Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Suikama on June 09, 2009, 05:42:00 PM
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Unzan's fist sprite is so awesome.
Brofist Paranoia: http://www.mediafire.com/?h12hnmmnczn
Virtue of Brofist: http://www.shrinemaiden.org/forum/index.php?topic=659.msg25043#msg25043
Original Script by LuNAUTicNaut
Animated backgrounds: http://www.mediafire.com/?zi4n2myzmmh
GET DOWN: http://www.mediafire.com/?v5zkonjoz1i
Infinite Mindrape: http://www.mediafire.com/?dyzzijzgygw
Suwako's last spell on crack: http://www.mediafire.com/?zzwzzfqdzzg
Never Twice the Same HOLY SHIT WHAT IS THIS: http://www.mediafire.com/?mhimwkwmmk2
Original Script by Nuclear Cheese
GOD RUMIA: http://www.mediafire.com/?goiuj0hyjil
Original Script by uh... whoever made Danmakufu :V
GODRUMIA ver. 1.YEAH: http://www.mediafire.com/?kod4hwrkiym
GODRUMIA v3: http://www.mediafire.com/?xdedjymzuyn
I post scripts here when I stealmake em.
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This is awesome.
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Virtue of Brofist
Code blatantly stolen from Naut.
#TouhouDanmakufu
#Title[Virtue of Brofist]
#Text[HOLY FUCKING SHIT AAAAAAHHH]
#BackGround[User(.\stuff\black.png, 1, 1)]
#BGM[.\stuff\ronaldrape.mp3]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
///////////////////////////
///////////////////////////
///////////////////////////
///////////////////////////
let ImgBoss = GetCurrentScriptDirectory~"stuff\ExRumia.png";
let angle = 0;
let frame = 0;
let time = 0;
let groupangle = 10; //this helps group them in fours, and not pass through the center of each "circle".
let r = 0; //random number generator. Offsets the pattern randomly everytime it starts drawing.
let v = 5; //velocity, change if you're a wussy (lower) or a juggernaut (higher).
let delay = 30; //delay between the shot waves. This is changed about twenty seconds in to be smaller, as per the original spellcard.
let se = GetCurrentScriptDirectory~"stuff\shot.wav";
let ling = GetCurrentScriptDirectory~"stuff\kira00.wav";
@Initialize {
LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
SetLife(10000);
SetScore(5000000);
SetTimer(150);
SetEnemyMarker(true);
SetDamageRate(100, 10);
SetInvincibility(150);
SetEnemyMarker(true);
LoadGraphic(ImgBoss);
LoadSE(se);
LoadSE(ling);
CutIn(YOUMU, "Virute of Wind God", "", 0, 0, 0, 0);
SetMovePosition02(GetCenterX, GetClipMinY + 160, 1);
SetGraphicRect(30, 30, 100, 100);
windgod; //attack.
}
@MainLoop {
SetCollisionA(GetX, GetY, 32);
SetCollisionB(GetX, GetY, 16);
time++;
if(time==1200){
delay = 10;
}
yield;
}
@DrawLoop {
SetTexture(ImgBoss);
if(GetSpeedX()==0){SetGraphicRect(64,1,127,64);}
else if(GetSpeedX()>0){SetGraphicRect(192,1,255,64);}
else if(GetSpeedX()<0){SetGraphicRect(128,1,191,64);}
DrawGraphic(GetX, GetY);
}
@Finalize {
DeleteGraphic(ImgBoss);
}
task windgod{
loop(delay){yield;}
angle = 54;
sound;
loop(15){
loop(4){
CreateShotA(0, GetX + 45*cos(270 + r) + 45*cos(angle + r), GetY + 45*sin(270 + r) + 45*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 45*cos(342 + r) + 45*cos(angle + 72 + r), GetY + 45*sin(342 + r) + 45*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 45*cos(54 + r) + 45*cos(angle + 144 + r), GetY + 45*sin(54 + r) + 45*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 45*cos(126 + r) + 45*cos(angle + 216 + r), GetY + 45*sin(126 + r) + 45*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 45*cos(198 + r) + 45*cos(angle + 288 + r), GetY + 45*sin(198 + r) + 45*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=5;
groupangle+=2;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0; angle-=80;
sound;
loop( 9){
loop(4){
CreateShotA(0, GetX + 75*cos(306 + r) + 55*cos(angle + r), GetY + 75*sin(306 + r) + 55*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 75*cos(18 + r) + 55*cos(angle + 72 + r), GetY + 75*sin(18 + r) + 55*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 75*cos(90 + r) + 55*cos(angle + 144 + r), GetY + 75*sin(90 + r) + 55*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 75*cos(162 + r) + 55*cos(angle + 216 + r), GetY + 75*sin(162 + r) + 55*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 75*cos(234 + r) + 55*cos(angle + 288 + r), GetY + 75*sin(234 + r) + 55*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=5;
groupangle+=2;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0; angle-=142;
sound;
loop(10){
loop(4){
CreateShotA(0, GetX + 112*cos(342 + r) + 75*cos(angle + r), GetY + 112*sin(342 + r) + 75*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 112*cos(54 + r) + 75*cos(angle + 72 + r), GetY + 112*sin(54 + r) + 75*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 112*cos(126 + r) + 75*cos(angle + 144 + r), GetY + 112*sin(126 + r) + 75*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 112*cos(198 + r) + 75*cos(angle + 216 + r), GetY + 112*sin(198 + r) + 75*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 112*cos(270 + r) + 75*cos(angle + 288 + r), GetY + 112*sin(270 + r) + 75*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=4.7;
groupangle+=2.1;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0;
loop(delay){yield;}
angle = 140;
r = rand(0, 72);
sound;
loop(15){
loop(4){
