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This commit is contained in:
@@ -1,4 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_center', 'explosion' );
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InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_center', 'explosion' );
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InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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};
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@@ -1,8 +1,8 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_center', 'explosion' );
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W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_center', 'explosion' );
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W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8);
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};
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@@ -1,21 +1,21 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( "_centerp1", "Tap Note" );
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Frame0000=99;
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Delay0000=1;
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InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
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W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
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W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
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W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
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W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
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};
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};
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return t;
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( "_centerp1", "Tap Note" );
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Frame0000=99;
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Delay0000=1;
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InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
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W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
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W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
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W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
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W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
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};
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};
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return t;
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@@ -1,4 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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@@ -1,4 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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@@ -1,4 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' );
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Frames = Sprite.LinearFrames( 6, 1 );
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};
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@@ -1,6 +1,6 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25);
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25);
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};
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@@ -1,21 +1,21 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( "_Down", "Tap Note" );
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Frame0000=69;
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Delay0000=1;
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InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
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W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
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W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
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W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
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W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
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};
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};
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return t;
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( "_Down", "Tap Note" );
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Frame0000=69;
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Delay0000=1;
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InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
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W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
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W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
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W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
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W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
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};
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};
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return t;
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@@ -1,5 +1,5 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=1;
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Delay0000=1;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=1;
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Delay0000=1;
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};
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@@ -1,5 +1,5 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=0;
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Delay0000=1;
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'explosion' );
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Frame0000=0;
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Delay0000=1;
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};
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@@ -1,19 +1,19 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap fake' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=0;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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Frame0006=2;
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Delay0006=1;
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Frame0007=3;
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Delay0007=1;
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap fake' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=0;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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Frame0006=2;
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Delay0006=1;
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Frame0007=3;
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Delay0007=1;
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};
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@@ -1,19 +1,19 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=0;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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Frame0006=2;
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Delay0006=1;
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Frame0007=3;
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Delay0007=1;
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};
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=0;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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Frame0006=2;
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Delay0006=1;
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Frame0007=3;
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Delay0007=1;
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};
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@@ -1,18 +1,18 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat');
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};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine base' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80);
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};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40);
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};
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};
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return t;
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat');
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};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine base' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80);
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||||
};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' );
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Frames = Sprite.LinearFrames( 1, 1 );
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40);
|
||||
};
|
||||
};
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return t;
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@@ -1,20 +1,20 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap note' );
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||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=1;
|
||||
Frame0005=1;
|
||||
Delay0005=1;
|
||||
Frame0006=2;
|
||||
Delay0006=1;
|
||||
Frame0007=3;
|
||||
Delay0007=1;
|
||||
|
||||
};
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'tap note' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=1;
|
||||
Frame0005=1;
|
||||
Delay0005=1;
|
||||
Frame0006=2;
|
||||
Delay0006=1;
|
||||
Frame0007=3;
|
||||
Delay0007=1;
|
||||
|
||||
};
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( "_downleftp1", "Tap Note" );
|
||||
Frame0000=99;
|
||||
Delay0000=1;
|
||||
InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( "_downleftp1", "Tap Note" );
|
||||
Frame0000=99;
|
||||
Delay0000=1;
|
||||
InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap fake' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap fake' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap lift' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap lift' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap note' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_downleftp1', 'tap note' );
|
||||
Frames = Sprite.LinearFrames( 6, 1 );
|
||||
};
|
||||
|
||||
@@ -1,209 +1,209 @@
|
||||
--[[
|
||||
USW Noteskin.lua Version V2
|
||||
Made for Version Stepmania 5 Preview 4
|
||||
|
||||
I am the bone of my noteskin
|
||||
Arrows are my body, and explosions are my blood
|
||||
I have created over a thousand noteskins
|
||||
Unknown to death
|
||||
Nor known to life
|
||||
Have withstood pain to create many noteskins
|
||||
Yet these hands will never hold anything
|
||||
So as I pray, Unlimited Stepman Works
|
||||
|
||||
If you want to know the list of lua commands you can use here is the main page for help http://kki.ajworld.net/lua/sm5/Lua.xml
|
||||
--]]
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--I always had the problem were I wrote var instead of Var, which really iritated me wondering why a code wouldnt work
|
||||
--You can edit it out if you want, But I'm just gonna leave it here so incase a person wants to make a noteskin
|
||||
--And gets the same problem as me were you use var instead of Var, atleast this should make it still work
|
||||
--But its best to use Var, And make sure to check all your code for little mistakes while you write ;)
|
||||
local var = Var;
|
||||
|
||||
--[[
|
||||
This is the general redirect table, Not the general redirect code, We use this if we are lazy ;)
|
||||
Or if we cant a directon of a noteskin use the exact same files as another direction
|
||||
The most re used direction in this case is "Down"
|
||||
You can add and remove values if you want, It works for every game type,
|
||||
If you want an easy way to know how all directions are called go in to stepmaniaoptions and change gametype
|
||||
Then if you go to key configure look at the names for the keys, They are the same names that are used in the noteskin.lua
|
||||
--]]
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
Center = "Down",
|
||||
DownLeft = "Down",
|
||||
DownRight = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
--[[
|
||||
This is the general redirect code, We use this if we want to redirect parts of noteskins to other parts
|
||||
Because unlike the ret.RedirTable which redirects everything to the defined direction.
