Mercurial > touhou
view data/ST/etama4.script @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | 1bc0ad774ed4 |
children |
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ENTRY 0 Name: data/etama/etama4.png Format: 1 Width: 256 Height: 256 # Large bullets Sprite: 0 64*64+0+0 Sprite: 1 64*64+64+0 Sprite: 2 64*64+128+0 Sprite: 3 64*64+192+0 # Large numbers Sprite: 4 64*64+0+64 Sprite: 5 64*64+64+64 Sprite: 6 64*64+128+64 Sprite: 7 64*64+192+64 # Effects Sprite: 8 64*64+0+128 # Large effect Sprite: 9 32*32+64+160 # Small effect Sprite: 10 32*32+96+160 # Small warp-shaped effect Sprite: 11 32*32+128+160 # Small effect Sprite: 12 32*32+160+160 # Small square # Small numbers Sprite: 13 16*16+0+240 Sprite: 14 16*16+16+240 Sprite: 15 16*16+32+240 Sprite: 16 16*16+48+240 Sprite: 17 16*16+64+240 Sprite: 18 16*16+80+240 Sprite: 19 16*16+96+240 Sprite: 20 16*16+112+240 Sprite: 21 16*16+128+240 Sprite: 22 16*16+144+240 Sprite: 23 16*16+160+240 Sprite: 24 16*16+176+240 Sprite: 25 16*16+192+240 Sprite: 26 16*16+208+240 Sprite: 27 16*16+224+240 Sprite: 28 16*16+240+240 # HARDCODED: Bullet type 9 Script: 0 Instruction: 0 0 1 0 Instruction: 0 0 13 Instruction: 0 0 15 # HARDCODED: cancel anim for bullet type 9 Script: 1 Instruction: 0 0 1 0 Instruction: 0 0 15 # HARDCODED: launch anim for bullet type 9, flag 2, 4, 8 Script: 2 Instruction: 0 0 1 0 Instruction: 0 0 15 # HARDCODED: explosion (ECL instruction 118) effect type 0, also used as default death anim Script: 3 Instruction: 0 0 1 10 Instruction: 0 0 13 Instruction: 0 0 11 0.1f 0.1f Instruction: 0 0 12 0 30 Instruction: 0 0 10 0.0f 0.0f 0.15f Instruction: 30 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 1 Script: 4 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 2 Script: 5 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 3, also used as death (bomb) particles Script: 6 Instruction: 0 0 1 13 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 17 Script: 7 Instruction: 0 0 1 0 Instruction: 420 0 0 # TODO: ??? Used in stage 6 Script: 8 Instruction: 0 0 1 0 Instruction: 420 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 4, also used as death particles Script: 9 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 5, also used as hit particles Script: 10 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 6, also used as bomb effects Script: 11 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 7 #TODO: check that it doesn't change anything with vanilla data Script: 12 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 8, also used as grazing effect Script: 13 Instruction: 0 0 1 13 Instruction: 0 0 13 Instruction: 40 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 9 #TODO: check that it doesn't change anything with vanilla data Script: 14 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 10 #TODO: check that it doesn't change anything with vanilla data Script: 15 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 11 #TODO: check that it doesn't change anything with vanilla data Script: 16 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 12, also used as hit/player death anim, also used with (some?) ECL 121 functions Script: 17 Instruction: 0 0 1 8 Instruction: 0 0 13 Instruction: 0 0 12 0 40 Instruction: 0 0 11 0.2f 0.2f Instruction: 200 0 0 # HARDCODED: explosion (ECL instruction 118) effect type (13, 14, 15), also used as "square effect" (ECL instruction 102) Script: 18 Instruction: 0 0 1 12 Instruction: 0 0 2 0.5f 0.5f Instruction: 0 0 10 0.0f 0.0f 0.1f Instruction: 0 0 13 Instruction: 4000 0 0 # TODO Script: 19 Instruction: 0 0 1 0 Instruction: 420 0 0 # TODO Script: 20 Instruction: 0 0 1 0 Instruction: 420 0 0