#TouhouDanmakufu[Single] #ScriptVersion[3] #Title["Remilia Spell 1 (Remilia Card)"] #Text["yassification"] #System["script/KevinSystem/Kevin_System.txt"] int difficultySelect = 0; let objScene = GetEnemyBossSceneObjectID(); let csd = GetCurrentScriptDirectory(); let bossObj; float bossX = 0; float bossY = 0; float playerY = 0; float playerX = 0; let aniframe = 0; let aniframe2 = 0; let spellsnd = ObjSound_Create(); let bossdiesnd = ObjSound_Create(); /* Parameters: - Remilia wait time - Spiral density - Spiral angle offset per frame - Ring density - Ring (max) speed - Delays between rings */ int[] denseSpiral = [6, 7, 8]; float[] angleoffsetSpiral = [1.618*7, 1.618*6, 1.618*5]; float[] speedSpiral = [8.25, 9.5, 11]; int[] denseRing = [10, 12, 14]; float[] maxspeedRing = [7.5, 9, 10]; int[] deceltimeRing = [20, 25, 32]; int[] acceltimeRing = [60, 50, 40]; // Remilia takes 36 frames. Preferably, pick a number 36 can divide with. int[] delayRing = [6, 5, 3]; // How much time Remilia takes to charge her attack and you get to GTFO. int[] waittimeRemi = [80, 70, 60]; string tex = "script/game/resourceLib/Spritesheet_StationJam.png"; //LoadTextureEx(tex, true, false); // Includes ahoy #include "script/KevinSystem/Universal_Lib.txt" // The library to include all libraries :sans: :nail_care: @Initialize { //SetIntersectionVisualization(true); SetAutoDeleteObject(true); LoadTextureEx(tex, true, false); difficultySelect = _InitDifficulty(difficultySelect); //difficultySelect = 2; // debug SetShotAutoDeleteClip(64, 64, 64, 64); if(!IsCommonDataAreaExists("PIV")){ CreateCommonDataArea("PIV"); SetAreaCommonData("PIV", "currentvalue", 10000); } else{} // Create the boss object itself bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS); ObjEnemy_Regist(bossObj); ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2)); ObjEnemy_SetMaximumDamage(bossObj, 999); _RenderBoss(bossObj); //WriteLog(spellPIV); WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE)); mainTask(); _FadeInvincibility(bossObj, 150, 150, 1); endingnew(); } @Event { alternative(GetEventType()) case(EV_REQUEST_LIFE) { SetScriptResult(4000); } case(EV_REQUEST_TIMER) { SetScriptResult(40); } } @MainLoop { playerY = GetPlayerY(); playerX = GetPlayerX(); //The player position is ALWAYS UPDATED bossX = ObjMove_GetX(bossObj); bossY = ObjMove_GetY(bossObj); ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 180); yield; } @Finalize { } /* Remi Spell 1 Remi moves to your current position (takes 36 frames), fires a dense star of stars (lol) that fades away quickly, and waits a set number of frames before repeating. After 3 waves of this, she moves to the middle and shoots a thick spiral of fireballs that requires you to spin around the screen for a bit. She also leaves behind trails of rings with every dash. Remilia takes 36 frames to move to you each time. -> delay between rings: 9, 6, 5 Parameters: - Remilia wait time - Spiral density - Spiral speed - Spiral angle offset per frame - Ring density - Ring speed - Delays between rings */ task mainTask { int multiplier = 1; ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/2 , 45, LERP_DECELERATE); wait(45); _UseCard(); while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){ loop(3){ _VampireChase(); } FitfulNightmare(multiplier); wait(90); multiplier *= -1; } } function _UseCard(){ // Remi