split the old "midi" noteskin into midi-note (formerly "midi") and midi-solo. [Midiman]

This commit is contained in:
AJ Kelly
2010-04-14 18:58:01 -05:00
parent b549260c75
commit 0d13df8bb3
57 changed files with 253 additions and 1 deletions

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@@ -2,4 +2,7 @@ return Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap note' );
Frames = Sprite.LinearFrames( 8, 1 );
InitCommand=cmd(setstate,2);
};
DrawTapNoteMessageCommand=function(self,parent)
parent:spin();
end;
};

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@@ -0,0 +1 @@
Down Tap Explosion Bright
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@@ -0,0 +1,26 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Flash' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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Down Tap Explosion Bright
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Down Tap Explosion Bright
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@@ -0,0 +1,9 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frame0000=0;
Delay0000=1;
InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
};
};
return t;
@@ -0,0 +1,8 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap note' );
Frames = Sprite.LinearFrames( 8, 1 );
InitCommand=cmd(setstate,2);
DrawTapNoteMessageCommand=function(self,parent)
parent:spin();
end;
};
+106
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@@ -0,0 +1,106 @@
-- Haggen Daze
local ret = ... or {};
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- To have separate graphics for each hold part:
--[[
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Tap Lift"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
["Hold Explosion"] = true,
["Roll Explosion"] = true,
};
ret.Rotate =
{
Up = 180,
Down = 0,
Left = 90,
Right = -90,
UpLeft = 135,
UpRight = 225,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
["Roll Explosion"] = true,
};
return ret;
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+81
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[Global]
FallbackNoteSkin=default
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLengthInBeats=4
TapAdditionAnimationLengthInBeats=4
TapMineAnimationLengthInBeats=1
TapLiftAnimationLengthInBeats=4
HoldHeadAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=0.125
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0.125
TapFakeNoteColorTextureCoordSpacingX=0
TapFakeNoteColorTextureCoordSpacingY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
[GhostArrowDim]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=blend,'BlendMode_Add';
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[ReceptorArrow]
W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
InitCommand=
NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
[ReceptorArrowOverlay]
W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0;blend,"BlendMode_Add"
PressCommand=finishtweening;zoom,1.1;decelerate,0.12;zoom,1;diffusealpha,0.6;
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
@@ -0,0 +1,16 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
InitCommand=cmd(diffusealpha,0.5);
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/2,0.25/2;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1.25,1,1"));
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'lift fill' );
Frames = Sprite.LinearFrames( 4, 1 );
InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/4,0.25/4;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1,1,1"));
};
};
return t;
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