diff --git a/NoteSkins/common/_Editor/Center Hold Body Active (res 64x32).png b/NoteSkins/common/_Editor/Center Hold Body Active (res 64x32).png index ebd9f10906..ee70ab7abb 100644 Binary files a/NoteSkins/common/_Editor/Center Hold Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Hold Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Hold Body Inactive (res 64x32).png index bee512ac69..597a5e0d29 100644 Binary files a/NoteSkins/common/_Editor/Center Hold Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Hold BottomCap active (res 64x32).png b/NoteSkins/common/_Editor/Center Hold BottomCap active (res 64x32).png index fcac61302b..7edc5c4b19 100644 Binary files a/NoteSkins/common/_Editor/Center Hold BottomCap active (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold BottomCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Hold BottomCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Hold BottomCap inactive (res 64x32).png index 2159c4fd81..6442a61c59 100644 Binary files a/NoteSkins/common/_Editor/Center Hold BottomCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold BottomCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Hold Explosion.lua b/NoteSkins/common/_Editor/Center Hold Explosion.lua index 4150444446..bf0ee30845 100644 --- a/NoteSkins/common/_Editor/Center Hold Explosion.lua +++ b/NoteSkins/common/_Editor/Center Hold Explosion.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_center', 'explosion' ); - InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_center', 'explosion' ); + InitCommand=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Center Hold TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Center Hold TopCap active (res 64x32).png index 983c55d788..ec8475e332 100644 Binary files a/NoteSkins/common/_Editor/Center Hold TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Hold TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Hold TopCap inactive (res 64x32).png index 8fb80020a4..c4c59c9d62 100644 Binary files a/NoteSkins/common/_Editor/Center Hold TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Hold TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll Body Active (res 64x32).png b/NoteSkins/common/_Editor/Center Roll Body Active (res 64x32).png index 2ecfd9bd55..f81e27b763 100644 Binary files a/NoteSkins/common/_Editor/Center Roll Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Roll Body Inactive (res 64x32).png index 66c702f748..deccf4e9e5 100644 Binary files a/NoteSkins/common/_Editor/Center Roll Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll BottomCap active (res 64x32).png b/NoteSkins/common/_Editor/Center Roll BottomCap active (res 64x32).png index 61e6dbee2c..98ac707210 100644 Binary files a/NoteSkins/common/_Editor/Center Roll BottomCap active (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll BottomCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll BottomCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Roll BottomCap inactive (res 64x32).png index ecf7e0fe8d..3792490b97 100644 Binary files a/NoteSkins/common/_Editor/Center Roll BottomCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll BottomCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Center Roll TopCap active (res 64x32).png index f8355ae331..121e085fa4 100644 Binary files a/NoteSkins/common/_Editor/Center Roll TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Roll TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Center Roll TopCap inactive (res 64x32).png index 8e13518272..56eee74962 100644 Binary files a/NoteSkins/common/_Editor/Center Roll TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Center Roll TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua b/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua index 9c6684f4ae..2eeebaf01c 100644 --- a/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua +++ b/NoteSkins/common/_Editor/Center Tap Explosion Bright.lua @@ -1,8 +1,8 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_center', 'explosion' ); - W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); - W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_center', 'explosion' ); + W1Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W2Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W3Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W4Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); + W5Command=cmd(blend,"BlendMode_Add";finishtweening;diffusealpha,0.2;zoom,0.6;linear,0.1;diffusealpha,0;zoom,0.8); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/CenterP1 Receptor.lua b/NoteSkins/common/_Editor/CenterP1 Receptor.lua index 7110473e55..44301fe945 100644 --- a/NoteSkins/common/_Editor/CenterP1 Receptor.lua +++ b/NoteSkins/common/_Editor/CenterP1 Receptor.lua @@ -1,21 +1,21 @@ ---If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. ---If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. ---NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); - -local t = Def.ActorFrame { - Def.Sprite { - Texture=NOTESKIN:GetPath( "_centerp1", "Tap Note" ); - Frame0000=99; - Delay0000=1; - InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); - NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); - PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); - LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); - W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); - W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); - W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); - W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); - W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); - }; -}; -return t; +--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. +--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. +--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); + +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( "_centerp1", "Tap Note" ); + Frame0000=99; + Delay0000=1; + InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); + NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); + PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); + LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); + W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); + W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); + W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); + W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); + W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); + }; +}; +return t; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua b/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua index 97bba2dfed..7b68235436 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Fake.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap fake' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua b/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua index 99d15c454a..8bcd9c58d7 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Lift.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap lift' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/CenterP1 Tap Note.lua b/NoteSkins/common/_Editor/CenterP1 Tap Note.lua index 1dc5e4b7dc..a1a86c79c8 100644 --- a/NoteSkins/common/_Editor/CenterP1 Tap Note.lua +++ b/NoteSkins/common/_Editor/CenterP1 Tap Note.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_centerp1', 'tap note' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/Down Hold Body Active (res 64x32).png b/NoteSkins/common/_Editor/Down Hold Body Active (res 64x32).png index 82b7df438b..23acc2bc6d 100644 Binary files a/NoteSkins/common/_Editor/Down Hold Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Down Hold Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Hold Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Down Hold Body Inactive (res 64x32).png index b5fce67e67..314b1caf35 100644 Binary files a/NoteSkins/common/_Editor/Down Hold Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Down Hold Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Hold BottomCap active (res 64x64).png b/NoteSkins/common/_Editor/Down Hold BottomCap active (res 64x64).png index f43218dd8d..5400350d57 100644 Binary files a/NoteSkins/common/_Editor/Down Hold BottomCap active (res 64x64).png and b/NoteSkins/common/_Editor/Down Hold BottomCap active (res 64x64).png differ diff --git a/NoteSkins/common/_Editor/Down Hold BottomCap inactive (res 64x64).png b/NoteSkins/common/_Editor/Down Hold BottomCap inactive (res 64x64).png index 954cdcd649..5b26a81ff6 100644 Binary files a/NoteSkins/common/_Editor/Down Hold BottomCap inactive (res 64x64).png and b/NoteSkins/common/_Editor/Down Hold BottomCap inactive (res 64x64).png differ diff --git a/NoteSkins/common/_Editor/Down Hold Explosion.lua b/NoteSkins/common/_Editor/Down Hold Explosion.lua index 3059d46081..08421bd761 100644 --- a/NoteSkins/common/_Editor/Down Hold Explosion.lua +++ b/NoteSkins/common/_Editor/Down Hold Explosion.lua @@ -1,6 +1,6 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=0; - Delay0000=1; - InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25); +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=0; + Delay0000=1; + InitCommand=cmd(diffuseblink;effectcolor1,1,1,1,0.8;effectcolor2,1,1,1,1;effectclock,'beat';effectperiod,0.25); }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Down Hold TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Down Hold TopCap active (res 64x32).png index 8b58946c79..58e52c3779 100644 Binary files a/NoteSkins/common/_Editor/Down Hold TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Down Hold TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Hold TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Down Hold TopCap inactive (res 64x32).png index 4766bd53bc..9c1f9728c9 100644 Binary files a/NoteSkins/common/_Editor/Down Hold TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Down Hold TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Receptor.lua b/NoteSkins/common/_Editor/Down Receptor.lua index 064c7a4f0f..5c7ad1a54b 100644 --- a/NoteSkins/common/_Editor/Down Receptor.lua +++ b/NoteSkins/common/_Editor/Down Receptor.lua @@ -1,21 +1,21 @@ ---If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. ---If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. ---NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); - -local t = Def.ActorFrame { - Def.Sprite { - Texture=NOTESKIN:GetPath( "_Down", "Tap Note" ); - Frame0000=69; - Delay0000=1; - InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); - NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); - PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); - LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); - W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); - W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); - W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); - W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); - W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); - }; -}; -return t; +--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. +--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. +--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); + +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( "_Down", "Tap Note" ); + Frame0000=69; + Delay0000=1; + InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); + NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); + PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); + LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); + W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); + W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); + W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); + W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); + W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); + }; +}; +return t; diff --git a/NoteSkins/common/_Editor/Down Roll Body Active (res 64x32).png b/NoteSkins/common/_Editor/Down Roll Body Active (res 64x32).png index 73d6b3567d..5f7fdda7d1 100644 Binary files a/NoteSkins/common/_Editor/Down Roll Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Down Roll Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Roll Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Down Roll Body Inactive (res 64x32).png index 0d7c9dffbc..d52f3d0ded 100644 Binary files a/NoteSkins/common/_Editor/Down Roll Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Down Roll Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Roll BottomCap active (res 64x64).png b/NoteSkins/common/_Editor/Down Roll BottomCap active (res 64x64).png index 1e69c6ee27..cece540099 100644 Binary files a/NoteSkins/common/_Editor/Down Roll BottomCap active (res 64x64).png and b/NoteSkins/common/_Editor/Down Roll BottomCap active (res 64x64).png differ diff --git a/NoteSkins/common/_Editor/Down Roll BottomCap inactive (res 64x64).png b/NoteSkins/common/_Editor/Down Roll BottomCap inactive (res 64x64).png index e4c49d2702..659992c6e5 100644 Binary files a/NoteSkins/common/_Editor/Down Roll BottomCap inactive (res 64x64).png and b/NoteSkins/common/_Editor/Down Roll BottomCap inactive (res 64x64).png differ diff --git a/NoteSkins/common/_Editor/Down Roll TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Down Roll TopCap active (res 64x32).png index 97b4b002d8..c2db8e6b0b 100644 Binary files a/NoteSkins/common/_Editor/Down Roll TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Down Roll TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Roll TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Down Roll TopCap inactive (res 64x32).png index 997a6e6a7f..cb759c3d40 100644 Binary files a/NoteSkins/common/_Editor/Down Roll TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Down Roll TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua b/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua index a0cd5d78f6..9cb8fe2f98 100644 --- a/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua +++ b/NoteSkins/common/_Editor/Down Tap Explosion Bright.lua @@ -1,5 +1,5 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=1; - Delay0000=1; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=1; + Delay0000=1; }; \ No newline at end of file diff --git a/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua b/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua index c53a6b3000..e345dce844 100644 --- a/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua +++ b/NoteSkins/common/_Editor/Down Tap Explosion Dim.lua @@ -1,5 +1,5 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'explosion' ); - Frame0000=0; - Delay0000=1; -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'explosion' ); + Frame0000=0; + Delay0000=1; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Fake.lua b/NoteSkins/common/_Editor/Down Tap Fake.lua index 44fecf6fee..9e9569eef6 100644 --- a/NoteSkins/common/_Editor/Down Tap Fake.lua +++ b/NoteSkins/common/_Editor/Down Tap Fake.lua @@ -1,19 +1,19 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap fake' ); - Frame0000=0; - Delay0000=1; - Frame0001=1; - Delay0001=1; - Frame0002=2; - Delay0002=1; - Frame0003=3; - Delay0003=1; - Frame0004=0; - Delay0004=1; - Frame0005=1; - Delay0005=1; - Frame0006=2; - Delay0006=1; - Frame0007=3; - Delay0007=1; -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap fake' ); + Frame0000=0; + Delay0000=1; + Frame0001=1; + Delay0001=1; + Frame0002=2; + Delay0002=1; + Frame0003=3; + Delay0003=1; + Frame0004=0; + Delay0004=1; + Frame0005=1; + Delay0005=1; + Frame0006=2; + Delay0006=1; + Frame0007=3; + Delay0007=1; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Lift.lua b/NoteSkins/common/_Editor/Down Tap Lift.lua index 1b31a9f864..f21796984f 100644 --- a/NoteSkins/common/_Editor/Down Tap Lift.lua +++ b/NoteSkins/common/_Editor/Down Tap Lift.lua @@ -1,19 +1,19 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap lift' ); - Frame0000=0; - Delay0000=1; - Frame0001=1; - Delay0001=1; - Frame0002=2; - Delay0002=1; - Frame0003=3; - Delay0003=1; - Frame0004=0; - Delay0004=1; - Frame0005=1; - Delay0005=1; - Frame0006=2; - Delay0006=1; - Frame0007=3; - Delay0007=1; -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap lift' ); + Frame0000=0; + Delay0000=1; + Frame0001=1; + Delay0001=1; + Frame0002=2; + Delay0002=1; + Frame0003=3; + Delay0003=1; + Frame0004=0; + Delay0004=1; + Frame0005=1; + Delay0005=1; + Frame0006=2; + Delay0006=1; + Frame0007=3; + Delay0007=1; +}; diff --git a/NoteSkins/common/_Editor/Down Tap Mine.lua b/NoteSkins/common/_Editor/Down Tap Mine.lua index 486df513ee..5a9d0d6a1e 100644 --- a/NoteSkins/common/_Editor/Down Tap Mine.lua +++ b/NoteSkins/common/_Editor/Down Tap Mine.lua @@ -1,18 +1,18 @@ -local t = Def.ActorFrame { - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat'); - }; - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine base' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80); - }; - Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' ); - Frames = Sprite.LinearFrames( 1, 1 ); - InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40); - }; -}; -return t; +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine underlay' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(diffuseshift;effectcolor1,0.4,0,0,1;effectcolor2,1,0,0,1;effectclock,'beat'); + }; + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine base' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,80); + }; + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine overlay' ); + Frames = Sprite.LinearFrames( 1, 1 ); + InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-40); + }; +}; +return t; diff --git a/NoteSkins/common/_Editor/Down Tap Note.lua b/NoteSkins/common/_Editor/Down Tap Note.lua index 3dad65cdcf..9dd2588547 100644 --- a/NoteSkins/common/_Editor/Down Tap Note.lua +++ b/NoteSkins/common/_Editor/Down Tap Note.lua @@ -1,20 +1,20 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_down', 'tap note' ); - Frame0000=0; - Delay0000=1; - Frame0001=1; - Delay0001=1; - Frame0002=2; - Delay0002=1; - Frame0003=3; - Delay0003=1; - Frame0004=0; - Delay0004=1; - Frame0005=1; - Delay0005=1; - Frame0006=2; - Delay0006=1; - Frame0007=3; - Delay0007=1; - -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap note' ); + Frame0000=0; + Delay0000=1; + Frame0001=1; + Delay0001=1; + Frame0002=2; + Delay0002=1; + Frame0003=3; + Delay0003=1; + Frame0004=0; + Delay0004=1; + Frame0005=1; + Delay0005=1; + Frame0006=2; + Delay0006=1; + Frame0007=3; + Delay0007=1; + +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua b/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua index 1a3dbb27bd..5de741ec49 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Receptor.lua @@ -1,21 +1,21 @@ ---If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. ---If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. ---NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); - -local t = Def.ActorFrame { - Def.Sprite { - Texture=NOTESKIN:GetPath( "_downleftp1", "Tap Note" ); - Frame0000=99; - Delay0000=1; - InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); - NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); - PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); - LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); - W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); - W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); - W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); - W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); - W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); - }; -}; -return t; +--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. +--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. +--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); + +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( "_downleftp1", "Tap Note" ); + Frame0000=99; + Delay0000=1; + InitCommand=cmd(;glowblink;effectcolor1,0.4,0.4,0.4,0.4;effectcolor2,0.8,0.8,0.8,0.4;effectclock,'beat';effecttiming,0.2,0,0.8,0); + NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); + PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); + LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); + W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); + W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); + W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); + W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); + W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); + }; +}; +return t; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua index 5e96c11957..e71e9b31fe 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Fake.