355 lines
8.0 KiB
Plaintext
355 lines
8.0 KiB
Plaintext
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#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Nonspell 3"]
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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 = [2.5, 3.5, 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 = [1.15, 1.35, 1.7];
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float[] spdAimedBubble = [12, 14, 16];
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int[] delayAimed = [12, 10, 8];
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float[] accelAimed = [8/60, 9/50, 10/40];
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float[] maxspdAimed = [8, 9, 10];
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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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_RenderBoss(bossObj);
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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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/*Nonspell 1:
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Reference to Remi final from EoSD (Red Magic/Scarlet Gensokyo).
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Fires red bubbles that leave behind trails of bullets.
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See: My BHA5 script’s second nonspell
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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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// 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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task mainTask {
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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FireTrail(rand(1.5*STG_WIDTH/8, 2.5*STG_WIDTH/8));
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FireAimed(rand(6.5*STG_WIDTH/8, 7.5*STG_WIDTH/8));
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wait(delayTrailAimed[difficultySelect]/2);
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FireAimed(rand(1.5*STG_WIDTH/8, 2.5*STG_WIDTH/8));
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FireTrail(rand(6.5*STG_WIDTH/8, 7.5*STG_WIDTH/8));
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wait(delayTrailAimed[difficultySelect]*1.25);
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}
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}
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function <void> FireTrail(destX){
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//float destX = rand(1.5*STG_WIDTH/8, 2.5*STG_WIDTH/8);
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ObjMove_SetDestAtFrame(bossObj, destX, STG_HEIGHT/4, 30, LERP_DECELERATE);
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wait(30);
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float ang = GetAngleToPlayer(bossObj);
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loop(denseTrailSpiral[difficultySelect]){
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int shot = CreateShotA2(bossX, bossY, spdTrailBubble[difficultySelect], ang, 0, spdTrailBubble[difficultySelect], wvelTrailBubble[difficultySelect], KEV_BUBBLE_RED, 5);
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ObjMove_AddPatternA2(shot, thresholdStopSpin[difficultySelect], NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, wvelTrailBubble[difficultySelect]*0.25);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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_Delay(shot, 10);
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_BulletRescale(shot, 0.85, true, 1);
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Shoot1;
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}
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_ShotTrail(shot, ang);
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ang += 360/denseTrailSpiral[difficultySelect];
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}
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wait(delayTrailAimed[difficultySelect]);
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}
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task _ShotTrail(shot, ang){
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wait(10);
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int del = 5;
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async{
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ObjShot_SetAutoDelete(shot, false);
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wait(thresholdStopSpin[difficultySelect]+30);
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ObjShot_SetAutoDelete(shot, true);
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}
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while(!Obj_IsDeleted(shot) && ObjMove_GetY(shot) <= STG_HEIGHT-30 && ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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Shoot2;
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loop(denseTrailCurve[difficultySelect]){
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float x2 = ObjMove_GetX(shot);
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float y2 = ObjMove_GetY(shot);
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let bullet = CreateShotA1(x2, y2, 0, ObjMove_GetAngle(shot), KEV_AURABALL_RED, 15);
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if(Obj_IsDeleted(shot)){Obj_Delete(bullet);}
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Obj_SetRenderPriorityI(bullet, Obj_GetRenderPriorityI(shot)+1);
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ObjMove_AddPatternA2(bullet, 60, NO_CHANGE, NO_CHANGE, -accelAimed[difficultySelect], -speedCurve[difficultySelect], 0);
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_BulletRescale(bullet, 0.6, true, 1);
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_Delay(bullet, 15);
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wait(delayCurveIndividual[difficultySelect]);
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}
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wait(delayCurve[difficultySelect]);
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del += 5;
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}
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}
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function <void> FireAimed(destX){
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//float destX = rand(6.5*STG_WIDTH/8, 7.5*STG_WIDTH/8);
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ObjMove_SetDestAtFrame(bossObj, destX, STG_HEIGHT/4, 30, LERP_DECELERATE);
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wait(30);
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float ang = GetAngleToPlayer(bossObj);
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loop(denseAimedSpiral[difficultySelect]){
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int shot = CreateShotA2(bossX, bossY, spdAimedBubble[difficultySelect], ang, 0, spdAimedBubble[difficultySelect], -1*wvelAimedBubble[difficultySelect], KEV_BUBBLE_LAVENDER, 5);
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ObjMove_AddPatternA2(shot, thresholdStopSpin[difficultySelect], NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, wvelTrailBubble[difficultySelect]*-0.25); // Stop spinning after a while
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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_Delay(shot, 10);
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_BulletRescale(shot, 0.85, true, 1);
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Shoot1;
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}
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_ShotAimed(shot, ang);
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ang += 360/denseAimedSpiral[difficultySelect];
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}
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wait(delayTrailAimed[difficultySelect]);
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}
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task _ShotAimed(shot, ang){
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wait(10);
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int del = 1;
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async{
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ObjShot_SetAutoDelete(shot, false);
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wait(thresholdStopSpin[difficultySelect]+30);
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ObjShot_SetAutoDelete(shot, true);
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}
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while(!Obj_IsDeleted(shot) && ObjMove_GetY(shot) <= STG_HEIGHT-30 && ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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Shoot2;
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float x2 = ObjMove_GetX(shot);
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float y2 = ObjMove_GetY(shot);
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let bullet = CreateShotA1(x2, y2, 0, ObjMove_GetAngle(shot), KEV_KNIFE_LAVENDER, 15);
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if(Obj_IsDeleted(shot)){Obj_Delete(bullet);}
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Obj_SetRenderPriorityI(bullet, Obj_GetRenderPriorityI(shot)+1);
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Pattern(bullet, del);
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task Pattern(bullet, del){
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float ang = ObjMove_GetAngle(bullet);
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ascent(i in 0..10){
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ObjMove_AddPatternA2(bullet, delayBeforeAim[difficultySelect]-del+i, NO_CHANGE, Interpolate_Decelerate(ang, GetAngleToPlayer(bullet), i/10), accelAimed[difficultySelect], maxspdAimed[difficultySelect], 0);
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yield;
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}
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}
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_BulletRescale(bullet, 1.25, true, 1);
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_Delay(bullet, 15);
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wait(delayAimed[difficultySelect]);
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del += 1;
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}
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ObjMove_AddPatternA2(shot, 80, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, 0); // Stop spinning after a while
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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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