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Koishi stage script

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Jul 19th, 2013
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  1.  
  2.  
  3. #TouhouDanmakufu[Stage]
  4. #Title[Stage for Koishi]
  5. #Text[]
  6. #Image[]
  7. #Background[]
  8. #BGM[]
  9. #Player[FREE]
  10. #ScriptVersion[2]
  11.  
  12. script_stage_main{
  13. let imagefile = GetCurrentScriptDirectory ~ "Palace.png";
  14. let mov1 =0;
  15. let mov2 =0;
  16. function WaitForNoEvent { while(OnEvent) { yield; } }
  17. function Wait(let frames){
  18. loop(frames){yield;}
  19. }
  20. function WaitForZeroEnemy{
  21. while(GetEnemyNum != 0){yield;}
  22. }
  23. task stage{
  24. Wait(120);
  25. CreateEventFromScript("name");
  26. WaitForNoEvent;
  27. CreateEnemyBossFromFile(GetCurrentScriptDirectory~"Koishi's fun time.txt", 0, 0, 0, 0, 0);
  28. WaitForZeroEnemy;
  29. Wait(60);
  30. Clear;
  31. }
  32.  
  33. @Initialize{
  34. LoadGraphic(imagefile);
  35. stage;
  36. }
  37. @MainLoop{
  38. mov1++;
  39. mov2++;
  40. yield;
  41.  
  42.  
  43.  
  44. }
  45. @BackGround{
  46.  
  47.  
  48. // Draw a simple text message
  49. // Arguments: outputted text , X , Y , text size , alpha value
  50. // - Text size is the height of the text
  51. // - Alpha will be covered in the next section
  52. DrawText("Koishi Komeji", 50, 50, 12, 255);
  53.  
  54. // Set our image file to be active texture
  55. SetTexture(imagefile);
  56.  
  57. // Set the area of the image file we want to use (in this case, the entire 128x128 file)
  58. // Arguments: left-side x , top-side y , right-side x , bottom-side y
  59. SetGraphicRect(0, 0, 256*999, 256*999);
  60.  
  61. // Draw the graphic onto the screen
  62. SetViewTo(0, -500, mov2); // 150 60
  63. SetViewFrom(10, -86, 60); // 10 -86 60
  64. SetGraphicAngle(100,0,5); // flip,turn,spin
  65. SetGraphicScale ( 1, 1);
  66. // DrawGraphic(GetCenterX(), GetCenterY());
  67. DrawGraphic3D(-50, -800, 1000);
  68.  
  69. }
  70. @Finalize{
  71.  
  72. }
  73.  
  74. }
  75. script_event name{
  76.  
  77.  
  78. @Initialize{
  79. // [Load all your graphics and foolishness here]
  80. let Reimu1 = GetCurrentScriptDirectory~"Reimu Pic1.png";
  81. let Koishi1 = "\script\Koishi\Koishi Pic1.png;";
  82. let Reimu2 = ".\Reimu Pic2.png";
  83. let Koishi2 = ".\Koishi Pic2.png;";
  84.  
  85. LoadGraphic(Reimu1);
  86. LoadGraphic(Koishi1);
  87. LoadGraphic(Reimu2);
  88. LoadGraphic(Koishi2);
  89. }
  90.  
  91. @MainLoop{
  92. SetChar(LEFT, "Reimu1"); //Set the player's character on the left side, with the graphic you've told it to display.
  93. SetGraphicRect(LEFT, 0, 0, 256, 320); //The region you're displaying of the graphic for the player character, just like SetGraphicRect.
  94. MoveChar(LEFT, BACK); //Move the player's character into the background, to show she is not speaking.
  95. SetChar(RIGHT, "Koishi1"); //Set the boss' picture on the right side of the screen.
  96. SetGraphicRect(RIGHT, 2, 5, 256, 320); //Set the boundry of the picture you want displayed.
  97. MoveChar(RIGHT, FRONT); //Move the boss' image to the front to show that she is speaking.
  98. TextOutA("So yeah I couldn't get the faces to display yet"); //Self explanatory. Danmakufu will not pass this function until a certain amount of time has passed, or the player clicks the shot button.
  99. MoveChar(RIGHT, BACK); //Move the boss to the background, then...
  100. MoveChar(LEFT, FRONT); //Move the player forward, to show that she will now speak.
  101. TextOutA("So this is just a placeholder");
  102. TextOutA("Enjoy!"); //What the player will be speaking.
  103. End; //This ends the event.
  104. }
  105.  
  106. @Finalize{
  107. // [delete all your graphics here]
  108. }
  109. }
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