Remove noteskins for unsupported game modes
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Before Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 302 B |
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Before Width: | Height: | Size: 302 B |
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Before Width: | Height: | Size: 278 B |
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Before Width: | Height: | Size: 278 B |
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Before Width: | Height: | Size: 3.7 KiB |
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Before Width: | Height: | Size: 3.3 KiB |
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Before Width: | Height: | Size: 3.3 KiB |
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Before Width: | Height: | Size: 513 B |
@@ -1,12 +0,0 @@
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return Def.ActorFrame {
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-- We want this under the noteskin, so that we it looks like a laser (?)
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LoadActor( NOTESKIN:GetPath("", "_Tap Receptor"), NOTESKIN:LoadActor( Var "Button", "KeypressBlock" ) ) .. {
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InitCommand=cmd(vertalign,top;zoomx,0);
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||||||
-- Press/Lift allows this to appear and disappear
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PressCommand=cmd(zoomx,0;linear,0.02;zoomx,1);
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LiftCommand=cmd(zoomx,1;linear,0.14;zoomx,0);
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};
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-- Overlay the receptor.
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LoadActor( NOTESKIN:GetPath("", "_Tap Receptor"), NOTESKIN:LoadActor( Var "Button", "Go Receptor" ) );
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};
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Before Width: | Height: | Size: 192 B |
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Before Width: | Height: | Size: 192 B |
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Before Width: | Height: | Size: 278 B |
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Before Width: | Height: | Size: 278 B |
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Before Width: | Height: | Size: 13 KiB |
@@ -1,7 +0,0 @@
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return Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap note' );
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Frames = Sprite.LinearFrames( 4, 1 );
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};
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};
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@@ -1,105 +0,0 @@
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local ret = ... or {};
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ret.RedirTable =
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||||||
{
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||||||
Up = "Down",
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||||||
Down = "Down",
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Left = "Down",
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||||||
Right = "Down",
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UpLeft = "Down",
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UpRight = "Down",
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};
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local OldRedir = ret.Redir;
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||||||
ret.Redir = function(sButton, sElement)
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||||||
sButton, sElement = OldRedir(sButton, sElement);
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||||||
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|
||||||
-- Instead of separate hold heads, use the tap note graphics.
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|
||||||
--[[if sElement == "Hold Head Inactive" or
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||||||
sElement == "Hold Head Active" or
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||||||
sElement == "Roll Head Inactive" or
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||||||
sElement == "Roll Head Active"
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then
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sElement = "Tap Note";
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end
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]]
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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||||||
end
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||||||
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||||||
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-- To have separate graphics for each hold part:
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--[[
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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||||||
-- Redirect non-hold, non-roll parts.
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|
||||||
if string.find(sElement, "hold") then
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|
||||||
return sButton, sElement;
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||||||
end
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||||||
return OldRedir(sButton, sElement);
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||||||
end
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||||||
]]
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local OldFunc = ret.Load;
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||||||
function ret.Load()
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|
||||||
local t = OldFunc();
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||||||
-- The main "Explosion" part just loads other actors; don't rotate
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||||||
-- it. The "Hold Explosion" part should not be rotated.
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|
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" or
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||||||
Var "Element" == "Hold Explosion" then
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||||||
t.BaseRotationZ = nil;
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||||||
end
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||||||
return t;
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||||||
end
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||||||
ret.PartsToRotate =
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{
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["Go Receptor"] = true,
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||||||
["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Tap Note"] = true,
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["Hold Bottom Cap Active"] = true,
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["Hold Bottom Cap Inactive"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Inactive"] = true,
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||||||
};
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||||||
ret.Rotate =
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{
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Up = 180,
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Down = 0,
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Left = 90,
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Right = -90,
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UpLeft = 135,
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UpRight = 225,
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};
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||||||
--
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||||||
-- If a derived skin wants to have separate UpLeft graphics,
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-- use this:
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|
||||||
--
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||||||
-- ret.RedirTable.UpLeft = "UpLeft";
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||||||
-- ret.RedirTable.UpRight = "UpLeft";
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-- ret.Rotate.UpLeft = 0;
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-- ret.Rotate.UpRight = 90;
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--
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ret.Blank =
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||||||
{
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|
||||||
["Hold Topcap Active"] = true,
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||||||
["Hold Topcap Inactive"] = true,
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||||||
["Roll Topcap Active"] = true,
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["Roll Topcap Inactive"] = true,
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["Hold Tail Active"] = true,
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["Hold Tail Inactive"] = true,
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["Roll Tail Active"] = true,
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["Roll Tail Inactive"] = true,
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};
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return ret;
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Before Width: | Height: | Size: 5.3 KiB |
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Before Width: | Height: | Size: 18 KiB |
@@ -1,77 +0,0 @@
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[Global]
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[NoteDisplay]
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TapNoteAnimationIsVivid=0
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DrawHoldHeadForTapsOnSameRow=0
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TapNoteAnimationLength=2
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TapAdditionAnimationLength=4
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TapMineAnimationLength=1
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TapLiftAnimationLength=4
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HoldHeadAnimationLength=1 // doesn't matter. Only 1 frame anyway.
