ScarletBlackMarket/game/Spell4.dnh

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