Add Noteskins

Added:
- Cel (classic)
- Metal (classic)
- Cyber (LightningXCE's)
- Enchantment
- Peter's Note
- Peter's Rainbow
- Peter's Vivid

Removed:
- All stock noteskins besides default
This commit is contained in:
teejusb
2022-05-22 23:16:36 -07:00
parent b9171d4892
commit e424ff5c8b
671 changed files with 7597 additions and 5090 deletions
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--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', 'Receptor Go' );
Frame0000=0;
Delay0000=1;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
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");
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
Frame0000=0;
Delay0000=0.25;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=0;
Delay0004=0,75;
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
PressCommand=cmd(diffusealpha,0.2);
LiftCommand=cmd(diffusealpha,0);
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;
--[[
Effecttiming Info
Effecttiming is one of the most anoying commands I have ever used
Because there was no one able to tell me how it works
But I found out how
The basic command is effecttiming,0,0,0,0
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
The second 0 is the ammount of time effectcolor1 stays
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
The last 0 is the ammount of tume effectcolor2 stays
Every 0 can change value to as high as possible
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
]]
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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+8
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local t = Def.Model {
Meshes="_mine model.txt";
Materials="_mine model.txt";
Bones="_mine model.txt";
};
return t;
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local t = Def.Model {
Meshes=NOTESKIN:GetPath('_down','tap note model');
Materials=NOTESKIN:GetPath('_down','tap note model');
Bones=NOTESKIN:GetPath('_down','tap note model');
};
return t;
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--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");
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
local t = Def.ActorFrame {
--Hold Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
};
--Roll Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
InitCommand=cmd(playcommand,"RollOff";finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,false);
};
--We use this for Seperate Explosions for every Judgement
Def.ActorFrame {
--W1 aka Marvelous Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W1 aka Marvelous Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W2 aka Perfect Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W2 aka Perfect Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W3 aka Great Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W3 aka Great Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W4 aka Good Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W4 aka Good Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W5 aka Boo Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W5 aka Boo Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
--Mine Explosion Commands
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
};
}
return t;
@@ -1,137 +1,116 @@
--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
local ret = ... or {};
--Defining on which direction the other directions should be bassed on
--This will let us use less files which is quite handy to keep the noteskin directory nice
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
--If you only want some files to be redirected take a look at the "custom hold/roll per direction"
ret.RedirTable =
{
--PIU
Center = "Center",
DownLeft = "DownLeft", -- for PIU and dance
DownRight = "DownLeft", -- for PIU and dance
UpLeft = "DownLeft",
UpRight = "DownLeft",
--Dance
Down = "Down",
Up = "Down",
Left = "Down",
Right = "Down",
};
-- <
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
--Also check out commen it has a load of lua codes in files there
--Just play a bit with lua its not that hard if you understand coding
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
sButton = ret.RedirTable[sButton];
if not string.find(sElement, "Head") and
not string.find(sElement, "Explosion") then
if string.find(sElement, "Hold") or
string.find(sElement, "Roll") then
if Var "Button" == "Down" or Var "Button" == "Up" or Var "Button" == "Left" or Var "Button" == "Right" then
sButton = "Down";
else
sButton = "Center";
end
end
end
-- 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" or
sElement == "Tap Fake"
then
sElement = "Tap Note";
end
if sElement == "Tap Explosion Dim" or
sElement == "Hold Explosion" or
sElement == "Roll Explosion"
then
sElement = "Tap Explosion Bright";
end
if sElement == "Tap Mine"
then
sButton = "Down";
end
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
-- >
-- 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 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 =
{
--PIU
Center = 0,
DownLeft = 0,
DownRight = -90,
UpLeft = 90,
UpRight = 180,
--Dance
Down = 0,
Up = 180,
Left = 90,
Right = -90,
};
-- Parts that should be Redirected to _Blank.png
-- you can add/remove stuff if you want
ret.Blank =
{
["HitMine Explosion"] = true,
["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;
--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
local ret = ... or {};
--Defining on which direction the other directions should be bassed on
--This will let us use less files which is quite handy to keep the noteskin directory nice
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
-- <
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
--Also check out commen it has a load of lua codes in files there
--Just play a bit with lua its not that hard if you understand coding