CreateShotA(0, GetX + 45*cos(270 + r) + 45*cos(angle + r), GetY + 45*sin(270 + r) + 45*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 45*cos(342 + r) + 45*cos(angle + 72 + r), GetY + 45*sin(342 + r) + 45*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 45*cos(54 + r) + 45*cos(angle + 144 + r), GetY + 45*sin(54 + r) + 45*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 45*cos(126 + r) + 45*cos(angle + 216 + r), GetY + 45*sin(126 + r) + 45*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 45*cos(198 + r) + 45*cos(angle + 288 + r), GetY + 45*sin(198 + r) + 45*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=5;
groupangle+=2;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0; angle-=165;
sound;
loop( 9){
loop(4){
CreateShotA(0, GetX + 75*cos(306 + r) + 55*cos(angle + r), GetY + 75*sin(306 + r) + 55*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 75*cos(18 + r) + 55*cos(angle + 72 + r), GetY + 75*sin(18 + r) + 55*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 75*cos(90 + r) + 55*cos(angle + 144 + r), GetY + 75*sin(90 + r) + 55*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 75*cos(162 + r) + 55*cos(angle + 216 + r), GetY + 75*sin(162 + r) + 55*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 75*cos(234 + r) + 55*cos(angle + 288 + r), GetY + 75*sin(234 + r) + 55*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=5;
groupangle+=2;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0; angle-=144;
sound;
loop(10){
loop(4){
CreateShotA(0, GetX + 112*cos(342 + r) + 75*cos(angle + r), GetY + 112*sin(342 + r) + 75*sin(angle + r), 6);
SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
FireShot(0);
CreateShotA(1, GetX + 112*cos(54 + r) + 75*cos(angle + 72 + r), GetY + 112*sin(54 + r) + 75*sin(angle + 72 + r), 6);
SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
FireShot(1);
CreateShotA(2, GetX + 112*cos(126 + r) + 75*cos(angle + 144 + r), GetY + 112*sin(126 + r) + 75*sin(angle + 144 + r), 6);
SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
FireShot(2);
CreateShotA(3, GetX + 112*cos(198 + r) + 75*cos(angle + 216 + r), GetY + 112*sin(198 + r) + 75*sin(angle + 216 + r), 6);
SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
FireShot(3);
CreateShotA(4, GetX + 112*cos(270 + r) + 75*cos(angle + 288 + r), GetY + 112*sin(270 + r) + 75*sin(angle + 288 + r), 6);
SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
FireShot(4);
angle-=4.7;
groupangle+=2.1;
yield;
frame++;
PlaySE(se);
}
groupangle = 10;
}
frame = 0;
r = rand(0, 72);
windgod;
}
task sound{
loop(160){yield;}
PlaySE(ling);
}
}
And while I'm at it, why not his Yamame card too
#TouhouDanmakufu
#Title[Bro "Brofist's Nest"]
#Text[Simply lunatic.]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
let ImgBoss = GetCurrentScriptDirectory~"stuff\ExRumia.png";
let se = GetCurrentScriptDirectory~"stuff\shot.wav";
let frame = 0;
let frame2 = 0;
let radius = 0;
let angle = 0;
let delay = 0;
let r = 0;
let x = 0;
let al = 0;
@Initialize {
SetLife(4000);
SetTimer(50);
SetEnemyMarker(true);
SetDamageRate(100, 30);
SetInvincibility(150);
SetEnemyMarker(true);
LoadGraphic(ImgBoss);
CutIn(YOUMU, "Spider "\""Cave Spider's Nest"\", "", 0, 0, 0, 0);
SetMovePosition02(GetCenterX, GetClipMinY + 120, 120);
LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
}
@MainLoop {
SetCollisionA(GetX, GetY, 32);
SetCollisionB(GetX, GetY, 16);
SetShotAutoDeleteClip(300, 300, 300, 2); //I made the delete clip larger so that it wouldn't delete our bullets when they are spawned outside of the window.
//Get the angle relative to the player just before spawning the bullets, then set it to be slightly off so the bullets won't spawn on top of the player.
if(frame==118){
x = GetAngleToPlayer + 11.25;
}
//Start spawning bullets. We set six bullets to spawn every frame for 70 frames, because when the counter "frame2" hits 70, we exit out of the loop. We increment "radius"
//every loop so that the bullet will get spawned 6 pixels further from the boss every frame. We give the bullet a slight angular velocity (r, which we randomize) when we want to move it, so that it will curve around the boss
//instead of go right through her. We multiply this angular velocity by 40 later on to compensate for the 40 frame delay, when we start decelerating the bullets.
if(frame==120){
PlaySE(se);
loop(16){
CreateShotA(0, GetX + radius*cos(angle), GetY + radius*sin(angle), 10);
SetShotDataA(0, 0, 0, angle, 0, 0, 0, 300);
SetShotDataA(0, 120 - delay, 0, angle - 190, -r, 0.1, 4, 300);
SetShotDataA(0, 160 - delay, 4, angle - 190 - (r*50), 0, -0.05, 1.5, 300);
FireShot(0);
angle+=360/16;
}
r = rand(-0.05, 0.25);
delay++;
frame2++;
radius+=6;
angle = rand(-5, 5) + x;
frame = 119;
if(frame2==70){ //Exit out of the loop, and set all variables to 0 for when we start the loop again.
radius = 0;
angle = 0;
frame2 = 0;
delay = 0;
frame = 200;
}
}
//Repeat the pattern, but curve towards the other direction (positive angular velocity instead of negative).
if(frame==378){
x = GetAngleToPlayer + 11.25;
}
if(frame==380){
PlaySE(se);
loop(16){
CreateShotA(0, GetX + radius*cos(angle), GetY + radius*sin(angle), 10);
SetShotDataA(0, 0, 0, angle, 0, 0, 0, 300);
SetShotDataA(0, 120 - delay, 0, angle - 170, r, 0.1, 4, 300);
SetShotDataA(0, 160 - delay, 4, angle - 170 + (r*50), 0, -0.05, 1.5, 300);
FireShot(0);
angle+=360/16;
}
r = rand(-0.05, 0.25);
delay++;
frame2++;
radius+=6;
angle = rand(-5, 5) + x;
frame = 379;
if(frame2==70){ //We set everything back to 0 for when we start spawning more bullets.
radius = 0;
angle = 0;
frame2 = 0;
delay = 0;
frame = -60; //Repeat the whole pattern.
