huge merge

This commit is contained in:
Colby Klein
2011-05-02 10:50:56 -07:00
655 changed files with 11203 additions and 7674 deletions
+6
View File
@@ -13,6 +13,7 @@ ffmpeg-*
*.idb
*.pdb
*.exp
*.dmg
___*
.hg
.hgignore
@@ -21,6 +22,7 @@ ___*
.cvsignore
.DS_Store
Thumbs.db
GameData.smzip
config.log
config.status
*.pbxuser
@@ -60,6 +62,7 @@ GtkModule.so
ver.cpp
lib*_link.a
Data/UserPrefs
Data/uPrefs
Data/GamePrefs/*.cfg
PBProject/Hardware.plist
Themes/pump
@@ -75,6 +78,9 @@ Data/SpeedMods.txt
Program/StepMania*.lib
crashinfo.txt
Utils/temp*
*.lnk
BuildLog.htm
*.pch
syntax: regexp
.*\#.*\#$
+7 -1
View File
@@ -6,9 +6,15 @@ a changelog is provided here between each version.
Notice: .ssc is not a finalized format at the moment. There are plans for a
change to JSON, but it is unsure if this will be done.
Implement .ssc at your own risk.
/!\ Implement .ssc at your own risk. /!\
________________________________________________________________________________
[v0.57] - AJ
* Add #ORIGIN tag to metadata.
[v0.56] - Wolfman2000
* Implement #WARPS tag to replace negative bpm/stop gimmicks.
[v0.55] - Wolfman2000
* Add #COMBOS tag to the Song and Steps (does nothing here).
+120 -3
View File
@@ -10,20 +10,137 @@ supported but exist anyways.)
_____________________________________________________________________________
================================================================================
sm-ssc v1.2.4 | 20110???
sm-ssc v1.2.5 | 20110501
--------------------------------------------------------------------------------
20110430
--------
* [ScreenOptions] Renamed "ScreenOptions LineHighlight" to "ScreenOptions
LineHighlight P#", making it load per-player. [AJ]
* [OptionRow] Added Text param to RefreshMessageCommand. [AJ]
* [ScreenOptions] Added SelectMultipleMessageCommand, ChangeValueMessageCommand. [AJ]
* [UnlockEntry] Added GetCourse, GetCode Lua bindings. [AJ]
* [UnlockManager] Added UnlockRequirement_NumUnlocked enum. [AJ]
* [Song] Added Origin (#ORIGIN tag in .ssc) [AJ]
* [UnlockManager] Added GetPoints(UnlockRequirement),
GetPointsForProfile(Profile,UnlockRequirement) Lua bindings. [AJ]
* [Course] Added #SCRIPTER tag and GetScripter Lua binding. [AJ]
20110428
--------
* [BeginnerHelper] Various changes: [AJ]
* Changed Player_#X/Y metrics to Player#X/Y metrics for consistency.
* Converted the background to an AutoActor.
* [BPMDisplay] Added SetFromSong Lua binding. [AJ]
20110423
--------
* [CourseLoaderCRS] Fixed loading of Player's Best/Most Played courses,
probably others too. [AJ]
* [ScreenGameplaySyncMachine] Fixed a crash when entering
ScreenGameplaySyncMachine as Player 2. (Fixes issue 127) [AJ]
* [ScreenOptionsEditCourse] Fixed a crash when going to the first row.
(Fixes issue 235) [AJ]
* [SongManager] Added GetCourseGroupNames Lua binding. [AJ]
20110422
--------
* [Banner] Added ScrollSpeedDivisor metric; controls the scroll speed of
Random/Roulette banners. [AJ]
* [FadingBanner] Added BannerRoulette, BannerRandom, and Banner(Custom Item Name) commands. [AJ]
20110421
--------
* [ScreenSelectMusic] Changed "Percent Frame p1" to "PercentFrame P1" for consistency. [AJ]
* [LifeMeterBattery] Convert Frame to an AutoActor. [AJ]
* [ScreenEvaluation] Added RollingNumbersClass metric, allowing for the ability
to change which RollingNumbers class is loaded. [AJ]
* [ScreenGameplay] Added SongNumberFormat metric. [AJ]
20110420
--------
* [CourseContentsList] Fix a crash. [AJ]
20110416
--------
* [PlayerOptions] Added UsingReverse() Lua binding (automatically tests GetReverse() == 1) [AJ]
* [PlayerState] Added GetCurrentPlayerOptions() Lua binding [AJ]
20110413
--------
* [ScreenSelectMusic] Made score frame into an AutoActor, changed the filename
from "score frame p1" to "ScoreFrame P1" for consistency with other elements. [AJ]
20110405
--------
* [ScreenEdit] Allow modifying the #DISPLAYBPM traits in the editor. Look in
Edit Song Info to find it. [Wolfman2000]
20110402
--------
* Fix a crash (issue 247) when exiting Practice mode from dance-solo,
dance-threepanel, and popn-nine (all of which can only have one player).
If you find any other modes this crashes on, let us know. [AJ]
20110329
--------
* [ScreenEdit] Changed sample playback button to L. [AJ]
* [ScreenGameplay] Announcers say combo messages again. [AJ]
================================================================================
sm-ssc v1.2.4 | 20110327
--------------------------------------------------------------------------------
20110327
--------
* Fix Gameplay Footer not showing up over arrows. [AJ]
20110326
--------
* [NotesLoaderSM, NotesWriterSSC] Officially add the #WARPS tag. The negative
tricks of the past are now officially standardized. Please tell us about
files which have broken sync or are otherwise unplayable/incorrect.
[AJ, theDtTvB, Wolfman2000]
20110320
--------
* [PlayerOptions] Added SetNoteSkin(string) Lua binding. [AJ]
* [PlayerOptions] Tons of new Lua bindings. See the Lua documentation for all
of them, there's too many to print here. [AJ]
20110317
--------
* [ScreenEdit] Fix bug number 222, where Steps disappeared if they weren't
saved. [AJ, Wolfman2000]
* [ScreenOptionsEdit] Fix bug number 186, where people could try to edit or
share songs when they didn't have any. [Wolfman2000]
* [ScreenEdit] Add a metric to switch Ctrl+Up and Ctrl+Down. This is for
easier compatibility with prior versions of SM. It defaults to false.
[Wolfman2000]
* [ScreenEdit] Fix bug number 65, where Steps disappeared if they were
involved with the Compress or Expand options. [Wolfman2000]
20110316
--------
* [NotesLoaderSMA] Allow for preliminary support of loading SMA files. This
will become better once Split Timing is in place. [Wolfman2000]
* [NotesLoaderBMS] Improve BMS loading: [theDtTvB]
* Ignore time signatures before the notes for the steps to be more
synchronized.
* Load BPM changes properly. Many songs with BPM changes no longer freeze.
* [Player] Stop playing the keysound when letting go of hold notes. [theDtTvB]
* [NoteDataUtil] Make keysounded notes that can't be inserted when reducing
number of tracks autokeysound, means less missing sounds when playing
7-key BMS on dance-single. [theDtTvB]
20110313
--------
* [NotesWriterSM] Allow for either the #DESCRIPTION or #CREDIT tags to be used
for the .sm format's description token. [Wolfman2000]
* [ScreenEdit] Add Tap Note Cycling to allow inputting all of the taps. The way
to make holds and rolls are still the same as before. [Wolfman2000]
* [ScreenEdit] Add Tap Note Cycling to allow inputting all of the taps. Use the
n and m keys to switch between taps, mines, lifts, and fakes. The way to make
holds and rolls are still the same as before; hold 1-0 (plus shift for rolls)
and then drag up or down as needed. [Wolfman2000]
================================================================================
sm-ssc v1.2.3 | 20110323
+88
View File
@@ -0,0 +1,88 @@
Complete Course Template
[[ Header Content ]]
-- Header Content is comprimised with any course-defining data such as the
-- title, banner and other parameters.
