theme updates from midi; adds protiming
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@@ -395,6 +395,7 @@ Profiles=Edit the player profiles stored on this machine.
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ProgressiveLifebar=Set whether the lifebar is harsher on consecutive boo/miss judgments. OFF for no effect, 8 to make each consecutive miss a multiple of the first miss.
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ProgressiveNonstopLifebar=Determine whether the lifebar gets harsher as a nonstop course progresses. LifeDifficulty + this = LifeDifficulty on a final stage of a course.
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ProgressiveStageLifebar=Determine whether the lifebar gets harsher on later stages. LifeDifficulty + this = LifeDifficulty on a final stage. (No effect if Event Mode).
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ProTiming=ProTiming
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RandomBackgroundMode=Choose background style. &oq;Animations&cq; uses random items in the BGAnimations folder; &oq;Random Movies&cq; cycles through movies in the RandomMovies folder.
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RandomModifiers=
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Rate=Rate
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@@ -915,6 +916,7 @@ Profiles=Profiles
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ProgressiveLifebar=Progressive Lifebar
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ProgressiveNonstopLifebar=Progressive Nonstop Lifebar
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ProgressiveStageLifebar=Progressive Stage Lifebar
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ProTiming=Protiming
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Quads=Quads
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Quantize=Quantize
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RandomBackgroundMode=Mode
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@@ -4,6 +4,23 @@
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-- shakesoda calls this pump.lua
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-- GetExtraColorThreshold()
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-- [en] returns the difficulty threshold in meter
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-- for songs that should be counted as boss songs.
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function GetExtraColorThreshold()
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sGame = GAMESTATE:GetCurrentGame():GetName()
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local Modes = {
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dance = 10,
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pump = 15,
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beat = 12,
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kb7 = 10,
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para = 10,
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techno = 10,
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lights = 10, -- lights shouldn't be playable
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}
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return Modes[sGame]
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end
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-- GetEditModifiers
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-- [en] returns modifiers for ScreenEdit to use.
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function GetEditModifiers()
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@@ -75,7 +75,7 @@ OMESStageModifiers="suddendeath"
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NumSongGroupColors=10
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NumCourseGroupColors=1
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# Legacy metric: how difficult a song has to be for it to glow.
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ExtraColorMeter=10
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ExtraColorMeter=GetExtraColorThreshold()
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# The maximum difficulty a OMES stage can be.
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ExtraStage2DifficultyMax=8
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# Allow special colors for unlocks and 'preffered' sort
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@@ -1,6 +1,6 @@
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local c;
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local player = Var "Player";
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local bShowProtiming = GetUserPrefB("UserPrefProtiming" .. ToEnumShortString(player) );
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local JudgeCmds = {
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TapNoteScore_W1 = THEME:GetMetric( "Judgment", "JudgmentW1Command" );
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TapNoteScore_W2 = THEME:GetMetric( "Judgment", "JudgmentW2Command" );
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@@ -35,14 +35,13 @@ t[#t+1] = Def.ActorFrame {
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OnCommand=THEME:GetMetric("Judgment","JudgmentOnCommand");
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ResetCommand=cmd(finishtweening;stopeffect;visible,false);
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};
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LoadFont("Common Normal") .. {
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LoadFont("Combo Numbers") .. {
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Name="ProtimingDisplay";
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Text="";
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InitCommand=cmd(visible,false);
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OnCommand=THEME:GetMetric("Protiming","ProtimingOnCommand");
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ResetCommand=cmd(finishtweening;stopeffect;visible,false);
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};
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InitCommand = function(self)
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c = self:GetChildren();
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end;
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@@ -66,12 +65,12 @@ t[#t+1] = Def.ActorFrame {
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self:playcommand("Reset");
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c.Judgment:visible( true );
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c.Judgment:visible( not bShowProtiming );
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c.Judgment:setstate( iFrame );
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JudgeCmds[param.TapNoteScore](c.Judgment);
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--~ c.ProtimingDisplay:visible( true );
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c.ProtimingDisplay:settext( math.floor(math.abs(param.TapNoteOffset * 1000)) );
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c.ProtimingDisplay:visible( bShowProtiming );
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c.ProtimingDisplay:settextf("%i%%",100 - math.floor(math.abs(param.TapNoteOffset * 1000)) );
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ProtimingCmds[param.TapNoteScore](c.ProtimingDisplay);
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end;
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@@ -22,6 +22,12 @@ function InitUserPrefs()
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if GetUserPrefB("UserPrefComboOnRolls") == nil then
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SetUserPref("UserPrefComboOnRolls", false);
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end;
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if GetUserPrefB("UserPrefProtimingP1") == nil then
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SetUserPref("UserPrefProtimingP1", false);
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end;
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if GetUserPrefB("UserPrefProtimingP2") == nil then
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SetUserPref("UserPrefProtimingP2", false);
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end;
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if GetUserPrefB("FlashyCombos") == nil then
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SetUserPref("FlashyCombos", false);
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end;
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@@ -55,23 +61,41 @@ function OptionRowProTiming()
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ExportOnChange = false;
