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@@ -1,3 +1,7 @@
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# This probably is hard to understand from the way it was made in the first
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# place, so instead just pay attention to each group, which has tons of
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# notes
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# 01 # Global
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# 02 # Managers
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# 03 # Singletons
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@@ -8,52 +12,74 @@
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# 01 #
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[Global]
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# This basically means that all other themes get information from this theme.
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# It's really awesome for making mods n stuff
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IsBaseTheme=1
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[Common]
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# How big the design of the theme is. for example, if a theme was designed for
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# 1080p, it would be shrunken for 640x480, as well as that, if it was designed
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# for 480p, it would be enlarged for bigger screens!
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ScreenWidth=640
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ScreenHeight=480
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#
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# Allows you to pick all available game modes for your gametype: for example,
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# inserting enough coins for 1p would let you choose between solo, single
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# and double before each game
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AutoSetStyle=true
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#
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# Default modifiers and noteskin.
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DefaultModifiers="1.5x"
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DefaultNoteSkinName="default"
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#
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# Difficulties to show. Useful for custom games where you want to hide these.
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DifficultiesToShow="beginner,easy,medium,hard,challenge"
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# Same as above, but for courses.
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CourseDifficultiesToShow="easy,medium,hard"
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# Things to hide. You couldn't play cabinet nayways.
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StepsTypesToHide="lights-cabinet"
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#~ StepsTypesToHide="dance-couple,dance-solo,pump-halfdouble,lights-cabinet"
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# Useless?
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MaxCourseEntriesBeforeShowVarious=10
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#
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# Legacy metric: The first screen that shows up when you take forever to press
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# start.
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FirstAttractScreen="ScreenInit"
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# First screen that pops up when you start the game. ScreenInit in particular
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# shows the theme information before going to the title screen.
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InitialScreen="ScreenInit"
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# Screens that show over everything else. you shouldn't worry bout this, since
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# it wont matter much.
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OverlayScreens="ScreenSystemLayer,ScreenSyncOverlay,ScreenStatsOverlay,ScreenDebugOverlay"
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#
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# Legacy metric: Percentage Scoring shows this many decimals ( 00.00% ).
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PercentScoreDecimalPlaces=2
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#
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# What should certain player-only elements do. we usually just color them to
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# show who's stuff is who's. you'd best leave this alone too.
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ColorP1Command=diffuse,PlayerColor(PLAYER_1)
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ColorP2Command=diffuse,PlayerColor(PLAYER_2)
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# 02 #
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[LightsManager]
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# Mostly useless since it doesn't work, as well as that barely anyone has
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# lights to play around with.
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GameButtonsToShow=""
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LightEffectRiseSeconds=0.075
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LightEffectFallOffSeconds=0.35
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LightEffectPulseTime=0.100
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[ProfileManager]
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# I wouldn't change this either.
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FixedProfiles=false
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NumFixedProfiles=1
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[SongManager]
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# How many different colors you can have in the MusicWheel
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NumSongGroupColors=10
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NumCourseGroupColors=1
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#
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# Legacy metric: how difficult a song has to be for it to glow.
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ExtraColorMeter=10
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# The maximum difficulty a OMES stage can be.
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ExtraStage2DifficultyMax=8
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#
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# Allow special colors for unlocks and 'preffered' sort
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UseUnlockColor=false
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UsePreferredSortColor=false
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# Unlocks go at the end so they're easy to find.
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MoveUnlocksToBottomOfPreferredSort=false
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# Lots of themes want more than one group color, so let them have this.
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SongGroupColor1=color("#00aeef") -- blue
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@@ -66,16 +92,31 @@ SongGroupColor7=color("#00aeef") -- blue
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SongGroupColor8=color("#00aeef") -- blue
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SongGroupColor9=color("#00aeef") -- blue
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SongGroupColor10=color("#00aeef") -- blue
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CourseGroupColor1=color("1,1,1,1")
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# Lots of themes want more than one course color, too
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CourseGroupColor1=color("1,1,1,1") -- white
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CourseGroupColor2=color("1,1,1,1") -- white
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CourseGroupColor3=color("1,1,1,1") -- white
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CourseGroupColor4=color("1,1,1,1") -- white
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CourseGroupColor5=color("1,1,1,1") -- white
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CourseGroupColor6=color("1,1,1,1") -- white
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CourseGroupColor7=color("1,1,1,1") -- white
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CourseGroupColor8=color("1,1,1,1") -- white
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CourseGroupColor9=color("1,1,1,1") -- white
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CourseGroupColor10=color("1,1,1,1") -- white
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# as they say.
