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Jun 30th, 2011
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  1. #“Œ•û’e–‹•—[Single]
  2. #ScriptVersion[2]
  3. ////////////////////////////////////////////////////////////////////////////////////////////////////
  4.  
  5. script_enemy_main{
  6.  
  7. #include_function ".\function_cutin.txt"
  8.  
  9. /**********Universal Variables*********/
  10. let CSD = GetCurrentScriptDirectory;
  11. let CustomShot = "\lib\Supershot\supershot.txt";
  12.  
  13. /**********Drawing Variables**********/
  14. let ImgBoss = CSD ~ "\Pic\Jack.png";
  15. let Cut = CSD ~ "\Pic\Jack_Cut.png";
  16. let Layer2 = CSD ~ "\Pic\JackBG1.png";
  17. let BG = CSD ~ "\Pic\JackBG2.png";
  18.  
  19. /**********Sound Variables************/
  20. let Shot = CSD ~ "\se\Shot2.wav";
  21. let Time1 = CSD ~ "\se\Time1.wav";
  22. let Time2 = CSD ~ "\se\Time2.wav";
  23. let CardGet = CSD ~ "\se\Capture.wav";
  24.  
  25. /**********Effect Variables*************/
  26. let bgscroll = 640;
  27. let fcount = 0;
  28.  
  29. ////////////////////////////////////////////////////////////////////////////////////////////////////
  30.  
  31. @Initialize{
  32.  
  33. /**********Declaring Initial***********/
  34. SetLife(2000);
  35. SetDamageRate(50,100);
  36. SetInvincibility(120);
  37. SetTimer(60);
  38. SetScore(150000);
  39. SetMovePosition01(GetCenterX,GetCenterY,3);
  40. SetEnemyMarker(true);
  41.  
  42. /**********Loading Information*********/
  43. LoadGraphic(ImgBoss);
  44. LoadGraphic(Cut);
  45. LoadGraphic(Layer2);
  46. LoadGraphic(BG);
  47. LoadUserShotData(CustomShot);
  48.  
  49. cutin("BYAKUREN","Chaos ''Total Anihilation''",Cut,0,0,512,512);
  50.  
  51. mainTask;
  52. }
  53.  
  54.  
  55. ////////////////////////////////////////////////////////////////////////////////////////////////////
  56. @MainLoop{
  57.  
  58. /****************Boss Interaction****************/
  59. SetCollisionA(GetX,GetY,32);
  60. SetCollisionB(GetX,GetY,24);
  61. yield;
  62.  
  63. /****************Frame Count Initialization*************/
  64. fcount++;
  65. bgscroll++;
  66.  
  67. /****************Bullets Initialization & Control***************/
  68.  
  69. /****************Effects Initialization******************/
  70. if(fcount == 3000){PlaySE(Time1);}
  71. if(fcount == 3060){PlaySE(Time1);}
  72. if(fcount == 3120){PlaySE(Time1);}
  73. if(fcount == 3180){PlaySE(Time1);}
  74. if(fcount == 3240){PlaySE(Time1);}
  75. if(fcount == 3300){PlaySE(Time1);}
  76.  
  77. if(fcount == 3360){PlaySE(Time2);}
  78. if(fcount == 3420){PlaySE(Time2);}
  79. if(fcount == 3480){PlaySE(Time2);}
  80. if(fcount == 3540){PlaySE(Time2);}
  81. }
  82.  
  83. ////////////////////////////////////////////////////////////////////////////////////////////////////
  84.  
  85. @DrawLoop{
  86.  
  87. /**************Boss Drawing*****************/
  88.  
  89. SetFontColor(255,0,0,200,0,0);
  90.  
  91. SetTexture(ImgBoss);
  92. SetRenderState(ALPHA);
  93. SetAlpha(255);
  94. SetGraphicScale(1,1);
  95. SetGraphicAngle(0,0,0);
  96. SetGraphicRect(0,0,88,114);
  97. DrawGraphic(GetEnemyX,GetEnemyY);
  98.  
  99. DrawText("Jack Kitetsu",40,35,12,255);
  100.  
  101. }
  102.  
  103. ////////////////////////////////////////////////////////////////////////////////////////////////////
  104.  