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Choices = { 'Off','On' };
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LoadSelections = function(self, list, pn)
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local pname = ToEnumShortString(pn);
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local bShow;
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if GetUserPrefB("UserPrefProtiming" .. ToEnumShortString(pn) ) then
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bShow = GetUserPrefB("UserPrefProtiming" .. ToEnumShortString(pn) );
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if bShow then
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list[2] = true;
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else
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list[1] = true;
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end
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else
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list[1] = true;
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end;
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--[[ local pname = ToEnumShortString(pn);
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if getenv("ProTiming"..pname) == true then
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list[2] = true;
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else
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list[1] = true;
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end;
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end; --]]
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end;
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SaveSelections = function(self, list, pn)
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local val;
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local bSave;
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if list[2] then
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bSave = true;
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else
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bSave = false;
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end;
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SetUserPref("UserPrefProtiming" .. ToEnumShortString(pn),bSave);
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--[[ local val;
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if list[2] then
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val = true;
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else
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val = false;
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end;
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local pname = ToEnumShortString(pn);
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setenv("ProTiming"..pname, val);
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setenv("ProTiming"..pname, val); --]]
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end;
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};
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setmetatable( t, t );
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@@ -188,8 +212,8 @@ end
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function GetDefaultOptionLines()
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local LineSets = {
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"1,2,3,4,5,6,R,7,8,9,10,11,12,13,14,15,16,17", -- All
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"1,2,7,8,13,14,16,17", -- DDR Essentials ( no turns, fx )
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"1,2,3,4,5,6,R,7,8,9,10,11,12,13,14,15,16,17,18", -- All
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"1,2,7,8,13,14,16,17,18", -- DDR Essentials ( no turns, fx )
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};
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local function IsExtra()
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if GAMESTATE:IsExtraStage() or GAMESTATE:IsExtraStage2() then
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@@ -205,7 +229,7 @@ function GetDefaultOptionLines()
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return LineSets[2]; -- Just make sure!
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end
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else
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return "1,2,7,8,13,14,17" -- "failsafe" list
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return "1,2,7,8,13,14,17,18" -- "failsafe" list
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end
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end;
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@@ -303,14 +303,14 @@ LeftOnCommand=horizalign,right;diffuse,PlayerColor(PLAYER_2)
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MiddleOnCommand=;diffuse,PlayerColor(PLAYER_2)
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RightOnCommand=horizalign,left;diffuse,PlayerColor(PLAYER_2)
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[Protiming]
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ProtimingOnCommand=y,24
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ProtimingOnCommand=shadowlength,1;strokecolor,Color("Outline");skewx,-0.125;textglowmode,"TextGlowMode_Inner";
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ProtimingW1Command=
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ProtimingW2Command=
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ProtimingW3Command=
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ProtimingW4Command=
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ProtimingW5Command=
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ProtimingMissCommand=
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ProtimingW1Command=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_W1"];linear,0.05;zoom,1;glow,Color("Invisible");sleep,2;linear,0.5;diffuse,Color("Invisible");
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ProtimingW2Command=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_W2"];linear,0.05;zoom,1;glow,Color("Invisible");sleep,2;linear,0.5;diffuse,Color("Invisible");
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ProtimingW3Command=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_W3"];linear,0.05;zoom,1;glow,Color("Invisible");sleep,2;linear,0.5;diffuse,Color("Invisible");
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ProtimingW4Command=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_W4"];linear,0.05;zoom,1;glow,Color("Invisible");sleep,2;linear,0.5;diffuse,Color("Invisible");
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ProtimingW5Command=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_W5"];
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ProtimingMissCommand=diffusealpha,1;zoom,1.15;glow,GameColor.Judgment["JudgmentLine_Miss"];linear,0.05;zoom,1;glow,Color("Invisible");sleep,2;linear,0.5;diffuse,Color("Invisible");
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[Player]
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ReceptorArrowsYStandard=GetTapPosition('Standard')
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@@ -1222,7 +1222,7 @@ PercentScoreP1OnCommand=visible,THEME:GetMetric(Var "LoadingScreen","ShowPercent
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PercentScoreP1OffCommand=bouncebegin,0.15;zoomx,0;
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#
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ShowPercentScoreP2=GAMESTATE:IsHumanPlayer(PLAYER_2)
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PercentScoreP2X=SCREEN_CENTER_X+160-1
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PercentScoreP2X=SCREEN_CENTER_X+240-1
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PercentScoreP2Y=SCREEN_BOTTOM-60
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PercentScoreP2OnCommand=visible,THEME:GetMetric(Var "LoadingScreen","ShowPercentScoreP2");addy,SCREEN_CENTER_Y;decelerate,0.35;addy,-SCREEN_CENTER_Y
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PercentScoreP2OffCommand=bouncebegin,0.15;zoomx,0;
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@@ -1290,6 +1290,7 @@ Line14="list,Persp"
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Line15="list,ScoreDisplay"
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Line16="list,Steps"
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Line17="list,Characters"
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Line18="lua,OptionRowProTiming()"
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[ScreenEditOptions]
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Line1="lua,SpeedMods()"
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