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UnlockColor=color("1,0.5,0,1")
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ExtraColor=color("#ff0000") -- red
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[UnlockManager]
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# Unlock specific things. we'll go in-depth with this one day, but it really
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# isnt what sm-ssc was designed for.
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AutoLockChallengeSteps=false
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UnlockNames=""
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# 03 #
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[ArrowEffects]
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# Complicated stuff you probably shouldnt ever mess with or else you'll
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# destroy mods completely!
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FrameWidthEffectsPixelsPerSecond=400
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FrameWidthEffectsMinMultiplier=0.5
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FrameWidthEffectsMaxMultiplier=1.2
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@@ -84,7 +125,8 @@ FrameWidthLockEffectsTweenPixels=25
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ArrowSpacing=64
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[Background]
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#
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# Background stuff. again, its usually a better idea to leave this alone
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# unless you truly need to change it, in which case you'd know what it does.
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ShowDancingCharacters=true
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UseStaticBackground=true
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#
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@@ -96,10 +138,12 @@ TopEdge=SCREEN_TOP
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BottomEdge=SCREEN_BOTTOM
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[Banner]
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# Scroll stuff when you roll over it, DDR Extreme style.
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ScrollRandom=false
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ScrollRoulette=false
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[BitmapText]
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# The colors in the 'roulette' text. you can have alot!
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NumRainbowColors=7
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RainbowColor1=color("1.0,1.0,1.0,1") -- red
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RainbowColor2=color("0.8,0.2,0.6,1") -- pink
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@@ -110,18 +154,28 @@ RainbowColor6=color("0.2,0.8,0.4,1") -- green
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RainbowColor7=color("1.0,0.8,0.2,1") -- orange
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[BPMDisplay]
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# Various commands for the BPMDisplay, ranging from no bpm, a non changing bpm,
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# a bpm that changes, one that is 'random' ( boss songs ) and when a song is
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# an es/omes!
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SetNoBpmCommand=diffusetopedge,color("#777777");diffusebottomedge,color("#666666")
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SetNormalCommand=diffusetopedge,color("#fbfb57");diffusebottomedge,color("#fb9c57")
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SetChangeCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
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SetRandomCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
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SetExtraCommand=diffusetopedge,color("#fb5757");diffusebottomedge,color("#9c4242")
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# Determines if it shows both bpms ( 000-100 ) or cycles between the min and
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# max.
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Cycle=true
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# Text when there is no BPM
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NoBpmText="000"
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RandomCycleSpeed=0.2 -- smaller numbers mean the bpm cycles faster
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# How fast it cycles, smaller is faster
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RandomCycleSpeed=0.2
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# Seperator between both bpms ( 100-200 ).
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Separator="-"
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# ??? when it cycles.
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ShowQMarksInRandomCycle=true
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[CodeDetector]
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# Codes on the MusicWheel that change stuff!
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PrevSteps1="Up,Up"
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PrevSteps2="MenuUp,MenuUp"
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NextSteps1="Down,Down"
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@@ -149,10 +203,12 @@ HoldNotes="Right,Left,Down,Up"
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Mines=""
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Dark=""
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CancelAll="Left,Right,Left,Right,Left,Right,Left,Right"
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# Codes on the title screen.
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NextTheme="Left,Left,Left,Right,Right,Right,Left,Right"
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NextTheme2="MenuLeft,MenuLeft,MenuLeft,MenuRight,MenuRight,MenuRight,MenuLeft,MenuRight"
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NextAnnouncer="Left,Left,Right,Right,Left,Left,Right,Right"
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NextAnnouncer2="MenuLeft,MenuLeft,MenuRight,MenuRight,MenuLeft,MenuLeft,MenuRight,MenuRight"
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# Various.
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NextBannerGroup="MenuUp,MenuRight,MenuRight"
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NextBannerGroup2="MenuUp,MenuDown,MenuUp,MenuDown"
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Hidden=""
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@@ -163,35 +219,39 @@ CancelAllPlayerOptions="Left,Right,Left,Right,Left,Right"
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BackInEventMode=""
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[CombinedLifeMeterTug]
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# We dont use it.
