, 14, 16];
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int[] delayAimed = [11, 9, 7];
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float[] accelAimed = [6/60, 8/50, 10/40];
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float[] maxspdAimed = [7, 8, 9];
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int[] delayBeforeAim = [40, 30, 20];
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int[] delayFinalBurst = [45, 35, 30];
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int[] thresholdStopSpin = [80, 70, 60];
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// Includes ahoy
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#include "script/KevinSystem/Universal_Lib.txt" // The library to include all libraries :sans: :nail_care:
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@Initialize {
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//SetIntersectionVisualization(true);
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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//difficultySelect = 1; // debug
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SetShotAutoDeleteClip(64, 64, 64, 64);
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if(!IsCommonDataAreaExists("PIV")){
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CreateCommonDataArea("PIV");
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SetAreaCommonData("PIV", "currentvalue", 10000);
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}
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else{}
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// Create the boss object itself
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bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
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ObjEnemy_Regist(bossObj);
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ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
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ObjEnemy_SetMaximumDamage(bossObj, 999);
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// PLACEHOLDER!
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let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
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ObjPrim_SetTexture(bossObj, imgExRumia);
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ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
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ObjSprite2D_SetDestCenter(bossObj);
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ObjRender_SetScaleXYZ(bossObj, 2, 2, 1);
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ObjRender_SetColor(bossObj, 0xB93C3C);
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ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, 550, 1);
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// PLACEHOLDER!
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/*_SoloCutin(
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"script/invalid.png",
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0, 0, 1, 1,
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bossObj, objScene, "\"Euphoric Blooming of a New Market\"",
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40, 4, 0x2868B9, 0x1D115D,
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10, STG_HEIGHT*1/10-30, 41
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);*/
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//WriteLog(spellPIV);
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WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
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mainTask();
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_FadeInvincibility(bossObj, 150, 150, 1);
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endingnew();
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}
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@Event {
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alternative(GetEventType())
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case(EV_REQUEST_LIFE) {
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SetScriptResult(3000);
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}
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case(EV_REQUEST_TIMER) {
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SetScriptResult(25);
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}
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}
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@MainLoop {
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playerY = GetPlayerY();
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playerX = GetPlayerX();
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//The player position is ALWAYS UPDATED
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bossX = ObjMove_GetX(bossObj);
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bossY = ObjMove_GetY(bossObj);
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ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 180);
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yield;
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}
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@Finalize {
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}
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/*
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Red rain bullets start falling from above in an oscillating/sine wave pattern. Remilia herself fires rainbow bullet bursts that are gravity-manipulated (see Chimata’s first or third spell in my Pride Jam script)
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Parameters:
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// Red Rain
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- Number of rain spawners
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- Start x
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- End x
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- Angle offset value for oscillation
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- Delay between bullet spawns
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- Bullet acceleration
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- Bullet maxspeed
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// Rainbow Burst (see Meiling's Colorful Light Chaos Dance) -> how the hell do I do this?????
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- Spiral density
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- Number of spiral "arms"
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- y speed acceleration
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- max y speed
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*/
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task mainTask {
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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yield;
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}
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}
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task endingnew(){
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE)>0){
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yield;
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}
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_GoToBrazil(objScene, bossObj, 12, 24);
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wait(120);
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ObjSound_SetVolumeRate(fire2, 20);
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CloseScript(GetOwnScriptID);
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}
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