443 lines
9.9 KiB
Plaintext
443 lines
9.9 KiB
Plaintext
#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Spell 2 (Patchouli Card)"]
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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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/*
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Parameters:
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- Line density
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- Line speed
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- Line delay
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- Ring density
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- Ring max speed
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- Delays between rings
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- Remilia charge time
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- Aim speed
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*/
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int[] denseLine = [3, 4, 5];
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int[] speedLine = [8.5, 10, 12];
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float[] delayLine = [23, 20, 18];
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int[] denseRing = [10, 12, 14];
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float[] maxspeedRing = [8, 9, 11];
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int[] deceltimeRing = [20, 30, 40];
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int[] acceltimeRing = [60, 45, 35];
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// Remilia takes 36 frames to charge down the screen. Preferably, pick a number 36 can divide with.
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int[] ringDelay = [12, 9, 6];
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// How much time Remilia takes to charge her attack and you get to GTFO.
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int[] chargetimeRemi = [75, 60, 50];
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float[] maxspeedBookAim = [10, 12, 15];
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int[] bookArray = []; // it's a secret tool that will help us later
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bool bookShooting = false; // it's a secret tool that will help us later
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string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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//LoadTextureEx(tex, true, true);
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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 = 0; // 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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//WriteLog(spellPIV);
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WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
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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(2500);
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}
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case(EV_REQUEST_TIMER) {
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SetScriptResult(40);
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}
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// Start firing from books
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case(EV_USER+999){
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bookShooting = true;
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}
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// Stop firing from books
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case(EV_USER+1000){
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bookShooting = false;
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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), 100);
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yield;
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}
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@Finalize {
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}
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/*
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Spell 2 (Patchouli):
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Remilia summons 5 books (5 elements) (see Philosopher's Stone). These books move to the top of the screen and fire downwards lines that restrict horizontal movement.
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Remilia constantly will charge down at the player's horizontal position, leaving behind red rings. The player must weave through the lines of the books.
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After 3 charges, the books turn into bats that aim for the player, leaving trails of bullets in their wake. Remilia re-calls 5 books and then the pattern restarts.
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Note: Books = Enemies with no registered intersection
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Parameters:
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- Line density
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- Line speed
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- Line delay
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- Ring density
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- Ring speed
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- Delays between rings
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- Remilia charge time
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- Remilia charge delay
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- Aim speed
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*/
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task mainTask {
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wait(45);
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// Create 5 books
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CreateBook([0, 0, 256, 256], STG_WIDTH*1/6, 0.65, KEV_LEAF_RED);
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CreateBook([256, 0, 512, 256], STG_WIDTH*2/6, 0.65, KEV_LEAF_AQUA);
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CreateBook([512, 0, 768, 256], STG_WIDTH*3/6, 0.65, KEV_LEAF_ORANGE);
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CreateBook([768, 0, 1024, 256], STG_WIDTH*4/6, 0.65, KEV_LEAF_WHITE);
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CreateBook([1024, 0, 1280, 256], STG_WIDTH*5/6, 0.65, KEV_LEAF_GREEN);
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bookShooting = true;
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// It takes 60 seconds for the books to start firing..
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wait(60+delayLine[difficultySelect]*3);
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// Repeat 3 times: Choose an area based on the player's position, charge down there while firing fireballs + rings, then return to same position.
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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if(playerX <= STG_WIDTH/6 && playerY >= 0){
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ChargeAttack(0.5*STG_WIDTH/6, 0);
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}
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else if(playerX <= 2*STG_WIDTH/6 && playerY >= STG_WIDTH/6){
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ChargeAttack(1.5*STG_WIDTH/6, 1);
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}
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else if(playerX <= 3*STG_WIDTH/6 && playerY >= 2*STG_WIDTH/6){
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ChargeAttack(2.5*STG_WIDTH/6, 2);
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}
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else if(playerX <= 4*STG_WIDTH/6 && playerY >= 3*STG_WIDTH/6){
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ChargeAttack(3.5*STG_WIDTH/6, 3);
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}
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else if(playerX <= 5*STG_WIDTH/6 && playerY >= 4*STG_WIDTH/6){
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ChargeAttack(4.5*STG_WIDTH/6, 4);
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}
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else{
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ChargeAttack(5.5*STG_WIDTH/6, 5);
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}
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yield;
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}
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// Aim books at the player.
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// Remove books from bookArray and then restart pattern.
