694 lines
19 KiB
Plaintext
694 lines
19 KiB
Plaintext
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#TouhouDanmakufu[Player]
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#ScriptVersion[3]
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#ID["RinnoRemi"]
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#Title["Rinnosuke Morichika & Remilia Scarlet"]
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#Text["Unfocused Shot: Electronic Doombringer[r]Outbursts of fire from the Outside World's doomsday devices.[r][r]Focused Shot: Fate-Sealing Stars[r]High-speed homing stars.[r][r]Special Ability: Longer deathbomb timer."]
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//#Image["./mariremi_lib/mariremi_illust.png"]
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#ReplayName["RinnoRemi"]
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#include "script/KevinSystem/Kevin_PlayerLib.txt"
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#include "script/KevinSystem/PlayerSoundLib.dnh"
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#include "./RinnoRemi_Function.dnh"
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#include "./RinnoRemi_ShotConst.dnh"
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#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
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#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
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let csd = GetCurrentScriptDirectory();
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// Global Variables
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float maxX = GetStgFrameWidth();
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float maxY = GetStgFrameHeight();
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// Images & Sound
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let teamimg = csd ~ "./playerlib/RinnoRemi_Sheet.png";
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LoadTextureEx(teamimg, true, true);
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//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
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let sndpath = csd ~ "./sound";
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// Other stuff
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float playerX = 0;
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float playerY = 0;
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let objPlayer = GetPlayerObjectID();
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int plrender = Obj_GetRenderPriorityI(objPlayer);
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int frameidlerinno = 0;
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int frameidleremi = 0;
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int framemoverinno = 0;
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int framemoveremi = 0;
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bool ripplayer = false;
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float shotspeed = 0;
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float bombrand = 0;
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bool bombenable = false;
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bool focusactive = false;
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bool ishoming = false;
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int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
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int[] _existArray = [];
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int[] _shotArray = [];
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int grazecounter = 0; // For basic graze = PIV mechanic
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float[] PlayerSpd = [9.5, 5.2];
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// Custom events for scoring mechanic
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const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
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const EV_PIV_250 = EV_USER + 101i; // Spells
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const EV_PIV_500 = EV_USER + 102i; // Last Spells
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const EV_PIV_2000 = EV_USER + 103i; // What.
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@Initialize{
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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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SetPlayerStateEndEnable(true);
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// Stuff
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parameterrender();
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playerrender();
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Obj_SetRenderPriorityI(objPlayer, 43);
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plrender = Obj_GetRenderPriorityI(objPlayer);
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_SoundTask();
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//SetIntersectionVisualization(true); // Debug
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_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 5, 2, 80);
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_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 2560, 512, 2688, 640, 2816, 1024, 2816+511, 1024+511, 0.22, 0.65);
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SetShotAutoDeleteClip(256, 256, 256, 256);
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// Shot functions
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//_CAVELaser();
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rinnoShot();
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_BaseShot();
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_remiOption();
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//UniversalAlphaHandle(_shotArray);
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// Shot data loading
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LoadPlayerShotData(csd ~ "./RinnoRemi_ShotData.dnh");
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}
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@MainLoop{
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_enemyArray = GetIntersectionRegistedEnemyID;
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shotspeed += 1; // Managing the shot rate
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//_shotArray = GetAllShotID(TARGET_PLAYER);
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//UniversalAlphaHandle(_shotArray);
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playerX = ObjMove_GetX(objPlayer);
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playerY = ObjMove_GetY(objPlayer);
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yield;
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}
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@Event{
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alternative(GetEventType)
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// Delete effect
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case(EV_DELETE_SHOT_PLAYER){
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let graphic = GetEventArgument(2);
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float[] position = GetEventArgument(1);
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let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
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ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj);
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//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
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//else{_DeleteEffect(obj);}
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}
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// PIV-item spawning events
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case(EV_PIV_100){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_100, arg[0], arg[1]);
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}
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case(EV_PIV_250){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_250, arg[0], arg[1]);
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}
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case(EV_PIV_500){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_500, arg[0], arg[1]);
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}
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// Basic functionality events
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case(EV_REQUEST_SPELL){
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let bomb = GetPlayerSpell();
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if (bomb >= 1){
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SetScriptResult(true);
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SetPlayerSpell(bomb - 1);
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){_FocusBomb(); _SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());}
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else{_UnfocusBomb();
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_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());
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}
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}
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else {
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SetScriptResult(false);
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}
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}
