diff --git a/NoteSkins/dance/lambda/Down Hold Explosion 2x1 (doubleres).png b/NoteSkins/dance/lambda/Down Hold Explosion 2x1 (doubleres).png new file mode 100644 index 0000000000..f23f6839fa Binary files /dev/null and b/NoteSkins/dance/lambda/Down Hold Explosion 2x1 (doubleres).png differ diff --git a/NoteSkins/dance/lambda/Fallback Explosion.lua b/NoteSkins/dance/lambda/Fallback Explosion.lua new file mode 100644 index 0000000000..5acb24cf13 --- /dev/null +++ b/NoteSkins/dance/lambda/Fallback Explosion.lua @@ -0,0 +1,62 @@ +--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"); + +--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on. +--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction. +--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;) +local t = Def.ActorFrame { + --Hold Explosion Commands + NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. { + HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand"); + HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand"); + InitCommand=cmd(playcommand,"HoldingOff";finishtweening); + }; + --Roll Explosion Commands + NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. { + RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand"); + RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand"); + InitCommand=cmd(playcommand,"RollOff";finishtweening); + }; + --Dim Explosion Commands + NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. { + InitCommand=cmd(diffusealpha,0); + W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command"); + W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W4Command"); + W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W3Command"); + W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W2Command"); + W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command"); + JudgmentCommand=cmd(finishtweening); + BrightCommand=cmd(visible,false); + DimCommand=cmd(visible,true); + }; + --yes yes I know I could do it in another way but I'm lazy and it works doesnt it ;> + --This code give the Hold OK explosion Dim the same images as Bright + NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. { + InitCommand=cmd(diffusealpha,0); + HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand"); + JudgmentCommand=cmd(finishtweening); + BrightCommand=cmd(visible,false); + DimCommand=cmd(visible,true); + }; + --Bright Explosion Commands + NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. { + InitCommand=cmd(diffusealpha,0); + W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W5Command"); + W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W4Command"); + W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W3Command"); + W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W2Command"); + W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command"); + HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand"); + JudgmentCommand=cmd(finishtweening); + BrightCommand=cmd(visible,true); + DimCommand=cmd(visible,false); + + }; + --Mine Explosion Commands + NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. { + InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0); + HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand"); + }; +} +return t; \ No newline at end of file diff --git a/NoteSkins/dance/lambda/NoteSkin.lua b/NoteSkins/dance/lambda/NoteSkin.lua index 58ee28ef25..2df51fa790 100644 --- a/NoteSkins/dance/lambda/NoteSkin.lua +++ b/NoteSkins/dance/lambda/NoteSkin.lua @@ -47,6 +47,8 @@ ret.PartsToRotate = ["Ready Receptor"] = true, ["Tap Explosion Bright"] = true, ["Tap Explosion Dim"] = true, + ["Hold Explosion"] = true, + ["Roll Explosion"] = true, ["Hold Head Active"] = true, ["Hold Head Inactive"] = true, ["Roll Head Active"] = true, @@ -64,8 +66,6 @@ ret.Rotate = ret.Blank = { - ["Hold Explosion"] = true, - ["Roll Explosion"] = true, ["Hold Topcap Active"] = true, ["Hold Topcap Inactive"] = true, ["Roll Topcap Active"] = true,