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_downleftp1', 'tap fake' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_downleftp1', 'tap fake' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua index 020d01ba72..934d8163bf 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Lift.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_downleftp1', 'tap lift' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_downleftp1', 'tap lift' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua b/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua index 98db610575..220a50d590 100644 --- a/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua +++ b/NoteSkins/common/_Editor/DownLeftP1 Tap Note.lua @@ -1,4 +1,4 @@ -return Def.Sprite { - Texture=NOTESKIN:GetPath( '_downleftp1', 'tap note' ); - Frames = Sprite.LinearFrames( 6, 1 ); -}; +return Def.Sprite { + Texture=NOTESKIN:GetPath( '_downleftp1', 'tap note' ); + Frames = Sprite.LinearFrames( 6, 1 ); +}; diff --git a/NoteSkins/common/_Editor/Left Hold Body Active (res 64x32).png b/NoteSkins/common/_Editor/Left Hold Body Active (res 64x32).png index 8eaeda66c3..23b82efe4c 100644 Binary files a/NoteSkins/common/_Editor/Left Hold Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Hold Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Hold Body Inactive (res 64x32).png index ae8bdf6fa5..b17f1b97da 100644 Binary files a/NoteSkins/common/_Editor/Left Hold Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Hold BottomCap active (res 64x32).png b/NoteSkins/common/_Editor/Left Hold BottomCap active (res 64x32).png index 7bdc7294db..0bd7e2e9b6 100644 Binary files a/NoteSkins/common/_Editor/Left Hold BottomCap active (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold BottomCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Hold BottomCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Hold BottomCap inactive (res 64x32).png index d85171319e..9086b97c03 100644 Binary files a/NoteSkins/common/_Editor/Left Hold BottomCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold BottomCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Hold TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Left Hold TopCap active (res 64x32).png index 1cd9f695e3..f7839a1a6f 100644 Binary files a/NoteSkins/common/_Editor/Left Hold TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Hold TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Hold TopCap inactive (res 64x32).png index b3b6702d9d..f53d8afbce 100644 Binary files a/NoteSkins/common/_Editor/Left Hold TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Hold TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll Body Active (res 64x32).png b/NoteSkins/common/_Editor/Left Roll Body Active (res 64x32).png index cdcb76f37a..20c4593788 100644 Binary files a/NoteSkins/common/_Editor/Left Roll Body Active (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll Body Active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll Body Inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Roll Body Inactive (res 64x32).png index d067b45060..2b2d6580b7 100644 Binary files a/NoteSkins/common/_Editor/Left Roll Body Inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll Body Inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll BottomCap active (res 64x32).png b/NoteSkins/common/_Editor/Left Roll BottomCap active (res 64x32).png index fdb76e7857..2d92988d4a 100644 Binary files a/NoteSkins/common/_Editor/Left Roll BottomCap active (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll BottomCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll BottomCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Roll BottomCap inactive (res 64x32).png index ccd2d8d404..22aeb978da 100644 Binary files a/NoteSkins/common/_Editor/Left Roll BottomCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll BottomCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll TopCap active (res 64x32).png b/NoteSkins/common/_Editor/Left Roll TopCap active (res 64x32).png index 0e02454b74..5105d0f117 100644 Binary files a/NoteSkins/common/_Editor/Left Roll TopCap active (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll TopCap active (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/Left Roll TopCap inactive (res 64x32).png b/NoteSkins/common/_Editor/Left Roll TopCap inactive (res 64x32).png index 2103da8c90..e16bfded37 100644 Binary files a/NoteSkins/common/_Editor/Left Roll TopCap inactive (res 64x32).png and b/NoteSkins/common/_Editor/Left Roll TopCap inactive (res 64x32).png differ diff --git a/NoteSkins/common/_Editor/NoteSkin.lua b/NoteSkins/common/_Editor/NoteSkin.lua index 7eb2ce8cd3..7fe4e5aeb5 100644 --- a/NoteSkins/common/_Editor/NoteSkin.lua +++ b/NoteSkins/common/_Editor/NoteSkin.lua @@ -1,209 +1,209 @@ ---[[ -USW Noteskin.lua Version V2 -Made for Version Stepmania 5 Preview 4 - -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 - -If you want to know the list of lua commands you can use here is the main page for help http://kki.ajworld.net/lua/sm5/Lua.xml ---]] - -local ret = ... or {}; - ---I always had the problem were I wrote var instead of Var, which really iritated me wondering why a code wouldnt work ---You can edit it out if you want, But I'm just gonna leave it here so incase a person wants to make a noteskin ---And gets the same problem as me were you use var instead of Var, atleast this should make it still work ---But its best to use Var, And make sure to check all your code for little mistakes while you write ;) -local var = Var; - ---[[ -This is the general redirect table, Not the general redirect code, We use this if we are lazy ;) -Or if we cant a directon of a noteskin use the exact same files as another direction -The most re used direction in this case is "Down" -You can add and remove values if you want, It works for every game type, -If you want an easy way to know how all directions are called go in to stepmaniaoptions and change gametype -Then if you go to key configure look at the names for the keys, They are the same names that are used in the noteskin.lua ---]] -ret.RedirTable = -{ - Up = "Down", - Down = "Down", - Left = "Down", - Right = "Down", - Center = "Down", - DownLeft = "Down", - DownRight = "Down", - UpLeft = "Down", - UpRight = "Down", -}; - ---[[ -This is the general redirect code, We use this if we want to redirect parts of noteskins to other parts -Because unlike the ret.RedirTable which redirects everything to the defined direction. -Here we can add redirects for seperate elements which means we can use separate images if we want ---]] -local OldRedir = ret.Redir; -ret.Redir = function(sButton, sElement) - sButton, sElement = OldRedir(sButton, sElement); - - --This is were we call the ret.RedirTable and define it as sButton - --So it get called when we return sButton including the code under here - sButton = ret.RedirTable[sButton]; - - --We want to use custom hold/roll per direction, But keep global hold/roll heads and explosions. - if string.find(sElement, "Hold") or string.find(sElement, "Roll") then - if not string.find(sElement, "Head") and not string.find(sElement, "Explosion") then - if Var "Button" == "Left" then sButton = "Left"; end - if Var "Button" == "Right" then sButton = "Right"; end - if Var "Button" == "Down" then sButton = "Down"; end - if Var "Button" == "Up" then sButton = "Up"; end - if Var "Button" == "UpLeft" then sButton = "UpLeft"; end - if Var "Button" == "UpRight" then sButton = "UpRight"; end - end - end - - --Making Roll Head/Explosion fallback on Hold - if sElement == "Roll Head Inactive" then sElement = "Hold Head Inactive"; end - if sElement == "Roll Head Active" then sElement = "Hold Head Active"; end - if sElement == "Roll Explosion" then sElement = "Hold Explosion"; end - - --Adding stuff for more directions for diffrent gametypes - if GAMESTATE:GetCurrentGame():GetName() == "dance" then - --Making the Upleft and Upright Hold/Roll body/BottomCap/TopCap but not Explosions use SoloUpLeft and SoloUpRight instead - --When the gametype is dance this way we can define diffrent images for diffrent gametypes - if string.find(sElement, "Hold") or string.find(sElement, "Roll") then - if Var "Button" == "UpLeft" and not string.find(sElement, "Explosion") then sButton = "SoloUpLeft"; end - if Var "Button" == "UpRight" and not string.find(sElement, "Explosion") then sButton = "SoloUpRight"; end - end - end - if GAMESTATE:GetCurrentGame():GetName() == "pump" then - --Making Pump it up be rythm color based, Only problem is that in sm player 1 and player 2 noteskins are both defined as player 1 - --Need a way to get the parent but atm it ends up as nil because of no parent - --So Player 1 and 2 both use Player 1 images for now - --We also let every direction aside from Center use DownLeftp1 - if GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P1" then - if Var "Button" == "UpLeft" then sButton = "DownLeftp1"; end - if Var "Button" == "UpRight" then sButton = "DownLeftp1"; end - if Var "Button" == "DownLeft" then sButton = "DownLeftp1"; end - if Var "Button" == "DownRight" then sButton = "DownLeftp1"; end - if Var "Button" == "Center" then sButton = "Centerp1"; end - elseif GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P2" then - if Var "Button" == "UpLeft" then sButton = "Downleftp2"; end - if Var "Button" == "UpRight" then sButton = "Downleftp2"; end - if Var "Button" == "DownLeft" then sButton = "DownLeftp2"; end - if Var "Button" == "DownRight" then sButton = "DownLeftp2"; end - if Var "Button" == "Center" then sButton = "Centerp2"; end - end - --We already defined everything for diffrent players above - --But we want to use the same Center hold images for every direction and player - if