more theme tidying. hopefully get this better running for saner people.
This commit is contained in:
@@ -0,0 +1 @@
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return Def.ActorFrame { Name="YOU_WISH_YOU_WERE_PLAYING_BEATMANIA_RIGHT_NOW" };
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@@ -1 +0,0 @@
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_blank
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@@ -46,26 +46,30 @@ function MakeScoreList(StagesAgo)
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OffCommand=cmd(linear,0.3;addx,150;diffusealpha,0);
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};
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LoadFont( "_regra bold 30px" ) .. {
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LoadFont( "Common Normal" ) .. {
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-- LoadFont( "_regra bold 30px" ) .. {
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Name="PlayerScoreP1";
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InitCommand=cmd(x,-135;diffuse,color("#fdf991");shadowlength,0;zoom,0.6);
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OnCommand=cmd(x,-135;addx,50;zoom,0;diffusealpha,0;sleep,0.1;accelerate,0.3;addx,-50;diffusealpha,1;zoom,0.6);
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OffCommand=cmd(linear,0.3;diffusealpha,0);
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};
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LoadFont( "_regra bold 30px" ) .. {
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LoadFont( "Common Normal" ) .. {
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-- LoadFont( "_regra bold 30px" ) .. {
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Name="PlayerScoreP2";
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InitCommand=cmd(x,135;diffuse,color("#abfe8e");shadowlength,0;zoom,0.6);
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OnCommand=cmd(x,135;addx,-50;zoom,0;diffusealpha,0;sleep,0.1;accelerate,0.3;addx,50;diffusealpha,1;zoom,0.6);
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OffCommand=cmd(linear,0.3;diffusealpha,0);
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};
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LoadFont( "_regra bold 30px" ) .. {
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LoadFont( "Common Normal" ) .. {
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-- LoadFont( "_regra bold 30px" ) .. {
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Name="MachineBestP1";
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InitCommand=cmd(diffuse,color("#ffffff");shadowlength,0;zoom,0.5);
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OnCommand=cmd(x,-250;addx,-250;diffusealpha,1;decelerate,0.3;addx,250);
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OffCommand=cmd(linear,0.3;addx,-150;diffusealpha,0);
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};
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LoadFont( "_regra bold 30px" ) .. {
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LoadFont( "Common Normal" ) .. {
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-- LoadFont( "_regra bold 30px" ) .. {
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Name="MachineBestP2";
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InitCommand=cmd(diffuse,color("#ffffff");shadowlength,0;zoom,0.5);
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OnCommand=cmd(x,250;addx,250;diffusealpha,1;decelerate,0.3;addx,-250);
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@@ -130,7 +134,7 @@ function MakeScoreList(StagesAgo)
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if visible then
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assert(CurrentPart[pn]);
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c.Difficulty[pn]:SetDifficultyAndStepsTypeFrame( CurrentPart[pn] );
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-- c.Difficulty[pn]:SetDifficultyAndStepsTypeFrame( CurrentPart[pn] );
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local hsl = MachineProfile:GetHighScoreList( Current, CurrentPart[pn] );
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assert( hsl );
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@@ -198,8 +202,8 @@ for i = 1,5 do
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};
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end
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children[#children+1] =
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LoadActor( THEME:GetPathB("","_shared underlay") ) .. { OnCommand=cmd(); };
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--[[ children[#children+1] =
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LoadActor( THEME:GetPathB("","_shared underlay") ) .. { OnCommand=cmd(); }; --]]
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children[#children+1] = LoadActor( "keyboard" ) .. {
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InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+80);
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@@ -217,7 +221,8 @@ for pn in ivalues(PlayerNumber) do
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OffCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0;addx,-200*P1);
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};
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children[#children+1] = LoadFont( "_regra bold 30px" ) .. {
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children[#children+1] = LoadFont( "Common Normal" ) .. {
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-- children[#children+1] = LoadFont( "_regra bold 30px" ) .. {
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Name="PlayerText";
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InitCommand=cmd(x,pn == PLAYER_1 and (SCREEN_CENTER_X-WideScale(310,330)) or (SCREEN_CENTER_X+WideScale(198,204));
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halign,0;
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@@ -19,7 +19,8 @@ end
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local MapNameToLetter = {};
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local MapLetterToName = {};
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local letter = LoadFont( "_regra bold 30px" ) .. {
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local letter = LoadFont( "Common Normal" ) .. {
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-- local letter = LoadFont( "_regra bold 30px" ) .. {
