Remove noteskins for unsupported game modes

This commit is contained in:
Martin Natano
2022-06-10 22:45:05 +02:00
parent 68db74296b
commit d41e2b0c7d
610 changed files with 0 additions and 2988 deletions
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-12
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return Def.ActorFrame {
-- We want this under the noteskin, so that we it looks like a laser (?)
LoadActor( NOTESKIN:GetPath("", "_Tap Receptor"), NOTESKIN:LoadActor( Var "Button", "KeypressBlock" ) ) .. {
InitCommand=cmd(vertalign,top;zoomx,0);
-- Press/Lift allows this to appear and disappear
PressCommand=cmd(zoomx,0;linear,0.02;zoomx,1);
LiftCommand=cmd(zoomx,1;linear,0.14;zoomx,0);
};
-- Overlay the receptor.
LoadActor( NOTESKIN:GetPath("", "_Tap Receptor"), NOTESKIN:LoadActor( Var "Button", "Go Receptor" ) );
};
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-7
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return Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap note' );
Frames = Sprite.LinearFrames( 4, 1 );
};
};
-105
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@@ -1,105 +0,0 @@
local ret = ... or {};
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
--[[if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
]]
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- To have separate graphics for each hold part:
--[[
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" or
Var "Element" == "Hold Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Hold Bottom Cap Active"] = true,
["Hold Bottom Cap Inactive"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
};
ret.Rotate =
{
Up = 180,
Down = 0,
Left = 90,
Right = -90,
UpLeft = 135,
UpRight = 225,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
};
return ret;
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-77
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@@ -1,77 +0,0 @@
[Global]
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=0
TapNoteAnimationLength=2
TapAdditionAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
HoldHeadAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLength=1 // doesn't matter. Only 1 frame anyway.
HoldHeadAnimationIsNoteColor=0
HoldTopCapAnimationIsNoteColor=0
HoldBodyAnimationIsNoteColor=0
HoldBottomCapAnimationIsNoteColor=0
HoldTailAnimationIsNoteColor=0
HoldLetGoGrayPercent=0.25
HoldHeadIsAboveWavyParts=0
HoldTailIsAboveWavyParts=0
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0 // top of tail
ReverseDrawOrder=1101
TapNoteAdditionTextureCoordOffsetX=0.5
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0
[GhostArrowDim]
HitMineCommand=finishtweening;blend,"BlendMode_Add";diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.2;zoom,1.5;decelerate,0.1;zoom,1.5;diffusealpha,0
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=finishtweening;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=
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.2;zoom,1.5;decelerate,0.1;zoom,1.5;diffusealpha,0
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[ReceptorArrow]
InitCommand=effectclock,'beat';diffuseramp;effectcolor1,color("0.5,0.5,0.5,1");effectcolor2,color("1,1,1,1");
NoneCommand=zoom,1.1;linear,0.06;diffusealpha,0;linear,0.06;zoom,1.0;diffuse,0.3,0.8,1.0,1
HitMineCommand=
AvoidMineCommand=
MissCommand=
W5Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
W4Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
W3Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
W2Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
W1Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
PressCommand=
LiftCommand=
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@@ -1 +0,0 @@
Common Tap Explosion Dim
@@ -1,54 +0,0 @@
local t = Def.ActorFrame { };
t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
HoldingOnCommand=cmd(visible,true);
HoldingOffCommand=cmd(visible,false);
InitCommand=cmd(visible,false;finishtweening;blend,"BlendMode_Add");
Frames = Sprite.LinearFrames(
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldFrames" ),
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldSeconds" ) );
};
t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Roll Explosion" ) .. {
RollOnCommand=cmd(visible,true);
RollOffCommand=cmd(visible,false);
InitCommand=cmd(visible,false;finishtweening;blend,"BlendMode_Add");
Frames = Sprite.LinearFrames(
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldFrames" ),
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldSeconds" ) );
};
t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
InitCommand=cmd(diffusealpha,0;blend,"BlendMode_Add");
HeldCommand=cmd(zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0);
ColumnJudgmentCommand=function(self, params)
if params.TapNoteScore == "TapNoteScore_HitMine" then return; end
(cmd(finishtweening;loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds()-0.001;diffusealpha,0))(self);