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case(EV_HIT){
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ObjSound_Play(predeathsfx);
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_DeathbombWarning(teamimg, [1792, 512, 1792+512, 512+512], 15, 0.75);
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}
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case(EV_PLAYER_SHOOTDOWN){
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ObjSound_Play(deathsfx);
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ripplayer = true;
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_SigilCall(true, teamimg, 2816, 512, 2816+256, 768, objPlayer, 120);
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}
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case(EV_PLAYER_REBIRTH){
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ripplayer = false;
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SetPlayerInvincibilityFrame(180);
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_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, 150);
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SetPlayerSpell( max(2,GetPlayerSpell()) );
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}
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case(EV_GRAZE){
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grazecounter += GetEventArgument(0);
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ObjSound_Play(grazesfx);
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while(grazecounter >= 10){
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SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
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grazecounter -= 10;
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}
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}
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}
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@Finalize{
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}
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// Homing
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task _BaseShot(){
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loop{
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if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE){
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if(shotspeed % 5 == 0){
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if(GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
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float ang2 = 270-2*9;
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//float angvel = (3.6-3*0.6)*1.2;
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loop(5){
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let bullet = CreatePlayerShotA1(playerX, playerY, 32, ang2, 1.4, 1.8, BASE);
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Obj_SetRenderPriorityI(bullet, 39);
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ObjRender_SetAlpha(bullet, 255*(universalAlpha/100));
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ObjShot_SetSpinAngularVelocity(bullet, 10);
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_BulletRescalePlayer(bullet, 0.5, true, 0.8);
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//angvel -= 0.6*1.2;
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ang2 += 9;
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}
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}
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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float ang2 = 270-2*5;
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//float angvel = (3.6-3*0.6)*1.2;
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loop(5){
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let bullet = CreatePlayerShotA1(playerX, playerY, 32, ang2, 1.2, 1.8, BASE);
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Obj_SetRenderPriorityI(bullet, 39);
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ObjRender_SetAlpha(bullet, 255*(universalAlpha/100));
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ObjShot_SetSpinAngularVelocity(bullet, 10);
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_BulletRescalePlayer(bullet, 0.5, true, 0.8);
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//angvel -= 0.6*1.2;
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ang2 += 5;
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}
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}
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//ObjSound_Play(basesfx);
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}
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}
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yield;
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}
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}
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task _HomeShot(int shot_) {
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float duration = 1;
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bool homingBool = false;
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float basepenetrate = ObjShot_GetPenetration(shot_);
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float basedmg = ObjShot_GetDamage(shot_);
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//
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for (int t = 0i; t < duration && !Obj_IsDeleted(shot_); t++) {
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// Checks if enemies are on screen. If enemies are visible, enable homing for the shots.
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// _enemyArray is an array containing all enemy IDs, and is constantly updated in @MainLoop.
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if (0 < length(_enemyArray)) {
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float targetDist = 2000; // Arbitrary number (???)
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int targetID = 0;
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// Checks distance of every enemy on screen.
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for each (int enemy in ref _enemyArray) {
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float enemyX = ObjMove_GetX(enemy);
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float enemyY = ObjMove_GetY(enemy);
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if (0 < enemyX && enemyX < maxX && 0 < enemyY && enemyY < maxY) {
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// Returns the hypotenuse of the triangle formed by the x & y distances between the shot and the enemy.
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float shotDist = hypot(enemyX - ObjMove_GetX(objPlayer), enemyY - ObjMove_GetY(objPlayer));
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// Locks the shot onto the enemy.
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if (shotDist < targetDist) {
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targetDist = shotDist;
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targetID = enemy;
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homingBool = true;
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}
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}
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}
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// Code to handle the actual homing.
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/*if (homingBool) {
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for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
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ObjShot_SetAutoDelete(shot_, false);
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float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
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float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
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float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
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float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
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// Homing speed?
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ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
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f++;
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yield;
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}
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ObjShot_SetAutoDelete(shot_, true);
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ObjMove_SetAngularVelocity(shot_, 0);
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homingBool = false;
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}*/
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if (homingBool) {
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for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
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ObjShot_SetAutoDelete(shot_, false);
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float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
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float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
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float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
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float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
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// Homing speed?