#COURSE:My Course!;
-- The title of the course.
#COURSETRANSLIT:My Course, Translated!;
-- The title of the course, translated into english.
#REPEAT:YES;
-- If this is present, the course does not end. Useful for endless & workout
-- courses.
#LIVES:4;
-- The maximum(?) number of lives attainable in the course. Enabling this will
-- automatically force your course into an Oni course.
#BANNER:My Banner.png;
-- A banner for your course.
#BACKGROUND:My Background.png;
-- A background for your course. Currently only available in SM-SSC.
#STYLE:SINGLE,VERSUS;
-- Denote which styles may be played on this course. This is useful in
-- particular to clone courses for doubles and single courses.
#METER:Beginner:3;
-- A custom-set meter for that course difficulty. You may set the difficulty
-- for Beginner, Easy, Medium, Hard, Challenge and Edit difficulties.
[[ Song Content ]]
-- Song Content is comprimised with any song-changing data such as modifiers,
-- followed by an actual song for teh game to play.
-- Modifiers can be assigned in a variety of formats, the most effective three being the following:
1.) Repeated Modifier Block w/ Length:
#MODS:TIME:0.500:LEN:0.500:MODS:2x;
#MODS:TIME:1.500:LEN:0.500:MODS:0.5x;
2.) Nested Modifier Block w/ Length:
#MODS:
TIME:0.500:LEN:0.500:MODS:2x;
TIME:1.500:LEN:0.500:MODS:0.5x;
3.) Nested Modifier Block w/ Ends:
#MODS:
TIME:0.500:END:1.000:MODS:2x;
TIME:1.500:END:1.500:MODS:0.5x;
#GAINSECONDS:60.5;
-- The number of seconds gained before starting a song. This and #LIVES are
-- mutually exclusive: you can either have one, the other, or none: both
-- is not possible. This is meant to be used for Survival courses.
#SONG:*:Medium:2x;
-- #SONG can take quite a variety of parameters, of which may be useful to you
-- for testing or randomocity purpose.
-- * is a wildcard item, meaning that StepMania will always pick a random song
-- for this part of the course.
-- You can also replace with BEST*,WORST*,GRADEBEST*, or GRADEWORST*, where *
-- is a number to retrive the first of each category above.
#SONG:BEST1:Medium:2x;
-- As well as that, you may also do Group Random, like such:
#SONG:Dance Dance Revolution 8th Mix/*:Medium:2x;
-- If the above is not applicable, StepMania will search for the song title as best it can, depending on what you give it:
#SONG:Xepher:Medium:2x;
-- Will simply search the title of the song.
#SONG:DDR Supernova/Xepher:Medium:2x;
-- Will search for the exact directory.
-- #SONG can also apply different effects on each entry in the course by adding
-- special modifiers to the modifiers segment:
#SONG:*:Medium:showcourse;
-- For example, forces the course to never be hidden, noshowcourse being the
-- reverse of such.
-- nodifficult also exists to disable a player from changing difficulties,
-- barring the player from making it easier or harder ( Gauntlets & Survivals
-- do not allow you to change difficulties ).
-- Finally, award*, where * is a number, allows you to control how many lives
-- the player gains from successfully completing a course in Oni mode.
Finally, here's an example course:
#COURSE:My Awesome Course - The Revenge;
#METER:Medium:8;
#MODS:
TIME:1.00:END:50.00:MODS:C150;
#SONG:In The Groove/Dawn:Overhead;
#SONG:In The Groove/Mouth:;
#SONG:In The Groove 2/Funk Factory:;
#SONG:In The Groove 3/Disconnected Zeo:;
+130
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@@ -0,0 +1,130 @@
<html>
<head>
<title>Negative BPM/Stop Tutorial by WinDEU</title>
</head>
<!-- Obtained from http://rhythmatic.net/phpBB2/viewtopic.php?p=514628#514628
Credit goes to WinDEU. -->
<body>
Hello everyone, and welcome to WinDEU's Negative BPM tutorial! Making negative
BPMs is pretty complex, so hopefully this guide will help you guys out.<br>
<br>
<span style="font-weight:bold; font-style:italic">NOTE: I am using
SM 3.95 for this tutorial. 3.9 works as well, and is probably better to use
for playback purposes. When a negative BPM hits in edit mode, 3.95 jumps very
quickly (but not instantly) to the next point in the chart, whereas 3.9 does
do it instantly.</span><br>
<br>
<span style="font-weight: bold;">What are negative BPMs? </span>
<span style="font-style: italic;">Negative BPMs are the act of "warping" to a
later place in the chart</span>, skipping multiple lines of the chart and
ignoring anything within those areas.<br>
<br>
Once you understand how negative BPMs work, it shouldn't be too hard to
figure out.<br>
<br>
So, let's start out with a screenshot.<br>
<br>
<img src="./negbpmtut/screen00214.jpg" border="0">
<br>
We start off on measure 1, with a current second of 0.055, and a BPM of 150.
Take note of the current second (upper right), this is very important in
dealing with negative BPMs.<br>
<br>
<img src="./negbpmtut/screen00215.jpg" border="0">
<br>
We are now on measure 2, with a BPM of -150, the exact opposite of the normal
BPM. Look at the current second again. It took 1.600 seconds to scroll 1
whole measure at 150 BPM. Right now the current second is 1.655. Also of
note, the BPM goes back to 150 starting on measure 3. Now, here's where the
magic happens.<br>
<br>
<img src="./negbpmtut/screen00216.jpg" border="0"><br>
We are on measure 3, back into positive BPM territory, but take a look at the
current second again. It is 0.055 on measure 3, the same value as the current
second from measure 1. This makes sense, because it took -1.600 seconds to
scroll from measure 2 to measure 3, because the BPM was negative during that
measure.<br>
<br>
<img src="./negbpmtut/screen00217.jpg" border="0"><br>
As you can see from the current second on measure 4, it is the same value as measure 2.<br>
<br>
This is how the warping happens. When the chart first reaches the negative BPM,
it will search for the next positive BPM value.
<span style="font-weight:bold; font-style:italic;">NOTE: if there is no
positive BPM after the last negative BPM, I believe that the song ends
instantly, because it has reached the highest time possible within the chart.
