midi-* noteskin changes from midiman
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Before Width: | Height: | Size: 511 B After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 581 B After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 566 B After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 587 B After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 4.2 KiB |
@@ -17,12 +17,17 @@ ret.Redir = function(sButton, sElement)
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-- sButton, sElement = OldRedir(sButton, sElement);
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-- sButton, sElement = OldRedir(sButton, sElement);
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-- Instead of separate hold heads, use the tap note graphics.
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-- Instead of separate hold heads, use the tap note graphics.
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if sElement == "Hold Head Inactive" or
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if sElement == "Hold Head Active" or
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sElement == "Hold Head Active" or
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sElement == "Roll Head Inactive" or
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sElement == "Roll Head Active"
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sElement == "Roll Head Active"
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then
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then
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sElement = "Tap Note";
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sElement = "StreamHead Active";
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end
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-- Test
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if sElement == "Hold Head Inactive" or
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sElement == "Roll Head Inactive" or
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then
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sElement = "StreamHead Inactive";
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end
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end
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sButton = ret.RedirTable[sButton];
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sButton = ret.RedirTable[sButton];
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@@ -66,20 +66,20 @@ HoldingOnCommand=hidden,0
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HoldingOffCommand=hidden,1
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HoldingOffCommand=hidden,1
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[ReceptorArrow]
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[ReceptorArrow]
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W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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InitCommand=
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InitCommand=
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NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
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NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
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PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
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PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
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[ReceptorArrowOverlay]
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[ReceptorArrowOverlay]
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W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
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InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
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InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
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NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
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NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
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PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
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PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
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[ReceptorOverlay]
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[ReceptorOverlay]
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InitCommand=diffusealpha,0;blend,"BlendMode_Add"
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InitCommand=diffusealpha,0;blend,"BlendMode_Add"
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PressCommand=finishtweening;zoom,1.1;decelerate,0.12;zoom,1;diffusealpha,0.6;
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PressCommand=finishtweening;zoom,0.85;decelerate,0.12;zoom,1;diffusealpha,0.6;
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LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
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LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
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@@ -1,106 +0,0 @@
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-- Haggen Daze
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local ret = ... or {};
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ret.RedirTable =
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{
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Up = "Down",
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Down = "Down",
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Left = "Down",
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Right = "Down",
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UpLeft = "Down",
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UpRight = "Down",
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};
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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sButton, sElement = OldRedir(sButton, sElement);
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-- Instead of separate hold heads, use the tap note graphics.
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if sElement == "Hold Head Inactive" or
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sElement == "Hold Head Active" or
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sElement == "Roll Head Inactive" or
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sElement == "Roll Head Active"
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then
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sElement = "Tap Note";
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end
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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end
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-- To have separate graphics for each hold part:
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--[[
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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-- Redirect non-hold, non-roll parts.
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if string.find(sElement, "hold") then
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return sButton, sElement;
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end
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return OldRedir(sButton, sElement);
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end
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]]
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local OldFunc = ret.Load;
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function ret.Load()
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local t = OldFunc();
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-- The main "Explosion" part just loads other actors; don't rotate
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-- it. The "Hold Explosion" part should not be rotated.
