This is my first script for Danmakufu.  The script comes with a fresh copy of Danmakufu Woo(by Wishmakers) because it's the version I made the script on.
I've started learning how to use danmakufu and started working on this about 2-3 months ago. 
It might not be super impressive or innovative, but I'm very proud of what I made.

Junko has 4 nonspells and 7 spells, 1 of them is a timeout spell (just like in the original game.
Non spells are pretty standard Junko danmaku, but the spells are my own take on what danmaku Junko would use. 
The danmaku is meant to represent any combination of simplicity, purity, anger and intent to overwhelm the player.
All nons should be killable in 15-20 seconds, spells should usually take 20-30 seconds (timeout and final spell excluded). Bombs don't deal much damage because you can shoot during them.

Preview: https://www.youtube.com/watch?v=Z5YBtiT9YPw

The script is a plural script, but all attacks can be played as singles. 
The plural script gives you 9 lives and bombs reset to 3 when you die.

I changed some things since I made my video. One spell got harder, otherwise it's mainly bugfixes and stuff that makes stuff look smoother. I swear this is also the last time I change Junko's background colors in my obsession to make it just like the original (which I can't seem to replicate).
But if you are having any issues message me on Discord (Lusus#1640) or leave a comment on my video.

If the entire script lags:
--This is probably because of the spell background. I included a simpler background in the same location as this text file called "JunkoBackground(Low).dnh". Rename it to "JunkoBackground.dnh" and put it in "Danmakufu Woo (by Wishmakers)>Script>Junko by Lusus" and replace the file (or backup the original first).
--This will hopefully get rid of the lag. If it doesn't please tell me.

If a specific attack lags but others work fine, please tell me which, along with any other issues you may have.

Getting some feedback on sound volume would be nice too. My hearing has not been that well lately so I probably haven't balanced the audio that well.

Credits and thanks to:
-Reimu, Junko, Touhou, graphics and the music belong to ZUN
-mkm for the Danmakufu ph3 engine, Wishmakers for improving it
-Sparen and Helepolis for their Danmakufu tutorials
-Ultima for the Reimu DDC player
-ExPorygon for the ZUN and Allstar shotsheets
-Gtbot for circle healthbar and spell cutins
-InceRabbit for letting me copy and edit his non spell background (the sea and moon)
-People from Bullet Hell Engines that helped me with a few questions I asked
-Other scripters for inspiration 
-Everybody who has given me positive reception so far, I can't thank you enough!

And now for a very large spell guide and random thoughts. I recommend playing the script without it, but I've written this as a guide in case someone has trouble:

Non spell 1:
-This is just simple left right left through the waves that form. Keep in mind though that the waves alternate (so the second one is right left right).

Spell 1 "Pristine Display of Power":
-The blue bullets are completely static, but start going into a different direction once Junko charges and releases 8 bullets.
-The red bullets are fired randomly to the left and right of Junko, they are both always fired at the same height and explode at the same time so you can always either dodge one at a time or both at once at the middle.
-The charged up part with 8 red rings is completely static(including the blue wave) and can be memorized.
-Fun fact: this spell was made just because I had no spell that I felt like would be fitting Junko enough for a first spell. And also the second part of it exists just because I wanted to use my new charge effect I made around the same time in more things.

Non spell 2:
-Junko fires a ring twice that falls straight down after a delay, then moves. It's tight but pretty simple. The rings are always fired at the same pace no matter if Junko moved or not.

Spell 2 "Cleansing of Impure Lands"
-Junko fires a bullet that explodes pseudo-Lilies style. The edge of the screen that is hit will spawn bullets for a while, the edge can be hit up to 3 times to spawn more bullets with different speeds, and the time before it disappears gets reset with each one.
-I do this spell by just staying at the bottom and taking care that I don't misidrect the bullets Junko fires into any edge besides the bottom of the screen.
-After 5 bullets Junko wuill charge up and release 3 bullets at once, 1 of them is aimed at you while other 2 will fire relative to the first bullet (usually hitting the left and right side if she fired downwards). Junko will stop firing until all the waves almost disappear, then chargeup and rapidly fire 3 bullets at you. The spell should die shortly after.
-The "fire" might look random but it actually spawns in evenly spaced out waves with a random delay, this hopefully makes it so RNG has very slim chance of completely walling you (at least in my experience it's rare). Also less fires spawn from al sides after Junko charges up and fires 3 bullets.
-Don't move if you don't have to during the second portion, and don't get greedy trying to finish up Junko like I did way too many times.
-What better way to purify something than to completely annihilate it?

