theme changes from midi; fixes percent position in selmusic + new color setup (interesting to themers only, really)
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@@ -162,66 +162,65 @@ Color = {
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-- Remapped Color Module, since some themes are crazy
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Colors = Color
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local PlayerColors = {
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PLAYER_1 = color("#ef403d"),
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PLAYER_2 = color("#0089cf")
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}
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local DifficultyColors = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
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in some cases, especially to apply new colors for stuff you
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couldn't before. (huh? -aj) ]]
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Beginner = color("#ff32f8"), -- light cyan
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Easy = color("#2cff00"), -- green
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Medium = color("#fee600"), -- yellow
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Hard = color("#ff2f39"), -- red
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Challenge = color("#1cd8ff"), -- light blue
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Edit = color("0.8,0.8,0.8,1"), -- gray
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Couple = color("#ed0972"), -- hot pink
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Routine = color("#ff9a00"), -- orange
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--[[ These are for courses, so let's slap them here in case someone
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wanted to use Difficulty in Course and Step regions. ]]
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Difficulty_Beginner = color("#ff32f8"), -- purple
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Difficulty_Easy = color("#2cff00"), -- green
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Difficulty_Medium = color("#fee600"), -- yellow
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Difficulty_Hard = color("#ff2f39"), -- red
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Difficulty_Challenge = color("#1cd8ff"), -- light blue
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Difficulty_Edit = color("0.8,0.8,0.8,1"), -- gray
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Difficulty_Couple = color("#ed0972"), -- hot pink
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Difficulty_Routine = color("#ff9a00") -- orange
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}
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DifficultyColors["Crazy"] = DifficultyColors["Hard"];
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GameColor = {
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PlayerColors = {
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PLAYER_1 = color("#ef403d"),
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PLAYER_2 = color("#0089cf"),
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},
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Difficulty = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
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in some cases, especially to apply new colors for stuff you
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couldn't before. (huh? -aj) ]]
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Beginner = color("#ff32f8"), -- light cyan
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Easy = color("#2cff00"), -- green
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Medium = color("#fee600"), -- yellow
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Hard = color("#ff2f39"), -- red
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Challenge = color("#1cd8ff"), -- light blue
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Edit = color("0.8,0.8,0.8,1"), -- gray
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Couple = color("#ed0972"), -- hot pink
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Routine = color("#ff9a00"), -- orange
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--[[ These are for courses, so let's slap them here in case someone
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wanted to use Difficulty in Course and Step regions. ]]
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Difficulty_Beginner = color("#ff32f8"), -- purple
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Difficulty_Easy = color("#2cff00"), -- green
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Difficulty_Medium = color("#fee600"), -- yellow
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Difficulty_Hard = color("#ff2f39"), -- red
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Difficulty_Challenge = color("#1cd8ff"), -- light blue
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Difficulty_Edit = color("0.8,0.8,0.8,1"), -- gray
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Difficulty_Couple = color("#ed0972"), -- hot pink
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Difficulty_Routine = color("#ff9a00") -- orange
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},
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Stage = {
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Stage_1st = color("#00ffc7"),
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Stage_2nd = color("#58ff00"),
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Stage_3rd = color("#f400ff"),
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Stage_4th = color("#00ffda"),
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Stage_5th = color("#ed00ff"),
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Stage_6th = color("#73ff00"),
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Stage_Next = color("#73ff00"),
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Stage_Final = color("#ff0707"),
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Stage_Extra1 = color("#fafa00"),
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Stage_Extra2 = color("#ff0707"),
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Stage_Nonstop = color("#FFFFFF"),
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Stage_Oni = color("#FFFFFF"),
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Stage_Endless = color("#FFFFFF"),
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Stage_Event = color("#FFFFFF"),
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Stage_Demo = color("#FFFFFF")
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},
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Judgment = {
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JudgmentLine_W1 = color("#00ffc7"),
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JudgmentLine_W2 = color("#f6ff00"),
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JudgmentLine_W3 = color("#00ff78"),
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JudgmentLine_W4 = color("#34bfff"),
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JudgmentLine_W5 = color("#e44dff"),
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JudgmentLine_Held = color("#FFFFFF"),
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JudgmentLine_Miss = color("#ff3c3c"),
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JudgmentLine_MaxCombo = color("#ffc600")
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},
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};
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GameColor.Difficulty["Crazy"] = GameColor.Difficulty["Hard"];
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-- DifficultyColors["Freestyle"] = Color["Purple"];
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DifficultyColors["Nightmare"] = DifficultyColors["Challenge"];
