Author Topic: Danmakufu Q&A/Problem Thread II  (Read 181710 times)

Azure Lazuline

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Re: Danmakufu Q&A/Problem Thread II
« Reply #690 on: December 21, 2009, 10:55:56 PM »
Code: [Select]
function IntString(number){
   let str = ToString(number);
   let str2 = "";
   let i = 0;
   while (str[i] != '.')
   {
      str2 = str2 ~ [str[i]];
      i++;
   }
   return(str2);
}

Slightly modified from one of Nuclear Cheese's scripts. Just call IntString(number) instead of ToString(number).

Re: Danmakufu Q&A/Problem Thread II
« Reply #691 on: December 21, 2009, 11:30:22 PM »
I've got a couple questions. What are dnh files, what can I put in them, how can I make them, and how can I properly load them into danmakufu? I've seen it done before, but now I want to get more in-depth.

Exactly the same as .txt files. You can put whatever you want in them. You make them by saving them with ".dnh" after the name. Danmakufu will load any file that begins with #TouhouDanmakufu, they don't have to be .txt or .dnh.

They are useless, and a really poor way of preventing people from looking at your scripts, considering you open them the same way as well. I had somebody argue that they are used for "identifying Danmakufu scripts, instead of regular .txt files", but really, I don't think it matters.

Besides, if people want to hide their scripts, just use the Danmakufu archiver.

Blargel

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Re: Danmakufu Q&A/Problem Thread II
« Reply #692 on: December 22, 2009, 03:05:04 AM »
...None of those worked. Ack.

Might wanna post up your whole script then. It's pretty hard to solve a problem when we don't have all the details and the best way to give those details is to just tell us what you're trying to accomplish and giving us the script.

I've got a couple questions. What are dnh files, what can I put in them, how can I make them, and how can I properly load them into danmakufu? I've seen it done before, but now I want to get more in-depth.
Exactly the same as .txt files. You can put whatever you want in them. You make them by saving them with ".dnh" after the name. Danmakufu will load any file that begins with #TouhouDanmakufu, they don't have to be .txt or .dnh.

They are useless, and a really poor way of preventing people from looking at your scripts, considering you open them the same way as well. I had somebody argue that they are used for "identifying Danmakufu scripts, instead of regular .txt files", but really, I don't think it matters.

Besides, if people want to hide their scripts, just use the Danmakufu archiver.

Yes, they are the same as .txt files, just with renamed extensions and Danmakufu will load them as if they are normal .txt files. You can name your script with a .penis extension if you really wanted to and Danmakufu will still load it in the script list as long as it has #TouhouDanmakufu as the first line.

I make my scripts .dnh files because my Notepad++ is set to identify them automatically when opening them and load the proper syntax highlighter. In other words, you can just right-click on one, click on Open with... and click on Notepad, and the script will be available to you just like normal.
« Last Edit: December 22, 2009, 05:47:49 AM by Blargel »
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<Azure> Keine: Danmakufu helper by day, violent loli by night.

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Re: Danmakufu Q&A/Problem Thread II
« Reply #693 on: December 22, 2009, 03:59:12 PM »
Huh...
Thanks alot. That clears a lot of things up.

Alright, new question. I'd like to know where to get this archiver, and if I can compress my scripts and everything within the folder into a single DAT file similar to the ones you find in Touhou games, with the music, sound effects, scripts, everything.
Is there a tool I could use to do it?

I don't really need to, but it will make things look much neater.

Re: Danmakufu Q&A/Problem Thread II
« Reply #694 on: December 22, 2009, 08:17:54 PM »
Yes.

東方弾幕風用アーカイバ v0.01c(約50kB)

Make sure you use GetCurrentScriptDirectory~ and .\ to reference all your files, the archiver randomly chooses a new base folder for no apparent reason, so absolute pathnames will brake.

Re: Danmakufu Q&A/Problem Thread II
« Reply #695 on: December 23, 2009, 01:51:52 AM »
Are Obj_SPELLs the only thing that can go in tasks for a bomb?

Gc

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Re: Danmakufu Q&A/Problem Thread II
« Reply #696 on: December 23, 2009, 04:01:53 AM »
Code: [Select]
#UserShotData

ShotImage = ".\shot.png"

// Laser bases
ShotData {id = 1  rect = (0,0,16,16)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 2  rect = (16,0,32,16)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 3  rect = (32,0,48,16)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 4  rect = (48,0,64,16)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 5  rect = (64,0,80,16)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 6  rect = (80,0,96,16)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 7  rect = (96,0,112,16)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 8  rect = (112,0,128,16)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 9  rect = (128,0,144,16)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 10  rect = (144,0,160,16)  render = ALPHA  delay_color = (127,127,127)}

// 21
ShotData {id = 11  rect = (0,16,16,32)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 12  rect = (16,16,32,32)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 13  rect = (32,16,48,32)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 14  rect = (48,16,64,32)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 15  rect = (64,16,80,32)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 16  rect = (80,16,96,32)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 17  rect = (96,16,112,32)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 18  rect = (112,16,128,32)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 19  rect = (128,16,144,32)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 20  rect = (144,16,160,32)  render = ALPHA  delay_color = (127,127,127)}

// 04
ShotData {id = 21  rect = (0,32,16,48)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 22  rect = (16,32,32,48)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 23  rect = (32,32,48,48)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 24  rect = (48,32,64,48)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 25  rect = (64,32,80,48)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 26  rect = (80,32,96,48)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 27  rect = (96,32,112,48)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 28  rect = (112,32,128,48)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 29  rect = (128,32,144,48)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 30  rect = (144,32,160,48)  render = ALPHA  delay_color = (127,127,127)}

// 01
ShotData {id = 31  rect = (0,48,16,64)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 32  rect = (16,48,32,64)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 33  rect = (32,48,48,64)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 34  rect = (48,48,64,64)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 35  rect = (64,48,80,64)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 36  rect = (80,48,96,64)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 37  rect = (96,48,112,64)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 38  rect = (112,48,128,64)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 39  rect = (128,48,144,64)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 40  rect = (144,48,160,64)  render = ALPHA  delay_color = (127,127,127)}

// 12
ShotData {id = 41  rect = (3,64,13,80)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 42  rect = (19,64,29,80)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 43  rect = (35,64,45,80)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 44  rect = (51,64,61,80)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 45  rect = (67,64,77,80)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 46  rect = (83,64,93,80)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 47  rect = (99,64,109,80)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 48  rect = (115,64,125,80)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 49  rect = (131,64,141,80)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 50  rect = (147,64,157,80)  render = ALPHA  delay_color = (127,127,127)}

// 31
ShotData {id = 51  rect = (3,80,13,96)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 52  rect = (19,80,29,96)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 53  rect = (35,80,45,96)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 54  rect = (51,80,61,96)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 55  rect = (67,80,77,96)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 56  rect = (83,80,93,96)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 57  rect = (99,80,109,96)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 58  rect = (115,80,125,96)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 59  rect = (131,80,141,96)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 60  rect = (147,80,157,96)  render = ALPHA  delay_color = (127,127,127)}

