Update Pump noteskins (thanks Daisu)
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After Width: | Height: | Size: 14 KiB |
@@ -1,30 +0,0 @@
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local function Beat(self)
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local this = self:GetChildren()
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this.Glowpart:diffusealpha(0);
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local beat = GAMESTATE:GetSongBeat()
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local part = beat%1
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local eff = scale(part,0,0.5,1,0)
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if beat >=0 then
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this.Glowpart:diffusealpha(eff);
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end
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end
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return Def.ActorFrame {
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InitCommand=cmd(SetUpdateFunction,Beat);
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LoadActor("_receptor parts")..{
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InitCommand=cmd(pause;setstate,2);
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};
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LoadActor("_receptor parts")..{
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Name="Glowpart";
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InitCommand=function(self)
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--(NOTESKIN:GetMetricA("Receptor","BeatCommand"))(self);
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self:pause();
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self:setstate(5);
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self:blend('BlendMode_Add');
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end;
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};
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LoadActor("_receptor parts")..{
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InitCommand=cmd(pause;setstate,8;zoom,1;diffusealpha,0;glow,1,1,1,0);
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PressCommand=cmd(finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2);
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};
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}
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After Width: | Height: | Size: 13 KiB |
@@ -1,30 +0,0 @@
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local function Beat(self)
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local this = self:GetChildren()
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this.Glowpart:diffusealpha(0);
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local beat = GAMESTATE:GetSongBeat()
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local part = beat%1
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local eff = scale(part,0,0.5,1,0)
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if beat >=0 then
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this.Glowpart:diffusealpha(eff);
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end
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end
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return Def.ActorFrame {
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InitCommand=cmd(SetUpdateFunction,Beat);
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LoadActor("_receptor parts")..{
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InitCommand=cmd(pause;setstate,0);
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};
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LoadActor("_receptor parts")..{
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Name="Glowpart";
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InitCommand=function(self)
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--(NOTESKIN:GetMetricA("Receptor","BeatCommand"))(self);
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self:pause();
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self:setstate(3);
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self:blend('BlendMode_Add');
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end;
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};
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LoadActor("_receptor parts")..{
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InitCommand=cmd(pause;setstate,6;zoom,1;diffusealpha,0;glow,1,1,1,0);
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PressCommand=cmd(finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2);
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};
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}
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@@ -0,0 +1 @@
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return NOTESKIN:LoadActor("DownLeft","Tap Note");
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@@ -1,5 +1,6 @@
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local Noteskin = ... or {}
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local Noteskin = ... or {}
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--bBlanks:
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Noteskin.bBlanks = {
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Noteskin.bBlanks = {
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--["element"] = true|false;
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--["element"] = true|false;
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["Hold Tail Active"] = true;
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["Hold Tail Active"] = true;
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@@ -8,8 +9,20 @@ Noteskin.bBlanks = {
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Noteskin.ElementRedirs = {
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Noteskin.ElementRedirs = {
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--["element"] = "redirected_element";
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--["element"] = "redirected_element";
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["Hold Head Active"] = "Tap Note";
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["Hold Head Active"] = "Tap Note";
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["Hold Head Inactive"] = "Tap Note";
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["Roll Head Active"] = "Tap Note";
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["Roll Head Active"] = "Tap Note";
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["Roll Head Inactive"] = "Tap Note";
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["Tap Fake"] = "Tap Note";
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["Tap Fake"] = "Tap Note";
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--
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["Hold Topcap Inactive"] = "Hold Topcap Active";
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["Hold Body Inactive"] = "Hold Body Active";
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["Hold Bottomcap Inactive"] = "Hold Bottomcap Active";
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["Hold Tail Inactive"] = "Hold Tail Active";
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--
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["Roll Topcap Inactive"] = "Roll Topcap Active";
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["Roll Body Inactive"] = "Roll Body Active";
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["Roll Bottomcap Inactive"] = "Roll Bottomcap Active";
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["Roll Tail Inactive"] = "Roll Tail Active";
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}
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}
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Noteskin.ButtonRedirs = {
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Noteskin.ButtonRedirs = {
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Center = "Center";
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Center = "Center";
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@@ -37,10 +50,6 @@ local function func()
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local sButton = Var "Button"
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local sButton = Var "Button"
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local sElement = Var "Element"
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local sElement = Var "Element"
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--redir...
