From 4b5baa37ceefa828f4f58c043f234f5bb59e9445 Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Sun, 8 Jan 2012 19:00:13 -0600 Subject: [PATCH 1/5] ARGH EOL BULLCRAP NEEDS TO GO AWAY --- .../common/_Editor/Center Hold Explosion.lua | 6 +- .../_Editor/Center Tap Explosion Bright.lua | 14 +- .../common/_Editor/CenterP1 Receptor.lua | 42 +- .../common/_Editor/CenterP1 Tap Fake.lua | 8 +- .../common/_Editor/CenterP1 Tap Lift.lua | 8 +- .../common/_Editor/CenterP1 Tap Note.lua | 8 +- .../common/_Editor/Down Hold Explosion.lua | 10 +- NoteSkins/common/_Editor/Down Receptor.lua | 42 +- .../_Editor/Down Tap Explosion Bright.lua | 8 +- .../common/_Editor/Down Tap Explosion Dim.lua | 10 +- NoteSkins/common/_Editor/Down Tap Fake.lua | 38 +- NoteSkins/common/_Editor/Down Tap Lift.lua | 38 +- NoteSkins/common/_Editor/Down Tap Mine.lua | 36 +- NoteSkins/common/_Editor/Down Tap Note.lua | 40 +- .../common/_Editor/DownLeftP1 Receptor.lua | 42 +- .../common/_Editor/DownLeftP1 Tap Fake.lua | 8 +- .../common/_Editor/DownLeftP1 Tap Lift.lua | 8 +- .../common/_Editor/DownLeftP1 Tap Note.lua | 8 +- NoteSkins/common/_Editor/NoteSkin.lua | 418 +++++++-------- NoteSkins/common/_Editor/metrics.ini | 488 +++++++++--------- 20 files changed, 640 insertions(+), 640 deletions(-) diff --git a/NoteSkins/common/_Editor/Center Hold Explosion.lua b/NoteSkins/common/_Editor/Center Hold Explosion.lua index 4150444446..bf0ee30845 100644 --- a/NoteSkins/common/_Editor/Center Hold Explosion.lua +++ b/NoteSkins/common/_Editor/Center Hold Explosion.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_center', 'explosion' ); - InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_center', 'explosion' ); + InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua b/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua index 9c6684f4ae..2eeebaf01c 100644 --- a/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua +++ b/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua @@ -1,8 +1,8 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_center', 'explosion' ); - W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_center', 'explosion' ); + W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/CenterP1 Receptor.lua b/NoteSkins/common/_Editor/CenterP1 Receptor.lua index 7110473e55..44301fe945 100644 --- a/NoteSkins/common/_Editor/CenterP1 Receptor.lua +++ b/NoteSkins/common/_Editor/CenterP1 Receptor.lua @@ -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( "_centerp1", "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( "_centerp1", "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; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua b/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua index 97bba2dfed..7b68235436 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua b/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua index 99d15c454a..8bcd9c58d7 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Note.lua b/NoteSkins/common/_Editor/CenterP1 Tap Note.lua index 1dc5e4b7dc..a1a86c79c8 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Note.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Note.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/Down Hold Explosion.lua b/NoteSkins/common/_Editor/Down Hold Explosion.lua index 3059d46081..08421bd761 100644 --- a/NoteSkins/common/_Editor/Down Hold Explosion.lua +++ b/NoteSkins/common/_Editor/Down Hold Explosion.lua @@ -1,6 +1,6 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=0; - Delay0000=1; - InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=0; + Delay0000=1; + InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Down Receptor.lua b/NoteSkins/common/_Editor/Down Receptor.lua index 064c7a4f0f..5c7ad1a54b 100644 --- a/NoteSkins/common/_Editor/Down Receptor.lua +++ b/NoteSkins/common/_Editor/Down Receptor.lua @@ -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( "_Down", "Tap Note" ); - Frame0000=69; - 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( "_Down", "Tap Note" ); + Frame0000=69; + 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; diff --git a/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua b/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua index a0cd5d78f6..9cb8fe2f98 100644 --- a/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua +++ b/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua @@ -1,5 +1,5 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=1; - Delay0000=1; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=1; + Delay0000=1; }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua b/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua index c53a6b3000..e345dce844 100644 --- a/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua +++ b/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua @@ -1,5 +1,5 