various theme things
This commit is contained in:
@@ -9,6 +9,14 @@ Not all changes are documented, for various reasons.
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supported but exist anyways.)
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_____________________________________________________________________________
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20100219
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--------
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* sm4svn r28313: don't filter NoteSkins at a PrefsManager/NoteSkinManager level.
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Leave the NoteSkin sorting and filtering up to the theme. [Chris Danford]
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* load lighting from ActorFrame xnodes (in addition to Lua commands)
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* add Cancel command on ScreenWithMenuElements, so other things can react
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to Screen cancel.
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20100218
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--------
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* Added Fonts/ScreenReloadSongs LoadingText, making the text on
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@@ -154,8 +154,11 @@ Colors = {
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Saturation(hInput)
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Alpha(hInput)
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HSV(iHue,fSaturation,fValue or any other overload) --]]
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Alpha = function(cColor,fAlpha)
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local c = cColor;
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return { c[1],c[2],c[3],fAlpha };
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end,
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}
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--[[ Fallbacks ]]
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function Color(c)
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return Colors[c];
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@@ -164,7 +167,7 @@ end;
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function BoostColor( cColor, fBoost )
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local c = cColor;
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return { c[1]*fBoost, c[2]*fBoost, c[3]*fBoost, c[4] };
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end
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end;
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function ColorLightTone(c)
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return { c[1]+(c[1]/2), c[2]+(c[2]/2), c[3]+(c[3]/2), c[4] };
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@@ -39,11 +39,10 @@ function Actor:xy(actorX,actorY)
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self:y(actorY);
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end;
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-- MaskSource()
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-- Sets an actor up as the source for a mask.
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-- todo: pass in a variable that states whether or not to clearzbuffer
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function Actor:MaskSource()
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self:clearzbuffer(true);
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-- MaskSource([clearzbuffer])
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-- Sets an actor up as the source for a mask. Clears zBuffer by default.
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function Actor:MaskSource(_)
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self:clearzbuffer(_ or true);
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self:zwrite(true);
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self:blend('BlendMode_NoEffect');
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end;
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@@ -130,8 +129,7 @@ end
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--[[ end helper functions ]]
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-- this code is in the public domain.
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--[[ Lists & Functions (sm-ssc specific code) ]]
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--[[ these should probably be moved into another file: ]]
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function GameCompatibleModes()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Modes = {
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+176
-31
@@ -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
|
||||
#
|
||||
# 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
|
||||
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
|
||||
# how thick the line is
|
||||
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
|
||||
# what to do with each players part of the graph
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||||
RadarValueMapP1OnCommand=diffuse,PlayerColor(PLAYER_1)
|
||||
RadarValueMapP2OnCommand=diffuse,PlayerColor(PLAYER_2)
|
||||
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||||
@@ -314,19 +398,31 @@ StartX=0
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||||
StartY=0
|
||||
|
||||
[HighScore]
|
||||
# Default highscore name for no entries ( like how street fighter has ' CAP ' )
|
||||
EmptyName="SSC!"
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||||
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||||
[Inventory]
|
||||
# ?
|
||||
ItemUseRateSeconds=0.0
|
||||
|
||||
[LifeMeterBar]
