Evaluation adjustments
Move Holds count to sidebars, add song title display, move evaluation stagedisplay to header, adjust placement of judgment counts/timing and life difficulty/options
This commit is contained in:
@@ -0,0 +1,38 @@
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if not GAMESTATE:IsCourseMode() then
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return Def.ActorFrame {
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LoadActor(THEME:GetPathG("ScreenEvaluation", "StageDisplay")) .. {
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InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
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OffCommand=cmd(linear,0.3;diffusealpha,0;);
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}
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}
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else
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return Def.ActorFrame {
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InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
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OffCommand=cmd(linear,0.3;diffusealpha,0;);
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LoadActor(THEME:GetPathG("", "_sortFrame")) .. {
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InitCommand=cmd(diffusealpha,0.9;zoom,1.5);
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BeginCommand=function(self)
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self:playcommand("Set")
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end;
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SetCommand=function(self)
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local curStage = GAMESTATE:GetCurrentStage();
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self:diffuse(StageToColor(curStage));
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end
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};
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LoadFont("Common Italic Condensed") .. {
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InitCommand=cmd(y,-1;zoom,1;shadowlength,1;uppercase,true;);
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BeginCommand=function(self)
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self:playcommand("Set")
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end;
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CurrentSongChangedMessageCommand= cmd(playcommand,"Set"),
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SetCommand=function(self)
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local curStage = GAMESTATE:GetCurrentStage();
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local course = GAMESTATE:GetCurrentCourse()
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self:settext(string.upper(ToEnumShortString( course:GetCourseType() )))
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-- StepMania is being stupid so we have to do this here;
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self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
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self:diffusealpha(0):smooth(0.3):diffusealpha(1);
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end;
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};
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}
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end;
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@@ -8,12 +8,11 @@ local eval_lines = {
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"W4",
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"W5",
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"Miss",
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"Held",
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"MaxCombo"
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}
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local eval_radar = {
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Types = { 'Mines', 'Hands', 'Rolls', 'Lifts' },
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Types = { 'Holds', 'Rolls', 'Hands', 'Mines', 'Lifts' },
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}
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local grade_area_offset = 16
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@@ -71,22 +70,51 @@ local mid_pane = Def.ActorFrame {
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}
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}
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-- Text that's slapped on top of the banner frame.
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-- Song or Course Title
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if not GAMESTATE:IsCourseMode() then
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mid_pane[#mid_pane+1] = LoadActor(THEME:GetPathG("ScreenEvaluation", "StageDisplay")) .. {
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OnCommand=cmd(x,_screen.cx;y,_screen.cy-98;diffuse,color("#9d324e"))
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mid_pane[#mid_pane+1] = Def.BitmapText {
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Font="Common Fallback",
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InitCommand=function(self)
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self:x(_screen.cx):y(_screen.cy+188):diffuse(color("#512232")):shadowlength(1):zoom(0.75):maxwidth(500)
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end;
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OnCommand=function(self)
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local song = GAMESTATE:GetCurrentSong();
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if song then
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self:settext(song:GetDisplayMainTitle());
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else
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self:settext("");
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end;
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self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
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end,
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OffCommand=cmd(decelerate,0.4;diffusealpha,0)
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}
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mid_pane[#mid_pane+1] = Def.BitmapText {
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Font="Common Fallback",
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InitCommand=function(self)
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self:x(_screen.cx):y(_screen.cy+188+22):diffuse(color("#512232")):shadowlength(1):zoom(0.6):maxwidth(500)
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end;
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OnCommand=function(self)
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local song = GAMESTATE:GetCurrentSong();
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if song then
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self:settext(song:GetDisplaySubTitle());
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else
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self:settext("");
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end;
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self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
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end,
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OffCommand=cmd(decelerate,0.4;diffusealpha,0)
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}
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else
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mid_pane[#mid_pane+1] = Def.BitmapText {
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Font="_roboto condensed Bold italic 24px",
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Font="Common Fallback",
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InitCommand=function(self)
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self:x(_screen.cx):y(_screen.cy+188):diffuse(color("#512232")):shadowlength(1):zoom(0.75):maxwidth(500)
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end;
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OnCommand=function(self)
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local course = GAMESTATE:GetCurrentCourse()
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self:settext(string.upper(ToEnumShortString( course:GetCourseType() )))
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self:x(_screen.cx):y(_screen.cy-98):diffuse(color("#9d324e"))
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self:settext(course:GetDisplayFullTitle())
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self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
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end,
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OnCommand=cmd(playcommand,"Set";zoomx,0.8;diffusealpha,0;decelerate,0.4;zoomx,1;diffusealpha,1),
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OffCommand=cmd(decelerate,0.4;diffusealpha,0)
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}
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end
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@@ -97,7 +125,7 @@ for i, v in ipairs(eval_lines) do
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local cur_line = "JudgmentLine_" .. v
