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1.00: First release version. 2005.8.14 Comiket 68 version.
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======================================================================== | ||
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�{��i�̃o�[�W�����A�b�v�p�b�`�₻�̑��T�|�[�g�͂�����F | ||
danmaq <http://danmaq.com/> | ||
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#ScriptPathData | ||
#ScriptPath[.\Alice0.dnh] | ||
#ScriptPath[.\Alice1.dnh] | ||
#ScriptPath[.\Alice1S.dnh] | ||
#ScriptNextStep | ||
#ScriptPath[.\Alice2.dnh] | ||
#ScriptPath[.\Alice2S.dnh] | ||
#EndScriptPathData |
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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������Ēɂ݂E��������̂�" ); | ||
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(); | ||
} | ||
} |
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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 ); } | ||
} |
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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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