diff --git a/Themes/_fallback/Scripts/03 Gameplay.lua b/Themes/_fallback/Scripts/03 Gameplay.lua index 48d3f79644..a202031a31 100644 --- a/Themes/_fallback/Scripts/03 Gameplay.lua +++ b/Themes/_fallback/Scripts/03 Gameplay.lua @@ -100,8 +100,8 @@ end; function FailCombo() sGame = GAMESTATE:GetCurrentGame():GetName(); local Combo = { - dance = 30, -- ITG/Pump Pro does it this way. - pump = 51, + dance = -1, -- ITG uses 30 + pump = 51, -- Pump Pro uses 30, real Pump uses 51 beat = -1, kb7 = -1, para = -1, @@ -118,16 +118,16 @@ function HoldTiming() end; end; -function HoldJudgmentFail() +function HoldJudgmentLetGo() if GAMESTATE:GetCurrentGame():GetName() == "pump" then - return cmd(); + return cmd(visible,false); else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0); end; end; -function HoldJudgmentPass() +function HoldJudgmentHeld() if GAMESTATE:GetCurrentGame():GetName() == "pump" then - return cmd(); + return cmd(visible,false); else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0); end; end; diff --git a/Themes/_fallback/metrics.ini b/Themes/_fallback/metrics.ini index 210f02ce42..bb22422555 100644 --- a/Themes/_fallback/metrics.ini +++ b/Themes/_fallback/metrics.ini @@ -244,8 +244,8 @@ LabelOnCommand=x,6;y,22.5;shadowlength,1;zoom,0.75;diffusebottomedge,color("0.75 [HoldJudgment] # System Direction -HoldJudgmentLetGoCommand=HoldJudgmentFail() -HoldJudgmentHeldCommand=HoldJudgmentPass() +HoldJudgmentLetGoCommand=HoldJudgmentLetGo() +HoldJudgmentHeldCommand=HoldJudgmentHeld() [HelpDisplay] # The help display on the menus, and what it does. diff --git a/Themes/default/Graphics/Player combo/default.lua b/Themes/default/Graphics/Player combo/default.lua index a51109f375..84cadeaa55 100644 --- a/Themes/default/Graphics/Player combo/default.lua +++ b/Themes/default/Graphics/Player combo/default.lua @@ -75,10 +75,10 @@ local t = Def.ActorFrame { param.Zoom = scale( iCombo, 0, NumberMaxZoomAt, NumberMinZoom, NumberMaxZoom ); param.Zoom = clamp( param.Zoom, NumberMinZoom, NumberMaxZoom ); - + param.LabelZoom = scale( iCombo, 0, NumberMaxZoomAt, LabelMinZoom, LabelMaxZoom ); param.LabelZoom = clamp( param.LabelZoom, LabelMinZoom, LabelMaxZoom ); - + c.Number:visible(true); c.Label:visible(true); c.Number:settext( string.format("%i", iCombo) ); @@ -93,7 +93,10 @@ local t = Def.ActorFrame { c.Number:diffuse(color("#a4ff00")); c.Number:stopeffect(); elseif param.Combo then - c.Number:diffuse(PlayerColor(player)); + -- Player 1's color is Red, which conflicts with the miss combo. + -- instead, just diffuse to white for now. -aj + --c.Number:diffuse(PlayerColor(player)); + c.Number:diffuse(Color("White")); c.Number:stopeffect(); (cmd(diffuse,Color("White");diffusebottomedge,color("0.5,0.5,0.5,1")))(c.Label); else diff --git a/Themes/default/metrics.ini b/Themes/default/metrics.ini index 22794ad06f..08b75b17ae 100644 --- a/Themes/default/metrics.ini +++ b/Themes/default/metrics.ini @@ -56,8 +56,8 @@ BannerResetFadeCommand=diffusealpha,1 [HoldJudgment] # !!! # -HoldJudgmentLetGoCommand=finishtweening;shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 -HoldJudgmentHeldCommand=finishtweening;shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 +HoldJudgmentLetGoCommand=HoldJudgmentLetGo() +HoldJudgmentHeldCommand=HoldJudgmentHeld() [Judgment] # New #