}
}
frame++;
}
@DrawLoop {
if(al<255){
al++;
}
SetTexture(ImgBoss);
SetAlpha(255);
if(GetSpeedX()==0){SetGraphicRect(64,1,127,64);}
else if(GetSpeedX()>0){SetGraphicRect(192,1,255,64);}
else if(GetSpeedX()<0){SetGraphicRect(128,1,191,64);}
DrawGraphic(GetX, GetY);
}
@Finalize {
DeleteGraphic(ImgBoss);
}
}
If your computer can run these scripts with no frame drops, then you have a godly computer.
If you can somehow capture these then you are above even godly.
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Virtue of Brofist
I.... I don't even want to know.
... yes I do. One sec.
EDIT: MY SCREEN WENT WHITE WHAT THE DIDDLY FUCK THIS IS THE GREATEST EVER I DON'T EVEN
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Animated backgrounds yay: http://www.mediafire.com/?zi4n2myzmmh
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Yep, your spellcards ⑨ed my computer's memory.
And that is putting it mildly.
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This took a lot of tedious copypastaing, but it was totally worth it.
GET DOWN! (with super sexy awesome animated backgrounds and everything!): http://www.mediafire.com/?v5zkonjoz1i
Also there are no brofists in it...
Yet. :V
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Holy fucking shit what have you done!
This is awesome!
-
Holy fucking shit what have you done!
This is awesome!
And I haven't even added danmaku to it yet :V
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Infinite Mindrape: http://www.mediafire.com/?dyzzijzgygw
Also tried using CreateShotA for the first time.
Suwako's last spell on crack: http://www.mediafire.com/?zzwzzfqdzzg
Also GET DOWN http://www.youtube.com/watch?v=-aUlEW5tgSI
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http://www.mediafire.com/?mjrimmzhcho
I'M SO SORRY FOR THIS NAUT but I had to do it...
:awesome:
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Oh good lord. You should totally edit it to be playable hahaha
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GET DOWN ghetto version
#TouhouDanmakufu[Stage]
#Title[☆ゲッダン☆ Complete Defective ver.]
#Text[GET! DOWN!
Note: Takes a while to load]
#Image[.\nitori.png]
#Player[FREE]
#ScriptVersion[2]
////////////////////////////////////////////
//Holy shit what am I getting myself into?//
//...Oh well... time to... //
//GET! DOWN! //
////////////////////////////////////////////
script_stage_main{
//Defining a whole assload of frames
let stand = GetCurrentScriptDirectory ~ "1-43.png";
let wake1 = GetCurrentScriptDirectory ~ "44.png";
let wake2 = GetCurrentScriptDirectory ~ "45.png";
let wake3 = GetCurrentScriptDirectory ~ "46.png";
let left1 = GetCurrentScriptDirectory ~ "47.png";
let left2 = GetCurrentScriptDirectory ~ "48.png";
let left3 = GetCurrentScriptDirectory ~ "49.png";
let left4 = GetCurrentScriptDirectory ~ "50.png";
let left5 = GetCurrentScriptDirectory ~ "51.png";
let left6 = GetCurrentScriptDirectory ~ "52.png";
let left78 = GetCurrentScriptDirectory ~ "54.png";
let left9 = GetCurrentScriptDirectory ~ "55.png";
let left10 = GetCurrentScriptDirectory ~ "56.png";
let left11 = GetCurrentScriptDirectory ~ "57.png";
let left12 = GetCurrentScriptDirectory ~ "58.png";
let right1 = GetCurrentScriptDirectory ~ "59.png";
let right2 = GetCurrentScriptDirectory ~ "60.png";
let right3 = GetCurrentScriptDirectory ~ "61.png";
let right4 = GetCurrentScriptDirectory ~ "62.png";
let right5 = GetCurrentScriptDirectory ~ "63.png";
let right6 = GetCurrentScriptDirectory ~ "64.png";
let right7 = GetCurrentScriptDirectory ~ "65.png";
let right8 = GetCurrentScriptDirectory ~ "66.png";
let right9 = GetCurrentScriptDirectory ~ "67.png";
let right10 = GetCurrentScriptDirectory ~ "68.png";
let right11 = GetCurrentScriptDirectory ~ "69.png";
let right12 = GetCurrentScriptDirectory ~ "70.png";
let get1 = GetCurrentScriptDirectory ~ "get1.png";
let get2 = GetCurrentScriptDirectory ~ "get2.png";
let get3 = GetCurrentScriptDirectory ~ "get3.png";
let get4 = GetCurrentScriptDirectory ~ "get4.png";
let get5 = GetCurrentScriptDirectory ~ "get5.png";
let get6 = GetCurrentScriptDirectory ~ "get6.png";
let get7 = GetCurrentScriptDirectory ~ "get7.png";
let get8 = GetCurrentScriptDirectory ~ "get8.png";
let get9 = GetCurrentScriptDirectory ~ "get9.png";
let get10 = GetCurrentScriptDirectory ~ "get10.png";
let get11 = GetCurrentScriptDirectory ~ "get11.png";
let get12 = GetCurrentScriptDirectory ~ "get12.png";
let get13 = GetCurrentScriptDirectory ~ "get13.png";
let get14 = GetCurrentScriptDirectory ~ "get14.png";
let get15 = GetCurrentScriptDirectory ~ "get15.png";
let get16 = GetCurrentScriptDirectory ~ "get16.png";
let shake1 = GetCurrentScriptDirectory ~ "bf1.png";
let shake2 = GetCurrentScriptDirectory ~ "bf2.png";
let shake3 = GetCurrentScriptDirectory ~ "bf3.png";
let shake4 = GetCurrentScriptDirectory ~ "bf4.png";
let shake5 = GetCurrentScriptDirectory ~ "bf5.png";