// 23
ShotData {id = 61  rect = (3,96,13,112)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 62  rect = (19,96,29,112)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 63  rect = (35,96,45,112)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 64  rect = (51,96,61,112)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 65  rect = (67,96,77,112)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 66  rect = (83,96,93,112)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 67  rect = (99,96,109,112)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 68  rect = (115,96,125,112)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 69  rect = (131,96,141,112)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 70  rect = (147,96,157,112)  render = ALPHA  delay_color = (127,127,127)}

// Amulets
ShotData {id = 71  rect = (1,112,15,128)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 72  rect = (17,112,31,128)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 73  rect = (33,112,47,128)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 74  rect = (49,112,63,128)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 75  rect = (65,112,79,128)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 76  rect = (81,112,95,128)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 77  rect = (97,112,111,128)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 78  rect = (113,112,127,128)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 79  rect = (129,112,143,128)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 80  rect = (145,112,159,128)  render = ALPHA  delay_color = (127,127,127)}

// Suppositories
ShotData {id = 81  rect = (3,128,13,144)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 82  rect = (19,128,29,144)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 83  rect = (35,128,45,144)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 84  rect = (51,128,61,144)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 85  rect = (67,128,77,144)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 86  rect = (83,128,93,144)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 87  rect = (99,128,109,144)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 88  rect = (115,128,125,144)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 89  rect = (131,128,141,144)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 90  rect = (147,128,157,144)  render = ALPHA  delay_color = (127,127,127)}

// 12i
ShotData {id = 91  rect = (3,144,13,160)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 92  rect = (19,144,29,160)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 93  rect = (35,144,45,160)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 94  rect = (51,144,61,160)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 95  rect = (67,144,77,160)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 96  rect = (83,144,93,160)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 97  rect = (99,144,109,160)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 98  rect = (115,144,125,160)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 99  rect = (131,144,141,160)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 100  rect = (147,144,157,160)  render = ALPHA  delay_color = (127,127,127)}

// Marisa's small stars
ShotData {id = 101  rect = (0,160,16,176)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 102  rect = (16,160,32,176)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 103  rect = (32,160,48,176)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 104  rect = (48,160,64,176)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 105  rect = (64,160,80,176)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 106  rect = (80,160,96,176)  render = ALPHA  delay_color = (191,255,127)  angular_velocity = 2}

ShotData {id = 107  rect = (96,160,112,176)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 108  rect = (112,160,128,176)  render = ALPHA  delay_color = (255,191,127)  angular_velocity = 2}

ShotData {id = 109  rect = (128,160,144,176)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 110  rect = (144,160,160,176)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// MURASA's dorplets
ShotData {id = 111  rect = (3,176,13,192)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 112  rect = (19,176,29,192)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 113  rect = (35,176,45,192)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 114  rect = (51,176,61,192)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 115  rect = (67,176,77,192)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 116  rect = (83,176,93,192)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 117  rect = (99,176,109,192)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 118  rect = (115,176,125,192)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 119  rect = (131,176,141,192)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 120  rect = (147,176,157,192)  render = ALPHA  delay_color = (127,127,127)}

// MoF dots
ShotData {id = 121  rect = (0,192,8,200)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 122  rect = (16,192,24,200)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 123  rect = (32,192,40,200)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 124  rect = (48,192,56,200)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 125  rect = (64,192,72,200)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 126  rect = (80,192,88,200)  render = ALPHA  delay_color = (191,255,127)  angular_velocity = 2}

ShotData {id = 127  rect = (96,192,104,200)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 128  rect = (112,192,120,200)  render = ALPHA  delay_color = (255,191,127)  angular_velocity = 2}

ShotData {id = 129  rect = (128,192,136,200)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 130  rect = (144,192,152,200)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// 05
ShotData {id = 131  rect = (8,192,16,200)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 132  rect = (24,192,32,200)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 133  rect = (40,192,48,200)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 134  rect = (56,192,64,200)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 135  rect = (72,192,80,200)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 136  rect = (88,192,96,200)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 137  rect = (104,192,112,200)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 138  rect = (120,192,128,200)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 139  rect = (136,192,144,200)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 140  rect = (152,192,160,200)  render = ALPHA  delay_color = (127,127,127)}

// Sinuate laser bases (UFO)
ShotData {id = 141  rect = (352,256,368,512)  render = ADD  delay_color = (255,127,127)}

ShotData {id = 142  rect = (368,256,384,512)  render = ADD  delay_color = (127,127,255)}

ShotData {id = 143  rect = (384,256,400,512)  render = ADD  delay_color = (255,127,255)}

ShotData {id = 144  rect = (400,256,416,512)  render = ADD  delay_color = (127,255,255)}

ShotData {id = 145  rect = (416,256,432,512)  render = ADD  delay_color = (127,255,127)}

ShotData {id = 146  rect = (432,256,448,512)  render = ADD  delay_color = (191,255,127)}

ShotData {id = 147  rect = (448,256,464,512)  render = ADD  delay_color = (255,255,127)}

ShotData {id = 148  rect = (464,256,480,512)  render = ADD  delay_color = (255,191,127)}

ShotData {id = 149  rect = (480,256,496,512)  render = ADD  delay_color = (255,255,255)}

ShotData {id = 150  rect = (496,256,512,512)  render = ADD  delay_color = (127,127,127)}

/*------------------------*\
| Medium and large bullets |
\*------------------------*/

// Koishi's penormaku
ShotData {id = 151  rect = (0,256,32,288)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 152  rect = (32,256,64,288)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 153  rect = (64,256,96,288)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 154  rect = (96,256,128,288)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 155  rect = (128,256,160,288)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 156  rect = (160,256,192,288)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 157  rect = (192,256,224,288)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 158  rect = (224,256,256,288)  render = ALPHA  delay_color = (127,127,127)}

// Marisa's large stars
ShotData {id = 159  rect = (256,0,288,32)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 160  rect = (288,0,320,32)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 161  rect = (320,0,352,32)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 162  rect = (352,0,384,32)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 163  rect = (384,0,416,32)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 164  rect = (416,0,448,32)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 165  rect = (448,0,480,32)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 166  rect = (480,0,512,32)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// 02
ShotData {id = 167  rect = (256,32,288,64)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 168  rect = (288,32,320,64)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 169  rect = (320,32,352,64)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 170  rect = (352,32,384,64)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 171  rect = (384,32,416,64)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 172  rect = (416,32,448,64)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 173  rect = (448,32,480,64)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 174  rect = (480,32,512,64)  render = ALPHA  delay_color = (127,127,127)}

// Yuyuko's butterflies
ShotData {id = 175  rect = (256,64,288,96)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 176  rect = (288,64,320,96)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 177  rect = (320,64,352,96)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 178  rect = (352,64,384,96)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 179  rect = (384,64,416,96)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 180  rect = (416,64,448,96)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 181  rect = (448,64,480,96)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 182  rect = (480,64,512,96)  render = ALPHA  delay_color = (127,127,127)}

// Sakuya's knives
ShotData {id = 183  rect = (256,96,288,128)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 184  rect = (288,96,320,128)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 185  rect = (320,96,352,128)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 186  rect = (352,96,384,128)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 187  rect = (384,96,416,128)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 188  rect = (416,96,448,128)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 189  rect = (448,96,480,128)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 190  rect = (480,96,512,128)  render = ALPHA  delay_color = (127,127,127)}

