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- ////////////////////////////////////////////////////
- //=================================================
- //
- // Requiem of Scarlet Devil
- //
- // ( C )ReiRei at MotK
- //
- //
- //
- //
- //=================================================
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- #TouhouDanmakufu
- #ScriptVersion[ 2 ]
- #Title[ Mokou Nonspell #1 ]
- #Text[ I tried making this a PC-98
- feeling. Well, the bullet pattern ]
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- script_enemy_main {
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- #include_function"lib\MARISA\RoSD_Index.dnh";
- #include_function"lib\MARISA\DATA\UserShotCtC.dnh";
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- let Boss_Mokou = CL_DIRECTORY ~ "SPRITE\boss_mokou.png";
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- ///////////////////////////////////////////////////
- @Initialize {
- ///////////////////////////////////////////////////
- LoadGraphic( Boss_Mokou );
- PositionX( FLAN_CENTER_X );
- PositionY( FLAN_CENTER_Y - 100 );
- CL_LoadSE( BulletShot01 );
- CL_LoadSE( BulletShot04 );
- SetLife( 550 );
- SetTimer( 30 );
- SetDamageRate( 20, 100 );
- SetInvincibility( 60 );
- MariShotData( CtCUserShot );
- MokouTask;
- }
- ///////////////////////////////////////////////////
- @MainLoop {
- ///////////////////////////////////////////////////
- SetCollisionA( FLAN_X, FLAN_Y, 32 );
- SetCollisionB( FLAN_X, FLAN_Y, 16 );
- yield;
- }
- ///////////////////////////////////////////////////
- @DrawLoop {
- ///////////////////////////////////////////////////
- DrawBoss( Boss_Mokou );
- if( MariSpeedX()<0 ) { SetAction( ACT_MOVE, 0 ) }
- if( MariSpeedX()>0 ) { SetAction( ACT_MOVE, 0 ) }
- }
- ///////////////////////////////////////////////////
- @Finalize {
- ///////////////////////////////////////////////////
- DeleteGraphic( Boss_Mokou );
- }
- task MokouTask {
- yield;
- wait( 120 );
- Phoenixshot;
- Phoenixmovement;
- }
- task Phoenixshot {
- let _nAngle = [ GetAngleToPlayer + 10, GetAngleToPlayer * 10 ];
- let _nSpeed = 3;
- loop {
- ascent( i in 0..50 ){
- CreateShot01( FLAN_X, FLAN_Y, _nSpeed, _nAngle, US_FIRE_RED, 10 );
- CL_PlaySE( BulletShot01 );
- SetAction( ACT_SHOT_A, 30 );
- wait( 120 );
- }
- }
- let _nGraphX = [ US_KNIFE_YOUMU_RED, US_KNIFE_YOUMU_BLUE, US_KNIFE_YOUMU_PURPLE ];
- let _nSpeedX = [ 3.5, 2.5, 1.5 ];
- let _nAngleX = [ GetAngleToPlayer + 30, 90 * 12 ];
- loop {
- CreateShot01( FLAN_X, FLAN_Y, _nSpeedX, _nAngleX, _nGraphX, 10 );
- CL_PlaySE( BulletShot01 );
- SetAction( ACT_SHOT_B, 30 );
- wait( 180 );
- }
- }
- let _nSpeed = [ 3.0, 2.5, 3 ];
- let _nAngle = [ GetAngleToPlayer + 35, GetAngleToPlayer * 12 ];
- let _nGraph = [ US_BILL_RED, US_BILL_ORANGE, US_BILL_PURPLE ];
- let _nDelay = 10;
- let _nCardAngle = [ 90 + 20, 24 * 12, 58 * 27 ];
- loop {
- ascent( i in 0..100 ){
- GravityShot( FLAN_X, FLAN_Y, _nSpeed, _nAngle, _nCardAngle, _nGraph, _nDelay );
- SetAction( ACT_SHOT_B, 30 );
- CL_PlaySE( BulletShot04 );
- wait( 240 );
- }
- }
- task GravityShot( FLAN_X, FLAN_Y, _nSpeed, _nAngle, _nCardAngle, _nGraph, _nDelay ){
- let REMI = Obj_Create( OBJ_SHOT );
- Obj_SetPosition( REMI, FLAN_X, FLAN_Y );
- Obj_SetSpeed( REMI, _nSpeed );
- Obj_SetAngle( REMI, _nAngle );
- ObjShot_SetGraphic( REMI, _nGraph );
- ObjShot_SetDelay( REMI, _nDelay );
- ObjShot_SetBombResist( REMI, true );
- }
- function wait( w ){
- loop( w ) { yield; }
- }
- }
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