smsvn -> ssc-hg glue: rearrange directory structure
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local t = Def.ActorFrame {
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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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NOTESKIN:LoadActor( Var "Button", "Roll 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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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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HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(hidden,1);
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DimCommand=cmd(hidden,0);
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};
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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(hidden,0);
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DimCommand=cmd(hidden,1);
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};
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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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@@ -0,0 +1 @@
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Fallback Ready Receptor
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After Width: | Height: | Size: 12 KiB |
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After Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 4.8 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 5.1 KiB |
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Fallback Tap Note
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Fallback Tap Note
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_blank
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_blank
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_blank
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_blank
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After Width: | Height: | Size: 3.4 KiB |
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return LoadActor( NOTESKIN:GetPath("", "_Tap Lead-in Receptor") );
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After Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 4.9 KiB |
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After Width: | Height: | Size: 4.7 KiB |
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Fallback Hold Explosion
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Fallback Tap Note
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Fallback Tap Note
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_blank
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_blank
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_blank
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_blank
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After Width: | Height: | Size: 5.2 KiB |
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After Width: | Height: | Size: 4.9 KiB |
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After Width: | Height: | Size: 7.1 KiB |
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After Width: | Height: | Size: 4.7 KiB |
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After Width: | Height: | Size: 65 KiB |
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After Width: | Height: | Size: 5.2 KiB |
@@ -0,0 +1,63 @@
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local ret = ... or {}
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ret.Redir = function(sButton, sElement)
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-- To redirect files for Up to Down:
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-- if sButton == "Up" then sButton = "Down"; end
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return sButton, sElement;
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end
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ret.Rotate =
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{
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};
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ret.PartsToRotate =
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{
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};
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ret.Blank =
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{
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-- To blank tap notes:
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-- ["tap note"] = true,
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};
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local function func()
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local sButton = Var "Button";
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local sElement = Var "Element";
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if ret.Blank[sElement] then
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-- Return a blank element. If SpriteOnly is set,
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-- we need to return a sprite; otherwise just return
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-- a dummy actor.
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local t;
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if Var "SpriteOnly" then
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t = LoadActor( "_blank" );
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else
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t = Def.Actor {};
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end
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return t .. {
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cmd(hidden,true);
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};
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end
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local sButtonToLoad, sElementToLoad = ret.Redir(sButton, sElement);
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assert( sButtonToLoad );
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assert( sElementToLoad );
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local sPath = NOTESKIN:GetPath( sButtonToLoad, sElementToLoad );
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local t = LoadActor( sPath );
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if ret.PartsToRotate[sElement] then
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t.BaseRotationZ = ret.Rotate[sButton];
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end
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return t;
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end
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-- This is the only required function.
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ret.Load = func;
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-- Use this to override the game types' default Load() functions.
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ret.CommonLoad = func;
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return ret;
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return Def.ActorFrame {
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LoadActor( "_Tap Receptor", NOTESKIN:LoadActor(Var "Button", "Ready Receptor") ) .. {
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Frames = {
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{ Frame = 2; Delay = 1; };
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};
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InitCommand=cmd(playcommand, "Set");
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GameplayLeadInChangedMessageCommand=cmd(playcommand,"Set");
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SetCommand=cmd(visible,GAMESTATE:GetGameplayLeadIn());
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};
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LoadActor( "_Tap Receptor", NOTESKIN:LoadActor(Var "Button", "Go Receptor") ) .. {
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Frames = {
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{ Frame = 0; };
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{ Frame = 1; Delay = 0.8; };
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{ Frame = 2; };
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};
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InitCommand=cmd(playcommand, "Set");
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GameplayLeadInChangedMessageCommand=cmd(playcommand,"Set");
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SetCommand=cmd(visible,not GAMESTATE:GetGameplayLeadIn());
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};
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}
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local File = ...;
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return LoadActor( File ) .. {
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InitCommand=cmd(playcommand,"Lift");
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ReverseOnCommand=NOTESKIN:GetMetricA("Press", "ReverseOnCommand");
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ReverseOffCommand=NOTESKIN:GetMetricA("Press", "ReverseOffCommand");
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PressCommand=NOTESKIN:GetMetricA("Press", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("Press", "LiftCommand");
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};
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@@ -0,0 +1,15 @@