Once the negative BPM hits, the current second will start counting backwards
forever.</span><br>
<br>
So, once the negative BPM hits, the game attempts to find the next place in
the chart that <span style="font-weight: bold;">matches the current second of
the exact moment the negative BPM hit.</span> At measure 2, the current second
was 1.655, and from the picture above, we can see that the next place that the
current second is 1.655 would be measure 4. So, you've effectively created a
warp going from measure 2 to measure 4, skipping everything in between.<br>
<br>
<img src="./negbpmtut/screen00218.jpg" border="0">
<br>
So basically, it comes down to this: When making negative BPMs, make sure that
the space between the negative BPM and the next positive BPM is
<span style="font-style: italic;">doubled</span> (assuming that you're using
the same BPM, which would be the easiest method anyway).<br>
<br>
<span style="font-size:20px; line-height:normal; font-weight: bold; font-style:italic;">Negative Stops</span>
<br><br>
Negative stops work about the same way as negative BPMs, without the mess
of having to change around the BPMs. There is a little math involved, though.<br>
<br>
Let's say that you want to do a 2-measure warp, like the negative BPM example
above. You need to simulate going backwards by two measures. Normal stops keep
the current second going, even though the chart is at a standstill. Negative
stops keep the current second going as well, only backwards.<br>
<br>
First, find the time it would take to progress two measures. You can do this
by either checking the current second, going down two measures, check the
current second again, and take the difference. Or, you can calculate it like this:<br>
<br>
<code>60/[BPM] = [quarter note value, in seconds]</code><br>
<code>[quarter note] x 8 = [2 measures, in seconds]</code><br>
<br>
So that translates to:<br>
<br>
<code>60/150 = 0.400</code><br>
0.400 x 8 = 3.200 seconds = two measures<br>
<br>
Now that we've got that out of the way, it's time to make the negative stop.
You might have noticed something though. StepMania doesn't let you input
negative stops. F9 to decrease the stop values in edit mode doesn't let you
go below 0.00, and adding a negative stop through Add Stop from the menu
doesn't work either.<br>
<br>
Unfortunately, you'll have to manually insert the negative stop into the .sm
file. <span style="font-weight:bold; font-style:italic;">NOTE: Before you
manually insert any negative stops, make sure to save your chart, otherwise
any unsaved data will be lost!</span><br>
<br>
This time, take note of the <span style="font-weight: bold;">current beat</span>
(again, upper right). Now, open up the .sm file and look for the #STOPS tag.
If you want to add a -3.200 long stop in at measure 2, it will look like this:<br>
<br>
<code>#STOPS:4.000=-3.200;</code><br>
<br>
After you're done, save the .sm, and go back to StepMania (which should still
be open). Press ESC, and go to the menu option "Revert From Disk." It will
warn you that any unsaved changes will be lost (which is why I gave the warning
before explaining all of this). Choose yes, and you should see the negative
stop value appear on measure 2.<br>
<br>
<img src="./negbpmtut/screen00221.jpg" border="0"><br>
<br>
If you scroll to measure 2, and then to measure 4, you will see that the
current second values are the same, meaning that you've successfully created
a warp with negative stops!<br>
<br>
<span style="font-weight:bold; font-style:italic;">NOTE: Using a lot of
negative stops in a short period of time tends to lag ITG machines a lot,
so be wary of this.</span><br>
<br>
That covers the basics of negative BPMs and negative stops. Hopefully this guide helps!
</body>
</html>
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+89 -2
View File
@@ -126,6 +126,7 @@
<Function name='PlayerNumberToLocalizedString'/>
<Function name='PlayerNumberToString'/>
<Function name='PlayerScoreColor'/>
<Function name='PositionPerPlayer'/>
<Function name='PrintTable'/>
<Function name='ProductID'/>
<Function name='ProductVersion'/>
@@ -519,6 +520,7 @@
<Class base='BitmapText' name='BPMDisplay'>
<Function name='GetText'/>
<Function name='SetFromGameState'/>
<Function name='SetFromSong'/>
</Class>
<Class base='Sprite' name='Banner'>
<Function name='GetPercentScrolling'/>
@@ -595,6 +597,7 @@
<Function name='GetGoalSeconds'/>
<Function name='GetGroupName'/>
<Function name='GetPlayMode'/>
<Function name='GetScripter'/>
<Function name='GetTotalSeconds'/>
<Function name='GetTranslitFullTitle'/>
<Function name='HasBackground'/>
@@ -803,6 +806,7 @@
<Function name='LoadFromMultiPlayer'/>
</Class>
<Class name='InputFilter'>
<Function name='GetMouseWheel'/>
<Function name='GetMouseX'/>
<Function name='GetMouseY'/>
</Class>
@@ -887,7 +891,80 @@
<Function name='GetStepsQueueWrapped'/>
</Class>
<Class name='PlayerOptions'>
<Function name='GetAlternate'/>
<Function name='GetAttackMines'/>
<Function name='GetBMRize'/>
<Function name='GetBeat'/>
<Function name='GetBig'/>
<Function name='GetBlind'/>
<Function name='GetBlink'/>
<Function name='GetBoomerang'/>
<Function name='GetBoost'/>
<Function name='GetBrake'/>
<Function name='GetBumpy'/>
<Function name='GetCMod'/>
<Function name='GetCentered'/>
<Function name='GetConfusion'/>
<Function name='GetCover'/>
<Function name='GetCross'/>
<Function name='GetDark'/>
<Function name='GetDizzy'/>
<Function name='GetDrunk'/>
<Function name='GetEcho'/>
<Function name='GetExpand'/>
<Function name='GetFlip'/>
<Function name='GetFloored'/>
<Function name='GetHidden'/>
<Function name='GetHiddenOffset'/>
<Function name='GetHoldRolls'/>
<Function name='GetInvert'/>
<Function name='GetLeft'/>
<Function name='GetLittle'/>
<Function name='GetMines'/>
<Function name='GetMini'/>
<Function name='GetMirror'/>
<Function name='GetNoFakes'/>
<Function name='GetNoHands'/>
<Function name='GetNoHolds'/>
<Function name='GetNoJumps'/>
<Function name='GetNoLifts'/>
<Function name='GetNoMines'/>
<Function name='GetNoQuads'/>
<Function name='GetNoRolls'/>
<Function name='GetNoStretch'/>
<Function name='GetNoteSkin'/>
<Function name='GetPassmark'/>
<Function name='GetPlanted'/>
<Function name='GetQuick'/>
<Function name='GetRandomAttacks'/>
<Function name='GetRandomSpeed'/>
<Function name='GetRandomVanish'/>
<Function name='GetReverse'/>
<Function name='GetReversePercentForColumn'/>
<Function name='GetRight'/>
<Function name='GetRoll'/>
<Function name='GetShuffle'/>
<Function name='GetSkew'/>
<Function name='GetSkippy'/>
<Function name='GetSoftShuffle'/>
<Function name='GetSongAttacks'/>
<Function name='GetSplit'/>
<Function name='GetStealth'/>
<Function name='GetStomp'/>
<Function name='GetSudden'/>
<Function name='GetSuddenOffset'/>
<Function name='GetSuperShuffle'/>
<Function name='GetTiny'/>
<Function name='GetTipsy'/>
<Function name='GetTornado'/>
<Function name='GetTwirl'/>
<Function name='GetTwister'/>
<Function name='GetWave'/>
<Function name='GetWide'/>
<Function name='GetXMod'/>
<Function name='GetXMode'/>
<Function name='SetNoteSkin'/>
<Function name='UsingReverse'/>
</Class>
<Class name='PlayerStageStats'>
<Function name='FullCombo'/>
