[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
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@@ -75,10 +75,10 @@ local t = Def.ActorFrame {
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param.Zoom = scale( iCombo, 0, NumberMaxZoomAt, NumberMinZoom, NumberMaxZoom );
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param.Zoom = clamp( param.Zoom, NumberMinZoom, NumberMaxZoom );
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param.LabelZoom = scale( iCombo, 0, NumberMaxZoomAt, LabelMinZoom, LabelMaxZoom );
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param.LabelZoom = clamp( param.LabelZoom, LabelMinZoom, LabelMaxZoom );
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c.Number:visible(true);
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c.Label:visible(true);
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c.Number:settext( string.format("%i", iCombo) );
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@@ -93,7 +93,10 @@ local t = Def.ActorFrame {
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c.Number:diffuse(color("#a4ff00"));
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c.Number:stopeffect();
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elseif param.Combo then
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c.Number:diffuse(PlayerColor(player));
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-- Player 1's color is Red, which conflicts with the miss combo.
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-- instead, just diffuse to white for now. -aj
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--c.Number:diffuse(PlayerColor(player));
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c.Number:diffuse(Color("White"));
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c.Number:stopeffect();
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(cmd(diffuse,Color("White");diffusebottomedge,color("0.5,0.5,0.5,1")))(c.Label);
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else
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