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=0; - Delay0000=1; -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=0; + Delay0000=1; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Fake.lua b/NoteSkins/common/_Editor/Down Tap Fake.lua index 44fecf6fee..9e9569eef6 100644 --- a/NoteSkins/common/_Editor/Down Tap Fake.lua +++ b/NoteSkins/common/_Editor/Down Tap Fake.lua @@ -1,19 +1,19 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap fake' ); - 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 fake' ); + 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; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Lift.lua b/NoteSkins/common/_Editor/Down Tap Lift.lua index 1b31a9f864..f21796984f 100644 --- a/NoteSkins/common/_Editor/Down Tap Lift.lua +++ b/NoteSkins/common/_Editor/Down Tap Lift.lua @@ -1,19 +1,19 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap lift' ); - 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 lift' ); + 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; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Mine.lua b/NoteSkins/common/_Editor/Down Tap Mine.lua index 486df513ee..5a9d0d6a1e 100644 --- a/NoteSkins/common/_Editor/Down Tap Mine.lua +++ b/NoteSkins/common/_Editor/Down Tap Mine.lua @@ -1,18 +1,18 @@ -local t = Def.ActorFrame { - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat'); - }; - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine base' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80); - }; - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40); - }; -}; -return t; +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat'); + }; + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine base' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80); + }; + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40); + }; +}; +return t; diff --git a/NoteSkins/common/_Editor/Down Tap Note.lua b/NoteSkins/common/_Editor/Down Tap Note.lua index 3dad65cdcf..9dd2588547 100644 --- a/NoteSkins/common/_Editor/Down Tap Note.lua +++ b/NoteSkins/common/_Editor/Down Tap Note.lua @@ -1,20 +1,20 @@ -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; - -}; +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; + +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua b/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua index 1a3dbb27bd..5de741ec49 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua @@ -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; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua index 5e96c11957..e71e9b31fe 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua @@ -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 ); +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua index 020d01ba72..934d8163bf 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua @@ -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 ); +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua index 98db610575..220a50d590 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua @@ -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 ); +}; diff --git a/NoteSkins/common/_Editor/NoteSkin.lua b/NoteSkins/common/_Editor/NoteSkin.lua index 7eb2ce8cd3..7fe4e5aeb5 100644 --- a/NoteSkins/common/_Editor/NoteSkin.lua +++ b/NoteSkins/common/_Editor/NoteSkin.lua @@ -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; diff --git a/NoteSkins/common/_Editor/metrics.ini b/NoteSkins/common/_Editor/metrics.ini index 730bf31fce..0034948129 100644 --- a/NoteSkins/common/_Editor/metrics.ini +++ b/NoteSkins/common/_Editor/metrics.ini @@ -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=0.111111 +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 + + From 321faf8dfc84ed27b1c38b7a7c0a91f8a2ebfbf5 Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Sun, 8 Jan 2012 19:00:28 -0600 Subject: [PATCH 2/5] make the menu timer show decimal places --- Themes/default/metrics.ini | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/Themes/default/metrics.ini b/Themes/default/metrics.ini index 9649a7fbdb..56c6d309c2 100644 --- a/Themes/default/metrics.ini +++ b/Themes/default/metrics.ini @@ -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"); From b3ad03f025bc456075d440a841bb590f482eb985 Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Sun, 8 Jan 2012 19:47:37 -0600 Subject: [PATCH 3/5] add some backgrounds to the rave meters on gameplay, instead of just letting them float --- .../Graphics/ScoreDisplayRave frame base p1.redir | 1 + .../Graphics/ScoreDisplayRave frame base p2.redir | 1 + Themes/default/Graphics/_rave meter base.png | Bin 0 -> 314 bytes 3 files changed, 2 insertions(+) create mode 100644 Themes/default/Graphics/ScoreDisplayRave frame base p1.redir create mode 100644 Themes/default/Graphics/ScoreDisplayRave frame base p2.redir create mode 100644 Themes/default/Graphics/_rave meter base.png diff --git a/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir b/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir new file mode 100644 index 0000000000..a5ce1a161b --- /dev/null +++ b/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir @@ -0,0 +1 @@ +_rave meter base \ No newline at end of file diff --git a/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir b/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir new file mode 100644 index 0000000000..a5ce1a161b --- /dev/null +++ b/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir @@ -0,0 +1 @@ +_rave meter base \ No newline at end of file diff --git a/Themes/default/Graphics/_rave meter base.png b/Themes/default/Graphics/_rave meter base.png new file mode 100644 index 0000000000000000000000000000000000000000..1a8f2f93eb119892f1ace63fa47e5b10e5c70293 GIT binary patch literal 314 zcmeAS@N?