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}
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/*
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Fire: 0, 0, 256, 256
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Water: 256, 0, 512, 256
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Wood: 512, 0, 768, 256
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Metal: 768, 0, 1024, 256
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Earth: 1024, 0, 1280, 256
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*/
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function <void> ChargeAttack(float x, int colorselect){
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ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT/7, 30, LERP_DECELERATE);
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wait(30);
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_CreateCustomTelegraphLine(
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x, 0,
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90, 90,
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3333, 3333,
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0, STG_WIDTH/6,
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0xDC7171, 220,
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15, chargetimeRemi[difficultySelect], 15
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);
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wait(chargetimeRemi[difficultySelect]-30);
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// MOVEEEEE BITCH
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ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT/9, 30, LERP_DECELERATE);
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wait(25);
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//ObjEnemy_SetDamageRate(bossObj, 0, 0);
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ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT*1.2, 36, LERP_DECELERATE);
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float ang = GetAngleToPlayer(bossObj);
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async{
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loop(36){
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loop(2){
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int shot = CreateShotA1(bossX+rand(-STG_HEIGHT/12, STG_HEIGHT/12), bossY, 18, rand(269, 271), KEV_FIRE_RED, 5);
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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, 5);
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_BulletRescale(shot, 0.85, true, 1);
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Shoot2;
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}
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}
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wait(1);
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}
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ObjEnemy_SetDamageRate(bossObj, 0, 0);
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}
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int color = [KEV_AURABALL_RED, KEV_AURABALL_AQUA, KEV_AURABALL_ORANGE, KEV_AURABALL_WHITE, KEV_AURABALL_GREEN, KEV_AURABALL_PINK][colorselect];
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loop(36/ringDelay){
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ascent(i in 0..denseRing[difficultySelect]){
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int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, color, 10);
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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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ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, maxspeedRing[difficultySelect]/acceltimeRing[difficultySelect], maxspeedRing[difficultySelect], 0);
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_BulletRescale(shot, 0.65, true, 1);
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//Shoot1;
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}
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}
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wait(ringDelay);
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}
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wait(45);
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ObjMove_SetPosition(bossObj, STG_WIDTH/2, -256);
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ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/2, 30, LERP_DECELERATE);
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wait(15);
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ObjEnemy_SetDamageRate(bossObj, 100, 100);
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wait(75);
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}
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task CreateBook(
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int[] rect,
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int destX,
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float scaleEnm, int graphicBullet
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){
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int book = _CreateEnemy(
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false,
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bossX, bossY, destX, STG_HEIGHT/7.5, 60,
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scaleEnm, scaleEnm,
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99999, -1, -1,
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tex,
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rect[0], rect[1], rect[2], rect[3]
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);
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Obj_SetRenderPriorityI(book, 39);
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ObjEnemy_SetEnableIntersectionPositionFetching(book, false); // so the lock-on shot doesn't home onto the books
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bookArray ~= [book];
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// Fire task
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async{
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wait(60);
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while(!Obj_IsDeleted(book) && bookShooting){
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loop(denseLine[difficultySelect]){
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int shot = CreateShotA1(ObjMove_GetX(book), ObjMove_GetY(book), speedLine[difficultySelect], 90, graphicBullet, 15);
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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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wait([3, 4, 4][difficultySelect]);
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}
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wait(delayLine[difficultySelect]);
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}
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}
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async{
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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yield;
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}
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Obj_Delete(book);
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}
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async{
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wait(60);
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while(bookShooting){
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ascent(i in 0..24){
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int shot = CreateShotA1(ObjMove_GetX(book), ObjMove_GetY(book), 12, Interpolate_Smoother(190, 350, i/24), graphicBullet+44, 15);
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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, 0);
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_BulletRescale(shot, 0.5, true, 1);
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}
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}
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wait(delayLine[difficultySelect]);
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}
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}
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}
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function <int> CreateFan (int parent, int way, int graphic, int stack,
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float ang, float angspace, float spd1, float spd2, float scale,
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int type){
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int objPattern = ObjPatternShot_Create();
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ObjPatternShot_SetParentObject(objPattern, parent);
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if(ObjEnemyBossScene_GetInfo(GetEnemyBossSceneObjectID(), INFO_CURRENT_LIFE) == 0){Obj_Delete(objPattern); return;}
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ObjPatternShot_SetPatternType(objPattern, PATTERN_LINE); // PATTERN_FAN or PATTERN_FAN_AIMED
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ObjPatternShot_SetShotType(objPattern, OBJ_SHOT);
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ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ALPHA);
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ObjPatternShot_SetShotCount(objPattern, way, stack);
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ObjPatternShot_SetSpeed(objPattern, spd1, spd2);
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ObjPatternShot_SetAngle(objPattern, ang, angspace);
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ObjPatternShot_SetBasePointOffset(objPattern, 0, 0);
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//ObjPatternShot_SetDelay(objPattern, 15);
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ObjPatternShot_SetGraphic(objPattern, graphic);
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Shoot2;
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int[] arrayPattern = ObjPatternShot_FireReturn(objPattern);
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for each (int bullet in ref arrayPattern){
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_BulletRescale(bullet, scale, true, 1);
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_Delay(bullet, 10);
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_EnemyShotFade(bullet, 600, true, 2.5); // Placeholder
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Obj_SetRenderPriorityI(bullet, 51);
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//if (reflect) {_ReflectToPlayer(bullet);}
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}
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async{
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wait(600);
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Obj_Delete(objPattern);
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return;
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}
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return objPattern;
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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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