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1.00: First release version. 2005.8.14 Comiket 68 version.
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danmaq committed Jul 7, 2017
1 parent b078a45 commit 1297c38
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679 changes: 679 additions & 0 deletions MANUAL/omake.txt

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3 changes: 3 additions & 0 deletions MANUAL/thA.chm
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37 changes: 37 additions & 0 deletions readme.txt
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========================================================================
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3 changes: 3 additions & 0 deletions th_dnh/SE/seBomb_MarisaA.wav
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3 changes: 3 additions & 0 deletions th_dnh/SE/seBomb_MarisaA_Star.wav
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3 changes: 3 additions & 0 deletions th_dnh/SE/seBomb_MarisaB.wav
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3 changes: 3 additions & 0 deletions th_dnh/SE/seGraze.wav
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3 changes: 3 additions & 0 deletions th_dnh/img/CutIn_PlayerChar01.png
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3 changes: 3 additions & 0 deletions th_dnh/img/CutIn_PlayerChar11.png
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3 changes: 3 additions & 0 deletions th_dnh/img/STG_Frame.png
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3 changes: 3 additions & 0 deletions th_dnh/img/STG_Player01.png
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3 changes: 3 additions & 0 deletions th_dnh/img/STG_Player11.png
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3 changes: 3 additions & 0 deletions th_dnh/img/Select_Player01.png
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3 changes: 3 additions & 0 deletions th_dnh/img/Select_Player11.png
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3 changes: 3 additions & 0 deletions th_dnh/img/Shot.png
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8 changes: 8 additions & 0 deletions th_dnh/script/thA/Alice.dnh
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#ScriptPathData
#ScriptPath[.\Alice0.dnh]
#ScriptPath[.\Alice1.dnh]
#ScriptPath[.\Alice1S.dnh]
#ScriptNextStep
#ScriptPath[.\Alice2.dnh]
#ScriptPath[.\Alice2S.dnh]
#EndScriptPathData
103 changes: 103 additions & 0 deletions th_dnh/script/thA/Alice0.dnh
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script_enemy_main{
#include_function ".\FUNC\Boss.dnh"
let count = 0;
let bgm = false;
task Behavior(){
yield;
while( GetEventStep() != 1 ){ yield; }
SetMovePosition03( GetCenterX(), GetClipMinY() + 96, 20, 2.5 );
SetEnemyMarker( true );
while( GetEventStep() != 2 ){ yield; }
SetCommonData( "ShowName", 1 );
while( GetEventStep() != 3 ){ yield; }
PlayMusicEx( 3 );
Wait( 30 );
bgm = true;
}
@Initialize{
SetLife( 1 );
DeleteEnemyShotToItem( ALL );
SetDamageRate( 0, 0 );
SetX( 0 );
SetY( -128 );
SetGraphicRect( 1, 1, 45, 80 );
CreateEventFromScript( "Talk" );
Behavior();
}
@MainLoop{
if( !OnEvent() && bgm ){ AddLife( -1 ); }
SEShotHit( seDamage, count );
Collision( 36, 0 );
yield;
count++;
}
@DrawLoop{ DrawBossChr( imgEnemyAlice, 1, 1, 45, 80, count ); }
}
script_event Talk{