let shake6 = GetCurrentScriptDirectory ~ "bf6.png";
let shake7 = GetCurrentScriptDirectory ~ "bf7.png";
let shake8 = GetCurrentScriptDirectory ~ "bf8.png";
let shake9 = GetCurrentScriptDirectory ~ "bf9.png";
let shake10 = GetCurrentScriptDirectory ~ "bf10.png";
let shake11 = GetCurrentScriptDirectory ~ "bf11.png";
let shake12 = GetCurrentScriptDirectory ~ "bf12.png";
let shake13 = GetCurrentScriptDirectory ~ "bf13.png";
let shake14 = GetCurrentScriptDirectory ~ "bf14.png";
let shake15 = GetCurrentScriptDirectory ~ "bf15.png";
let shake16 = GetCurrentScriptDirectory ~ "bf16.png";
let shake17 = GetCurrentScriptDirectory ~ "bf17.png";
let shake18 = GetCurrentScriptDirectory ~ "bf18.png";
let shake19 = GetCurrentScriptDirectory ~ "bf19.png";
let shake20 = GetCurrentScriptDirectory ~ "bf20.png";
let thrust1 = GetCurrentScriptDirectory ~ "t1.png";
let thrust2 = GetCurrentScriptDirectory ~ "t2.png";
let pause = GetCurrentScriptDirectory ~ "pause.png";
let up1 = GetCurrentScriptDirectory ~ "up1.png";
let up2 = GetCurrentScriptDirectory ~ "up2.png";
let up3 = GetCurrentScriptDirectory ~ "up3.png";
let up4 = GetCurrentScriptDirectory ~ "up4.png";
let up5 = GetCurrentScriptDirectory ~ "up5.png";
let up6 = GetCurrentScriptDirectory ~ "up6.png";
let up7 = GetCurrentScriptDirectory ~ "up7.png";
let up8 = GetCurrentScriptDirectory ~ "up8.png";
let up9 = GetCurrentScriptDirectory ~ "up9.png";
let up10 = GetCurrentScriptDirectory ~ "up10.png";
let up11 = GetCurrentScriptDirectory ~ "up11.png";
let up12 = GetCurrentScriptDirectory ~ "up12.png";
let up13 = GetCurrentScriptDirectory ~ "up13.png";
let frame = 50;
@Initialize{
//OH FUCK LAG
LoadMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav");
LoadGraphic(stand);
LoadGraphic(wake1);
LoadGraphic(wake2);
LoadGraphic(wake3);
LoadGraphic(left1);
LoadGraphic(left2);
LoadGraphic(left3);
LoadGraphic(left4);
LoadGraphic(left5);
LoadGraphic(left6);
LoadGraphic(left78);
LoadGraphic(left9);
LoadGraphic(left10);
LoadGraphic(left11);
LoadGraphic(left12);
LoadGraphic(right1);
LoadGraphic(right2);
LoadGraphic(right3);
LoadGraphic(right4);
LoadGraphic(right5);
LoadGraphic(right6);
LoadGraphic(right7);
LoadGraphic(right8);
LoadGraphic(right9);
LoadGraphic(right10);
LoadGraphic(right11);
LoadGraphic(right12);
LoadGraphic(get1);
LoadGraphic(get2);
LoadGraphic(get3);
LoadGraphic(get4);
LoadGraphic(get5);
LoadGraphic(get6);
LoadGraphic(get7);
LoadGraphic(get8);
LoadGraphic(get9);
LoadGraphic(get10);
LoadGraphic(get11);
LoadGraphic(get12);
LoadGraphic(get13);
LoadGraphic(get14);
LoadGraphic(get15);
LoadGraphic(get16);
LoadGraphic(shake1);
LoadGraphic(shake2);
LoadGraphic(shake3);
LoadGraphic(shake4);
LoadGraphic(shake5);
LoadGraphic(shake6);
LoadGraphic(shake7);
LoadGraphic(shake8);
LoadGraphic(shake9);
LoadGraphic(shake10);
LoadGraphic(shake11);
LoadGraphic(shake12);
LoadGraphic(shake13);
LoadGraphic(shake14);
LoadGraphic(shake15);
LoadGraphic(shake16);
LoadGraphic(shake17);
LoadGraphic(shake18);
LoadGraphic(shake19);
LoadGraphic(shake20);
LoadGraphic(thrust1);
LoadGraphic(thrust2);
LoadGraphic(pause);
LoadGraphic(up1);
LoadGraphic(up2);
LoadGraphic(up3);
LoadGraphic(up4);
LoadGraphic(up5);
LoadGraphic(up6);
LoadGraphic(up7);
LoadGraphic(up8);
LoadGraphic(up9);
LoadGraphic(up10);
LoadGraphic(up11);
LoadGraphic(up12);
LoadGraphic(up13);
//lol image spam
//Expert;
SetRateScoreSystemEnable(false);
SetDefaultStatusVisible(false);
}
@MainLoop{
ForbidShot(true);
ForbidBomb(true);
if(frame == 130 || frame == 1030 || frame == 1958){
ascent(i in 1..20){
CreateShot12(330,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
}
}
if(frame == 160 || frame == 1058 || frame == 1988){
ascent(i in 1..20){
CreateShot12(100,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
}
}
if(frame == 1085 || frame == 2013){
ascent(i in 1..20){
CreateShot12(224,200,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
}
}
ascent(i in 0..13){
if(frame == (178 + 40 * i) || frame == (1110 + 40 * i) ){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (180 + 40 * i) || frame == (1113 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (183 + 40 * i) || frame == (1115 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (185 + 40 * i) || frame == (1118 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (188 + 40 * i) || frame == (1120 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (190 + 40 * i) || frame == (1123 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (193 + 40 * i) || frame == (1125 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (195 + 40 * i) || frame == (1128 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (198 + 40 * i) || frame == (1130 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (200 + 40 * i) || frame == (1133 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (203 + 40 * i) || frame == (1135 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (205 + 40 * i) || frame == (1138 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (208 + 40 * i) || frame == (1140 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (210 + 40 * i) || frame == (1143 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (213 + 40 * i) || frame == (1145 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (215 + 40 * i) || frame == (1148 + 40 * i)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
