noteskin fix hopefully
@@ -5,7 +5,7 @@ ret.RedirTable =
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Key1 = "Key",
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Key1 = "Key",
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Key2 = "Key",
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Key2 = "Key",
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Key3 = "Key",
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Key3 = "Key",
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Key4 = "Key",
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Key4 = "Space",
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Key5 = "Key",
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Key5 = "Key",
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Key6 = "Key",
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Key6 = "Key",
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Key7 = "Key",
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Key7 = "Key",
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After Width: | Height: | Size: 3.3 KiB |
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After Width: | Height: | Size: 3.3 KiB |
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After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 6.2 KiB |
@@ -0,0 +1 @@
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return Def.Actor {}
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After Width: | Height: | Size: 3.3 KiB |
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After Width: | Height: | Size: 3.3 KiB |
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After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 5.5 KiB |
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After Width: | Height: | Size: 7.1 KiB |
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After Width: | Height: | Size: 5.4 KiB |
@@ -0,0 +1,5 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_space', 'tap note' );
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-- probably don't need this line
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Frames = Sprite.LinearFrames( 1, 1 );
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};
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After Width: | Height: | Size: 41 KiB |
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After Width: | Height: | Size: 7.4 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 5.2 KiB |
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After Width: | Height: | Size: 5.2 KiB |
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After Width: | Height: | Size: 5.1 KiB |
@@ -0,0 +1,13 @@
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local t = Def.ActorFrame {
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LoadActor( "Key Go Receptor" )..{
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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LoadActor( "Key Go Receptor" )..{
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InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
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LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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};
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return t;
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 5.3 KiB |
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After Width: | Height: | Size: 5.2 KiB |
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After Width: | Height: | Size: 6.3 KiB |
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After Width: | Height: | Size: 4.2 KiB |
@@ -0,0 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_key', 'tap note' );
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Frames = Sprite.LinearFrames( 4, 1 );
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};
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@@ -1,102 +0,0 @@
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local ret = ... or {};
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ret.RedirTable =
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{
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Key1 = "Key",
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Key2 = "Key",
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Key3 = "Key",
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Key4 = "Key",
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Key5 = "Key",
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Key6 = "Key",
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Key7 = "Key",
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};
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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sButton, sElement = OldRedir(sButton, sElement);
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-- Instead of separate hold heads, use the tap note graphics.
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if sElement == "Hold Head Inactive" or
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sElement == "Hold Head Active" or
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sElement == "Roll Head Inactive" or
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sElement == "Roll Head Active"
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then
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sElement = "Tap Note";
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end
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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end
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-- To have separate graphics for each hold part:
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--[[
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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-- Redirect non-hold, non-roll parts.
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if string.find(sElement, "hold") then
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return sButton, sElement;
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end
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return OldRedir(sButton, sElement);
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end
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]]
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local OldFunc = ret.Load;
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function ret.Load()
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local t = OldFunc();
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-- The main "Explosion" part just loads other actors; don't rotate
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-- it. The "Hold Explosion" part should not be rotated.
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" or
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Var "Element" == "Hold Explosion" then
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t.BaseRotationZ = nil;
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end
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return t;
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end
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ret.PartsToRotate =
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{
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["Go Receptor"] = true,
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["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Tap Note"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Inactive"] = true,
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};
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ret.Rotate =
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{
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Key1 = 0,
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Key2 = 0,
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Key3 = 0,
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Key4 = 0,
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Key5 = 0,
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Key6 = 0,
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Key7 = 0,
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};
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--
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-- If a derived skin wants to have separate UpLeft graphics,
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-- use this:
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--
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-- ret.RedirTable.UpLeft = "UpLeft";
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-- ret.RedirTable.UpRight = "UpLeft";
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-- ret.Rotate.UpLeft = 0;
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-- ret.Rotate.UpRight = 90;
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--
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ret.Blank =
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{
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["Hold Topcap Active"] = true,
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["Hold Topcap Inactive"] = true,
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["Roll Topcap Active"] = true,
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["Roll Topcap Inactive"] = true,
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["Hold Tail Active"] = true,
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["Hold Tail Inactive"] = true,
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["Roll Tail Active"] = true,
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["Roll Tail Inactive"] = true,
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};
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return ret;
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After Width: | Height: | Size: 72 KiB |
@@ -0,0 +1,68 @@
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[Global]
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#FallbackNoteSkin=common
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[NoteDisplay]
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TapNoteAnimationIsVivid=0
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DrawHoldHeadForTapsOnSameRow=1
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TapNoteAnimationLengthInBeats=4
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TapAdditionAnimationLengthInBeats=4
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TapMineAnimationLengthInBeats=1
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TapLiftAnimationLengthInBeats=4
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HoldHeadAnimationLengthInBeats=4
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HoldTopCapAnimationLengthInBeats=4
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HoldBottomCapAnimationLengthInBeats=4
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HoldBodyAnimationLengthInBeats=4
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HoldTailAnimationLengthInBeats=4
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=-32
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HoldLetGoGrayPercent=0.25
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ReverseDrawOrder=1101
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HoldHeadIsAboveWavyParts=1
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HoldTailIsAboveWavyParts=1
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TapNoteAdditionTextureCoordOffsetX=0
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TapNoteAdditionTextureCoordOffsetY=0
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FlipHeadAndTailWhenReverse=1
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FlipHoldBodyWhenReverse=1
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TopHoldAnchorWhenReverse=1
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TapNoteNoteColorTextureCoordSpacingX=0
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TapNoteNoteColorTextureCoordSpacingY=0.125
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0.125
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[GhostArrowDim]
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NoneCommand=
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HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;smooth,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
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MissCommand=
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,0.3,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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[GhostArrowBright]
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NoneCommand=
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HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
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MissCommand=
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
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[ReceptorArrow]
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W3Command=
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W2Command=
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W1Command=
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InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color("0.8,0.8,0.8,1");effectcolor2,color("1,1,1,1");effecttiming,0.2,0,0.8,0;effectoffset,0.05
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NoneCommand=zoom,0.8;linear,0.1;zoom,1
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[ReceptorOverlay]
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InitCommand=diffusealpha,0
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PressCommand=blend,"BlendMode_Add";diffusealpha,0.6
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LiftCommand=diffusealpha,0
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