From c94d18e0bbd17dd876f7dd26d8bfb7cff96cb2be Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Thu, 12 Apr 2012 14:51:52 -0500 Subject: [PATCH] hg eol crap again. --- NoteSkins/dance/exactV2/metrics.ini | 484 ++++++++++++++-------------- 1 file changed, 242 insertions(+), 242 deletions(-) diff --git a/NoteSkins/dance/exactV2/metrics.ini b/NoteSkins/dance/exactV2/metrics.ini index 7fc223ff74..9895a7bd36 100644 --- a/NoteSkins/dance/exactV2/metrics.ini +++ b/NoteSkins/dance/exactV2/metrics.ini @@ -1,243 +1,243 @@ -#USW Metric Version V2 -#Made for Version Stepmania 5 Preview 2 - -#I am the bone of my noteskin -#Arrows are my body, and explosions are my blood -#I have created over a thousand noteskins -#Unknown to death -#Nor known to life -#Have withstood pain to create many noteskins -#Yet these hands will never hold anything -#So as I pray, Unlimited Stepman Works - -[Global] -#Noteskin this noteskin falls back on -#We normaly make this fallback on common -#Because its the global noteskin every default fallsback on to -FallbackNoteSkin=common - -[NoteDisplay] -#Noteskin Animation Lengths -AnimationIsBeatBased=1 - -##Tap Parts -TapNoteAnimationLength=4 -TapMineAnimationLength=4 -TapLiftAnimationLength=4 -TapFakeAnimationLength=4 -##Hold Parts -HoldHeadAnimationLength=4 -HoldTopCapAnimationLength=4 -HoldBottomCapAnimationLength=4 -HoldBodyAnimationLength=4 -HoldTailAnimationLength=4 -##Roll Parts -RollHeadAnimationLength=4 -RollTopCapAnimationLength=4 -RollBottomCapAnimationLength=4 -RollBodyAnimationLength=4 -RollTailAnimationLength=4 - - -#Define if noteskin is Vivid or not -#Value 1 = true, Value 0 = false - -##Tap Parts -TapNoteAnimationIsVivid=0 -TapMineAnimationIsVivid=0 -TapFakeAnimationIsVivid=0 -TapLiftAnimationIsVivid=0 -##Hold Parts -HoldHeadAnimationIsVivid=0 -HoldTopCapAnimationIsVivid=0 -HoldBodyAnimationIsVivid=0 -HoldBottomCapAnimationIsVivid=0 -HoldTailAnimationIsVivid=0 -##Roll Parts -RollHeadAnimationIsVivid=0 -RollTopCapAnimationIsVivid=0 -RollBodyAnimationIsVivid=0 -RollBottomCapAnimationIsVivid=0 -RollTailAnimationIsVivid=0 - - -#Texture Coord Offest Info - -#This is the TextureCoordOffset which we use for Rhythm colored noteskins -#If you dont want to use it, just keep the value 0 -#Rhythm colored noteskins are noteskins that have different colors for every -#4th, 8th, 12th, 16th and so on -#To use this you need to use simple math because it isnt based on the size of -#the image but its based on the total value of the size which is 1 -#So if you got 9 frames (including 192nd) -#You need to run this simple math -# 1 / 9 = 0.11111111111111111111111111 (and so on) -#Because using the entire value is to long, lets make it smaler to 6 digits -#You can make it longer if you want but lets keep it nice to 6 digits - -##Tap Parts -TapNoteAdditionTextureCoordOffsetX=0.5 -TapNoteAdditionTextureCoordOffsetY=0.125 -TapNoteNoteColorTextureCoordSpacingX=0 -TapNoteNoteColorTextureCoordSpacingY=0.125 -TapMineAdditionTextureCoordOffsetX=0 -TapMineAdditionTextureCoordOffsetY=0 -TapMineNoteColorTextureCoordSpacingX=0 -TapMineNoteColorTextureCoordSpacingY=0 -TapLiftAdditionTextureCoordOffsetX=0 -TapLiftAdditionTextureCoordOffsetY=0 -TapLiftNoteColorTextureCoordSpacingX=0 -TapLiftNoteColorTextureCoordSpacingY=0 -TapFakeAdditionTextureCoordOffsetX=0.5 -TapFakeAdditionTextureCoordOffsetY=0.1 -TapFakeNoteColorTextureCoordSpacingX=0 -TapFakeNoteColorTextureCoordSpacingY=0.125 -##Hold Parts -HoldHeadAdditionTextureCoordOffsetX=0.5 -HoldHeadAdditionTextureCoordOffsetY=0.125 -HoldHeadNoteColorTextureCoordSpacingX=0 -HoldHeadNoteColorTextureCoordSpacingY=0.125 -HoldTopCapAdditionTextureCoordOffsetX=0 -HoldTopCapAdditionTextureCoordOffsetY=0 -HoldTopCapNoteColorTextureCoordSpacingX=0 -HoldTopCapNoteColorTextureCoordSpacingY=0 -HoldBodyAdditionTextureCoordOffsetX=0 -HoldBodyAdditionTextureCoordOffsetY=0 -HoldBodyNoteColorTextureCoordSpacingX=0 -HoldBodyNoteColorTextureCoordSpacingY=0 -HoldBottomCapAdditionTextureCoordOffsetX=0 -HoldBottomCapAdditionTextureCoordOffsetY=0 -HoldBottomCapNoteColorTextureCoordSpacingX=0 -HoldBottomCapNoteColorTextureCoordSpacingY=0 -HoldTailAdditionTextureCoordOffsetX=0 -HoldTailAdditionTextureCoordOffsetY=0 -HoldTailNoteColorTextureCoordSpacingX=0 -HoldTailNoteColorTextureCoordSpacingY=0 -##Roll Parts -RollHeadAdditionTextureCoordOffsetX=0 -RollHeadAdditionTextureCoordOffsetY=0 -RollHeadNoteColorTextureCoordSpacingX=0 -RollHeadNoteColorTextureCoordSpacingY=0 -RollTopCapAdditionTextureCoordOffsetX=0 -RollTopCapAdditionTextureCoordOffsetY=0 -RollTopCapNoteColorTextureCoordSpacingX=0 -RollTopCapNoteColorTextureCoordSpacingY=0 -RollBodyAdditionTextureCoordOffsetX=0 -RollBodyAdditionTextureCoordOffsetY=0 -RollBodyNoteColorTextureCoordSpacingX=0 -RollBodyNoteColorTextureCoordSpacingY=0 -RollBottomCapAdditionTextureCoordOffsetX=0 -RollBottomCapAdditionTextureCoordOffsetY=0 -RollBottomCapNoteColorTextureCoordSpacingX=0 -RollBottomCapNoteColorTextureCoordSpacingY=0 -RollTailAdditionTextureCoordOffsetX=0 -RollTailAdditionTextureCoordOffsetY=0 -RollTailNoteColorTextureCoordSpacingX=0 -RollTailNoteColorTextureCoordSpacingY=0 - - -#Other Stuff -DrawHoldHeadForTapsOnSameRow=1 -DrawRollHeadForTapsOnSameRow=1 -TapHoldRollOnRowMeansHold=1 -StartDrawingHoldBodyOffsetFromHead=0 -StopDrawingHoldBodyOffsetFromTail=0 -HoldLetGoGrayPercent=1 -UseLighting=0 -ReverseDrawOrder=1101 -HoldHeadIsAboveWavyParts=1 -HoldTailIsAboveWavyParts=1 -HoldActiveIsAddLayer=0 - - -#Edit this incase you want to make noteskin for reverse or both -FlipHoldBodyWhenReverse=1 -FlipHeadAndTailWhenReverse=1 -TopHoldAnchorWhenReverse=1 - - -#Diffuse Info v2 - -#Diffuse uses a color code to define the diffuse -#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1 -#The way it works is pretty easy -#It is based on the Red,Blue,Green,Alpha value that you get with color -#But instead of 255,255,255,255 it uses 1,1,1,1 -#So if you want to use a RBG value from an image like for example Taupe -#Which has a value of 72,60,50 , What we just do is / 254 on every value -#And we also add a Alpha (for transparent) value between 0.1 and 1 -#So We get 0.283464,0.236220,0.196850,0.6 -#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big) -#diffuse,1,1,1,1 is the basic code -#Change them to which value you want -#add ; at the end of your command incase you add more commands - -[GhostArrowDim] -NoneCommand= -HitMineCommand=visible,false -AvoidMineCommand= -MissCommand= -#Boo explosion -W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Good explosion -W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Great explosion -W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Perfect explosion -W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Marvelous explosion -W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Hold end commands -LetGoCommand= -HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 - -[GhostArrowBright] -NoneCommand= -HitMineCommand=visible,false -AvoidMineCommand= -MissCommand= -#Boo explosion -W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Good explosion -W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Great explosion -W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Perfect explosion -W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Marvelous explosion -W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 -#Hold end commands -LetGoCommand= -HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 - -[ReceptorArrow] -#For InitCommand take a look at "Down Receptor.lua" -#InitCommand= -NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1 -PressCommand= -LiftCommand= -AvoidMineCommand= -#The