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
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" or
sElement == "Tap Fake"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
-- >
-- Parts of noteskins which we want to rotate
ret.PartsToRotate =
{
["Receptor"] = true,
["Tap Explosion Bright W1"] = true,
["Tap Explosion Dim W1"] = true,
["Tap Explosion Bright W2"] = true,
["Tap Explosion Dim W2"] = true,
["Tap Explosion Bright W3"] = true,
["Tap Explosion Dim W3"] = true,
["Tap Explosion Bright W4"] = true,
["Tap Explosion Dim W4"] = true,
["Tap Explosion Bright W5"] = true,
["Tap Explosion Dim W5"] = true,
["Tap Note"] = true,
["Tap Fake"] = 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 = 225,
};
-- Parts that should be Redirected to _Blank.png
-- you can add/remove stuff if you want
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,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
};
-- dont forget to close the ret cuz else it wont work ;>
return ret;
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// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 2
"cells" 1 1
77
1 0.000000 -31.071068 0.000163 0.006081 0.055883 -1
1 32.071068 1.000000 0.000163 0.009453 0.042723 -1
1 0.000000 -28.242641 3.011776 0.006081 0.054724 -1
1 29.242641 1.000000 3.011776 0.009155 0.042723 -1
1 19.000000 14.071068 0.000163 0.008078 0.037359 -1
1 19.000000 11.242641 3.011776 0.008078 0.038520 -1
1 11.000000 6.071067 0.000163 0.007323 0.040642 -1
1 9.000000 1.242640 3.011776 0.007113 0.042548 -1
1 11.000000 30.000000 0.000163 0.007323 0.030823 -1
1 9.000000 28.000000 3.011776 0.007113 0.031643 -1
1 -11.000000 30.000000 0.000163 0.004838 0.030823 -1
1 -9.000000 28.000000 3.011776 0.005048 0.031643 -1
1 -11.000000 6.071067 0.000163 0.004838 0.040642 -1
1 -9.000000 1.242640 3.011776 0.005048 0.042548 -1
1 -19.000000 14.071068 0.000163 0.004083 0.037359 -1
1 -19.000000 11.242641 3.011776 0.004083 0.038520 -1
1 -32.071068 1.000000 0.000163 0.002708 0.042723 -1
1 -29.242641 1.000000 3.011776 0.003006 0.042723 -1
1 0.000000 -28.242641 -3.011452 0.006081 0.054724 -1
1 29.242641 1.000000 -3.011452 0.009155 0.042723 -1
1 19.000000 11.242641 -3.011452 0.008078 0.038520 -1
1 9.000000 1.242640 -3.011452 0.007113 0.042548 -1
1 9.000000 28.000000 -3.011452 0.007113 0.031643 -1
1 -9.000000 28.000000 -3.011452 0.005048 0.031643 -1
1 -9.000000 1.242640 -3.011452 0.005048 0.042548 -1
1 -19.000000 11.242641 -3.011452 0.004083 0.038520 -1
1 -29.242641 1.000000 -3.011452 0.003006 0.042723 -1
1 0.000000 -28.242641 3.011776 0.123275 0.948597 -1
1 29.242641 1.000000 3.011776 0.239318 0.480852 -1
1 0.000000 -24.000000 7.500001 0.123275 0.880735 -1
1 25.000000 1.000000 7.500001 0.222482 0.480852 -1
1 19.000000 11.242641 3.011776 0.198672 0.317017 -1
1 19.000000 7.000000 7.500001 0.198672 0.384880 -1
1 9.000000 1.242640 3.011776 0.158989 0.476971 -1
1 6.000000 -6.000000 7.500001 0.147084 0.592819 -1
1 9.000000 28.000000 3.011776 0.158989 0.048978 -1
1 6.000000 25.000000 7.500001 0.147084 0.096964 -1
1 -9.000000 28.000000 3.011776 0.087560 0.048978 -1
1 -6.000000 25.000000 7.500001 0.099465 0.096964 -1
1 -9.000000 1.242640 3.011776 0.087560 0.476971 -1
1 -6.000000 -6.000000 7.500001 0.099465 0.592819 -1
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1 -19.000000 7.000000 7.500001 0.047877 0.384880 -1
1 -29.242641 1.000000 3.011776 0.007232 0.480852 -1
1 -25.000000 1.000000 7.500001 0.024068 0.480852 -1
1 0.003530 -23.438393 7.499528 0.123289 0.871752 -1
1 24.219559 0.792938 7.499528 0.219384 0.484163 -1
1 19.000000 6.000001 7.499528 0.198672 0.400875 -1
1 -18.986691 6.000001 7.499528 0.047930 0.400875 -1
1 -24.206251 0.792942 7.499528 0.027217 0.484163 -1
1 29.242641 1.000000 -3.011452 0.239318 0.480852 -1
1 0.000000 -28.242641 -3.011452 0.123275 0.948597 -1
1 0.000000 -24.000000 -7.499676 0.123275 0.880735 -1
1 25.000000 1.000000 -7.499676 0.222482 0.480852 -1
1 19.000000 11.242641 -3.011452 0.198672 0.317017 -1
1 19.000000 7.000000 -7.499676 0.198672 0.384880 -1
1 9.000000 1.242640 -3.011452 0.158989 0.476971 -1
1 6.000000 -6.000000 -7.499676 0.147084 0.592819 -1
1 9.000000 28.000000 -3.011452 0.158989 0.048978 -1
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1 -9.000000 28.000000 -3.011452 0.087560 0.048978 -1
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1 -9.000000 1.242640 -3.011452 0.087560 0.476971 -1
1 -6.000000 -6.000000 -7.499676 0.099465 0.592819 -1
1 -19.000000 11.242641 -3.011452 0.047877 0.317017 -1
1 -19.000000 7.000000 -7.499676 0.047877 0.384880 -1
1 -29.242641 1.000000 -3.011452 0.007232 0.480852 -1
1 -25.000000 1.000000 -7.499676 0.024068 0.480852 -1
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TexVelocityX=+1
Frame0000=_mine tex.png
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@@ -1,243 +1,243 @@
#USW Metric Version V2
#Made for Version Stepmania 5 Preview 2
#I am the bone of my noteskin
#Arrows are my body, and explosions are my blood
#I have created over a thousand noteskins
#Unknown to death
#Nor known to life
#Have withstood pain to create many noteskins
#Yet these hands will never hold anything
#So as I pray, Unlimited Stepman Works
[Global]
#Noteskin this noteskin falls back on
#We normaly make this fallback on common
#Because its the global noteskin every default fallsback on to
FallbackNoteSkin=common
[NoteDisplay]
#Noteskin Animation Lengths
AnimationIsBeatBased=1
##Tap Parts
TapNoteAnimationLength=4
TapMineAnimationLength=4
TapLiftAnimationLength=4
TapFakeAnimationLength=4
##Hold Parts
HoldHeadAnimationLength=4
HoldTopCapAnimationLength=4
HoldBottomCapAnimationLength=4
HoldBodyAnimationLength=4
HoldTailAnimationLength=4
##Roll Parts
RollHeadAnimationLength=4
RollTopCapAnimationLength=4
RollBottomCapAnimationLength=4
RollBodyAnimationLength=4
RollTailAnimationLength=4
