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- #TouhouDanmakufu[Single]
- #ScriptVersion[3]
- #Title["BoWaP"]
- #Text["New"]
- #include "script/default_system/Default_ShotConst.txt"
- let objBoss;
- let objScene = GetEnemyBossSceneObjectID();
- @Event{
- alternative(GetEventType())
- case(EV_REQUEST_LIFE){
- SetScriptResult(500);
- }
- case(EV_REQUEST_TIMER){
- SetScriptResult(60);
- }
- case(EV_REQUEST_SPELL_SCORE){
- SetScriptResult(1000000);
- }
- }
- @Initialize{
- objBoss = ObjEnemy_Create(OBJ_ENEMY_BOSS);
- ObjEnemy_Regist(objBoss);
- ObjMove_SetDestAtFrame(objBoss, GetCenterX(), 60, 60);
- ObjEnemyBossScene_StartSpell(objScene);
- TDrawLoop;
- TFinalize;
- MainTask;
- }
- task TDrawLoop {
- let imgExRumia = GetCurrentScriptDirectory() ~ "ExRumia.png";
- ObjPrim_SetTexture(objBoss, imgExRumia);
- ObjSprite2D_SetSourceRect(objBoss, 64, 1, 127, 64);
- ObjSprite2D_SetDestCenter(objBoss);
- }
- @MainLoop{
- ObjEnemy_SetIntersectionCircleToShot(objBoss, ObjMove_GetX(objBoss), ObjMove_GetY(objBoss), 32);
- ObjEnemy_SetIntersectionCircleToPlayer(objBoss, ObjMove_GetX(objBoss), ObjMove_GetY(objBoss), 24);
- yield;
- }
- task MainTask{
- wait(120);
- BoWaP;
- }
- task TFinalize {
- while(ObjEnemy_GetInfo(objBoss, INFO_LIFE) > 0){yield;}
- Obj_Delete(objBoss);
- DeleteShotAll(TYPE_ALL, TYPE_IMMEDIATE);
- SetAutoDeleteObject(true);
- CloseScript(GetOwnScriptID());
- return;
- if(ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SHOOTDOWN_COUNT)
- +ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SPELL_COUNT) == 0){
- AddScore(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
- }
- }
- task BoWaP{
- while(ObjEnemy_GetInfo(objBoss, INFO_LIFE) > 0){
- let angleT = rand(0, 360);
- let objcount = 0;
- loop{
- loop(5){
- let obj = CreateShotA1(ObjMove_GetX(objBoss), ObjMove_GetY(objBoss), 3, angleT, 1, 5);
- angleT += 360/5;
- }
- angleT += sin(objcount) * cos(objcount) * 12; //BOWAP
- objcount++;
- yield;
- }
- }
- }
- function GetCenterX(){
- return GetStgFrameWidth() / 2;
- }
- function GetCenterY(){
- return GetStgFrameHeight() / 2;
- }
- function wait(n){
- loop(n){yield;}
- }
- function rand_int(min, max) {
- return round(rand(min, max))
- }
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