string.find(sElement, "Bottomcap") then sButton = "Center"; end - if string.find(sElement, "Topcap") then sButton = "Center"; end - if string.find(sElement, "Body") then sButton = "Center"; end - --Lets also add explosion as Center - if string.find(sElement, "Explosion") then sButton = "Center"; end - if sElement == "Tap Explosion Dim" then sElement = "Tap Explosion Bright"; end - end - - --Define that every direction uses Tap Mine from Down - if Var "Element" == "Tap Mine" then sButton = "Down"; end - - return sButton, sElement; -end - ---[[ -This is the general function code -In here we can define how we want the stuff to act -Which basicly means instead of using a load of lua files for just some effect -We can just use code in here so we need to use less files -Which is nice if you want to save up space ;) -Only problem is that the Hold/Roll parts are written down in the code as sprite files -Which is the original old 3.9 code, Which basicly means that their code doesnt work in here - -Also unlike the general redirect code which has sElement and sButton defined in the common noteskin -They need to be defined here manualy which can be done with -local sElement = Var "Element"; -local sButton = Var "Button"; -To make it easier for everyone I already added them -The reason we use local to define the stuff is for when a code doesnt accept the full code -Like for example if we did string.find(Var "Element", "Down") it wouldnt work ---]] -local OldFunc = ret.Load; -function ret.Load() - local t = OldFunc(); - local sElement = Var "Element"; - local sButton = Var "Button"; - - --Explosion should not be rotated; it calls other actors. - if Var "Element" == "Explosion" then - t.BaseRotationZ = nil; - end - - - if GAMESTATE:GetCurrentGame():GetName() == "dance" then - --We define that we dont want the hold heads for UpLeft and UpRight to be rotated because we rotate them in a lua file - if Var "Button" == "UpLeft" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end - if Var "Button" == "UpRight" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end - end - if GAMESTATE:GetCurrentGame():GetName() == "pump" then - --Because the images for Pump it up are using the DownLeft for every direction aside from center, We let it be rotated here - --Because the rotate table is set up for dance and these are for PIU - if Var "Button" == "UpLeft" then t.BaseRotationZ = 90; end - if Var "Button" == "UpRight" then t.BaseRotationZ = 180; end - if Var "Button" == "DownLeft" then t.BaseRotationZ = nil; end - if Var "Button" == "DownRight" then t.BaseRotationZ = -90; end - if Var "Element" == "Tap Mine" then t.InitCommand=cmd(zoom,-0.8); end - end - return t; -end --- > - - ---Define which parts of noteskins which we want to rotate -ret.PartsToRotate = -{ - ["Receptor"] = true, - ["Tap Explosion Bright"] = true, - ["Tap Explosion Dim"] = true, - ["Tap Note"] = true, - ["Tap Fake"] = true, - ["Tap Lift"] = true, - ["Tap Addition"] = true, - ["Hold Explosion"] = true, - ["Hold Head Active"] = true, - ["Hold Head Inactive"] = true, - ["Roll Explosion"] = true, - ["Roll Head Active"] = true, - ["Roll Head Inactive"] = true, -}; ---Defined the parts to be rotated at which degree -ret.Rotate = -{ - Up = 180, - Down = 0, - Left = 90, - Right = -90, - UpLeft = 135, - UpRight = -135, - Center = 0, - DownLeft = 0, - DownRight = -0, -}; - ---Parts that should be Redirected to _Blank.png ---you can add/remove stuff if you want -ret.Blank = -{ - ["Hold Tail Active"] = true, - ["Hold Tail Inactive"] = true, - ["Roll Tail Active"] = true, - ["Roll Tail Inactive"] = true, -}; - ---dont forget to close the ret cuz else it wont work ;> -return ret; +--[[ +USW Noteskin.lua Version V2 +Made for Version Stepmania 5 Preview 4 + +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 + +If you want to know the list of lua commands you can use here is the main page for help http://kki.ajworld.net/lua/sm5/Lua.xml +--]] + +local ret = ... or {}; + +--I always had the problem were I wrote var instead of Var, which really iritated me wondering why a code wouldnt work +--You can edit it out if you want, But I'm just gonna leave it here so incase a person wants to make a noteskin +--And gets the same problem as me were you use var instead of Var, atleast this should make it still work +--But its best to use Var, And make sure to check all your code for little mistakes while you write ;) +local var = Var; + +--[[ +This is the general redirect table, Not the general redirect code, We use this if we are lazy ;) +Or if we cant a directon of a noteskin use the exact same files as another direction +The most re used direction in this case is "Down" +You can add and remove values if you want, It works for every game type, +If you want an easy way to know how all directions are called go in to stepmaniaoptions and change gametype +Then if you go to key configure look at the names for the keys, They are the same names that are used in the noteskin.lua +--]] +ret.RedirTable = +{ + Up = "Down", + Down = "Down", + Left = "Down", + Right = "Down", + Center = "Down", + DownLeft = "Down", + DownRight = "Down", + UpLeft = "Down", + UpRight = "Down", +}; + +--[[ +This is the general redirect code, We use this if we want to redirect parts of noteskins to other parts +Because unlike the ret.RedirTable which redirects everything to the defined direction. +Here we can add redirects for seperate elements which means we can use separate images if we want +--]] +local OldRedir = ret.Redir; +ret.Redir = function(sButton, sElement) + sButton, sElement = OldRedir(sButton, sElement); + + --This is were we call the ret.RedirTable and define it as sButton + --So it get called when we return sButton including the code under here + sButton = ret.RedirTable[sButton]; + + --We want to use custom hold/roll per direction, But keep global hold/roll heads and explosions. + if string.find(sElement, "Hold") or string.find(sElement, "Roll") then + if not string.find(sElement, "Head") and not string.find(sElement, "Explosion") then + if Var "Button" == "Left" then sButton = "Left"; end + if Var "Button" == "Right" then sButton = "Right"; end + if Var "Button" == "Down" then sButton = "Down"; end + if Var "Button" == "Up" then sButton = "Up"; end + if Var "Button" == "UpLeft" then sButton = "UpLeft"; end + if Var "Button" == "UpRight" then sButton = "UpRight"; end + end + end + + --Making Roll Head/Explosion fallback on Hold + if sElement == "Roll Head Inactive" then sElement = "Hold Head Inactive"; end + if sElement == "Roll Head Active" then sElement = "Hold Head Active"; end + if sElement == "Roll Explosion" then sElement = "Hold Explosion"; end + + --Adding stuff for more directions for diffrent gametypes + if GAMESTATE:GetCurrentGame():GetName() == "dance" then + --Making the Upleft and Upright Hold/Roll body/BottomCap/TopCap but not Explosions use SoloUpLeft and SoloUpRight instead + --When the gametype is dance this way we can define diffrent images for diffrent gametypes + if string.find(sElement, "Hold") or string.find(sElement, "Roll") then + if Var "Button" == "UpLeft" and not string.find(sElement, "Explosion") then sButton = "SoloUpLeft"; end + if Var "Button" == "UpRight" and not string.find(sElement, "Explosion") then sButton = "SoloUpRight"; end + end + end + if GAMESTATE:GetCurrentGame():GetName() == "pump" then + --Making Pump it up be rythm color based, Only problem is that in sm player 1 and player 2 noteskins are both defined as player 1 + --Need a way to get the parent but atm it ends up as nil because of no parent + --So Player 1 and 2 both use Player 1 images for now + --We also let every direction aside from Center use DownLeftp1 + if GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P1" then + if Var "Button" == "UpLeft" then sButton = "DownLeftp1"; end + if Var "Button" == "UpRight" then sButton = "DownLeftp1"; end + if Var "Button" == "DownLeft" then sButton = "DownLeftp1"; end + if Var "Button" == "DownRight" then sButton = "DownLeftp1"; end + if Var "Button" == "Center" then sButton = "Centerp1"; end + elseif GAMESTATE:GetMasterPlayerNumber() == "PlayerNumber_P2" then + if Var "Button" == "UpLeft" then sButton = "Downleftp2"; end + if Var "Button" == "UpRight" then sButton = "Downleftp2"; end + if Var "Button" == "DownLeft" then sButton = "DownLeftp2"; end + if Var "Button" == "DownRight" then sButton = "DownLeftp2"; end + if Var "Button" == "Center" then sButton = "Centerp2"; end + end + --We already defined everything for diffrent players above + --But we want to use the same Center hold images for every direction and player + if string.find(sElement, "Bottomcap") then sButton = "Center"; end + if string.find(sElement, "Topcap") then sButton = "Center"; end + if string.find(sElement, "Body") then sButton = "Center"; end + --Lets also add explosion as Center + if string.find(sElement, "Explosion") then sButton = "Center"; end + if sElement == "Tap Explosion Dim" then sElement = "Tap Explosion Bright"; end + end + + --Define that every direction uses Tap Mine from Down + if Var "Element" == "Tap Mine" then sButton = "Down"; end + + return sButton, sElement; +end + +--[[ +This is the general function code +In here we can define how we want the stuff to act +Which basicly means instead of using a load of lua files for just some effect +We can just use code in here so we need to use less files +Which is nice if you want to save up space ;) +Only problem is that the Hold/Roll parts are written down in the code as sprite files +Which is the original old 3.9 code, Which basicly means that their code doesnt work in here + +Also unlike the general redirect code which has sElement and sButton defined in the common noteskin +They need to be defined here manualy which can be done with +local sElement = Var "Element"; +local sButton = Var "Button"; +To make it easier for everyone I already added them +The reason we use local to define the stuff is for when a code doesnt accept the full code +Like for example if we did string.find(Var "Element", "Down") it wouldnt work +--]] +local OldFunc = ret.Load; +function ret.Load() + local