#Define if noteskin is Vivid or not
#Value 1 = true, Value 0 = false
##Tap Parts
TapNoteAnimationIsVivid=0
TapMineAnimationIsVivid=0
TapFakeAnimationIsVivid=0
TapLiftAnimationIsVivid=0
##Hold Parts
HoldHeadAnimationIsVivid=0
HoldTopCapAnimationIsVivid=0
HoldBodyAnimationIsVivid=0
HoldBottomCapAnimationIsVivid=0
HoldTailAnimationIsVivid=0
##Roll Parts
RollHeadAnimationIsVivid=0
RollTopCapAnimationIsVivid=0
RollBodyAnimationIsVivid=0
RollBottomCapAnimationIsVivid=0
RollTailAnimationIsVivid=0
#Texture Coord Offest Info
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
#If you dont want to use it, just keep the value 0
#Rhythm colored noteskins are noteskins that have different colors for every
#4th, 8th, 12th, 16th and so on
#To use this you need to use simple math because it isnt based on the size of
#the image but its based on the total value of the size which is 1
#So if you got 9 frames (including 192nd)
#You need to run this simple math
# 1 / 9 = 0.11111111111111111111111111 (and so on)
#Because using the entire value is to long, lets make it smaler to 6 digits
#You can make it longer if you want but lets keep it nice to 6 digits
##Tap Parts
TapNoteAdditionTextureCoordOffsetX=0.5
TapNoteAdditionTextureCoordOffsetY=0.125
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0.125
TapMineAdditionTextureCoordOffsetX=0
TapMineAdditionTextureCoordOffsetY=0
TapMineNoteColorTextureCoordSpacingX=0
TapMineNoteColorTextureCoordSpacingY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
TapLiftNoteColorTextureCoordSpacingX=0
TapLiftNoteColorTextureCoordSpacingY=0
TapFakeAdditionTextureCoordOffsetX=0.5
TapFakeAdditionTextureCoordOffsetY=0.1
TapFakeNoteColorTextureCoordSpacingX=0
TapFakeNoteColorTextureCoordSpacingY=0.125
##Hold Parts
HoldHeadAdditionTextureCoordOffsetX=0.5
HoldHeadAdditionTextureCoordOffsetY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
HoldTopCapAdditionTextureCoordOffsetX=0
HoldTopCapAdditionTextureCoordOffsetY=0
HoldTopCapNoteColorTextureCoordSpacingX=0
HoldTopCapNoteColorTextureCoordSpacingY=0
HoldBodyAdditionTextureCoordOffsetX=0
HoldBodyAdditionTextureCoordOffsetY=0
HoldBodyNoteColorTextureCoordSpacingX=0
HoldBodyNoteColorTextureCoordSpacingY=0
HoldBottomCapAdditionTextureCoordOffsetX=0
HoldBottomCapAdditionTextureCoordOffsetY=0
HoldBottomCapNoteColorTextureCoordSpacingX=0
HoldBottomCapNoteColorTextureCoordSpacingY=0
HoldTailAdditionTextureCoordOffsetX=0
HoldTailAdditionTextureCoordOffsetY=0
HoldTailNoteColorTextureCoordSpacingX=0
HoldTailNoteColorTextureCoordSpacingY=0
##Roll Parts
RollHeadAdditionTextureCoordOffsetX=0
RollHeadAdditionTextureCoordOffsetY=0
RollHeadNoteColorTextureCoordSpacingX=0
RollHeadNoteColorTextureCoordSpacingY=0
RollTopCapAdditionTextureCoordOffsetX=0
RollTopCapAdditionTextureCoordOffsetY=0
RollTopCapNoteColorTextureCoordSpacingX=0
RollTopCapNoteColorTextureCoordSpacingY=0
RollBodyAdditionTextureCoordOffsetX=0
RollBodyAdditionTextureCoordOffsetY=0
RollBodyNoteColorTextureCoordSpacingX=0
RollBodyNoteColorTextureCoordSpacingY=0
RollBottomCapAdditionTextureCoordOffsetX=0
RollBottomCapAdditionTextureCoordOffsetY=0
RollBottomCapNoteColorTextureCoordSpacingX=0
RollBottomCapNoteColorTextureCoordSpacingY=0
RollTailAdditionTextureCoordOffsetX=0
RollTailAdditionTextureCoordOffsetY=0
RollTailNoteColorTextureCoordSpacingX=0
RollTailNoteColorTextureCoordSpacingY=0
#Other Stuff
DrawHoldHeadForTapsOnSameRow=1
DrawRollHeadForTapsOnSameRow=1
TapHoldRollOnRowMeansHold=1
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=1
UseLighting=0
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
HoldActiveIsAddLayer=0
#Edit this incase you want to make noteskin for reverse or both
FlipHoldBodyWhenReverse=1
FlipHeadAndTailWhenReverse=1
TopHoldAnchorWhenReverse=1
#Diffuse Info v2
#Diffuse uses a color code to define the diffuse
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
#The way it works is pretty easy
#It is based on the Red,Blue,Green,Alpha value that you get with color
#But instead of 255,255,255,255 it uses 1,1,1,1
#So if you want to use a RBG value from an image like for example Taupe
#Which has a value of 72,60,50 , What we just do is / 254 on every value
#And we also add a Alpha (for transparent) value between 0.1 and 1
#So We get 0.283464,0.236220,0.196850,0.6
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
#diffuse,1,1,1,1 is the basic code
#Change them to which value you want
#add ; at the end of your command incase you add more commands
[GhostArrowDim]
NoneCommand=
HitMineCommand=visible,false
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Good explosion
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Great explosion
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Perfect explosion
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Marvelous explosion
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Hold end commands
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=visible,false
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Good explosion
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Great explosion
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Perfect explosion
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Marvelous explosion
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
#Hold end commands
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[ReceptorArrow]
#For InitCommand take a look at "Down Receptor.lua"
#InitCommand=
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
PressCommand=
LiftCommand=
AvoidMineCommand=
#The way the receptor responds when you hit an arrow on specified judgment
#Boo command
W5Command=stoptweening
#Good command
W4Command=stoptweening
#Great command
W3Command=stoptweening
#Perfect command
W2Command=stoptweening
#Marvelous command
W1Command=stoptweening
[HoldGhostArrow]