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InitCommand=cmd(zoom,0.8;shadowlength,0);
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PulseCommand = function(self)
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self:finishtweening();
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@@ -37,13 +38,18 @@ for l in ivalues(Letters) do
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Text = l;
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};
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if l == "BACK" or l == "ENTER" then
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children[#children].File = THEME:GetPathF("", "_venacti 26px normal");
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children[#children].File = THEME:GetPathF("", "Common Normal");
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-- children[#children].File = THEME:GetPathF("", "_venacti 26px normal");
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end;
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end;
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children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "type key") ) .. { Name = "Type"; SupportPan = true; }
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--[[ children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "type key") ) .. { Name = "Type"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "back") ) .. { Name = "Back"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "enter") ) .. { Name = "Enter"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "move cursor") ) .. { Name = "Move"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS(Var "LoadingScreen", "move cursor") ) .. { Name = "Move"; SupportPan = true; } --]]
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children[#children+1] = LoadActor( THEME:GetPathS("Common", "value") ) .. { Name = "Type"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS("Common", "cancel") ) .. { Name = "Back"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS("Common", "start") ).. { Name = "Enter"; SupportPan = true; }
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children[#children+1] = LoadActor( THEME:GetPathS("MusicWheel", "change") ) .. { Name = "Move"; SupportPan = true; }
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local CursorFiles = {
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[PLAYER_1] = "Cursor P1",
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@@ -6,6 +6,7 @@ Color = {
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-- These colors are pure swatch colors and are here purely to be used
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-- on demand without having to type color("stuff") or dig through
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-- a palette to get the color you want.
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__call(_color) = function(self, _color) return self[_color] end,
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Black = color("0,0,0,1"),
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White = color("1,1,1,1"),
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Red = color("#ed1c24"),
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@@ -31,7 +32,7 @@ Color = {
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end
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}
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-- Remapped Color Module, since some themes are crazy
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Colors = Color;
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-- Colors = Color;
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GameColor = {
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PlayerColors = {
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@@ -95,9 +96,9 @@ GameColor.Difficulty["Nightmare"] = GameColor.Difficulty["Challenge"];
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GameColor.Difficulty["HalfDouble"] = GameColor.Difficulty["Medium"];
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--[[ Fallbacks ]]
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function Color(c)
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return Colors[c]
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end
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function Color( in_c )
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return __call(in_c)
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end --]]
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function BoostColor( cColor, fBoost )
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local c = cColor
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@@ -1,5 +1,8 @@
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[Global]
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FallbackTheme=default
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[ScreenTitleMenu]
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ChoiceNames="1,4,5,6,PopScreen,7"
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ChoicePopScreen="name,Boobs;text,Boobs";
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[ScreenGameplay]
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# LifeP1OnCommand=visible,false
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# LifeP2OnCommand=visible,false
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# LifeP2OnCommand=visible,false
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@@ -13,7 +13,7 @@ local t = Def.ActorFrame {
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LoadActor("_grid")..{
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InitCommand=cmd(customtexturerect,0,0,(SCREEN_WIDTH+1)/4,SCREEN_HEIGHT/4;SetTextureFiltering,true);
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OnCommand=cmd(zoomto,SCREEN_WIDTH+1,SCREEN_HEIGHT;diffuse,Color("Black");diffuseshift;effecttiming,(1/8)*4,0,(7/8)*4,0;effectclock,'beatnooffset';
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effectcolor2,Color("Black");effectcolor1,Colors.Alpha(Color("Black"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480;diffusealpha,0.345);
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effectcolor2,Color("Black");effectcolor1,Color.Alpha(Color("Black"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480;diffusealpha,0.345);
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};
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};
