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BIN
script/KevinSystem/KevinShot/KevinShot_Alt_HD.png
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script/KevinSystem/KevinShot/KevinShot_Alt_HD.png
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script/KevinSystem/KevinShot/KevinShot_Alt_HD_Fireball.png
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script/KevinSystem/KevinShot/KevinShot_Alt_HD_Fireball.png
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33
script/KevinSystem/KevinShot/misc.txt
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33
script/KevinSystem/KevinShot/misc.txt
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/*
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For Danmakufu users.
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These functions are meant to be used alongside my pastel shotsheet due to the very high native resolution.
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*/
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// Bullet rescaling task, also has functionality for setting a new hitbox size relative to the new bullet graphic size. I highly recommend leaving hitboxscale to true.
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task _BulletRescale(target, float scale, bool hitboxscale, hitboxlevel){
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ObjRender_SetScaleXYZ(target, scale, scale, 1);
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if (hitboxscale){
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ObjShot_SetIntersectionScaleXY(target, scale*hitboxlevel, scale*hitboxlevel); // Note the formula. The hitbox will have been scaled accordingly along with the bullet graphic, but you can use hitboxlevel to adjust the scale further.
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return;
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}
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else{return;}
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}
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// Delay task, provided by Naudiz (@Naudogs). For best effects, ensure destscale is equal to the resized scale of the bullet graphic, and orgscale be larger than it.
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task _Delay(target, del, orgscale, destscale, orgalpha, destalpha){
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ObjShot_SetDelay(target, del);
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ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target)); // unless you already have the ID in the function somewhere, in which case you can just use that, or use any other graphic
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ObjShot_SetDelayMode(target, DELAY_LERP, LERP_ACCELERATE, LERP_DECELERATE); // delay mode, scale lerp, alpha lerp. Check ph3sx's New Functions Documentation.txt for more details.
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ObjShot_SetDelayScaleParameter(target, destscale, orgscale, del); // lerps from orgscale to destscale scale in del frames (use the value from ObjShot_SetDelay for del)
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ObjShot_SetDelayAlphaParameter(target, destalpha, orgalpha, del); // lerps from orgalpha to destalpha scale in del frames (use the value from ObjShot_SetDelay for del)
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return;
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}
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28
script/KevinSystem/KevinShot/readme.txt
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28
script/KevinSystem/KevinShot/readme.txt
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Kevin's Ultra HD/4K Pastel Shotsheet
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0.10a
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--------
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Thank you for downloading and using my pastel shotsheet!
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This shotsheet features various common bullet types in a variety of "pastel" colors - colors lighter than your usual bullet graphics, but they should hopefully still be just as visible nonetheless. It has a *very* big native resolution (the first sheet is 4096x4096, with each bullet graphic being 256x256), and therefore is meant to be used with a similarly large game resolution and/or bullet rescaling functions. (See misc.txt for information regarding the latter in Danmakufu). It comes pre-packed with shot data and shot constant sheets meant for instant use in Danmakufu.
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The shotsheet is still heavily incomplete. In the works is a second sheet (4096x2048) featuring more bullet types (fireballs, lasers, bubbles), some changes to existing bullet graphics to improve aesthetic and visibility, and half-size versions for regular HD reoslutions.
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How to use:
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Extract the directory to an appropriate location in your project and to load them, just include the shot constant text file in your script file (shotconst_4K.txt).
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--------
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The shot sheet images can be used in other engines as well. However it is the responsibility of the user to port the shot sheet data themselves.
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The shot sheet images are free to use NON-COMMERCIALLY. Please credit me (Kevinmonitor/Kevin Mink) fully!
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You are free to modify the shot sheets. Please state so if you do so however (for example, in the credits for your project you put a "modified by the author with permission" next to my attribution).
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Please do not redistribute these shotsheets on your own.
