Here are some major annoying things in this spellcard , mainly 2
1. The annoying pause right before it spreads out.
2. If you just hold rihgt/left in a direction, you can clear out TONS of bullets making this a VERY easy card.
So I fixed it.
#TouhouDanmakufu
#Title[????????]
#Text[]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
let BossImage = "script\img\ExRumia.png";
let frame = -60;
let a = 0;
let b = 0;
let num = 32;
let x = rand(0, -10);
let y = rand(0, -10);
let spreadsize = 22;
let graphic_spread = [RED01, ORANGE01, YELLOW01, GREEN01, AQUA01, BLUE01, PURPLE01, WHITE01];
let graphic_bubble= [RED02, ORANGE02, YELLOW02, GREEN02, AQUA02, BLUE02, PURPLE02, WHITE02];
@Initialize {
SetLife(2400); SetDamageRate(40, 0);
SetEnemyMarker(true);
LoadGraphic(BossImage);
SetMovePosition02(GetCenterX, GetClipMinY+100, 60);
CutIn(KOUMA,"?????????????", "", 0, 0, 0, 0);
SetScore(1000000); //SetDurableSpellCard;
}
@MainLoop {
SetCollisionA(GetX, GetY, 32); //32 for boss, 10 for fairy
SetCollisionB(GetX, GetY, 24);//24 for boss, 5 for fairy
if(frame == 60) {
PlaySE("se\11\se_lazer00.wav");
ascent(i in 0..19) {
ascent(j in 0.. 22) {
CreateShot01(GetClipMinX+x+i*spreadsize, GetClipMinY+y+j*spreadsize, 0, 90, graphic_spread[rand_int(0, 7)], 10+i+j);
CreateShot01(GetClipMaxX-x-i*spreadsize, GetClipMaxY-y-j*spreadsize, 0, 90, graphic_spread[rand_int(0, 7)], 10+i+j);
}
}
}
if(frame >= 60){if(frame <= 100) { DeleteEnemyShotInCircle(ALL, GetPlayerX, GetPlayerY, 25); }}
if(frame >= 120 && frame <= 270 && frame % 5 == 0) {
PlaySE("se\11\se_tan02.wav");
loop(num) {
CreateShot01(GetX, GetY, rand(2, 6), GetAngleToPlayer+a, graphic_bubble[rand_int(0, 7)], 0);
a+=360/num;
}
loop(18) {
CreateShot01(GetX, GetY, 3, b, ORANGE32, 0);
CreateShot01(GetX, GetY, 3, -b, WHITE32, 0);
b+=360/18;
}
b+=7;
}
if(frame == 300) {
DeleteEnemyShot(ALL);
frame = -60;
a = 0;
b = GetAngleToPlayer;
x = rand(-5, 0);
y = rand(-5, 0);
}
frame++;
}
@DrawLoop {
SetTexture(BossImage);
SetGraphicRect(0, 0, 64, 64);
DrawGraphic(GetX, GetY);
}
@Finalize {
DeleteGraphic(BossImage);
}
}