@@ -925,6 +1002,7 @@
<Function name='SetScore'/>
</Class>
<Class name='PlayerState'>
<Function name='GetCurrentPlayerOptions'/>
<Function name='GetHealthState'/>
<Function name='GetMultiPlayerNumber'/>
<Function name='GetPlayerNumber'/>
@@ -1115,6 +1193,7 @@
<Class base='ScreenWithMenuElements' name='ScreenSelectMusic'>
<Function name='GetGoToOptions'/>
<Function name='GetMusicWheel'/>
<Function name='OpenOptionsList'/>
<Function name='setupcoursestagemods'/>
<Function name='setupmusicstagemods'/>
</Class>
@@ -1148,6 +1227,7 @@
<Function name='GetLyricsPath'/>
<Function name='GetMusicPath'/>
<Function name='GetOneSteps'/>
<Function name='GetOrigin'/>
<Function name='GetSongDir'/>
<Function name='GetSongFilePath'/>
<Function name='GetStepsByStepsType'/>
@@ -1185,6 +1265,7 @@
<Function name='GetAllCourses'/>
<Function name='GetAllSongs'/>
<Function name='GetCourseColor'/>
<Function name='GetCourseGroupNames'/>
<Function name='GetExtraStageInfo'/>
<Function name='GetNumAdditionalCourses'/>
<Function name='GetNumAdditionalSongs'/>
@@ -1322,6 +1403,7 @@
<Function name='HasBPMChanges'/>
<Function name='HasNegativeBPMs'/>
<Function name='HasStops'/>
<Function name='HasWarps'/>
</Class>
<Class name='Trail'>
<Function name='GetArtists'/>
@@ -1339,6 +1421,8 @@
<Function name='IsSecret'/>
</Class>
<Class name='UnlockEntry'>
<Function name='GetCode'/>
<Function name='GetCourse'/>
<Function name='GetDescription'/>
<Function name='GetRequirePassHardSteps'/>
<Function name='GetRequirement'/>
@@ -1359,6 +1443,8 @@
<Function name='FindEntryID'/>
<Function name='GetNumUnlocked'/>
<Function name='GetNumUnlocks'/>
<Function name='GetPoints'/>
<Function name='GetPointsForProfile'/>
<Function name='GetPointsUntilNextUnlock'/>
<Function name='GetSongsUnlockedByEntryID'/>
<Function name='GetStepsUnlockedByEntryID'/>
@@ -1952,6 +2038,7 @@
<EnumValue name='&apos;UnlockRequirement_ExtraFailed&apos;' value='4'/>
<EnumValue name='&apos;UnlockRequirement_Toasties&apos;' value='5'/>
<EnumValue name='&apos;UnlockRequirement_StagesCleared&apos;' value='6'/>
<EnumValue name='&apos;UnlockRequirement_NumberUnlocked&apos;' value='7'/>
</Enum>
<Enum name='UnlockRewardType'>
<EnumValue name='&apos;UnlockRewardType_Song&apos;' value='0'/>
@@ -1992,6 +2079,6 @@
<Constant name='sGame' value='&apos;dance&apos;'/>
<Constant name='top' value='&apos;VertAlign_Top&apos;'/>
</Constants>
<Version>sm-ssc v1.2.3</Version>
<Date>2011-03-15</Date>
<Version>sm-ssc v1.2.5</Version>
<Date>2011-05-01</Date>
</Lua>
+325 -50
View File
@@ -41,6 +41,9 @@
<Function name='Brightness' theme='_fallback' return='color' arguments='color c, float percent'>
[03 HSV.lua]
</Function>
<Function name='Center1Player' theme='_fallback' return='bool' arguments=''>
[03 ProductivityHelpers.lua] Returns <code>true</code> if Center 1P is being used.
</Function>
<Function name='CheckpointsTapsSeparateJudgment' theme='_fallback' return='bool' arguments=''>
[03 Gameplay.lua]
</Function>
@@ -54,9 +57,7 @@
A generic interface to Lua's garbage collector. Performs different functions based on the value of <code>opt</code>.
</Function>
<Function name='color' return='color' arguments='string color'>
Returns a color from a string. <code>color</code> can be in
hex (<code>"#FFFFFFFF"</code>) or 0..1 values (<code>"1.0,1.0,1.0,1.0"</code>),
in RGBA order.
Returns a color from a string. <code>color</code> can be in hex (<code>"#FFFFFFFF"</code>) or 0..1 values (<code>"1.0,1.0,1.0,1.0"</code>), in RGBA order.
</Function>
<Function name='ComboContinue' theme='_fallback' return='TapNoteScore' arguments=''>
[03 Gameplay.lua] Determines what TapNoteScore allows for continuing the combo.
@@ -110,11 +111,20 @@
Returns the current Life Difficulty.
</Function>
<Function name='GetOSName' sm-ssc='true' return='string' arguments=''>
Returns a string representing the name of the operating system being used. (e.g. "Xbox", "Windows", "Linux", "Mac, "Unknown")
Returns a string representing the name of the operating system being used. (e.g. "Windows", "Linux", "Mac, "Unknown")
</Function>
<Function name='GetProTiming' theme='default' return='bool' arguments='PlayerNumber pn'>
[03 ThemePrefs.lua] Returns <code>true</code> if player <code>pn</code> is using ProTiming.
</Function>
<Function name='GetRandomSongBackground' theme='_fallback' return='string' arguments=''>
[02 Utilities.lua] Returns a path to a random song background.
</Function>
<Function name='GetServerName' sm-ssc='true' return='string' arguments=''>
Returns the name of the currently connected server.
</Function>
<Function name='GetSongBackground' theme='_fallback' return='string' arguments=''>
[02 Utilities.lua] Returns a path to the current songs background.
</Function>
<Function name='GetThemeAspectRatio' return='float' arguments=''>
Returns the theme's aspect ratio.
</Function>
@@ -155,8 +165,10 @@
Returns <code>true</code> if connected to StepMania Online.
</Function>
<Function name='IsSMOnlineLoggedIn' return='bool' arguments='PlayerNumber pn'>
Returns <code>true</code> if Player <code>pn</code> is logged on to
a SMOnline server.
Returns <code>true</code> if Player <code>pn</code> is logged on to a SMOnline server.
</Function>
<Function name='IsRoutine' theme='_fallback' return='bool' arguments=''>
[02 Branches.lua] Returns <code>true</code> if Routine mode is being played.
</Function>
<Function name='IsUsingWideScreen' theme='_fallback' return='bool' arguments=''>
[04 WidescreenHelpers.lua] Returns <code>true</code> if the aspect ratio is 16:10 (<code>1.6</code>) or higher.
@@ -188,6 +200,9 @@
<Function name='LoadSongBackground' theme='_fallback' return='Sprite' arguments=''>
[02 Sprite.lua] Returns a Sprite with the current song's background.
</Function>
<Function name='mbstrlen' return='int' arguments='string sString'>
Returns the length of the multi-byte character string <code>sString</code>.
</Function>
<Function name='Minute' return='int' arguments=''>
Returns the current Minute.
</Function>
@@ -203,12 +218,27 @@
<Function name='pname' theme='_fallback' return='string' arguments='PlayerNumber pn'>
[03 ProductivityHelpers.lua] Converts a PlayerNumber into a short string (e.g. "P1", "P2").
</Function>
<Function name='PositionPerPlayer' theme='_fallback' return='float' arguments='PlayerNumber pn, float p1val, float p2val'>
[03 ProductivityHelpers.lua] Returns either <code>p1val</code> or <code>p2val</code> depending on <code>pn</code>.
</Function>
<Function name='print' theme='_fallback' return='void' arguments='string s'>
[00 init.lua]
</Function>
<Function name='PrintTable' theme='_fallback' return='void' arguments='table t'>
[03 ThemePrefs.lua] Prints a table's contents to the log.
</Function>
<Function name='ProductID' return='string' arguments=''>
Returns the product ID.
</Function>
<Function name='ProductVersion' return='string' arguments=''>
Returns the product version.
</Function>
<Function name='ResolveRelativePath' theme='_fallback' return='string' arguments='string path, int level'>
[02 ActorDef.lua]
</Function>
<Function name='ReadFile' theme='_fallback' return='string' arguments='string path'>
[04 FileUtils.lua] Reads the file at <code>path</code> and returns its contents.