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--------
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CONTACT:
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Discord: Kevinmonitor#6745
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Twitter: @kevinminh_alt
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108
script/KevinSystem/KevinShot/shotconst_HD.txt
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108
script/KevinSystem/KevinShot/shotconst_HD.txt
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local
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{
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LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD.png", true, true);
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LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD_Fireball.png", true, true);
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LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD.txt");
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LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD_2.txt");
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}
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const KEV_BALL_RED = 2000;
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const KEV_BALL_ORANGE = 2001;
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const KEV_BALL_YELLOW = 2002;
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const KEV_BALL_GREEN = 2003;
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const KEV_BALL_AQUA = 2004;
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const KEV_BALL_LAVENDER = 2005;
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const KEV_BALL_PURPLE = 2006;
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const KEV_BALL_PINK = 2007;
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const KEV_BALL_WHITE = 2008;
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const KEV_PEOPLE_RED = 2011;
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const KEV_PEOPLE_ORANGE = 2012;
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const KEV_PEOPLE_YELLOW = 2013;
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const KEV_PEOPLE_GREEN = 2014;
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const KEV_PEOPLE_AQUA = 2015;
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const KEV_PEOPLE_LAVENDER = 2016;
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const KEV_PEOPLE_PURPLE = 2017;
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const KEV_PEOPLE_PINK = 2018;
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const KEV_PEOPLE_WHITE = 2019;
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const KEV_LEAF_RED = 2022;
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const KEV_LEAF_ORANGE = 2023;
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const KEV_LEAF_YELLOW = 2024;
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const KEV_LEAF_GREEN = 2025;
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const KEV_LEAF_AQUA = 2026;
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const KEV_LEAF_LAVENDER = 2027;
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const KEV_LEAF_PURPLE = 2028;
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const KEV_LEAF_PINK = 2029;
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const KEV_LEAF_WHITE = 2030;
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const KEV_AMULET_RED = 2033;
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const KEV_AMULET_ORANGE = 2034;
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const KEV_AMULET_YELLOW = 2035;
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const KEV_AMULET_GREEN = 2036;
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const KEV_AMULET_AQUA = 2037;
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const KEV_AMULET_LAVENDER = 2038;
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const KEV_AMULET_PURPLE = 2039;
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const KEV_AMULET_PINK = 2040;
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const KEV_AMULET_WHITE = 2041;
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const KEV_ARROW_RED = 2044;
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const KEV_ARROW_ORANGE = 2045;
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const KEV_ARROW_YELLOW = 2046;
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const KEV_ARROW_GREEN = 2047;
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const KEV_ARROW_AQUA = 2048;
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const KEV_ARROW_LAVENDER = 2049;
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const KEV_ARROW_PURPLE = 2050;
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const KEV_ARROW_PINK = 2051;
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const KEV_ARROW_WHITE = 2052;
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const KEV_BUTTERFLY_RED = 2055;
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const KEV_BUTTERFLY_ORANGE = 2056;
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const KEV_BUTTERFLY_YELLOW = 2057;
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const KEV_BUTTERFLY_GREEN = 2058;
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const KEV_BUTTERFLY_AQUA = 2059;
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const KEV_BUTTERFLY_LAVENDER = 2060;
