/***************************************************************************
*		Defines variables for easier access to bullet IDs and loads		   *
*		the shotsheet into the system.									   *
*																		   *
*		For ADD_ARGB versions of the shots, use the regular ID plus 500.   *
*																		   *
*		NOTE: Not every bullet ID has a variable to represent it.		   *
***************************************************************************/
local {
	let CSD = GetCurrentScriptDirectory;
	let path = CSD ~ "LNShot.dnh";
	LoadEnemyShotData(path);
}

// basic laser ------------------------
let BLaserW			= 76;
let BLaserR			= 77;
let BLaserP			= 78;
let BLaserB			= 79;
let BLaserA			= 80;
let BLaserG			= 81;
let BLaserY			= 82;
let BLaserBl		= 83;


// Rainbow Dots (MoF Style) -----------------
let R_DOT_GRAY			= 177;
let R_DOT_RED			= 179;
let R_DOT_PURPLE		= 180;
let R_DOT_MAGENTA		= 181;
let R_DOT_BLUE			= 183;
let R_DOT_AQUA			= 185;
let R_DOT_GREEN			= 187;
let R_DOT_YELLOW		= 190;
let R_DOT_ORANGE		= 191;
let R_DOT_WHITE 		= 192;

// Dots (EoSD Style) ------------------------
let DOT_GRAY			= 209;
let DOT_RED				= 210;
let DOT_PURPLE			= 212;
let DOT_BLUE			= 214;
let DOT_AQUA			= 216;
let DOT_GREEN			= 218;
let DOT_YELLOW			= 221;
let DOT_ORANGE			= 223;

// Komachi's Coins --------------------------
let COIN_GRAY			= 193;
let COIN_RED			= 194;
let COIN_PURPLE			= 195;
let COIN_BLUE			= 196;
let COIN_AQUA			= 197;
let COIN_GREEN			= 198;
let COIN_YELLOW			= 199;
let COIN_ORANGE			= 200;

// Glow Bullets (ZUN Delay) -----------------
let GLOW_GRAY			= 201;
let GLOW_RED			= 202;
let GLOW_PURPLE			= 203;
let GLOW_BLUE			= 204;
let GLOW_AQUA			= 205;
let GLOW_GREEN			= 206;
let GLOW_YELLOW			= 207;
let GLOW_ORANGE			= 208;

// Koishi Hearts ---------------------------------
let HEART_GRAY			= 235;
let HEART_RED			= 236;
let HEART_PURPLE		= 237;
let HEART_BLUE			= 238;
let HEART_AQUA			= 239;
let HEART_GREEN			= 240;
let HEART_YELLOW		= 241;
let HEART_ORANGE		= 242;

// Murasa Droplets --------------------------
let DROP_GRAY			= 251;
let DROP_RED			= 253;
let DROP_PURPLE			= 254;
let DROP_MAGENTA		= 255;
let DROP_BLUE			= 257;
let DROP_AQUA			= 259;
let DROP_GREEN			= 261;
let DROP_YELLOW			= 264;
let DROP_ORANGE			= 265;

// Marisa's Large Stars ---------------------
let STAR_GRAY			= 267;
let STAR_RED			= 268;
let STAR_PURPLE			= 270;
let STAR_BLUE			= 269;
let STAR_AQUA			= 271;
let STAR_GREEN			= 272;
let STAR_YELLOW			= 273;
let STAR_ORANGE			= 274;

// Large Round Bullets (Modern Style) -------
let LARGE_GRAY			= 275;
let LARGE_RED			= 276;
let LARGE_PURPLE		= 277;
let LARGE_BLUE			= 278;
let LARGE_AQUA			= 279;
let LARGE_GREEN			= 280;
let LARGE_YELLOW		= 281;
let LARGE_ORANGE		= 282;

// Large Round Bullets (PCB Style) ----------
let PCB_LARGE_GRAY		= 283;
let PCB_LARGE_RED		= 284;
let PCB_LARGE_PURPLE	= 285;
let PCB_LARGE_BLUE		= 286;
let PCB_LARGE_AQUA		= 287;
let PCB_LARGE_GREEN		= 288;
let PCB_LARGE_YELLOW	= 289;
let PCB_LARGE_ORANGE	= 290;