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HoldTopCapAnimationLength=1 // doesn't matter. Only 1 frame anyway.
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HoldBottomCapAnimationLength=1 // doesn't matter. Only 1 frame anyway.
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HoldBodyAnimationLength=1 // doesn't matter. Only 1 frame anyway.
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HoldTailAnimationLength=1 // doesn't matter. Only 1 frame anyway.
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|
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HoldHeadAnimationIsNoteColor=0
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HoldTopCapAnimationIsNoteColor=0
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HoldBodyAnimationIsNoteColor=0
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HoldBottomCapAnimationIsNoteColor=0
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|
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HoldTailAnimationIsNoteColor=0
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|
||||||
HoldLetGoGrayPercent=0.25
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HoldHeadIsAboveWavyParts=0
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|
||||||
HoldTailIsAboveWavyParts=0
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=0 // top of tail
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ReverseDrawOrder=1101
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TapNoteAdditionTextureCoordOffsetX=0.5
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TapNoteAdditionTextureCoordOffsetY=0
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FlipHeadAndTailWhenReverse=1
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FlipHoldBodyWhenReverse=1
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TopHoldAnchorWhenReverse=1
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TapNoteNoteColorTextureCoordSpacingX=0
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TapNoteNoteColorTextureCoordSpacingY=0
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0
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||||||
[GhostArrowDim]
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|
||||||
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
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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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
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||||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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||||||
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|
||||||
[GhostArrowBright]
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|
||||||
NoneCommand=
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|
||||||
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
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|
||||||
AvoidMineCommand=
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|
||||||
MissCommand=
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||||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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||||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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||||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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||||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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||||||
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
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||||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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|
||||||
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|
||||||
[ReceptorArrow]
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|
||||||
InitCommand=effectclock,'beat';diffuseramp;effectcolor1,color("0.5,0.5,0.5,1");effectcolor2,color("1,1,1,1");
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|
||||||
NoneCommand=zoom,1.1;linear,0.06;diffusealpha,0;linear,0.06;zoom,1.0;diffuse,0.3,0.8,1.0,1
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||||||
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|
||||||
HitMineCommand=
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||||||
AvoidMineCommand=
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||||||
MissCommand=
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||||||
W5Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
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||||||
W4Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
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||||||
W3Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
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||||||
W2Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
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W1Command=stoptweening;zoom,1.25;linear,0.11;zoom,1
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PressCommand=
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LiftCommand=
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Before Width: | Height: | Size: 191 B |
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Before Width: | Height: | Size: 390 B |
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Before Width: | Height: | Size: 376 B |
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Before Width: | Height: | Size: 349 B |
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Before Width: | Height: | Size: 334 B |
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Before Width: | Height: | Size: 69 KiB |
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Before Width: | Height: | Size: 69 KiB |
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Before Width: | Height: | Size: 471 B |
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Before Width: | Height: | Size: 373 B |
@@ -1 +0,0 @@
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Common Tap Explosion Dim
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@@ -1,54 +0,0 @@
|
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local t = Def.ActorFrame { };
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t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
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|
||||||
HoldingOnCommand=cmd(visible,true);
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||||||
HoldingOffCommand=cmd(visible,false);
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|
||||||
InitCommand=cmd(visible,false;finishtweening;blend,"BlendMode_Add");
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|
||||||
Frames = Sprite.LinearFrames(
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldFrames" ),
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldSeconds" ) );
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|
||||||
};
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|
||||||
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|
||||||