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const KEV_BUTTERFLY_PURPLE = 2061;
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const KEV_BUTTERFLY_PINK = 2062;
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const KEV_BUTTERFLY_WHITE = 2063;
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const KEV_AURABALL_RED = 2066;
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const KEV_AURABALL_ORANGE = 2067;
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const KEV_AURABALL_YELLOW = 2068;
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const KEV_AURABALL_GREEN = 2069;
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const KEV_AURABALL_AQUA = 2070;
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const KEV_AURABALL_LAVENDER = 2071;
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const KEV_AURABALL_PURPLE = 2072;
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const KEV_AURABALL_PINK = 2073;
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const KEV_AURABALL_WHITE = 2074;
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const KEV_FIRE_RED = 2075;
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const KEV_FIRE_ORANGE = 2076;
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const KEV_FIRE_YELLOW = 2077;
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const KEV_FIRE_GREEN = 2078;
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const KEV_FIRE_AQUA = 2079;
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const KEV_FIRE_LAVENDER = 2080;
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const KEV_FIRE_PURPLE = 2081;
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const KEV_FIRE_PINK = 2082;
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const KEV_FIRE_WHITE = 2083;
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const KEV_BUBBLE_RED = 2086;
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const KEV_BUBBLE_ORANGE = 2087;
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const KEV_BUBBLE_YELLOW = 2088;
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const KEV_BUBBLE_GREEN = 2089;
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const KEV_BUBBLE_AQUA = 2090;
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const KEV_BUBBLE_LAVENDER = 2091;
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const KEV_BUBBLE_PURPLE = 2092;
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const KEV_BUBBLE_PINK = 2093;
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const KEV_KNIFE_RED = 2096;
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const KEV_KNIFE_ORANGE = 2097;
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const KEV_KNIFE_YELLOW = 2098;
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const KEV_KNIFE_GREEN = 2099;
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const KEV_KNIFE_AQUA = 2100;
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const KEV_KNIFE_LAVENDER = 2101;
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const KEV_KNIFE_PURPLE = 2102;
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const KEV_KNIFE_PINK = 2103;
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100
script/KevinSystem/KevinShot/shotdata_HD.txt
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script/KevinSystem/KevinShot/shotdata_HD.txt
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#UserShotData
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shot_image = "./KevinShot_Alt_HD.png"
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ShotData { id = 2000 rect = (0,0,128,128) collision = 26 delay_color = (255,255,255) } //RED
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ShotData { id = 2001 rect = (128,0,256,128) collision = 26 delay_color = (255,255,255) } //ORANGE
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||||
ShotData { id = 2002 rect = (256,0,384,128) collision = 26 delay_color = (255,255,255) } //YELLOW
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||||
ShotData { id = 2003 rect = (384,0,512,128) collision = 26 delay_color = (255,255,255) } //GREEN
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||||
ShotData { id = 2004 rect = (512,0,640,128) collision = 26 delay_color = (255,255,255) } //AQUA
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||||
ShotData { id = 2005 rect = (640,0,768,128) collision = 26 delay_color = (255,255,255) } //LAVENDER
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||||
ShotData { id = 2006 rect = (768,0,896,128) collision = 26 delay_color = (255,255,255) } //PURPLE
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ShotData { id = 2007 rect = (896,0,1024,128) collision = 26 delay_color = (255,255,255) } //PINK
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||||
ShotData { id = 2008 rect = (1024,0,1152,128) collision = 26 delay_color = (255,255,255) } //WHITE
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ShotData { id = 2011 rect = (0,128,128,256) collision = (17,0,-7) delay_color = (255,255,255) } //RED
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||||
ShotData { id = 2012 rect = (128,128,256,256) collision = (17,0,-7) delay_color = (255,255,255) } //ORANGE
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||||
ShotData { id = 2013 rect = (256,128,384,256) collision = (17,0,-7) delay_color = (255,255,255) } //YELLOW
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||||