</Function>
<Function name='ReadPrefFromFile' theme='_fallback' return='string' arguments='string prefName'>
[03 UserPreferences2.lua] (internal) Reads the specified user preference from its config file.
</Function>
@@ -221,9 +251,24 @@
<Function name='Second' return='int' arguments=''>
Returns the current second.
</Function>
<Function name='SecondsToHHMMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds:Milliseconds format using two digits for each section.
</Function>
<Function name='SecondsToMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
</Function>
<Function name='SecondsToMMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds format.
</Function>
<Function name='SecondsToMSSMsMs' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format.
</Function>
<Function name='SecondsToMMSSMsMs' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section.
</Function>
<Function name='SecondsToMMSSMsMsMs' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
</Function>
<Function name='SelectMusicOrCourse' theme='_fallback' return='string' arguments=''>
[02 Branches.lua] Determines the correct music/course selection screen to use and returns it.
</Function>
@@ -239,6 +284,9 @@
<Function name='ShowStandardDecoration' theme='_fallback' return='bool' arguments='string sMetricsName'>
[02 ActorDef.lua] Returns <code>true</code> if a decoration should be shown on the current screen or not.
</Function>
<Function name='SpeedMods' theme='_fallback' return='LuaOptionRow' arguments=''>
[03 CustomSpeedMods.lua] Returns a Lua option row with the custom speed mods defined in SpeedMods.txt.
</Function>
<Function name='split' theme='_fallback' return='table' arguments='string delimiter, string text'>
[02 Utilities.lua] Splits a string at every occurence of <code>delimiter</code>, returning a table of the results.
</Function>
@@ -266,6 +314,9 @@
<Function name='Trace' theme='_fallback' return='void' arguments='string sString'>
[00 init.lua] Alias for <Link class='lua' function='Trace' />.
</Function>
<Function name='URLEncode' sm-ssc='true' return='string' arguments='string sInput'>
Returns a string with characters escaped for URLs. (e.g. a space becomes '%20')
</Function>
<Function name='Var' theme='_fallback' return='ThreadVariable' arguments=''>
[01 base.lua] Alias for <Link class="lua" function="GetThreadVariable">lua.GetThreadVariable</Link>.
</Function>
@@ -278,48 +329,17 @@
<Function name='WrapInActorFrame' theme='_fallback' return='ActorFrame' arguments='table children'>
[02 ActorDef.lua] Wraps the children in an ActorFrame.
</Function>
<Function name='WriteFile' theme='_fallback' return='bool' arguments='string path, string buf'>
[04 FileUtils.lua] Writes <code>buf</code> to the file at <code>path</code>.
</Function>
<Function name='WritePrefToFile' theme='_fallback' return='bool' arguments='string prefName, various value'>
[03 UserPreferences2.lua] (internal) Writes user preference <code>prefName</code> to its config file with <code>value</code> being <code>tostring</code>'d.
</Function>
<Function name='Year' return='int' arguments=''>
Returns the current year.
</Function>
<Function name='mbstrlen' return='int' arguments='string sString'>
Returns the length of the multi-byte character string <code>sString</code>.
</Function>
<!-- new sm-ssc additions here -->
<Function name='GetServerName' sm-ssc='true' return='string' arguments=''>
Returns the name of the currently connected server.
</Function>
<Function name='SecondsToHHMMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds:Milliseconds format using two digits for each section.
</Function>
<Function name='SecondsToMMSSMsMs' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section.
</Function>
<Function name='SecondsToMMSSMsMsMs' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
</Function>
<Function name='SecondsToMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
</Function>
<Function name='SecondsToMMSS' sm-ssc='true' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds format.
</Function>
<Function name='URLEncode' sm-ssc='true' return='string' arguments='string sInput'>
Returns a string with characters escaped for URLs. (e.g. a space becomes '%20')
</Function>
<!-- CustomSpeedMods -->
<Function name='SpeedMods' theme='_fallback' return='LuaOptionRow' arguments=''>
[03 CustomSpeedMods.lua] Returns a Lua option row with the custom speed mods defined in SpeedMods.txt.
</Function>
<!-- FileUtils -->
<Function name='ReadFile' theme='_fallback' return='string' arguments='string path'>
[04 FileUtils.lua] Reads the file at <code>path</code> and returns its contents.
</Function>
<Function name='WriteFile' theme='_fallback' return='bool' arguments='string path, string buf'>
[04 FileUtils.lua] Writes <code>buf</code> to the file at <code>path</code>.
</Function>
<!-- default theme preferences -->
<Function name='OptionRowProTiming' theme='default' return='LuaOptionRow' arguments=''>
[03 ThemePrefs.lua] Returns a Lua option row for ProTiming.
@@ -1235,12 +1255,15 @@
</Function>
</Class>
<Class name='BPMDisplay'>
<Function name='GetText' sm-ssc="true" return='string' arguments=''>
<Function name='GetText' sm-ssc='true' return='string' arguments=''>
Returns the text that is currently set at the exact moment you call it. This is likely only going to be useful in an Update command.
</Function>
<Function name='SetFromGameState' return='void' arguments=''>
Sets the BPMDisplay from the GameState.
</Function>
<Function name='SetFromSong' sm-ssc='true' return='void' arguments='Song s'>
Sets the BPMDisplay from the specified Song.
</Function>
</Class>
<Class name='Character'>
<Function name='GetCardPath' return='string' arguments=''>
@@ -1341,6 +1364,9 @@
<Function name='GetPlayMode' renamed='true' return='PlayMode' arguments=''>
Returns the Course's <Link class='ENUM' function='PlayMode' />. (Returns PlayMode in sm-ssc; integer in SM4)
</Function>
<Function name='GetScripter' sm-ssc='true' return='string' arguments=''>
Returns the name of the person who scripted the Course.
</Function>
<Function name='GetTotalSeconds' return='float' arguments='StepsType st'>
Returns the total length of the Course in seconds.
</Function>
@@ -1863,10 +1889,10 @@
<Function name='GetGrade' return='Grade' arguments=''>
Returns the Grade of this high score.
</Function>
<Function name='GetHoldNoteScore' sm-ssc="true" return='int' arguments='HoldNoteScore hns'>
<Function name='GetHoldNoteScore' sm-ssc='true' return='int' arguments='HoldNoteScore hns'>
Return the number of HoldNoteScores that match <code>hns</code>.
</Function>
<Function name='GetModifiers' sm-ssc="true" return='string' arguments=''>
<Function name='GetModifiers' sm-ssc='true' return='string' arguments=''>
Returns the modifiers used for this HighScore.
</Function>
<Function name='GetName' return='string' arguments=''>
@@ -1875,7 +1901,7 @@
<Function name='GetPercentDP' return='float' arguments=''>
Returns the percentage of dance points associated with the high score.
</Function>
<Function name='GetRadarValues' sm-ssc="true" return='RadarValues' arguments=''>
<Function name='GetRadarValues' sm-ssc='true' return='RadarValues' arguments=''>
Returns the RadarValues for this HighScore.
</Function>
<Function name='GetScore' return='int' arguments=''>
@@ -1884,9 +1910,12 @@
<Function name='GetSurvivalSeconds' return='float' arguments=''>
Returns the number of seconds survived associated with the high score.