|
||||
Here we can add redirects for seperate elements which means we can use separate images if we want
|
||||
--]]
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
--This is were we call the ret.RedirTable and define it as sButton
|
||||
--So it get called when we return sButton including the code under here
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
--We want to use custom hold/roll per direction, But keep global hold/roll heads and explosions.
|
||||
if string.find(sElement, "Hold") or string.find(sElement, "Roll") then
|
||||
if not string.find(sElement, "Head") and not string.find(sElement, "Explosion") then
|
||||
if Var "Button" == "Left" then sButton = "Left"; end
|
||||
if Var "Button" == "Right" then sButton = "Right"; end
|
||||
if Var "Button" == "Down" then sButton = "Down"; end
|
||||
if Var "Button" == "Up" then sButton = "Up"; end
|
||||
if Var "Button" == "UpLeft" then sButton = "UpLeft"; end
|
||||
if Var "Button" == "UpRight" then sButton = "UpRight"; end
|
||||
end
|
||||
end
|
||||
|
||||
--Making Roll Head/Explosion fallback on Hold
|
||||
if sElement == "Roll Head Inactive" then sElement = "Hold Head Inactive"; end
|
||||
if sElement == "Roll Head Active" then sElement = "Hold Head Active"; end
|
||||
if sElement == "Roll Explosion" then sElement = "Hold Explosion"; end
|
||||
|
||||
--Adding stuff for more directions for diffrent gametypes
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "dance" then
|
||||
--Making the Upleft and Upright Hold/Roll body/BottomCap/TopCap but not Explosions use SoloUpLeft and SoloUpRight instead
|
||||
--When the gametype is dance this way we can define diffrent images for diffrent gametypes
|
||||
if string.find(sElement, "Hold") or string.find(sElement, "Roll") then
|
||||
if Var "Button" == "UpLeft" and not string.find(sElement, "Explosion") then sButton = "SoloUpLeft"; end
|
||||
if Var "Button" == "UpRight" and not string.find(sElement, "Explosion") then sButton = "SoloUpRight"; end
|
||||
end
|
||||
end
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
||||
--Making Pump it up be rythm color based, Only problem is that in sm player 1 and player 2 noteskins are both defined as player 1
|
||||
--Need a way to get the parent but atm it ends up as nil because of no parent
|
||||
--So Player 1 and 2 both use Player 1 images for now
|
||||
--We also let every direction aside from Center use DownLeftp1
|
||||
if GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P1" then
|
||||
if Var "Button" == "UpLeft" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "UpRight" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "DownLeft" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "DownRight" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "Center" then sButton = "Centerp1"; end
|
||||
elseif GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P2" then
|
||||
if Var "Button" == "UpLeft" then sButton = "Downleftp2"; end
|
||||
if Var "Button" == "UpRight" then sButton = "Downleftp2"; end
|
||||
if Var "Button" == "DownLeft" then sButton = "DownLeftp2"; end
|
||||
if Var "Button" == "DownRight" then sButton = "DownLeftp2"; end
|
||||
if Var "Button" == "Center" then sButton = "Centerp2"; end
|
||||
end
|
||||
--We already defined everything for diffrent players above
|
||||
--But we want to use the same Center hold images for every direction and player
|
||||
if string.find(sElement, "Bottomcap") then sButton = "Center"; end
|
||||
if string.find(sElement, "Topcap") then sButton = "Center"; end
|
||||
if string.find(sElement, "Body") then sButton = "Center"; end
|
||||
--Lets also add explosion as Center
|
||||
if string.find(sElement, "Explosion") then sButton = "Center"; end
|
||||
if sElement == "Tap Explosion Dim" then sElement = "Tap Explosion Bright"; end
|
||||
end
|
||||
|
||||
--Define that every direction uses Tap Mine from Down
|
||||
if Var "Element" == "Tap Mine" then sButton = "Down"; end
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
--[[
|
||||
This is the general function code
|
||||
In here we can define how we want the stuff to act
|
||||
Which basicly means instead of using a load of lua files for just some effect
|
||||
We can just use code in here so we need to use less files
|
||||
Which is nice if you want to save up space ;)
|
||||
Only problem is that the Hold/Roll parts are written down in the code as sprite files