// Oval bullets
ShotData {id = 191  rect = (264,128,280,160)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 192  rect = (296,128,312,160)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 193  rect = (328,128,346,160)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 194  rect = (360,128,376,160)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 195  rect = (392,128,408,160)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 196  rect = (424,128,440,160)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 197  rect = (456,128,472,160)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 198  rect = (488,128,504,160)  render = ALPHA  delay_color = (127,127,127) }

// Flashes
ShotData {id = 199  rect = (256,160,288,192)  render = ADD  delay_color = (255,127,127)  angular_velocity = 20}

ShotData {id = 200  rect = (288,160,320,199)  render = ADD  delay_color = (255,127,255)  angular_velocity = 20}

ShotData {id = 201  rect = (320,160,352,192)  render = ADD  delay_color = (127,127,255)  angular_velocity = 20}

ShotData {id = 202  rect = (352,160,384,192)  render = ADD  delay_color = (127,255,255)  angular_velocity = 20}

ShotData {id = 203  rect = (384,160,416,192)  render = ADD  delay_color = (127,255,127)  angular_velocity = 20}

ShotData {id = 204  rect = (416,160,448,192)  render = ADD  delay_color = (255,255,127)  angular_velocity = 20}

ShotData {id = 205  rect = (448,160,480,192)  render = ADD  delay_color = (255,255,255)  angular_velocity = 20}

ShotData {id = 206  rect = (480,160,512,192)  render = ADD  delay_color = (127,127,127)  angular_velocity = 20}

// 03
ShotData {id = 207  rect = (256,192,320,256)  render = ADD  delay_color = (255,127,127)  angular_velocity = 20}

ShotData {id = 208  rect = (320,192,384,256)  render = ADD  delay_color = (127,127,255)  angular_velocity = 20}

ShotData {id = 209  rect = (384,192,448,256)  render = ADD  delay_color = (127,255,127)  angular_velocity = 20}

ShotData {id = 210  rect = (448,192,512,256)  render = ADD  delay_color = (255,255,127)  angular_velocity = 20}

/*-----------------*\
| Animating bullets |
\*------------------/

ShotData {
id = 211
render = ADD
delay_color = (255,127,127)
AnimationData {
animation_data = (4,256,256,288,288)
animation_data = (4,256,288,288,320)
animation_data = (4,256,320,288,352)
animation_data = (4,256,352,288,384)
}
}

ShotData {
id = 212
render = ADD
delay_color = (127,127,255)
AnimationData {
animation_data = (4,288,256,320,288)
animation_data = (4,288,288,320,320)
animation_data = (4,288,320,320,352)
animation_data = (4,288,352,320,384)
}
}

ShotData {
id = 213
render = ADD
delay_color = (255,127,255)
AnimationData {
animation_data = (4,320,256,352,288)
animation_data = (4,320,288,352,320)
animation_data = (4,320,320,352,352)
animation_data = (4,320,352,352,384)
}
}

ShotData {
id = 214
render = ADD
delay_color = (127,255,255)
AnimationData {
animation_data = (4,256,384,288,416)
animation_data = (4,256,416,288,48)
animation_data = (4,256,448,288,480)
animation_data = (4,256,480,288,512)
}
}

ShotData {
id = 215
render = ADD
delay_color = (255,255,127)
AnimationData {
animation_data = (4,288,384,320,416)
animation_data = (4,288,416,320,448)
animation_data = (4,288,448,320,480)
animation_data = (4,288,480,320,512)
}
}

ShotData {
id = 216
render = ADD
delay_color = (127,255,127)
AnimationData {
animation_data = (4,320,384,352,416)
animation_data = (4,320,416,352,448)
animation_data = (4,320,448,352,480)
animation_data = (4,320,480,352,512)
}
}

Gives me :


Drake

  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #697 on: December 23, 2009, 04:13:13 AM »
It says there's an illegal termination in the file or something. I just can't find anything in there.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Danmakufu Q&A/Problem Thread II
« Reply #698 on: December 23, 2009, 04:57:02 AM »
Might wanna post up your whole script then. It's pretty hard to solve a problem when we don't have all the details and the best way to give those details is to just tell us what you're trying to accomplish and giving us the script.

...
Code: [Select]
#TouhouDanmakufu
#Title[Danmaku Upgrade "Alpha Shock"]
#Text[An attack from somewhere else, as a Spell Card!]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{

let CSD = GetCurrentScriptDirectory;
let imgBoss = CSD ~ "system\PlaceholderBoss.png";
#include_function "lib\ExpandedShotData\shot_replace.dnh";

@Initialize{
SetLife(1000);
SetTimer(80);
SetScore(1000000);
SetMovePosition01(GetCenterX,GetCenterY-60,5);
SetEnemyMarker(true);
SetInvincibility(80);
SetDamageRate(25,25);
LoadGraphic(imgBoss);
shotinit;
CutIn(KOUMA,"Danmaku Upgrade "\""Alpha Shock"\","",0,0,0,0);
mainTask;

}

@MainLoop{
SetCollisionA(GetX,GetY,32);
SetCollisionB(GetX,GetY,16);
}

@DrawLoop{

SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,64,64);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);

}

@BackGround{



}

@Finalize{

DeleteGraphic(imgBoss);

}
task mainTask{
wait(50);
loop{
fire;
wait(100);
centerbolt;
wait(100);
}
}

task fire{
let n = 0;
let dxl = 0;
let dxr = 0;
let xa = (448/4)+dxl;
let xb = (448*3/4)+dxr;
//YELLOW01 is 16 px tall and the play field is 480 px tall, but this leaves safe lines
//create two lightning bolts from 1/3 and 2/3 the width of the screen starting at the top
while(n<480/12){
//if n is an odd number, the bullet will move to the right; otherwise it moves to the left
if(floor(n/2) < n/2){
lightning(xa+dxl,12*n,0,0,YELLOW01,n);
lightning(xb+dxr,12*n,0,0,YELLOW01,n);
}else{
lightning(xa+dxl,12*n,0,180,YELLOW01,n);
lightning(xb+dxr,12*n,0,180,YELLOW01,n);
}
wait(1);
dxl=rand_int(-8,8);
dxr=rand_int(-8,8);
xa+=dxl;
xb+=dxr;
n++;
}

n = 0;
dxl = 0;
dxr = 0;
xa = (448/4);
xb = (448*3/4);

}

task centerbolt{
let n = 0;
let dx = 0;
let xc = (448/2)+dx;
//create a lightning bolt starting from the top middle
while(n<480/12){
//bullets in the middle chain will have the opposite system from that above
if(floor(n/2) < n/2){
lightning(xc+dx,12*n,0,180,YELLOW01,n);
}else{
lightning(xc+dx,12*n,0,0,YELLOW01,n);
}
wait(1);
dx=rand_int(-8,8);
n++;
}
n = 0;
dx = 0;
xc = (448/2);
}

function wait(w){
loop(w){yield;}
}

//generate object bullet
task lightning(x,y,v,dir,graphic,delay){
let shard = Obj_Create(OBJ_SHOT);
Obj_SetPosition(shard,x,y);
Obj_SetAngle(shard,dir);
ObjShot_SetGraphic(shard,graphic);
ObjShot_SetDelay(shard,delay);
ObjShot_SetBombResist(shard,false);
wait(90+delay);
Obj_SetSpeed(shard,1.5);

}

task timecheck{
loop{
if(GetTimer <= 10 && GetTimer > 3){
PlaySE(CSD ~ "Materials/timer1.wav");
wait(60);
}
if(GetTimer <= 3){
PlaySE(CSD ~ "Materials/timer2.wav");
wait(60);
}
yield;
}
}
}
task timecheck is the bit that just won't work properly. Its only purpose is to play sound effects when the timer runs down from 10. The rest of the script is actual danmaku.