ShotData { id = 2014 rect = (384,128,512,256) collision = (17,0,-7) delay_color = (255,255,255) } //GREEN
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||||
ShotData { id = 2015 rect = (512,128,640,256) collision = (17,0,-7) delay_color = (255,255,255) } //AQUA
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||||
ShotData { id = 2016 rect = (640,128,768,256) collision = (17,0,-7) delay_color = (255,255,255) } //LAVENDER
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||||
ShotData { id = 2017 rect = (768,128,896,256) collision = (17,0,-7) delay_color = (255,255,255) } //PURPLE
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||||
ShotData { id = 2018 rect = (896,128,1024,256) collision = (17,0,-7) delay_color = (255,255,255) } //PINK
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||||
ShotData { id = 2019 rect = (1024,128,1152,256) collision = (17,0,-7) delay_color = (255,255,255) } //WHITE
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||||
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||||
ShotData { id = 2022 rect = (0,256,128,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //RED
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||||
ShotData { id = 2023 rect = (128,256,256,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //ORANGE
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||||
ShotData { id = 2024 rect = (256,256,384,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //YELLOW
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||||
ShotData { id = 2025 rect = (384,256,512,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //GREEN
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||||
ShotData { id = 2026 rect = (512,256,640,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2027 rect = (640,256,768,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2028 rect = (768,256,896,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2029 rect = (896,256,1024,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2030 rect = (1024,256,1152,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //WHITE
|
||||
|
||||
ShotData { id = 2033 rect = (0,384,128,512) collision = (28,0,0) delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2034 rect = (128,384,256,512) collision = (28,0,0) delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2035 rect = (256,384,384,512) collision = (28,0,0) delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2036 rect = (384,384,512,512) collision = (28,0,0) delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2037 rect = (512,384,640,512) collision = (28,0,0) delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2038 rect = (640,384,768,512) collision = (28,0,0) delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2039 rect = (768,384,896,512) collision = (28,0,0) delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2040 rect = (896,384,1024,512) collision = (28,0,0) delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2041 rect = (1024,384,1152,512) collision = (28,0,0) delay_color = (255,255,255) } //WHITE
|
||||
|
||||
ShotData { id = 2044 rect = (0,512,128,640) collision = (8,0,20) delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2045 rect = (128,512,256,640) collision = (8,0,20) delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2046 rect = (256,512,384,640) collision = (8,0,20) delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2047 rect = (384,512,512,640) collision = (8,0,20) delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2048 rect = (512,512,640,640) collision = (8,0,20) delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2049 rect = (640,512,768,640) collision = (8,0,20) delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2050 rect = (768,512,896,640) collision = (8,0,20) delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2051 rect = (896,512,1024,640) collision = (8,0,20) delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2052 rect = (1024,512,1152,640) collision = (8,0,20) delay_color = (255,255,255) } //WHITE
|
||||
|
||||
ShotData { id = 2055 rect = (0,640,128,768) collision = 12 delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2056 rect = (128,640,256,768) collision = 12 delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2057 rect = (256,640,384,768) collision = 12 delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2058 rect = (384,640,512,768) collision = 12 delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2059 rect = (512,640,640,768) collision = 12 delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2060 rect = (640,640,768,768) collision = 12 delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2061 rect = (768,640,896,768) collision = 12 delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2062 rect = (896,640,1024,768) collision = 12 delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2063 rect = (1024,640,1152,768) collision = 12 delay_color = (255,255,255) } //WHITE
|
||||
|
||||
ShotData { id = 2066 rect = (0,768,128,896) collision = 18 delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2067 rect = (128,768,256,896) collision = 18 delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2068 rect = (256,768,384,896) collision = 18 delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2069 rect = (384,768,512,896) collision = 18 delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2070 rect = (512,768,640,896) collision = 18 delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2071 rect = (640,768,768,896) collision = 18 delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2072 rect = (768,768,896,896) collision = 18 delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2073 rect = (896,768,1024,896) collision = 18 delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2074 rect = (1024,768,1152,896) collision = 18 delay_color = (255,255,255) } //WHITE
