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mirror of synced 2024-11-13 18:40:47 +01:00

chore: forgor to remove the characters/puchi from this repo

This commit is contained in:
0auBSQ 2024-10-26 17:54:48 +09:00
parent 88a4e92e69
commit a6af600cb9
1607 changed files with 0 additions and 1120 deletions

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@ -1,129 +0,0 @@
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
;ふうせん連打時のキャラ画像X座標。(X,Y)
Game_Chara_Kusudama_X=435,1035,135,1335,735
;ふうせん連打時のキャラ画像Y座標。(X,Y)
Game_Chara_Kusudama_Y=630,630,630,630,630
;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
;メニューの待機アニメーションにかける時間 (ms)
Chara_Menu_Wait_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
;ふうせん連打時のキャラ画像X座標。(X,Y)
Game_Chara_Kusudama_X=435,1035,135,1335,735
;ふうせん連打時のキャラ画像Y座標。(X,Y)
Game_Chara_Kusudama_Y=630,630,630,630,630
Game_Chara_Beat_Tower_Standing=1
Game_Chara_Beat_Tower_Standing_Tired=1
Game_Chara_Beat_Tower_Clear=1
Game_Chara_Beat_Tower_Clear_Tired=1
Game_Chara_Beat_Tower_Clear_Fail=1
;If Tower Clear animation should loop (0 = false, 1 = true)
Game_Chara_Tower_Clear_IsLooping=0
;If Tower Clear Tired animation should loop (0 = false, 1 = true)
Game_Chara_Tower_Clear_Tired_IsLooping=0
;If Tower Fail animation should loop (0 = false, 1 = true)
Game_Chara_Tower_Fail_IsLooping=0

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