#include_function ".\FUNC\Event.dnh"
@MainLoop{
alternative( GetPlayerType() )
case( REIMU_A, REIMU_B ){
SetChar( LEFT, imgCutInReimu5 );
SetGraphicRect( LEFT, 1, 1, 192, 320 );
MoveChar( LEFT, FRONT );
TextOut( "\c[BLUE]�����������E�E�E" );
TextOut( "\c[BLUE]����Ɠ~�x�x�I���Ĉꑧ���Ď��ɁA\n���Ȃ̂悱�̍��̒ɂ݂́E�E�E" );
MoveChar( LEFT, BACK );
TextOut( "\c[RED]����͍��������̂�" );
SetStep( 1 );
Wait( 60 );
SetChar( RIGHT, imgCutInAlice );
SetGraphicRect( RIGHT, 1, 1, 192, 320 );
Enemy();
SetStep( 2 );
SetNameFromTexture( RIGHT, imgNameAlice );
TextOut( "\c[RED]���������������ɂƂ��ō����Ă���̂��" );
SetChar( LEFT, imgCutInReimu );
Player();
TextOut( "\c[BLUE]��������A���񂽂��Y�ނ��Ƃ���̂�" );
Enemy();
DeleteName( RIGHT );
TextOut( "\c[RED]�Y�݂͎��ɏ��������������̂�" );
TextOut( "\c[RED]�����������E�E�E\n�{���ɒɂ��Ȃ��Ă�����" );
Player();
SetStep( 3 );
Player();
TextOut( "\c[BLUE]���������Ƃ��́A\n�ɂ݂������Ēɂ݂𑊎E����΂����̂�" );
Enemy();
TextOut( "\c[RED]���̌��t�A�������肻�̂܂�\n�Ԃ��Ă��悭�āH" );
}
case( MARISA_A, MARISA_B ){
SetChar( LEFT, imgCutInMarisa );
SetGraphicRect( LEFT, 1, 1, 192, 296 );
MoveChar( LEFT, FRONT );
TextOut( "\c[BLUE]���Ă������A\n�����͈�i�Ɗ��������������" );
TextOut( "\c[BLUE]�����������͂������ƍs����\n�������ƏW�߂Ă������ƐQ��Ɍ��邺" );
MoveChar( LEFT, BACK );
TextOut( "\c[RED]���Ȃ��̏N�W�Ȃ��O���Ȃ����̂�" );
SetStep( 1 );
Wait( 100 );
SetChar( RIGHT, imgCutInAlice );
SetGraphicRect( RIGHT, 1, 1, 192, 320 );
Enemy();
SetStep( 2 );
SetNameFromTexture( RIGHT, imgNameAlice );
TextOut( "\c[RED]�܁A���ɂ��������ƌ�������" );
Player();
SetChar( LEFT, imgCutInMarisa2 );
TextOut( "\c[BLUE]���[�H\n�����R���N�V�����ɂ���C���H" );
Enemy();
DeleteName( RIGHT );
TextOut( "\c[RED]�ςȂ��ƌ���Ȃ��ł�B\n���ɂɋ�����" );
Player();
SetChar( LEFT, imgCutInMarisa );
TextOut( "\c[BLUE]�o�Y���H" );
SetStep( 3 );
Enemy();
TextOut( "\c[RED]�΁c�o�J����Ȃ��́I\n���̏�Ŗق点����H" );
Player();
TextOut( "\c[BLUE]�o������̂Ȃ�ȁB\n�o���Ȃ���얲�Ɍ����ӂ炷��" );
}
End();
}
}
105 changes: 105 additions & 0 deletions th_dnh/script/thA/Alice1.dnh
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script_enemy_main{
#include_function ".\FUNC\Boss.dnh"
let count = 0;
let Level = GetCommonDataDefault( "Level", 1 );
let PrevTime = GetTimer();
task Behavior(){
Wait( 100 );
SetShotDirectionType( PLAYER );
let pattern = 0;
while( 1 ){
let dir = [ 1, -1 ][ trunc( pattern / 4 ) % 2 ];
alternative( pattern % 4 )
case( 0 ){
ascent( let i in 0..5 ){
let speed = 2;
loop( [ 3, 6 ][ Level == 1 ] ){
if( Level < 2 ){ CreateShot01( GetX(), GetY(), speed, [ RandBlur( 45 ), 0 ][ dir == 1 ], BLUE01, 10 ); }
else{ WayShotGap01( [ 10, 7.5 ][ i % 2 ], 5, speed, BLUE01, 5, [ RandBlur( 10 ), 0 ][ dir == 1 ] ); }
speed += [ 0.4, 0.8 ][ trunc( Level / 2 ) ];
}
PlaySEEx( seShot1 );
Wait( 20 );
}
}
case( 1 ){
ascent( let i in 0..8 ){
let angle = 0;
while( angle < 360 ){
let speed = 1;
loop( [ 2, 3 ][ Level == 3 ] ){
CreateShotA( 0, GetX(), GetY(), 5 );
SetShotDataA( 0, 0, Smooth( 3, 1, i, 7 ) * speed, ( angle + i * 9 ) * dir, 0, Smooth( -0.1, -0.05, i, 7 ), 0, RED04 );
SetShotDataA( 0, 30, NULL, NULL, 0, Smooth( 0.15, 0.1, i, 7 ) * speed, Smooth( 2, 3, i, 7 ) * speed, RED04 );
FireShot( 0 );
speed += 0.4;
}
angle += [ 45, 40, 24, 20 ][ Level ];
}
}
PlaySEEx( seShot1 );
Wait( 30 );
PlaySEEx( seKira1 );
}
case( 2 ){
ascent( let i in 0..10 ){
let speed = 2;
loop( 3 ){
let space = 35 - Level * 10;
let width = [ 15, rand( space, space + 10 ) ][ dir == 1 ] - i;