|
||||
Which is the original old 3.9 code, Which basicly means that their code doesnt work in here
|
||||
|
||||
Also unlike the general redirect code which has sElement and sButton defined in the common noteskin
|
||||
They need to be defined here manualy which can be done with
|
||||
local sElement = Var "Element";
|
||||
local sButton = Var "Button";
|
||||
To make it easier for everyone I already added them
|
||||
The reason we use local to define the stuff is for when a code doesnt accept the full code
|
||||
Like for example if we did string.find(Var "Element", "Down") it wouldnt work
|
||||
--]]
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
local sElement = Var "Element";
|
||||
local sButton = Var "Button";
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
|
||||
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "dance" then
|
||||
--We define that we dont want the hold heads for UpLeft and UpRight to be rotated because we rotate them in a lua file
|
||||
if Var "Button" == "UpLeft" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end
|
||||
if Var "Button" == "UpRight" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end
|
||||
end
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
||||
--Because the images for Pump it up are using the DownLeft for every direction aside from center, We let it be rotated here
|
||||
--Because the rotate table is set up for dance and these are for PIU
|
||||
if Var "Button" == "UpLeft" then t.BaseRotationZ = 90; end
|
||||
if Var "Button" == "UpRight" then t.BaseRotationZ = 180; end
|
||||
if Var "Button" == "DownLeft" then t.BaseRotationZ = nil; end
|
||||
if Var "Button" == "DownRight" then t.BaseRotationZ = -90; end
|
||||
if Var "Element" == "Tap Mine" then t.InitCommand=cmd(zoom,-0.8); end
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
--Define which parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Lift"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
--Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = -135,
|
||||
Center = 0,
|
||||
DownLeft = 0,
|
||||
DownRight = -0,
|
||||
};
|
||||
|
||||
--Parts that should be Redirected to _Blank.png
|
||||
--you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
};
|
||||
|
||||
--dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
--[[
|
||||
USW Noteskin.lua Version V2
|
||||
Made for Version Stepmania 5 Preview 4
|
||||
|
||||
I am the bone of my noteskin
|
||||
Arrows are my body, and explosions are my blood
|
||||
I have created over a thousand noteskins
|
||||
Unknown to death
|
||||
Nor known to life
|
||||
Have withstood pain to create many noteskins
|
||||
Yet these hands will never hold anything
|
||||
So as I pray, Unlimited Stepman Works
|
||||
|
||||
If you want to know the list of lua commands you can use here is the main page for help http://kki.ajworld.net/lua/sm5/Lua.xml
|
||||
--]]
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--I always had the problem were I wrote var instead of Var, which really iritated me wondering why a code wouldnt work
|
||||
--You can edit it out if you want, But I'm just gonna leave it here so incase a person wants to make a noteskin
|
||||
--And gets the same problem as me were you use var instead of Var, atleast this should make it still work
|
||||
--But its best to use Var, And make sure to check all your code for little mistakes while you write ;)
|
||||
local var = Var;
|
||||
|
||||
--[[
|
||||
This is the general redirect table, Not the general redirect code, We use this if we are lazy ;)
|
||||
Or if we cant a directon of a noteskin use the exact same files as another direction
|
||||
The most re used direction in this case is "Down"
|
||||
You can add and remove values if you want, It works for every game type,
|
||||
If you want an easy way to know how all directions are called go in to stepmaniaoptions and change gametype
|
||||
Then if you go to key configure look at the names for the keys, They are the same names that are used in the noteskin.lua
|
||||
--]]
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
Center = "Down",
|
||||
DownLeft = "Down",
|
||||
DownRight = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
--[[
|
||||
This is the general redirect code, We use this if we want to redirect parts of noteskins to other parts
|
||||
Because unlike the ret.RedirTable which redirects everything to the defined direction.