Non Spell 3:
-This looks tricky but Junko actually always fires the initial bullets at the exact same directions, so the only thing that changes in the pattern is slight differences in time the rings of bullets take to appear. It can almost be dodged the exact same way every time.
-I am aware that the big bullet and small bullets kind of blend in. I'm not really sure what to do about it, tbh I kept it in with the justification that Junko always fires the same way and that it can be kept in mind.

Spell 3 "Self Reflecting Impurity"
-This is completely aimed at you/relative to your position. The goal is to constnatly make yourself a path you can move through so you can stay in the middle. It is possible to untrap yourself if you get stuck in a corner, although it is hard.
-Be careful about running into the fast bullets while attempting to move through gaps. Don't stay in one spot too long.
-If you need a better tip on how to do it, watch how I did it in my video.

Non Spell 4:
-Go between the rings as they expand and go out when they shrink. Try to position yourself in the center of the rings because the bullets from other rings won't reach there.

Spell 4 "Pure Vengeful Hell"
-This spell looks overwhelming but it's actually pretty simple. Junko fires constant rings of bullets while occassionaly moving. The gaps make lanes you can safely be in while waiting for Junko to move again, but even dodging between the bullets isn't that hard to get used to.
-The lanes will change direction after every 4 shots (2 normal bullets, 2 fire bullets).
-Protip: The firing delay after each fire bullet is slightly longer than after each normal bullet. Aka: The gaps made after a fire bullet are bigger and easier to go through.
-The fire is mainly there to make the spell look nicer. The background gets darker to make it way easier to see.

Spell 5 "Simple Danmaku for Silencing Brats"
-Junko will constnatly fire lasers at you that spawn bullets behind them. The pattern of the bullets is always the same althoguh it is influenced by the angle of the laser.
-The only tip I can give her is to not get trapped near the wall, because it can be very hard to get out.
-This spell dies extremely fast if you can frequently shot Junko, but good luck with that.

Spell 6 "Overwhelming Purity"
-You have to manouver around Junko twice through progressively tighter bullets while trying to outrun a wall. There is a sound effect that plays both times the bullets get denser.
-After you come around the second time you can sit at the bottom and the spell will end before the wall reaches you.
-You can dodge the walls at the edges of the screen if you hate fun.
-Fun fact: This was originally a normal spell and I had another time out. But since the timeout I had before was boring and I was worried people would not be able to kill Junko after the second wave (or cheese it with homing), I decided to just make this a timeout spell.

Spell 7 No Name 
-The first wave is easy, you can almost completely safespot it.I made it die extremely fast so you can see what you have to keep in mind and then jump right into the actual difficult part.
-The second wave adds big bullets to the mix. The second wave of bullets after the first always goes where the gaps in the previous wave were. After that the pair of waves will be slightly offset from where they fired before.
-The third wave adds lasers which limit your movement. There are 2 waves of lasers that always fire at the exact same spot with the exact same delays.
-The best tip here is to look ahead where the first and second patterns are going to be and try to dodge them one at a time. Lasers simply force you to move to a little every time, but you can always damage Junko.
-And yes it is intentional that this spell has no name. The spell is meant to be Junko purifying her own danmaku overtime, if it had a name then it wouldn't be completely pure. I originally had a spell concept like this but with circles, but that ended up PDH2 and also not that exciting. I also originally thought of having a spell name that quickly got erased, but I decided against it.
-You can probably notice that it's somewhat inspired by Yuke's Junko final. I noticed that the pattern was somewhat similar and decided that I want to replicate the same kind of effect Yuke had in his boss rush. 

And that pretty much wraps it up. Thank you for playing or reading, and please leave feedback or notify me of any bugs you find!

- Lusus