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mid_pane[#mid_pane+1] = Def.ActorFrame{
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InitCommand=cmd(x,_screen.cx;y,(_screen.cy/1.4)+(spacing)),
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InitCommand=cmd(x,_screen.cx;y,(_screen.cy/1.48)+(spacing)),
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OffCommand=function(self)
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self:sleep(0.13 * i):decelerate(0.6):diffusealpha(0)
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end;
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@@ -136,7 +164,7 @@ for ip, p in ipairs(GAMESTATE:GetHumanPlayers()) do
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local spacing = 38*i
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eval_parts[#eval_parts+1] = Def.BitmapText {
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Font = "_overpass 36px",
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InitCommand=cmd(x,_screen.cx + step_count_offs;y,(_screen.cy/1.4)+(spacing);diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;diffusealpha,1.0;shadowlength,1;maxwidth,120;),
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InitCommand=cmd(x,_screen.cx + step_count_offs;y,(_screen.cy/1.48)+(spacing);diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;diffusealpha,1.0;shadowlength,1;maxwidth,120;),
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OnCommand=function(self)
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self:settext(GetJLineValue(v, p))
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if string.find(p, "P1") then
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@@ -279,7 +307,7 @@ for ip, p in ipairs(GAMESTATE:GetHumanPlayers()) do
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-- Options
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eval_parts[#eval_parts+1] = Def.BitmapText {
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Font = "Common Condensed",
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InitCommand=cmd(horizalign,center;vertalign,top;x,_screen.cx + (grade_parts_offs);y,(_screen.cy+196);wrapwidthpixels,240;diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;shadowlength,1),
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InitCommand=cmd(horizalign,center;vertalign,top;x,_screen.cx + (grade_parts_offs);y,(_screen.cy+196+43);wrapwidthpixels,240;diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;shadowlength,1),
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OnCommand=function(self)
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self:settext(GAMESTATE:GetPlayerState(p):GetPlayerOptionsString(0))
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self:diffusealpha(0):sleep(0.8):decelerate(0.6):diffusealpha(1)
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@@ -389,14 +417,14 @@ t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficult
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if gameplay_pause_count > 0 then
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t[#t+1]= Def.BitmapText{
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Font= "_roboto condensed 24px",
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Font= "Common Italic Condensed",
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Text= THEME:GetString("PauseMenu", "pause_count") .. ": " .. gameplay_pause_count,
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InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-100+26;);
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InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-130;shadowlength,1;maxwidth,140;);
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OnCommand=function(self)
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self:diffuse(color("#512232")):zoom(0.8);
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self:diffusealpha(0):sleep(0.5):smooth(0.3):diffusealpha(1);
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self:diffuse(color("#FF0000")):diffusebottomedge(color("#512232")):zoom(0.8);
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self:diffusealpha(0):sleep(1.5):smooth(0.3):diffusealpha(1);
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end;
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OffCommand=cmd(decelerate,0.3;diffusealpha,0);
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OffCommand=cmd(sleep,0.2;decelerate,0.3;diffusealpha,0;);
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}
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end
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@@ -3,8 +3,24 @@ local curStageIndex = GAMESTATE:GetCurrentStageIndex();
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local t = Def.ActorFrame {};
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t[#t+1] = Def.ActorFrame {
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LoadActor(THEME:GetPathG("", "_sortFrame")) .. {
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InitCommand=cmd(diffusealpha,0.9;zoom,1.5);
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BeginCommand=function(self)
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local top = SCREENMAN:GetTopScreen()
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if top then
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if not string.find(top:GetName(),"ScreenEvaluation") then
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curStageIndex = curStageIndex + 1
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end
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end
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self:playcommand("Set")
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end;
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SetCommand=function(self)
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local curStage = GAMESTATE:GetCurrentStage();
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self:diffuse(StageToColor(curStage));
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end
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};
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LoadFont("Common Italic Condensed") .. {
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InitCommand=cmd(y,-1;zoom,1;shadowlength,1);
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InitCommand=cmd(y,-1;zoom,1;shadowlength,1;uppercase,true;);
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BeginCommand=function(self)
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local top = SCREENMAN:GetTopScreen()
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if top then
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@@ -32,7 +48,7 @@ t[#t+1] = Def.ActorFrame {
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end;
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end;
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-- StepMania is being stupid so we have to do this here;
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self:diffuse(StageToColor(curStage)):diffusebottomedge(ColorMidTone(StageToColor(curStage)));
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self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
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self:diffusealpha(0):smooth(0.3):diffusealpha(1);
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end;
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};
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@@ -1097,15 +1097,15 @@ MeterHeight=80
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# 07 #
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[ScreenEvaluationNormal]
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ShowTimingDifficulty=true
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TimingDifficultyX=SCREEN_CENTER_X;
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TimingDifficultyY=SCREEN_BOTTOM-100+6;
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TimingDifficultyOnCommand=shadowlength,1;
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TimingDifficultyX=SCREEN_CENTER_X-120;
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TimingDifficultyY=SCREEN_BOTTOM-126+11;
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TimingDifficultyOnCommand=maxwidth,140;shadowlength,1;diffusealpha,0;sleep,0.5;smooth,0.3;diffusealpha,1;
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TimingDifficultyOffCommand=decelerate,0.3;diffusealpha,0;
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#
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ShowLifeDifficulty=true
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LifeDifficultyX=SCREEN_CENTER_X;
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LifeDifficultyY=SCREEN_BOTTOM-120+6;
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LifeDifficultyOnCommand=shadowlength,1;
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LifeDifficultyX=SCREEN_CENTER_X+120;
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LifeDifficultyY=SCREEN_BOTTOM-126+11;
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LifeDifficultyOnCommand=maxwidth,140;shadowlength,1;diffusealpha,0;sleep,0.5;smooth,0.3;diffusealpha,1;
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LifeDifficultyOffCommand=decelerate,0.3;diffusealpha,0;
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#
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StageDisplayUseShortString=false
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