Re: Danmakufu Q&A/Problem Thread II
« Reply #699 on: December 23, 2009, 06:02:15 AM »
...
Code: [Select]
#TouhouDanmakufu
#Title[Danmaku Upgrade "Alpha Shock"]
#Text[An attack from somewhere else, as a Spell Card!]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{

let CSD = GetCurrentScriptDirectory;
let imgBoss = CSD ~ "system\PlaceholderBoss.png";
#include_function "lib\ExpandedShotData\shot_replace.dnh";

@Initialize{
SetLife(1000);
SetTimer(80);
SetScore(1000000);
SetMovePosition01(GetCenterX,GetCenterY-60,5);
SetEnemyMarker(true);
SetInvincibility(80);
SetDamageRate(25,25);
LoadGraphic(imgBoss);
shotinit;
CutIn(KOUMA,"Danmaku Upgrade "\""Alpha Shock"\","",0,0,0,0);
mainTask;

}

@MainLoop{
SetCollisionA(GetX,GetY,32);
SetCollisionB(GetX,GetY,16);
}

@DrawLoop{

SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,64,64);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);

}

@BackGround{



}

@Finalize{

DeleteGraphic(imgBoss);

}
task mainTask{
wait(50);
loop{
fire;
wait(100);
centerbolt;
wait(100);
}
}

task fire{
let n = 0;
let dxl = 0;
let dxr = 0;
let xa = (448/4)+dxl;
let xb = (448*3/4)+dxr;
//YELLOW01 is 16 px tall and the play field is 480 px tall, but this leaves safe lines
//create two lightning bolts from 1/3 and 2/3 the width of the screen starting at the top
while(n<480/12){
//if n is an odd number, the bullet will move to the right; otherwise it moves to the left
if(floor(n/2) < n/2){
lightning(xa+dxl,12*n,0,0,YELLOW01,n);
lightning(xb+dxr,12*n,0,0,YELLOW01,n);
}else{
lightning(xa+dxl,12*n,0,180,YELLOW01,n);
lightning(xb+dxr,12*n,0,180,YELLOW01,n);
}
wait(1);
dxl=rand_int(-8,8);
dxr=rand_int(-8,8);
xa+=dxl;
xb+=dxr;
n++;
}

n = 0;
dxl = 0;
dxr = 0;
xa = (448/4);
xb = (448*3/4);

}

task centerbolt{
let n = 0;
let dx = 0;
let xc = (448/2)+dx;
//create a lightning bolt starting from the top middle
while(n<480/12){
//bullets in the middle chain will have the opposite system from that above
if(floor(n/2) < n/2){
lightning(xc+dx,12*n,0,180,YELLOW01,n);
}else{
lightning(xc+dx,12*n,0,0,YELLOW01,n);
}
wait(1);
dx=rand_int(-8,8);
n++;
}
n = 0;
dx = 0;
xc = (448/2);
}

function wait(w){
loop(w){yield;}
}

//generate object bullet
task lightning(x,y,v,dir,graphic,delay){
let shard = Obj_Create(OBJ_SHOT);
Obj_SetPosition(shard,x,y);
Obj_SetAngle(shard,dir);
ObjShot_SetGraphic(shard,graphic);
ObjShot_SetDelay(shard,delay);
ObjShot_SetBombResist(shard,false);
wait(90+delay);
Obj_SetSpeed(shard,1.5);

}

task timecheck{
loop{
if(GetTimer <= 10 && GetTimer > 3){
PlaySE(CSD ~ "Materials/timer1.wav");
wait(60);
}
if(GetTimer <= 3){
PlaySE(CSD ~ "Materials/timer2.wav");
wait(60);
}
yield;
}
}
}
task timecheck is the bit that just won't work properly. Its only purpose is to play sound effects when the timer runs down from 10. The rest of the script is actual danmaku.

...I don't even see it being called

Gc

  • youtu.be/pRZpjlrKM8A
Re: Danmakufu Q&A/Problem Thread II
« Reply #700 on: December 23, 2009, 06:19:20 AM »
Code: [Select]
#UserShotData

ShotImage = ".\shot.png"

// Laser bases
ShotData {id = 1  rect = (0,0,16,16)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 2  rect = (16,0,32,16)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 3  rect = (32,0,48,16)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 4  rect = (48,0,64,16)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 5  rect = (64,0,80,16)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 6  rect = (80,0,96,16)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 7  rect = (96,0,112,16)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 8  rect = (112,0,128,16)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 9  rect = (128,0,144,16)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 10  rect = (144,0,160,16)  render = ALPHA  delay_color = (127,127,127)}

// 21
ShotData {id = 11  rect = (0,16,16,32)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 12  rect = (16,16,32,32)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 13  rect = (32,16,48,32)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 14  rect = (48,16,64,32)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 15  rect = (64,16,80,32)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 16  rect = (80,16,96,32)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 17  rect = (96,16,112,32)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 18  rect = (112,16,128,32)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 19  rect = (128,16,144,32)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 20  rect = (144,16,160,32)  render = ALPHA  delay_color = (127,127,127)}

// 04
ShotData {id = 21  rect = (0,32,16,48)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 22  rect = (16,32,32,48)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 23  rect = (32,32,48,48)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 24  rect = (48,32,64,48)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 25  rect = (64,32,80,48)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 26  rect = (80,32,96,48)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 27  rect = (96,32,112,48)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 28  rect = (112,32,128,48)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 29  rect = (128,32,144,48)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 30  rect = (144,32,160,48)  render = ALPHA  delay_color = (127,127,127)}

// 01
ShotData {id = 31  rect = (0,48,16,64)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 32  rect = (16,48,32,64)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 33  rect = (32,48,48,64)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 34  rect = (48,48,64,64)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 35  rect = (64,48,80,64)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 36  rect = (80,48,96,64)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 37  rect = (96,48,112,64)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 38  rect = (112,48,128,64)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 39  rect = (128,48,144,64)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 40  rect = (144,48,160,64)  render = ALPHA  delay_color = (127,127,127)}

// 12
ShotData {id = 41  rect = (3,64,13,80)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 42  rect = (19,64,29,80)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 43  rect = (35,64,45,80)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 44  rect = (51,64,61,80)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 45  rect = (67,64,77,80)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 46  rect = (83,64,93,80)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 47  rect = (99,64,109,80)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 48  rect = (115,64,125,80)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 49  rect = (131,64,141,80)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 50  rect = (147,64,157,80)  render = ALPHA  delay_color = (127,127,127)}

// 31
ShotData {id = 51  rect = (3,80,13,96)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 52  rect = (19,80,29,96)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 53  rect = (35,80,45,96)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 54  rect = (51,80,61,96)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 55  rect = (67,80,77,96)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 56  rect = (83,80,93,96)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 57  rect = (99,80,109,96)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 58  rect = (115,80,125,96)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 59  rect = (131,80,141,96)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 60  rect = (147,80,157,96)  render = ALPHA  delay_color = (127,127,127)}