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@@ -0,0 +1 @@
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return Def.ActorFrame { Name="YOU_WISH_YOU_WERE_PLAYING_BEATMANIA_RIGHT_NOW" };
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@@ -7,7 +7,7 @@ t[#t+1] = Def.Sprite {
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BeforeLoadingNextCourseSongMessageCommand=function(self) self:LoadFromSongBackground( SCREENMAN:GetTopScreen():GetNextCourseSong() ) end;
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ChangeCourseSongInMessageCommand=cmd(scaletoclipped,SCREEN_WIDTH,SCREEN_HEIGHT);
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StartCommand=cmd(diffusealpha,0;decelerate,0.5;diffusealpha,1;);
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FinishCommand=cmd(linear,0.1;glow,Colors.Alpha(Color("White"),0.5);decelerate,0.4;glow,Color("Invisible");diffusealpha,0);
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FinishCommand=cmd(linear,0.1;glow,Color.Alpha(Color("White"),0.5);decelerate,0.4;glow,Color("Invisible");diffusealpha,0);
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};
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t[#t+1] = Def.ActorFrame {
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@@ -24,7 +24,7 @@ t[#t+1] = Def.ActorFrame {
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--[[ LoadActor(THEME:GetPathB("ScreenWithMenuElements","background/_grid")).. {
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InitCommand=cmd(customtexturerect,0,0,(SCREEN_WIDTH+1)/4,SCREEN_HEIGHT/4;SetTextureFiltering,true);
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OnCommand=cmd(zoomto,SCREEN_WIDTH+1,SCREEN_HEIGHT;diffuse,Color("Black");diffuseshift;effecttiming,(1/8)*4,0,(7/8)*4,0;effectclock,'beatnooffset';
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effectcolor2,Color("Black");effectcolor1,Colors.Alpha(Color("Black"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480;diffusealpha,0.345);
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effectcolor2,Color("Black");effectcolor1,Color.Alpha(Color("Black"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480;diffusealpha,0.345);
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}; --]]
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LoadActor(THEME:GetPathB("ScreenWithMenuElements","background/_bg top")) .. {
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InitCommand=cmd(scaletoclipped,SCREEN_WIDTH+1,SCREEN_HEIGHT);
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@@ -33,7 +33,7 @@ t[#t+1] = Def.ActorFrame {
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--[[ LoadActor("_grid") .. {
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InitCommand=cmd(customtexturerect,0,0,(SCREEN_WIDTH+1)/4,SCREEN_HEIGHT/4;SetTextureFiltering,true);
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OnCommand=cmd(zoomto,SCREEN_WIDTH+1,SCREEN_HEIGHT;diffuse,Color("Orange");diffuseshift;effecttiming,(1/8)*2,0,(7/8)*2,0;effectclock,'beatnooffset';
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effectcolor2,Color("Orange");effectcolor1,Colors.Alpha(Color("Orange"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480);
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effectcolor2,Color("Orange");effectcolor1,Color.Alpha(Color("Orange"),0.45);fadebottom,0.25;fadetop,0.25;croptop,48/480;cropbottom,48/480);
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}; --]]
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LoadActor("_bg top") .. {
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InitCommand=cmd(scaletoclipped,SCREEN_WIDTH+1,SCREEN_HEIGHT);
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@@ -13,7 +13,7 @@ return Def.ActorFrame {
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InitCommand=cmd(zoomto,fWidth,SCREEN_HEIGHT;diffuse,PlayerColor(Player);diffusealpha,0;fadeleft,32/(256+16);faderight,32/(256+16));
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ToastyAchievedMessageCommand=function(self,params)
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if params.PlayerNumber == Player then
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(cmd(stoptweening;linear,2.125;diffuse,Colors.Alpha( PlayerColor(Player), 0.345 );glow,color("1,1,1,0.5");decelerate,3;glow,Colors.Alpha( ColorDarkTone( PlayerColor(Player) ), 0 );diffuseramp;
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(cmd(stoptweening;linear,2.125;diffuse,Color.Alpha( PlayerColor(Player), 0.345 );glow,color("1,1,1,0.5");decelerate,3;glow,Color.Alpha( ColorDarkTone( PlayerColor(Player) ), 0 );diffuseramp;
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effectcolor1,ColorLightTone( PlayerColor(Player) );effectcolor2,PlayerColor(Player);
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effectclock,'beat';effectperiod,2;
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))(self);
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@@ -23,7 +23,7 @@ return Def.ActorFrame {
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ToastyDroppedMessageCommand=function(self,params)
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if params.PlayerNumber == Player then
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if HasToasty then
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(cmd(finishtweening;stopeffect;glow,color("1,1,1,0.5");decelerate,0.35;diffuse,Colors.Alpha( Color("Black"), 0.25 );glow,color("1,1,1,0");linear,0.35*0.25;diffusealpha,0))(self);
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(cmd(finishtweening;stopeffect;glow,color("1,1,1,0.5");decelerate,0.35;diffuse,Color.Alpha( Color("Black"), 0.25 );glow,color("1,1,1,0");linear,0.35*0.25;diffusealpha,0))(self);
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HasToasty = false;
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else
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return
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@@ -13,6 +13,7 @@ end
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for s in ivalues(Stage) do
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stages[#stages+1] = MakeBitmapTest() .. {
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InitCommand=cmd(shadowlength,2);
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SetCommand=function(self, params)
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local Stage = GAMESTATE:GetCurrentStage();