|
||||
|
||||
75 -> 83: fireballs
|
||||
|
||||
ShotData { id = 2086 rect = (0,896,256,1152) collision = 48 delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2087 rect = (256,896,512,1152) collision = 48 delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2088 rect = (512,896,768,1152) collision = 48 delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2089 rect = (768,896,1024,1152) collision = 48 delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2090 rect = (1024,896,1280,1152) collision = 48 delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2091 rect = (1280,896,1536,1152) collision = 48 delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2092 rect = (1536,896,1792,1152) collision = 48 delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2093 rect = (1792,896,2048,1152) collision = 48 delay_color = (255,255,255) } //PINK
|
||||
|
||||
ShotData { id = 2096 rect = (0,1152,128,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2097 rect = (128,1152,256,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2098 rect = (256,1152,384,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2099 rect = (384,1152,512,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2100 rect = (512,1152,640,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2101 rect = (640,1152,768,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2102 rect = (768,1152,896,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2103 rect = (896,1152,1024,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2104 rect = (1024,1152,1152,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //WHITE
|
||||
ShotData { id = 2105 rect = (1152,1152,1280,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //
|
||||
ShotData { id = 2106 rect = (1280,1152,1408,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //
|
||||
|
||||
|
||||
|
||||
|
13
script/KevinSystem/KevinShot/shotdata_HD_2.txt
Normal file
13
script/KevinSystem/KevinShot/shotdata_HD_2.txt
Normal file
|
@ -0,0 +1,13 @@
|
|||
#UserShotData
|
||||
|
||||
shot_image = "./KevinShot_Alt_HD_Fireball.png"
|
||||
|
||||
ShotData { id = 2075 AnimationData { animation_data = ( 4, 0, 0, 128, 128); animation_data = ( 4, 128, 0, 256, 128); animation_data = ( 4, 256, 0, 384, 128); animation_data = ( 4, 384, 0, 512, 128); animation_data = ( 4, 512, 0, 640, 128); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //RED
|
||||
ShotData { id = 2076 AnimationData { animation_data = ( 4, 0, 128, 128, 256); animation_data = ( 4, 128, 128, 256, 256); animation_data = ( 4, 256, 128, 384, 256); animation_data = ( 4, 384, 128, 512, 256); animation_data = ( 4, 512, 128, 640, 256); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //ORANGE
|
||||
ShotData { id = 2077 AnimationData { animation_data = ( 4, 0, 256, 128, 384); animation_data = ( 4, 128, 256, 256, 384); animation_data = ( 4, 256, 256, 384, 384); animation_data = ( 4, 384, 256, 512, 384); animation_data = ( 4, 512, 256, 640, 384); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //YELLOW
|
||||
ShotData { id = 2078 AnimationData { animation_data = ( 4, 0, 384, 128, 512); animation_data = ( 4, 128, 384, 256, 512); animation_data = ( 4, 256, 384, 384, 512); animation_data = ( 4, 384, 384, 512, 512); animation_data = ( 4, 512, 384, 640, 512); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //GREEN
|
||||
ShotData { id = 2079 AnimationData { animation_data = ( 4, 0, 512, 128, 640); animation_data = ( 4, 128, 512, 256, 640); animation_data = ( 4, 256, 512, 384, 640); animation_data = ( 4, 384, 512, 512, 640); animation_data = ( 4, 512, 512, 640, 640); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //AQUA
|
||||
ShotData { id = 2080 AnimationData { animation_data = ( 4, 0, 640, 128, 768); animation_data = ( 4, 128, 640, 256, 768); animation_data = ( 4, 256, 640, 384, 768); animation_data = ( 4, 384, 640, 512, 768); animation_data = ( 4, 512, 640, 640, 768); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //LAVENDER
|
||||
ShotData { id = 2081 AnimationData { animation_data = ( 4, 0, 768, 128, 896); animation_data = ( 4, 128, 768, 256, 896); animation_data = ( 4, 256, 768, 384, 896); animation_data = ( 4, 384, 768, 512, 896); animation_data = ( 4, 512, 768, 640, 896); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //PURPLE
|
||||
ShotData { id = 2082 AnimationData { animation_data = ( 4, 0, 896, 128, 1024); animation_data = ( 4, 128, 896, 256, 1024); animation_data = ( 4, 256, 896, 384, 1024); animation_data = ( 4, 384, 896, 512, 1024); animation_data = ( 4, 512, 896, 640, 1024); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //PINK
|
||||
ShotData { id = 2083 AnimationData { animation_data = ( 4, 0, 1024, 128, 1152); animation_data = ( 4, 128, 1024, 256, 1152); animation_data = ( 4, 256, 1024, 384, 1152); animation_data = ( 4, 384, 1024, 512, 1152); animation_data = ( 4, 512, 1024, 640, 1152); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //WHITE
|
Loading…
Add table
Add a link
Reference in a new issue