Character encoding to be used. Shift_JIS is recommended for compatibility with older environments, otherwise UTF-8 is recommended.
In SSP, if multiple surfaces***.txt files are used, each file must have it's own configuration. (Conversely, each file may have different settings.)
(OS standard setting or SSP -> Internationalization -> Default character encoding -> Text definition)
Specify which version of SERIKO definition format to use. 0 for SERIKO/1.x format (old definition), 1 for SERIKO/2.0 format.
0
※SSP does not use this information as it is detected automatically.
Maximum width of the surface, in pixels. This information is used for overlap determination, etc.
No definition / In SSP, maximum width in actual surface definition
Sorting order of the collisions. In which order should they be displayed from the front to the back?
ascend for ascending order (1,2,3...), descend for descending order (10,9,8...).
none (the one written first, regardless of ID, is in the foreground)
Sorting order of animations by ID number. In which order should they be displayed from the front to the back?
ascend for ascending order (1,2,3...), descend for descending order (10,9,8...).
descend
Base surface composite.
A system that composites multiple images and treats the composite result as the base surface, as though it were a single image.
If there is an image called surface*.png that corresponds to the surface, and element0 is defined, the content of the original surface*.png is discarded and replaced with the content of element0.
element1 and onward are sequentially composited on top of it.
Starting with SSP 2.3.53, surfaces defined as elements behave as if they were a single image, even if used as an animation part (previously undefined).
The * part (elementID) is a serial number, starting with 0, that is consistent within the same surface.
For drawing methods, see drawing methods below.
No behavior
Definition of the timing (cycle) at which the animation starts.
For interval, see animation intervals below. In SSP only, combinations can be specified by listing multiple with + as a delimiter.
The * part (animationID) is an arbitrary number. For all surfaces within the same scope (\0, \1, ...), animations with the same ID in common should have the same meaning (e.g., "blink", "talking", "same clothes", etc.).
The interval definition indicates the starting point of the entire animation definition for that ID, and must always be first in a series of animation definitions.
See animation-sort for the relationship between how animations overlap and the order of IDs.
Old definition: *interval,(interval)
No behavior
Definition of each frame of the animation. Each frame is usually drawn by resetting the previous frame and compositing a new one on the base surface (strictly speaking, it depends on the drawing method).
The * following animation is the animationID (the same * as in animation*.interval).
The * (patternID) following pattern is a serial number starting from 0 in a series of animation*.pattern definitions. In materia, the upper limit is 127. The patterns are drawn in a stacked manner, starting with the one with the lowest number.
For drawing methods, see drawing methods below.
wait is the waiting time until the drame is drawn, in milliseconds. In SSP only, it can be written as "minimum wait-maximum wait" separated by a dash, in which case a value is randomly chosen between the minimum and maximum.
The X and Y coordinates specify how much the frame should be shifted relative to the base (the result of drawing up to that frame).
The surface ID can be set to -1 to stop the current animation, or -2 to stop all other animations currently running. In both cases, the drawing method and X and Y coordinates are ignored.
Old definition:*pattern*,(surface ID),(wait),(drawing method),(X coordinate),(Y coordinate)
No behavior
Exclusive execution option for animations.
That is, when an animation with the exclusive option is executed, all other animations are stopped, and no other animations are started until the animation with the exclusive option ends.
The * following animation is the animationID (The same as * in animation*.interval).
Note that this specification is undefined for animations whose interval is bind.
For SSP only, if you use animation*.option,exclusive,(1,3,5) you can restrict the exclusitivy to only animations with the specified IDs.
Old definition:*option,exclusive
No behavior
Background option for animations.
Animations with the background option run behind the base surface (at the back of the screen).
The * following animation is the animationID (The same as * in animation*.interval).
No behavior
The exclusive, background, and shared-index options can be specified simultaneously, and multiple options can be specified by separating them with +. For example: exclusive+background.
The * following animation is the animationID (The same as * in animation*.interval).
If you write animation*.option,exclusive+background,(1,3,5), the IDs in specified in () will only be affected by the exclusive option.
For animations whose interval is bind, the exclusive specification is undefined.
No behavior
Definition of a collision or collisionex that is only available while the animation is running. Also valid for animations whose interval is bind.
The * following animation is the animationID (The same as * in animation*.interval).
The * following collision should be a unique number in a series of animation*.collision definitions.
No behavior
Collision detection. The area enclosed by the coordinates will be the area of the collision with the specified ID.
The * part (collisionID) is a serial number that should not match any other ID within the same surface.
See collision-sort for the relationship between how collision areas overlap and the order of the IDs.
No behavior
Irregularly shaped collision detection.
The * part (collisionID) is a serial number that should not match any other ID within the same surface.
The types are as follows:
No behavior
X coordinate of the balloon position for the main character, for this surface only.
