change a metric
This commit is contained in:
@@ -10,10 +10,10 @@ StepMania 5.0 $next | 2011xxxx
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2011/11/15
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2011/11/15
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----------
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* [LifeMeterBar] Added the ExtraStageFreshBar metric. Let the themer decide
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* [LifeMeterBar] Added the ForceLifeDifficultyOnExtraStage metric and
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if extra stages should have their own life bar behavior. Note that this
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the ExtraStageLifeDifficulty metric. Let the themer decide if extra stages
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metric does NOT change the lifebar to the battery style. This metric starts
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should have their own life bar behavior. Note that this metric does NOT
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as true. [Wolfman2000]
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change the lifebar to the battery style. [Wolfman2000/FSX]
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2011/11/14
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2011/11/14
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@@ -526,8 +526,10 @@ HotValue=1.0
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LifeMultiplier=1.0
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LifeMultiplier=1.0
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# How good you gotta hit it to keep it alive. ( W3 is 'Great' );
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# How good you gotta hit it to keep it alive. ( W3 is 'Great' );
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MinStayAlive="TapNoteScore_W3"
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MinStayAlive="TapNoteScore_W3"
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# If the life bar resets to "default" settings on an extra stage.
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# If the life difficulty should be changed on extra stages
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ExtraStageFreshBar=true
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ForceLifeDifficultyOnExtraStage=true
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# And what it should be changed to. Has no effect if the above is false.
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ExtraStageLifeDifficulty=1.0
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# How much it changes
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# How much it changes
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LifePercentChangeW1=0.008
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LifePercentChangeW1=0.008
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@@ -25,7 +25,8 @@ LifeMeterBar::LifeMeterBar()
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HOT_VALUE.Load ("LifeMeterBar","HotValue");
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HOT_VALUE.Load ("LifeMeterBar","HotValue");
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LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier");
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LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier");
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MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive");
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MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive");
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EXTRA_STAGE_FRESH_BAR.Load ("LifeMeterBar","ExtraStageFreshBar");
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FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE.Load ("LifeMeterBar","ForceLifeDifficultyOnExtraStage");
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EXTRA_STAGE_LIFE_DIFFICULTY.Load ("LifeMeterBar","ExtraStageLifeDifficulty");
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m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent );
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m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent );
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m_pPlayerState = NULL;
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m_pPlayerState = NULL;
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@@ -307,14 +308,14 @@ void LifeMeterBar::UpdateNonstopLifebar()
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// if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1
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// if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1
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// if (iTotal == 0) iTotal = 1; // no division by 0
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// if (iTotal == 0) iTotal = 1; // no division by 0
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if( GAMESTATE->IsAnExtraStage() && EXTRA_STAGE_FRESH_BAR )
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if( GAMESTATE->IsAnExtraStage() && FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE )
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{
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{
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// extra stage is its own thing, should not be progressive
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// extra stage is its own thing, should not be progressive
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// and it should be as difficult as life 4
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// and it should be as difficult as life 4
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// (e.g. it should not depend on life settings)
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// (e.g. it should not depend on life settings)
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m_iProgressiveLifebar = 0;
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m_iProgressiveLifebar = 0;
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m_fLifeDifficulty = 1.0f;
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m_fLifeDifficulty = EXTRA_STAGE_LIFE_DIFFICULTY;
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return;
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return;
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}
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}
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+2
-1
@@ -38,8 +38,9 @@ private:
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ThemeMetric<float> INITIAL_VALUE;
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ThemeMetric<float> INITIAL_VALUE;
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ThemeMetric<float> HOT_VALUE;
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ThemeMetric<float> HOT_VALUE;
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ThemeMetric<float> LIFE_MULTIPLIER;
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ThemeMetric<float> LIFE_MULTIPLIER;
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ThemeMetric<bool> EXTRA_STAGE_FRESH_BAR;
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ThemeMetric<bool> FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE;
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ThemeMetric<TapNoteScore> MIN_STAY_ALIVE;
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ThemeMetric<TapNoteScore> MIN_STAY_ALIVE;
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ThemeMetric<float> EXTRA_STAGE_LIFE_DIFFICULTY;
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ThemeMetric1D<float> m_fLifePercentChange;
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ThemeMetric1D<float> m_fLifePercentChange;
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