</Function>
<Function name='GetTapNoteScore' sm-ssc="true" return='int' arguments='TapNoteScore tns'>
<Function name='GetTapNoteScore' sm-ssc='true' return='int' arguments='TapNoteScore tns'>
Return the number of TapNoteScores that match <code>tns</code>.
</Function>
<Function name="IsFillInMarker" return='bool' arguments=''>
Returns <code>true</code> if this high score's name uses a fill-in marker.
</Function>
</Class>
<Class name='HighScoreList'>
<Description>
@@ -1928,7 +1957,7 @@
Returns the number of lives remaining.
</Function>
<Function name='GetTotalLives' sm-ssc='true' return='int' arguments=''>
Returns the number of total lives.
</Function>
</Class>
<Class name='MemoryCardManager'>
@@ -2098,9 +2127,228 @@
</Function>
</Class>
<Class name='PlayerOptions'>
<Function name='GetAlternate' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetAttackMines' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetBeat' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBig' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetBlind' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBlink' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBMRize' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetBoomerang' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBoost' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBrake' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetBumpy' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetCentered' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetCMod' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetConfusion' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetCover' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetCross' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetDark' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetDizzy' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetDrunk' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetEcho' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetExpand' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetFlip' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetFloored' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetHidden' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetHiddenOffset' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetHoldRolls' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetInvert' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetLeft' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetLittle' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetMines' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetMini' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetMirror' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoFakes' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoHands' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoHolds' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoJumps' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoLifts' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoMines' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoQuads' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoRolls' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoStretch' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetNoteSkin' sm-ssc='true' return='string' arguments=''>
Returns the current NoteSkin set in the PlayerOptions.
</Function>
<Function name='GetPassmark' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetPlanted' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetQuick' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetRandomAttacks' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetRandomSpeed' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetRandomVanish' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetReverse' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetReversePercentForColumn' sm-ssc='true' return='float' arguments='int col'>
</Function>
<Function name='GetRight' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetRoll' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetShuffle' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetSkew' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetSkippy' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetSoftShuffle' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetSongAttacks' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetSplit' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetStealth' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetStomp' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetSudden' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetSuddenOffset' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetSuperShuffle' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetTiny' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetTipsy' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetTornado' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetTwirl' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetTwister' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetWave' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetWide' sm-ssc='true' return='bool' arguments=''>
</Function>
<Function name='GetXMod' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='GetXMode' sm-ssc='true' return='float' arguments=''>
</Function>
<Function name='SetNoteSkin' sm-ssc='true' return='void' arguments='string noteskin'>
Changes the player's noteskin to <code>noteskin</code>.
</Function>
<Function name='UsingReverse' sm-ssc='true' return='bool' arguments=''>
Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1</code>)
</Function>
</Class>
<Class name='PlayerStageStats'>
<Function name='FullCombo' return='bool' arguments=''>
@@ -2218,6 +2466,9 @@
</Function>
</Class>
<Class name='PlayerState'>
<Function name='GetCurrentPlayerOptions' sm-ssc='true' return='PlayerOptions' arguments='' >
Returns the current PlayerOptions for this PlayerState.
</Function>
<Function name='GetHealthState' sm-ssc='true' return='HealthState' arguments=''>
Returns the HealthState for this PlayerState.
</Function>
@@ -2406,7 +2657,7 @@
<Function name='IsPersistentProfile' return='bool' arguments='PlayerNumber pn'>
Returns <code>true</code> if player <code>pn</code>'s profile is persistent.
</Function>
<Function name='IsSongNew' sm-ssc="true" return='bool' arguments='Song s'>
<Function name='IsSongNew' sm-ssc='true' return='bool' arguments='Song s'>
Returns <code>true</code> if Song <code>s</code> has never been played before (according to the machine profile).
</Function>
<Function name='LastLoadWasFromLastGood' sm-ssc='true' return='bool' arguments='PlayerNumber pn'>
@@ -2580,10 +2831,10 @@
<Function name='SetNewScreen' return='void' arguments='string s'>
Sets the next Screen to be loaded.
</Function>
<Function name='IsPaused' sm-ssc="true" return='bool' arguments=''>
<Function name='IsPaused' sm-ssc='true' return='bool' arguments=''>
Returns <code>true</code> if the game is paused.
</Function>
<Function name='PauseGame' sm-ssc="true" return='void' arguments='bool bPause'>
<Function name='PauseGame' sm-ssc='true' return='void' arguments='bool bPause'>
Pauses or unpauses the game, depending on the value of <code>bPause</code>.
</Function>
</Class>
@@ -2695,6 +2946,9 @@
<Function name='GetMusicWheel' sm-ssc='true' return='MusicWheel' arguments=''>
Returns the MusicWheel used on this screen.
</Function>
<Function name='OpenOptionsList' sm-ssc='true' return='void' arguments='PlayerNumber pn'>
Opens the OptionsList for Player <code>pn</code>
</Function>
<Function name='setupcoursestagemods' theme='_fallback' return='void' arguments=''>
[02 StageMods.lua] Sets up modifiers for course modes.
</Function>
@@ -2779,6 +3033,9 @@
<Function name='GetOneSteps' return='Steps' arguments='StepsType st, Difficulty d'>
Returns a Step object if the StepType and Difficulty exist.
</Function>
<Function name='GetOrigin' sm-ssc='true' return='string' arguments=''>
Gets the Song's origin.
</Function>
<Function name='GetSongDir' return='string' arguments=''>
Returns the song's directory.
</Function>
@@ -2886,6 +3143,9 @@
<Function name='GetCourseColor' return='color' arguments='Course c'>
Returns the course color of Course <code>c</code>.
</Function>
<Function name='GetCourseGroupNames' sm-ssc='true' return='{string}' arguments=''>
Returns a table containing all of the course group names.
</Function>
<Function name='GetExtraStageInfo' return='various' arguments='bool bExtra2, Style s'>
Returns the extra stage info (Song, Steps) for the specified Style <code>s</code>. (If <code>bExtra2</code> is true, it will use the second Extra Stage data instead of the first. Again, Lua.xsd sucks)
</Function>
@@ -3250,6 +3510,9 @@
<Function name='HasStops' return='bool' arguments=''>
Returns <code>true</code> if the TimingData contains stops.
</Function>
<Function name='HasWarps' sm-ssc='true' return='bool' arguments=''>
Returns <code>true</code> if the TimingData contains warps.
</Function>
</Class>
<Class name='Trail'>
<Function name='GetArtists' return='{string}' arguments=''>
@@ -3296,6 +3559,12 @@
Sets the UnlockEntry's course to <code>sCourseName</code>.<br />
Example: <code>course,"Driven"</code>
</Function>
<Function name='GetCode' sm-ssc='true' return='string' arguments=''>
Returns the code for this unlock.
</Function>
<Function name='GetCourse' sm-ssc='true' return='Course' arguments=''>
Returns the Course for this unlock.
</Function>
<Function name='GetDescription' return='string' arguments=''>
Returns the unlock description.
</Function>
@@ -3349,6 +3618,12 @@
<Function name='GetNumUnlocks' return='int' arguments=''>
Returns the number of all unlock items, regardless of status.
</Function>
<Function name='GetPoints' sm-ssc='true' return='float' arguments='UnlockRequirement ur' >
Returns the number of points for the machine profile based on the specified UnlockRequirement.
</Function>
<Function name='GetPointsForProfile' sm-ssc='true' return='float' arguments='Profile p, UnlockRequirement ur' >
Returns the number of points for the specified profile based on the specified UnlockRequirement.