Normal: The left/right edges of the balloon are aligned with the right/left edges of the surface.
align=top/bottom: Center of the surface.
Y coordinate of the balloon position for the main character, for this surface only.
Normal: The top edge of the balloon is aligned with the top edge of the surface.
align=top/bottom: The upper/lower edge of the balloon is aligned with the bottom/top edge of the surface.
X coordinate of the balloon position for the side character, for this surface only.
Normal: The left/right edges of the balloon are aligned with the right/left edges of the surface.
align=top/bottom: Center of the surface.
Y coordinate of the balloon position for the side character, for this surface only.
Normal: The top edge of the balloon is aligned with the top edge of the surface.
align=top/bottom: The upper/lower edge of the balloon is aligned with the bottom/top edge of the surface.
X coordinate of the balloon position for this surface only (regardless of main character or side character).
Can also be written as offset.x
Normal: The left/right edges of the balloon are aligned with the right/left edges of the surface.
align=top/bottom: Center of the surface.
Y coordinate of the balloon position for this surface only (regardless of main character or side character).
Can also be written as offset.y
Normal: The top edge of the balloon is aligned with the top edge of the surface.
align=top/bottom: The upper/lower edge of the balloon is aligned with the bottom/top edge of the surface.
X coordinate of the surface center.
Not normally used, but can be obtained from external sources such as the Sakura API.
Center of surface (width ÷ 2)
Y coordinate of the surface center.
Not normally used, but can be obtained from external sources such as the Sakura API.
Center of surface (height ÷ 2)
X coordinate where mushrooms grow.
Center of surface (width ÷ 2)
Y coordinate where mushrooms grow.
20 pixels below the top of the surface (SSP).
X coordinate of the base position for initial placement and saving the position of the window.
It is possible to adjust for misalignment, etc. when switching to images with different surface sizes.
Center of surface (width ÷ 2)
Y coordinate of the base position for initial placement and saving the position of the window.
It is possible to adjust for misalignment, etc. when switching to images with different surface sizes.
Lower edge of surface.
Play with a probability of 1 in 2 per second while on that surface.
Play with a probability of 1 in 4 per second while on that surface.
Play with a probability of 1 in (numeric interval) per second while on that surface.
Play regularly every (numeric interval) seconds while on that surface.
Loop playback while on that surface.
Play only once when the surface is switched to.
Will not execute automatically. Specify this for animations that should not play except when called by start or alternativestart methods from other animations, or by commands such as SakuraScript's \i[*] tag.
Play when the \e tag is executed while on that surface.
Play when text is displayed in a balloon while on that surface.
The animation is run every (number) characters.
The animation is defined as a dressup for that surface.
The base surface is completely replaced with the new layer. Collisions are also replaced with the ones defined on the new layer's surface.
By layering patterns of this method, the result is an animation created by redrawing the entire surface (like a flipbook).
X and Y coordinates are ignored in pattern definitions that specify this drawing method.
For dressups and elements, the base method can only be used at the beginning (element0, pattern0). Otherwise, it is read as overlay.
Simply overlay the new layer on top of the base layer.
It can also be used for dressup and elements (In the case of dressup, add and bind have this same effect).
Overlay the new layer based on the opacity of the base layer.
In semi-transparent areas of the base layer, the less transparent the area is, the more fully the new layer is composited. If the area is opaque, the new layer is composited completely. If the area is fully transparent, the new layer is not composited at all.
This is the opposite of the interpolate method.
Can also be used in dressup and elements.
Multiply and overlay the new layer based on the opacity of the base layer.
The behavior is the same as overlayfast and the outline remains the same, but instead of overwriting, a multiplicative composite operation is applied to the current surface.
Can also be used in dressup and elements.
Replace part of the base layer with the new layer.
Areas with transparency color and areas that are semi-transparent with transparency information are also overwritten, leaving no information from the base layer.
The area outside of the new layer is an empty area and is not treated as an area with 100% transparency. Nothing is composited in this area, and the drawing of the base layer simply remains as it is.
Can also be used in dressup and elements.
Overlay the new layer based on the transparency of the new layer.
In semi-transparent areas of the base layer, the more transparent the area is, the more fully the new layer is composited. If the area is fully transparent, the new layer is composited completely. If the area is opaque, the new layer is not composited at all.
This is the opposite of the overlayfast method.
Can also be used in dressup and elements.
Similar to overlay but it ignores the transparency of the new layer (transparency color and the alpha channel of the image itself if pna or seriko.use_self_alpha is used).
Can also be used in dressup and elements.
The display is undefined when an element-composited surface is used with the asis method as a part of an animation, but on Windows, transparent areas will usually be displayed as black (#000000) regardless of the original transparency color of the image.
The display position of the base layer is shifted by the specified coordinates from its original position.
The change in display position with the move method is instantaneous, not continuous.