|
||||
Here we can add redirects for seperate elements which means we can use separate images if we want
|
||||
--]]
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
--This is were we call the ret.RedirTable and define it as sButton
|
||||
--So it get called when we return sButton including the code under here
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
--We want to use custom hold/roll per direction, But keep global hold/roll heads and explosions.
|
||||
if string.find(sElement, "Hold") or string.find(sElement, "Roll") then
|
||||
if not string.find(sElement, "Head") and not string.find(sElement, "Explosion") then
|
||||
if Var "Button" == "Left" then sButton = "Left"; end
|
||||
if Var "Button" == "Right" then sButton = "Right"; end
|
||||
if Var "Button" == "Down" then sButton = "Down"; end
|
||||
if Var "Button" == "Up" then sButton = "Up"; end
|
||||
if Var "Button" == "UpLeft" then sButton = "UpLeft"; end
|
||||
if Var "Button" == "UpRight" then sButton = "UpRight"; end
|
||||
end
|
||||
end
|
||||
|
||||
--Making Roll Head/Explosion fallback on Hold
|
||||
if sElement == "Roll Head Inactive" then sElement = "Hold Head Inactive"; end
|
||||
if sElement == "Roll Head Active" then sElement = "Hold Head Active"; end
|
||||
if sElement == "Roll Explosion" then sElement = "Hold Explosion"; end
|
||||
|
||||
--Adding stuff for more directions for diffrent gametypes
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "dance" then
|
||||
--Making the Upleft and Upright Hold/Roll body/BottomCap/TopCap but not Explosions use SoloUpLeft and SoloUpRight instead
|
||||
--When the gametype is dance this way we can define diffrent images for diffrent gametypes
|
||||
if string.find(sElement, "Hold") or string.find(sElement, "Roll") then
|
||||
if Var "Button" == "UpLeft" and not string.find(sElement, "Explosion") then sButton = "SoloUpLeft"; end
|
||||
if Var "Button" == "UpRight" and not string.find(sElement, "Explosion") then sButton = "SoloUpRight"; end
|
||||
end
|
||||
end
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
||||
--Making Pump it up be rythm color based, Only problem is that in sm player 1 and player 2 noteskins are both defined as player 1
|
||||
--Need a way to get the parent but atm it ends up as nil because of no parent
|
||||
--So Player 1 and 2 both use Player 1 images for now
|
||||
--We also let every direction aside from Center use DownLeftp1
|
||||
if GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P1" then
|
||||
if Var "Button" == "UpLeft" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "UpRight" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "DownLeft" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "DownRight" then sButton = "DownLeftp1"; end
|
||||
if Var "Button" == "Center" then sButton = "Centerp1"; end
|
||||
elseif GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P2" then
|
||||
if Var "Button" == "UpLeft" then sButton = "Downleftp2"; end
|
||||
if Var "Button" == "UpRight" then sButton = "Downleftp2"; end
|
||||
if Var "Button" == "DownLeft" then sButton = "DownLeftp2"; end
|
||||
if Var "Button" == "DownRight" then sButton = "DownLeftp2"; end
|
||||
if Var "Button" == "Center" then sButton = "Centerp2"; end
|
||||
end
|
||||
--We already defined everything for diffrent players above
|
||||
--But we want to use the same Center hold images for every direction and player
|
||||
if string.find(sElement, "Bottomcap") then sButton = "Center"; end
|
||||
if string.find(sElement, "Topcap") then sButton = "Center"; end
|
||||
if string.find(sElement, "Body") then sButton = "Center"; end
|
||||
--Lets also add explosion as Center
|
||||
if string.find(sElement, "Explosion") then sButton = "Center"; end
|
||||
if sElement == "Tap Explosion Dim" then sElement = "Tap Explosion Bright"; end
|
||||
end
|
||||
|
||||
--Define that every direction uses Tap Mine from Down
|
||||
if Var "Element" == "Tap Mine" then sButton = "Down"; end
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
--[[
|
||||
This is the general function code
|
||||
In here we can define how we want the stuff to act
|
||||
Which basicly means instead of using a load of lua files for just some effect
|
||||
We can just use code in here so we need to use less files
