separate Roll Explosion part
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@@ -4,6 +4,11 @@ local t = Def.ActorFrame {
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HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
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HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
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InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
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InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
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};
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};
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NOTESKIN:LoadActor( Var "Button", "Roll Explosion" ) .. {
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RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
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RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
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InitCommand=cmd(playcommand,"RollOff";finishtweening);
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};
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
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InitCommand=cmd(diffusealpha,0);
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InitCommand=cmd(diffusealpha,0);
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W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
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W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
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@@ -0,0 +1 @@
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Fallback Hold Explosion
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@@ -100,6 +100,8 @@ LiftCommand=
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[HoldGhostArrow]
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[HoldGhostArrow]
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HoldingOnCommand=hidden,0
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HoldingOnCommand=hidden,0
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HoldingOffCommand=hidden,1
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HoldingOffCommand=hidden,1
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RollOnCommand=hidden,false
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RollOffCommand=hidden,true
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[Press]
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[Press]
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ReverseOnCommand=vertalign,bottom
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ReverseOnCommand=vertalign,bottom
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@@ -47,6 +47,7 @@ function ret.Load()
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-- The main "Explosion" part just loads other actors; don't rotate
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-- The main "Explosion" part just loads other actors; don't rotate
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-- it. The "Hold Explosion" part should not be rotated.
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-- it. The "Hold Explosion" part should not be rotated.
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if Var "Element" == "Explosion" or
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" or
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Var "Element" == "Hold Explosion" then
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Var "Element" == "Hold Explosion" then
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t.BaseRotationZ = nil;
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t.BaseRotationZ = nil;
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end
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end
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