|
||||
# The default life bar you see in gameplay
|
||||
|
||||
# Percentage in which the game starts yelling at you to stop sucking
|
||||
DangerThreshold=0.2
|
||||
# And how much it starts up at.
|
||||
InitialValue=0.5
|
||||
# And how much it takes to get ravin'
|
||||
HotValue=1.0
|
||||
# And how much there is to fill up ( only for debug )
|
||||
LifeMultiplier=1.0
|
||||
# How good you gotta hit it to keep it alive. ( W3 is 'Great' );
|
||||
MinStayAlive="TapNoteScore_W3"
|
||||
FlashHotOnNoteHit=false
|
||||
MinScoreToFlash="TapNoteScore_W3"
|
||||
# Freiza Hack. Ugh
|
||||
# FlashHotOnNoteHit=false
|
||||
# MinScoreToFlash="TapNoteScore_W3"
|
||||
|
||||
# How much it changes
|
||||
LifePercentChangeW1=0.008
|
||||
LifePercentChangeW2=0.008
|
||||
LifePercentChangeW3=0.004
|
||||
@@ -338,6 +434,8 @@ LifePercentChangeHeld=0.008
|
||||
LifePercentChangeLetGo=-0.080
|
||||
LifePercentChangeCheckpointMiss=-0.002
|
||||
LifePercentChangeCheckpointHit=0.002
|
||||
|
||||
# And various positionings
|
||||
UnderX=0
|
||||
UnderY=0
|
||||
DangerX=0
|
||||
@@ -347,19 +445,24 @@ StreamY=0
|
||||
OverX=0
|
||||
OverY=0
|
||||
[LifeMeterBattery]
|
||||
# The bar that shows up in Oni mode.
|
||||
|
||||
# How long it flashes when you lose a life.
|
||||
BatteryBlinkTime=1.2
|
||||
#
|
||||
# Where the batteries are
|
||||
BatteryP1X=-92
|
||||
BatteryP1Y=2
|
||||
BatteryP2X=92
|
||||
BatteryP2Y=2
|
||||
#
|
||||
# Where your live count is
|
||||
NumLivesP1X=-92
|
||||
NumLivesP1Y=0
|
||||
NumLivesP2X=92
|
||||
NumLivesP2Y=0
|
||||
|
||||
[LifeMeterBattery Percent]
|
||||
# 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=
|
||||
|
||||
|
||||
[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
|
||||
#
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
return Def.ActorFrame{
|
||||
Def.Quad{
|
||||
InitCommand=cmd(FullScreen;diffuse,color("0,0,0,0"));
|
||||
OnCommand=cmd(linear,5;diffusealpha,1);
|
||||
};
|
||||
};
|
||||
@@ -47,7 +47,8 @@ t[#t+1] = StandardDecorationFromFileOptional("BPMDisplay","BPMDisplay");
|
||||
t[#t+1] = StandardDecorationFromFileOptional("BPMLabel","BPMLabel");
|
||||
t[#t+1] = StandardDecorationFromFileOptional("SongTime","SongTime") .. {
|
||||
SetCommand=function(self)
|
||||
local curSelection, length = nil;
|
||||
local curSelection = nil;
|
||||
local length = 0.0;
|
||||
if GAMESTATE:IsCourseMode() then
|
||||
curSelection = GAMESTATE:GetCurrentCourse();
|
||||
self:playcommand("Reset");
|
||||
@@ -61,16 +62,17 @@ t[#t+1] = StandardDecorationFromFileOptional("SongTime","SongTime") .. {
|
||||
self:playcommand("Reset");
|
||||
if curSelection then
|
||||
length = curSelection:MusicLengthSeconds();
|
||||
if curSelection:IsLong() then
|
||||
self:playcommand("Long");
|
||||
elseif curSelection:IsMarathon() then
|
||||
self:playcommand("Marathon");
|
||||
else
|
||||
self:playcommand("Reset");
|
||||
end
|
||||
else
|
||||
length = 0.0;
|
||||
end;
|
||||
if curSelection:IsLong() then
|
||||
self:playcommand("Long");
|
||||
