Add Robot and ITG Vivid noteskins
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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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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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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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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
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Frame0000=0;
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Delay0000=0.25;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=0;
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Delay0004=0,75;
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InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=cmd(diffusealpha,0.2);
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LiftCommand=cmd(diffusealpha,0);
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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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};
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return t;
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--[[
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Effecttiming Info
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Effecttiming is one of the most anoying commands I have ever used
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Because there was no one able to tell me how it works
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But I found out how
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The basic command is effecttiming,0,0,0,0
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It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
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The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
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The second 0 is the ammount of time effectcolor1 stays
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The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
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The last 0 is the ammount of tume effectcolor2 stays
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Every 0 can change value to as high as possible
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An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
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An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
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]]
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