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local StageIndex = GAMESTATE:GetCurrentStageIndex();
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@@ -2,7 +2,7 @@ return Def.ActorFrame {
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--[[ LoadActor(THEME:GetPathG("ScreenTitleMenu","PreferenceFrame")) .. {
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OnCommand=function(self)
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if GetTimingDifficulty() == 7 then
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(cmd(glowshift;diffuse,Color("Yellow");diffuserightedge,Color("Red");effectcolor1,Colors.Alpha( Color("Red"), 0.5 );effectcolor2,Color("Invisible");effectperiod,1.25/2))(self);
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(cmd(glowshift;diffuse,Color("Yellow");diffuserightedge,Color("Red");effectcolor1,Color.Alpha( Color("Red"), 0.5 );effectcolor2,Color("Invisible");effectperiod,1.25/2))(self);
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elseif GetTimingDifficulty() < 4 then
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(cmd(diffuseshift;effectcolor1,Color("Blue");effectcolor2,ColorDarkTone(Color("Blue"));effectperiod,1.25))(self);
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elseif GetTimingDifficulty() > 4 and GetTimingDifficulty < 6 then
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@@ -69,7 +69,7 @@ else
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self:settextf( "Stage %03i", RealStage);
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self:diffuse( StageToColor('Stage_1st') );
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self:diffusebottomedge( ColorMidTone(StageToColor('Stage_1st')) );
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self:strokecolor( Colors.Alpha( ColorDarkTone(StageToColor('Stage_1st')), 0.75) );
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self:strokecolor( Color.Alpha( ColorDarkTone(StageToColor('Stage_1st')), 0.75) );
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end;
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end;
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}
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@@ -110,7 +110,7 @@ ItemsSpacingY=24
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NumShownItems=8
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[FadingBanner]
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BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;accelerate,0.05;glow,Colors.Alpha( Color("White"), 0.45 );decelerate,0.175;diffusealpha,0;glow,Color("Invisible");
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BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;accelerate,0.05;glow,Color.Alpha( Color("White"), 0.45 );decelerate,0.175;diffusealpha,0;glow,Color("Invisible");
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[Gameplay]
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@@ -422,7 +422,7 @@ end;
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ShowAutogen=true
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AutogenX=0
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AutogenY=0
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#AutogenOnCommand=diffuseshift;effectcolor1,Colors.Alpha( Color("Green") , 0.5 );effectcolor2,ColorLightTone( Color("Green") );
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#AutogenOnCommand=diffuseshift;effectcolor1,Color.Alpha( Color("Green") , 0.5 );effectcolor2,ColorLightTone( Color("Green") );
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AutogenOnCommand=blend,Blend.Add;diffuseshift;effectcolor1,color("#FFCC00FF");effectcolor2,color("#FFCC0088");
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#
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ShowStepsType=GetUserPrefB("UserPrefAutoSetStyle")
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@@ -479,6 +479,7 @@ Fallback="StepsDisplay"
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# end;
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PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
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local fItemWidth = ( 256 / numItems ) \
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self:x( ((itemIndex-(numItems/2))*fItemWidth) + ( numItems / 2 ) ); \
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self:zoomtowidth(fItemWidth); \
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end;
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# PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
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@@ -489,8 +490,8 @@ end;
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# self:effecttiming(1,0.01875*itemIndex,1,1-(0.01875*itemIndex)); \
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# self:effectclock('beatnooffset'); \
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# end;
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TextureCoordScaleX=1
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NumPills=1
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TextureCoordScaleX=256/16
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NumPills=16
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[TextBanner]
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TitleOnCommand=horizalign,left;shadowlength,1;
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@@ -1333,10 +1334,10 @@ BPMDisplayY=SCREEN_BOTTOM-16
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BPMDisplayOnCommand=draworder,101
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BPMDisplayOffCommand=bounceend,0.25;zoom,0
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#
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ShowStageDisplay=false
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ShowStageDisplay=true
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StageDisplayX=SCREEN_CENTER_X
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StageDisplayY=SCREEN_TOP+24
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StageDisplayOnCommand=zoom,0.5;
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StageDisplayOnCommand=zoom,0.675;
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StageDisplayOffCommand=bounceend,0.25;zoom,0
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#
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ShowScoreFrame=GetUserPrefB("GameplayFooter");
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Reference in New Issue
Block a user