// Yuyuko Butterflies ------------------------------
let BUTTERFLY_WHITE		= 291;
let BUTTERFLY_RED		= 292;
let BUTTERFLY_PURPLE	= 293;
let BUTTERFLY_BLUE		= 294;
let BUTTERFLY_AQUA		= 295;
let BUTTERFLY_GREEN		= 296;
let BUTTERFLY_YELLOW	= 297;
let BUTTERFLY_ORANGE	= 298;

// Sakuya Knives ------------------------------
let KNIFE_GRAY			= 299;
let KNIFE_RED			= 300;
let KNIFE_PURPLE		= 301;
let KNIFE_BLUE			= 302;
let KNIFE_AQUA			= 303;
let KNIFE_GREEN			= 304;
let KNIFE_YELLOW		= 305;
let KNIFE_ORANGE		= 306;

// Oval Bullets ------------------------------
let OVAL_GRAY			= 307;
let OVAL_RED			= 308;
let OVAL_PURPLE			= 309;
let OVAL_BLUE			= 310;
let OVAL_AQUA			= 311;
let OVAL_GREEN			= 312;
let OVAL_YELLOW			= 313;
let OVAL_ORANGE			= 314;

// Prisimriver Music Notes -------------------
let P_NOTE_GRAY			= 307;
let P_NOTE_RED			= 308;
let P_NOTE_PURPLE		= 309;
let P_NOTE_BLUE			= 310;
let P_NOTE_AQUA			= 311;
let P_NOTE_GREEN		= 312;
let P_NOTE_YELLOW		= 313;
let P_NOTE_ORANGE		= 314;

// Tsukumo Music Notes -----------------------
let T_NOTE_GRAY			= 339;
let T_NOTE_RED			= 340;
let T_NOTE_PURPLE		= 341;
let T_NOTE_BLUE			= 342;
let T_NOTE_AQUA			= 343;
let T_NOTE_GREEN		= 344;
let T_NOTE_YELLOW		= 345;
let T_NOTE_ORANGE		= 346;

// Bubbles ----------------------------------
let BUBBLE_GRAY			= 323;
let BUBBLE_RED			= 324;
let BUBBLE_PURPLE		= 325;
let BUBBLE_BLUE			= 326;
let BUBBLE_AQUA			= 327;
let BUBBLE_GREEN		= 328;
let BUBBLE_YELLOW		= 329;
let BUBBLE_ORANGE		= 330;

// Fireballs --------------------------------
let FIRE_GRAY			= 331;
let FIRE_RED			= 332;
let FIRE_PURPLE			= 333;
let FIRE_BLUE			= 334;
let FIRE_AQUA			= 335;
let FIRE_GREEN			= 336;
let FIRE_YELLOW			= 337;
let FIRE_ORANGE			= 338;

// Tsukumo Music Rests ----------------------
let REST_GRAY			= 347;
let REST_RED			= 348;
let REST_PURPLE			= 349;
let REST_BLUE			= 350;
let REST_AQUA			= 351;
let REST_GREEN			= 352;
let REST_YELLOW			= 353;
let REST_ORANGE			= 354;

// Miko's Glowing Orbs ----------------------
let ORB_GRAY			= 355;
let ORB_RED				= 356;
let ORB_PURPLE			= 357;
let ORB_BLUE			= 358;
let ORB_AQUA			= 359;
let ORB_GREEN			= 360;
let ORB_YELLOW			= 361;
let ORB_ORANGE			= 362;

// Futo Arrows ------------------------------
let ARROW_GRAY			= 363;
let ARROW_RED			= 364;
let ARROW_PURPLE		= 365;
let ARROW_BLUE			= 366;
let ARROW_AQUA			= 367;
let ARROW_GREEN			= 368;
let ARROW_YELLOW		= 369;
let ARROW_WHITE			= 370;

// Shiki's Judgment Sticks ------------------
// let JUDGEMENT			= 391;

//Lasers (Due to lasers being automatically ADD rendered, designated laser shot IDs are necessary)

// Straight Lasers --------------------------
let ST_LASER_GRAY		= 1001;
let ST_LASER_RED		= 1003;
let ST_LASER_PURPLE		= 1004;
let ST_LASER_BLUE		= 1007;
let ST_LASER_AQUA		= 1009;
let ST_LASER_GREEN		= 1011;
let ST_LASER_YELLOW		= 1014;
let ST_LASER_ORANGE		= 1015;