|
||||
Which is nice if you want to save up space ;)
|
||||
Only problem is that the Hold/Roll parts are written down in the code as sprite files
|
||||
Which is the original old 3.9 code, Which basicly means that their code doesnt work in here
|
||||
|
||||
Also unlike the general redirect code which has sElement and sButton defined in the common noteskin
|
||||
They need to be defined here manualy which can be done with
|
||||
local sElement = Var "Element";
|
||||
local sButton = Var "Button";
|
||||
To make it easier for everyone I already added them
|
||||
The reason we use local to define the stuff is for when a code doesnt accept the full code
|
||||
Like for example if we did string.find(Var "Element", "Down") it wouldnt work
|
||||
--]]
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
local sElement = Var "Element";
|
||||
local sButton = Var "Button";
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
|
||||
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "dance" then
|
||||
--We define that we dont want the hold heads for UpLeft and UpRight to be rotated because we rotate them in a lua file
|
||||
if Var "Button" == "UpLeft" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end
|
||||
if Var "Button" == "UpRight" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end
|
||||
end
|
||||
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
||||
--Because the images for Pump it up are using the DownLeft for every direction aside from center, We let it be rotated here
|
||||
--Because the rotate table is set up for dance and these are for PIU
|
||||
if Var "Button" == "UpLeft" then t.BaseRotationZ = 90; end
|
||||
if Var "Button" == "UpRight" then t.BaseRotationZ = 180; end
|
||||
if Var "Button" == "DownLeft" then t.BaseRotationZ = nil; end
|
||||
if Var "Button" == "DownRight" then t.BaseRotationZ = -90; end
|
||||
if Var "Element" == "Tap Mine" then t.InitCommand=cmd(zoom,-0.8); end
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
--Define which parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Lift"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
--Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = -135,
|
||||
Center = 0,
|
||||
DownLeft = 0,
|
||||
DownRight = -0,
|
||||
};
|
||||
|
||||
--Parts that should be Redirected to _Blank.png
|
||||
--you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
};
|
||||
|
||||
--dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
||||
|
Before Width: | Height: | Size: 223 KiB After Width: | Height: | Size: 223 KiB |
@@ -1,244 +1,244 @@
|
||||
#USW Metric Version V2
|
||||
#Made for Version Stepmania 5 Preview 2
|
||||
|
||||
#I am the bone of my noteskin
|
||||
#Arrows are my body, and explosions are my blood
|
||||
#I have created over a thousand noteskins
|
||||
#Unknown to death
|
||||
#Nor known to life
|
||||
#Have withstood pain to create many noteskins
|
||||
#Yet these hands will never hold anything
|
||||
#So as I pray, Unlimited Stepman Works
|
||||
|
||||
[Global]
|
||||
#Noteskin this noteskin falls back on
|
||||
#We normaly make this fallback on common
|
||||
#Because its the global noteskin every default fallsback on to
|
||||
FallbackNoteSkin=common
|
||||
|
||||
[NoteDisplay]
|
||||
#Noteskin Animation Lengths
|
||||
AnimationIsBeatBased=1
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationLength=2
|
||||
TapMineAnimationLength=4
|
||||
TapLiftAnimationLength=2
|
||||
TapFakeAnimationLength=2
|
||||
##Hold Parts
|
||||
HoldHeadAnimationLength=1
|
||||
HoldTopCapAnimationLength=4
|
||||
HoldBottomCapAnimationLength=4
|
||||
HoldBodyAnimationLength=4
|
||||
HoldTailAnimationLength=4
|
||||
##Roll Parts
|
||||
RollHeadAnimationLength=1
|
||||
RollTopCapAnimationLength=4
|
||||
RollBottomCapAnimationLength=4
|
||||
RollBodyAnimationLength=4
|
||||
RollTailAnimationLength=4
|
||||
|
||||
|
||||
#Define if noteskin is Vivid or not
|
||||
#Value 1 = true, Value 0 = false
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationIsVivid=0
|
||||
TapMineAnimationIsVivid=0
|
||||
TapFakeAnimationIsVivid=0
|
||||
TapLiftAnimationIsVivid=0
|
||||
##Hold Parts
|
||||
HoldHeadAnimationIsVivid=0
|
||||
HoldTopCapAnimationIsVivid=0
|
||||
HoldBodyAnimationIsVivid=0
|
||||
HoldBottomCapAnimationIsVivid=0
