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itgmania212121/NoteSkins/beat/default/NoteSkin.lua
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2011-03-17 01:47:30 -04:00
local ret = ... or {};
ret.RedirTable =
{
Key1 = "White",
Key2 = "Blue",
Key3 = "White",
Key4 = "Blue",
Key5 = "White",
Key6 = "Blue",
Key7 = "White",
scratch = "Red",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Hold Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Go Receptor"] = false,
["Ready Receptor"] = false,
["Tap Explosion Bright"] = false,
["Tap Explosion Dim"] = false,
["Tap Note"] = false,
["Hold Head Active"] = false,
["Hold Head Inactive"] = false,
["Roll Head Active"] = false,
["Roll Head Inactive"] = false,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
};
return ret;