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mirror of synced 2024-12-01 02:27:21 +01:00

Add Spatium Cursu and the character New Template (made by Takkkom)

This commit is contained in:
0auBSQ 2023-06-21 20:06:41 +09:00
parent abc59a5b94
commit 77f400a01a
265 changed files with 572 additions and 0 deletions

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@ -0,0 +1,95 @@
Chara_Resolution=1920,1080
;キャラのX座標。(1P,2P)
Game_Chara_X=0,0
;キャラのY座標。(1P,2P)
Game_Chara_Y=0,805
;3人プレイ以上のキャラの座標。(X, Y)
Game_Chara_4P=247,102
;5人プレイのキャラの座標。(X, Y)
Game_Chara_5P=247,60
;キャラのX座標。(1P,2P)
Game_Chara_X_AI=708,903
;キャラのY座標。(1P,2P)
Game_Chara_Y_AI=228,228
;キャラの通常時モーション指定。(カンマ区切り)
Game_Chara_Motion_Normal=0,1,2,3,4,5,6
;キャラのミス時モーション指定。(カンマ区切り)
Game_Chara_Motion_Miss=0,1,2,3,4,5,6
;キャラの連続でミス時モーション指定。(カンマ区切り)
Game_Chara_Motion_MissDown=0,1,2,3,4,5,6
;キャラのクリア時モーション指定。(カンマ区切り)
Game_Chara_Motion_Clear=0,1,2,3,4,5,6,7
;キャラのゴーゴータイム時モーション指定。(分の4拍子換算)
Game_Chara_Motion_GoGo=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
;キャラの通常時モーションが何拍子でループするか。(カンマ区切り)
Game_Chara_Beat_Normal=1
;キャラのミス時モーションが何拍子でループするか。(カンマ区切り)
Game_Chara_Beat_Miss=1
;キャラの連続でミス時モーションが何拍子でループするか。(カンマ区切り)
Game_Chara_Beat_MissDown=1
;キャラのクリア時モーションが何拍子でループするか。(カンマ区切り)
Game_Chara_Beat_Clear=1
;キャラのゴーゴータイム時モーションが何拍子でループするか。(カンマ区切り)
Game_Chara_Beat_GoGo=2
;ふうせん連打時のキャラ画像X座標。(X,Y)
Game_Chara_Balloon_X=0,0
;ふうせん連打時のキャラ画像Y座標。(X,Y)
Game_Chara_Balloon_Y=0,445
;3人プレイ以上のふうせん連打時のキャラ画像X座標。
Game_Chara_Balloon_4P=0,-264
;3人プレイ以上のふうせん連打時のキャラ画像Y座標。
Game_Chara_Balloon_5P=0,-252
;ふうせん連打アクション時に使用するタイマーの更新間隔。(ms)
Game_Chara_Balloon_Timer=16
;ふうせん連打成功 / 失敗 のフェードアウトにかける時間 (ms)
Game_Chara_Balloon_FadeOut=500
;エントリーアニメーションにかける時間 (ms)
Chara_Entry_AnimationDuration=1000
;演奏画面以外の通常アニメーションにかける時間 (ms)
Chara_Normal_AnimationDuration=500
;メニューのループアニメーションにかける時間 (ms)
Chara_Menu_Loop_AnimationDuration=1000
;メニューの選択アニメーションにかける時間 (ms)
Chara_Menu_Select_AnimationDuration=1000
;メニューの開始アニメーションにかける時間 (ms)
Chara_Menu_Start_AnimationDuration=500
;結果画面の通常アニメーションにかける時間 (ms)
Chara_Result_Normal_AnimationDuration=1000
;結果画面のクリアアニメーションにかける時間 (ms)
Chara_Result_Clear_AnimationDuration=1000
;結果画面のクリア失敗の最初のアニメーションにかける時間 (ms)
Chara_Result_Failed_In_AnimationDuration=1000
;結果画面のクリア失敗のアニメーションにかける時間 (ms)
Chara_Result_Failed_AnimationDuration=1000

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