|
||||
HoldTailAnimationIsVivid=0
|
||||
##Roll Parts
|
||||
RollHeadAnimationIsVivid=0
|
||||
RollTopCapAnimationIsVivid=0
|
||||
RollBodyAnimationIsVivid=0
|
||||
RollBottomCapAnimationIsVivid=0
|
||||
RollTailAnimationIsVivid=0
|
||||
|
||||
|
||||
#Texture Coord Offest Info
|
||||
|
||||
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
|
||||
#If you dont want to use it, just keep the value 0
|
||||
#Rhythm colored noteskins are noteskins that have different colors for every
|
||||
#4th, 8th, 12th, 16th and so on
|
||||
#To use this you need to use simple math because it isnt based on the size of
|
||||
#the image but its based on the total value of the size which is 1
|
||||
#So if you got 9 frames (including 192nd)
|
||||
#You need to run this simple math
|
||||
# 1 / 9 = 0.11111111111111111111111111 (and so on)
|
||||
#Because using the entire value is to long, lets make it smaler to 6 digits
|
||||
#You can make it longer if you want but lets keep it nice to 6 digits
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAdditionTextureCoordOffsetX=0.5
|
||||
TapNoteAdditionTextureCoordOffsetY=0
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0.111111
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0.111111
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0.111111
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0
|
||||
TapFakeNoteColorTextureCoordSpacingY=0.111111
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0.111111
|
||||
HoldTopCapAdditionTextureCoordOffsetX=0
|
||||
HoldTopCapAdditionTextureCoordOffsetY=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingX=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingY=0
|
||||
HoldBodyAdditionTextureCoordOffsetX=0
|
||||
HoldBodyAdditionTextureCoordOffsetY=0
|
||||
HoldBodyNoteColorTextureCoordSpacingX=0
|
||||
HoldBodyNoteColorTextureCoordSpacingY=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetX=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetY=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingX=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingY=0
|
||||
HoldTailAdditionTextureCoordOffsetX=0
|
||||
HoldTailAdditionTextureCoordOffsetY=0
|
||||
HoldTailNoteColorTextureCoordSpacingX=0
|
||||
HoldTailNoteColorTextureCoordSpacingY=0
|
||||
##Roll Parts
|
||||
RollHeadAdditionTextureCoordOffsetX=0
|
||||
RollHeadAdditionTextureCoordOffsetY=0
|
||||
RollHeadNoteColorTextureCoordSpacingX=0
|
||||
RollHeadNoteColorTextureCoordSpacingY=0.111111
|
||||
RollTopCapAdditionTextureCoordOffsetX=0
|
||||
RollTopCapAdditionTextureCoordOffsetY=0
|
||||
RollTopCapNoteColorTextureCoordSpacingX=0
|
||||
RollTopCapNoteColorTextureCoordSpacingY=0
|
||||
RollBodyAdditionTextureCoordOffsetX=0
|
||||
RollBodyAdditionTextureCoordOffsetY=0
|
||||
RollBodyNoteColorTextureCoordSpacingX=0
|
||||
RollBodyNoteColorTextureCoordSpacingY=0
|
||||
RollBottomCapAdditionTextureCoordOffsetX=0
|
||||
RollBottomCapAdditionTextureCoordOffsetY=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingX=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingY=0
|
||||
RollTailAdditionTextureCoordOffsetX=0
|
||||
RollTailAdditionTextureCoordOffsetY=0
|
||||
RollTailNoteColorTextureCoordSpacingX=0
|
||||
RollTailNoteColorTextureCoordSpacingY=0
|
||||
|
||||
|
||||
#Other Stuff
|
||||
DrawHoldHeadForTapsOnSameRow=1
|
||||
DrawRollHeadForTapsOnSameRow=1
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=1
|
||||
UseLighting=0
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
HoldActiveIsAddLayer=0
|
||||
|
||||
|
||||
#Edit this incase you want to make noteskin for reverse or both
|
||||
FlipHoldBodyWhenReverse=0
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
TopHoldAnchorWhenReverse=1
|
||||
|
||||
|
||||
#Diffuse Info v2
|
||||
|
||||
#Diffuse uses a color code to define the diffuse
|
||||
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
|
||||
#The way it works is pretty easy
|
||||
#It is based on the Red,Blue,Green,Alpha value that you get with color
|
||||
#But instead of 255,255,255,255 it uses 1,1,1,1
|
||||
#So if you want to use a RBG value from an image like for example Taupe
|
||||
#Which has a value of 72,60,50 , What we just do is / 254 on every value
|
||||
