Author Topic: List of every constant in Danmakufu  (Read 1873 times)

Trung0246

  • Gaming, coding, drawing, composing, ... for fun
List of every constant in Danmakufu
« on: June 28, 2017, 09:19:34 PM »
The list below is every constant I found in Danmakufu ph3 [.1 pre6a], include it value
If anything wrong or missing something please tell me, I will add it :derp:
(Just ignore the D before it, and I'm lazy to add keycode, may add it later :V)
(I will exclude shot constant, as it easily to be found in Default_ShotConst.txt)

Code: [Select]
//Constant
D.pi = 3.141593;

//TODO: fill out these constant...
//Path constant
D.TYPE_SCRIPT_ALL = -1;
D.TYPE_SCRIPT_PLAYER = 1;
D.TYPE_SCRIPT_SINGLE = 2;
D.TYPE_SCRIPT_PLURAL = 3;
D.TYPE_SCRIPT_STAGE = 4;
D.TYPE_SCRIPT_PACKAGE = 5;

//Input constant
D.KEY_INVALID = -1;

D.KEY_FREE = 0;
D.KEY_PUSH = 1;
D.KEY_PULL = 2;
D.KEY_HOLD = 3;

D.VK_LEFT = 0;
D.VK_RIGHT = 1;
D.VK_UP = 2;
D.VK_DOWN = 3;
D.VK_OK = 4;
D.VK_CANCEL = 5;
D.VK_SHOT = 6;
D.VK_BOMB = 7;
D.VK_SLOWMOVE = 8;
D.VK_USER1 = 9;
D.VK_USER2 = 10;
D.VK_PAUSE = 11;

//TODO: add Danmakufu keycode list
D.MOUSE_LEFT = 0;
D.MOUSE_RIGHT = 1;
D.MOUSE_MIDDLE = 2;

//Event constant
D.EV_REQUEST_LIFE = 1;
D.EV_REQUEST_TIMER = 2;
//What is 3 ?
D.EV_REQUEST_IS_LAST_SPELL = 4;
D.EV_REQUEST_IS_DURABLE_SPELL = 5;
D.EV_REQUEST_SPELL_SCORE = 6;
//What is 7 ?
D.EV_TIMEOUT = 8;
D.EV_START_BOSS_SPELL = 9;
D.EV_GAIN_SPELL = 10;
D.EV_START_BOSS_STEP = 11;
D.EV_END_BOSS_STEP = 12;
D.EV_PLAYER_SHOOTDOWN = 13;
D.EV_PLAYER_SPELL = 14;
D.EV_PLAYER_REBIRTH = 15;
D.EV_PAUSE_ENTER = 16;
D.EV_PAUSE_LEAVE = 17;

D.EV_REQUEST_SPELL = 18; //Only in player script
D.EV_GRAZE = 19; //Only in player script
D.EV_HIT = 20; //Only in player script
D.EV_GET_ITEM = 21; //Only in player script
D.EV_DELETE_SHOT_IMMEDIATE = 22; //Only in player script
D.EV_DELETE_SHOT_TO_ITEM = 23; //Only in player script
D.EV_DELETE_SHOT_FADE = 24; //Only in player script

D.RESULT_CANCEL = 23;
D.RESULT_END = 24;
D.RESULT_RETRY = 25;
D.RESULT_SAVE_REPLAY = 26;

D.EV_USER = 1000000;
D.EV_USER_SYSTEM = 2000000;
D.EV_USER_STAGE = 3000000;
D.EV_USER_PLAYER = 4000000;
D.EV_USER_PACKAGE = 5000000;

//Info script constant
D.INFO_SCRIPT_TYPE = 6;
D.INFO_SCRIPT_PATH = 7;
D.INFO_SCRIPT_ID = 8;
D.INFO_SCRIPT_TITLE = 9;
D.INFO_SCRIPT_TEXT = 10;
D.INFO_SCRIPT_IMAGE = 11;
D.INFO_SCRIPT_REPLAY_NAME = 12;

//Player state constant
D.STATE_NORMAL = 0;
D.STATE_HIT = 1;
D.STATE_DOWN = 2;
D.STATE_END = 3;

//Shot constant
D.TYPE_ITEM = 3;
D.TYPE_ALL = 4;
D.TYPE_SHOT = 5;
D.TYPE_CHILD = 6;
D.TYPE_IMMEDIATE = 7;
D.TYPE_FADE = 8;

D.TARGET_ALL = 21;
D.TARGET_ENEMY = 22;
D.TARGET_PLAYER = 23;

D.INFO_RECT = 133;
D.INFO_DELAY_COLOR = 134;
D.INFO_BLEND = 135;
D.INFO_COLLISION = 136;
D.INFO_COLLISION_LIST = 137;

//Item constant
D.ITEM_1UP = -65536;
D.ITEM_1UP_S = -65535;
D.ITEM_SPELL = -65534;
D.ITEM_SPELL_S = -65533;
D.ITEM_POWER = -65532;
D.ITEM_POWER_S = -65531;
D.ITEM_POINT = -65530;
D.ITEM_POINT_S = -65529;
D.ITEM_USER = 0;

