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#TouhouDanmakufu[Stage]
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#Title[Stage for Koishi]
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    #TouhouDanmakufu[Stage]
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#Text[]
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    #Title[Stage for Koishi]
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#Image[]
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    #Text[]
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#Background[]
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    #Image[]
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#BGM[]
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    #Background[]
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#Player[FREE]
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    #BGM[]
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#ScriptVersion[2]
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    #Player[FREE]
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    #ScriptVersion[2]
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script_stage_main{
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    let imagefile = GetCurrentScriptDirectory ~ "Palace.png";
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    script_stage_main{
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     let imagefile = GetCurrentScriptDirectory ~ "Palace.png";
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    function WaitForNoEvent { while(OnEvent) { yield; } }
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    function Wait(let frames){
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     function WaitForNoEvent { while(OnEvent) { yield; } }
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        loop(frames){yield;}
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     function Wait(let frames){
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       loop(frames){yield;}
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    function WaitForZeroEnemy{
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     }
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        while(GetEnemyNum != 0){yield;}
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     function WaitForZeroEnemy{
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      while(GetEnemyNum != 0){yield;}
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    task stage{
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     }
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        Wait(120);
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     task stage{
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        CreateEventFromScript("name");
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      Wait(120);
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        WaitForNoEvent;
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      CreateEventFromScript("name");
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        CreateEnemyBossFromFile(GetCurrentScriptDirectory~"Koishi's fun time.txt", 0, 0, 0, 0, 0);
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      WaitForNoEvent;
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        WaitForZeroEnemy;
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      CreateEnemyBossFromFile(GetCurrentScriptDirectory~"Koishi's fun time.txt", 0, 0, 0, 0, 0);
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        Wait(60);
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      WaitForZeroEnemy;
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        Clear;
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      Wait(60);
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      Clear;
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     }
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        LoadGraphic(imagefile);
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      @Initialize{
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         stage;
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LoadGraphic(imagefile);
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     stage;
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      }
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     @MainLoop{
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        yield;
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       yield;
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      }
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      @BackGround{
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    @BackGround{
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        // Draw a simple text message
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        // Arguments: outputted text , X , Y , text size , alpha value
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      // Draw a simple text message
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        // - Text size is the height of the text
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      // Arguments: outputted text , X , Y , text size , alpha value
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        // - Alpha will be covered in the next section
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      // - Text size is the height of the text
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        DrawText("Koishi Komeji", 50, 50, 12, 255);
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      // - Alpha will be covered in the next section
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      DrawText("Koishi Komeji", 50, 50, 12, 255);
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        // Set our image file to be active texture
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        SetTexture(imagefile);
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      // Set our image file to be active texture
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      SetTexture(imagefile);
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        // Set the area of the image file we want to use (in this case, the entire 128x128 file)
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        // Arguments: left-side x , top-side y , right-side x , bottom-side y
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      // Set the area of the image file we want to use (in this case, the entire 128x128 file)
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        SetGraphicRect(0, 0, 256, 256);
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      // Arguments: left-side x , top-side y , right-side x , bottom-side y
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      SetGraphicRect(0, 0, 256, 256);
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        // Draw the graphic onto the screen
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        SetGraphicScale ( 1.5, 1.7);
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      // Draw the graphic onto the screen
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        DrawGraphic(GetCenterX(), GetCenterY());
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      SetGraphicScale ( 1.5, 1.7);
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      DrawGraphic(GetCenterX(), GetCenterY());
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    }
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      }
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    @Finalize{
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      @Finalize{
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    }
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      }
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}
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    script_event name{
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script_event name{
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     let Reimu1 = GetCurrentScriptDirectory ~ "Reimu Pic1.png";
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    let Reimu1 = GetCurrentScriptDirectory ~ "Reimu Pic1.png";
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     let Koishi1 = GetCurrentScriptDirectory ~ "Koishi Pic1.png;";
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    let Koishi1 = GetCurrentScriptDirectory ~ "Koishi Pic1.png";
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     let Reimu2 = GetCurrentScriptDirectory ~ "Reimu Pic2.png";
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    let Reimu2 = GetCurrentScriptDirectory ~ "Reimu Pic2.png";
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     let Koishi2 = GetCurrentScriptDirectory ~ "Koishi Pic2.png;";
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    let Koishi2 = GetCurrentScriptDirectory ~ "Koishi Pic2.png;";
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    @Initialize{
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     // [Load all your graphics and foolishness here]
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        // [Load all your graphics and foolishness here]
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        LoadGraphic(Reimu1);
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     LoadGraphic(Reimu1);
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        LoadGraphic(Koishi1);
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     LoadGraphic(Koishi1);
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        //LoadGraphic(Reimu2);
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  //   LoadGraphic(Reimu2);
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        //LoadGraphic(Koishi2);
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    // LoadGraphic(Koishi2);
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     }
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    @MainLoop{
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        SetChar(LEFT, Reimu1);                 //Set the player's character on the left side, with the graphic you've told it to display.
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    SetChar(LEFT, Reimu1);       
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        SetGraphicRect(LEFT, 0, 0, 256, 320);           //The region you're displaying of the graphic for the player character, just like SetGraphicRect.
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    SetGraphicRect(LEFT, 0, 0, 256, 320);           //The region you're displaying of the graphic for the player character, just like SetGraphicRect.
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        MoveChar(LEFT, BACK);                             //Move the player's character into the background, to show she is not speaking.
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    MoveChar(LEFT, BACK);                             //Move the player's character into the background, to show she is not speaking.
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        SetChar(RIGHT, Koishi1);                //Set the boss' picture on the right side of the screen.
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    SetChar(RIGHT, Koishi1);                //Set the boss' picture on the right side of the screen.
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        SetGraphicRect(RIGHT, 2, 5, 256, 320);           //Set the boundry of the picture you want displayed.
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    SetGraphicRect(RIGHT, 2, 5, 256, 320);           //Set the boundry of the picture you want displayed.
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        MoveChar(RIGHT, FRONT);                          //Move the boss' image to the front to show that she is speaking.
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    MoveChar(RIGHT, FRONT);                          //Move the boss' image to the front to show that she is speaking.
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        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.
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    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.
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        MoveChar(RIGHT, BACK);                           //Move the boss to the background, then...
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    MoveChar(RIGHT, BACK);                           //Move the boss to the background, then...
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        MoveChar(LEFT, FRONT);                           //Move the player forward, to show that she will now speak.
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    MoveChar(LEFT, FRONT);                           //Move the player forward, to show that she will now speak.
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        TextOutA("So this is just a placeholder");
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    TextOutA("So this is just a placeholder");
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        TextOutA("Enjoy!");                      //What the player will be speaking.
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    TextOutA("Enjoy!");                      //What the player will be speaking.
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        End;           //This ends the event.
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    End;           //This ends the event.
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    @Finalize{
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     @Finalize{
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         // [delete all your graphics here]
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     // [delete all your graphics here]
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     }
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}