356 lines
8.4 KiB
Plaintext
356 lines
8.4 KiB
Plaintext
#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Spell 3 (Sakuya 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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- Movement speed (in frames)
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- Ring density
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- Ring speed
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- Density of one knife line
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- Speed of knives
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- Number of knife rings
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- Density of each knife ring
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- Speed of each knife ring
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*/
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int[] frameMove = [9*27, 9*25, 9*23]; // Divisible by 9
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int[] denseRing = [14, 16, 20];
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int[] speedRing = [4, 5, 6];
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int[] denseKnifeLine = [4, 5, 6];
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float[] speedKnife = [8, 10, 12];
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float[] spaceKnifeFan = [4, 6, 8];
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int[] ringcountKnife = [3, 5, 7];
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int[] ringdenseKnife = [10, 12, 14];
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float[] ringspeedKnife = [8, 9, 10];
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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(5200);
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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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}
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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 3 (Sakuya):
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Remilia moves to the horizontal middle and starts slowly moving from top to bottom, firing slow red rings. As she moves, she fires bursts of knives to the sides that reflect off the walls towards the player (one burst per 3 rings).
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When she reaches the bottom, she fires a large burst of knives everywhere, following the same reflecting formula.
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Parameters:
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- Movement speed (in frames)
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- Ring density
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- Ring speed
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- Density of one knife line
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- Speed of knives
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- Number of knife rings
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- Density of each knife ring
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- Speed of each knife ring
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*/
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task mainTask {
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_Warn();
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wait(45);
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
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MoveToBottom();
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//BurstAttack();
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//wait(360);
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wait(frameMove[difficultySelect]*2);
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}
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}
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task _Warn(){
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int time = 30;
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int timeDisappear = 45;
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int pointText = CreateTextObject(
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STG_WIDTH/2, 5.5*STG_HEIGHT/6, 120,
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"WATCH OUT!", "Exotc350 DmBd BT",
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0xFF6868, 0xFFFFFF,
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0x800E0E, 6,
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51
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);
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ObjText_SetHorizontalAlignment(pointText, ALIGNMENT_CENTER);
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ascent(i in 0..time){
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ObjRender_SetAlpha(pointText, Interpolate_Decelerate(0, 255, i/time));
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ObjRender_SetY(pointText, Interpolate_Decelerate(5.2*STG_HEIGHT/6, 5*STG_HEIGHT/6, i/time));
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yield;
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}
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wait(30);
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ascent(i in 0..timeDisappear){
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ObjRender_SetAlpha(pointText, Interpolate_Decelerate(255, 0, i/timeDisappear));
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yield;
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}
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Obj_Delete(pointText);
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}
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function <void> MoveToBottom(){
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float x = GetPlayerX();
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ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT/7, 45, LERP_DECELERATE);
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wait(60);
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// Anti-cheese
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async{
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loop(60){
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int shot = CreateShotA1(bossX, bossY, 15, rand(180, 360), KEV_BUBBLE_RED, 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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_BulletRescale(shot, 0.8, true, 1);
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Shoot1;
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}
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yield;
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}
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}
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// Slow movement
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ObjMove_SetDestAtFrame(bossObj, x, 5.5*STG_HEIGHT/6, frameMove[difficultySelect], LERP_SMOOTHER);
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async{
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loop(9){
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float ang = GetAngleToPlayer(bossObj);
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float[] spawn = [bossX+rand(-30, 30), bossY+rand(-30, 30)];
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ascent(i in -1..denseRing[difficultySelect]-1){
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int shot = CreateShotA2(spawn[0], spawn[1], speedRing[difficultySelect], ang+(360/denseRing[difficultySelect])*i, -speedRing[difficultySelect]/[30, 35, 40][difficultySelect], 0, KEV_AURABALL_RED, 10);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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ObjMove_AddPatternA2(shot, frameMove[difficultySelect]/1.5, NO_CHANGE, NO_CHANGE, speedRing[difficultySelect]/45, speedRing[difficultySelect], 0);
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_Delay(shot, 10);
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_BulletRescale(shot, 0.6, true, 1);
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Shoot1;
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}
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}
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wait(frameMove[difficultySelect]/9);
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}
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// If you're at bottom, you die. (Hyper and above)
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if(difficultySelect >= 0){
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loop([6, 7, 9][difficultySelect]){
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float ang = GetAngleToPlayer(bossObj);
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float[] spawn = [bossX+rand(-25, 25), bossY+rand(-25, 25)];
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ascent(i in -1..denseRing[difficultySelect]-1){
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int shot = CreateShotA2(spawn[0], spawn[1], speedRing[difficultySelect]*2.5, ang+(360/denseRing[difficultySelect])*i, -speedRing[difficultySelect]*2.5/[30, 40, 45][difficultySelect], speedRing[difficultySelect]*[0.3, 0.2, 0.1][difficultySelect], KEV_KNIFE_LAVENDER, 10);
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
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else{
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ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, speedRing[difficultySelect]/45, speedRing[difficultySelect]*[1.65, 1.4, 1.25][difficultySelect], 0);
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_Delay(shot, 10);
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//ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
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_BulletRescale(shot, 1.25, true, 1);
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Shoot2;
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if(difficultySelect >= 1){_ReflectToPlayer(shot);}
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}
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}
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wait(frameMove[difficultySelect]/36);
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}
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}
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}
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async{
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loop(3){
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CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
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0, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.18, speedKnife[difficultySelect], 1.25,
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PATTERN_FAN, true);
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CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
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180, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.18, speedKnife[difficultySelect], 1.25,
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PATTERN_FAN, true);
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wait(frameMove[difficultySelect]/3);
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}
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}
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}
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function <int> CreateFan (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, bool reflect){
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int objPattern = ObjPatternShot_Create();
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ObjPatternShot_SetParentObject(objPattern, bossObj);
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if(ObjEnemyBossScene_GetInfo(GetEnemyBossSceneObjectID(), INFO_CURRENT_LIFE) == 0){Obj_Delete(objPattern); return;}
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ObjPatternShot_SetPatternType(objPattern, type); // 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 _ReflectToPlayer(int target){
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ObjShot_SetAutoDelete(target, false);
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while(!Obj_IsDeleted(target)){
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(target); return;}
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if (ObjMove_GetX(target) <= -15 || ObjMove_GetX(target) >= GetStgFrameWidth()+15){
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ObjMove_AddPatternA4(target, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, 0, KEV_KNIFE_GREEN, GetPlayerObjectID());
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Shoot1;
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ObjShot_SetAutoDelete(target, true);
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break;
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}
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yield;
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}
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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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