// 23
ShotData {id = 61  rect = (3,96,13,112)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 62  rect = (19,96,29,112)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 63  rect = (35,96,45,112)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 64  rect = (51,96,61,112)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 65  rect = (67,96,77,112)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 66  rect = (83,96,93,112)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 67  rect = (99,96,109,112)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 68  rect = (115,96,125,112)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 69  rect = (131,96,141,112)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 70  rect = (147,96,157,112)  render = ALPHA  delay_color = (127,127,127)}

// Amulets
ShotData {id = 71  rect = (1,112,15,128)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 72  rect = (17,112,31,128)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 73  rect = (33,112,47,128)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 74  rect = (49,112,63,128)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 75  rect = (65,112,79,128)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 76  rect = (81,112,95,128)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 77  rect = (97,112,111,128)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 78  rect = (113,112,127,128)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 79  rect = (129,112,143,128)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 80  rect = (145,112,159,128)  render = ALPHA  delay_color = (127,127,127)}

// Suppositories
ShotData {id = 81  rect = (3,128,13,144)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 82  rect = (19,128,29,144)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 83  rect = (35,128,45,144)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 84  rect = (51,128,61,144)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 85  rect = (67,128,77,144)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 86  rect = (83,128,93,144)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 87  rect = (99,128,109,144)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 88  rect = (115,128,125,144)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 89  rect = (131,128,141,144)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 90  rect = (147,128,157,144)  render = ALPHA  delay_color = (127,127,127)}

// 12i
ShotData {id = 91  rect = (3,144,13,160)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 92  rect = (19,144,29,160)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 93  rect = (35,144,45,160)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 94  rect = (51,144,61,160)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 95  rect = (67,144,77,160)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 96  rect = (83,144,93,160)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 97  rect = (99,144,109,160)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 98  rect = (115,144,125,160)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 99  rect = (131,144,141,160)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 100  rect = (147,144,157,160)  render = ALPHA  delay_color = (127,127,127)}

// Marisa's small stars
ShotData {id = 101  rect = (0,160,16,176)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 102  rect = (16,160,32,176)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 103  rect = (32,160,48,176)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 104  rect = (48,160,64,176)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 105  rect = (64,160,80,176)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 106  rect = (80,160,96,176)  render = ALPHA  delay_color = (191,255,127)  angular_velocity = 2}

ShotData {id = 107  rect = (96,160,112,176)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 108  rect = (112,160,128,176)  render = ALPHA  delay_color = (255,191,127)  angular_velocity = 2}

ShotData {id = 109  rect = (128,160,144,176)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 110  rect = (144,160,160,176)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// MURASA's dorplets
ShotData {id = 111  rect = (3,176,13,192)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 112  rect = (19,176,29,192)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 113  rect = (35,176,45,192)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 114  rect = (51,176,61,192)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 115  rect = (67,176,77,192)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 116  rect = (83,176,93,192)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 117  rect = (99,176,109,192)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 118  rect = (115,176,125,192)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 119  rect = (131,176,141,192)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 120  rect = (147,176,157,192)  render = ALPHA  delay_color = (127,127,127)}

// MoF dots
ShotData {id = 121  rect = (0,192,8,200)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 122  rect = (16,192,24,200)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 123  rect = (32,192,40,200)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 124  rect = (48,192,56,200)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 125  rect = (64,192,72,200)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 126  rect = (80,192,88,200)  render = ALPHA  delay_color = (191,255,127)  angular_velocity = 2}

ShotData {id = 127  rect = (96,192,104,200)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 128  rect = (112,192,120,200)  render = ALPHA  delay_color = (255,191,127)  angular_velocity = 2}

ShotData {id = 129  rect = (128,192,136,200)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 130  rect = (144,192,152,200)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// 05
ShotData {id = 131  rect = (8,192,16,200)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 132  rect = (24,192,32,200)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 133  rect = (40,192,48,200)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 134  rect = (56,192,64,200)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 135  rect = (72,192,80,200)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 136  rect = (88,192,96,200)  render = ALPHA  delay_color = (191,255,127)}

ShotData {id = 137  rect = (104,192,112,200)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 138  rect = (120,192,128,200)  render = ALPHA  delay_color = (255,191,127)}

ShotData {id = 139  rect = (136,192,144,200)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 140  rect = (152,192,160,200)  render = ALPHA  delay_color = (127,127,127)}

// Sinuate laser bases (UFO)
ShotData {id = 141  rect = (352,256,368,512)  render = ADD  delay_color = (255,127,127)}

ShotData {id = 142  rect = (368,256,384,512)  render = ADD  delay_color = (127,127,255)}

ShotData {id = 143  rect = (384,256,400,512)  render = ADD  delay_color = (255,127,255)}

ShotData {id = 144  rect = (400,256,416,512)  render = ADD  delay_color = (127,255,255)}

ShotData {id = 145  rect = (416,256,432,512)  render = ADD  delay_color = (127,255,127)}

ShotData {id = 146  rect = (432,256,448,512)  render = ADD  delay_color = (191,255,127)}

ShotData {id = 147  rect = (448,256,464,512)  render = ADD  delay_color = (255,255,127)}

ShotData {id = 148  rect = (464,256,480,512)  render = ADD  delay_color = (255,191,127)}

ShotData {id = 149  rect = (480,256,496,512)  render = ADD  delay_color = (255,255,255)}

ShotData {id = 150  rect = (496,256,512,512)  render = ADD  delay_color = (127,127,127)}

/*------------------------*\
| Medium and large bullets |
\*------------------------*/

// Koishi's penormaku
ShotData {id = 151  rect = (0,256,32,288)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 152  rect = (32,256,64,288)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 153  rect = (64,256,96,288)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 154  rect = (96,256,128,288)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 155  rect = (128,256,160,288)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 156  rect = (160,256,192,288)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 157  rect = (192,256,224,288)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 158  rect = (224,256,256,288)  render = ALPHA  delay_color = (127,127,127)}

// Marisa's large stars
ShotData {id = 159  rect = (256,0,288,32)  render = ALPHA  delay_color = (255,127,127)  angular_velocity = 2}

ShotData {id = 160  rect = (288,0,320,32)  render = ALPHA  delay_color = (255,127,255)  angular_velocity = 2}

ShotData {id = 161  rect = (320,0,352,32)  render = ALPHA  delay_color = (127,127,255)  angular_velocity = 2}

ShotData {id = 162  rect = (352,0,384,32)  render = ALPHA  delay_color = (127,255,255)  angular_velocity = 2}

ShotData {id = 163  rect = (384,0,416,32)  render = ALPHA  delay_color = (127,255,127)  angular_velocity = 2}

ShotData {id = 164  rect = (416,0,448,32)  render = ALPHA  delay_color = (255,255,127)  angular_velocity = 2}

ShotData {id = 165  rect = (448,0,480,32)  render = ALPHA  delay_color = (255,255,255)  angular_velocity = 2}

ShotData {id = 166  rect = (480,0,512,32)  render = ALPHA  delay_color = (127,127,127)  angular_velocity = 2}

