274 lines
6.6 KiB
Plaintext
274 lines
6.6 KiB
Plaintext
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#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["the fruit of your labors, part 1"]
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#Text["ayyy lmao"]
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// Declaring variables
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// Boss positions + Boss graphic + Shot sheet
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let bossObj;
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let bossX = 0; //These are important
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let bossY = 0;
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//Animation frames
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let aniframe = 0;
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let aniframe2 = 0;
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let imgBoss = "script/basic4/sprite/enm_yuyuko.png";
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let angleO = 90;
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let wintery = "script/basic4/sprite/cardbg3.png";
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let sakura = "script/basic4/sprite/cardbg4.png";
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let spellSFX = "script/basic4/sounds/cardstart.wav";
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let bossdefeatSFX = "script/basic4/sounds/bossdie.wav";
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#include "script/default_system/Default_ShotConst.txt" // Shot sheet goes here, include DOES NOT include semicolon
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#include "script/default_system/Default_Effect.txt"
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// Hell
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@Initialize {
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// Auto-delete objects when script ends
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SetAutoDeleteObject(true);
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// Define a bossObj is boss, register into script
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bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
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ObjEnemy_Regist(bossObj);
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// Start position OUTSIDE playing bounds
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ObjMove_SetPosition(bossObj,192,-100);
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// Moving boss to x, y location at speed
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ObjMove_SetDestAtSpeed(bossObj,192,120,4);
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// Load sounds
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LoadSound(spellSFX);
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LoadSound(bossdefeatSFX);
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//Play sounds
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PlaySE(spellSFX);
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mainTask;
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}
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@Event {
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// Setting boss timer and life
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alternative(GetEventType())
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case(EV_REQUEST_LIFE) {
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SetScriptResult(2500);
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}
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case(EV_REQUEST_TIMER) {
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SetScriptResult(30);
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}
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case(EV_REQUEST_SPELL_SCORE) {
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SetScriptResult(2500000);
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}
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}
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//MainLoop - everything always happens, all the time
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@MainLoop {
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bossX = ObjMove_GetX(bossObj);
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bossY = ObjMove_GetY(bossObj);
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//The boss position is ALWAYS UPDATED
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// Collision for the shots and player
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ObjEnemy_SetIntersectionCircleToShot(bossObj, bossX, bossY, 36);
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ObjEnemy_SetIntersectionCircleToShot(bossObj, bossX, bossY, 18);
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yield; // yielding mainloop tells the script to "look for other tasks" to perform
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}
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@Finalize {
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}
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//Creating functions for simplicity
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function wait(w) {loop(w) {yield;}}
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task mainTask {
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renderBoss;
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render;
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BossMove;
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ending;
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shotyeet;
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}
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// NEW : BACKGROUNDS AND SPELL OVERLAYS
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// Note : textures are objects
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task render {
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let scrollTex = 0;
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// BG
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let bgObj = ObjPrim_Create(OBJ_SPRITE_2D);
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// NOTE : Obj_SetRenderPriorityI DIFFERENT FROM Obj_SetRenderPriority
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Obj_SetRenderPriorityI(bgObj,20);
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ObjPrim_SetTexture(bgObj,wintery);
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ObjSprite2D_SetSourceRect(bgObj,0,0,512,512);
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ObjSprite2D_SetDestRect(bgObj,0,0,GetStgFrameWidth,GetStgFrameHeight);
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// SPELL BG
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let spellObj = ObjPrim_Create(OBJ_SPRITE_2D);
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// RENDER PRIORITY NOTICE : OVERLAY ABOVE BG
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Obj_SetRenderPriorityI(spellObj,21);
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ObjPrim_SetTexture(spellObj,sakura);
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ObjRender_SetBlendType(spellObj,BLEND_ADD_ARGB); // Blending option : ADDITIVE + Alpha + RGB (opacity + glow)
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ObjRender_SetAlpha(spellObj,240);
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ObjSprite2D_SetSourceRect(spellObj,0,0,1024,1024);
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ObjSprite2D_SetDestRect(spellObj,0,0,GetStgFrameWidth,GetStgFrameHeight);
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// Scroll overlay while boss is alive
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while(!Obj_IsDeleted(bossObj)){
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ObjSprite2D_SetSourceRect(spellObj,0-scrollTex,0-scrollTex,1024-scrollTex,1024-scrollTex);
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scrollTex+=1;
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yield;
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}
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Obj_Delete(spellObj);
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}
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task fire {
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let playerdir;
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let newdir;
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playerdir = GetAngleToPlayer(bossObj);
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CreateShotA1(bossX,bossY,5,playerdir+10,55,5);
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CreateShotA1(bossX,bossY,5,playerdir+5,55,5);