#The way the hold arrow reacts
HoldingOnCommand=visible,true
HoldingOffCommand=visible,false
RollOnCommand=visible,true
RollOffCommand=visible,false
[Press]
ReverseOnCommand=vertalign,bottom
ReverseOffCommand=vertalign,top
PressCommand=visible,true
#USW Metric Version V2
#Made for Version Stepmania 5 Preview 2
#I am the bone of my noteskin
#Arrows are my body, and explosions are my blood
#I have created over a thousand noteskins
#Unknown to death
#Nor known to life
#Have withstood pain to create many noteskins
#Yet these hands will never hold anything
#So as I pray, Unlimited Stepman Works
[Global]
#Noteskin this noteskin falls back on
#We normaly make this fallback on common
#Because its the global noteskin every default fallsback on to
FallbackNoteSkin=common
[NoteDisplay]
#Noteskin Animation Lengths
AnimationIsBeatBased=1
##Tap Parts
TapNoteAnimationLength=2
TapMineAnimationLength=1
TapLiftAnimationLength=2
TapFakeAnimationLength=2
##Hold Parts
HoldHeadAnimationLength=2
HoldTopCapAnimationLength=2
HoldBottomCapAnimationLength=2
HoldBodyAnimationLength=2
HoldTailAnimationLength=2
##Roll Parts
RollHeadAnimationLength=2
RollTopCapAnimationLength=2
RollBottomCapAnimationLength=2
RollBodyAnimationLength=2
RollTailAnimationLength=2
#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
TapNoteAdditionTextureCoordOffsetY=0
TapNoteNoteColorTextureCoordSpacingX=0.03125
TapNoteNoteColorTextureCoordSpacingY=0
TapMineAdditionTextureCoordOffsetX=0
TapMineAdditionTextureCoordOffsetY=0
TapMineNoteColorTextureCoordSpacingX=0
TapMineNoteColorTextureCoordSpacingY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
TapLiftNoteColorTextureCoordSpacingX=0
TapLiftNoteColorTextureCoordSpacingY=0
TapFakeAdditionTextureCoordOffsetX=0
TapFakeAdditionTextureCoordOffsetY=0
TapFakeNoteColorTextureCoordSpacingX=0.03125
TapFakeNoteColorTextureCoordSpacingY=0
##Hold Parts
HoldHeadAdditionTextureCoordOffsetX=0
HoldHeadAdditionTextureCoordOffsetY=0
HoldHeadNoteColorTextureCoordSpacingX=0.03125
HoldHeadNoteColorTextureCoordSpacingY=0
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=0.03125
RollHeadNoteColorTextureCoordSpacingY=0
RollTopCapAdditionTextureCoordOffsetX=0
RollTopCapAdditionTextureCoordOffsetY=0
RollTopCapNoteColorTextureCoordSpacingX=0
RollTopCapNoteColorTextureCoordSpacingY=0
RollBodyAdditionTextureCoordOffsetX=0
RollBodyAdditionTextureCoordOffsetY=0
RollBodyNoteColorTextureCoordSpacingX=0
RollBodyNoteColorTextureCoordSpacingY=0
RollBottomCapAdditionTextureCoordOffsetX=0
RollBottomCapAdditionTextureCoordOffsetY=0
RollBottomCapNoteColorTextureCoordSpacingX=0
RollBottomCapNoteColorTextureCoordSpacingY=0
RollTailAdditionTextureCoordOffsetX=0
RollTailAdditionTextureCoordOffsetY=0
RollTailNoteColorTextureCoordSpacingX=0
RollTailNoteColorTextureCoordSpacingY=0
#Other Stuff
DrawHoldHeadForTapsOnSameRow=0
DrawRollHeadForTapsOnSameRow=0
TapHoldRollOnRowMeansHold=1
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=0.25
UseLighting=0
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
HoldActiveIsAddLayer=0
#Edit this incase you want to make noteskin for reverse or both
FlipHoldBodyWhenReverse=1
FlipHeadAndTailWhenReverse=1
TopHoldAnchorWhenReverse=1
#Diffuse Info v2
#Diffuse uses a color code to define the diffuse
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
#The way it works is pretty easy
#It is based on the Red,Blue,Green,Alpha value that you get with color
#But instead of 255,255,255,255 it uses 1,1,1,1
#So if you want to use a RBG value from an image like for example Taupe
#Which has a value of 72,60,50 , What we just do is / 254 on every value
#And we also add a Alpha (for transparent) value between 0.1 and 1
#So We get 0.283464,0.236220,0.196850,0.6
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
#diffuse,1,1,1,1 is the basic code
#Change them to which value you want
#add ; at the end of your command incase you add more commands
[GhostArrowDim]
NoneCommand=
HitMineCommand=stoptweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Good explosion
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Great explosion
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Perfect explosion
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Marvelous explosion
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
#Hold end commands
LetGoCommand=
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Good explosion
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Great explosion
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Perfect explosion
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Marvelous explosion
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
#Hold end commands
LetGoCommand=
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
[ReceptorArrow]
#For InitCommand take a look at "Down Receptor.lua"
#InitCommand=
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
PressCommand=
LiftCommand=
AvoidMineCommand=
#The way the receptor responds when you hit an arrow on specified judgment
#Boo command
W5Command=stoptweening
#Good command
W4Command=stoptweening
#Great command
W3Command=stoptweening
#Perfect command
W2Command=stoptweening
#Marvelous command
W1Command=stoptweening
[HoldGhostArrow]
#The way the hold arrow reacts
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
HoldingOffCommand=visible,false
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
RollOffCommand=visible,false
[Press]
ReverseOnCommand=vertalign,bottom
ReverseOffCommand=vertalign,top
PressCommand=visible,true
LiftCommand=visible,false
+140
View File
@@ -0,0 +1,140 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 2
"arrow" 0 0
12
0 0.000000 -24.000000 7.4500000 0.551018 0.908796 -1
0 25.000000 1.000000 7.4500000 0.5510182 0.356369 -1
0 19.000000 7.000000 7.4500000 0.546875 0.356369 -1