// 02
ShotData {id = 167  rect = (256,32,288,64)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 168  rect = (288,32,320,64)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 169  rect = (320,32,352,64)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 170  rect = (352,32,384,64)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 171  rect = (384,32,416,64)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 172  rect = (416,32,448,64)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 173  rect = (448,32,480,64)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 174  rect = (480,32,512,64)  render = ALPHA  delay_color = (127,127,127)}

// Yuyuko's butterflies
ShotData {id = 175  rect = (256,64,288,96)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 176  rect = (288,64,320,96)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 177  rect = (320,64,352,96)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 178  rect = (352,64,384,96)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 179  rect = (384,64,416,96)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 180  rect = (416,64,448,96)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 181  rect = (448,64,480,96)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 182  rect = (480,64,512,96)  render = ALPHA  delay_color = (127,127,127)}

// Sakuya's knives
ShotData {id = 183  rect = (256,96,288,128)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 184  rect = (288,96,320,128)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 185  rect = (320,96,352,128)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 186  rect = (352,96,384,128)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 187  rect = (384,96,416,128)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 188  rect = (416,96,448,128)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 189  rect = (448,96,480,128)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 190  rect = (480,96,512,128)  render = ALPHA  delay_color = (127,127,127)}

// Oval bullets
ShotData {id = 191  rect = (264,128,280,160)  render = ALPHA  delay_color = (255,127,127)}

ShotData {id = 192  rect = (296,128,312,160)  render = ALPHA  delay_color = (255,127,255)}

ShotData {id = 193  rect = (328,128,346,160)  render = ALPHA  delay_color = (127,127,255)}

ShotData {id = 194  rect = (360,128,376,160)  render = ALPHA  delay_color = (127,255,255)}

ShotData {id = 195  rect = (392,128,408,160)  render = ALPHA  delay_color = (127,255,127)}

ShotData {id = 196  rect = (424,128,440,160)  render = ALPHA  delay_color = (255,255,127)}

ShotData {id = 197  rect = (456,128,472,160)  render = ALPHA  delay_color = (255,255,255)}

ShotData {id = 198  rect = (488,128,504,160)  render = ALPHA  delay_color = (127,127,127) }

// Flashes
ShotData {id = 199  rect = (256,160,288,192)  render = ADD  delay_color = (255,127,127)  angular_velocity = 20}

ShotData {id = 200  rect = (288,160,320,199)  render = ADD  delay_color = (255,127,255)  angular_velocity = 20}

ShotData {id = 201  rect = (320,160,352,192)  render = ADD  delay_color = (127,127,255)  angular_velocity = 20}

ShotData {id = 202  rect = (352,160,384,192)  render = ADD  delay_color = (127,255,255)  angular_velocity = 20}

ShotData {id = 203  rect = (384,160,416,192)  render = ADD  delay_color = (127,255,127)  angular_velocity = 20}

ShotData {id = 204  rect = (416,160,448,192)  render = ADD  delay_color = (255,255,127)  angular_velocity = 20}

ShotData {id = 205  rect = (448,160,480,192)  render = ADD  delay_color = (255,255,255)  angular_velocity = 20}

ShotData {id = 206  rect = (480,160,512,192)  render = ADD  delay_color = (127,127,127)  angular_velocity = 20}

// 03
ShotData {id = 207  rect = (256,192,320,256)  render = ADD  delay_color = (255,127,127)  angular_velocity = 20}

ShotData {id = 208  rect = (320,192,384,256)  render = ADD  delay_color = (127,127,255)  angular_velocity = 20}

ShotData {id = 209  rect = (384,192,448,256)  render = ADD  delay_color = (127,255,127)  angular_velocity = 20}

ShotData {id = 210  rect = (448,192,512,256)  render = ADD  delay_color = (255,255,127)  angular_velocity = 20}

/*-----------------*\
| Animating bullets |
\*------------------/

ShotData {
id = 211
render = ADD
delay_color = (255,127,127)
AnimationData {
animation_data = (4,256,256,288,288)
animation_data = (4,256,288,288,320)
animation_data = (4,256,320,288,352)
animation_data = (4,256,352,288,384)
}
}

ShotData {
id = 212
render = ADD
delay_color = (127,127,255)
AnimationData {
animation_data = (4,288,256,320,288)
animation_data = (4,288,288,320,320)
animation_data = (4,288,320,320,352)
animation_data = (4,288,352,320,384)
}
}

ShotData {
id = 213
render = ADD
delay_color = (255,127,255)
AnimationData {
animation_data = (4,320,256,352,288)
animation_data = (4,320,288,352,320)
animation_data = (4,320,320,352,352)
animation_data = (4,320,352,352,384)
}
}

ShotData {
id = 214
render = ADD
delay_color = (127,255,255)
AnimationData {
animation_data = (4,256,384,288,416)
animation_data = (4,256,416,288,48)
animation_data = (4,256,448,288,480)
animation_data = (4,256,480,288,512)
}
}

ShotData {
id = 215
render = ADD
delay_color = (255,255,127)
AnimationData {
animation_data = (4,288,384,320,416)
animation_data = (4,288,416,320,448)
animation_data = (4,288,448,320,480)
animation_data = (4,288,480,320,512)
}
}

ShotData {
id = 216
render = ADD
delay_color = (127,255,127)
AnimationData {
animation_data = (4,320,384,352,416)
animation_data = (4,320,416,352,448)
animation_data = (4,320,448,352,480)
animation_data = (4,320,480,352,512)
}
}

Gives me :


Problem has been magically solved by doing I-don't-know-what in the shot data

Thaws

  • _m廿廿m_
Re: Danmakufu Q&A/Problem Thread II
« Reply #701 on: December 23, 2009, 07:35:21 AM »
...
Code: [Select]
#TouhouDanmakufu
#Title[Danmaku Upgrade "Alpha Shock"]
#Text[An attack from somewhere else, as a Spell Card!]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{

let CSD = GetCurrentScriptDirectory;
let imgBoss = CSD ~ "system\PlaceholderBoss.png";
#include_function "lib\ExpandedShotData\shot_replace.dnh";

@Initialize{
SetLife(1000);
SetTimer(80);
SetScore(1000000);
SetMovePosition01(GetCenterX,GetCenterY-60,5);
SetEnemyMarker(true);
SetInvincibility(80);
SetDamageRate(25,25);
LoadGraphic(imgBoss);
shotinit;
CutIn(KOUMA,"Danmaku Upgrade "\""Alpha Shock"\","",0,0,0,0);
mainTask;

}

@MainLoop{
SetCollisionA(GetX,GetY,32);
SetCollisionB(GetX,GetY,16);
}

@DrawLoop{

SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,64,64);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);

}

@BackGround{



}

@Finalize{

DeleteGraphic(imgBoss);