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ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, 1)); // Interpolate_Necko
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f++;
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yield;
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}
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ObjShot_SetAutoDelete(shot_, true);
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ObjMove_SetAngularVelocity(shot_, 0);
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homingBool = false;
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}
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}
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yield;
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}
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}
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task _SwingBehaviour(target){
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float ang = 0;
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Obj_SetRenderPriorityI(target, 42);
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while(true){
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ObjRender_SetAngleZ(target, 0+20*sin(ang));
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ang += 360/120;
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yield;
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}
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}
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task _remiOption(){
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// Offsets for 4 front options
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float offsetX1 = 150;
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float offsetX2 = offsetX1 * 2;
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float offsetY1 = 90;
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// Array that contains static/unchanging values for the PlayerOption
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let val = [2048, 256, 2304, 512, 0.6, 256, 1, 1, false, false, 0, true, false];
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// Option handling (right -> rightmost -> left -> leftmost)
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float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
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int opt1 = PlayerOption(
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offsetArray[0][0], offsetArray[0][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt2 = PlayerOption(
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offsetArray[1][0], offsetArray[1][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt3 = PlayerOption(
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offsetArray[2][0], offsetArray[2][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt4 = PlayerOption(
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offsetArray[3][0], offsetArray[3][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int[] optArray = [opt1, opt2, opt3, opt4];
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ascent(i in -1..length(optArray)-1){
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_SwingBehaviour(optArray[i]);
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_HomingStars(optArray[i]);
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}
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task _HomingStars(option){
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loop{
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if(shotspeed % 5 == 0 && GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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float x = ObjRender_GetX(option);
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float y = ObjRender_GetY(option);
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ascent(i in -1..1){
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let shotA = CreatePlayerShotA1(-50+x+25-50*i, y, 50, 270, 1.37, 1.25, LOCKON_KNIFE);
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//ObjMove_AddPatternA2(shotA, 1, 5, NO_CHANGE, -0.1, 3.75, rand(-0.4, 0.4));
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//ObjMove_AddPatternA2(shotA, 1, NO_CHANGE, NO_CHANGE, 25, 50, 0);
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_BulletRescalePlayer(shotA, 0.7, true, 1);
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ObjRender_SetAlpha(shotA, 255*(universalAlpha/100));
