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kevinmonitor 2022-09-14 23:26:09 +07:00
commit 8356c73017
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/*
For Danmakufu users.
These functions are meant to be used alongside my pastel shotsheet due to the very high native resolution.
*/
// 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.
task _BulletRescale(target, float scale, bool hitboxscale, hitboxlevel){
ObjRender_SetScaleXYZ(target, scale, scale, 1);
if (hitboxscale){
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.
return;
}
else{return;}
}
// 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.
task _Delay(target, del, orgscale, destscale, orgalpha, destalpha){
ObjShot_SetDelay(target, del);
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
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.
ObjShot_SetDelayScaleParameter(target, destscale, orgscale, del); // lerps from orgscale to destscale scale in del frames (use the value from ObjShot_SetDelay for del)
ObjShot_SetDelayAlphaParameter(target, destalpha, orgalpha, del); // lerps from orgalpha to destalpha scale in del frames (use the value from ObjShot_SetDelay for del)
return;
}

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Kevin's Ultra HD/4K Pastel Shotsheet
0.10a
--------
Thank you for downloading and using my pastel shotsheet!
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.
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.
How to use:
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).
--------
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.
The shot sheet images are free to use NON-COMMERCIALLY. Please credit me (Kevinmonitor/Kevin Mink) fully!
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).
Please do not redistribute these shotsheets on your own.
--------
CONTACT:
Discord: Kevinmonitor#6745
Twitter: @kevinminh_alt

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local
{
LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD.png", true, true);
LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD_Fireball.png", true, true);
LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD.txt");
LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD_2.txt");
}
const KEV_BALL_RED = 2000;
const KEV_BALL_ORANGE = 2001;
const KEV_BALL_YELLOW = 2002;
const KEV_BALL_GREEN = 2003;
const KEV_BALL_AQUA = 2004;
const KEV_BALL_LAVENDER = 2005;
const KEV_BALL_PURPLE = 2006;
const KEV_BALL_PINK = 2007;
const KEV_BALL_WHITE = 2008;
const KEV_PEOPLE_RED = 2011;
const KEV_PEOPLE_ORANGE = 2012;
const KEV_PEOPLE_YELLOW = 2013;
const KEV_PEOPLE_GREEN = 2014;
const KEV_PEOPLE_AQUA = 2015;
const KEV_PEOPLE_LAVENDER = 2016;
const KEV_PEOPLE_PURPLE = 2017;
const KEV_PEOPLE_PINK = 2018;
const KEV_PEOPLE_WHITE = 2019;
const KEV_LEAF_RED = 2022;
const KEV_LEAF_ORANGE = 2023;
const KEV_LEAF_YELLOW = 2024;
const KEV_LEAF_GREEN = 2025;
const KEV_LEAF_AQUA = 2026;
const KEV_LEAF_LAVENDER = 2027;
const KEV_LEAF_PURPLE = 2028;
const KEV_LEAF_PINK = 2029;
const KEV_LEAF_WHITE = 2030;
const KEV_AMULET_RED = 2033;
const KEV_AMULET_ORANGE = 2034;
const KEV_AMULET_YELLOW = 2035;
const KEV_AMULET_GREEN = 2036;
const KEV_AMULET_AQUA = 2037;
const KEV_AMULET_LAVENDER = 2038;
const KEV_AMULET_PURPLE = 2039;
const KEV_AMULET_PINK = 2040;
const KEV_AMULET_WHITE = 2041;
const KEV_ARROW_RED = 2044;
const KEV_ARROW_ORANGE = 2045;
const KEV_ARROW_YELLOW = 2046;
const KEV_ARROW_GREEN = 2047;
const KEV_ARROW_AQUA = 2048;
const KEV_ARROW_LAVENDER = 2049;
const KEV_ARROW_PURPLE = 2050;
const KEV_ARROW_PINK = 2051;
const KEV_ARROW_WHITE = 2052;
const KEV_BUTTERFLY_RED = 2055;
const KEV_BUTTERFLY_ORANGE = 2056;
const KEV_BUTTERFLY_YELLOW = 2057;
const KEV_BUTTERFLY_GREEN = 2058;
const KEV_BUTTERFLY_AQUA = 2059;
const KEV_BUTTERFLY_LAVENDER = 2060;
const KEV_BUTTERFLY_PURPLE = 2061;
const KEV_BUTTERFLY_PINK = 2062;
const KEV_BUTTERFLY_WHITE = 2063;
const KEV_AURABALL_RED = 2066;
const KEV_AURABALL_ORANGE = 2067;
const KEV_AURABALL_YELLOW = 2068;
const KEV_AURABALL_GREEN = 2069;
const KEV_AURABALL_AQUA = 2070;
const KEV_AURABALL_LAVENDER = 2071;
const KEV_AURABALL_PURPLE = 2072;
const KEV_AURABALL_PINK = 2073;
const KEV_AURABALL_WHITE = 2074;
const KEV_FIRE_RED = 2075;
const KEV_FIRE_ORANGE = 2076;
const KEV_FIRE_YELLOW = 2077;
const KEV_FIRE_GREEN = 2078;
const KEV_FIRE_AQUA = 2079;
const KEV_FIRE_LAVENDER = 2080;
const KEV_FIRE_PURPLE = 2081;
const KEV_FIRE_PINK = 2082;
const KEV_FIRE_WHITE = 2083;
const KEV_BUBBLE_RED = 2086;
const KEV_BUBBLE_ORANGE = 2087;
const KEV_BUBBLE_YELLOW = 2088;
const KEV_BUBBLE_GREEN = 2089;
const KEV_BUBBLE_AQUA = 2090;
const KEV_BUBBLE_LAVENDER = 2091;
const KEV_BUBBLE_PURPLE = 2092;
const KEV_BUBBLE_PINK = 2093;
const KEV_KNIFE_RED = 2096;
const KEV_KNIFE_ORANGE = 2097;
const KEV_KNIFE_YELLOW = 2098;
const KEV_KNIFE_GREEN = 2099;
const KEV_KNIFE_AQUA = 2100;
const KEV_KNIFE_LAVENDER = 2101;
const KEV_KNIFE_PURPLE = 2102;
const KEV_KNIFE_PINK = 2103;