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sElement = string.gsub(sElement,"Inactive","Active")
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sElement = string.gsub(sElement,"inactive","active")
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if Noteskin.bBlanks[sElement] then
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if Noteskin.bBlanks[sElement] then
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return Def.Actor {}
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return Def.Actor {}
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end
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end
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@@ -51,16 +60,32 @@ local function func()
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ElementToLoad = sElement
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ElementToLoad = sElement
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end
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end
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if sElement == "Explosion" or sElement == "Tap Lift" or sElement == "Tap Mine" then
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--update: ahora receptor también
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if sElement == "Explosion"
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or sElement == "Tap Lift"
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or sElement == "Tap Mine"
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or sElement == "Receptor"
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then
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sButton = "UpLeft"
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sButton = "UpLeft"
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end
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end
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local path = NOTESKIN:GetPath(Noteskin.ButtonRedirs[sButton],ElementToLoad)
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local path = NOTESKIN:GetPath(Noteskin.ButtonRedirs[sButton],ElementToLoad)
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--sean holds o rollos pero que no sean cabezas ni colas, para tener gráficos separados por flechita :D
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--Graficos separados para holds y rolls
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if ( string.find(sElement,"Hold") or string.find(sElement,"Roll") ) and not ( string.find(sElement,"Head") or string.find(sElement,"Tail") ) then
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if string.find(sElement,"Hold") or string.find(sElement,"Roll") then
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path = NOTESKIN:GetPath(sButton,ElementToLoad)
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path = NOTESKIN:GetPath(sButton,ElementToLoad)
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end
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end
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local t = LoadActor(path)
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local t = LoadActor(path)
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--Rotaciones independientes por elemento
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--[[local dRotationX = Noteskin.BaseRotX[sButton][ElementToLoad]
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if not dRotationX then
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dRotationX = Noteskin.BaseRotX[sButton]["Common"]
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end
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local dRotationY = Noteskin.BaseRotY[sButton][ElementToLoad]
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if not dRotationY then
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dRotationY = Noteskin.BaseRotY[sButton]["Common"]
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end]]
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t.BaseRotationX=Noteskin.BaseRotX[sButton]
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t.BaseRotationX=Noteskin.BaseRotX[sButton]
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t.BaseRotationY=Noteskin.BaseRotY[sButton]
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t.BaseRotationY=Noteskin.BaseRotY[sButton]
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@@ -1,6 +1,6 @@
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return Def.ActorFrame {
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return Def.ActorFrame {
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NOTESKIN:LoadActor(Var "Button", "Tap Note") .. {
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NOTESKIN:LoadActor(Var "Button", "Tap Note") .. {
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InitCommand=cmd(blend,"BlendMode_Add";zoom,0;queuecommand,"Glow");
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InitCommand=cmd(blend,"BlendMode_Add";playcommand,"Glow");
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W1Command=cmd(playcommand,"Glow");
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W1Command=cmd(playcommand,"Glow");
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W2Command=cmd(playcommand,"Glow");
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W2Command=cmd(playcommand,"Glow");
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W3Command=cmd(playcommand,"Glow");
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W3Command=cmd(playcommand,"Glow");
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@@ -9,33 +9,8 @@ return Def.ActorFrame {
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HoldingOnCommand=cmd(playcommand,"Glow");
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HoldingOnCommand=cmd(playcommand,"Glow");
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HitMineCommand=cmd(playcommand,"Glow");
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HitMineCommand=cmd(playcommand,"Glow");
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HeldCommand=cmd(playcommand,"Glow");
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HeldCommand=cmd(playcommand,"Glow");
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GlowCommand=cmd(setstate,0;finishtweening;diffusealpha,0.95;zoom,1;linear,0.15;zoom,1.15;linear,0.15;diffusealpha,0;zoom,1.30);
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GlowCommand=cmd(setstate,0;finishtweening;diffusealpha,1.0;zoom,1.0;linear,0.15;diffusealpha,0.9;zoom,1.1;linear,0.15;diffusealpha,0.0;zoom,1.2);
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};
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};
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LoadActor("_flash")..{
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InitCommand=cmd(blend,"BlendMode_Add";zoom,0;queuecommand,"Glow");
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W1Command=cmd(playcommand,"Glow");
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W2Command=cmd(playcommand,"Glow");
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W3Command=cmd(playcommand,"Glow");
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W4Command=cmd();
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W5Command=cmd();
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HoldingOnCommand=cmd(playcommand,"Glow");
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HitMineCommand=cmd(playcommand,"Glow");
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HeldCommand=cmd(playcommand,"Glow");
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GlowCommand=cmd(setstate,0;finishtweening;diffusealpha,0.95;zoom,0.6;linear,0.15;zoom,0.65;linear,0.15;diffusealpha,0;zoom,0.7);
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};
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--this is supposed to be the "press" effect
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--[[LoadActor("_receptor parts")..{
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InitCommand=cmd(pause;diffusealpha,0.5;setstate,2);
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ColumnJudgmentMessageCommand=function(self,params)
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self:finishtweening();
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if params.TapNoteScore == 'TapNoteScore_W2' then
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self:zoom(2);
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self:linear(0.3);
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self:zoom(0);
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end
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--cmd(finishtweening;zoom,2;linear,0.3;zoom,1);
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end;
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};]]
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Def.Quad {
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Def.Quad {
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InitCommand=cmd(diffuse,1,1,1,0;zoomto,SCREEN_WIDTH*100,SCREEN_HEIGHT*100;zoomz,SCREEN_WIDTH*SCREEN_HEIGHT);
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InitCommand=cmd(diffuse,1,1,1,0;zoomto,SCREEN_WIDTH*100,SCREEN_HEIGHT*100;zoomz,SCREEN_WIDTH*SCREEN_HEIGHT);
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HitMineCommand=cmd(finishtweening;diffusealpha,1;linear,0.3;diffusealpha,0);
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HitMineCommand=cmd(finishtweening;diffusealpha,1;linear,0.3;diffusealpha,0);
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After Width: | Height: | Size: 12 KiB |
@@ -1,30 +1,39 @@
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local function Beat(self)
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local function Beat(self)
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local this = self:GetChildren()
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local this = self:GetChildren()
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this.Glowpart:diffusealpha(0);
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--Yes, why not?
