Add hold explosion to Lambda
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
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--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
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--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
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local t = Def.ActorFrame {
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--Hold Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
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HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
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HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
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InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
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};
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--Roll Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
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RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
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RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
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InitCommand=cmd(playcommand,"RollOff";finishtweening);
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};
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--Dim Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
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InitCommand=cmd(diffusealpha,0);
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W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
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W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W4Command");
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W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W3Command");
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W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W2Command");
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W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,false);
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DimCommand=cmd(visible,true);
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};
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--yes yes I know I could do it in another way but I'm lazy and it works doesnt it ;>
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--This code give the Hold OK explosion Dim the same images as Bright
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. {
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InitCommand=cmd(diffusealpha,0);
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HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,false);
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DimCommand=cmd(visible,true);
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};
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--Bright Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. {
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InitCommand=cmd(diffusealpha,0);
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W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W5Command");
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W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W4Command");
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W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W3Command");
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W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W2Command");
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W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
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HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,true);
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DimCommand=cmd(visible,false);
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};
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--Mine Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
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InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
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HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
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};
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}
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return t;
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@@ -47,6 +47,8 @@ ret.PartsToRotate =
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["Ready Receptor"] = true,
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["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Tap Explosion Dim"] = true,
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["Hold Explosion"] = true,
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["Roll Explosion"] = true,
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["Hold Head Active"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Active"] = true,
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@@ -64,8 +66,6 @@ ret.Rotate =
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ret.Blank =
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ret.Blank =
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{
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{
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["Hold Explosion"] = true,
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["Roll Explosion"] = true,
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["Hold Topcap Active"] = true,
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["Hold Topcap Active"] = true,
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["Hold Topcap Inactive"] = true,
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["Hold Topcap Inactive"] = true,
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["Roll Topcap Active"] = true,
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["Roll Topcap Active"] = true,
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