Positive X values move to the right side, and positive Y values move downwards.
Surface IDs are ignored in pattern definitions that specify this drawing method.
Cannot be used in dressup or elements.
Use the new layer as a dressup part.
It was the only method available when the only way to create dressup parts was to simply stack one surface on top of another. It is now used interchangeably with the add method.
It is processed in the same way as overlay.
Usage in non-dressup animations and elements is undefined.
The new layer is overlaid on the base layer as a dressup part.
It is processed in the same way as overlay.
Usage in non-dressup animations and elements is undefined.
Composite the transparency of the base layer and new layer. This has the effect of "cropping" the base layer using the transparency information of the new layer.
The opacity of the base layer and the new layer are multiplied (the transparency color is treated as a fully transparent area).
For example, an area where the base layer has 40% opacity and the new layerhas 60% opacity becomes an area with 24% opacity / 76% transparency after compositing.
Information other than transparency (RGB values) is simply ignored.
The area outside the range of the new layer is treated as transparency.
This method is provided for dressup, but can also be used for animations and elements that are not dressup.
Inserts the dressup group (animation with a bind interval) of the specified ID (the number of the * in animation*) at this position.
This method is provided for dressup, and is undefined for use with animations and elements that are not dressup.
For example, if dressup A has is positioned so that it is partially in front of and partially behind dressup B, a natural display of the front-back structure can be achieved by inserting dressup B between the back part and front part of dressup A. In this way, the integrity of the display is maintained regardless whether dressup B is displayed or not.
It is also possible to use insert in the target surface (nesting).
Note that this only reserves the display order of dressup A and B, and does not force dressup B to be displayed.
Whether or not dressup B is actually displayed depends on the enable/disable status of dressup B.
Play the animation with the specified ID (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
Cannot be used in dressup or elements.
Stop the animation with the specified ID (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
Cannot be used in dressup or elements.
Play the animation of one of the specified ID numbers (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
In SSP, it is valid even if [] is used instead of parenthesis, or the delimiter "." is used instead of ",".
Cannot be used in dressup or elements.
Old definition:alternativestart,[ID1,ID2...]
Stop the animation of one of the specified ID numbers (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
In SSP, it is valid even if [] is used instead of parenthesis, or the delimiter "." is used instead of ",".
Cannot be used in dressup or elements.
Play animations of all specified ID numbers (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
In SSP, it is valid even if [] is used instead of parenthesis, or the delimiter "." is used instead of ",".
Cannot be used in dressup or elements.
Stop animations of all specified ID numbers (the number of the * in animation*).
Surface ID, wait, and X and Y coordinates are ignored in pattern definitions that specify this drawing method.
In SSP, it is valid even if [] is used instead of parenthesis, or the delimiter "." is used instead of ",".
Cannot be used in dressup or elements.
Set an arbitrary alias ID for the surface ID.
For example, surprise,[2] means that \s[surprise] has the same meaning as \s[2].
You can also specify multiple surfaces separated by commas, e.g., 1,[1,11,21].
In this case, \s[1] will randomly select from 1,11,21.
No behavior
Set the cursor file to be displayed when on top of a collision.
The * part is a number that must be unique in the mouseup definitions for this scope.
The name of the collision is the name set in the collision definition.
The filename is the cursor filename (cur/ani). Instead of a filename, the system cursor specification described below can also be used.
system:finger (when the collision name is bust, system:hand)
Set the cursor file to be displayed when a mouse button is pressed on a collision.
The * part is a number that must be unique in the mousedown definitions for this scope.
The name of the collision is the name set in the collision definition.
The filename is the cursor filename (cur/ani). Instead of a filename, the system cursor specification described below can also be used.
system:finger (when the collision name is bust, system:grip)
Set the cursor file to be displayed when the right mouse button is pressed on a collision.
The * part is a number that must be unique in the mouserightdown definitions for this scope.
The name of the collision is the name set in the collision definition.
The filename is the cursor filename (cur/ani). Instead of a filename, the system cursor specification described below can also be used.
system:finger
Set the cursor file to be displayed when the mouse wheel is scrolled on a collision.
The * part is a number that must be unique in the mousewheel definitions for this scope.
The name of the collision is the name set in the collision definition.
The filename is the cursor filename (cur/ani). Instead of a filename, the system cursor specification described below can also be used.
system:arrow
Set the cursor file to be displayed when the mouse is on a collision and is not moved for a while.
The * part is a number that must be unique in the mousehover definitions for this scope
The name of the collision is the name set in the collision definition.
The filename is the cursor filename (cur/ani). Instead of a filename, the system cursor specification described below can also be used.
system:arrow
Arrow
Cross
Prohibited symbol
Hand
Grabbing hand
Pointing finger
Loading
I
Movement arrow
?
Set the text of the tooltip to be displayed when hovering over the collision.
No behavior