}
task mainTask{
wait(50);
loop{
fire;
wait(100);
centerbolt;
wait(100);
}
}

task fire{
let n = 0;
let dxl = 0;
let dxr = 0;
let xa = (448/4)+dxl;
let xb = (448*3/4)+dxr;
//YELLOW01 is 16 px tall and the play field is 480 px tall, but this leaves safe lines
//create two lightning bolts from 1/3 and 2/3 the width of the screen starting at the top
while(n<480/12){
//if n is an odd number, the bullet will move to the right; otherwise it moves to the left
if(floor(n/2) < n/2){
lightning(xa+dxl,12*n,0,0,YELLOW01,n);
lightning(xb+dxr,12*n,0,0,YELLOW01,n);
}else{
lightning(xa+dxl,12*n,0,180,YELLOW01,n);
lightning(xb+dxr,12*n,0,180,YELLOW01,n);
}
wait(1);
dxl=rand_int(-8,8);
dxr=rand_int(-8,8);
xa+=dxl;
xb+=dxr;
n++;
}

n = 0;
dxl = 0;
dxr = 0;
xa = (448/4);
xb = (448*3/4);

}

task centerbolt{
let n = 0;
let dx = 0;
let xc = (448/2)+dx;
//create a lightning bolt starting from the top middle
while(n<480/12){
//bullets in the middle chain will have the opposite system from that above
if(floor(n/2) < n/2){
lightning(xc+dx,12*n,0,180,YELLOW01,n);
}else{
lightning(xc+dx,12*n,0,0,YELLOW01,n);
}
wait(1);
dx=rand_int(-8,8);
n++;
}
n = 0;
dx = 0;
xc = (448/2);
}

function wait(w){
loop(w){yield;}
}

//generate object bullet
task lightning(x,y,v,dir,graphic,delay){
let shard = Obj_Create(OBJ_SHOT);
Obj_SetPosition(shard,x,y);
Obj_SetAngle(shard,dir);
ObjShot_SetGraphic(shard,graphic);
ObjShot_SetDelay(shard,delay);
ObjShot_SetBombResist(shard,false);
wait(90+delay);
Obj_SetSpeed(shard,1.5);

}

task timecheck{
loop{
if(GetTimer <= 10 && GetTimer > 3){
PlaySE(CSD ~ "Materials/timer1.wav");
wait(60);
}
if(GetTimer <= 3){
PlaySE(CSD ~ "Materials/timer2.wav");
wait(60);
}
yield;
}
}
}
task timecheck is the bit that just won't work properly. Its only purpose is to play sound effects when the timer runs down from 10. The rest of the script is actual danmaku.

You didn't put a yield; in the @MainLoop.

DgBarca

  • Umineko fuck yeah
  • Spoilers ?
Re: Danmakufu Q&A/Problem Thread II
« Reply #702 on: December 23, 2009, 11:47:46 AM »
How to do CreateLaserC with Obj_Laser ? I have tried ObjSinuateLaser and AHGAHGAHGAHGAHGAHGAHGAGAHAG
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Infy♫

  • Demonic★Moe
  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #703 on: December 23, 2009, 12:08:00 PM »
what is the danmakufu archiver, where can i get it?

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #704 on: December 23, 2009, 12:09:37 PM »
How to do CreateLaserC with Obj_Laser ? I have tried ObjSinuateLaser and AHGAHGAHGAHGAHGAHGAHGAGAHAG
Create an object bullet that creates another object bullet of the same bullet graphic and the same angle but without movement speed on top of itself every frame which fade out after a certain amount of time. Should be a close enough simulation, depending on what kinds of bullets you use. If none of the bullets have the right dimensions for what you are planning to do, let everything be object lasers instead so that you can define them yourself.
Old Danmakufu stuff can be found here!

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Blargel

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Re: Danmakufu Q&A/Problem Thread II
« Reply #705 on: December 23, 2009, 01:15:58 PM »
How to do CreateLaserC with Obj_Laser ? I have tried ObjSinuateLaser and AHGAHGAHGAHGAHGAHGAHGAGAHAG

Code: [Select]
task SomeSortOfCurvyLaser {
    let obj = Obj_Create(OBJ_SINUATE_LASER);
    Obj_SetPosition(obj, GetX, GetY);
    Obj_SetAngle(obj, 0);
    Obj_SetSpeed(obj, 3);
    ObjShot_SetGraphic(obj, RED02);
    ObjSinuateLaser_SetWidth(obj, 16);
    ObjSinuateLaser_SetLength(obj, 200);
    loop(60){
        Obj_SetAngle(obj, Obj_GetAngle(obj)+2);
    }
}

Yay, curvy laser! Of course you can achieve this effect with just LaserC, but I'm assuming you wanted a more complex behavior so edit this to hell.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Fujiwara no Mokou

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Re: Danmakufu Q&A/Problem Thread II
« Reply #706 on: December 23, 2009, 03:12:13 PM »
what is the danmakufu archiver, where can i get it?

Right here, found here.
It looks like a file compresser that can put all your scripts, images, sound effects into a single DAT file similar to the one you find in the Touhou Games.




Here's my question, how do I properly use it? Once I compress the stuff, should I just treat the parameters for the files in the DAT archive like a folder, and put the pathway as GetCurrentScriptDirectory~"datfile/mystuff.wav.png"; , or what?

Oh, and how do I uncompress it?
« Last Edit: December 23, 2009, 03:23:25 PM by Fujiwara no Mokou »

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: Danmakufu Q&A/Problem Thread II
« Reply #707 on: December 23, 2009, 03:25:20 PM »
I personally use .dnh because it looks nice and it prevents Danmakufu from loading those scripts.  I don't know if that's the case with others.

Re: Danmakufu Q&A/Problem Thread II
« Reply #708 on: December 23, 2009, 03:48:57 PM »
Alright, new question. I'd like to know where to get this archiver, and if I can compress my scripts and everything within the folder into a single DAT file similar to the ones you find in Touhou games, with the music, sound effects, scripts, everything.
Is there a tool I could use to do it?
Yes.

東方弾幕風用アーカイバ v0.01c(約50kB)

Make sure you use GetCurrentScriptDirectory~ and .\ to reference all your files, the archiver randomly chooses a new base folder for no apparent reason, so absolute pathnames will brake.
what is the danmakufu archiver, where can i get it?
Right here, found here.
It looks like a file compresser that can put all your scripts, images, sound effects into a single DAT file similar to the one you find in the Touhou Games.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU


Here's my question, how do I properly use it? Once I compress the stuff, should I just treat the parameters for the files in the DAT archive like a folder, and put the pathway as GetCurrentScriptDirectory~"datfile/mystuff.wav.png"; , or what?

Compress everything, Danmakufu will read it all as if it was uncompressed. Don't reference things from outside the .dat file (I haven't messed with it personally, but it sounds like a bad idea. Though, the defaults like seSuperNaturalBorder2.wav or whatever should be fine). Again, just make sure you use GetCurrentScriptDirectory and .\ instead of absolute pathnames.


Oh, and how do I uncompress it?

You can't!


I personally use .dnh because it looks nice and it prevents Danmakufu from loading those scripts.

wat

Fujiwara no Mokou

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Re: Danmakufu Q&A/Problem Thread II
« Reply #709 on: December 23, 2009, 04:55:43 PM »
Compress everything, Danmakufu will read it all as if it was uncompressed. Don't reference things from outside the .dat file (I haven't messed with it personally, but it sounds like a bad idea. Though, the defaults like seSuperNaturalBorder2.wav or whatever should be fine). Again, just make sure you use GetCurrentScriptDirectory and .\ instead of absolute pathnames.