0 6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
0 6.000000 25.000000 7.4500000 0.536171 0.301126 -1
0 0.000000 25.000000 7.4500000 0.534100 0.367417 -1
0 -25.000000 1.000000 7.4500000 0.542731 0.356369 -1
0 0.000000 -24.000000 7.4500000 0.542731 0.908796 -1
0 0.000000 25.000000 7.4500000 0.559649 0.367417 -1
0 -6.000000 25.000000 7.4500000 0.557578 0.301126 -1
0 -6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
0 -19.000000 7.000000 7.4500000 0.546875 0.356369 -1
2
0.000000 0.000000 0.000000
0.000000 0.000000 1.000000
8
0 4 5 0 1 1 1 11
0 3 4 0 1 1 1 11
0 3 0 1 1 1 1 11
0 2 3 1 1 1 1 11
0 10 11 6 1 1 1 11
0 10 6 7 1 1 1 11
0 10 7 8 1 1 1 11
0 9 10 8 1 1 1 11
"arrow" 0 0
27
3 0.000000 -31.071068 0.000000 0.125000 0.980509 -1
3 32.071068 1.000000 0.000000 0.250277 0.479399 -1
3 0.000000 -28.242641 0.000000 0.125000 0.936315 -1
3 29.242641 1.000000 0.000000 0.239229 0.479399 -1
3 19.000000 14.071068 0.000000 0.199218 0.275164 -1
3 19.000000 11.242641 0.000000 0.199218 0.319358 -1
3 11.000000 6.071067 0.000000 0.167968 0.400164 -1
3 9.000000 1.242640 0.000000 0.160156 0.475608 -1
3 11.000000 30.000000 0.000000 0.167968 0.026274 -1
3 9.000000 28.000000 0.000000 0.160156 0.057524 -1
3 -11.000000 30.000000 0.000000 0.082031 0.026274 -1
3 -9.000000 28.000000 0.000000 0.089843 0.057524 -1
3 -11.000000 6.071067 0.000000 0.082031 0.400163 -1
3 -9.000000 1.242640 0.000000 0.089843 0.475608 -1
3 -19.000000 14.071068 0.000000 0.050781 0.275163 -1
3 -19.000000 11.242641 0.000000 0.050781 0.319358 -1
3 -32.071068 1.000000 0.000000 -0.000277 0.479399 -1
3 -29.242641 1.000000 0.000000 0.010771 0.479399 -1
3 0.000000 -24.000000 7.500000 0.125000 0.870024 -1
3 25.000000 1.000000 7.500000 0.222656 0.479399 -1
3 19.000000 7.000000 7.500000 0.199218 0.385649 -1
3 6.000000 -6.000000 7.500000 0.148437 0.588774 -1
3 6.000000 25.000000 7.500000 0.148437 0.104399 -1
3 -6.000000 25.000000 7.500000 0.10156 0.104399 -1
3 -6.000000 -6.000000 7.500000 0.10156 0.588774 -1
3 -19.000000 7.000000 7.500000 0.050781 0.385649 -1
3 -25.000000 1.000000 7.500000 0.027343 0.479399 -1
21
0.000000 0.000000 0.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
-0.278639 -0.835917 0.472866
0.835917 -0.278639 0.472866
0.278639 -0.835917 0.472866
0.835917 0.278639 0.472866
0.278639 0.835917 0.472866
-0.278639 0.835917 0.472866
-0.217960 0.744161 0.631441
0.680322 0.372080 0.631441
0.788110 0.394055 0.472866
0.394055 0.788110 0.472866
-0.394055 0.788110 0.472866
-0.788110 0.394055 0.472866
-0.680322 0.372080 0.631441
0.217960 0.744161 0.631441
0.278639 0.835917 0.472866
-0.278639 0.835917 0.472866
-0.835917 0.278639 0.472866
-0.835917 -0.278639 0.472866
43
0 0 1 2 2 2 2 1
0 1 3 2 2 2 2 1
0 1 4 3 2 2 2 1
0 4 5 3 2 2 2 1
0 4 6 5 2 2 2 1
0 6 7 5 2 2 2 1
0 6 8 7 2 2 2 1
0 8 9 7 2 2 2 1
0 8 10 9 2 2 2 1
0 10 11 9 2 2 2 1
0 10 12 11 2 2 2 1
0 12 13 11 2 2 2 1
0 12 14 13 2 2 2 1
0 14 15 13 2 2 2 1
0 14 16 15 2 2 2 1
0 16 17 15 2 2 2 1
0 16 0 17 2 2 2 1
0 0 2 17 2 2 2 1
0 2 3 18 3 4 5 6
0 3 19 18 4 6 5 6
0 3 5 19 4 7 6 6
0 5 20 19 7 8 6 6
0 5 7 20 7 9 8 6
0 7 21 20 9 10 8 6
0 7 9 21 9 11 10 6
0 9 22 21 11 12 10 6
0 9 11 22 11 13 12 6
0 11 23 22 13 14 12 6
0 11 13 23 13 15 14 6
0 13 24 23 15 16 14 6
0 13 15 24 15 17 16 6
0 15 25 24 17 18 16 6
0 15 17 25 17 19 18 6
0 17 26 25 19 20 18 6
0 17 2 26 19 3 20 6
0 2 18 26 3 5 20 6
0 25 26 18 2 2 2 11
0 24 25 18 2 2 2 11
0 22 23 24 2 2 2 11
0 21 22 24 2 2 2 11
0 21 24 18 2 2 2 11
0 21 18 19 2 2 2 11
0 20 21 19 2 2 2 11
Materials: 1
"19 - Default"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
12.799999
1.000000
"textures/Tap Note ani texture.ini"
""
Bones: 0
@@ -0,0 +1,5 @@
[AnimatedTexture]
TexVelocityY=-1
TexOffsetX=0
Frame0000=Tap Note parts (mipmaps).png
Delay0000=1.0
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+68
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--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', 'Receptor Go' );
Frame0000=0;
Delay0000=1;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
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");
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
Frame0000=0;
Delay0000=0.25;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=0;
Delay0004=0,75;
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
PressCommand=cmd(diffusealpha,0.2);
LiftCommand=cmd(diffusealpha,0);
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;
--[[
Effecttiming Info
Effecttiming is one of the most anoying commands I have ever used
Because there was no one able to tell me how it works
But I found out how
The basic command is effecttiming,0,0,0,0
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
The second 0 is the ammount of time effectcolor1 stays
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
The last 0 is the ammount of tume effectcolor2 stays
Every 0 can change value to as high as possible
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
]]
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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+8
View File
@@ -0,0 +1,8 @@
local t = Def.Model {
Meshes="_mine model.txt";
Materials="_mine model.txt";
Bones="_mine model.txt";
};
return t;
+7
View File
@@ -0,0 +1,7 @@
local t = Def.Model {
Meshes=NOTESKIN:GetPath('_down','tap note model');
Materials=NOTESKIN:GetPath('_down','tap note model');
Bones=NOTESKIN:GetPath('_down','tap note model');
};
return t;
@@ -0,0 +1,122 @@
--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");
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
local t = Def.ActorFrame {
--Hold Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
};
--Roll Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
InitCommand=cmd(playcommand,"RollOff";finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,false);
};
--We use this for Seperate Explosions for every Judgement