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CreateShotA1(bossX,bossY,5,playerdir,55,5);
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CreateShotA1(bossX,bossY,5,playerdir-5,55,5);
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CreateShotA1(bossX,bossY,5,playerdir-10,55,5);
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newdir = playerdir-15;
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wait(5);
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loop(40){
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CreateShotA1(bossX,bossY,5,newdir+10,55,5);
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CreateShotA1(bossX,bossY,5,newdir+5,55,5);
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CreateShotA1(bossX,bossY,5,newdir,55,5);
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CreateShotA1(bossX,bossY,5,newdir-5,55,5);
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CreateShotA1(bossX,bossY,5,newdir-10,55,5);
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newdir = newdir-15;
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wait(5);
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}
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}
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task renderBoss {
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// Declare local variables, used for this task only
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let dir;
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let speed;
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// Moved from @Initialize
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// Giving the bossObj a "texture"
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ObjPrim_SetTexture(bossObj, imgBoss);
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// Which part to render -> remember to base this on the sprite itself
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ObjSprite2D_SetSourceRect(bossObj,0,0,128,128);
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// Moving our boss around from "true centre"
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ObjSprite2D_SetDestCenter(bossObj);
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// Scaling the boss sprite
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ObjRender_SetScaleXYZ(bossObj,1.2,1.2,0);
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// While the boss is not defeated yet
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while (!Obj_IsDeleted(bossObj)){ // "!" mark means "OPPOSITE of whatever comes next, meaning overall : While boss is NOT DELETED"
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// Update boss speed/direction
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dir = ObjMove_GetAngle(bossObj);
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speed = ObjMove_GetSpeed(bossObj);
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// Actual code for animation handling
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// Idle animation
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if(speed == 0){
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ObjRender_SetAngleXYZ(bossObj,0,0,0);
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// if (aniframe....) -> IF the aniframe is this value, SHOW this sprite image
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if (aniframe < 15){ObjSprite2D_SetSourceRect(bossObj,0,0,128,128);}
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if (aniframe >= 15 && aniframe < 30){ObjSprite2D_SetSourceRect(bossObj,0,128,128,256);}
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if (aniframe >= 30 && aniframe < 45){ObjSprite2D_SetSourceRect(bossObj,0,256,128,384);}
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if (aniframe >= 45){ObjSprite2D_SetSourceRect(bossObj,128,128,256,256);}
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}
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// Left/Right animation
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else if (cos(dir)<0){
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aniframe2=0;
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aniframe2+=2;
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if(aniframe2 > 60){aniframe2 = 15;}
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ObjRender_SetAngleXYZ(bossObj,0,0,0);
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if (aniframe2 < 15){ObjSprite2D_SetSourceRect(bossObj,256,0,384,128);}
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if (aniframe2 >= 15){ObjSprite2D_SetSourceRect(bossObj,256,128,384,256);}
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}
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else if (cos(dir)>0){
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aniframe2=0;
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aniframe2+=2;
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if(aniframe2 > 60){aniframe2 = 15;}
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ObjRender_SetAngleXYZ(bossObj,0,0,0);
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if (aniframe2 < 15){ObjSprite2D_SetSourceRect(bossObj,256,256,384,384);}
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if (aniframe2 >= 15){ObjSprite2D_SetSourceRect(bossObj,256,384,384,512);}
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}
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//Counting aniframe - ++ = up 1 per frame
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aniframe+=2;
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//Resetting aniframe if over predefined value
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if(aniframe > 60){aniframe = 0;}
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// These two code lines above will ensure the idle loop.
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yield;
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}
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}
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task BossMove{
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wait(60);
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fire;
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wait(250);
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loop{
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while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)<=0){return;}
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ObjMove_SetDestAtSpeed(bossObj,rand(10,280),bossY,3);
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wait(30);
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fire;
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wait(250);
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yield;
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}
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}
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task ending{
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// While the boss is still alive, keep yielding (script works normally)
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while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)>0){
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yield;
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}
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DeleteShotAll(TYPE_ALL,TYPE_ITEM);
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PlaySE(bossdefeatSFX);
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TExplosionA(bossX,bossY,10,0.5);
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wait(120);
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PlaySE(bossdefeatSFX);
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Obj_Delete(bossObj);
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TExplosionA(bossX,bossY,10,0.5);
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wait(120);
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CloseScript(GetOwnScriptID);
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}
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// I SPENT TWO DAYS TO FIGURE THIS OUT LMAO
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task shotyeet{
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while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)>0){
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yield;
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}
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loop{
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DeleteShotAll(TYPE_ALL,TYPE_ITEM);
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yield;
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}
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}
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