#And we also add a Alpha (for transparent) value between 0.1 and 1
|
||||
#So We get 0.283464,0.236220,0.196850,0.6
|
||||
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
|
||||
#diffuse,1,1,1,1 is the basic code
|
||||
#Change them to which value you want
|
||||
#add ; at the end of your command incase you add more commands
|
||||
|
||||
[GhostArrowDim]
|
||||
NoneCommand=
|
||||
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
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
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
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
|
||||
|
||||
#USW Metric Version V2
|
||||
#Made for Version Stepmania 5 Preview 2
|
||||
|
||||
#I am the bone of my noteskin
|
||||
#Arrows are my body, and explosions are my blood
|
||||
#I have created over a thousand noteskins
|
||||
#Unknown to death
|
||||
#Nor known to life
|
||||
#Have withstood pain to create many noteskins
|
||||
#Yet these hands will never hold anything
|
||||
#So as I pray, Unlimited Stepman Works
|
||||
|
||||
[Global]
|
||||
#Noteskin this noteskin falls back on
|
||||
#We normaly make this fallback on common
|
||||
#Because its the global noteskin every default fallsback on to
|
||||
FallbackNoteSkin=common
|
||||
|
||||
[NoteDisplay]
|
||||
#Noteskin Animation Lengths
|
||||
AnimationIsBeatBased=1
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationLength=2
|
||||
TapMineAnimationLength=4
|
||||
TapLiftAnimationLength=2
|
||||
TapFakeAnimationLength=2
|
||||
##Hold Parts
|
||||
HoldHeadAnimationLength=1
|
||||
HoldTopCapAnimationLength=4
|
||||
HoldBottomCapAnimationLength=4
|
||||
HoldBodyAnimationLength=4
|
||||
HoldTailAnimationLength=4
|
||||
##Roll Parts
|
||||
RollHeadAnimationLength=1
|
||||
RollTopCapAnimationLength=4
|
||||
RollBottomCapAnimationLength=4
|
||||
RollBodyAnimationLength=4
|
||||
RollTailAnimationLength=4
|
||||
|
||||
|
||||
#Define if noteskin is Vivid or not
|
||||
#Value 1 = true, Value 0 = false
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationIsVivid=0
|
||||
TapMineAnimationIsVivid=0
|
||||
TapFakeAnimationIsVivid=0
|
||||
TapLiftAnimationIsVivid=0
|
||||
##Hold Parts
|
||||
HoldHeadAnimationIsVivid=0
|
||||
HoldTopCapAnimationIsVivid=0
|
||||
HoldBodyAnimationIsVivid=0
|
||||
HoldBottomCapAnimationIsVivid=0
|
||||
HoldTailAnimationIsVivid=0
|
||||
##Roll Parts
|
||||
RollHeadAnimationIsVivid=0
|
||||
RollTopCapAnimationIsVivid=0
|
||||
RollBodyAnimationIsVivid=0
|
||||
RollBottomCapAnimationIsVivid=0
|
||||
RollTailAnimationIsVivid=0
|
||||
|
||||
|
||||
#Texture Coord Offest Info
|
||||
|
||||
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
|
||||
#If you dont want to use it, just keep the value 0
|
||||
#Rhythm colored noteskins are noteskins that have different colors for every
|
||||
#4th, 8th, 12th, 16th and so on
|
||||
#To use this you need to use simple math because it isnt based on the size of
|
||||
#the image but its based on the total value of the size which is 1
|
||||
#So if you got 9 frames (including 192nd)
|
||||
#You need to run this simple math
|
||||
# 1 / 9 = 0.11111111111111111111111111 (and so on)
|
||||
#Because using the entire value is to long, lets make it smaler to 6 digits
|
||||
#You can make it longer if you want but lets keep it nice to 6 digits
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAdditionTextureCoordOffsetX=0.5
|
||||
TapNoteAdditionTextureCoordOffsetY=0
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0.0625
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0.0625
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0.0625
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0
|
||||
TapFakeNoteColorTextureCoordSpacingY=0.0625
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0.0625
|
||||
HoldTopCapAdditionTextureCoordOffsetX=0
|
||||
HoldTopCapAdditionTextureCoordOffsetY=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingX=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingY=0
|
||||
HoldBodyAdditionTextureCoordOffsetX=0
|
||||
HoldBodyAdditionTextureCoordOffsetY=0
|
||||
HoldBodyNoteColorTextureCoordSpacingX=0
|
||||
HoldBodyNoteColorTextureCoordSpacingY=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetX=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetY=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingX=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingY=0