end;
Frames = Sprite.LinearFrames(
NOTESKIN:GetMetricF( "GhostArrowDim", "JudgmentFrames" ),
NOTESKIN:GetMetricF( "GhostArrowDim", "JudgmentSeconds" ) );
};
local mine = NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
InitCommand=cmd(diffusealpha,0);
Frames = Sprite.LinearFrames(
NOTESKIN:GetMetricF( "GhostArrowDim", "MineFrames" ),
NOTESKIN:GetMetricF( "GhostArrowDim", "MineSeconds" ) );
};
local Next = "1";
t[#t+1] = Def.ActorFrame {
mine .. { Name="1"; };
mine .. { Name="2"; };
ColumnJudgmentCommand=function(self, params)
if params.TapNoteScore ~= "TapNoteScore_HitMine" then return; end
local c = self:GetChild(Next);
Next = Next == "1" and "2" or "1";
(cmd(stoptweening;setstate,0;diffusealpha,1;sleep,self:GetAnimationLengthSeconds()-0.001;diffusealpha,0))(c);
end;
};
return t;
-80
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local ret = ... or {};
ret.RedirTable =
{
Key1 = "White",
Key2 = "Blue",
Key3 = "White",
Key4 = "Blue",
Key5 = "White",
Key6 = "Blue",
Key7 = "White",
scratch = "Red",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Hold Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Go Receptor"] = false,
["Ready Receptor"] = false,
["Tap Explosion Bright"] = false,
["Tap Explosion Dim"] = false,
["Tap Note"] = false,
["Hold Head Active"] = false,
["Hold Head Inactive"] = false,
["Roll Head Active"] = false,
["Roll Head Inactive"] = false,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
};
return ret;
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@@ -1 +0,0 @@
Blue Tap Explosion Dim
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Red Tap Explosion Dim
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@@ -1,21 +0,0 @@
return Def.ActorFrame {
children = {
LoadActor( "_Tap Receptor", NOTESKIN:LoadActor(Var "Button", "Ready Receptor") ) .. {
Frame0000=0;
Delay0000=1;
InitCommand=cmd(playcommand, "Set");
GameplayLeadInChangedMessageCommand=cmd(playcommand,"Set");
SetCommand=cmd(visible,GAMESTATE:GetGameplayLeadIn());
};
LoadActor( "_Tap Receptor", NOTESKIN:LoadActor(Var "Button", "Go Receptor") ) .. {
Frame0000=0;
Delay0000=1;
InitCommand=cmd(playcommand, "Set");
GameplayLeadInChangedMessageCommand=cmd(playcommand,"Set");
SetCommand=cmd(visible,not GAMESTATE:GetGameplayLeadIn());
};
}
}
-15
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@@ -1,15 +0,0 @@
local t = ...;
assert( type(t) == "table" );
return t .. {
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
MissCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'MissCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
HitMineCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'HitMineCommand');
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');
};
@@ -1 +0,0 @@
White Tap Explosion Dim
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-62
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[Global]
FallbackNoteSkin=common
[NoteDisplay]
DrawHoldHeadForTapsOnSameRow=0
TapNoteAnimationLength=1
TapAdditionAnimationLength=1
TapMineAnimationLength=1
TapLiftAnimationLength=1
HoldHeadAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTopCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBottomCapAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldBodyAnimationLength=4 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLength=4 // doesn't matter. Only 1 frame anyway.
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-32 // top of tail
HoldLetGoGrayPercent=0.25
ReverseDrawOrder=0000000
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0
[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
MissCommand=
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.1;zoom,1.1;linear,0.1;diffusealpha,0
W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
JudgmentFrames=7
JudgmentSeconds=0.2
MineFrames=1
MineSeconds=0.2
HoldFrames=1
HoldSeconds=0.2
[GhostArrowBright]
W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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
MissCommand=
LetGoCommand=sleep,0.06
HeldCommand=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.1;zoom,1.1;linear,0.1;diffusealpha,0
[ReceptorArrow]
W3Command=
W2Command=
W1Command=
#NoneCommand=
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-13
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@@ -1,13 +0,0 @@
local t = Def.ActorFrame {
LoadActor( "Key Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
LoadActor( "Key Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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-4
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@@ -1,4 +0,0 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath( '_key', 'tap note' );
Frames = Sprite.LinearFrames( 4, 1 );
};
-103
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@@ -1,103 +0,0 @@
local ret = ... or {};
ret.RedirTable =
{
Key1 = "Key",
Key2 = "Key",
Key3 = "Key",
-- should work? doesn't though.