Def.ActorFrame {
--W1 aka Marvelous Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W1 aka Marvelous Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W2 aka Perfect Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W2 aka Perfect Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W3 aka Great Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W3 aka Great Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W4 aka Good Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W4 aka Good Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W5 aka Boo Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W5 aka Boo Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
--Mine Explosion Commands
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
};
}
return t;
@@ -1,137 +1,116 @@
--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
local ret = ... or {};
--Defining on which direction the other directions should be bassed on
--This will let us use less files which is quite handy to keep the noteskin directory nice
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
--If you only want some files to be redirected take a look at the "custom hold/roll per direction"
ret.RedirTable =
{
--PIU
Center = "Center",
DownLeft = "DownLeft", -- for PIU and dance
DownRight = "DownLeft", -- for PIU and dance
UpLeft = "DownLeft",
UpRight = "DownLeft",
--Dance
Down = "Down",
Up = "Down",
Left = "Down",
Right = "Down",
};
-- <
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
--Also check out commen it has a load of lua codes in files there
--Just play a bit with lua its not that hard if you understand coding
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
sButton = ret.RedirTable[sButton];
if not string.find(sElement, "Head") and
not string.find(sElement, "Explosion") then
if string.find(sElement, "Hold") or
string.find(sElement, "Roll") then
if Var "Button" == "Down" or Var "Button" == "Up" or Var "Button" == "Left" or Var "Button" == "Right" then
sButton = "Down";
else
sButton = "Center";
end
end
end
-- 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" or
sElement == "Tap Fake"
then
sElement = "Tap Note";
end
if sElement == "Tap Explosion Dim" or
sElement == "Hold Explosion" or
sElement == "Roll Explosion"
then
sElement = "Tap Explosion Bright";
end
if sElement == "Tap Mine"
then
sButton = "Down";
end
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
-- >
-- 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 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 =
{
--PIU
Center = 0,
DownLeft = 0,
DownRight = -90,
UpLeft = 90,
UpRight = 180,
--Dance
Down = 0,
Up = 180,
Left = 90,
Right = -90,
};
-- Parts that should be Redirected to _Blank.png
-- you can add/remove stuff if you want
ret.Blank =
{
["HitMine Explosion"] = true,
["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;
--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
local ret = ... or {};
--Defining on which direction the other directions should be bassed on
--This will let us use less files which is quite handy to keep the noteskin directory nice
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
-- <
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
--Also check out commen it has a load of lua codes in files there
--Just play a bit with lua its not that hard if you understand coding
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
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" or
sElement == "Tap Fake"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
-- >
-- Parts of noteskins which we want to rotate
ret.PartsToRotate =
{
["Receptor"] = true,
["Tap Explosion Bright W1"] = true,
["Tap Explosion Dim W1"] = true,
["Tap Explosion Bright W2"] = true,
["Tap Explosion Dim W2"] = true,
["Tap Explosion Bright W3"] = true,
["Tap Explosion Dim W3"] = true,
["Tap Explosion Bright W4"] = true,
["Tap Explosion Dim W4"] = true,
["Tap Explosion Bright W5"] = true,
["Tap Explosion Dim W5"] = true,
["Tap Note"] = true,
["Tap Fake"] = 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 = 225,
};
-- Parts that should be Redirected to _Blank.png
-- you can add/remove stuff if you want
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,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
};
-- dont forget to close the ret cuz else it wont work ;>
return ret;
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@@ -0,0 +1,275 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 2
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Materials: 2
"19 - Default"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
12.799999
1.000000
"textures/Tap Note ani texture.ini"
""
"shell"
0.588235 0.588235 0.588235 1.000000
0.588235 0.588235 0.588235 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
12.799999
1.000000
"textures/Tap Note parts (mipmaps).png"
""
Bones: 0
+4
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@@ -0,0 +1,4 @@
[AnimatedTexture]
TexVelocityX=+1
Frame0000=_mine tex.png
Delay0000=1
+180
View File
@@ -0,0 +1,180 @@
// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 1
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0.000000 -0.062383 0.998052
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0.053179 -0.030799 0.998110
0.062383 0.000000 0.998052
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0.030799 0.053179 0.998110
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0.051323 -0.568474 0.821099
0.328856 -0.466982 0.820842
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56
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Materials: 1
"red middle"
1.000000 1.000000 1.000000 1.000000
1.000000 1.000000 1.000000 1.000000
0.898039 0.898039 0.898039 1.000000
0.000000 0.000000 0.000000 1.000000
12.799999
1.000000
"_mine ani tex.ini"
""
Bones: 1
"joint1"
""
0 0 0 0 0 0 0