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local t = ...;
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assert( type(t) == "table" );
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return t .. {
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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MissCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'MissCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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HitMineCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'HitMineCommand');
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W5Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W5Command');
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W4Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W4Command');
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W3Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W3Command');
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W2Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W2Command');
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W1Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W1Command');
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};
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After Width: | Height: | Size: 1003 B |
@@ -0,0 +1,117 @@
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[NoteDisplay]
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DrawHoldHeadForTapsOnSameRow=1
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TapNoteAnimationLengthInBeats=1
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TapMineAnimationLengthInBeats=1
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TapLiftAnimationLengthInBeats=1
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TapFakeAnimationLengthInBeats=1
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HoldHeadAnimationLengthInBeats=1
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HoldTopCapAnimationLengthInBeats=1
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HoldBottomCapAnimationLengthInBeats=1
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HoldBodyAnimationLengthInBeats=4
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HoldTailAnimationLengthInBeats=4
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TapNoteAnimationIsVivid=1
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TapMineAnimationIsVivid=0
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TapLiftAnimationIsVivid=0
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TapFakeAnimationIsVivid=0
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HoldHeadAnimationIsVivid=0
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HoldTopCapAnimationIsVivid=0
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HoldBodyAnimationIsVivid=0
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HoldBottomCapAnimationIsVivid=0
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HoldTailAnimationIsVivid=0
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TapNoteAdditionTextureCoordOffsetX=0
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TapNoteAdditionTextureCoordOffsetY=0
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TapNoteNoteColorTextureCoordSpacingX=0
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TapNoteNoteColorTextureCoordSpacingY=0
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TapMineAdditionTextureCoordOffsetX=0
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TapMineAdditionTextureCoordOffsetY=0
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TapMineNoteColorTextureCoordSpacingX=0
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TapMineNoteColorTextureCoordSpacingY=0
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TapLiftAdditionTextureCoordOffsetX=0
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TapLiftAdditionTextureCoordOffsetY=0
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TapLiftNoteColorTextureCoordSpacingX=0
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TapLiftNoteColorTextureCoordSpacingY=0
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TapFakeAdditionTextureCoordOffsetX=0
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TapFakeAdditionTextureCoordOffsetY=0
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TapFakeNoteColorTextureCoordSpacingX=0
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TapFakeNoteColorTextureCoordSpacingY=0
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HoldHeadAdditionTextureCoordOffsetX=0
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HoldHeadAdditionTextureCoordOffsetY=0
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0
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HoldTopCapAdditionTextureCoordOffsetX=0
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HoldTopCapAdditionTextureCoordOffsetY=0
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HoldTopCapNoteColorTextureCoordSpacingX=0
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HoldTopCapNoteColorTextureCoordSpacingY=0
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HoldBodyAdditionTextureCoordOffsetX=0
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HoldBodyAdditionTextureCoordOffsetY=0
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HoldBodyNoteColorTextureCoordSpacingX=0
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HoldBodyNoteColorTextureCoordSpacingY=0
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HoldBottomCapAdditionTextureCoordOffsetX=0
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HoldBottomCapAdditionTextureCoordOffsetY=0
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HoldBottomCapNoteColorTextureCoordSpacingX=0
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HoldBottomCapNoteColorTextureCoordSpacingY=0
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HoldTailAdditionTextureCoordOffsetX=0
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HoldTailAdditionTextureCoordOffsetY=0
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HoldTailNoteColorTextureCoordSpacingX=0
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HoldTailNoteColorTextureCoordSpacingY=0
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=-32 // top of tail
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HoldLetGoGrayPercent=0.25
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ReverseDrawOrder=1101
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HoldHeadIsAboveWavyParts=1
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HoldTailIsAboveWavyParts=1
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FlipHeadAndTailWhenReverse=0
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FlipHoldBodyWhenReverse=0
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TopHoldAnchorWhenReverse=0
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HoldActiveIsAddLayer=0
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[GhostArrowDim]
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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
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[GhostArrowBright]
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NoneCommand=
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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
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AvoidMineCommand=
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MissCommand=
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[ReceptorArrow]
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InitCommand=effectclock,'beat';diffuseramp;effectcolor1,color("0.35,0.35,0.35,1");effectcolor2,color("1,1,1,1");
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# By default, always step. Individual game skins can override this.
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NoneCommand=stoptweening;zoom,.75;linear,0.11;zoom,1
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HitMineCommand=
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AvoidMineCommand=
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MissCommand=
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W5Command=stoptweening;zoom,.75;linear,0.11;zoom,1
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W4Command=stoptweening;zoom,.75;linear,0.11;zoom,1
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W3Command=stoptweening;zoom,.75;linear,0.11;zoom,1
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W2Command=stoptweening;zoom,.75;linear,0.11;zoom,1
|
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W1Command=stoptweening;zoom,.75;linear,0.11;zoom,1
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PressCommand=
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LiftCommand=
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[HoldGhostArrow]
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HoldingOnCommand=hidden,false
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HoldingOffCommand=hidden,true
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RollOnCommand=hidden,false
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RollOffCommand=hidden,true
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[Press]
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ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=hidden,false
|
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LiftCommand=hidden,true
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