</Function>
<Function name='GetPointsUntilNextUnlock' return='float' arguments='UnlockRequirement ut'>
Returns the number of points until the next unlock.
</Function>
+5 -6
View File
@@ -4,7 +4,7 @@ sm-ssc credits (in no particular order)
* If you have any corrections to this list, let us know (via forums or IRC).
==the spinal shark collective==
AJ Kelly
AJ Kelly (freem)
* Main programming
* UserPreferences and some other Lua scripts
* Some small theme edits here and there
@@ -43,7 +43,10 @@ FSX
Nicole Reid (okeeblow)
* Tested building sm-ssc on FreeBSD, provided fixes.
Wolfman
Thai Pangsakulyanont (theDtTvB)
* Various changes to BMS support to make things work better.
Jason Felds (Wolfman2000)
* [Player] PercentUntilColorCombo metric
* Mac OS X maintainer
* Various fixes/changes. (see Changelog_sm-ssc.txt for more details)
@@ -76,10 +79,6 @@ v1toko
Macgravel
* Orbular noteskin (the default kb7 noteskin)
theDtTvB
* Keysound patch (http://share11.appspot.com/20421)
[This patch is currently causing crashes for us, sadly.]
sy567
* Small beginner helper fix
(http://www.stepmania.com/forums/showpost.php?p=158721&postcount=12)
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@@ -0,0 +1 @@
Down Tap Explosion Bright
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Down','Hold Head Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
};
@@ -0,0 +1,26 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrowOverlay', 'NoneCommand');
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap Flash' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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@@ -0,0 +1 @@
Down Tap Explosion Bright
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Down','Roll Head Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
};
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@@ -0,0 +1 @@
Down Tap Explosion Bright
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@@ -0,0 +1,9 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frame0000=0;
Delay0000=1;
InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
};
};
return t;
@@ -0,0 +1,7 @@
local t = Def.Model {
Meshes=NOTESKIN:GetPath('_down','tap note meshes');
Materials=NOTESKIN:GetPath('_down','tap note materials');
Bones=NOTESKIN:GetPath('_down','tap bones');
};
return t;
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Left','Hold BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Left','Roll BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
+128
View File
@@ -0,0 +1,128 @@
-- Haggen Daze
local ret = ... or {};
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Active" or
sElement == "Roll Head Active"
then
sElement = "StreamHead Active";
end
-- Test
if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive" or
then
sElement = "StreamHead Inactive";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- local OldRedir = ret.Redir;
-- ret.Redir = function(sButton, sElement)
-- sButton = ret.RedirTable[sButton];
-- return sButton, sElement;
-- end
-- To have separate graphics for each hold part:
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") or string.find(sElement, "roll") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
--[[
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Tap Lift"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
["Hold Explosion"] = true,
["Roll Explosion"] = true,
};
ret.Rotate =
{
Up = 180,
Down = 0,
Left = 90,
Right = -90,
UpLeft = 135,
UpRight = 225,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
["Roll Explosion"] = true,
};
return ret;
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Up','Hold BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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@@ -0,0 +1,4 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Up','Roll BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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@@ -0,0 +1,28 @@
Materials: 3
"cells"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\black.png"
""
"1 - Default"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\color.ini"
""
"2 - Inside"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"tex\color in.jpg"
""
@@ -0,0 +1 @@
Bones: 0
@@ -0,0 +1,949 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 3
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+85
View File
@@ -0,0 +1,85 @@
[Global]
FallbackNoteSkin=default
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLength=4
TapAdditionAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
HoldHeadAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLength=4 // doesn't matter. Only 1 frame anyway.
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=0.125
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteNoteColorTextureCoordSpacingX=0.12
TapNoteNoteColorTextureCoordSpacingY=0
TapFakeNoteColorTextureCoordSpacingX=0.12
TapFakeNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingX=0.12
HoldHeadNoteColorTextureCoordSpacingY=0
[GhostArrowDim]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=blend,'BlendMode_Add';
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,0.875;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=blend,'BlendMode_Add';
W5Command=blend,'BlendMode_Add';diffuse,0.8,0.0,0.6,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=blend,'BlendMode_Add';diffuse,0.3,0.8,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[HoldGhostArrow]
HoldingOnCommand=visible,true
HoldingOffCommand=visible,false
[ReceptorArrow]
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorArrowOverlay]
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0;blend,"BlendMode_Add"
PressCommand=finishtweening;zoom,0.85;decelerate,0.12;zoom,1;diffusealpha,0.6;
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
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[AnimatedTexture]
Frame0000=color1.png
Delay0000=0.125
Frame0001=color2.png
Delay0001=0.125
Frame0002=color3.png
Delay0002=0.125
Frame0003=color4.png
Delay0003=0.125
Frame0004=color5.png
Delay0004=0.125
Frame0005=color6.png
Delay0005=0.125
Frame0006=color7.png
Delay0006=0.125
Frame0007=color8.png
Delay0007=0.125
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// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 3
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Materials: 3
"cells"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"..\black.png"
""
"19 - Default"
1.000000 1.000000 1.000000 1.000000
0.800000 0.800000 0.800000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"..\color4.png"
""
"19 - Inside"
1.000000 1.000000 1.000000 1.000000
1.000000 1.000000 1.000000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
"..\color in.jpg"
""
Bones: 0
GroupComments: 0
MaterialComments: 0
BoneComments: 0
ModelComment: 0
Binary file not shown.
+3 -3
View File
@@ -20,14 +20,14 @@ ret.Redir = function(sButton, sElement)
if sElement == "Hold Head Active" or
sElement == "Roll Head Active"
then
sElement = "StreamHead Active";
sElement = "Hold Head Active";
end
-- Test
if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Inactive"
then
sElement = "StreamHead Inactive";
sElement = "Hold Head Inactive";
end
sButton = ret.RedirTable[sButton];
+2 -2
View File
@@ -8,7 +8,7 @@ TapNoteAnimationLength=4
TapAdditionAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
HoldHeadAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldHeadAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLength=4 // doesn't matter. Only 1 frame anyway.
@@ -35,7 +35,7 @@ TapFakeNoteColorTextureCoordSpacingX=0
TapFakeNoteColorTextureCoordSpacingY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
HoldHeadNoteColorTextureCoordSpacingY=0
[GhostArrowDim]
NoneCommand=
@@ -0,0 +1,141 @@
local function Fooled()
local phrases = {
"hornswaggled",
"bamboozled",
"hoodwinked",
"swindled",
"duped",
"hoaxed",
"fleeced",
"shafted",
"caboodled",
"beguiled",
"finagled",
"two-timed",
"suckered",
"flimflammed"
}
return phrases[math.random(#phrases)]
end
local ssc = {
"AJ Kelly as freem",
"Jonathan Payne (Midiman)",
"Colby Klein (shakesoda)",
}
local sm_ssc = {
"Jason Felds (wolfman2000)",
"Alberto Ramos (Daisuke Master)",
"Jack Walstrom (FSX)",
}
local stepmania = {
"Chris Danford",
"Glenn Maynard",
"Steve Checkoway",
-- and various other contributors
}
local contrib = {
"Aldo Fregoso (Aldo_MX)", -- delays
"Chris Eldridge (kurisu)", -- dance-threepanel
"cerbo",
"cesarmades", -- pump/cmd* noteskins
"corec", -- various fixes
"galopin", -- piu PlayStation2 usb mat support
"gholms", -- automake 1.11 support
"juanelote", -- SongManager:GetSongGroupByIndex, JumpToNext/PrevGroup logic mods
"Kaox", -- pump/default noteskin
"NitroX72", -- pump/frame noteskin
"sy567", -- beginner helper fix
"Thai Pangsakulyanont (theDtTvB)",
"v1toko", -- x-mode from StepNXA
}
local thanks = {
"A Pseudonymous Coder", -- support
"Bill Shillito (DM Ashura)", -- Music (not yet though)
"cpubasic13", -- testing (a lot)
"Dreamwoods",
"Infamouspat", -- oitg bro
"Jason Bolt (LightningXCE)",
"Jousway", -- Noteskins
"Matt1360", -- Automake magic + oitg bro
"Mark Cannon (vyhd)", -- oitg bro + twirl/roll
"Petriform", -- Music
"Renard",
"Ryan McKanna (Plaguefox)",
}
local shoutout = {
"The Lua team", -- lua project lead or some shit. super nerdy but oh hell.