// Curved Lasers ----------------------------
let C_LASER_GRAY		= 1017;
let C_LASER_RED			= 1019;
let C_LASER_PURPLE		= 1020;
let C_LASER_BLUE		= 1022;
let C_LASER_AQUA		= 1025;
let C_LASER_GREEN		= 1027;
let C_LASER_YELLOW		= 1030;
let C_LASER_ORANGE		= 1031;

// Bubble Lasers ---------------------------
let B_LASER_GRAY		= 1040;
let B_LASER_RED			= 1033;
let B_LASER_PURPLE		= 1038;
let B_LASER_BLUE		= 1034;
let B_LASER_AQUA		= 1037;
let B_LASER_GREEN		= 1035;
let B_LASER_YELLOW		= 1036;
let B_LASER_ORANGE		= 1039;

// Miko Orb Lasers -------------------------
let O_LASER_GRAY		= 1041;
let O_LASER_RED			= 1042;
let O_LASER_PURPLE		= 1043;
let O_LASER_BLUE		= 1044;
let O_LASER_AQUA		= 1045;
let O_LASER_GREEN		= 1046;
let O_LASER_YELLOW		= 1047;
let O_LASER_ORANGE		= 1048;

// Large Round Bullet Lasers ----------------
let L_LASER_GRAY		= 1049;
let L_LASER_RED			= 1050;
let L_LASER_PURPLE		= 1051;
let L_LASER_BLUE		= 1052;
let L_LASER_AQUA		= 1053;
let L_LASER_GREEN		= 1054;
let L_LASER_YELLOW		= 1055;
let L_LASER_ORANGE		= 1056;

// Raiko's Lightning Laser ------------------
let LIGHTNING			= 1057;

// circle ---------------------------------
let circleW		= 1072;
let circleR		= 1073;
let circleP	    = 1074;
let circleB	    = 1075;
let circleA		= 1076;
let circleG		= 1077;
let circleY		= 1078;
let circleBl	= 1079;

// Double pellet -------------------------
let DPW			= 1080;
let DPR			= 1081;
let DPP			= 1082;
let DPB			= 1083;
let DPA			= 1084;
let DPG			= 1085;
let DPY			= 1086;
let DPBl		= 1087;

// KNIFU -------------------------------------
let KniW			= 1088;
let KniR			= 1089;
let KniP			= 1090;
let KniB			= 1091;
let KniA			= 1092;
let KniG			= 1093;
let KniY			= 1094;
let KniBl			= 1095;

// Oval pellet ---------------------------------------
let OVW			= 1096;
let OVR			= 1097;
let OVP			= 1098;
let OVB			= 1099;
let OVA			= 1100;
let OVG			= 1101;
let OVY			= 1102;
let OVBl		= 1103;

// Amulets --------------------------------
let AmW			= 1104;
let AmR			= 1105;
let AmP			= 1106;
let AmB			= 1107;
let AmA			= 1108;
let AmG			= 1109;
let AmY			= 1110;
let AmBl		= 1111;

// gun ------------------------------------
let GW		= 1112;
let GR		= 1113;
let GP		= 1114;
let GB		= 1115;
let GA		= 1116;
let GG		= 1117;
let GY		= 1118;
let GBl		= 1119;

// Dark circle --------------------------------
let DcircleW		= 1120;
let DcircleR		= 1121;
let DcircleP	    = 1122;
let DcircleB	    = 1123;
let DcircleA		= 1124;
let DcircleG		= 1125;
let DcircleY		= 1126;
let DcircleBl		= 1127;

// Big Bubble -------------------
let BBuW		= 1128;
let BBuR		= 1129;
let BBuP		= 1130;
let BBuB		= 1131;
let BBuA		= 1132;
let BBuG		= 1133;
let BBuY		= 1134;
let BBuBl		= 1135;

// small Bubble -------------------
let SBuW		= 1136;
let SBuR		= 1137;
let SBuP		= 1138;
let SBuB		= 1139;
let SBuA		= 1140;
let SBuG		= 1141;
let SBuY		= 1142;
let SBuBl		= 1143;

// Hibaru small glow ---------
let HibbySGW		= 1144;
let HibbySGB		= 1145;
let HibbySGP		= 1146;