elseif curSelection:IsMarathon() then
|
||||
self:playcommand("Marathon");
|
||||
else
|
||||
self:playcommand("Reset");
|
||||
end
|
||||
end;
|
||||
end;
|
||||
self:settext( SecondsToMSS(length) );
|
||||
end;
|
||||
@@ -99,8 +101,29 @@ if not GAMESTATE:IsCourseMode() then
|
||||
end;
|
||||
};
|
||||
t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
|
||||
|
||||
end;
|
||||
if GAMESTATE:IsCourseMode() then
|
||||
t[#t+1] = StandardDecorationFromFileOptional("NumCourseSongs","NumCourseSongs")..{
|
||||
InitCommand=cmd(horizalign,right);
|
||||
SetCommand=function(self)
|
||||
local curSelection= nil;
|
||||
local sAppend = "";
|
||||
if GAMESTATE:IsCourseMode() then
|
||||
curSelection = GAMESTATE:GetCurrentCourse();
|
||||
if curSelection then
|
||||
sAppend = (curSelection:GetEstimatedNumStages() == 1) and "Stage" or "Stages";
|
||||
self:visible(true);
|
||||
self:settext( curSelection:GetEstimatedNumStages() .. " " .. sAppend);
|
||||
else
|
||||
self:visible(false);
|
||||
end;
|
||||
else
|
||||
self:visible(false);
|
||||
end;
|
||||
end;
|
||||
CurrentCourseChangedMessageCommand=cmd(playcommand,"Set");
|
||||
};
|
||||
end
|
||||
t[#t+1] = StandardDecorationFromFileOptional("SortOrder","SortOrderText") .. {
|
||||
BeginCommand=cmd(playcommand,"Set");
|
||||
SortOrderChangedMessageCommand=cmd(playcommand,"Set";);
|
||||
|
||||
@@ -5,7 +5,7 @@ t[#t+1] = Def.Quad {
|
||||
t[#t+1] = Def.Sprite {
|
||||
InitCommand=cmd(Center);
|
||||
BeginCommand=function(self)
|
||||
if not GAMESTATE:IsCourseMode() then
|
||||
if GAMESTATE:GetCurrentSong() then
|
||||
self:LoadBackground( GAMESTATE:GetCurrentSong():GetBackgroundPath() );
|
||||
end;
|
||||
end;
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
ScoreDisplayNormal frame
|
||||
@@ -1,6 +1,6 @@
|
||||
return Def.CourseContentsList {
|
||||
MaxSongs = 4;
|
||||
NumItemsToDraw = 8; -- Doesn't scroll anymore.
|
||||
NumItemsToDraw = 8; -- xxx: Doesn't scroll anymore.
|
||||
--[[ InitCommand=cmd(x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y+91);
|
||||
OnCommand=cmd(zoomy,0;bounceend,0.3;zoom,1);
|
||||
OffCommand=cmd(zoomy,1;bouncebegin,0.3;zoomy,0); --]]
|
||||
@@ -9,15 +9,15 @@ return Def.CourseContentsList {
|
||||
SetCommand=function(self)
|
||||
self:SetFromGameState();
|
||||
self:SetCurrentAndDestinationItem(0);
|
||||
self:SetLoop(false);
|
||||
self:SetMask(270,44);
|
||||
self:SetLoop(false);
|
||||
self:SetMask(270,44);
|
||||
end;
|
||||
CurrentTrailP1ChangedMessageCommand=cmd(playcommand,"Set");
|
||||
CurrentTrailP2ChangedMessageCommand=cmd(playcommand,"Set");
|
||||
|
||||
Display = Def.ActorFrame {
|
||||
InitCommand=cmd(setsize,270,44);
|
||||
|
||||
|
||||
LoadActor(THEME:GetPathG("CourseEntryDisplay","bar")) .. {
|
||||
SetSongCommand=function(self, params)
|
||||
if params.Song then
|
||||
@@ -27,7 +27,7 @@ return Def.CourseContentsList {
|
||||
self:diffuse( color("#FFFFFF") );
|
||||
self:diffuseleftedge( Colors.CourseDifficultyColors[params.Difficulty] );
|
||||
end
|
||||
|
||||