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local StageColors = {
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Stage_1st = color("#00ffc7"),
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Stage_2nd = color("#58ff00"),
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Stage_3rd = color("#f400ff"),
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Stage_4th = color("#00ffda"),
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Stage_5th = color("#ed00ff"),
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Stage_6th = color("#73ff00"),
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Stage_Next = color("#73ff00"),
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Stage_Final = color("#ff0707"),
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Stage_Extra1 = color("#fafa00"),
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Stage_Extra2 = color("#ff0707"),
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Stage_Nonstop = color("#FFFFFF"),
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Stage_Oni = color("#FFFFFF"),
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Stage_Endless = color("#FFFFFF"),
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Stage_Event = color("#FFFFFF"),
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Stage_Demo = color("#FFFFFF")
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}
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local JudgmentColors = {
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JudgmentLine_W1 = color("#00ffc7"),
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JudgmentLine_W2 = color("#f6ff00"),
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JudgmentLine_W3 = color("#00ff78"),
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JudgmentLine_W4 = color("#34bfff"),
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JudgmentLine_W5 = color("#e44dff"),
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JudgmentLine_Held = color("#FFFFFF"),
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JudgmentLine_Miss = color("#ff3c3c"),
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JudgmentLine_MaxCombo = color("#ffc600")
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}
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GameColor.Difficulty["Nightmare"] = GameColor.Difficulty["Challenge"];
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--[[ Fallbacks ]]
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function Color(c)
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@@ -265,16 +264,16 @@ function PlayerScoreColor( pn )
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end
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function CustomDifficultyToColor( sCustomDifficulty )
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return DifficultyColors[sCustomDifficulty]
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return GameColor.Difficulty[sCustomDifficulty]
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end
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function CustomDifficultyToDarkColor( sCustomDifficulty )
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local c = DifficultyColors[sCustomDifficulty]
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local c = GameColor.Difficulty[sCustomDifficulty]
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return { c[1]/2, c[2]/2, c[3]/2, c[4] }
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end
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function CustomDifficultyToLightColor( sCustomDifficulty )
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local c = DifficultyColors[sCustomDifficulty]
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local c = GameColor.Difficulty[sCustomDifficulty]
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return { scale(c[1],0,1,0.5,1), scale(c[2],0,1,0.5,1), scale(c[3],0,1,0.5,1), c[4] }
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end
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@@ -283,7 +282,7 @@ function StepsOrTrailToColor(StepsOrTrail)
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end
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function StageToColor( stage )
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local c = Colors.Stage[stage]
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local c = GameColor.Stage[stage]
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if c then
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return c
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end
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@@ -291,12 +290,12 @@ function StageToColor( stage )
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end
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function StageToStrokeColor( stage )
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local c = StageColors[stage]
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local c = GameColor.Stage[stage]
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return { c[1]/2, c[2]/2, c[3]/2, c[4] }
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end
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function JudgmentLineToColor( i )
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local c = JudgmentColors[i]
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local c = GameColor.Judgment[i]
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if c then
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return c
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end
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@@ -304,6 +303,6 @@ function JudgmentLineToColor( i )
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end
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function JudgmentLineToStrokeColor( i )
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local c = JudgmentColors[i]
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local c = GameColor.Judgment[i]
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return { c[1]/2, c[2]/2, c[3]/2, c[4] }
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end
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@@ -1196,13 +1196,13 @@ StepsDisplayP2OffCommand=bouncebegin,0.15;zoomx,0;
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# StepsDisplayP2CurrentStepsP2ChangedMessageCommand=stoptweening;zoom,1.2;decelerate,0.1;zoom,1
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#
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ShowPercentScoreP1=GAMESTATE:IsHumanPlayer(PLAYER_1)
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PercentScoreP1X=SCREEN_CENTER_X-80
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PercentScoreP1X=SCREEN_CENTER_X-80-1
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PercentScoreP1Y=SCREEN_BOTTOM-60
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PercentScoreP1OnCommand=visible,THEME:GetMetric(Var "LoadingScreen","ShowPercentScoreP1");addy,SCREEN_CENTER_Y;decelerate,0.35;addy,-SCREEN_CENTER_Y
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PercentScoreP1OffCommand=bouncebegin,0.15;zoomx,0;
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#
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ShowPercentScoreP2=GAMESTATE:IsHumanPlayer(PLAYER_2)
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PercentScoreP2X=SCREEN_CENTER_X+160
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PercentScoreP2X=SCREEN_CENTER_X+160-1
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PercentScoreP2Y=SCREEN_BOTTOM-60
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PercentScoreP2OnCommand=visible,THEME:GetMetric(Var "LoadingScreen","ShowPercentScoreP2");addy,SCREEN_CENTER_Y;decelerate,0.35;addy,-SCREEN_CENTER_Y
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PercentScoreP2OffCommand=bouncebegin,0.15;zoomx,0;
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