}
ascent(k in 0..5){
if(frame == (2035 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2038 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2040 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2043 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2045 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2048 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2050 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2053 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2055 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2058 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2060 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2063 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2065 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2068 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2070 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == (2073 + 40 * k)){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
}
if(frame == 748 || frame == 788 || frame == 1680 || frame == 1720 || frame == 2235){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 750 || frame == 790 || frame == 1683 || frame == 1723 || frame == 2238){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 753 || frame == 793 || frame == 1685 || frame == 1725|| frame == 2240){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 755 || frame == 795 || frame == 1688 || frame == 1728 || frame == 2243){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 758 || frame == 798 || frame == 1690 || frame == 1730 || frame == 2245){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 760 || frame == 800 || frame == 1693 || frame == 1733 || frame == 2248){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 763 || frame == 803 || frame == 1695 || frame == 1735 || frame == 2250){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 765 || frame == 805 || frame == 1698 || frame == 1738 || frame == 2253){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 768 || frame == 808 || frame == 1700 || frame == 1740 || frame == 2255){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 770 || frame == 810|| frame == 1703 || frame == 1743 || frame == 2258){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 773 || frame == 813 || frame == 1705 || frame == 2260){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 775 || frame == 1708 || frame == 2263){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 778 || frame == 1710){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 780 || frame == 1713){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 783 || frame == 1715){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 785 || frame == 1718){
loop(5){
CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
}
}
if(frame == 718 || frame == 835 || frame == 1650 || frame == 1765){
ascent(i in 1..20){
CreateShot12(330,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
}
}
if(frame == 743 || frame == 860 || frame == 1675 || frame == 1790){
ascent(i in 1..20){
CreateShot12(70,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
}
}
ascent(j in 0..13){
if(frame == (865 + 10 * j) || frame == (1795 + 10 * j)){
CreateShot01(224,240,7,atan2(GetPlayerY-240,GetPlayerX-224),RED03,5);
}
if(frame == (870 + 10 * j) || frame == (1800 + 10 * j)){
CreateShot01(224,240,7,atan2(GetPlayerY-240,GetPlayerX-224),RED03,5);
}
}
if(frame == 2265){
ascent(i in 0..360){
CreateShot01(224,240,9,i,RED01,0);
}
}
frame++;
}
@DrawLoop
{
}
@BackGround{
//I feel really sorry for animators
if(frame == 50){
PlayMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav");
SetTexture(stand);
}
if(frame == 110){
SetTexture(wake1);
}
if(frame == 113){
SetTexture(wake2);
}
if(frame == 115){
SetTexture(wake3);
}
if(frame == 118){
SetTexture(left1);
}
if(frame == 120){
SetTexture(left2);
}
if(frame == 123){
SetTexture(left3);
}
if(frame == 125){
SetTexture(left4);
}
if(frame == 128){
SetTexture(left5);
}
if(frame == 130){
SetTexture(left6);
}
if(frame == 133){
SetTexture(left78);
}
if(frame == 138){
SetTexture(left9);
}
if(frame == 140){
SetTexture(left10);
}
if(frame == 143){
SetTexture(left11);
}
if(frame == 145){
SetTexture(left12);
}
if(frame == 148){
SetTexture(right1);
}
if(frame == 150){
SetTexture(right2);
}
if(frame == 153){
SetTexture(right3);
}
if(frame == 155){
SetTexture(right4);
}
if(frame == 158){
SetTexture(right5);
}
if(frame == 160){
SetTexture(right6);
}
if(frame == 163){