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#UserShotData
shot_image = "./KevinShot_Alt_HD.png"
ShotData { id = 2000 rect = (0,0,128,128) collision = 26 delay_color = (255,255,255) } //RED
ShotData { id = 2001 rect = (128,0,256,128) collision = 26 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2002 rect = (256,0,384,128) collision = 26 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2003 rect = (384,0,512,128) collision = 26 delay_color = (255,255,255) } //GREEN
ShotData { id = 2004 rect = (512,0,640,128) collision = 26 delay_color = (255,255,255) } //AQUA
ShotData { id = 2005 rect = (640,0,768,128) collision = 26 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2006 rect = (768,0,896,128) collision = 26 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2007 rect = (896,0,1024,128) collision = 26 delay_color = (255,255,255) } //PINK
ShotData { id = 2008 rect = (1024,0,1152,128) collision = 26 delay_color = (255,255,255) } //WHITE
ShotData { id = 2011 rect = (0,128,128,256) collision = (17,0,-7) delay_color = (255,255,255) } //RED
ShotData { id = 2012 rect = (128,128,256,256) collision = (17,0,-7) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2013 rect = (256,128,384,256) collision = (17,0,-7) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2014 rect = (384,128,512,256) collision = (17,0,-7) delay_color = (255,255,255) } //GREEN
ShotData { id = 2015 rect = (512,128,640,256) collision = (17,0,-7) delay_color = (255,255,255) } //AQUA
ShotData { id = 2016 rect = (640,128,768,256) collision = (17,0,-7) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2017 rect = (768,128,896,256) collision = (17,0,-7) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2018 rect = (896,128,1024,256) collision = (17,0,-7) delay_color = (255,255,255) } //PINK
ShotData { id = 2019 rect = (1024,128,1152,256) collision = (17,0,-7) delay_color = (255,255,255) } //WHITE
ShotData { id = 2022 rect = (0,256,128,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //RED
ShotData { id = 2023 rect = (128,256,256,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2024 rect = (256,256,384,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2025 rect = (384,256,512,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //GREEN
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) } //

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#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