|
||||
HoldTailAdditionTextureCoordOffsetX=0
|
||||
HoldTailAdditionTextureCoordOffsetY=0
|
||||
HoldTailNoteColorTextureCoordSpacingX=0
|
||||
HoldTailNoteColorTextureCoordSpacingY=0
|
||||
##Roll Parts
|
||||
RollHeadAdditionTextureCoordOffsetX=0
|
||||
RollHeadAdditionTextureCoordOffsetY=0
|
||||
RollHeadNoteColorTextureCoordSpacingX=0
|
||||
RollHeadNoteColorTextureCoordSpacingY=0.0625
|
||||
RollTopCapAdditionTextureCoordOffsetX=0
|
||||
RollTopCapAdditionTextureCoordOffsetY=0
|
||||
RollTopCapNoteColorTextureCoordSpacingX=0
|
||||
RollTopCapNoteColorTextureCoordSpacingY=0
|
||||
RollBodyAdditionTextureCoordOffsetX=0
|
||||
RollBodyAdditionTextureCoordOffsetY=0
|
||||
RollBodyNoteColorTextureCoordSpacingX=0
|
||||
RollBodyNoteColorTextureCoordSpacingY=0
|
||||
RollBottomCapAdditionTextureCoordOffsetX=0
|
||||
RollBottomCapAdditionTextureCoordOffsetY=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingX=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingY=0
|
||||
RollTailAdditionTextureCoordOffsetX=0
|
||||
RollTailAdditionTextureCoordOffsetY=0
|
||||
RollTailNoteColorTextureCoordSpacingX=0
|
||||
RollTailNoteColorTextureCoordSpacingY=0
|
||||
|
||||
|
||||
#Other Stuff
|
||||
DrawHoldHeadForTapsOnSameRow=1
|
||||
DrawRollHeadForTapsOnSameRow=1
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=1
|
||||
UseLighting=0
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
HoldActiveIsAddLayer=0
|
||||
|
||||
|
||||
#Edit this incase you want to make noteskin for reverse or both
|
||||
FlipHoldBodyWhenReverse=0
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
TopHoldAnchorWhenReverse=1
|
||||
|
||||
|
||||
#Diffuse Info v2
|
||||
|
||||
#Diffuse uses a color code to define the diffuse
|
||||
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
|
||||
#The way it works is pretty easy
|
||||
#It is based on the Red,Blue,Green,Alpha value that you get with color
|
||||
#But instead of 255,255,255,255 it uses 1,1,1,1
|
||||
#So if you want to use a RBG value from an image like for example Taupe
|
||||
#Which has a value of 72,60,50 , What we just do is / 254 on every value
|
||||
#And we also add a Alpha (for transparent) value between 0.1 and 1
|
||||
#So We get 0.283464,0.236220,0.196850,0.6
|
||||
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
|
||||
#diffuse,1,1,1,1 is the basic code
|
||||
#Change them to which value you want
|
||||
#add ; at the end of your command incase you add more commands
|
||||
|
||||
[GhostArrowDim]
|
||||
NoneCommand=
|
||||
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
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
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
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.0 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 1.0 KiB |
@@ -0,0 +1 @@
|
||||
_rave meter base
|
||||
@@ -0,0 +1 @@
|
||||
_rave meter base
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 314 B |
@@ -199,11 +199,13 @@ RightOnCommand=horizalign,left;diffuse,PlayerColor(PLAYER_1)
|
||||
LeftOnCommand=horizalign,right;diffuse,PlayerColor(PLAYER_2)
|
||||
MiddleOnCommand=;diffuse,PlayerColor(PLAYER_2)
|
||||
RightOnCommand=horizalign,left;diffuse,PlayerColor(PLAYER_2)
|
||||
|
||||
[MenuTimer]
|
||||
Text1OnCommand=stopeffect;stoptweening;shadowlength,0;strokecolor,Color("Outline")
|
||||
Text1FormatFunction=function(fSeconds) \
|
||||
return string.format("%0.1f", fSeconds); \
|
||||
end
|
||||
Text1OnCommand=stopeffect;stoptweening;halign,1;shadowlength,0;strokecolor,Color("Outline")
|
||||
Text1FormatFunction=function(fSeconds) fSeconds=math.floor(fSeconds); return string.format("%02.0f",fSeconds) end
|
||||
|
||||
Text2OnCommand=x,2;y,-3;stopeffect;stoptweening;halign,0;shadowlength,0;strokecolor,Color("Outline");zoom,0.65
|
||||
Text2FormatFunction=function(fSeconds) local remainder=fSeconds-math.floor(fSeconds); local digit=math.floor(remainder*100); return string.format("%02.0f",digit) end
|
||||
|
||||
Warning10Command=diffuseshift;effectperiod,1;effectcolor2,Color("Red");effectcolor1,color("0.5,0,0,1");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user