SetTexture(right7);
}
if(frame == 165){
SetTexture(right8);
}
if(frame == 168){
SetTexture(right9);
}
if(frame == 170){
SetTexture(right10);
}
if(frame == 173){
SetTexture(right11);
}
if(frame == 175){
SetTexture(right12);
}
ascent(i in 0..13){
if(frame == (178 + 40 * i)){
SetTexture(get1);
}
if(frame == (180 + 40 * i)){
SetTexture(get2);
}
if(frame == (183 + 40 * i)){
SetTexture(get3);
}
if(frame == (185 + 40 * i)){
SetTexture(get4);
}
if(frame == (188 + 40 * i)){
SetTexture(get5);
}
if(frame == (190 + 40 * i)){
SetTexture(get6);
}
if(frame == (193 + 40 * i)){
SetTexture(get7);
}
if(frame == (195 + 40 * i)){
SetTexture(get8);
}
if(frame == (198 + 40 * i)){
SetTexture(get9);
}
if(frame == (200 + 40 * i)){
SetTexture(get10);
}
if(frame == (203 + 40 * i)){
SetTexture(get11);
}
if(frame == (205 + 40 * i)){
SetTexture(get12);
}
if(frame == (208 + 40 * i)){
SetTexture(get13);
}
if(frame == (210 + 40 * i)){
SetTexture(get14);
}
if(frame == (213 + 40 * i)){
SetTexture(get15);
}
if(frame == (215 + 40 * i)){
SetTexture(get16);
}
}
if(frame == 698){
SetTexture(shake1);
}
if(frame == 700){
SetTexture(shake2);
}
if(frame == 703){
SetTexture(shake3);
}
if(frame == 705){
SetTexture(shake4);
}
if(frame == 708){
SetTexture(shake5);
}
if(frame == 710){
SetTexture(shake6);
}
if(frame == 713){
SetTexture(shake7);
}
if(frame == 715){
SetTexture(shake8);
}
if(frame == 718){
SetTexture(shake9);
}
if(frame == 720){
SetTexture(shake10);
}
if(frame == 723){
SetTexture(shake11);
}
if(frame == 725){
SetTexture(shake12);
}
if(frame == 728){
SetTexture(shake13);
}
if(frame == 730){
SetTexture(shake14);
}
if(frame == 733){
SetTexture(shake15);
}
if(frame == 735){
SetTexture(shake16);
}
if(frame == 738){
SetTexture(shake17);
}
if(frame == 740){
SetTexture(shake18);
}
if(frame == 743){
SetTexture(shake19);
}
if(frame == 745){
SetTexture(shake20);
}
if(frame == 748){
SetTexture(get1);
}
if(frame == 750){
SetTexture(get2);
}
if(frame == 753){
SetTexture(get3);
}
if(frame == 755){
SetTexture(get4);
}
if(frame == 758){
SetTexture(get5);
}
if(frame == 760){
SetTexture(get6);
}
if(frame == 763){
SetTexture(get7);
}
if(frame == 765){
SetTexture(get8);
}
if(frame == 768){
SetTexture(get9);
}
if(frame == 770){
SetTexture(get10);
}
if(frame == 773){
SetTexture(get11);
}
if(frame == 775){
SetTexture(get12);
}
if(frame == 778){
SetTexture(get13);
}
if(frame == 780){
SetTexture(get14);
}
if(frame == 783){
SetTexture(get15);
}
if(frame == 785){
SetTexture(get16);
}
if(frame == 788){
SetTexture(get1);
}
if(frame == 790){
SetTexture(get2);
}
if(frame == 793){
SetTexture(get3);
}
if(frame == 795){
SetTexture(get4);
}
if(frame == 798){
SetTexture(get5);
}
if(frame == 800){
SetTexture(get6);
}
if(frame == 803){
SetTexture(get7);
}
if(frame == 805){
SetTexture(get8);
}
if(frame == 808){
SetTexture(get9);
}
if(frame == 810){
SetTexture(get10);
}
if(frame == 813){
SetTexture(get11);
}
if(frame == 815){
SetTexture(shake1);
}
if(frame == 818){
SetTexture(shake2);
}
if(frame == 820){
SetTexture(shake3);
}
if(frame == 823){
SetTexture(shake4);
}
if(frame == 825){
SetTexture(shake5);
}
if(frame == 828){
SetTexture(shake6);
}
if(frame == 830){
SetTexture(shake7);
}
if(frame == 833){
SetTexture(shake8);
}
if(frame == 835){
SetTexture(shake9);
}
if(frame == 838){
SetTexture(shake10);
}
if(frame == 840){
SetTexture(shake11);
}
if(frame == 843){
SetTexture(shake12);
}
if(frame == 845){
SetTexture(shake13);
}
if(frame == 848){
SetTexture(shake14);
}
if(frame == 850){
SetTexture(shake15);
}
if(frame == 853){
SetTexture(shake16);
}
if(frame == 855){
SetTexture(shake17);
}
if(frame == 858){
SetTexture(shake18);
}
if(frame == 860){
SetTexture(shake19);
}
if(frame == 863){
SetTexture(shake20);
}
ascent(j in 0..13){
if(frame == (865 + 10 * j)){
SetTexture(thrust1);
}
if(frame == (870 + 10 * j)){
SetTexture(thrust2);
}
}
if(frame == 995){
SetTexture(pause);
}
if(frame == 1020){
SetTexture(left3);
}
if(frame == 1023){
SetTexture(left4);
}
if(frame == 1025){
SetTexture(left5);
}
if(frame == 1028){
SetTexture(left6);
}
if(frame == 1030){
SetTexture(left78);
}
if(frame == 1033){
SetTexture(left9);
}
if(frame == 1035){
SetTexture(left10);
}
if(frame == 1038){
SetTexture(left11);
}
if(frame == 1040){
SetTexture(left12);
}
if(frame == 1043){
SetTexture(right1);
}
if(frame == 1045){
SetTexture(right2);
}
if(frame == 1048){
SetTexture(right3);
}
if(frame == 1050){
SetTexture(right4);
}
if(frame == 1053){
SetTexture(right5);
}
if(frame == 1055){
SetTexture(right6);
}
if(frame == 1058){
SetTexture(right7);
}
if(frame == 1060){
SetTexture(right8);
}
if(frame == 1063){
SetTexture(right9);
}
if(frame == 1065){
SetTexture(right10);
}
if(frame == 1068){
SetTexture(right11);
}
if(frame == 1070){
SetTexture(right12);
}
if(frame == 1073){
SetTexture(up1);
}
if(frame == 1075){
SetTexture(up2);
}
if(frame == 1078){
SetTexture(up3);
}
if(frame == 1080){
SetTexture(up4);
}