way the receptor responds when you hit an arrow on specified judgment -#Boo command -W5Command=stoptweening -#Good command -W4Command=stoptweening -#Great command -W3Command=stoptweening -#Perfect command -W2Command=stoptweening -#Marvelous command -W1Command=stoptweening - -[HoldGhostArrow] -#The way the hold arrow reacts -HoldingOnCommand=visible,true -HoldingOffCommand=visible,false -RollOnCommand=visible,true -RollOffCommand=visible,false - -[Press] -ReverseOnCommand=vertalign,bottom -ReverseOffCommand=vertalign,top -PressCommand=visible,true +#USW Metric Version V2 +#Made for Version Stepmania 5 Preview 2 + +#I am the bone of my noteskin +#Arrows are my body, and explosions are my blood +#I have created over a thousand noteskins +#Unknown to death +#Nor known to life +#Have withstood pain to create many noteskins +#Yet these hands will never hold anything +#So as I pray, Unlimited Stepman Works + +[Global] +#Noteskin this noteskin falls back on +#We normaly make this fallback on common +#Because its the global noteskin every default fallsback on to +FallbackNoteSkin=common + +[NoteDisplay] +#Noteskin Animation Lengths +AnimationIsBeatBased=1 + +##Tap Parts +TapNoteAnimationLength=4 +TapMineAnimationLength=4 +TapLiftAnimationLength=4 +TapFakeAnimationLength=4 +##Hold Parts +HoldHeadAnimationLength=4 +HoldTopCapAnimationLength=4 +HoldBottomCapAnimationLength=4 +HoldBodyAnimationLength=4 +HoldTailAnimationLength=4 +##Roll Parts +RollHeadAnimationLength=4 +RollTopCapAnimationLength=4 +RollBottomCapAnimationLength=4 +RollBodyAnimationLength=4 +RollTailAnimationLength=4 + + +#Define if noteskin is Vivid or not +#Value 1 = true, Value 0 = false + +##Tap Parts +TapNoteAnimationIsVivid=0 +TapMineAnimationIsVivid=0 +TapFakeAnimationIsVivid=0 +TapLiftAnimationIsVivid=0 +##Hold Parts +HoldHeadAnimationIsVivid=0 +HoldTopCapAnimationIsVivid=0 +HoldBodyAnimationIsVivid=0 +HoldBottomCapAnimationIsVivid=0 +HoldTailAnimationIsVivid=0 +##Roll Parts +RollHeadAnimationIsVivid=0 +RollTopCapAnimationIsVivid=0 +RollBodyAnimationIsVivid=0 +RollBottomCapAnimationIsVivid=0 +RollTailAnimationIsVivid=0 + + +#Texture Coord Offest Info + +#This is the TextureCoordOffset which we use for Rhythm colored noteskins +#If you dont want to use it, just keep the value 0 +#Rhythm colored noteskins are noteskins that have different colors for every +#4th, 8th, 12th, 16th and so on +#To use this you need to use simple math because it isnt based on the size of +#the image but its based on the total value of the size which is 1 +#So if you got 9 frames (including 192nd) +#You need to run this simple math +# 1 / 9 = 0.11111111111111111111111111 (and so on) +#Because using the entire value is to long, lets make it smaler to 6 digits +#You can make it longer if you want but lets keep it nice to 6 digits + +##Tap Parts +TapNoteAdditionTextureCoordOffsetX=0.5 +TapNoteAdditionTextureCoordOffsetY=0.125 +TapNoteNoteColorTextureCoordSpacingX=0 +TapNoteNoteColorTextureCoordSpacingY=0.125 +TapMineAdditionTextureCoordOffsetX=0 +TapMineAdditionTextureCoordOffsetY=0 +TapMineNoteColorTextureCoordSpacingX=0 +TapMineNoteColorTextureCoordSpacingY=0 +TapLiftAdditionTextureCoordOffsetX=0 +TapLiftAdditionTextureCoordOffsetY=0 +TapLiftNoteColorTextureCoordSpacingX=0 +TapLiftNoteColorTextureCoordSpacingY=0 +TapFakeAdditionTextureCoordOffsetX=0.5 +TapFakeAdditionTextureCoordOffsetY=0.1 +TapFakeNoteColorTextureCoordSpacingX=0 +TapFakeNoteColorTextureCoordSpacingY=0.125 +##Hold Parts +HoldHeadAdditionTextureCoordOffsetX=0.5 +HoldHeadAdditionTextureCoordOffsetY=0.125 +HoldHeadNoteColorTextureCoordSpacingX=0 +HoldHeadNoteColorTextureCoordSpacingY=0.125 +HoldTopCapAdditionTextureCoordOffsetX=0 +HoldTopCapAdditionTextureCoordOffsetY=0 +HoldTopCapNoteColorTextureCoordSpacingX=0 +HoldTopCapNoteColorTextureCoordSpacingY=0 +HoldBodyAdditionTextureCoordOffsetX=0 +HoldBodyAdditionTextureCoordOffsetY=0 +HoldBodyNoteColorTextureCoordSpacingX=0 +HoldBodyNoteColorTextureCoordSpacingY=0 +HoldBottomCapAdditionTextureCoordOffsetX=0 +HoldBottomCapAdditionTextureCoordOffsetY=0 +HoldBottomCapNoteColorTextureCoordSpacingX=0 +HoldBottomCapNoteColorTextureCoordSpacingY=0 +HoldTailAdditionTextureCoordOffsetX=0 +HoldTailAdditionTextureCoordOffsetY=0 +HoldTailNoteColorTextureCoordSpacingX=0 +HoldTailNoteColorTextureCoordSpacingY=0 +##Roll Parts +RollHeadAdditionTextureCoordOffsetX=0 +RollHeadAdditionTextureCoordOffsetY=0 +RollHeadNoteColorTextureCoordSpacingX=0 +RollHeadNoteColorTextureCoordSpacingY=0 +RollTopCapAdditionTextureCoordOffsetX=0 +RollTopCapAdditionTextureCoordOffsetY=0 +RollTopCapNoteColorTextureCoordSpacingX=0 +RollTopCapNoteColorTextureCoordSpacingY=0 +RollBodyAdditionTextureCoordOffsetX=0 +RollBodyAdditionTextureCoordOffsetY=0 +RollBodyNoteColorTextureCoordSpacingX=0 +RollBodyNoteColorTextureCoordSpacingY=0 +RollBottomCapAdditionTextureCoordOffsetX=0 +RollBottomCapAdditionTextureCoordOffsetY=0 +RollBottomCapNoteColorTextureCoordSpacingX=0 +RollBottomCapNoteColorTextureCoordSpacingY=0 +RollTailAdditionTextureCoordOffsetX=0 +RollTailAdditionTextureCoordOffsetY=0 +RollTailNoteColorTextureCoordSpacingX=0 +RollTailNoteColorTextureCoordSpacingY=0 + + +#Other Stuff +DrawHoldHeadForTapsOnSameRow=1 +DrawRollHeadForTapsOnSameRow=1 +TapHoldRollOnRowMeansHold=1 +StartDrawingHoldBodyOffsetFromHead=0 +StopDrawingHoldBodyOffsetFromTail=0 +HoldLetGoGrayPercent=1 +UseLighting=0 +ReverseDrawOrder=1101 +HoldHeadIsAboveWavyParts=1 +HoldTailIsAboveWavyParts=1 +HoldActiveIsAddLayer=0 + + +#Edit this incase you want to make noteskin for reverse or both +FlipHoldBodyWhenReverse=1 +FlipHeadAndTailWhenReverse=1 +TopHoldAnchorWhenReverse=1 + + +#Diffuse Info v2 + +#Diffuse uses a color code to define the diffuse +#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1 +#The way it works is pretty easy +#It is based on the Red,Blue,Green,Alpha value that you get with color +#But instead of 255,255,255,255 it uses 1,1,1,1 +#So if you want to use a RBG value from an image like for example Taupe +#Which has a value of 72,60,50 , What we just do is / 254 on every value +#And we also add a Alpha (for transparent) value between 0.1 and 1 +#So We get 0.283464,0.236220,0.196850,0.6 +#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big) +#diffuse,1,1,1,1 is the basic code +#Change them to which value you want +#add ; at the end of your command incase you add more commands + +[GhostArrowDim] +NoneCommand= +HitMineCommand=visible,false +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Hold end commands +LetGoCommand= +HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 + +[GhostArrowBright] +NoneCommand= +HitMineCommand=visible,false +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0 +#Hold end commands +LetGoCommand= +HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 + +[ReceptorArrow] +#For InitCommand take a look at "Down Receptor.lua" +#InitCommand= +NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1 +PressCommand= +LiftCommand= +AvoidMineCommand= +#The way the receptor responds when you hit an arrow on specified judgment +#Boo command +W5Command=stoptweening +#Good command +W4Command=stoptweening +#Great command +W3Command=stoptweening +#Perfect command +W2Command=stoptweening +#Marvelous command +W1Command=stoptweening + +[HoldGhostArrow] +#The way the hold arrow reacts +HoldingOnCommand=visible,true +HoldingOffCommand=visible,false +RollOnCommand=visible,true +RollOffCommand=visible,false + +[Press] +ReverseOnCommand=vertalign,bottom +ReverseOffCommand=vertalign,top +PressCommand=visible,true LiftCommand=visible,false \ No newline at end of file