Key4 = GAMESTATE:IsSideJoined('PlayerNumber_P2') and "Space" or "Key",
Key5 = "Key",
Key6 = "Key",
Key7 = "Key",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- To have separate graphics for each hold part:
--[[
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" or
Var "Element" == "Hold Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
};
ret.Rotate =
{
Key1 = 0,
Key2 = 0,
Key3 = 0,
Key4 = 0,
Key5 = 0,
Key6 = 0,
Key7 = 0,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
};
return ret;
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return Def.Actor {}
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_space', 'tap note' );
-- probably don't need this line
Frames = Sprite.LinearFrames( 1, 1 );
};
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-68
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[Global]
#FallbackNoteSkin=common
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLength=4
TapAdditionAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
HoldHeadAnimationLength=4
HoldTopCapAnimationLength=4
HoldBottomCapAnimationLength=4
HoldBodyAnimationLength=4
HoldTailAnimationLength=4
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-32
HoldLetGoGrayPercent=0.25
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
[GhostArrowDim]
NoneCommand=
HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;smooth,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,0.3,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,0.3,1;zoom,1;decelerate,0.1;zoom,1.1;decelerate,0.1;diffusealpha,0
[ReceptorArrow]
W3Command=
W2Command=
W1Command=
InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color("0.8,0.8,0.8,1");effectcolor2,color("1,1,1,1");effecttiming,0.2,0,0.8,0;effectoffset,0.05
NoneCommand=zoom,0.8;linear,0.1;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0
PressCommand=blend,"BlendMode_Add";diffusealpha,0.6
LiftCommand=diffusealpha,0
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local t = Def.ActorFrame {
LoadActor( "Bar Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
LoadActor( "Bar Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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-- from scratch, with various references.
local Noteskin = ... or {};
-- element redirs
Noteskin.ElementRedirs = {
-- ["element"] = "redir_element";
};
-- button redirs (since this is a bar noteskin, it's all the same)
Noteskin.ButtonRedirs = {
-- dance
Left = "Red";
UpLeft = "Red";
Up = "Red";
Down = "Red";
UpRight = "Red";
Right = "Red";
-- kb7
Key1 = "Red";
Key2 = "Red";
Key3 = "Red";
Key4 = "Yellow";
Key5 = "Red";
Key6 = "Red";
Key7 = "Red";
-- pump
DownLeft = "Bar";
DownRight = "Bar";
Center = "Bar";
};
-- things to blank out
Noteskin.Hide = {
-- ["element"] = true/false;
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true
};
-- rotations
Noteskin.BaseRotX = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
Noteskin.BaseRotY = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
local function NoteskinLoader()
local Button = Var "Button"
local Element = Var "Element"
if Noteskin.Hide[Element] then
-- Return a blank element. If SpriteOnly is set, we need to return a
-- sprite; otherwise just return a dummy actor.
local t;
if Var "SpriteOnly" then
t = LoadActor( "_blank" );
else
t = Def.Actor {};
end
return t .. {
cmd(visible,false);
};
end;
-- load element and button, using redirs
local LoadElement = Noteskin.ElementRedirs[Element]
if not LoadElement then
LoadElement = Element;
end;
local LoadButton = Noteskin.ButtonRedirs[Button]
if not LoadButton then
LoadButton = Button;
end;
-- get path to thing
local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
-- make actor
local t = LoadActor( sPath );
-- apply rotation
t.BaseRotationX=Noteskin.BaseRotX[sButton]
t.BaseRotationY=Noteskin.BaseRotY[sButton]
return t;
end
Noteskin.Load = NoteskinLoader;
Noteskin.CommonLoad = NoteskinLoader;
return Noteskin;
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Red Tap Note
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Red Tap Note
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Bar Receptor
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