  105. @BackGround{
  106.  
  107. /**************BG Drawing (Moving Background)*****************/
  108. SetTexture(BG);
  109. SetRenderState(ALPHA);
  110. SetAlpha(155);
  111. SetGraphicRect(0,0,bgscroll,480);
  112. SetGraphicScale(1,1);
  113. SetGraphicAngle(0,0,0);
  114. DrawGraphic(GetCenterX,GetCenterY);
  115.  
  116. /**************BG Drawing (Jack Face)*****************/
  117. SetTexture(Layer2);
  118. SetRenderState(ALPHA);
  119. SetAlpha(55);
  120. SetGraphicRect(0,0,395,395);
  121. SetGraphicScale(1,1.3);
  122. SetGraphicAngle(0,0,0);
  123. DrawGraphic(GetCenterX-70,GetCenterY);
  124.  
  125. }
  126.  
  127. ////////////////////////////////////////////////////////////////////////////////////////////////////
  128.  
  129. @Finalize{
  130. loop(18) {
  131. let x = GetX + rand(-64, 64);
  132. let y = GetY + rand(-64, 64);
  133. CreateItem(ITEM_SCORE, x, y);
  134. }
  135. if(GotSpellCardBonus == true){PlaySE(CardGet);}
  136. }
  137.  
  138. /////////////////////////////////////////////////////////////////////////////////////////////////////////////
  139.  
  140. task mainTask{
  141. yield;
  142. fire;
  143. }
  144.  
  145. /////////////////////////////////////////////////////////////////////////////////////////////////////////////
  146.  
  147. task fire{
  148.  
  149. let dir = 0;
  150.  
  151. wait(120);
  152. loop{
  153.  
  154. PlaySE(Shot);
  155. CreateShotA(1,GetEnemyX,GetEnemyY,10);
  156. CreateShotA(2,GetEnemyX,GetEnemyY,10);
  157. CreateShotA(3,GetEnemyX,GetEnemyY,10);
  158. CreateShotA(4,GetEnemyX,GetEnemyY,10);
  159.  
  160. SetShotDataA(1,0,1,dir,0,0,1,24);
  161. SetShotDataA(2,0,1,dir+90,0,0,1,25);
  162. SetShotDataA(3,0,1,dir+180,0,0,1,26);
  163. SetShotDataA(4,0,1,dir+270,0,0,1,27);
  164.  
  165. SetShotDataA(1,60,0,dir,0,0,1,24);
  166. SetShotDataA(2,60,0,dir+90,0,0,1,25);
  167. SetShotDataA(3,60,0,dir+180,0,0,1,26);
  168. SetShotDataA(4,60,0,dir+270,0,0,1,27);
  169.  
  170. SetShotDataA(1,210,1,dir,0,0,1,24);
  171. SetShotDataA(2,210,1,dir+90,0,0,1,25);
  172. SetShotDataA(3,210,1,dir+180,0,0,1,26);
  173. SetShotDataA(4,210,1,dir+270,0,0,1,27);
  174.  
  175. SetShotDataA(1,270,0,dir,0,0,1,24);
  176. SetShotDataA(2,270,0,dir+90,0,0,1,25);
  177. SetShotDataA(3,270,0,dir+180,0,0,1,26);
  178. SetShotDataA(4,270,0,dir+270,0,0,1,27);
  179.  
  180. SetShotDataA(1,440,1.5,rand(0,359),0,0,1,9);
  181. SetShotDataA(2,440,1.5,rand(0,359),0,0,1,10);
  182. SetShotDataA(3,440,1.5,rand(0,359),0,0,1,11);
  183. SetShotDataA(4,440,1.5,rand(0,359),0,0,1,12);
  184.  
  185. FireShot(1);
  186. FireShot(2);
  187. FireShot(3);
  188. FireShot(4);
  189.  
  190. wait(1);
  191. yield;
  192. dir++;
  193. }
  194.  
  195. }
  196.  
  197. /////////////////////////////////////////////////////////////////////////////////////////////////////////////
  198.  
  199. // wait function
  200. function wait(w){
  201. loop(w){yield;}
  202. }
  203.  
  204.  
  205. }
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