[Player combo] Diffuse to White instead of player color. P1's color is Red, conflicting with misses (which are also Red).

[03 Gameplay] Renamed HoldJudgment commands to match the metrics names. Turned off fail combo in dance mode.
[metrics] re-hooked up HoldJudgment commands in Lua
This commit is contained in:
AJ Kelly
2010-03-28 13:07:33 -05:00
parent c7120dd40b
commit bdeb114a09
4 changed files with 16 additions and 13 deletions
@@ -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