WayShot01( width, width, speed, BLUE11, 5 );
speed += [ 0.6, 0.9 ][ trunc( Level / 2 ) ];
}
PlaySEEx( seShot3 );
Wait( 10 );
}
}
case( 3 ){
SetShotDirectionType( ABSOLUTE );
ascent( let i in 0..8 ){
let firstangle = GetAngleToPlayer();
let angle = 0;
while( angle < 360 ){
let speed = 1;
loop( [ 2, 3 ][ Level == 3 ] ){
CreateShotA( 0, GetX(), GetY(), 5 );
SetShotDataA( 0, 0, Smooth( 3, 1, i, 7 ) * speed, firstangle + ( angle + i * 2 ) * dir, 0, Smooth( -0.1, -0.05, i, 7 ), 0, RED21 );
SetShotDataA( 0, 30, NULL, firstangle + ( angle - i * 9 ) * dir, 0, Smooth( 0.15, 0.1, i, 7 ) * speed, Smooth( 1.8, 3, i, 7 ) * speed, RED21 );
FireShot( 0 );
speed += 0.4;
}
angle += [ 40, 36, 24, 20 ][ Level ];
}
}
PlaySEEx( seShot1 );
SetShotDirectionType( PLAYER );
Wait( 30 );
PlaySEEx( seKira1 );
}
Wait( 30 );
ExMove( false, count );
Wait( 50 );
pattern++;
}
}
@Initialize{
SetLife( 2222 );
SetTimer( 50 );
SetInvincibility( 30 );
DeleteEnemyShotToItem( ALL );
SetMovePosition03( GetCenterX(), GetClipMinY() + 96, 20, 2.5 );
SetEnemyMarker( true );
Behavior();
}
@MainLoop{
if( PrevTime != GetTimer() ){
PrevTime = GetTimer();
if( GetTimer() < 10 ){ PlaySEEx( seTimeOut ); }
}
SEShotHitBoss( seDamage, count );
Collision( 36, 20 );
yield;
count++;
}
@DrawLoop{ DrawBossChr( imgEnemyAlice, 1, 1, 45, 80, count ); }
}
72 changes: 72 additions & 0 deletions th_dnh/script/thA/Alice1S.dnh
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script_enemy_main{
#include_function ".\FUNC\Boss.dnh"
let count = 0;
let Level = GetCommonDataDefault( "Level", 1 );
let PrevTime = GetTimer();
task Behavior(){
yield;
SetShotDirectionType( ABSOLUTE );
while( 1 ){
Concentration01( 120 );
PlaySEEx( sePower1 );
ascent( let pattern in 0..6 ){
Wait( [ 120, 80 ][ pattern != 0 && Level >= 2 ] );
let playerangle = GetAngleToPlayer();
if( pattern == 0 ){
let space = [ 30, 30, 16, 20 ][ trunc( Level / 2 ) ];
CircleShot02( space, 10, -0.4, 1, GREEN22, 10 );
if( Level != 0 ){ CircleShotGap02( space, 10, -0.36, 1.2, GREEN22, 10, space / 2 ); }
PlaySEEx( seShot1 );
}
let angle = [ 10, 20 ][ pattern % 2 ];
loop( [ 6, 10, 16, 60 ][ Level ] ){
let speed = 2;
loop( 8 + Level ){
let dir = 1;
loop( 2 ){
CreateShot01( GetX(), GetY(), speed, playerangle + angle * dir, BLUE01, 5 );
dir = -dir;
}
speed += 0.3;
}
PlaySEEx( seShot2 );
Wait( [ 5, 4, 3, 2 ][ Level ] );
angle += [ 5, 7 ][ Level == 3 ] * [ 1, -1 ][ pattern % 2 ];
}
ExMove( false, count );
}
}
}
@Initialize{
SetLife( 400 );
SetScore( 360000 );
SetTimer( 65 );
SetInvincibility( 130 );
SetDamageRate( 18, 10 );
SetMovePosition03( GetCenterX(), GetClipMinY() + 96, 20, 2.5 );
SetEffectForZeroLife( 1, 0, 0 );
SetCommonData( "BGStep", 4 );
SetCommonData( "ShowName", 1 );
if( GetCommonDataDefault( "SpellPractice", false ) ){ LastSpell(); }
StartSpell( 0, imgCutInAlice, 192, 320 );
Behavior();
}
@MainLoop{
SetCommonData( "SpellBonus", [ GetSpellCardBonusScore(), count ] );
if( PrevTime != GetTimer() ){
PrevTime = GetTimer();
if( GetTimer() < 10 ){ PlaySEEx( seTimeOut ); }
}
SEShotHitBoss( seDamage, count );
Collision( 36, 20 );
yield;
count++;
}
@Finalize{
CreateSpellResult( 0 + Level );
EndSpell();
DropItem( 8, 64 );
}
@DrawLoop{ DrawBossChr( imgEnemyAlice, 1, 1, 45, 80, count ); }
@BackGround{ AliceBG( imgSpellAlice, imgSpellBigCircle, count ); }
}
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