|
||||
(cmd(finishtweening;diffusealpha,0;sleep,0.125*params.Number;linear,0.125;diffusealpha,1;linear,0.05;glow,color("1,1,1,0.5");decelerate,0.1;glow,color("1,1,1,0")))(self);
|
||||
end;
|
||||
};
|
||||
@@ -53,7 +53,7 @@ return Def.CourseContentsList {
|
||||
InitCommand=cmd(x,-114-8;y,-12;shadowlength,1);
|
||||
SetSongCommand=function(self, params)
|
||||
self:settext(string.format("#%i", params.Number));
|
||||
|
||||
|
||||
(cmd(finishtweening;zoom,0.5;zoomy,0.5*1.5;diffusealpha,0;sleep,0.125*params.Number;linear,0.125;diffusealpha,1;linear,0.05;zoomy,0.5*1;zoomx,0.5*1.1;glow,color("1,1,1,0.5");decelerate,0.1;zoom,0.5;glow,color("1,1,1,0")))(self);
|
||||
end;
|
||||
};
|
||||
@@ -81,6 +81,5 @@ return Def.CourseContentsList {
|
||||
SetSongCommand=function(self, params) self:settext(params.Modifiers); end;
|
||||
}; --]]
|
||||
|
||||
|
||||
};
|
||||
};
|
||||
@@ -0,0 +1,2 @@
|
||||
return LoadFont("Common Normal") .. {
|
||||
};
|
||||
@@ -43,7 +43,7 @@ LabelOnCommand=x,6;y,22;shadowlength,1;horizalign,left;vertalign,bottom
|
||||
|
||||
[FadingBanner]
|
||||
BannerOnCommand=
|
||||
BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;accelerate,0.05;glow,Color("White");decelerate,0.175;diffusealpha,0;glow,Color("Invisible");
|
||||
BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;accelerate,0.05;glow,Colors.Alpha( Color("White"), 0.45 );decelerate,0.175;diffusealpha,0;glow,Color("Invisible");
|
||||
BannerFadeOffCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0
|
||||
BannerResetFadeCommand=diffusealpha,1
|
||||
|
||||
@@ -897,6 +897,7 @@ SongTimeY=SCREEN_TOP+160+(36/2)+8
|
||||
SongTimeOnCommand=zoom,0.75;strokecolor,Color("Outline");shadowlength,1
|
||||
SongTimeOffCommand=bouncebegin,0.15;zoom,0;diffusealpha,0;
|
||||
SongTimeResetCommand=diffuse,Color("White");
|
||||
SongTimeAutogenCommand=diffuse,Color("Green");
|
||||
SongTimeLongCommand=diffusebottomedge,Color("Blue");
|
||||
SongTimeMarathonCommand=diffuse,Color("Yellow");diffusebottomedge,Color("Orange");
|
||||
#
|
||||
@@ -960,6 +961,12 @@ CourseContentsListY=SCREEN_TOP+216+6
|
||||
CourseContentsListOnCommand=addx,-SCREEN_CENTER_X;decelerate,0.35;addx,SCREEN_CENTER_X
|
||||
CourseContentsListOffCommand=bouncebegin,0.15;zoomx,0;
|
||||
#
|
||||
ShowNumCourseSongs=false
|
||||
NumCourseSongsX=SCREEN_CENTER_X-160+128
|
||||
NumCourseSongsY=SCREEN_TOP+160+(36/2)+8
|
||||
NumCourseSongsOnCommand=zoom,0.75;strokecolor,Color("Outline");shadowlength,1
|
||||
NumCourseSongsOffCommand=bouncebegin,0.15;zoom,0;diffusealpha,0;
|
||||
#
|
||||
ShowSongOptions=true
|
||||
SongOptionsX=SCREEN_CENTER_X
|
||||
SongOptionsY=SCREEN_CENTER_Y
|
||||
@@ -1032,6 +1039,10 @@ DefaultSort="Nonstop"
|
||||
#
|
||||
ShowDifficultyList=false
|
||||
ShowCourseContentsList=true
|
||||
ShowNumCourseSongs=true
|
||||
#
|
||||
UsePlayerSelectMenu=false
|
||||
SelectMenuAvailable=false
|
||||
|
||||
[ScreenNetSelectMusic]
|
||||
StepsDisplayP1X=SCREEN_CENTER_X-240
|
||||
|
||||
Reference in New Issue
Block a user