| ~Hakurei Shrine~ > Rika and Nitori's Garage Experiments |
| I'm really lost @_@ |
| << < (11/12) > >> |
| Naut:
Amount of time depends entirely on complexity, how close I'm paying attention to it (as opposed to looking at the internet every couple minutes), whether or not I need to look up functions, if I need to make media for it (like sprites), etc. I have a sluggish pace of work, I'd say the average spellcard takes me 30 minutes to an hour several hours to a half a week to make and playtest. An interesting note would be that the spellcard turns out how I initially imagined it only about half the time. I'll be working on it and my code won't work quite as planned, but I'll decide "well this is cool too" and just adjust it accordingly. |
| Halca:
Well with my most recent spellcard that includes familiars, things have gotten weird... I get massive, crazy amounts of bullets all over the screen! Here's what my scripts look like: White Doll: --- Code: ---#TouhouDanmakufu #Title[White Doll] #Player[FREE] #ScriptVersion[2] script_enemy_main { let v; let frame = 0; let angle = 0; let BossImage = "script\Kakome\img\whitedoll.png"; @Initialize { LoadGraphic(BossImage); SetLife(10); SetDamageRate(10, 10); SetEnemyMarker(true); } @MainLoop { v = GetArgument; frame++; if(frame==120){ loop(20){ CreateShot01(GetX, GetY, 3, angle, WHITE32, 5); angle+=360/20; } frame = 60; angle = 0; SetMovePositionRandom01(rand(10, 50), rand(10, 50), 2, 100, 40, 348, 150); frame = 60; } } @DrawLoop { SetColor(255,255,255); SetRenderState(ALPHA); SetTexture(BossImage); SetGraphicRect(64,1,127,64); DrawGraphic(GetX,GetY); } @Finalize { DeleteGraphic(BossImage); } } --- End code --- Obedience "Sacrificial White Doll": --- Code: ---#TouhouDanmakufu #Title[Obedience "Sacrificial White Dolls"] #Text[Sends dolls that fire bullets in rings.] #Player[FREE] #ScriptVersion[2] script_enemy_main { let frame2 = 0; let frame = 0; let angle = 0; let Boss = "script\img\ExRumia.png"; @Initialize { LoadGraphic(Boss); SetLife(5000); SetTimer(60); SetDamageRate(10,10); SetEnemyMarker(true); SetMovePosition02(GetCenterX, GetCenterY - 100, 120); } @MainLoop { SetCollisionA(GetX, GetY, 32); SetCollisionB(GetX, GetY, 16); CreateEnemyFromFile("script\Kakome\WhiteDoll.txt", 300, 300, 2, angle + GetAngleToPlayer, 2); } @DrawLoop { SetColor(255,255,255); SetRenderState(ALPHA); SetTexture(Boss); SetGraphicRect(64,1,127,64); DrawGraphic(GetX,GetY); } @Finalize { DeleteGraphic(Boss); } } --- End code --- Pweese help @_@ |
| Stuffman:
Well it's easy to see why, you're spawning one of those dolls every loop! Each doll spawns 20 shots, so for the first 60 ticks its 20 shots a frame, then 40, then 60... Just need to add frame counter code to the spellcard. |
| Halca:
I'm pretty sure all the cool pplz have played Concealed the Conclusion so here's a lil question: Ya know how Yuka Kazami splits into two and both versions of her take the same damage? How would I go about doing that? |
| Naut:
SetDamageRateEx(Shot damage to enemy, Bomb damage to enemy, Shot damage to parent, Bomb damage to parent); Call this function in your familiar script, where the enemy is the "familiar" and the "parent" is the main boss. So here's the walkthrough: To spawn your enemy (or second version of the boss), use CreateEnemyFromScript in the spellcard file, which I explain how to do here (follow the second method). Instead of calling SetDamageRate in the enemy script, call SetDamageRateEx, which will harm both the enemy and the boss. The last two parameters of SetDamageRateEx is how much damage the enemy will do to the boss when it is getting shot (to have them take equal damage, make sure the boss' SetDamageRate = the last two parameters of the enemy's SetDamageRateEx). |
| Navigation |
| Message Index |
| Next page |
| Previous page |