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MeterWidth=0.0
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MeterHeight=0.0
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[Combo]
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# System Direction
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ShowComboAt=HitCombo()
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ShowMissesAt=MissCombo()
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# Shrink and Grow the combo, DDR Style
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NumberMinZoom=0.8
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NumberMaxZoom=1
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NumberMaxZoomAt=100
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# Things the combo does when you bang on it, and what the text does
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PulseCommand=%function(self,param) self:stoptweening(); self:zoom(1.4*param.Zoom); self:linear(0.05); self:zoom(param.Zoom); end
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NumberOnCommand=y,240-216-2;shadowlength,1;horizalign,right;vertalign,bottom;
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LabelOnCommand=x,6;y,22;shadowlength,1;horizalign,left;vertalign,bottom
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[HoldJudgment]
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# !!! #
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# System Direction
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HoldJudgmentLetGoCommand=HoldJudgmentFail()
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HoldJudgmentHeldCommand=HoldJudgmentPass()
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[HelpDisplay]
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# The help display on the menus, and what it does.
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# How fast it changes between texts
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TipShowTime=4
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# The Command when its made
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TipOnCommand=shadowlength,0;diffuseblink
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[Judgment]
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# New #
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JudgmentOnCommand=
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# !!! #
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# Things the judgment does when you bang on it.
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JudgmentW1Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;glowblink;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.8
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JudgmentW2Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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JudgmentW3Command=shadowlength,0;diffusealpha,1;zoom,1.2;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;
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@@ -200,8 +260,8 @@ JudgmentW5Command=shadowlength,0;diffusealpha,1;zoom,1.0;vibrate;effectmagnitude
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JudgmentMissCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-20;linear,0.8;y,20;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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[Protiming]
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# Protiming isnt invented yet.
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ProtimingOnCommand=y,24
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ProtimingW1Command=
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ProtimingW2Command=
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ProtimingW3Command=
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@@ -210,6 +270,7 @@ ProtimingW5Command=
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ProtimingMissCommand=
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[Course]
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# What.. are these anyways?
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SortPreferredColor=color("1,1,1,1") -- Preferred is both for when courses are in preferred sort, or are autogen
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SortLevel1Color=color("1,0,0,1")
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SortLevel2Color=color("1,1,0,1")
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@@ -218,8 +279,12 @@ SortLevel4Color=color("1,1,0,1")
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SortLevel5Color=color("0,1,0,1")
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[CustomDifficulty]
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# Custom system that lets you rename certain classes of difficulties to
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# something else. Mostly for custom games and game emulation, PIU for example.
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# The names of which
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Names="DanceCoupleBeginner,DanceCoupleEasy,DanceCoupleMedium,DanceCoupleHard,DanceCoupleExpert"
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#
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# That get remapped to
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DanceCoupleBeginnerStepsType="StepsType_Dance_Couple"
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DanceCoupleBeginnerDifficulty="Difficulty_Beginner"
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DanceCoupleBeginnerString="Beginner"
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@@ -237,6 +302,9 @@ DanceCoupleExpertDifficulty="Difficulty_Expert"
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DanceCoupleExpertString="Expert"
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[CustomScoring]
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# Custom scoring, usually good for custom games.
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# Various tweakers
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ComboAboveThresholdAddsToScoreBonus=0
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ComboScoreBonusThreshold=50
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ComboScoreBonusValue=+1000
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@@ -246,7 +314,7 @@ ComboMultiplier=0.0
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DoubleNoteScoreMultiplier=2.0
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TripleNoteScoreMultiplier=3.0
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QuadOrHigherNoteScoreMultiplier=4.0
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# And what they award you
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PointsW1=+50
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PointsW2=+20
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PointsW3=+10
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@@ -260,49 +328,65 @@ PointsNone=0
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PointsHoldHeld=+5
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PointsHoldLetGo=-5
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[DifficultyList]
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# A list that shows difficulties in a song.
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CapitalizeDifficultyNames=false
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#
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# How far away and how many items there are
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ItemsSpacingY=40
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NumShownItems=5
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#
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MoveCommand=decelerate,0.3
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[FadingBanner]
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# The banner on MusicWheel.
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BannerOnCommand=
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# When it loads
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BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0
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# When it loads into clarity
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BannerFadeOffCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0
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# ?
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BannerResetFadeCommand=diffusealpha,1
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[Gameplay]
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# todo: make some of these play nice with other gametypes
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# System Direction
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ComboIsPerRow=ComboPerRow()
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MinScoreToContinueCombo=ComboContinue()
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MinScoreToMaintainCombo=ComboMaintain()
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# When you hit it, you know.