"Mojang", -- minecraft forever -freem
"NAKET Coder",
"Ciera Boyd", -- you bet your ass I'm putting my girlfriend in the credits
--Image(), -- we should have some logos probably to look super pro
"You showed us... your ultimate dance",
-- "Can't stop crying... buckets of tears!"
}
local copyright = {
"StepMania is released under the terms of the MIT license.",
"If you paid for the program you've been " .. Fooled() .. ".",
"All content is the sole property of their respectful owners."
}
local sections = {
{ "the spinal shark collective (project lead)", ssc },
{ "sm-ssc Team", sm_ssc },
{ "StepMania Team", stepmania },
{ "Other Contributors", contrib },
{ "Special Thanks", thanks },
{ "Shoutouts", shoutout },
{ "Copyright", copyright },
}
-- To add people or sections modify the above.
local lineOn = cmd(zoom,0.875;strokecolor,color("#444444");shadowcolor,color("#444444");shadowlength,3)
local sectionOn = cmd(diffuse,color("#88DDFF");strokecolor,color("#446688");shadowcolor,color("#446688");shadowlength,3)
local item_padding_start = 4;
local creditScroller = Def.ActorScroller {
SecondsPerItem = 0.5;
NumItemsToDraw = 40;
TransformFunction = function( self, offset, itemIndex, numItems)
self:y(30*offset)
end;
OnCommand = cmd(scrollwithpadding,item_padding_start,15);
}
local function AddLine( text, command )
local text = Def.ActorFrame{
LoadFont("Common normal")..{
Text = text or "";
OnCommand = command or lineOn;
}
}
table.insert( creditScroller, text )
end
-- Add sections with padding.
for section in ivalues(sections) do
AddLine( section[1], sectionOn )
for name in ivalues(section[2]) do
AddLine( name )
end
AddLine()
AddLine()
end
creditScroller.BeginCommand=function(self)
SCREENMAN:GetTopScreen():PostScreenMessage( "SM_BeginFadingOut", (t.SecondsPerItem * (#t + item_padding_start) + 5) );
end;
return Def.ActorFrame{
creditScroller..{
InitCommand=cmd(CenterX;y,SCREEN_BOTTOM-64),
}
};
@@ -1,9 +1,9 @@
function GetLocalProfiles()
local ret = {};
local t = {};
for p = 0,PROFILEMAN:GetNumLocalProfiles()-1 do
local profile=PROFILEMAN:GetLocalProfileFromIndex(p);
local item = Def.ActorFrame {
local ProfileCard = Def.ActorFrame {
--[[ Def.Quad {
InitCommand=cmd(zoomto,200,1;y,40/2);
OnCommand=cmd(diffuse,Color('Outline'););
@@ -22,10 +22,10 @@ function GetLocalProfiles()
end;
};
};
table.insert( ret, item );
t[#t+1]=ProfileCard;
end;
return ret;
return t;
end;
function LoadCard(cColor)
@@ -38,14 +38,14 @@ function LoadCard(cColor)
return t
end
function LoadPlayerStuff(Player)
local ret = {};
local t = {};
local pn = (Player == PLAYER_1) and 1 or 2;
--[[ local t = LoadActor(THEME:GetPathB('', '_frame 3x3'), 'metal', 200, 230) .. {
Name = 'BigFrame';
}; --]]
local t = Def.ActorFrame {
t[#t+1] = Def.ActorFrame {
Name = 'JoinFrame';
LoadCard(Color('Orange'));
--[[ Def.Quad {
@@ -62,23 +62,13 @@ function LoadPlayerStuff(Player)
OnCommand=cmd(diffuseshift;effectcolor1,Color('White');effectcolor2,color("0.5,0.5,0.5"));
};
};
table.insert( ret, t );
t = Def.ActorFrame {
t[#t+1] = Def.ActorFrame {
Name = 'BigFrame';
LoadCard(PlayerColor(Player));
};
table.insert( ret, t );
--[[ t = LoadActor(THEME:GetPathB('', '_frame 3x3'), 'metal', 170, 20) .. {
t[#t+1] = Def.ActorFrame {
Name = 'SmallFrame';
}; --]]
t = Def.ActorFrame {
Name = 'SmallFrame';
--[[ Def.Quad {
InitCommand=cmd(zoomto,170+4,32+4);
OnCommand=cmd(shadowlength,1);
}; --]]
InitCommand=cmd(y,-2);
Def.Quad {
InitCommand=cmd(zoomto,200-10,40+2);
@@ -97,9 +87,8 @@ function LoadPlayerStuff(Player)
OnCommand=cmd(diffuse,PlayerColor(Player);glow,color("1,1,1,0.25"));
};
};
table.insert( ret, t );
t = Def.ActorScroller{
t[#t+1] = Def.ActorScroller{
Name = 'Scroller';
NumItemsToDraw=6;
-- InitCommand=cmd(y,-230/2+20;);
@@ -114,34 +103,17 @@ function LoadPlayerStuff(Player)
end;
children = GetLocalProfiles();
};
table.insert( ret, t );
t = Def.ActorFrame {
t[#t+1] = Def.ActorFrame {
Name = "EffectFrame";
--[[ Def.Quad {
InitCommand=cmd(y,-230/2;vertalign,top;zoomto,200,8;fadebottom,1);
OnCommand=cmd(diffuse,Color("Black");diffusealpha,0.25);
};
Def.Quad {
InitCommand=cmd(y,230/2;vertalign,bottom;zoomto,200,8;fadetop,1);
OnCommand=cmd(diffuse,Color("Black");diffusealpha,0.25);
}; --]]
};
table.insert( ret, t );
--[[ t = Def.BitmapText {
OnCommand = cmd(y,160);
Name = 'SelectedProfileText';
Font = "Common Normal";
Text = 'No profile';
}; --]]
t = LoadFont("Common Normal") .. {
t[#t+1] = LoadFont("Common Normal") .. {
Name = 'SelectedProfileText';
--InitCommand=cmd(y,160;shadowlength,1;diffuse,PlayerColor(Player));
InitCommand=cmd(y,160;shadowlength,1;);
};
table.insert( ret, t );
return ret;
return t;
end;
function UpdateInternal3(self, Player)
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+3 -2
View File
@@ -1,4 +1,4 @@
[common]
[common]
Top=5
Baseline=26
LineSpacing=28
@@ -42,4 +42,5 @@ line 2=큰탑터투트티펌페
line 3=폼핑할함해행헤혀
line 4=환회휘태난터까시
line 5=간너샐러버문쳐달
line 6=깡천림홍석
line 6=깡천림홍석악전반
line 7=
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