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" then
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t.BaseRotationZ = nil;
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end
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return t;
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end
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ret.PartsToRotate =
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{
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["Receptor"] = true,
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["Go Receptor"] = true,
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["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Tap Note"] = true,
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["Tap Lift"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Inactive"] = true,
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["Hold Explosion"] = true,
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["Roll Explosion"] = true,
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};
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ret.Rotate =
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{
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Up = 180,
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Down = 0,
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Left = 90,
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Right = -90,
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UpLeft = 135,
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UpRight = 225,
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};
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--
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-- If a derived skin wants to have separate UpLeft graphics,
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-- use this:
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--
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-- ret.RedirTable.UpLeft = "UpLeft";
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-- ret.RedirTable.UpRight = "UpLeft";
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-- ret.Rotate.UpLeft = 0;
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-- ret.Rotate.UpRight = 90;
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--
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ret.Blank =
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{
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["Hold Topcap Active"] = true,
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["Hold Topcap Inactive"] = true,
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["Roll Topcap Active"] = true,
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["Roll Topcap Inactive"] = true,
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["Hold Tail Active"] = true,
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["Hold Tail Inactive"] = true,
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["Roll Tail Active"] = true,
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["Roll Tail Inactive"] = true,
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["Roll Explosion"] = true,
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};
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return ret;
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@@ -1,16 +0,0 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
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InitCommand=cmd(diffusealpha,0.5);
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};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
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InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/2,0.25/2;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1.25,1,1"));
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};
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'lift fill' );
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Frames = Sprite.LinearFrames( 4, 1 );
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InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/4,0.25/4;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1,1,1"));
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};
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};
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return t;
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@@ -1,117 +0,0 @@
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-- Haggen Daze
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local ret = ... or {};
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ret.RedirTable =
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{
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Up = "Down",
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Down = "Down",
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Left = "Down",
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Right = "Down",
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UpLeft = "Down",
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UpRight = "Down",
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};
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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end
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-- To have separate graphics for each hold part:
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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-- Redirect non-hold, non-roll parts.
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if string.find(sElement, "hold") or string.find(sElement, "roll") then
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return sButton, sElement;
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end
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return OldRedir(sButton, sElement);
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end
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--[[
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local OldFunc = ret.Load;
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function ret.Load()
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local t = OldFunc();
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-- The main "Explosion" part just loads other actors; don't rotate
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-- it. The "Hold Explosion" part should not be rotated.
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" then
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t.BaseRotationZ = nil;
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end
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return t;
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end
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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sButton, sElement = OldRedir(sButton, sElement);
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--we want to use custom hold/roll per direction, but
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--keep global hold/roll heads and explosions.
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if not string.find(sElement, "Head") and
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not string.find(sElement, "Explosion") then
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if string.find(sElement, "Hold") or
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string.find(sElement, "Roll") then
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return sButton, sElement;
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end
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end
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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end
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]]
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local OldFunc = ret.Load;
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function ret.Load()
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local t = OldFunc();
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||||||
--Explosion should not be rotated; it calls other actors.
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||||||
if Var "Element" == "Explosion" then
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t.BaseRotationZ = nil;
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end
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return t;
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||||||
end
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ret.PartsToRotate =
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{
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||||||
["Receptor"] = true,
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["Go Receptor"] = true,
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["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Tap Note"] = true,
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["Tap Lift"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Inactive"] = true,
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["Hold Explosion"] = true,
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["Roll Explosion"] = true,
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};
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ret.Rotate =
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{
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||||||
Up = 180,
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||||||
Down = 0,
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||||||
Left = 90,
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||||||
Right = -90,
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||||||
UpLeft = 135,
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||||||
UpRight = 225,
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||||||
};
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||||||
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||||||
ret.Blank =
|
|
||||||
{
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|
||||||
["Hold Topcap Active"] = true,
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|
||||||
["Hold Topcap Inactive"] = true,
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|
||||||
["Roll Topcap Active"] = true,
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|
||||||
["Roll Topcap Inactive"] = true,
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||||||
["Hold Tail Active"] = true,
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|
||||||
["Hold Tail Inactive"] = true,
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|
||||||
["Roll Tail Active"] = true,
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|
||||||
["Roll Tail Inactive"] = true,
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|
||||||
["Roll Explosion"] = true,
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|
||||||
};
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|
||||||
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|
||||||
return ret;
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|
||||||
@@ -39,6 +39,7 @@ TapFakeNoteColorTextureCoordSpacingY=0
|
|||||||
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|
||||||
HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingX=0
|
||||||
HoldHeadNoteColorTextureCoordSpacingY=0
|
HoldHeadNoteColorTextureCoordSpacingY=0
|
||||||
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HoldHeadNoteColorTextureCoordSpacingY=0
|
||||||
|
|
||||||
[GhostArrowDim]
|
[GhostArrowDim]
|
||||||
NoneCommand=
|
NoneCommand=
|
||||||
|
|||||||