if(frame == 1085){
SetTexture(up5);
}
if(frame == 1088){
SetTexture(up6);
}
if(frame == 1090){
SetTexture(up7);
}
if(frame == 1093){
SetTexture(up8);
}
if(frame == 1095){
SetTexture(up9);
}
if(frame == 1098){
SetTexture(up10);
}
if(frame == 1100){
SetTexture(up11);
}
if(frame == 1103){
SetTexture(up12);
}
if(frame == 1105){
SetTexture(up13);
}
ascent(k in 0..13){
if(frame == (1110 + 40 * k)){
SetTexture(get1);
}
if(frame == (1113 + 40 * k)){
SetTexture(get2);
}
if(frame == (1115 + 40 * k)){
SetTexture(get3);
}
if(frame == (1118 + 40 * k)){
SetTexture(get4);
}
if(frame == (1120 + 40 * k)){
SetTexture(get5);
}
if(frame == (1123 + 40 * k)){
SetTexture(get6);
}
if(frame == (1125 + 40 * k)){
SetTexture(get7);
}
if(frame == (1128 + 40 * k)){
SetTexture(get8);
}
if(frame == (1130 + 40 * k)){
SetTexture(get9);
}
if(frame == (1133 + 40 * k)){
SetTexture(get10);
}
if(frame == (1135 + 40 * k)){
SetTexture(get11);
}
if(frame == (1138 + 40 * k)){
SetTexture(get12);
}
if(frame == (1140 + 40 * k)){
SetTexture(get13);
}
if(frame == (1143 + 40 * k)){
SetTexture(get14);
}
if(frame == (1145 + 40 * k)){
SetTexture(get15);
}
if(frame == (1148 + 40 * k)){
SetTexture(get16);
}
}
if(frame == 1630){
SetTexture(shake1);
}
if(frame == 1633){
SetTexture(shake2);
}
if(frame == 1635){
SetTexture(shake3);
}
if(frame == 1638){
SetTexture(shake4);
}
if(frame == 1640){
SetTexture(shake5);
}
if(frame == 1643){
SetTexture(shake6);
}
if(frame == 1645){
SetTexture(shake7);
}
if(frame == 1648){
SetTexture(shake8);
}
if(frame == 1650){
SetTexture(shake9);
}
if(frame == 1652){
SetTexture(shake10);
}
if(frame == 1655){
SetTexture(shake11);
}
if(frame == 1658){
SetTexture(shake12);
}
if(frame == 1660){
SetTexture(shake13);
}
if(frame == 1663){
SetTexture(shake14);
}
if(frame == 1665){
SetTexture(shake15);
}
if(frame == 1668){
SetTexture(shake16);
}
if(frame == 1670){
SetTexture(shake17);
}
if(frame == 1673){
SetTexture(shake18);
}
if(frame == 1675){
SetTexture(shake19);
}
if(frame == 1678){
SetTexture(shake20);
}
if(frame == 1680){
SetTexture(get1);
}
if(frame == 1683){
SetTexture(get2);
}
if(frame == 1685){
SetTexture(get3);
}
if(frame == 1688){
SetTexture(get4);
}
if(frame == 1690){
SetTexture(get5);
}
if(frame == 1693){
SetTexture(get6);
}
if(frame == 1695){
SetTexture(get7);
}
if(frame == 1698){
SetTexture(get8);
}
if(frame == 1700){
SetTexture(get9);
}
if(frame == 1703){
SetTexture(get10);
}
if(frame == 1705){
SetTexture(get11);
}
if(frame == 1708){
SetTexture(get12);
}
if(frame == 1710){
SetTexture(get13);
}
if(frame == 1713){
SetTexture(get14);
}
if(frame == 1715){
SetTexture(get15);
}
if(frame == 1718){
SetTexture(get16);
}
if(frame == 1720){
SetTexture(get1);
}
if(frame == 1723){
SetTexture(get2);
}
if(frame == 1725){
SetTexture(get3);
}
if(frame == 1728){
SetTexture(get4);
}
if(frame == 1730){
SetTexture(get5);
}
if(frame == 1733){
SetTexture(get6);
}
if(frame == 1735){
SetTexture(get7);
}
if(frame == 1738){
SetTexture(get8);
}
if(frame == 1740){
SetTexture(get9);
}
if(frame == 1743){
SetTexture(get10);
}
if(frame == 1745){
SetTexture(shake1);
}
if(frame == 1748){
SetTexture(shake2);
}
if(frame == 1750){
SetTexture(shake3);
}
if(frame == 1753){
SetTexture(shake4);
}
if(frame == 1755){
SetTexture(shake5);
}
if(frame == 1758){
SetTexture(shake6);
}
if(frame == 1760){
SetTexture(shake7);
}
if(frame == 1763){
SetTexture(shake8);
}
if(frame == 1765){
SetTexture(shake9);
}
if(frame == 1768){
SetTexture(shake10);
}
if(frame == 1770){
SetTexture(shake11);
}
if(frame == 1773){
SetTexture(shake12);
}
if(frame == 1775){
SetTexture(shake13);
}
if(frame == 1778){
SetTexture(shake14);
}
if(frame == 1780){
SetTexture(shake15);
}
if(frame == 1783){
SetTexture(shake16);
}
if(frame == 1785){
SetTexture(shake17);
}
if(frame == 1788){
SetTexture(shake18);
}
if(frame == 1790){
SetTexture(shake19);
}
if(frame == 1793){
SetTexture(shake20);
}
ascent(j in 0..13){
if(frame == (1795 + 10 * j)){
SetTexture(thrust1);
}
if(frame == (1800 + 10 * j)){
SetTexture(thrust2);
}
}
if(frame == 1923){
SetTexture(pause);
}
if(frame == 1948){
SetTexture(left3);
}
if(frame == 1950){
SetTexture(left4);
}
if(frame == 1953){
SetTexture(left5);
}
if(frame == 1955){
SetTexture(left6);
}
if(frame == 1958){
SetTexture(left78);
}
if(frame == 1963){
SetTexture(left9);
}
if(frame == 1965){
SetTexture(left10);
}
if(frame == 1968){
SetTexture(left11);
}
if(frame == 1970){
SetTexture(left12);
}
if(frame == 1973){
SetTexture(right1);
}
if(frame == 1975){
SetTexture(right2);
}
if(frame == 1978){
SetTexture(right3);
}
if(frame == 1980){
SetTexture(right4);
}
if(frame == 1983){
SetTexture(right5);
}
if(frame == 1985){
SetTexture(right6);
}
if(frame == 1988){
SetTexture(right7);
}
if(frame == 1990){
SetTexture(right8);
}
if(frame == 1993){
SetTexture(right9);
}
if(frame == 1995){
SetTexture(right10);
}
if(frame == 1998){
SetTexture(right11);
}
if(frame == 2000){ //WHAT!? TWO THOUSAND!?