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1.000000 0.000000 0.000000 0.000000
120.000000 0.000000 0.000000 0.000000
3
1.000000 0.000000 0.000000 0.000000
60.000000 0.000000 0.000000 3.1
120.000000 0.000000 0.000000 6.2
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+243
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@@ -0,0 +1,243 @@
#USW Metric Version V2
#Made for Version Stepmania 5 Preview 2
#I am the bone of my noteskin
#Arrows are my body, and explosions are my blood
#I have created over a thousand noteskins
#Unknown to death
#Nor known to life
#Have withstood pain to create many noteskins
#Yet these hands will never hold anything
#So as I pray, Unlimited Stepman Works
[Global]
#Noteskin this noteskin falls back on
#We normaly make this fallback on common
#Because its the global noteskin every default fallsback on to
FallbackNoteSkin=common
[NoteDisplay]
#Noteskin Animation Lengths
AnimationIsBeatBased=1
##Tap Parts
TapNoteAnimationLength=2
TapMineAnimationLength=1
TapLiftAnimationLength=2
TapFakeAnimationLength=2
##Hold Parts
HoldHeadAnimationLength=2
HoldTopCapAnimationLength=2
HoldBottomCapAnimationLength=2
HoldBodyAnimationLength=2
HoldTailAnimationLength=2
##Roll Parts
RollHeadAnimationLength=2
RollTopCapAnimationLength=2
RollBottomCapAnimationLength=2
RollBodyAnimationLength=2
RollTailAnimationLength=2
#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 Offset 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
TapNoteAdditionTextureCoordOffsetY=0
TapNoteNoteColorTextureCoordSpacingX=0.125
TapNoteNoteColorTextureCoordSpacingY=0
TapMineAdditionTextureCoordOffsetX=0
TapMineAdditionTextureCoordOffsetY=0
TapMineNoteColorTextureCoordSpacingX=0
TapMineNoteColorTextureCoordSpacingY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
TapLiftNoteColorTextureCoordSpacingX=0
TapLiftNoteColorTextureCoordSpacingY=0
TapFakeAdditionTextureCoordOffsetX=0
TapFakeAdditionTextureCoordOffsetY=0
TapFakeNoteColorTextureCoordSpacingX=0.125
TapFakeNoteColorTextureCoordSpacingY=0
##Hold Parts
HoldHeadAdditionTextureCoordOffsetX=0
HoldHeadAdditionTextureCoordOffsetY=0
HoldHeadNoteColorTextureCoordSpacingX=0.125
HoldHeadNoteColorTextureCoordSpacingY=0
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=0.125
RollHeadNoteColorTextureCoordSpacingY=0
RollTopCapAdditionTextureCoordOffsetX=0
RollTopCapAdditionTextureCoordOffsetY=0
RollTopCapNoteColorTextureCoordSpacingX=0
RollTopCapNoteColorTextureCoordSpacingY=0
RollBodyAdditionTextureCoordOffsetX=0
RollBodyAdditionTextureCoordOffsetY=0
RollBodyNoteColorTextureCoordSpacingX=0
RollBodyNoteColorTextureCoordSpacingY=0
RollBottomCapAdditionTextureCoordOffsetX=0
RollBottomCapAdditionTextureCoordOffsetY=0
RollBottomCapNoteColorTextureCoordSpacingX=0
RollBottomCapNoteColorTextureCoordSpacingY=0
RollTailAdditionTextureCoordOffsetX=0
RollTailAdditionTextureCoordOffsetY=0
RollTailNoteColorTextureCoordSpacingX=0
RollTailNoteColorTextureCoordSpacingY=0
#Other Stuff
DrawHoldHeadForTapsOnSameRow=0
DrawRollHeadForTapsOnSameRow=0
TapHoldRollOnRowMeansHold=1
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=0.25
UseLighting=0
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
HoldActiveIsAddLayer=0
#Edit this incase you want to make noteskin for reverse or both
FlipHoldBodyWhenReverse=1
FlipHeadAndTailWhenReverse=1
TopHoldAnchorWhenReverse=1
#Diffuse Info v2
#Diffuse uses a color code to define the diffuse
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
#The way it works is pretty easy
#It is based on the Red,Blue,Green,Alpha value that you get with color
#But instead of 255,255,255,255 it uses 1,1,1,1
#So if you want to use a RBG value from an image like for example Taupe
#Which has a value of 72,60,50 , What we just do is / 254 on every value
#And we also add a Alpha (for transparent) value between 0.1 and 1
#So We get 0.283464,0.236220,0.196850,0.6
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
#diffuse,1,1,1,1 is the basic code
#Change them to which value you want
#add ; at the end of your command incase you add more commands
[GhostArrowDim]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Good explosion
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Great explosion
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Perfect explosion
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Marvelous explosion
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
#Hold end commands
LetGoCommand=
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
#Boo explosion
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Good explosion
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Great explosion
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Perfect explosion
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
#Marvelous explosion
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
#Hold end commands
LetGoCommand=
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
[ReceptorArrow]
#For InitCommand take a look at "Down Receptor.lua"
#InitCommand=
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
PressCommand=
LiftCommand=
AvoidMineCommand=
#The way the receptor responds when you hit an arrow on specified judgment
#Boo command
W5Command=stoptweening
#Good command
W4Command=stoptweening
#Great command
W3Command=stoptweening
#Perfect command
W2Command=stoptweening
#Marvelous command
W1Command=stoptweening
[HoldGhostArrow]
#The way the hold arrow reacts
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
HoldingOffCommand=visible,false
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
RollOffCommand=visible,false
[Press]
ReverseOnCommand=vertalign,bottom
ReverseOffCommand=vertalign,top
PressCommand=visible,true
LiftCommand=visible,false
@@ -0,0 +1,5 @@
[AnimatedTexture]
TexVelocityY=-1
TexOffsetX=0
Frame0000=Tap Note parts (mipmaps).png