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ToastyTriggersAt=250
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[GameState]
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# Default song and sort. these don't really matter
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DefaultSong=""
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DefaultSort="Group"
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#
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# How good of a grade you have to get to get an ES/OMES. Locked to an 'AA'
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GradeTierForExtra1="Grade_Tier02"
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GradeTierForExtra2="Grade_Tier02"
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# and how difficult that song you go thas to be
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MinDifficultyForExtra="Difficulty_Hard"
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#
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# System Direction
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AreStagePlayerModsForced=AreStagePlayerModsForced
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AreStageSongModsForced=AreStageSongModsForced
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#
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# Let players join while you play if they put in some coins
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AllowLateJoin=true
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# Various feats that you can earn
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ProfileRecordFeats=true
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CategoryRecordFeats=true
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# Disallow bad names
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UseNameBlacklist=false
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# Alow OMES
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AllowExtra2=true
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#
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# Don't let the player change difficulties on an ES/OMES
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LockExtraStageSelection=true
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[GrooveRadar]
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# Polar graph that shows difficulty stuff in depth
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# how thick the line is
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EdgeWidth=2
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# ?
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LabelOnDelay=0
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# How visible the middle is
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CenterAlpha=0.25
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# what to do with each players part of the graph
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RadarValueMapP1OnCommand=diffuse,PlayerColor(PLAYER_1)
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RadarValueMapP2OnCommand=diffuse,PlayerColor(PLAYER_2)
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@@ -314,19 +398,31 @@ StartX=0
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StartY=0
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[HighScore]
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# Default highscore name for no entries ( like how street fighter has ' CAP ' )
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EmptyName="SSC!"
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[Inventory]
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# ?
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ItemUseRateSeconds=0.0
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[LifeMeterBar]
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# The default life bar you see in gameplay
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# Percentage in which the game starts yelling at you to stop sucking
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|
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DangerThreshold=0.2
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# And how much it starts up at.
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InitialValue=0.5
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# And how much it takes to get ravin'
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HotValue=1.0
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# And how much there is to fill up ( only for debug )
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LifeMultiplier=1.0
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# How good you gotta hit it to keep it alive. ( W3 is 'Great' );
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|
|
MinStayAlive="TapNoteScore_W3"
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|
|
FlashHotOnNoteHit=false
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|
|
MinScoreToFlash="TapNoteScore_W3"
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|
|
# Freiza Hack. Ugh
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|
|
# FlashHotOnNoteHit=false
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# MinScoreToFlash="TapNoteScore_W3"
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# How much it changes
|
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|
|
LifePercentChangeW1=0.008
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LifePercentChangeW2=0.008
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|
|
LifePercentChangeW3=0.004
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|
@@ -338,6 +434,8 @@ LifePercentChangeHeld=0.008
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|
|
LifePercentChangeLetGo=-0.080
|
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|
|
LifePercentChangeCheckpointMiss=-0.002
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|
|
LifePercentChangeCheckpointHit=0.002
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# And various positionings
|
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|
|
UnderX=0
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UnderY=0
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DangerX=0
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|
@@ -347,19 +445,24 @@ StreamY=0
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OverX=0
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OverY=0
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|
[LifeMeterBattery]
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|
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|
|
# The bar that shows up in Oni mode.
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|
|
# How long it flashes when you lose a life.
|
|
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|
|
BatteryBlinkTime=1.2
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|
|
#
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|
|
# Where the batteries are
|
|
|
|
|
BatteryP1X=-92
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|
BatteryP1Y=2
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|
BatteryP2X=92
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|
|
BatteryP2Y=2
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|
|
#
|
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|
|
# Where your live count is
|
|
|
|
|
NumLivesP1X=-92
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|
|
NumLivesP1Y=0
|
|
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|
|
NumLivesP2X=92
|
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|
|
NumLivesP2Y=0
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|
|
[LifeMeterBattery Percent]
|
|
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|
|
# The percentage on the bar. I wouldn't even bother changing this, because I
|
|
|
|
|
# havent and I *made* this theme :\
|
|
|
|
|
Format=
|
|
|
|
|
PercentUseRemainder=false
|
|
|
|
|
ApplyScoreDisplayOptions=true
|
|
|
|
@@ -386,10 +489,15 @@ DancePointsP2OffCommand=
|
|
|
|
|
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|
|
|
|
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|
|
|
[LifeMeterTime]