SetTexture(right12);
}
if(frame == 2003){
SetTexture(up1);
}
if(frame == 2005){
SetTexture(up2);
}
if(frame == 2008){
SetTexture(up3);
}
if(frame == 2010){
SetTexture(up4);
}
if(frame == 2013){
SetTexture(up5);
}
if(frame == 2015){
SetTexture(up6);
}
if(frame == 2018){
SetTexture(up7);
}
if(frame == 2020){
SetTexture(up8);
}
if(frame == 2023){
SetTexture(up9);
}
if(frame == 2025){
SetTexture(up10);
}
if(frame == 2028){
SetTexture(up11);
}
if(frame == 2030){
SetTexture(up12);
}
if(frame == 2033){
SetTexture(up13);
}
ascent(k in 0..5){
if(frame == (2035 + 40 * k)){
SetTexture(get1);
}
if(frame == (2038 + 40 * k)){
SetTexture(get2);
}
if(frame == (2040 + 40 * k)){
SetTexture(get3);
}
if(frame == (2043 + 40 * k)){
SetTexture(get4);
}
if(frame == (2045 + 40 * k)){
SetTexture(get5);
}
if(frame == (2048 + 40 * k)){
SetTexture(get6);
}
if(frame == (2050 + 40 * k)){
SetTexture(get7);
}
if(frame == (2053 + 40 * k)){
SetTexture(get8);
}
if(frame == (2055 + 40 * k)){
SetTexture(get9);
}
if(frame == (2058 + 40 * k)){
SetTexture(get10);
}
if(frame == (2060 + 40 * k)){
SetTexture(get11);
}
if(frame == (2063 + 40 * k)){
SetTexture(get12);
}
if(frame == (2065 + 40 * k)){
SetTexture(get13);
}
if(frame == (2068 + 40 * k)){
SetTexture(get14);
}
if(frame == (2070 + 40 * k)){
SetTexture(get15);
}
if(frame == (2073 + 40 * k)){
SetTexture(get16);
}
}
if(frame == 2235){
SetTexture(get1);
}
if(frame == 2238){
SetTexture(get2);
}
if(frame == 2240){
SetTexture(get3);
}
if(frame == 2243){
SetTexture(get4);
}
if(frame == 2245){
SetTexture(get5);
}
if(frame == 2248){
SetTexture(get6);
}
if(frame == 2250){
SetTexture(get7);
}
if(frame == 2253){
SetTexture(get8);
}
if(frame == 2255){
SetTexture(get9);
}
if(frame == 2258){
SetTexture(get10);
}
if(frame == 2260){
SetTexture(get11);
}
if(frame == 2263){
SetTexture(get12);
}
if(frame == 2265){
SetTexture(wake3);
}
if(frame == 2268){
SetTexture(wake2);
}
if(frame == 2270){
SetTexture(wake1);
}
if(frame == 2273){
SetTexture(stand);
}
if(frame == 2300){
ClearStage;
}
SetGraphicRect(0, 0, 512, 384);
DrawGraphic(GetCenterX(), GetCenterY());
}
@Finalize
{
DeleteMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav")
}
}
Featuring crappy danmaku and even crappier code
I'm currently cleaning it up but though I'd post this for the :V
:awesome:
-
Today's dish is a delicious helping of Brofists, Anchors, and Huge Reimus: http://www.mediafire.com/?mhimwkwmmk2
Enjoy!
-
Right on, I got one with brofists only! Unzaaaaaaan!
-
Never twice the same :3
-
And now, a player script!
Introducing GOD RUMIA: http://www.mediafire.com/?goiuj0hyjil
NONE CAN STAND BEFORE HER MIGHT
-
THE BEST
-
Feel free to use her to cap every spell in existance.
-
ROOM ROOM ROOMIA
-
More like DOOMIA
Oh shi 616th post
-
GODRUMIA HAS BEEN IMPROVED
GODRUMIA ver. 1.YEAH: http://www.mediafire.com/?kod4hwrkiym
Hmm, might add a few more things later to make her even more awesome.
-
HAHAHAHA
You totally need to do a Unzan player Script.
-
Dohohoho the brofists can destroy the tiles in Phantasm Romance Stage 5!
-
GODRUMIA v3: http://www.mediafire.com/?xdedjymzuyn
Rumia now autocollects items all the time. Also her BROFIST is less spazzy, which I guess could be a downside in some ways? :V
Anyways I only made slight changes to her since I've taken on a new project. It's another player script similar to GODRUMIA, only this time I focued on trying to make it as AWESOME AS POSSIBLE.
Look forward to it :V
-
Hey look,
TRAIN DANMAKU used by members of this forum :V (http://www.shrinemaiden.org/forum/index.php?topic=2474.0)
(btw I haven't really been working on my player script since it involved a lot of messing with drawing functions which I kinda got tired of after a while :V)
-
My super sexy awesome entry for the second contest! (http://www.mediafire.com/?2mnmtjwnqqj)
Too bad it was disqualified :V
-
Holy crap. This...
This topic is ridiculous.
Ridiculously epic.
-
Holy crap. This...
This topic is ridiculous.
Ridiculously epic.
:V
-
Wut, now that you've made a brofist replacement, what will you do with this?
-
Wut, now that you've made a brofist replacement, what will you do with this?
i unno
Maybe other people can post their brofist scripts here or somethin