(olHy`uVBq!ia0y~yVB`R@WjNS?~)y}Oa?kb#K9 zMZ1^({};uCxa{Q9)BQ4MDQ~1v>?GBjW(@}Y@2#p754=3{_Jt_J^R4^&uWg#xuzL2) z>;L~{3+ Date: Sun, 8 Jan 2012 19:51:29 -0600 Subject: [PATCH 4/5] fix up tug meter not filling up the entire height --- .../Graphics/CombinedLifeMeterTug stream p1.png | Bin 0 -> 1036 bytes .../Graphics/CombinedLifeMeterTug stream p2.png | Bin 0 -> 1043 bytes 2 files changed, 0 insertions(+), 0 deletions(-) create mode 100644 Themes/default/Graphics/CombinedLifeMeterTug stream p1.png create mode 100644 Themes/default/Graphics/CombinedLifeMeterTug stream p2.png diff --git a/Themes/default/Graphics/CombinedLifeMeterTug stream p1.png b/Themes/default/Graphics/CombinedLifeMeterTug stream p1.png new file mode 100644 index 0000000000000000000000000000000000000000..aaeadbe7af3d4ab530f0f30b8334e797883112b9 GIT binary patch literal 1036 zcmeAS@N?(olHy`uVBq!ia0vp^4L~fz!3-qlxwsz$QtTz3zOL+d7&#e@nLa(QdkPfd zEbxddW?Nn~YUU}gyL32}YrV0+lq__e*wD|?$` zX2#F$tS?xYy?3yEY-@GG%;bfg^(k|cYgXn5O^nW%n?AC&I%i?}*1`6+wZ(NS^OyEE z_iQW=ni`$8FnwlcecruZLH3kn;tbYK5cG#)5_wewZ%mXvj;X-cdRXr zni}7=w!CO*cHGSPsjc-(JDa!mHdn38AKF@-Ha7wKYZQ!z0NEjMxuIe$P;)Uc?B}VMyIsD=8q8o2N-}&qpTRyWrG4$%!!mrzMT?0>jy7%2v zscX@)%zlLjmGgqEQs=Gnu1kqj<4|Z|U_v7PSbt!>!=F&$rxtY-_{L{Q-uC zgAC2b7|J#=WX)&Dn#WMKks)U>L)HR@!qp6Qdl{;BGE{D7sNTg;vx}kO5JSOAhP)*V zRofYwfEKN0$XUoxyoRCW1VifyhQgH$wR;&#H!`%JX2@H{(0-Pod<#Rx7KYAq44LzQ zo*f0FAwWzBEU2wZ2CAFp>EaktaqI25tAfoAA`A`|7I*H(K6>Z1<^Lq3nIaSCZx_}1 z`0o2YwN;vnVhy kayT$B2{bT3m=EqZ@|&Hlo}r_;Cl%xqPgg&ebxsLQ0E7*;?f?J) literal 0 HcmV?d00001 From b9926fdcc30f5f57e663d8994a3de18882447c48 Mon Sep 17 00:00:00 2001 From: Jousway Date: Mon, 9 Jan 2012 03:17:23 +0100 Subject: [PATCH 5/5] This works????? I dont even????????????????? Also why did I name a .png file .png.png *duckface* --- ...g => _DownLeftP1 Tap Lift 6x9 (res 384x576).png} | Bin NoteSkins/common/_Editor/metrics.ini | 12 ++++++------ 2 files changed, 6 insertions(+), 6 deletions(-) rename NoteSkins/common/_Editor/{_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png => _DownLeftP1 Tap Lift 6x9 (res 384x576).png} (100%) diff --git a/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png b/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png similarity index 100% rename from NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png rename to NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png diff --git a/NoteSkins/common/_Editor/metrics.ini b/NoteSkins/common/_Editor/metrics.ini index 730bf31fce..099f1620c8 100644 --- a/NoteSkins/common/_Editor/metrics.ini +++ b/NoteSkins/common/_Editor/metrics.ini @@ -79,24 +79,24 @@ RollTailAnimationIsVivid=0 TapNoteAdditionTextureCoordOffsetX=0.5 TapNoteAdditionTextureCoordOffsetY=0 TapNoteNoteColorTextureCoordSpacingX=0 -TapNoteNoteColorTextureCoordSpacingY=0.111111 +TapNoteNoteColorTextureCoordSpacingY=0.0625 TapMineAdditionTextureCoordOffsetX=0 TapMineAdditionTextureCoordOffsetY=0 TapMineNoteColorTextureCoordSpacingX=0 -TapMineNoteColorTextureCoordSpacingY=0.111111 +TapMineNoteColorTextureCoordSpacingY=0.0625 TapLiftAdditionTextureCoordOffsetX=0 TapLiftAdditionTextureCoordOffsetY=0 TapLiftNoteColorTextureCoordSpacingX=0 -TapLiftNoteColorTextureCoordSpacingY=0.111111 +TapLiftNoteColorTextureCoordSpacingY=0.0625 TapFakeAdditionTextureCoordOffsetX=0 TapFakeAdditionTextureCoordOffsetY=0 TapFakeNoteColorTextureCoordSpacingX=0 -TapFakeNoteColorTextureCoordSpacingY=0.111111 +TapFakeNoteColorTextureCoordSpacingY=0.0625 ##Hold Parts HoldHeadAdditionTextureCoordOffsetX=0 HoldHeadAdditionTextureCoordOffsetY=0 HoldHeadNoteColorTextureCoordSpacingX=0 -HoldHeadNoteColorTextureCoordSpacingY=0.111111 +HoldHeadNoteColorTextureCoordSpacingY=0.0625 HoldTopCapAdditionTextureCoordOffsetX=0 HoldTopCapAdditionTextureCoordOffsetY=0 HoldTopCapNoteColorTextureCoordSpacingX=0 @@ -117,7 +117,7 @@ HoldTailNoteColorTextureCoordSpacingY=0 RollHeadAdditionTextureCoordOffsetX=0 RollHeadAdditionTextureCoordOffsetY=0 RollHeadNoteColorTextureCoordSpacingX=0 -RollHeadNoteColorTextureCoordSpacingY=0.111111 +RollHeadNoteColorTextureCoordSpacingY=0.0625 RollTopCapAdditionTextureCoordOffsetX=0 RollTopCapAdditionTextureCoordOffsetY=0 RollTopCapNoteColorTextureCoordSpacingX=0