Oh, I get it. So what, I compress everything within that folder, scripts and all?  Wow, I didn't know danmakufu could recognize files within the dat file like that without me having to point that out... thanks.

AweStriker Nova

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Re: Danmakufu Q&A/Problem Thread II
« Reply #710 on: December 24, 2009, 02:45:46 AM »
...I don't even see it being called

For good reason; I tried sticking it everywhere I could think of and it would never work right.

Oh, and the slashes in the filename are backwards.

Re: Danmakufu Q&A/Problem Thread II
« Reply #711 on: December 24, 2009, 03:24:40 AM »
Actually, now that I think of it, Onthenet used a similar method in his Chen boss, let me rummage through my Danmakufu files, and.....if you don't mind Onthenet, he does this:

This is the timer code, he uses it as a sub, but a function works as well (I think):
Code: [Select]
sub timer
{
if (timerframe == 0)
{
if (GetTimer > 4 && GetTimer <= 10)
{PlaySE(timeo1);}
if (GetTimer <= 4)
{PlaySE(timeo2);}
timerframe = -60;
}
timerframe++;

and he calls it in his MainLoop.

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Danmakufu Q&A/Problem Thread II
« Reply #712 on: December 24, 2009, 04:03:24 AM »
Actually, now that I think of it, Onthenet used a similar method in his Chen boss, let me rummage through my Danmakufu files, and.....if you don't mind Onthenet, he does this:

This is the timer code, he uses it as a sub, but a function works as well (I think):
Code: [Select]
sub timer
{
if (timerframe == 0)
{
if (GetTimer > 4 && GetTimer <= 10)
{PlaySE(timeo1);}
if (GetTimer <= 4)
{PlaySE(timeo2);}
timerframe = -60;
}
timerframe++;

and he calls it in his MainLoop.

Sub? What?

Kitsumi

  • Danmakufu Noob
So, I just started scripting in Danmakufu...
« Reply #713 on: December 24, 2009, 05:49:06 PM »
After reading Blargel's beginner tutorial and watching a few videos, I still have a few unanswered questions.

1. Can I make multiple spellcards in one file?
2. Do ALL pictures in Danmakufu need to be png/bmp? (I know I can just save them as png in Photoshop, but still just wondering.)
3. Is there a specific library for all the bullets I can use? (I looked in DMKFU wiki, but I recall more bullet types. ;_;)

Sorry for the stupid questions, I've just started to get into programming (ie. Java [DON'T JUDGE ME]).
This is my first spellcard (still working on it), so it isn't very good.
http://www.shrinemaiden.org/forum/index.php?topic=30.msg202#msg202

Thanks for the help!

Helepolis

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Re: So, I just started scripting in Danmakufu...
« Reply #714 on: December 24, 2009, 06:07:07 PM »
After reading Blargel's beginner tutorial and watching a few videos, I still have a few unanswered questions.

1. Can I make multiple spellcards in one file?
2. Do ALL pictures in Danmakufu need to be png/bmp? (I know I can just save them as png in Photoshop, but still just wondering.)
3. Is there a specific library for all the bullets I can use? (I looked in DMKFU wiki, but I recall more bullet types. ;_;)

Sorry for the stupid questions, I've just started to get into programming (ie. Java [DON'T JUDGE ME]).
This is my first spellcard (still working on it), so it isn't very good.
http://www.shrinemaiden.org/forum/index.php?topic=30.msg202#msg202

Thanks for the help!

Greetings Kitsumi, before people blast you with master sparks or fantasy seal. Let me warn you that posting such questions fit in our Q&A thread where generally help is offered for such questions.

To answer your questions before this thread gets perhaps locked:

1) Technically yes but it is not advised and looks weird. You need to use 'plural' scripts which is explained in the tutorials ( look for it )
2) My memory slips here but I would stick to PNG and not BPM as PNG is smaller filesize. And I think JPG is ignored by dnh ( could be wrong )
3) The ones on danmakufu wiki are the standard Danmakufu build in bullets which are ugly. If you would do some searching around you can find alot of larger 'user shotscripts' like the Concealed the Conclusion bullets, Hollow world god, Puremrz shotsheet, Expanded shotdata and perhaps even more. They offer various beautiful bullets for your pleasure.

Please post in Q&A thread next time =|
« Last Edit: December 24, 2009, 06:09:21 PM by Amakasu Barley Helepolis »

Kitsumi

  • Danmakufu Noob
Re: So, I just started scripting in Danmakufu...
« Reply #715 on: December 24, 2009, 06:11:01 PM »
Whoops, sorry...I swear, I was just in that thread too.  :V
Hopefully mods will delete it soon. Thanks for your quick response.

Kilgamayan

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Re: Danmakufu Q&A/Problem Thread II
« Reply #716 on: December 24, 2009, 06:23:54 PM »
Merged into the Q&A thread. I don't want to delete things, others might have your same questions.
[22:40:12] <Drake> "guys i donwloaded esod but its not workan"
[22:40:21] <Drake> REPORTED
[22:40:25] <NaturallyOccurringChoja> PROBATED
[22:40:30] <Drake> ORGASM
[22:40:32] <NaturallyOccurringChoja> FUCK YEAH

[22:28:39] <Edible> Mafia would be a much easier game if we were playing "spot the asshole"

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: So, I just started scripting in Danmakufu...
« Reply #717 on: December 24, 2009, 09:35:25 PM »
2. Do ALL pictures in Danmakufu need to be png/bmp? (I know I can just save them as png in Photoshop, but still just wondering.)
2) My memory slips here but I would stick to PNG and not BPM as PNG is smaller filesize. And I think JPG is ignored by dnh ( could be wrong )

As far as I remember, Danmakufu takes most common image types including JPGs and GIFs. PNGs are preferred, however, as they aren't prone to artifacting and support semi-transparency. BMPs are a big no-no as they are huge in file size and create large downloads if you want to share the script. Although JPGs tend to have artifacts, they could be used if you don't need transparency and the quality of the texture doesn't matter for the purpose you are using it for. I haven't tried GIFs in Danmakufu, but judging from how it treats the other formats, I'd assume that you could use them instead of PNGs if you don't need partial transparency.

In short, PNGs are superior. Just use them.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Q&A/Problem Thread II
« Reply #718 on: December 24, 2009, 10:33:38 PM »
Sub? What?

A sub is just a function you can call from another script, Taking out the sub and making it a function would work fine as well.  Such as the Shot_Replace,
#include_function"lib\SHOT_REPLACE\shot_replace.txt"
(I think thats it, im posting on a computer without Danmakufu and I fail to remember the actual code)

and shotinit; <-- This is a sub within shot_replace.txt that says to LoadUserShotData.


Iryan

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Re: Danmakufu Q&A/Problem Thread II
« Reply #719 on: December 25, 2009, 12:19:33 AM »
Actually, a "sub", short for subroutine, is nothing but a function that doesn't have any parameters. Putting
sub Stuff{
             do stuff;
             do more stuff;
             do even more stuff;
}

somewhere in your script lets you type Stuff; to do all the stuff specified before, Stuff being your subroutine here.

That is just terminology, however. You can include code stored in another file using the #include_function command just fine, it just isn't called a "sub".  :V

Sorry for nitpicking, but if we don't keep the terminology clear, confusion will arise sooner or later.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."