t = OldFunc(); + local sElement = Var "Element"; + local sButton = Var "Button"; + + --Explosion should not be rotated; it calls other actors. + if Var "Element" == "Explosion" then + t.BaseRotationZ = nil; + end + + + if GAMESTATE:GetCurrentGame():GetName() == "dance" then + --We define that we dont want the hold heads for UpLeft and UpRight to be rotated because we rotate them in a lua file + if Var "Button" == "UpLeft" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end + if Var "Button" == "UpRight" and string.find(sElement, "Head") then t.BaseRotationZ = nil; end + end + if GAMESTATE:GetCurrentGame():GetName() == "pump" then + --Because the images for Pump it up are using the DownLeft for every direction aside from center, We let it be rotated here + --Because the rotate table is set up for dance and these are for PIU + if Var "Button" == "UpLeft" then t.BaseRotationZ = 90; end + if Var "Button" == "UpRight" then t.BaseRotationZ = 180; end + if Var "Button" == "DownLeft" then t.BaseRotationZ = nil; end + if Var "Button" == "DownRight" then t.BaseRotationZ = -90; end + if Var "Element" == "Tap Mine" then t.InitCommand=cmd(zoom,-0.8); end + end + return t; +end +-- > + + +--Define which parts of noteskins which we want to rotate +ret.PartsToRotate = +{ + ["Receptor"] = true, + ["Tap Explosion Bright"] = true, + ["Tap Explosion Dim"] = true, + ["Tap Note"] = true, + ["Tap Fake"] = true, + ["Tap Lift"] = true, + ["Tap Addition"] = true, + ["Hold Explosion"] = true, + ["Hold Head Active"] = true, + ["Hold Head Inactive"] = true, + ["Roll Explosion"] = true, + ["Roll Head Active"] = true, + ["Roll Head Inactive"] = true, +}; +--Defined the parts to be rotated at which degree +ret.Rotate = +{ + Up = 180, + Down = 0, + Left = 90, + Right = -90, + UpLeft = 135, + UpRight = -135, + Center = 0, + DownLeft = 0, + DownRight = -0, +}; + +--Parts that should be Redirected to _Blank.png +--you can add/remove stuff if you want +ret.Blank = +{ + ["Hold Tail Active"] = true, + ["Hold Tail Inactive"] = true, + ["Roll Tail Active"] = true, + ["Roll Tail Inactive"] = true, +}; + +--dont forget to close the ret cuz else it wont work ;> +return ret; diff --git a/NoteSkins/common/_Editor/Right Hold Body Active (res 64x32).png b/NoteSkins/common/_Editor/Right Hold Body Active (res 64x32).png index 6235717d0a..62d2ea7779 100644 Binary files a/NoteSkins/common/_Editor/Right Hold Body Active (res 64x32).png and 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1x9 (res 64x576).png differ diff --git a/NoteSkins/common/_Editor/_Down Tap Mine Underlay 1x9 (res 64x576).png b/NoteSkins/common/_Editor/_Down Tap Mine Underlay 1x9 (res 64x576).png index 02641333b9..a8d92a2207 100644 Binary files a/NoteSkins/common/_Editor/_Down Tap Mine Underlay 1x9 (res 64x576).png and b/NoteSkins/common/_Editor/_Down Tap Mine Underlay 1x9 (res 64x576).png differ diff --git a/NoteSkins/common/_Editor/_Down Tap Note 8x9 (res 512x576).png b/NoteSkins/common/_Editor/_Down Tap Note 8x9 (res 512x576).png index 809a67bd9e..2eac9efefc 100644 Binary files a/NoteSkins/common/_Editor/_Down Tap Note 8x9 (res 512x576).png and b/NoteSkins/common/_Editor/_Down Tap Note 8x9 (res 512x576).png differ diff --git a/NoteSkins/common/_Editor/_DownLeftP1 Tap Fake 6x9 (res 384x576).png b/NoteSkins/common/_Editor/_DownLeftP1 Tap Fake 6x9 (res 384x576).png index 3a4f631948..c9e31989f7 100644 Binary files a/NoteSkins/common/_Editor/_DownLeftP1 Tap Fake 6x9 (res 384x576).png and b/NoteSkins/common/_Editor/_DownLeftP1 Tap Fake 6x9 (res 384x576).png differ diff --git a/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png b/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png new file mode 100644 index 0000000000..d7eb5602cb Binary files /dev/null and b/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png differ diff --git a/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png b/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png deleted file mode 100644 index 6a7908e57e..0000000000 Binary files a/NoteSkins/common/_Editor/_DownLeftP1 Tap Lift 6x9 (res 384x576).png.png and /dev/null differ diff --git a/NoteSkins/common/_Editor/_DownLeftP1 Tap Note 12x9 (res 768x576).png b/NoteSkins/common/_Editor/_DownLeftP1 Tap Note 12x9 (res 768x576).png index 39432d532b..7f1b415681 100644 Binary files a/NoteSkins/common/_Editor/_DownLeftP1 Tap Note 12x9 (res 768x576).png and b/NoteSkins/common/_Editor/_DownLeftP1 Tap Note 12x9 (res 768x576).png differ diff --git a/NoteSkins/common/_Editor/_upleftsolo underlay 1x9 (res 64x576).png b/NoteSkins/common/_Editor/_upleftsolo underlay 1x9 (res 64x576).png index 8a855119d6..309cfde9f0 100644 Binary files a/NoteSkins/common/_Editor/_upleftsolo underlay 1x9 (res 64x576).png and b/NoteSkins/common/_Editor/_upleftsolo underlay 1x9 (res 64x576).png differ diff --git a/NoteSkins/common/_Editor/metrics.ini b/NoteSkins/common/_Editor/metrics.ini index 730bf31fce..9e784b7f05 100644 --- a/NoteSkins/common/_Editor/metrics.ini +++ b/NoteSkins/common/_Editor/metrics.ini @@ -1,244 +1,244 @@ -#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=2 -TapMineAnimationLength=4 -TapLiftAnimationLength=2 -TapFakeAnimationLength=2 -##Hold Parts -HoldHeadAnimationLength=1 -HoldTopCapAnimationLength=4 -HoldBottomCapAnimationLength=4 -HoldBodyAnimationLength=4 -HoldTailAnimationLength=4 -##Roll Parts -RollHeadAnimationLength=1 -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 -TapNoteNoteColorTextureCoordSpacingX=0 -TapNoteNoteColorTextureCoordSpacingY=0.111111 -TapMineAdditionTextureCoordOffsetX=0 -TapMineAdditionTextureCoordOffsetY=0 -TapMineNoteColorTextureCoordSpacingX=0 -TapMineNoteColorTextureCoordSpacingY=0.111111 -TapLiftAdditionTextureCoordOffsetX=0 -TapLiftAdditionTextureCoordOffsetY=0 -TapLiftNoteColorTextureCoordSpacingX=0 -TapLiftNoteColorTextureCoordSpacingY=0.111111 -TapFakeAdditionTextureCoordOffsetX=0 -TapFakeAdditionTextureCoordOffsetY=0 -TapFakeNoteColorTextureCoordSpacingX=0 -TapFakeNoteColorTextureCoordSpacingY=0.111111 -##Hold Parts -HoldHeadAdditionTextureCoordOffsetX=0 -HoldHeadAdditionTextureCoordOffsetY=0 -HoldHeadNoteColorTextureCoordSpacingX=0 -HoldHeadNoteColorTextureCoordSpacingY=0.111111 -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=0.111111 -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=0 -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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 -AvoidMineCommand= -MissCommand= -#Boo explosion -W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Good explosion -W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Great explosion -W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Perfect explosion -W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Marvelous explosion -W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 -AvoidMineCommand= -MissCommand= -#Boo explosion -W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Good explosion -W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Great explosion -W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Perfect explosion -W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 -#Marvelous explosion -W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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=zoom,0.75;linear,0.11;zoom,1 -PressCommand= -LiftCommand= -#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 - - +#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=2 +TapMineAnimationLength=4 +TapLiftAnimationLength=2 +TapFakeAnimationLength=2 +##Hold Parts +HoldHeadAnimationLength=1 +HoldTopCapAnimationLength=4 +HoldBottomCapAnimationLength=4 +HoldBodyAnimationLength=4 +HoldTailAnimationLength=4 +##Roll Parts +RollHeadAnimationLength=1 +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 +TapNoteNoteColorTextureCoordSpacingX=0 +TapNoteNoteColorTextureCoordSpacingY=0.0625 +TapMineAdditionTextureCoordOffsetX=0 +TapMineAdditionTextureCoordOffsetY=0 +TapMineNoteColorTextureCoordSpacingX=0 +TapMineNoteColorTextureCoordSpacingY=0.0625 +TapLiftAdditionTextureCoordOffsetX=0 +TapLiftAdditionTextureCoordOffsetY=0 +TapLiftNoteColorTextureCoordSpacingX=0 +TapLiftNoteColorTextureCoordSpacingY=0.0625 +TapFakeAdditionTextureCoordOffsetX=0 +TapFakeAdditionTextureCoordOffsetY=0 +TapFakeNoteColorTextureCoordSpacingX=0 +TapFakeNoteColorTextureCoordSpacingY=0.0625 +##Hold Parts +HoldHeadAdditionTextureCoordOffsetX=0 +HoldHeadAdditionTextureCoordOffsetY=0 +HoldHeadNoteColorTextureCoordSpacingX=0 +HoldHeadNoteColorTextureCoordSpacingY=0.0625 +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=0.0625 +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=0 +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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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=zoom,0.75;linear,0.11;zoom,1 +PressCommand= +LiftCommand= +#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 + + diff --git a/Themes/_fallback/Languages/ja.ini b/Themes/_fallback/Languages/ja.ini index 288ff48d22..82cc0f27ab 100644 --- a/Themes/_fallback/Languages/ja.ini +++ b/Themes/_fallback/Languages/ja.ini @@ -1,4 +1,4 @@ -;Stepmania 5.0系本体用 _fallbackテーマ日本語化ファイルVer 1.04α +;Stepmania 5.0系本体用 _fallbackテーマ日本語化ファイルVer 1.05α [Common] WindowTitle=StepMania @@ -379,7 +379,7 @@ Fill Machine Stats= Game=シミュレートするゲームを変更します。 GetRankingName=ネーム入力画面の出方を設定します。 Graphics/Sound Options=画面及び音声に関する設定です。 -Group= +Group=譜面を再生するグループを設定します。 HiddenSongs=Onにすると「SELECTABLE」設定が\n「NO」になっている曲は選択できなくなります。 @@ -402,7 +402,7 @@ No Memory Card=メモリーカードが認識されません。 NoteSkins=使用するノートスキンを設定します。\n必ずシミュレート中のモードに対応したスキンを使用してください。 NumBackgrounds=ランダム背景を使う際に常に読み込む画像数を設定します。 OnlyDedicatedMenuButtons=ゲーム用のボタンでメニューが操作できるようになります。\n特別なことがない限り「Use Gameplay Buttons」にしてください。 -OptionsRandomJukebox=ジュークボックスについての設定です。 +OptionsRandomJukebox=ランダムでプレイオプションを設定して譜面を再生します。 OsMountPlayer1= OsMountPlayer2= @@ -460,7 +460,7 @@ SoundVolumeAttract=アトラクトデモの音量を変更します。 StepMania Credits=StepManiaの開発チームを紹介します。 Steps=譜面 -Style=スタイル +Style=再生するプレイスタイルを設定します。 Test Input=ジョイスティックの入力テストを行います。 Test Lights=ライトセンサーの入力テストを行います。 TextureColorDepth=テクスチャの有効色数を設定します。 @@ -836,7 +836,7 @@ Clear area=エリア内のオブジェ削除 Clear clipboard=クリップボード削除 CoinMode=コインモード CoinModeNoHome=コインモード -CoinsPerCredit=Coins Per Credit +CoinsPerCredit=1クレジットの\nコイン数 Connection=接続 Convert pause to beats=停止を拍に Convert delay to beats=低速を拍に @@ -935,7 +935,7 @@ Game=Game GetRankingName=ネーム入力 Graphics/Sound Options=画像/音声オプション Group=グループ -Hands=Hands +Hands=トリプル HiddenSongs=隠し曲 Hide=判定ゾーン High Meter=High Meter @@ -992,7 +992,7 @@ Play selection=選択範囲をテストプレイ Player1Profile=1Pのプロファイル Player2Profile=2Pのプロファイル PlayerAutoPlay=オートプレイ -Predicted Meter=Predicted Meter +Predicted Meter=予想難易度 Preferences=好み PreloadSounds=音声の先読み Premium=プレミアム @@ -1319,7 +1319,7 @@ Enter a new min BPM.=表示される最小BPMを入力してください。 Enter a new max BPM.=表示される最大BPMを入力してください。 More than %d notes per measure is not allowed. This change has been reverted.=1小節に%d個のオブジェは置けません。修正してください。 No backgrounds available=背景画像が存在しません。 -EditHelpText=Up/Down:\n 拍の変更\nLeft/Right:\n 分数切り替え\n数字キー:\n 配置/除去\nN and M keys:\n オブジェの種類変更\nCtrl + N/M:\n サイクルフラグ変更\nCtrl + ,/.:\n サイクル挿入\n数字キー押しっぱなし\n ホールド挿入\n\nシフトキーも押してロールアロー\nスペースキー \nエリアマーカー設置\nTキー タイミング\nEnterキー エリアメニュー\nAキー エリアメニュー2\nEscキー メインメニュー\nF4: タイミングメニュー\nF1: ヘルプ\n +EditHelpText=↑/↓キー:\n 拍の変更\n←/→キー:\n 分数切り替え\n数字キー(1が一番左):\n 配置/除去\nN/Mキー:\n オブジェの種類変更\nCtrl + N/M:\n サイクルフラグ変更\nCtrl + ,/.:\n サイクル挿入\n数字キー押しっぱなし:\n ホールド挿入\n  シフトキーも押してロールアロー\nVキー:\n  おじゃま設定\nスペースキー:\n  エリアマーカー設置\n\nUキー:アンドゥ\nTキー:拍モード/時間モード\nEnterキー:エリアメニュー呼出\nAキー:エリアメニュー2呼出\nEscキー:メインメニュー呼出\nF4:タイミングメニュー呼出\nF1:ヘルプ呼出\n PlayRecordHelpText=Startボタンで終了 Save successful.=正常に保存しました。 Saved as SM and DWI.=SMとDWI形式で保存しました。 @@ -2025,7 +2025,8 @@ Set selection=エリアマーカーの設置 Toggle assist tick=アシストチックを使う Next/prev steps of same StepsType=同じタイプの違うシーケンス Decrease/increase BPM at cur beat=BPMの調整 -Decrease/increase stop at cur beat=シーケンス停止の調整 +Decrease/increase stop at cur beat=譜面停止時間の調整 +Decrease/increase BPM at cur beat=譜面遅延時間の調整 Decrease/increase music offset=オフセットの調整 Decrease/increase sample music start=試聴曲スタートの調整 Decrease/increase sample music length=試聴曲の長さの調整 diff --git a/Themes/default/BGAnimations/ScreenCredits overlay.lua b/Themes/default/BGAnimations/ScreenCredits overlay.lua index e78c8d2934..7753b70bd6 100644 --- a/Themes/default/BGAnimations/ScreenCredits overlay.lua +++ b/Themes/default/BGAnimations/ScreenCredits overlay.lua @@ -80,6 +80,7 @@ local thanks = { "Matt1360", -- Automake magic + oitg bro "Renard", "Ryan McKanna (Plaguefox)", + "Sta Kousin", --help with Japanese bug reports } local shoutout = { @@ -91,7 +92,7 @@ local shoutout = { --Image(), -- we should have some logos probably to look super pro "#KBO", "Celestia Radio", -- LOVE AND TOLERANCE - "You showed us... your ultimate dance", + "You showed us... your ultimate dance!", } local copyright = { diff --git a/Themes/default/BGAnimations/ScreenSelectProfile overlay.lua b/Themes/default/BGAnimations/ScreenSelectProfile overlay.lua index 30d8dda1bc..deb078f929 100644 --- a/Themes/default/BGAnimations/ScreenSelectProfile overlay.lua +++ b/Themes/default/BGAnimations/ScreenSelectProfile overlay.lua @@ -99,7 +99,7 @@ function LoadPlayerStuff(Player) table.insert( ret, t ); t = Def.ActorScroller{ - Name = 'Scroller'; + Name = 'ProfileScroller'; NumItemsToDraw=6; -- InitCommand=cmd(y,-230/2+20;); OnCommand=cmd(y,1;SetFastCatchup,true;SetMask,200,58;SetSecondsPerItem,0.15); @@ -146,7 +146,7 @@ end; function UpdateInternal3(self, Player) local pn = (Player == PLAYER_1) and 1 or 2; local frame = self:GetChild(string.format('P%uFrame', pn)); - local scroller = frame:GetChild('Scroller'); + local scroller = frame:GetChild('ProfileScroller'); local seltext = frame:GetChild('SelectedProfileText'); local joinframe = frame:GetChild('JoinFrame'); local smallframe = frame:GetChild('SmallFrame'); diff --git a/Themes/default/Graphics/CombinedLifeMeterTug stream p1.png b/Themes/default/Graphics/CombinedLifeMeterTug stream p1.png new file mode 100644 index 0000000000..aaeadbe7af Binary files /dev/null and b/Themes/default/Graphics/CombinedLifeMeterTug stream p1.png differ diff --git a/Themes/default/Graphics/CombinedLifeMeterTug stream p2.png b/Themes/default/Graphics/CombinedLifeMeterTug stream p2.png new file mode 100644 index 0000000000..3f3e0c3b35 Binary files /dev/null and b/Themes/default/Graphics/CombinedLifeMeterTug stream p2.png differ diff --git a/Themes/default/Graphics/LifeMeterBattery lives/_lives 1x10.png b/Themes/default/Graphics/LifeMeterBattery lives/_lives 1x10.png index 53e6a0ace5..706775ee0f 100755 Binary files a/Themes/default/Graphics/LifeMeterBattery lives/_lives 1x10.png and b/Themes/default/Graphics/LifeMeterBattery lives/_lives 1x10.png differ diff --git a/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir b/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir new file mode 100644 index 0000000000..a5ce1a161b --- /dev/null +++ b/Themes/default/Graphics/ScoreDisplayRave frame base p1.redir @@ -0,0 +1 @@ +_rave meter base \ No newline at end of file diff --git a/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir b/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir new file mode 100644 index 0000000000..a5ce1a161b --- /dev/null +++ b/Themes/default/Graphics/ScoreDisplayRave frame base p2.redir @@ -0,0 +1 @@ +_rave meter base \ No newline at end of file diff --git a/Themes/default/Graphics/_rave meter base.png b/Themes/default/Graphics/_rave meter base.png new file mode 100644 index 0000000000..1a8f2f93eb Binary files /dev/null and b/Themes/default/Graphics/_rave meter base.png differ diff --git a/Themes/default/Graphics/_rave result P1.png b/Themes/default/Graphics/_rave result P1.png new file mode 100644 index 0000000000..d981299960 Binary files /dev/null and b/Themes/default/Graphics/_rave result P1.png differ diff --git a/Themes/default/Graphics/_rave result P2.png b/Themes/default/Graphics/_rave result P2.png new file mode 100644 index 0000000000..b124b1ca62 Binary files /dev/null and b/Themes/default/Graphics/_rave result P2.png differ diff --git a/Themes/default/Graphics/_rave result draw.png b/Themes/default/Graphics/_rave result draw.png new file mode 100644 index 0000000000..1da6c42218 Binary files /dev/null and b/Themes/default/Graphics/_rave result draw.png differ diff --git a/Themes/default/Languages/ja.ini b/Themes/default/Languages/ja.ini index 93883de8f1..6f101f0c4c 100644 --- a/Themes/default/Languages/ja.ini +++ b/Themes/default/Languages/ja.ini @@ -1,4 +1,4 @@ -;Stepmania 5.0系本体default用日本語化ファイル Ver 1.02α +;Stepmania 5.0系本体default用日本語化ファイル Ver 1.03α [Screen] HelpText=&BACK; 戻る &START; 決定 &SELECT; オプション &MENULEFT;&MENURIGHT;&MENUUP;&MENUDOWN; 選択 @@ -53,7 +53,7 @@ HardExplanation=上級者向けのモードです。音感冴えわたるあな OldNormalExplanation=中級者向けのモードです。十分に慣れてきたならこちら。 NormalExplanation=1曲ずつ選択してプレイするモードです。 RaveExplanation=対戦モードです。相手の邪魔にめげずノリ続けてください。 -ExtendedExplanation=何曲かを連続してプレイするモードです。 +NonstopExplanation=何曲かを連続してプレイするモードです。 OniExplanation=シーケンス処理力を問う、オプションが使用できないコースです。 EndlessExplanation=ゲージが尽きるまで、ひたすらプレイするモードです。 @@ -90,52 +90,50 @@ MachineRecord=筐体中#%i位! PersonalRecord=セルフレコード#%i位! [OptionTitles] -UserPrefAutoSetStyle=プレイスタイルの\n全選択可能化 -UserPrefNotePosition=シーケンスの位置 -UserPrefComboOnRolls=ロールの判定 -UserPrefComboUnderField=コンボを低めの\nレイヤーに表示する +AutoSetStyle=プレイスタイルの\n全選択可能化 +NotePosition=シーケンスの位置 +ComboOnRolls=ロールの判定 +ComboUnderField=コンボを低めの\nレイヤーに表示する - - -UserPrefGameplayShowScore=スコア表示 -UserPrefGameplayShowStepsDisplay=シーケンス表示 -UserPrefShowLotsaOptions=プレイオプション\nの個数 -UserPrefLongFail=プレイ失敗の演出 -UserPrefFlashyCombo=50コンボの演出 +GameplayShowScore=スコア表示 +GameplayShowStepsDisplay=シーケンス表示 +ShowLotsaOptions=プレイオプション\nの個数 +LongFail=プレイ失敗の演出 +FlashyCombo=50コンボの演出 UserPrefThemes=テーマ -UserPrefGameplayFooter=ゲーム中の\nオプション表示欄 -UserPrefFancyUIBG=背景の特殊\nオブジェクト -UserPrefTimingDisplay=曲位置メーターの\n区切り +GameplayFooter=ゲーム中の\nオプション表示欄 +FancyUIBG=背景の特殊\nオブジェクト +TimingDisplay=曲位置メーターの\n区切り [OptionExplanations] -UserPrefAutoSetStyle=プレイヤー人数に関わらずすべての\nプレイスタイルが選択できるようになります。(要再起動) -UserPrefNotePosition=プレイ中の判定ゾーンの位置を決めます。 -UserPrefComboOnRolls=ロールでコンボが増加するかどうかを決めます。 -UserPrefComboUnderField=コンボをシーケンスの下に表示するかどうかを決めます。 +AutoSetStyle=プレイヤー人数に関わらずすべての\nプレイスタイルが選択できるようになります。(要再起動) +NotePosition=プレイ中の判定ゾーンの位置を決めます。 +ComboOnRolls=ロールでコンボが増加するかどうかを決めます。 +ComboUnderField=コンボをシーケンスの下に表示するかどうかを決めます。 -UserPrefGameplayShowScore=プレイ中スコアを表示するかどうかを決めます。 -UserPrefGameplayShowStepsDisplay=曲選択中にシーケンス情報を表示するかどうかを決めます。 -UserPrefShowLotsaOptions=選択可能なプレイオプションを&oq;Few&cq;で最低限に、\n&oq;Many&cq;で最大限に表示します。 -UserPrefLongFail=プレイに失敗したときの演出の長さを決めます。 -UserPrefFlashyCombo=50コンボで発生する演出を表示するかどうかを決めます。 -UserPrefGameplayFooter=ONにすると、プレイ中に上か下かに画像が表示されます。\nオプションなどは見やすくなりますが、その分シーケンスが隠されます。 -UserPrefFancyUIBG=特殊な背景エフェクトの使用可否の設定です。\n古いパソコンでは"Off"に設定してください。 +GameplayShowScore=プレイ中スコアを表示するかどうかを決めます。 +GameplayShowStepsDisplay=曲選択中にシーケンス情報を表示するかどうかを決めます。 +ShowLotsaOptions=選択可能なプレイオプションを&oq;Few&cq;で最低限に、\n&oq;Many&cq;で最大限に表示します。 +LongFail=プレイに失敗したときの演出の長さを決めます。 +FlashyCombo=50コンボで発生する演出を表示するかどうかを決めます。 +GameplayFooter=ONにすると、プレイ中に上か下かに画像が表示されます。\nオプションなどは見やすくなりますが、その分シーケンスが隠されます。 +FancyUIBG=特殊な背景エフェクトの使用可否の設定です。\n古いパソコンでは"Off"に設定してください。 -UserPrefLanguage=使用言語を設定します。現在は「日本語」です。 -UserPrefAnnouncer=プレイ中のアナウンサーを選択します。専用ファイルの追加が必要です。 -UserPrefTheme=使用するテーマを設定します。必ずStepmania 5用のテーマを選択してください。 -UserPrefPercentageScoring=スコアをパーセント表示します。 -UserPrefMode=背景の設定です。Off以外では専用ファイルを用意する必要があります。 -UserPrefBrightness=背景の明度を設定します。 -UserPrefDancingCharacters=ダンサーの表示設定です。\n専用ファイルがない場合、無視してかまいません。 -UserPrefBeginnerHelper=Onにしてかつ専用ファイルが存在すると、\n難易度Beginnerでダンサーがお手本を見せてくれます。 -UserPrefRandomBackGrounds=ランダム背景使用時、常に同時に読み込む画像数を設定します。 +Language=使用言語を設定します。現在は「日本語」です。 +Announcer=プレイ中のアナウンサーを選択します。専用ファイルの追加が必要です。 +Theme=使用するテーマを設定します。必ずStepmania 5用のテーマを選択してください。 +PercentageScoring=スコアをパーセント表示します。 +Mode=背景の設定です。Off以外では専用ファイルを用意する必要があります。 +Brightness=背景の明度を設定します。 +DancingCharacters=ダンサーの表示設定です。\n専用ファイルがない場合、無視してかまいません。 +BeginnerHelper=Onにしてかつ専用ファイルが存在すると、\n難易度Beginnerでダンサーがお手本を見せてくれます。 +RandomBackGrounds=ランダム背景使用時、常に同時に読み込む画像数を設定します。 -UserPrefCenter1Player=Onにすると、1人プレイ時に\n判定ゾーンとシーケンスが中央寄りになります。 -UserPrefOniScoreDisplay=ONIモードでのスコア表示形式を設定します。 -UserPrefMenuTimer=Onにすると選択に時間制限が付きます。 +Center1Player=Onにすると、1人プレイ時に\n判定ゾーンとシーケンスが中央寄りになります。 +OniScoreDisplay=ONIモードでのスコア表示形式を設定します。 +MenuTimer=Onにすると選択に時間制限が付きます。 -UserPrefTimingDisplay=Onにすると、曲の現在位置を示すメーターが区切られます。 +TimingDisplay=Onにすると、曲の現在位置を示すメーターが区切られます。 ;以下プレイオプション @@ -158,7 +156,7 @@ Mines=譜面に地雷を追加する規則を設定します。 MusicRateHelp=曲そのものを変速してプレイします。 NoteSkins=オブジェのスキンを変更します。必ずプレイモードに対応したスキンを使用してください。 Persp=譜面の流れ方の立体感を設定します。通常は「Overhead」です。 -ProTiming=判定の表示を変更します。 +ProTiming=「On」にすると、ジャストタイミングからの入力の離れを表示するようになります。 Rate=曲自体の速度の設定をします。「Haste」では微小な加減速を行い続けます。 Remove=シーケンスからオブジェを削除する規則を設定します。 SaveScores=スコア保存の設定をします。 diff --git a/Themes/default/metrics.ini b/Themes/default/metrics.ini index 9649a7fbdb..56c6d309c2 100644 --- a/Themes/default/metrics.ini +++ b/Themes/default/metrics.ini @@ -199,11 +199,13 @@ RightOnCommand=horizalign,left;diffuse,PlayerColor(PLAYER_1) LeftOnCommand=horizalign,right;diffuse,PlayerColor(PLAYER_2) MiddleOnCommand=;diffuse,PlayerColor(PLAYER_2) RightOnCommand=horizalign,left;diffuse,PlayerColor(PLAYER_2) + [MenuTimer] -Text1OnCommand=stopeffect;stoptweening;shadowlength,0;strokecolor,Color("Outline") -Text1FormatFunction=function(fSeconds) \ - return string.format("%0.1f", fSeconds); \ -end +Text1OnCommand=stopeffect;stoptweening;halign,1;shadowlength,0;strokecolor,Color("Outline") +Text1FormatFunction=function(fSeconds) fSeconds=math.floor(fSeconds); return string.format("%02.0f",fSeconds) end + +Text2OnCommand=x,2;y,-3;stopeffect;stoptweening;halign,0;shadowlength,0;strokecolor,Color("Outline");zoom,0.65 +Text2FormatFunction=function(fSeconds) local remainder=fSeconds-math.floor(fSeconds); local digit=math.floor(remainder*100); return string.format("%02.0f",digit) end Warning10Command=diffuseshift;effectperiod,1;effectcolor2,Color("Red");effectcolor1,color("0.5,0,0,1"); diff --git a/Utils/CreatePackage.pl b/Utils/CreatePackage.pl index b653da4431..1be192d67a 100755 --- a/Utils/CreatePackage.pl +++ b/Utils/CreatePackage.pl @@ -152,6 +152,7 @@ my @files = ( "Data", "NoteSkins/beat/default", "NoteSkins/common/common", + "NoteSkins/common/_Editor", # dance noteskins "NoteSkins/dance/default", "NoteSkins/dance/Delta", diff --git a/Xcode/scripts/mkrelease.pl b/Xcode/scripts/mkrelease.pl index 4f514e785e..ef966c4212 100644 --- a/Xcode/scripts/mkrelease.pl +++ b/Xcode/scripts/mkrelease.pl @@ -13,8 +13,40 @@ my @docs = ( "Changelog_sm-ssc.txt", "Changelog_SSCformat.txt", "CommandLineArgs.txt", - "credits.txt", - "Themerdocs/" + "credits.txt" +); + +my @themerdocs = ( + "actordef.txt", + "conditional_music.txt", + "fontini.txt", + "gamecommands.txt", + "included_scripts.txt", + "moremsg.txt", + "Noteskin elements Reference.txt", + "recommended_practices.txt", + "ScreenMessages.txt", + "ScreenTextEntry.txt", + "sm-ssc_themeguide.txt", + "ThemePrefs.txt", + "ThemePrefsRows.txt" +); + +# XXX +my @songs = ( "Instructions.txt" ); +my @song_mechatribe = ( + "Mecha-Tribe Assault.ssc", + "Mecha-Tribe Assault.ogg", + "mechatribeassaultbg.png", + "mechatribeassaultbn.png", + "wyde cd-tital.png" +); + +my @song_springtime = ( + "Springtime.ssc", + "Kommisar - Springtime.mp3", + "spring.png", + "springbn.png" ); # Passing a date for a CVS release gives StepMania-CVS-date. @@ -58,6 +90,23 @@ system "$srcdir/Utils/CreatePackage.pl", $srcdir, "$tmp/Packages" and die "mksmd mkdir "$tmp/Docs"; copy "$srcdir/Docs/$_", "$tmp/Docs/$_" for @docs; +# Copy themer docs +mkdir "$tmp/Docs/Themerdocs"; +copy "$srcdir/Docs/Themerdocs/$_", "$tmp/Docs/Themerdocs/$_" for @themerdocs; + +# Copy songs +mkdir "$tmp/Songs"; +copy "$srcdir/Songs/$_", "$tmp/Songs/$_" for @songs; + +# oh man, is this ugly or what +mkdir "$tmp/Songs/StepMania 5"; + +mkdir "$tmp/Songs/StepMania 5/MechaTribe Assault"; +copy "$srcdir/Songs/StepMania 5/MechaTribe Assault/$_", "$tmp/Songs/StepMania 5/MechaTribe Assault/$_" for @song_mechatribe; + +mkdir "$tmp/Songs/StepMania 5/Springtime"; +copy "$srcdir/Songs/StepMania 5/Springtime/$_", "$tmp/Songs/StepMania 5/Springtime/$_" for @song_springtime; + # Make a dmg system qw/hdiutil create -ov -format UDZO -imagekey zlib-level=9 -srcfolder/, $tmp, '-volname', $destname, "$root/$destname-mac.dmg"; rmtree $tmp; diff --git a/_assets/Themes/default/~res/Rave win messages.psd b/_assets/Themes/default/~res/Rave win messages.psd new file mode 100644 index 0000000000..42af21844e Binary files /dev/null and b/_assets/Themes/default/~res/Rave win messages.psd differ diff --git a/sm-ssc.nsi b/sm-ssc.nsi index 1ec0bde484..9d28f3c071 100644 --- a/sm-ssc.nsi +++ b/sm-ssc.nsi @@ -42,7 +42,7 @@ ; don't forget to change this before releasing a new verson. ; wish this could be automated, but it requires "X.Y.Z.a" format. -aj - VIProductVersion "5.0.0.3" + VIProductVersion "5.0.0.5" VIAddVersionKey "ProductName" "${PRODUCT_ID}" VIAddVersionKey "FileVersion" "${PRODUCT_VER}" VIAddVersionKey "FileDescription" "${PRODUCT_ID} Installer" @@ -210,7 +210,7 @@ Section "Main Section" SecMain WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "DisplayVersion" "$(PRODUCT_VER)" WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "Comments" "StepMania 5 is a rhythm game simulator." WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "Publisher" "StepMania Team" - WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "URLInfoAbout" "http://code.google.com/p/sm-ssc/" + WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "URLInfoAbout" "http://www.stepmania.com/" WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "URLUpdateInfo" "http://code.google.com/p/sm-ssc/" WriteRegStr HKEY_LOCAL_MACHINE "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_ID}" "UninstallString" '"$INSTDIR\uninstall.exe"' !endif @@ -285,6 +285,7 @@ Section "Main Section" SecMain ; remove old noteskins RMDir /r "$INSTDIR\NoteSkins\common\default" + RMDir /r "$INSTDIR\NoteSkins\common\_Editor" ; dance RMDir /r "$INSTDIR\NoteSkins\dance\default" RMDir /r "$INSTDIR\NoteSkins\dance\Delta" @@ -295,6 +296,7 @@ Section "Main Section" SecMain RMDir /r "$INSTDIR\NoteSkins\dance\midi-note-3d" RMDir /r "$INSTDIR\NoteSkins\dance\midi-solo" RMDir /r "$INSTDIR\NoteSkins\dance\midi-vivid" + RMDir /r "$INSTDIR\NoteSkins\dance\midi-vivid-3d" ; old names RMDir /r "$INSTDIR\NoteSkins\dance\midi-rhythm-p1" RMDir /r "$INSTDIR\NoteSkins\dance\midi-rhythm-p2" @@ -337,6 +339,7 @@ Section "Main Section" SecMain ; common noteskin SetOutPath "$INSTDIR\NoteSkins\common" File /r /x CVS /x .svn "NoteSkins\common\common" + File /r /x CVS /x .svn "NoteSkins\common\_Editor" ; install dance noteskins SetOutPath "$INSTDIR\NoteSkins\dance" @@ -349,6 +352,7 @@ Section "Main Section" SecMain File /r /x CVS /x .svn "NoteSkins\dance\midi-routine-p2" File /r /x CVS /x .svn "NoteSkins\dance\midi-solo" File /r /x CVS /x .svn "NoteSkins\dance\midi-vivid" + File /r /x CVS /x .svn "NoteSkins\dance\midi-vivid-3d" ; retro and retrobar File /r /x CVS /x .svn "NoteSkins\dance\retro" File /r /x CVS /x .svn "NoteSkins\dance\retrobar" @@ -403,7 +407,8 @@ Section "Main Section" SecMain SetOutPath "$INSTDIR\Themes" ;File "Themes\instructions.txt" File /r /x CVS /x .svn "Themes\_fallback" - File /r /x CVS /x .svn "Themes\_portKit-sm4" + ; no more portkit sm4 + ;File /r /x CVS /x .svn "Themes\_portKit-sm4" File /r /x CVS /x .svn "Themes\default" CreateDirectory "$INSTDIR\Data" @@ -479,33 +484,33 @@ Section "Main Section" SecMain ; Create Start Menu icons SetShellVarContext current # 'all' doesn't work on Win9x - CreateDirectory '"$SMPROGRAMS\${PRODUCT_ID}\"' + CreateDirectory "$SMPROGRAMS\${PRODUCT_ID}\" ; todo: make desktop shortcut an option !ifdef MAKE_DESKTOP_SHORTCUT CreateShortCut "$DESKTOP\$(TEXT_IO_RUN).lnk" "$INSTDIR\Program\StepMania-SSE2.exe" !endif - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_RUN).lnk"' "$INSTDIR\Program\StepMania-SSE2.exe" - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_RUN_WITHOUT_SSE2).lnk"' "$INSTDIR\Program\StepMania.exe" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_RUN).lnk" "$INSTDIR\Program\StepMania-SSE2.exe" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_RUN_WITHOUT_SSE2).lnk" "$INSTDIR\Program\StepMania.exe" !ifdef MAKE_OPEN_PROGRAM_FOLDER_SHORTCUT - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_OPEN_PROGRAM_FOLDER).lnk"' "$WINDIR\explorer.exe" "$INSTDIR\" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_OPEN_PROGRAM_FOLDER).lnk" "$WINDIR\explorer.exe" "$INSTDIR\" !endif !ifdef MAKE_OPEN_SETTINGS_FOLDER_SHORTCUT - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_OPEN_SETTINGS_FOLDER).lnk"' "$WINDIR\explorer.exe" '"$APPDATA\${PRODUCT_ID}"' + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_OPEN_SETTINGS_FOLDER).lnk" "$WINDIR\explorer.exe" "$APPDATA\${PRODUCT_ID}" !endif - ;CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_VIEW_STATISTICS).lnk"' "$INSTDIR\Program\tools.exe" "--machine-profile-stats" - ;CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_TOOLS).lnk"' "$INSTDIR\Program\tools.exe" - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_MANUAL).lnk"' "$INSTDIR\Manual\index.html" - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_UNINSTALL).lnk"' "$INSTDIR\uninstall.exe" - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_WEB_SITE).lnk"' "${PRODUCT_URL}" - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_TEXTURE_FONT_GENERATOR).lnk" '"$INSTDIR\Program\Texture Font Generator.exe"'' + ;CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_VIEW_STATISTICS).lnk" "$INSTDIR\Program\tools.exe" "--machine-profile-stats" + ;CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_TOOLS).lnk" "$INSTDIR\Program\tools.exe" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_MANUAL).lnk" "$INSTDIR\Manual\index.html" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_UNINSTALL).lnk" "$INSTDIR\uninstall.exe" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_WEB_SITE).lnk" "${PRODUCT_URL}" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_TEXTURE_FONT_GENERATOR).lnk" "$INSTDIR\Program\Texture Font Generator.exe" !ifdef MAKE_UPDATES_SHORTCUT - CreateShortCut '"$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_CHECK_FOR_UPDATES).lnk"' "${UPDATES_URL}" + CreateShortCut "$SMPROGRAMS\${PRODUCT_ID}\$(TEXT_IO_CHECK_FOR_UPDATES).lnk" "${UPDATES_URL}" !endif - CreateShortCut '"$INSTDIR\${PRODUCT_ID}.lnk"' "$INSTDIR\Program\StepMania-SSE2.exe" - CreateShortCut '"$INSTDIR\${PRODUCT_ID} (non-SSE2).lnk"' "$INSTDIR\Program\StepMania.exe" + CreateShortCut "$INSTDIR\${PRODUCT_ID}.lnk" "$INSTDIR\Program\StepMania-SSE2.exe" + CreateShortCut "$INSTDIR\${PRODUCT_ID} (non-SSE2).lnk" "$INSTDIR\Program\StepMania.exe" !endif IfErrors do_error do_no_error diff --git a/src/Difficulty.cpp b/src/Difficulty.cpp index 60471109df..9f18ac5442 100644 --- a/src/Difficulty.cpp +++ b/src/Difficulty.cpp @@ -79,9 +79,8 @@ RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct ) /* XXX GAMEMAN->GetStepsTypeInfo( StepsType_Invalid ) will crash. I'm not * sure what the correct behavior in this case should be. Should we still * allow custom difficulties? Why do we not allow custom difficulties for - * Couple, Routine, or Edit? - Steve */ - // CustomDifficulty for Edit defeats the purpose of the edit's name. - // I don't know the other two. -aj + * Edit? - Steve */ + // CustomDifficulty for Edit defeats the purpose of the edit's name. -aj if( st == StepsType_Invalid ) { /* This is not totally necessary since DifficultyToString() will diff --git a/src/MusicWheel.cpp b/src/MusicWheel.cpp index 7ced369c24..5b6af3280b 100644 --- a/src/MusicWheel.cpp +++ b/src/MusicWheel.cpp @@ -982,6 +982,13 @@ void MusicWheel::FilterWheelItemDatas(vector &aUnFilteredD aiRemove[i] = true; continue; } + + // if AutoSetStyle, make sure the song is playable in the end. + if (!SongUtil::IsSongPlayable(pSong)) + { + aiRemove[i] = true; + continue; + } } if( WID.m_Type == WheelItemDataType_Course ) @@ -1163,10 +1170,10 @@ void MusicWheel::ChangeMusic( int iDist ) } -bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful +bool MusicWheel::ChangeSort( SortOrder new_so, bool allowSameSort ) // return true if change successful { ASSERT( new_so < NUM_SortOrder ); - if( GAMESTATE->m_SortOrder == new_so ) + if( GAMESTATE->m_SortOrder == new_so && !allowSameSort ) return false; // Don't change to SORT_MODE_MENU if it doesn't have at least two choices. @@ -1504,12 +1511,12 @@ void MusicWheel::PlayerJoined() // We need to rebuild the wheel item data in this situation. -aj if( !GAMESTATE->IsCourseMode() && !PREFSMAN->m_bAutogenSteps ) { - if(m_WheelItemDatasStatus[GAMESTATE->m_SortOrder]!=INVALID) - m_WheelItemDatasStatus[GAMESTATE->m_SortOrder]=NEEDREFILTER; - + FOREACH_ENUM(SortOrder, so) + { + m_WheelItemDatasStatus[so] = INVALID; + } RebuildWheelItems(); } - SetOpenSection( m_sExpandedSectionName ); } diff --git a/src/MusicWheel.h b/src/MusicWheel.h index 0cc080f3d0..92df2ab07e 100644 --- a/src/MusicWheel.h +++ b/src/MusicWheel.h @@ -23,7 +23,7 @@ public: virtual void Load( RString sType ); void BeginScreen(); - bool ChangeSort( SortOrder new_so ); // return true if change successful + bool ChangeSort( SortOrder new_so, bool allowSameSort = false ); // return true if change successful bool NextSort(); // return true if change successful void StartRoulette(); void StartRandom(); diff --git a/src/ProductInfo.h b/src/ProductInfo.h index c9bb9bae03..cbb9b296a6 100644 --- a/src/ProductInfo.h +++ b/src/ProductInfo.h @@ -35,7 +35,7 @@ * */ #ifndef PRODUCT_VER_BARE -#define PRODUCT_VER_BARE v5.0 alpha 0 +#define PRODUCT_VER_BARE v5.0 alpha 1 #endif /** diff --git a/src/ProductInfo.inc b/src/ProductInfo.inc index 511a72ed88..fc3e2ab1ab 100644 --- a/src/ProductInfo.inc +++ b/src/ProductInfo.inc @@ -5,7 +5,7 @@ ; see ProductInfo.h for use descriptions !define PRODUCT_ID "StepMania" -!define PRODUCT_VER "v5.0 alpha 0" +!define PRODUCT_VER "v5.0 alpha 1" !define PRODUCT_DISPLAY "${PRODUCT_ID} ${PRODUCT_VER}" !define PRODUCT_BITMAP "sm5" diff --git a/src/ScreenHowToPlay.cpp b/src/ScreenHowToPlay.cpp index d44a3885dc..18fd594c1c 100644 --- a/src/ScreenHowToPlay.cpp +++ b/src/ScreenHowToPlay.cpp @@ -145,7 +145,7 @@ void ScreenHowToPlay::Init() const Style* pStyle = GAMESTATE->GetCurrentStyle(); - Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" ); + Steps *pSteps = SongUtil::GetClosestNotes( &m_Song, pStyle->m_StepsType, Difficulty_Beginner ); ASSERT_M( pSteps != NULL, ssprintf("No playable steps of StepsType '%s' for ScreenHowToPlay", StringConversion::ToString(pStyle->m_StepsType).c_str()) ); pSteps->m_Timing.TidyUpData(); diff --git a/src/ScreenSelectProfile.cpp b/src/ScreenSelectProfile.cpp index a07d0b1933..c0d91d9c36 100644 --- a/src/ScreenSelectProfile.cpp +++ b/src/ScreenSelectProfile.cpp @@ -210,6 +210,20 @@ bool ScreenSelectProfile::Finish(){ return true; } +void ScreenSelectProfile::HandleScreenMessage( const ScreenMessage SM ) +{ + if( SM == SM_MenuTimer ) + { + bool bFinished = Finish(); + if( !bFinished ) + { + // TODO: we need to decide how to handle unfinished business. + } + } + + ScreenWithMenuElements::HandleScreenMessage( SM ); +} + // lua start #include "LuaBinding.h" diff --git a/src/ScreenSelectProfile.h b/src/ScreenSelectProfile.h index e79eec0e20..9a28e8a1e4 100644 --- a/src/ScreenSelectProfile.h +++ b/src/ScreenSelectProfile.h @@ -14,6 +14,7 @@ public: virtual void MenuRight( const InputEventPlus &input ); virtual void MenuUp( const InputEventPlus &input ); virtual void MenuDown( const InputEventPlus &input ); + virtual void HandleScreenMessage( const ScreenMessage SM ); GameButton m_TrackingRepeatingInput; diff --git a/src/Song.cpp b/src/Song.cpp index 5c0a68eac8..0af6bd2fb6 100644 --- a/src/Song.cpp +++ b/src/Song.cpp @@ -588,8 +588,12 @@ void Song::TidyUpData( bool fromCache, bool duringCache ) // is the CDTitle. CHECKPOINT_M( "Looking for images..." ); - - if( !fromCache ) + + // HACK: DWI/KSF files require searching the file system for this info. + RString extension = GetExtension(this->m_sSongFileName); + extension.MakeLower(); + + if( extension == "dwi" || extension == "ksf" || !fromCache ) { // First, check the file name for hints. @@ -804,7 +808,7 @@ void Song::TidyUpData( bool fromCache, bool duringCache ) // If no BGChanges are specified and there are movies in the song directory, then assume // they are DWI style where the movie begins at beat 0. - if( !HasBGChanges() && !fromCache ) + if( extension == "dwi" || extension == "ksf" || (!HasBGChanges() && !fromCache) ) { vector arrayPossibleMovies; GetDirListing( m_sSongDir + RString("*.ogv"), arrayPossibleMovies ); diff --git a/src/Texture Font Generator/Texture Font Generator-net2008.vcproj b/src/Texture Font Generator/Texture Font Generator-net2008.vcproj index 2cc8d70684..3b2b1b0bcf 100644 --- a/src/Texture Font Generator/Texture Font Generator-net2008.vcproj +++ b/src/Texture Font Generator/Texture Font Generator-net2008.vcproj @@ -54,7 +54,7 @@ TreatWChar_tAsBuiltInType="true" UsePrecompiledHeader="2" WarningLevel="3" - Detect64BitPortabilityProblems="true" + Detect64BitPortabilityProblems="false" DebugInformationFormat="4" /> Read( buf, size ); } -#if defined(MACOSX) || defined(_MSC_VER) // still using older ffmpeg versions - int URLRageFile_write( avcodec::URLContext *h, unsigned char *buf, int size ) -#else // assume ffmpeg 0.6 on *nix - int URLRageFile_write( avcodec::URLContext *h, unsigned char *buf, int size ) -#endif +int URLRageFile_write( avcodec::URLContext *h, const unsigned char *buf, int size ) { RageFileBasic *f = (RageFileBasic *) h->priv_data; return f->Write( buf, size ); } +/* Some avcodecs want unsigned char, others want const. Make everyone happy + * by providing a const overload and letting the compiler figure it out. */ +int URLRageFile_write( avcodec::URLContext *h, unsigned char *buf, int size ) +{ + return URLRageFile_write( h, (const unsigned char*)buf, size ); +} + // sm4svn has it as: #if defined(MACOSX) avcodec::offset_t URLRageFile_seek( avcodec::URLContext *h, avcodec::offset_t pos, int whence ) @@ -706,24 +718,21 @@ int URLRageFile_close( avcodec::URLContext *h ) return 0; } +/* TODO: URLProtocol is deprecated in newer releases. Either pick a + * version of ffmpeg to use statically, or migrate to AVIOContext. */ static avcodec::URLProtocol RageProtocol = { - "rage", - URLRageFile_open, - URLRageFile_read, - URLRageFile_write, - URLRageFile_seek, - URLRageFile_close, - // why were these two nulls added? -aj - // I added them because the last api of ffmpeg spects them to be, you could - // avoid them and I think it could result in compiler warnings, but the - // correct code is theese NULLS to be there. - howl (quote from - // http://www.stepmania.com/forums/showpost.php?p=168832&postcount=37) -#if !defined(MACOSX) - NULL, - NULL, -#endif - NULL + "rage", /* name */ + URLRageFile_open, /* url_open() */ + URLRageFile_read, /* url_read() */ + URLRageFile_write, /* url_write() */ + URLRageFile_seek, /* url_seek() */ + URLRageFile_close /* url_close() */ + + /* Since we're a static struct, all other struct data is zeroed. + * This is intentional: ffmpeg has several different URLProtocol + * structs floating around, but we don't care about any members + * except the above. Please ignore the compiler warning. -- vyhd */ }; void MovieTexture_FFMpeg::RegisterProtocols() diff --git a/src/archutils/Win32/WindowsResources.rc b/src/archutils/Win32/WindowsResources.rc index a214592b7c..5cb162619f 100644 --- a/src/archutils/Win32/WindowsResources.rc +++ b/src/archutils/Win32/WindowsResources.rc @@ -182,8 +182,8 @@ IDI_ICON1 ICON "smzip.ico" // VS_VERSION_INFO VERSIONINFO - FILEVERSION 5,0,0,3 - PRODUCTVERSION 5,0,0,3 + FILEVERSION 5,0,0,5 + PRODUCTVERSION 5,0,0,5 FILEFLAGSMASK 0x3fL #ifdef _DEBUG FILEFLAGS 0x1L @@ -198,14 +198,14 @@ BEGIN BEGIN BLOCK "040904b0" BEGIN - VALUE "CompanyName", "StepMania Team\nhttp://www.stepmania.com/" + VALUE "CompanyName", "StepMania Team \n http://www.stepmania.com/" VALUE "FileDescription", "StepMania" - VALUE "FileVersion", "5, 0, 0, 3" - VALUE "InternalName", "sm-ssc v1.3.1" - VALUE "LegalCopyright", "Copyright 2001-2011" + VALUE "FileVersion", "5, 0, 0, 5" + VALUE "InternalName", "sm-ssc v1.3.2" + VALUE "LegalCopyright", "Copyright 2001-2012" VALUE "OriginalFilename", "StepMania.exe" VALUE "ProductName", "StepMania" - VALUE "ProductVersion", "5, 0, 0, 3" + VALUE "ProductVersion", "5, 0, 0, 5" END END BLOCK "VarFileInfo"