'------------------------------------------------------- ' Star Opus scene script ' 2007-2008 EMS-Project (c) '------------------------------------------------------- ' 12.0.2008 / EMS- Project 'PlayerX 860 'PlayerY 140 'Player_Appear_delay 50 'Player.Shield 100 'Player bullet damage 1 'Player.Grenades (99=max) damage is 5 points 5 'Player_MaxBullets 20 'Player_Bullet_boost 1 'Player.JPx (jumppoint) 700 'Player.JPy (jumppoint) 200 'Powerups.Random (in every frame) 3000 'Asteroids.Powerup_freq (when bullet hits to asteroid) 1000 '--------------------------------------------------------------------------------------------------------- 'Backround related assignments 'starfield effect number ' 0 no effect ' 1 normal starfield ' 2 spinning starfield ' 3 starfield with trails (heavy) ' 4 plasma ' 5 plasma & normal starfield ' 6 plasma & spinning starfield ' 7 vertical starfield 0 'StarBlink (0 = no random starblinks) 1 ' backround layers ' imagenro,x,y,scale,alpha,angle,tile,rotate (0.2=slow),HandleX,HandleY,move speed (0=no moving, 0.2=slow),move angle,fadein image (0=no fadein),fadeout (0=fadeout) 17,512,384,1,0.3,0,0,0,0,0,0,0,0,0,111,870,150,0.8,0.3,0,0,0.1,0,0,0,0,0,0,12,1,1,1,0.2,0,1,0,0,0,-10,32,0,0,62,160,685,1,1,0,0,0,0,0,0,0,0,5000,4,900,100,0.7,0.3,0,0,-0.2,400,400,0,0,0,0,29,1,1,1,0.8,0,1,0,0,0,0,0,0,0 'SunX (x=NULL ->disabled) NULL 'SunY 100 ' Sun scale (3 is quite good) 3 'Black hole X (this is not visual effect, just an inverse emitter. Black hole visuals must be done using backgrounds) 0 'Black hole Y 0 ' engine malfunction factor (per collide) 20 '--------------------------------------------------------------------------------------------------------- '--------------------------------------------------------------------------------------------------------- ' animated text 'delay,text,x,y,time,alpha,fadein,fadeout,scale,scaling,fonttype,moveangle,speed,r,g,b 0, Itīs time to leave the Earth now,500,170,100,1,0.01,0.01,1.2,0.001,1,0,0,200,200,255 20,just some rotators detected - This should be easy one..,500,200,150,1,0.01,0.01,1,0,0,90,1,255,255,255 '--------------------------------------------------------------------------------------------------------- 'del,x,y,speed,angle,shooting speed,change direction if hit,shield,hit,hitdamage 260,512,370,RND 1-1.5,0,190,0,2,1,1 270,512,370,RND 1-1.5,60,190,0,2,1,1 280,512,370,RND 1-1.5,120,190,0,2,1,1 290,512,370,RND 1-1.5,180,190,0,2,1,1 300,512,370,RND 1-1.5,240,190,0,2,1,1 310,512,370,RND 1-1.5,300,190,0,2,1,1 ' del,x,y,angle,speed,friction,dissapeartime,pType,extparam ' type 1= 2x,2=3x,3=4x & 4=5x, extparam = secs in screen before fade away ' type 5= grenades, extparam=amout of grenades ' type 6 = shields up, extparam= amount of shields 350,512,370,RAND 0-360,1,RND 0.99-0.999,1000,5,10 'del,time,x,y,asteroid spitting,asts amount,asts max size, ast friction, ast flyoffscreen,spark spitter,jumppoint type 200,600,512,370,0,0,0,0,0,100,0 ' del,x,y,angle,speed,guardindex,huntspeed,scale,shield,hit,hitdamage ' Guardian guardian always follows player if no rotator (original rotator) in screen 310,512,370,90,1,0,2,0.5,1,1,1 320,512,370,90,1,0,2,0.5,1,1,1 330,512,370,90,1,0,2,0.5,1,1,1 340,512,370,90,1,0,2,0.5,1,1,1 350,512,370,90,1,0,2,0.5,1,1,1 360,512,370,90,1,0,2,0.5,1,1,1 370,512,370,90,1,0,2,0.5,1,1,1 380,512,370,90,1,0,2,0.5,1,1,1 390,512,370,90,1,0,2,0.5,1,1,1 400,512,370,90,1,0,2,0.5,1,1,1 410,512,370,90,1,0,2,0.5,1,1,1 420,512,370,90,1,0,2,0.5,1,1,1 430,512,370,90,1,0,2,0.5,1,1,1 440,512,370,90,1,0,2,0.5,1,1,1 450,512,370,90,1,0,2,0.5,1,1,1 460,512,370,90,1,0,2,0.5,1,1,1 470,512,370,90,1,0,2,0.5,1,1,1 480,512,370,90,1,0,2,0.5,1,1,1 490,512,370,90,1,0,2,0.5,1,1,1 500,512,370,90,1,0,2,0.5,1,1,1 ' del,x,y,angle,speed,locking dist,huntspeed,scale,shooting freq,shield,hit,hitdamage 300,512,370,90,3,70,2,0.5,100,3,1,1 330,512,370,30,3,150,2,0.5,100,3,1,1 ' 0,512,370,90,1,0,2,0.5,1,1,1