spell int cardImg = _Create2DImage(tex, [0, 256, 256, 512]); ObjRender_SetPosition(cardImg, bossX, bossY, 0); ascent(i in 0..30){ ObjRender_SetY(cardImg, Interpolate_Decelerate(bossY, bossY - 256, i/30)); ObjRender_SetAlpha(cardImg, Interpolate_Decelerate(0, 255, i/30)); yield; } wait(30); ascent(i in 0..15){ ObjRender_SetAlpha(cardImg, Interpolate_Decelerate(255, 0, i/15)); yield; } Obj_Delete(cardImg); } function _VampireChase(){ float chaseX = playerX; float chaseY = playerY; ChargeSFX; ObjMove_SetDestAtFrame(bossObj, Interpolate_Decelerate(bossX, chaseX, -0.08), Interpolate_Decelerate(bossY, chaseY, -0.08), 30, LERP_DECELERATE); wait(25); ObjMove_SetDestAtFrame(bossObj, Interpolate_Decelerate(bossX, chaseX, 1), Interpolate_Decelerate(bossY, chaseY, 1), 36, LERP_DECELERATE); float ang = GetAngleToPlayer(bossObj); loop(36/delayRing[difficultySelect]){ ascent(i in 0..denseRing[difficultySelect]){ int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, KEV_AURABALL_RED, 10); if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);} else{ _Delay(shot, 10); ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, maxspeedRing[difficultySelect]/acceltimeRing[difficultySelect], maxspeedRing[difficultySelect], 0); _BulletRescale(shot, 0.6, true, 1); Shoot2; } } ang += 18; wait(delayRing[difficultySelect]); } //wait(36); // BOOM _FireExplosion(bossObj); wait(waittimeRemi[difficultySelect]); } function FitfulNightmare(int spin){ ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/3, 60, LERP_DECELERATE); ChargeSFX; wait(75); float ang = 0; loop(40){ float ang2 = ang; loop(denseSpiral[difficultySelect]){ int shot = CreateShotA1(bossX, bossY, speedSpiral[difficultySelect], ang2, KEV_KNIFE_RED, 10); if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);} else{ _Delay(shot, 10); _BulletRescale(shot, 1.25, true, 1); Shoot1; } ang2 += 360/denseSpiral[difficultySelect]*spin; } ang += angleoffsetSpiral[difficultySelect]; wait(3); } } task _FireExplosion(int target){ int objPattern = ObjPatternShot_Create(); ObjPatternShot_SetParentObject(objPattern, target); if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(objPattern); return;} ObjPatternShot_SetPatternType(objPattern, PATTERN_SCATTER_ANGLE); ObjPatternShot_SetShotType(objPattern, OBJ_SHOT); ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ADD_ARGB); ObjPatternShot_SetShotCount(objPattern, 24, 6); ObjPatternShot_SetSpeed(objPattern, 18, 2); ObjPatternShot_SetAngle(objPattern, 360, 360); ObjPatternShot_SetDelay(objPattern, 5); ObjPatternShot_SetGraphic(objPattern, KEV_LEAF_RED); Shoot2; int[] arrayPattern = ObjPatternShot_FireReturn(objPattern); int i = 0; for each (int bullet in ref arrayPattern){ _BulletRescale(bullet, 1.2, true, 1); _Delay(bullet, 15); Obj_SetRenderPriorityI(bullet, 50); _DeletionHandling(bullet, waittimeRemi[difficultySelect]+i); //ObjMove_SetAcceleration(bullet, -0.25); //ObjMove_SetMaxSpeed(bullet, 5); } } task _DeletionHandling(int target, int frameDel){ float spd = ObjMove_GetSpeed(target); ObjMove_SetAcceleration(target, -spd/[30, 34, 38][difficultySelect]); ObjMove_SetMaxSpeed(target, 0.2); wait(frameDel); ObjShot_FadeDelete(target); } task endingnew(){ while(ObjEnemy_GetInfo(bossObj, INFO_LIFE)>0){ yield; } _GoToBrazil(objScene, bossObj, 12, 24); wait(120); ObjSound_SetVolumeRate(fire2, 20); CloseScript(GetOwnScriptID); }