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