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ObjSound_Play(inferno);
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_HomeShot(shotA);
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//Fadein(shotA, 10);
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}
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}
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}
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yield;
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}
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}
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}
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||
|
|
||
|
// Basic player parameters
|
||
|
|
||
|
task parameterrender(){
|
||
|
|
||
|
SetPlayerItemScope(120);
|
||
|
SetPlayerLife(9); // Debug
|
||
|
SetPlayerSpell(2);
|
||
|
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
|
||
|
SetPlayerRebirthFrame(12);
|
||
|
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
||
|
SetPlayerRebirthLossFrame(0);
|
||
|
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 1.25, 40);
|
||
|
|
||
|
}
|
||
|
|
||
|
// Renders the shottype
|
||
|
// Player sprites
|
||
|
|
||
|
task playerrender(){
|
||
|
|
||
|
// Why is this movement code so cursed jesus fucking christ
|
||
|
|
||
|
float scale = 0.39; // Scalies
|
||
|
|
||
|
ObjPrim_SetTexture(objPlayer, teamimg);
|
||
|
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 320, 384);
|
||
|
ObjSprite2D_SetDestCenter(objPlayer);
|
||
|
Obj_SetRenderPriorityI(objPlayer, 42);
|
||
|
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
||
|
|
||
|
// Lower "speed" parameter = FASTER SPEED
|
||
|
|
||
|
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
||
|
|
||
|
loop{
|
||
|
// Focused
|
||
|
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
||
|
frameidleremi++;
|
||
|
_RenderPlayerMovement(objPlayer, frameidleremi, 0, 1152, 320, 384, scale, 4, 6);
|
||
|
if (frameidleremi >= (5*4-1)){frameidleremi = 0;}
|
||
|
}
|
||
|
// Unfocused
|
||
|
else{
|
||
|
frameidlerinno++;
|
||
|
_RenderPlayerMovement(objPlayer, frameidlerinno, 0, 0, 320, 384, scale, 4, 6);
|
||
|
if (frameidlerinno >= (5*4-1)){frameidlerinno = 0;}
|
||
|
}
|
||
|
yield;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
task rinnoShot(){
|
||
|
|
||
|
// Offsets for 4 front options
|
||
|
|
||
|
float offsetX1 = 90;
|
||
|
|
||
|
// Array that contains static/unchanging values for the PlayerOption
|
||
|
|
||
|
let valR = [1792, 256, 2048, 512, 0.5, 256, 1, 1, false, false, 6, false, true];
|
||
|
|
||
|
// Option handling
|
||
|
|
||
|
float[][] offsetArray = [[offsetX1, 0], [-offsetX1, 0]];
|
||
|
|
||
|
/*int opt1 = PlayerOption(
|
||
|
offsetArray[0][0], offsetArray[0][1],
|
||
|
teamimg,
|
||
|
valR[0], valR[1], valR[2], valR[3], valR[4],
|
||
|
valR[5], valR[6], valR[7], valR[8],
|
||
|
valR[9], valR[10],
|
||
|
valR[11], valR[12]);
|
||
|
|
||
|
int opt2 = PlayerOption(
|
||
|
offsetArray[1][0], offsetArray[1][1],
|
||
|
teamimg,
|
||
|
valR[0], valR[1], valR[2], valR[3], valR[4],
|
||
|
valR[5], valR[6], valR[7], valR[8],
|
||
|
valR[9], valR[10],
|
||
|
valR[11], valR[12]);*/
|
||
|
|
||
|
int opt3 = PlayerOption(
|
||
|
0, 150,
|
||
|
teamimg,
|
||
|
valR[0], valR[1], valR[2], valR[3], valR[4],
|
||
|
valR[5], valR[6], valR[7], valR[8],
|
||
|
valR[9], valR[10],
|
||
|
valR[11], valR[12]);
|
||
|
|
||
|
//int[] optArray = [opt1, opt2];
|
||
|
|
||
|
float angle = 255;
|
||
|
|
||
|
/*ascent(i in -1..length(optArray)-1){
|
||
|
_ThunderNeedle(optArray[i], angle, 10, 4);
|
||
|
_ThunderNeedle(optArray[i], 90, 7.5, 2.5);
|
||
|
_SwingBehaviour(optArray[i]);
|
||
|
angle += 35;
|
||
|
}*/
|
||
|
|
||
|
_ThunderNeedle(opt3, 15, 270, 10, 8, 4.2);
|
||
|
_ThunderNeedle(opt3, -15, 90, 15, 4, 4.4);
|
||
|
_SwingBehaviour(opt3);
|
||
|
|
||
|
task _ThunderNeedle(int target, float yoffset, float baseang, float tiltang, int num, float dmg){
|
||
|
|
||
|
//float baseang = 270;
|
||
|
|
||
|
//int a = trunc(-num/2);
|
||
|
|
||
|
// Odd numbers only
|
||
|
|
||
|
loop{
|
||
|
if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
|
||
|
if(shotspeed % 5 == 0){
|
||
|
ascent(i in trunc(-num/2)..trunc(num/2)+1){
|
||
|
float shot = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target)+yoffset, 65, baseang-tiltang*i, dmg, 1.0, ELECTRIC_FIRE_ALT);
|
||
|
ObjRender_SetAlpha(shot, 255*(universalAlpha/100));
|
||
|
Obj_SetRenderPriorityI(shot, 39);
|
||
|
_BulletRescalePlayer(shot, 0.55, true, 1);
