Remove old incomplete naket-* pump noteskins
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Before Width: | Height: | Size: 2.2 KiB |
@@ -1,15 +0,0 @@
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local t = ...;
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t = Def.ActorFrame {
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children = {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_center', 'receptor' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
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};
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}
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}
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return t;
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@@ -1,16 +0,0 @@
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local t = Def.Sprite {
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Texture=NOTESKIN:GetPath('_Center','Tap Note');
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Frame0000=0;
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Delay0000=0.1;
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Frame0001=1;
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Delay0000=0.1;
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Frame0002=2;
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Delay0000=0.1;
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Frame0003=3;
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Delay0000=0.1;
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Frame0004=4;
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Delay0000=0.1;
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Frame0005=5;
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Delay0000=0.1;
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};
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return t;
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@@ -1,15 +0,0 @@
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local t = ...;
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t = Def.ActorFrame {
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children = {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_DownLeft', 'receptor' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
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};
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}
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}
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return t;
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@@ -1,6 +0,0 @@
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local t = Def.Sprite {
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Texture=NOTESKIN:GetPath('_UpLeft','Tap Note');
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Frame0000=0;
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Delay0000=0.1;
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};
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return t;
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@@ -1,116 +0,0 @@
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local ret = ... or {};
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ret.RedirTable =
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{
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DownLeft = "DownLeft",
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DownRight = "DownLeft",
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UpLeft = "DownLeft",
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UpRight = "DownLeft",
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Center = "Center",
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};
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local CommonTable = {
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["Ready Receptor"] = true;
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["Roll Explosion"] = true;
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["Hold Explosion"] = true;
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["Tap Explosion Bright"] = true;
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["Tap Explosion Dim"] = true;
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};
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ret.Blank =
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{
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["Hold Tail Inactive"] = true,
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["Hold Tail Active"] = true,
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["Roll Tail Inactive"] = true,
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["Roll Tail Active"] = true,
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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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if CommonTable[sButton] and CommonTable[sElement] then
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return "Common", sElement;
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end
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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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-- Don't redir BottomCaps.
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if sElement == "Hold Body Inactive" or
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sElement == "Hold Body Active" or
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sElement == "Roll Body Inactive" or
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sElement == "Roll Body Active" or
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sElement == "Hold Topcap Inactive" or
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sElement == "Hold Topcap Active" or
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sElement == "Roll Topcap Inactive" or
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sElement == "Roll Topcap Active" or
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sElement == "Hold Bottomcap Inactive" or
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sElement == "Hold Bottomcap Active" or
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sElement == "Roll Bottomcap Inactive" or
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sElement == "Roll Bottomcap Active" or
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sElement == "Go Receptor" or
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sElement == "Ready Receptor"
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then
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return sButton, sElement;
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end
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sButton = ret.RedirTable[sButton] or sButton;
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return sButton, sElement;
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end
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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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local sButton = Var "Button";
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local sElement = Var "Element";
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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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if sElement == "Explosion" or
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sElement == "Receptor" or
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sElement == "Roll Explosion" or
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sElement == "Hold Explosion" then
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t.BaseRotationZ = nil;
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end
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if CommonTable[sButton] and CommonTable[sElement] then
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t.BaseRotationZ = CommonTable[Var "Button"];
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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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["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 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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["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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ret.Rotate =
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{
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DownLeft = 0,
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UpLeft = 90,
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UpRight = 180,
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DownRight = 270,
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Center = 0,
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};
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return ret;
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Before Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 1014 B |
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Before Width: | Height: | Size: 589 B |
@@ -1,76 +0,0 @@
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[NoteDisplay]
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DrawHoldHeadForTapsOnSameRow=0
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TapNoteAnimationLengthInBeats=1
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HoldTopCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
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HoldHeadAnimationLengthInBeats=1
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HoldBodyAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
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HoldTailAnimationLengthInBeats=2
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HoldBottomCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
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TapNoteAnimationIsVivid=0
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HoldHeadAnimationIsVivid=0
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HoldTopCapAnimationIsVivid=0
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HoldBodyAnimationIsVivid=0
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HoldBottomCapAnimationIsVivid=0
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HoldTailAnimationIsVivid=0
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TapNoteAnimationIsNoteColor=1
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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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HoldTailAnimationIsNoteColor=0
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StartDrawingHoldBodyOffsetFromHead=0
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HoldLetGoGrayPercent=0.8
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UseLighting=0
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HoldHeadIsAboveWavyParts=1
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HoldTailIsAboveWavyParts=1
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TapMineAnimationLengthInBeats=2
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StopDrawingHoldBodyOffsetFromTail=-12
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FlipHeadAndTailWhenReverse=1
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FlipHoldBodyWhenReverse=1
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TopHoldAnchorWhenReverse=1
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TapNoteAdditionTextureCoordOffsetX=0
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TapNoteAdditionTextureCoordOffsetY=0.5
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[GhostArrowDim]
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W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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JudgmentFrames=32
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JudgmentSeconds=0.5
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MineFrames=64
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MineSeconds=1
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HoldFrames=64
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HoldSeconds=1
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[GhostArrowBright]
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W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
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[ReceptorArrow]
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InitCommand=effectclock,'beat'
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[Center]
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=-11
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[DownLeft]
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StartDrawingHoldBodyOffsetFromHead=-2
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[DownRight]
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StartDrawingHoldBodyOffsetFromHead=-2
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[UpLeft]
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StartDrawingHoldBodyOffsetFromHead=8
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[UpRight]
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StartDrawingHoldBodyOffsetFromHead=8
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Before Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 1014 B |