//Object constant
D.OBJ_PRIMITIVE_2D = 1;
D.OBJ_SPRITE_2D = 2;
D.OBJ_SPRITE_LIST_2D = 3;
D.OBJ_PRIMITIVE_3D = 4;
D.OBJ_SPRITE_3D = 5;
//What is 6 and 7 ?
D.OBJ_MESH = 8;
D.OBJ_TEXT = 9;
D.OBJ_SOUND = 10;
D.OBJ_FILE_TEXT = 11;
D.OBJ_FILE_BINARY = 12;
D.OBJ_PLAYER = 100;
D.OBJ_SPELL = 102;
D.OBJ_ENEMY = 103;
D.OBJ_ENEMY_BOSS = 104;
D.OBJ_ENEMY_BOSS_SCENE = 105;
D.OBJ_SHOT = 106;
D.OBJ_LOOSE_LASER = 107;
D.OBJ_STRAIGHT_LASER = 108;
D.OBJ_CURVE_LASER = 109;
D.OBJ_ITEM = 110;

//Blend constant
D.BLEND_ALPHA = 1;
D.BLEND_ADD_RGB = 2;
D.BLEND_ADD_ARGB = 3;
D.BLEND_MULTIPLY = 4;
D.BLEND_SUBTRACT = 5;
D.BLEND_SHADOW = 6;
D.BLEND_INV_DESTRGB = 7;

//Primitive constant
D.PRIMITIVE_POINT_LIST = 1;
D.PRIMITIVE_LINELIST = 2;
D.PRIMITIVE_LINESTRIP = 3;
//What is 4 ?
D.PRIMITIVE_TRIANGLESTRIP = 5;
D.PRIMITIVE_TRIANGLEFAN = 6;

//Text object constant
D.ALIGNMENT_LEFT = 0;
D.ALIGNMENT_RIGHT = 1;
//What is 2, 3 ?
D.ALIGNMENT_CENTER = 4;

//Binary file constant
D.ENDIAN_LITTLE = 0;
D.ENDIAN_BIG = 1;
D.CODE_ACP = 0;
D.CODE_UTF8 = 65001;
D.CODE_UTF16LE = 65002;
D.CODE_UTF16BE = 05003;

//Enemy object constant
D.INFO_LIFE = 111;
D.INFO_DAMAGE_RATE_SHOT = 112;
D.INFO_DAMAGE_RATE_SPELL = 113;
D.INFO_SHOT_HIT_COUNT = 114;

//Boss scene object constant
D.INFO_TIMER = 115;
D.INFO_TIMERF = 116;
D.INFO_ORGTIMERF = 117;
D.INFO_IS_SPELL = 118;
D.INFO_IS_LAST_SPELL = 119;
D.INFO_IS_DURABLE_SPELL = 120;
D.INFO_SPELL_SCORE = 121;
D.INFO_REMAIN_STEP_COUNT = 122;
D.INFO_ACTIVE_STEP_LIFE_COUNT = 123;
D.INFO_ACTIVE_STEP_TOTAL_MAX_LIFE = 124;
D.INFO_ACTIVE_STEP_TOTAL_LIFE = 125;
D.INFO_ACTIVE_STEP_LIFE_RATE_LIST = 126;
D.INFO_IS_LAST_STEP = 127;
D.INFO_PLAYER_SHOOTDOWN_COUNT = 128;
D.INFO_PLAYER_SPELL_COUNT = 129;
D.INFO_CURRENT_LIFE = 130;
D.INFO_CURRENT_LIFE_MAX = 131;

//Item object constant
D.ITEM_MOVE_DOWN = 2;
D.ITEM_MOVE_TOPLAYER = 3;
D.INFO_ITEM_SCORE = 132;

//Package constant
D.STAGE_STATE_FINISHED = 1; //Only in package script
D.STAGE_RESULT_BREAK_OFF = 1; //Only in package script
D.STAGE_RESULT_PLAYER_DOWN = 2; //Only in package script
D.STAGE_RESULT_CLEARED = 3; //Only in package script
D.INFO_SCRIPT_PATH = 7; //And so...  only in package script from here and below ?
D.INFO_SCRIPT_ID = 8;
D.INFO_SCRIPT_TITLE = 9;
D.INFO_SCRIPT_TEXT = 10;
D.INFO_SCRIPT_IMAGE = 11;
D.INFO_SCRIPT_REPLAY_NAME = 12;
D.REPLAY_FILE_PATH = 13;
D.REPLAY_DATE_TIME = 14;
D.REPLAY_USER_NAME = 15;
D.REPLAY_TOTAL_SCORE = 16;
D.REPLAY_FPS_AVERAGE = 17;
D.REPLAY_PLAYER_NAME = 18;
D.REPLAY_STAGE_INDEX_LIST = 19;
D.REPLAY_STAGE_START_SCORE_LIST = 20;
D.REPLAY_STAGE_LAST_SCORE_LIST = 21;
D.REPLAY_COMMENT = 22;

//Other constant
D.ID_INVALID = -1;

« Last Edit: June 28, 2017, 09:29:56 PM by Trung0246 »
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