|
||
|
}
|
||
|
}
|
||
|
if(shotspeed % 5 == 0){ObjSound_Play(basesfx);}
|
||
|
}
|
||
|
yield;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
task PointblankPlacebo(target, scale, multiplier){
|
||
|
int len = 10;
|
||
|
while(GetObjectDistance(target, objPlayer) < 90){
|
||
|
_BulletRescalePlayer(target, scale*multiplier, true, multiplier); // Pointblank
|
||
|
yield;
|
||
|
}
|
||
|
ascent(i in 0..len){
|
||
|
_BulletRescalePlayer(target, Interpolate_Decelerate(scale*multiplier, scale, i/len), true, Interpolate_Decelerate(multiplier, 1, i/len));
|
||
|
yield;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
task Fadein(target, len){
|
||
|
ascent(i in 0..len){
|
||
|
_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, 0.7, i/len), true, Interpolate_Decelerate(0.4, 0.7, i/len));
|
||
|
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||
|
yield;
|
||
|
}
|
||
|
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||
|
}
|
||
|
|
||
|
task Fadein(target, len, targetscale, targetscalehitbox){
|
||
|
ascent(i in 0..len){
|
||
|
_BulletRescalePlayer(target, Interpolate_Decelerate(0.1, targetscale, i/len), true, Interpolate_Decelerate(1, targetscalehitbox, i/len));
|
||
|
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||
|
yield;
|
||
|
}
|
||
|
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||
|
}
|
||
|
|
||
|
// Handling of bomb
|
||
|
|
||
|
task _FocusBomb(){
|
||
|
|
||
|
// Preparation
|
||
|
SetForbidPlayerShot(true);
|
||
|
SetForbidPlayerSpell(true);
|
||
|
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
||
|
// Spell object
|
||
|
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
||
|
ObjSpell_Regist(manageObj);
|
||
|
ObjSound_Play(bombsfx);
|
||
|
SetPlayerSpeed(PlayerSpd[1]-2, PlayerSpd[1]-2);
|
||
|
|
||
|
float angvel = 0.75;
|
||
|
float revolve = 0;
|
||
|
float spd = 21;
|
||
|
float dmg = 2;
|
||
|
float revolvechange = 12;
|
||
|
|
||
|
ascent(i in 0..40){
|
||
|
|
||
|
int shot = CreateShotA2(playerX, playerY, 25, rand(260, 280), rand(-1.5, -1), 0.5, HOMING_STAR, 15);
|
||
|
//_BulletRescalePlayer(shot, 3, true, 1);
|
||
|
ObjShot_SetSpinAngularVelocity(shot, 6);
|
||
|
Fadein(shot, 20, 2, 2);
|
||
|
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
||
|
ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, 0.8, 32, 0);
|
||
|
ObjShot_SetIntersectionEnable(shot, true);
|
||
|
ObjShot_SetPenetration(shot, 9999);
|
||
|
ObjShot_SetDamage(shot, 2);
|
||
|
ObjShot_SetEraseShot(shot, true);
|
||
|
ObjShot_SetSpellFactor(shot, true);
|
||
|
ObjSound_Play(inferno);
|
||
|
wait(5);
|
||
|
|
||
|
}
|
||
|
|
||
|
// Cleanup, end of spell
|
||
|
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
||
|
SetForbidPlayerShot(false);
|
||
|
wait(60);
|
||
|
SetForbidPlayerSpell(false);
|
||
|
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
||
|
|
||
|
}
|
||
|
|
||
|
task _UnfocusBomb(){
|
||
|
|
||
|
// Preparation
|
||
|
SetForbidPlayerShot(true);
|
||
|
SetForbidPlayerSpell(true);
|
||
|
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
||
|
// Spell object
|
||
|
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
||
|
ObjSpell_Regist(manageObj);
|
||
|
ObjSound_Play(bombsfx);
|
||
|
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[0]);
|
||
|
|
||
|
float angvel = 0.75;
|
||
|
float revolve = 0;
|
||
|
float spd = 21;
|
||
|
float dmg = 2;
|
||
|
float revolvechange = 12;
|
||
|
|
||
|
int hakkero = CreatePlayerShotA1(playerX, playerY, 0, 0, 12, 999999, 4);
|
||
|
ObjShot_SetIntersectionEnable(hakkero, true);
|
||
|
ObjShot_SetEraseShot(hakkero, true);
|
||
|
ObjShot_SetSpellFactor(hakkero, true);
|
||
|
ObjShot_SetSpinAngularVelocity(hakkero, 8);
|
||
|
|
||
|
async{
|
||
|
ascent(i in 0..45){
|
||
|
_BulletRescalePlayer(hakkero, Interpolate_Decelerate(0.5, 2.25, i/45), true, 1);
|
||
|
ObjRender_SetAlpha(hakkero, Interpolate_Decelerate(0, 255, i/45));
|
||
|
yield;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ascent(i in 0..240){
|
||
|
yield;
|
||
|
}
|
||
|
|
||
|
// Cleanup, end of spell
|
||
|
ObjShot_FadeDelete(hakkero);
|
||
|
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
||
|
SetForbidPlayerShot(false);
|
||
|
wait(60);
|
||
|
SetForbidPlayerSpell(false);
|
||
|
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
||
|
|
||
|
}
|
||
|
|
||
|
// Screenshake function for bomb's duration - adapted from Sparen's tutorials
|
||
|
|
||
|
task _BombShake(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;
|
||
|
}
|
||
|
|