change a metric

This commit is contained in:
Flameshadowxeroshin
2011-11-15 21:09:27 -06:00
parent aa470b4def
commit 8d11f9f136
4 changed files with 14 additions and 10 deletions
+4 -4
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@@ -10,10 +10,10 @@ StepMania 5.0 $next | 2011xxxx
2011/11/15 2011/11/15
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* [LifeMeterBar] Added the ExtraStageFreshBar metric. Let the themer decide * [LifeMeterBar] Added the ForceLifeDifficultyOnExtraStage metric and
if extra stages should have their own life bar behavior. Note that this the ExtraStageLifeDifficulty metric. Let the themer decide if extra stages
metric does NOT change the lifebar to the battery style. This metric starts should have their own life bar behavior. Note that this metric does NOT
as true. [Wolfman2000] change the lifebar to the battery style. [Wolfman2000/FSX]
2011/11/14 2011/11/14
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+4 -2
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@@ -526,8 +526,10 @@ HotValue=1.0
LifeMultiplier=1.0 LifeMultiplier=1.0
# How good you gotta hit it to keep it alive. ( W3 is 'Great' ); # How good you gotta hit it to keep it alive. ( W3 is 'Great' );
MinStayAlive="TapNoteScore_W3" MinStayAlive="TapNoteScore_W3"
# If the life bar resets to "default" settings on an extra stage. # If the life difficulty should be changed on extra stages
ExtraStageFreshBar=true ForceLifeDifficultyOnExtraStage=true
# And what it should be changed to. Has no effect if the above is false.
ExtraStageLifeDifficulty=1.0
# How much it changes # How much it changes
LifePercentChangeW1=0.008 LifePercentChangeW1=0.008
+4 -3
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@@ -25,7 +25,8 @@ LifeMeterBar::LifeMeterBar()
HOT_VALUE.Load ("LifeMeterBar","HotValue"); HOT_VALUE.Load ("LifeMeterBar","HotValue");
LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier"); LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier");
MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive"); MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive");
EXTRA_STAGE_FRESH_BAR.Load ("LifeMeterBar","ExtraStageFreshBar"); FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE.Load ("LifeMeterBar","ForceLifeDifficultyOnExtraStage");
EXTRA_STAGE_LIFE_DIFFICULTY.Load ("LifeMeterBar","ExtraStageLifeDifficulty");
m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent ); m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent );
m_pPlayerState = NULL; m_pPlayerState = NULL;
@@ -307,14 +308,14 @@ void LifeMeterBar::UpdateNonstopLifebar()
// if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1 // if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1
// if (iTotal == 0) iTotal = 1; // no division by 0 // if (iTotal == 0) iTotal = 1; // no division by 0
if( GAMESTATE->IsAnExtraStage() && EXTRA_STAGE_FRESH_BAR ) if( GAMESTATE->IsAnExtraStage() && FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE )
{ {
// extra stage is its own thing, should not be progressive // extra stage is its own thing, should not be progressive
// and it should be as difficult as life 4 // and it should be as difficult as life 4
// (e.g. it should not depend on life settings) // (e.g. it should not depend on life settings)
m_iProgressiveLifebar = 0; m_iProgressiveLifebar = 0;
m_fLifeDifficulty = 1.0f; m_fLifeDifficulty = EXTRA_STAGE_LIFE_DIFFICULTY;
return; return;
} }
+2 -1
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@@ -38,8 +38,9 @@ private:
ThemeMetric<float> INITIAL_VALUE; ThemeMetric<float> INITIAL_VALUE;
ThemeMetric<float> HOT_VALUE; ThemeMetric<float> HOT_VALUE;
ThemeMetric<float> LIFE_MULTIPLIER; ThemeMetric<float> LIFE_MULTIPLIER;
ThemeMetric<bool> EXTRA_STAGE_FRESH_BAR; ThemeMetric<bool> FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE;
ThemeMetric<TapNoteScore> MIN_STAY_ALIVE; ThemeMetric<TapNoteScore> MIN_STAY_ALIVE;
ThemeMetric<float> EXTRA_STAGE_LIFE_DIFFICULTY;
ThemeMetric1D<float> m_fLifePercentChange; ThemeMetric1D<float> m_fLifePercentChange;