t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Roll Explosion" ) .. {
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|
||||||
RollOnCommand=cmd(visible,true);
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|
||||||
RollOffCommand=cmd(visible,false);
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|
||||||
InitCommand=cmd(visible,false;finishtweening;blend,"BlendMode_Add");
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|
||||||
Frames = Sprite.LinearFrames(
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldFrames" ),
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "HoldSeconds" ) );
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|
||||||
};
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|
||||||
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|
||||||
t[#t+1] = NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
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|
||||||
InitCommand=cmd(diffusealpha,0;blend,"BlendMode_Add");
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|
||||||
HeldCommand=cmd(zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0);
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|
||||||
ColumnJudgmentCommand=function(self, params)
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|
||||||
if params.TapNoteScore == "TapNoteScore_HitMine" then return; end
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|
||||||
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|
||||||
(cmd(finishtweening;loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds()-0.001;diffusealpha,0))(self);
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|
||||||
end;
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|
||||||
Frames = Sprite.LinearFrames(
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "JudgmentFrames" ),
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "JudgmentSeconds" ) );
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|
||||||
};
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|
||||||
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|
||||||
local mine = NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
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|
||||||
InitCommand=cmd(diffusealpha,0);
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|
||||||
Frames = Sprite.LinearFrames(
|
|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "MineFrames" ),
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|
||||||
NOTESKIN:GetMetricF( "GhostArrowDim", "MineSeconds" ) );
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|
||||||
};
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|
||||||
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|
||||||
local Next = "1";
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|
||||||
t[#t+1] = Def.ActorFrame {
|
|
||||||
mine .. { Name="1"; };
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|
||||||
mine .. { Name="2"; };
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|
||||||
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|
||||||
ColumnJudgmentCommand=function(self, params)
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|
||||||
if params.TapNoteScore ~= "TapNoteScore_HitMine" then return; end
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|
||||||
|
|
||||||
local c = self:GetChild(Next);
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|
||||||
Next = Next == "1" and "2" or "1";
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|
||||||
(cmd(stoptweening;setstate,0;diffusealpha,1;sleep,self:GetAnimationLengthSeconds()-0.001;diffusealpha,0))(c);
|
|
||||||
end;
|
|
||||||
};
|
|
||||||
|
|
||||||
return t;
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|
||||||
@@ -1,80 +0,0 @@
|
|||||||
local ret = ... or {};
|
|
||||||
|
|
||||||
ret.RedirTable =
|
|
||||||
{
|
|
||||||
Key1 = "White",
|
|
||||||
Key2 = "Blue",
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|
||||||
Key3 = "White",
|
|
||||||
Key4 = "Blue",
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|
||||||
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;
|
|
||||||
|
Before Width: | Height: | Size: 198 B |
|
Before Width: | Height: | Size: 69 KiB |
|
Before Width: | Height: | Size: 69 KiB |
|
Before Width: | Height: | Size: 436 B |
|
Before Width: | Height: | Size: 382 B |
|
Before Width: | Height: | Size: 193 B |
|
Before Width: | Height: | Size: 368 B |
|
Before Width: | Height: | Size: 371 B |
|
Before Width: | Height: | Size: 335 B |
|
Before Width: | Height: | Size: 331 B |
|
Before Width: | Height: | Size: 69 KiB |
|
Before Width: | Height: | Size: 69 KiB |
|
Before Width: | Height: | Size: 395 B |
|
Before Width: | Height: | Size: 338 B |
@@ -1 +0,0 @@
|
|||||||
Blue Tap Explosion Dim
|
|
||||||
|
Before Width: | Height: | Size: 3.2 KiB |
@@ -1 +0,0 @@
|
|||||||
Red Tap Explosion Dim
|
|
||||||
|
Before Width: | Height: | Size: 887 B |
@@ -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());
|
|
||||||
};
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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
|
|
||||||
|
Before Width: | Height: | Size: 3.2 KiB |
@@ -1,62 +0,0 @@
|
|||||||
[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=
|
|
||||||
|
Before Width: | Height: | Size: 7.4 KiB |
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 5.1 KiB |
@@ -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;
|
|
||||||
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 5.3 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 6.3 KiB |
|
Before Width: | Height: | Size: 4.2 KiB |
@@ -1,4 +0,0 @@
|
|||||||
return Def.Sprite {
|
|
||||||
Texture=NOTESKIN:GetPath( '_key', 'tap note' );
|
|
||||||
Frames = Sprite.LinearFrames( 4, 1 );
|
|
||||||
};
|
|
||||||
@@ -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;
|
|
||||||
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 6.2 KiB |
@@ -1 +0,0 @@
|
|||||||
return Def.Actor {}
|
|
||||||
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 5.5 KiB |
|
Before Width: | Height: | Size: 7.1 KiB |
|
Before Width: | Height: | Size: 5.4 KiB |
@@ -1,5 +0,0 @@
|
|||||||
return Def.Sprite {
|
|
||||||
Texture=NOTESKIN:GetPath( '_space', 'tap note' );
|
|
||||||
-- probably don't need this line
|
|
||||||
Frames = Sprite.LinearFrames( 1, 1 );
|
|
||||||
};
|
|
||||||
|
Before Width: | Height: | Size: 72 KiB |
|
Before Width: | Height: | Size: 41 KiB |
@@ -1,68 +0,0 @@
|
|||||||
[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
|
|
||||||
|
Before Width: | Height: | Size: 7.4 KiB |
@@ -1,13 +0,0 @@
|
|||||||
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;
|
|
||||||
@@ -1,107 +0,0 @@
|
|||||||
-- 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;
|
|
||||||
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 5.1 KiB |
@@ -1 +0,0 @@
|
|||||||
Red Tap Note
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
Red Tap Note
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
Bar Receptor
|
|
||||||
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 3.0 KiB |
|
Before Width: | Height: | Size: 5.3 KiB |