Mercurial > touhou
comparison data/ST/etama4.script @ 121:1bc0ad774ed4
More impressive data, use a wider range of things, and document things!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 09 Sep 2011 21:36:53 +0200 |
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120:4300a832f033 | 121:1bc0ad774ed4 |
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1 ENTRY 0 | |
2 Name: data/etama/etama4.png | |
3 Format: 1 | |
4 Width: 256 | |
5 Height: 256 | |
6 | |
7 # Large bullets | |
8 Sprite: 0 64*64+0+0 | |
9 Sprite: 1 64*64+64+0 | |
10 Sprite: 2 64*64+128+0 | |
11 Sprite: 3 64*64+192+0 | |
12 | |
13 # Large numbers | |
14 Sprite: 4 64*64+0+64 | |
15 Sprite: 5 64*64+64+64 | |
16 Sprite: 6 64*64+128+64 | |
17 Sprite: 7 64*64+192+64 | |
18 | |
19 # Effects | |
20 Sprite: 8 64*64+0+128 # Large effect | |
21 Sprite: 9 32*32+64+160 # Small effect | |
22 Sprite: 10 32*32+96+160 # Small warp-shaped effect | |
23 Sprite: 11 32*32+128+160 # Small effect | |
24 Sprite: 12 32*32+160+160 # Small square | |
25 | |
26 # Small numbers | |
27 Sprite: 13 16*16+0+240 | |
28 Sprite: 14 16*16+16+240 | |
29 Sprite: 15 16*16+32+240 | |
30 Sprite: 16 16*16+48+240 | |
31 Sprite: 17 16*16+64+240 | |
32 Sprite: 18 16*16+80+240 | |
33 Sprite: 19 16*16+96+240 | |
34 Sprite: 20 16*16+112+240 | |
35 Sprite: 21 16*16+128+240 | |
36 Sprite: 22 16*16+144+240 | |
37 Sprite: 23 16*16+160+240 | |
38 Sprite: 24 16*16+176+240 | |
39 Sprite: 25 16*16+192+240 | |
40 Sprite: 26 16*16+208+240 | |
41 Sprite: 27 16*16+224+240 | |
42 Sprite: 28 16*16+240+240 | |
43 | |
44 | |
45 # HARDCODED: Bullet type 9 | |
46 Script: 0 | |
47 Instruction: 0 0 1 0 | |
48 Instruction: 0 0 13 | |
49 Instruction: 0 0 15 | |
50 | |
51 # HARDCODED: cancel anim for bullet type 9 | |
52 Script: 1 | |
53 Instruction: 0 0 1 0 | |
54 Instruction: 0 0 15 | |
55 | |
56 # HARDCODED: launch anim for bullet type 9, flag 2, 4, 8 | |
57 Script: 2 | |
58 Instruction: 0 0 1 0 | |
59 Instruction: 0 0 15 | |
60 | |
61 # HARDCODED: explosion (ECL instruction 118) effect type 0, also used as default death anim | |
62 Script: 3 | |
63 Instruction: 0 0 1 10 | |
64 Instruction: 0 0 13 | |
65 Instruction: 0 0 11 0.1f 0.1f | |
66 Instruction: 0 0 12 0 30 | |
67 Instruction: 0 0 10 0.0f 0.0f 0.15f | |
68 Instruction: 30 0 0 | |
69 | |
70 # HARDCODED: explosion (ECL instruction 118) effect type 1 | |
71 Script: 4 | |
72 Instruction: 0 0 1 0 | |
73 Instruction: 0 0 0 | |
74 | |
75 # HARDCODED: explosion (ECL instruction 118) effect type 2 | |
76 Script: 5 | |
77 Instruction: 0 0 1 0 | |
78 Instruction: 0 0 0 | |
79 | |
80 # HARDCODED: explosion (ECL instruction 118) effect type 3, also used as death (bomb) particles | |
81 Script: 6 | |
82 Instruction: 0 0 1 13 | |
83 Instruction: 0 0 0 | |
84 | |
85 # HARDCODED: explosion (ECL instruction 118) effect type 17 | |
86 Script: 7 | |
87 Instruction: 0 0 1 0 | |
88 Instruction: 420 0 0 | |
89 | |
90 # TODO: ??? Used in stage 6 | |
91 Script: 8 | |
92 Instruction: 0 0 1 0 | |
93 Instruction: 420 0 0 | |
94 | |
95 # HARDCODED: explosion (ECL instruction 118) effect type 4, also used as death particles | |
96 Script: 9 | |
97 Instruction: 0 0 1 0 | |
98 Instruction: 0 0 0 | |
99 | |
100 # HARDCODED: explosion (ECL instruction 118) effect type 5, also used as hit particles | |
101 Script: 10 | |
102 Instruction: 0 0 1 0 | |
103 Instruction: 0 0 0 | |
104 | |
105 # HARDCODED: explosion (ECL instruction 118) effect type 6, also used as bomb effects | |
106 Script: 11 | |
107 Instruction: 0 0 1 0 | |
108 Instruction: 0 0 0 | |
109 | |
110 # HARDCODED: explosion (ECL instruction 118) effect type 7 | |
111 #TODO: check that it doesn't change anything with vanilla data | |
112 Script: 12 | |
113 Instruction: 0 0 1 0 | |
114 Instruction: 0 0 0 | |
115 | |
116 # HARDCODED: explosion (ECL instruction 118) effect type 8, also used as grazing effect | |
117 Script: 13 | |
118 Instruction: 0 0 1 13 | |
119 Instruction: 0 0 13 | |
120 Instruction: 40 0 0 | |
121 | |
122 # HARDCODED: explosion (ECL instruction 118) effect type 9 | |
123 #TODO: check that it doesn't change anything with vanilla data | |
124 Script: 14 | |
125 Instruction: 0 0 1 0 | |
126 Instruction: 0 0 0 | |
127 | |
128 # HARDCODED: explosion (ECL instruction 118) effect type 10 | |
129 #TODO: check that it doesn't change anything with vanilla data | |
130 Script: 15 | |
131 Instruction: 0 0 1 0 | |
132 Instruction: 0 0 0 | |
133 | |
134 # HARDCODED: explosion (ECL instruction 118) effect type 11 | |
135 #TODO: check that it doesn't change anything with vanilla data | |
136 Script: 16 | |
137 Instruction: 0 0 1 0 | |
138 Instruction: 0 0 0 | |
139 | |
140 # HARDCODED: explosion (ECL instruction 118) effect type 12, also used as hit/player death anim, also used with (some?) ECL 121 functions | |
141 Script: 17 | |
142 Instruction: 0 0 1 8 | |
143 Instruction: 0 0 13 | |
144 Instruction: 0 0 12 0 40 | |
145 Instruction: 0 0 11 0.2f 0.2f | |
146 Instruction: 200 0 0 | |
147 | |
148 # HARDCODED: explosion (ECL instruction 118) effect type (13, 14, 15), also used as "square effect" (ECL instruction 102) | |
149 Script: 18 | |
150 Instruction: 0 0 1 12 | |
151 Instruction: 0 0 2 0.5f 0.5f | |
152 Instruction: 0 0 10 0.0f 0.0f 0.1f | |
153 Instruction: 0 0 13 | |
154 Instruction: 4000 0 0 | |
155 | |
156 # TODO | |
157 Script: 19 | |
158 Instruction: 0 0 1 0 | |
159 Instruction: 420 0 0 | |
160 | |
161 # TODO | |
162 Script: 20 | |
163 Instruction: 0 0 1 0 | |
164 Instruction: 420 0 0 | |
165 |