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  1. ////////////////////////////////////////////////////
  2. //=================================================
  3. //
  4. // Requiem of Scarlet Devil
  5. //
  6. // ( C )ReiRei at MotK
  7. //
  8. //
  9. //
  10. //
  11. //=================================================
  12. ///////////////////////////////////////////////////
  13.  
  14. ///////////////////////////////////////////////////
  15. ///////////////////////////////////////////////////
  16.  
  17. #TouhouDanmakufu
  18. #ScriptVersion[ 2 ]
  19. #Title[ Mokou Nonspell #1 ]
  20. #Text[ I tried making this a PC-98
  21. feeling. Well, the bullet pattern ]
  22.  
  23. ///////////////////////////////////////////////////
  24. ///////////////////////////////////////////////////
  25. ///////////////////////////////////////////////////
  26.  
  27. script_enemy_main {
  28.  
  29. ///////////////////////////////////////////////////
  30. ///////////////////////////////////////////////////
  31. ///////////////////////////////////////////////////
  32.  
  33. #include_function"lib\MARISA\RoSD_Index.dnh";
  34. #include_function"lib\MARISA\DATA\UserShotCtC.dnh";
  35.  
  36. ///////////////////////////////////////////////////
  37. ///////////////////////////////////////////////////
  38.  
  39. let Boss_Mokou = CL_DIRECTORY ~ "SPRITE\boss_mokou.png";
  40.  
  41. ///////////////////////////////////////////////////
  42. ///////////////////////////////////////////////////
  43. ///////////////////////////////////////////////////
  44.  
  45. ///////////////////////////////////////////////////
  46. @Initialize {
  47. ///////////////////////////////////////////////////
  48.  
  49. LoadGraphic( Boss_Mokou );
  50. PositionX( FLAN_CENTER_X );
  51. PositionY( FLAN_CENTER_Y - 100 );
  52.  
  53. CL_LoadSE( BulletShot01 );
  54. CL_LoadSE( BulletShot04 );
  55.  
  56.  
  57. SetLife( 550 );
  58. SetTimer( 30 );
  59. SetDamageRate( 20, 100 );
  60. SetInvincibility( 60 );
  61.  
  62. MariShotData( CtCUserShot );
  63.  
  64.  
  65. MokouTask;
  66.  
  67. }
  68.  
  69. ///////////////////////////////////////////////////
  70. @MainLoop {
  71. ///////////////////////////////////////////////////
  72.  
  73. SetCollisionA( FLAN_X, FLAN_Y, 32 );
  74. SetCollisionB( FLAN_X, FLAN_Y, 16 );
  75. yield;
  76.  
  77. }
  78.  
  79. ///////////////////////////////////////////////////
  80. @DrawLoop {
  81. ///////////////////////////////////////////////////
  82.  
  83. DrawBoss( Boss_Mokou );
  84.  
  85. if( MariSpeedX()<0 ) { SetAction( ACT_MOVE, 0 ) }
  86. if( MariSpeedX()>0 ) { SetAction( ACT_MOVE, 0 ) }
  87.  
  88. }
  89.  
  90. ///////////////////////////////////////////////////
  91. @Finalize {
  92. ///////////////////////////////////////////////////
  93.  
  94. DeleteGraphic( Boss_Mokou );
  95.  
  96. }
  97.  
  98. task MokouTask {
  99. yield;
  100.  
  101. wait( 120 );
  102.  
  103. Phoenixshot;
  104. Phoenixmovement;
  105.  
  106. }
  107.  
  108. task Phoenixshot {
  109.  
  110. let _nAngle = [ GetAngleToPlayer + 10, GetAngleToPlayer * 10 ];
  111. let _nSpeed = 3;
  112.  
  113. loop {
  114. ascent( i in 0..50 ){
  115.  
  116. CreateShot01( FLAN_X, FLAN_Y, _nSpeed, _nAngle, US_FIRE_RED, 10 );
  117. CL_PlaySE( BulletShot01 );
  118.  
  119. SetAction( ACT_SHOT_A, 30 );
  120.  
  121. wait( 120 );
  122.  
  123. }
  124. }
  125.  
  126. let _nGraphX = [ US_KNIFE_YOUMU_RED, US_KNIFE_YOUMU_BLUE, US_KNIFE_YOUMU_PURPLE ];
  127. let _nSpeedX = [ 3.5, 2.5, 1.5 ];
  128. let _nAngleX = [ GetAngleToPlayer + 30, 90 * 12 ];
  129.  
  130. loop {
  131.  
  132. CreateShot01( FLAN_X, FLAN_Y, _nSpeedX, _nAngleX, _nGraphX, 10 );
  133. CL_PlaySE( BulletShot01 );
  134.  
  135. SetAction( ACT_SHOT_B, 30 );
  136.  
  137. wait( 180 );
  138.  
  139. }
  140. }
  141.  
  142. let _nSpeed = [ 3.0, 2.5, 3 ];
  143. let _nAngle = [ GetAngleToPlayer + 35, GetAngleToPlayer * 12 ];
  144. let _nGraph = [ US_BILL_RED, US_BILL_ORANGE, US_BILL_PURPLE ];
  145. let _nDelay = 10;
  146. let _nCardAngle = [ 90 + 20, 24 * 12, 58 * 27 ];
  147.  
  148. loop {
  149. ascent( i in 0..100 ){
  150.  
  151. GravityShot( FLAN_X, FLAN_Y, _nSpeed, _nAngle, _nCardAngle, _nGraph, _nDelay );
  152. SetAction( ACT_SHOT_B, 30 );
  153.  
  154. CL_PlaySE( BulletShot04 );
  155.  
  156. wait( 240 );
  157.  
  158. }
  159. }
  160.  
  161. task GravityShot( FLAN_X, FLAN_Y, _nSpeed, _nAngle, _nCardAngle, _nGraph, _nDelay ){
  162.  
  163. let REMI = Obj_Create( OBJ_SHOT );
  164.  
  165. Obj_SetPosition( REMI, FLAN_X, FLAN_Y );
  166. Obj_SetSpeed( REMI, _nSpeed );
  167. Obj_SetAngle( REMI, _nAngle );
  168. ObjShot_SetGraphic( REMI, _nGraph );
  169. ObjShot_SetDelay( REMI, _nDelay );
  170. ObjShot_SetBombResist( REMI, true );
  171.  
  172.  
  173.  
  174. }
  175.  
  176. function wait( w ){
  177. loop( w ) { yield; }
  178. }
  179. }
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