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this.Base:pause();
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this.Glow:pause();
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this.Tap:pause();
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this.Base:setstate(0);
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this.Glow:setstate(1);
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this.Tap:setstate(2);
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this.Glow:blend('BlendMode_Add');
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this.Glow:diffusealpha(0);
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local beat = GAMESTATE:GetSongBeat()
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local beat = GAMESTATE:GetSongBeat()
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local part = beat%1
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local part = beat%1
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local eff = scale(part,0,0.5,1,0)
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local eff = scale(part,0,0.5,1,0)
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if beat >=0 then
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if beat >= 0 then
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this.Glowpart:diffusealpha(eff);
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this.Glow:diffusealpha(eff);
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end
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end
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end
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end
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return Def.ActorFrame {
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return Def.ActorFrame {
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-- COMMANDS --
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InitCommand=cmd(SetUpdateFunction,Beat);
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InitCommand=cmd(SetUpdateFunction,Beat);
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LoadActor("_receptor parts")..{
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-- LAYERS --
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InitCommand=cmd(pause;setstate,1);
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Base";
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InitCommand=cmd();
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};
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};
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LoadActor("_receptor parts")..{
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Glowpart";
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Name="Glow";
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InitCommand=function(self)
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InitCommand=cmd();
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--(NOTESKIN:GetMetricA("Receptor","BeatCommand"))(self);
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self:pause();
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self:setstate(4);
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self:blend('BlendMode_Add');
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end;
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};
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};
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LoadActor("_receptor parts")..{
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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InitCommand=cmd(pause;setstate,7;zoom,1;diffusealpha,0;glow,1,1,1,0);
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Name="Tap";
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PressCommand=cmd(finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2);
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InitCommand=NOTESKIN:GetMetricA(Var "Button" ,"ReceptorTapInitCommand");
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PressCommand=NOTESKIN:GetMetricA(Var "Button" ,"ReceptorTapPressCommand");
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};
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};
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}
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}
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@@ -0,0 +1 @@
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return NOTESKIN:LoadActor("UpLeft","Tap Note");
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Before Width: | Height: | Size: 24 KiB |
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Before Width: | Height: | Size: 50 KiB |
@@ -17,11 +17,28 @@ FlipHoldBodyWhenReverse=1
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TopHoldAnchorWhenReverse=0
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TopHoldAnchorWhenReverse=0
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HoldActiveIsAddLayer=0
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HoldActiveIsAddLayer=0
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;Explosion commands
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ButtonTapCommand=setstate,0;finishtweening;diffusealpha,1.0;zoom,1.0;linear,0.15;diffusealpha,0.9;zoom,1.15;linear,0.15;diffusealpha,0.0;zoom,1.3
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;you can go nuts now...
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FlashTapCommand=finishtweening;diffusealpha,0.5;zoom,1.0;linear,0.15;diffusealpha,0.45;zoom,1.15;linear,0.15;diffusealpha,0.0;zoom,1.3
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;if you want/need diferent commands for each button, write the previous commands
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;under the correspondant button section in this metrics.ini
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;ReceptorTap commands
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ReceptorTapInitCommand=zoom,1;diffusealpha,0;glow,1,1,1,0
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ReceptorTapPressCommand=finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2
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[Center]
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[Center]
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TapNoteAnimationLengthInBeats=1
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TapNoteAnimationLengthInBeats=1
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HoldHeadAnimationLengthInBeats=1
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HoldHeadAnimationLengthInBeats=1
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HoldTailAnimationLengthInBeats=1
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HoldTailAnimationLengthInBeats=1
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;useless
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[DownLeft]
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[Receptor]
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BeatCommand=blend,"BlendMode_Add";diffuseshift;effectclock,"beat";effecttiming,0,0,.5,.5
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[DownRight]
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[UpLeft]
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[UpRight]
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After Width: | Height: | Size: 2.1 KiB |
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After Width: | Height: | Size: 3.3 KiB |
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After Width: | Height: | Size: 3.3 KiB |