|
|
|
|
|
# The Lifemeter that shows up when you're playing survival.
|
|
|
|
|
|
|
|
|
|
# When it starts telling you to stop sucking.
|
|
|
|
|
DangerThreshold=0.3
|
|
|
|
|
# How good it's filled up when you start
|
|
|
|
|
InitialValue=0.5
|
|
|
|
|
MeterWidth=0.0
|
|
|
|
|
MeterHeight=0.0
|
|
|
|
|
# How little there is to fill?
|
|
|
|
|
MinLifeTime=25.5
|
|
|
|
|
|
|
|
|
|
[LyricDisplay]
|
|
|
|
@@ -716,7 +824,7 @@ HoldJudgmentYStandard=-90
|
|
|
|
|
HoldJudgmentYReverse=90
|
|
|
|
|
BrightGhostComboThreshold=100
|
|
|
|
|
DrawDistanceBeforeTargetsPixels=400
|
|
|
|
|
DrawDistanceAfterTargetsPixels=-60
|
|
|
|
|
DrawDistanceAfterTargetsPixels=-128
|
|
|
|
|
TapJudgmentsUnderField=false
|
|
|
|
|
HoldJudgmentsUnderField=false
|
|
|
|
|
ComboUnderField=true
|
|
|
|
@@ -761,8 +869,44 @@ ApproachSeconds=1
|
|
|
|
|
[ScoreDisplayNormal]
|
|
|
|
|
FrameX=
|
|
|
|
|
FrameY=
|
|
|
|
|
FrameOnCommand=
|
|
|
|
|
FrameOffCommand=
|
|
|
|
|
TextX=
|
|
|
|
|
TextY=
|
|
|
|
|
TextOnCommand=
|
|
|
|
|
TextOffCommand=
|
|
|
|
|
|
|
|
|
|
[ScoreDisplayLifeTime]
|
|
|
|
|
FrameX=
|
|
|
|
|
FrameY=
|
|
|
|
|
FrameOnCommand=
|
|
|
|
|
FrameOffCommand=
|
|
|
|
|
#
|
|
|
|
|
TextX=
|
|
|
|
|
TextY=
|
|
|
|
|
TextOnCommand=
|
|
|
|
|
TextOffCommand=
|
|
|
|
|
#
|
|
|
|
|
TimeRemainingX=
|
|
|
|
|
TimeRemainingY=
|
|
|
|
|
TimeRemainingOnCommand=
|
|
|
|
|
TimeRemainingOffCommand=
|
|
|
|
|
#
|
|
|
|
|
DeltaSecondsOnCommand=
|
|
|
|
|
DeltaSecondsNoneCommand=
|
|
|
|
|
DeltaSecondsHitMineCommand=
|
|
|
|
|
DeltaSecondsAvoidMineCommand=
|
|
|
|
|
DeltaSecondsCheckpointMissCommand=
|
|
|
|
|
DeltaSecondsCheckpointHitCommand=
|
|
|
|
|
DeltaSecondsMissCommand=
|
|
|
|
|
DeltaSecondsW5Command=
|
|
|
|
|
DeltaSecondsW4Command=
|
|
|
|
|
DeltaSecondsW3Command=
|
|
|
|
|
DeltaSecondsW2Command=
|
|
|
|
|
DeltaSecondsW1Command=
|
|
|
|
|
DeltaSecondsLetGoCommand=
|
|
|
|
|
DeltaSecondsHeldCommand=
|
|
|
|
|
DeltaSecondsGainLifeCommand=
|
|
|
|
|
|
|
|
|
|
[ScoreDisplayPercentage Percent]
|
|
|
|
|
PercentP1X=0
|
|
|
|
@@ -1542,6 +1686,7 @@ NextSort2=
|
|
|
|
|
NextSort3=
|
|
|
|
|
NextSort4=
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[StepsDisplay]
|
|
|
|
|
FrameX=0
|
|
|
|
|
FrameY=0
|
|
|
|
@@ -2555,7 +2700,7 @@ MinSecondsToStep=6.0
|
|
|
|
|
MinSecondsToMusic=2.0
|
|
|
|
|
MinSecondsToStepNextSong=2.0
|
|
|
|
|
MusicFadeOutSeconds=0.5
|
|
|
|
|
OutTransitionLength=2
|
|
|
|
|
OutTransitionLength=5
|
|
|
|
|
CourseTransitionLength=0.5
|
|
|
|
|
BeginFailedDelay=1.0
|
|
|
|
|
#
|
|
|
|
|