Delay0000=1.0
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@@ -1,9 +0,0 @@
local t = ...;
t = Def.Sprite {
Texture="Hold Explosion.png";
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
InitCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "InitCommand");
};
return t;
-39
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@@ -1,39 +0,0 @@
local t = ...;
t = Def.ActorFrame {
children = {
Def.Sprite {
Texture="Receptor 4x1.png";
Frame0000=0;
Delay0000=0.95;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=0;
Delay0004=0.05;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
Def.Sprite {
Texture="Receptor 4x1.png";
Frame0000=0;
Delay0000=0.95;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=0;
Delay0004=0.05;
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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@@ -1 +0,0 @@
Down Tap Explosion Bright
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-28
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@@ -1,28 +0,0 @@
local t = Def.Sprite {
Texture=NOTESKIN:GetPath('_down','tap note');
Frame0000=0;
Delay0000=0.04;
Frame0001=1;
Delay0001=0.04;
Frame0002=2;
Delay0002=0.04;
Frame0003=3;
Delay0003=0.04;
Frame0004=4;
Delay0004=0.04;
Frame0005=5;
Delay0005=0.04;
Frame0006=6;
Delay0006=0.04;
Frame0007=7;
Delay0007=0.04;
Frame0008=8;
Delay0008=0.04;
Frame0009=9;
Delay0009=0.04;
Frame0010=10;
Delay0010=0.04;
Frame0011=11;
Delay0011=0.04;
};
return t;
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-78
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@@ -1,78 +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);
--Point the head files back to the tap note
if string.find(sElement, "Head") 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" == "Roll Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Tap Note"] = true,
["Tap Fake"] = true,
["Tap Lift"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Hold Explosion"] = 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,
};
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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-69
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@@ -1,69 +0,0 @@
[Global]
FallbackNoteSkin=default
[NoteDisplay]
TapNoteAnimationIsVivid=0
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLength=3
TapAdditionAnimationLength=3
TapMineAnimationLength=1
TapLiftAnimationLength=1
HoldHeadAnimationLength=1
HoldTopCapAnimationLength=0.5
HoldBottomCapAnimationLength=0.5
HoldBodyAnimationLength=0.5
HoldTailAnimationLength=0.5
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-32
HoldLetGoGrayPercent=0.25
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
[GhostArrowDim]
InitCommand=
NoneCommand=
HitMineCommand=stoptweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;decelerate,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=
W5Command=diffuse,1.0,0.6,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W4Command=diffuse,0.6,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W3Command=diffuse,0.6,1.0,0.8,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.9,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W1Command=diffuse,1.0,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,0.7,1;zoom,1;linear,0.2;zoom,0.9;linear,0.1;diffusealpha,0
[GhostArrowBright]
InitCommand=
NoneCommand=
HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;decelerate,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
MissCommand=
W5Command=diffuse,1.0,0.6,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W4Command=diffuse,0.6,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W3Command=diffuse,0.6,1.0,0.8,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W2Command=diffuse,1.0,1.0,0.9,1;sleep,0.1;decelerate,0.4;diffusealpha,0
W1Command=diffuse,1.0,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,0.7,1;zoom,1;linear,0.2;zoom,0.9;linear,0.1;diffusealpha,0
[HoldGhostArrow]
HoldingOnCommand=diffusealpha,1;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.7");effectperiod,0.1
HoldingOffCommand=diffusealpha,0
InitCommand=playcommand,"HoldingOff";finishtweening
[ReceptorArrow]
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,0.75;linear,0.11;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0
PressCommand=blend,"BlendMode_Add";diffusealpha,0.6
LiftCommand=diffusealpha,0
-28
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@@ -1,28 +0,0 @@
Delta Noteskin for StepMania 4.0 CVS/SVN 3-25-07 and later.
Hopefully this will still be working for when final is out.
By shakesoda! (shakesoda[at]gmail.com)
This work is under a Creative Commons Attribution 3.0 License
- http://creativecommons.org/licenses/by/3.0/
If you don't know what that is, it basically means you can do anything you want with it (even sell it), as long as I'm given credit for making the original.
v1.00
-Fixed Addition notes. They are now the same as normal notes.
-Made tap explosions longer.
-Remade tap animations so it's not blurry anymore and is smoother.
-Some code cleanup
v0.90
-Added rolls
-Aligned the arrows properly, no more line under holds.
v0.85:
-Fixed the bright flashes being too bright.
v0.8:
-Hold tails should be aligned correctly now.
v0.7:
-Initial release.
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--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', 'Receptor Go' );
Frame0000=0;
Delay0000=1;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
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");
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
Frame0000=0;
Delay0000=0.25;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=0;
Delay0004=0,75;
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
PressCommand=cmd(diffusealpha,0.2);
LiftCommand=cmd(diffusealpha,0);
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;
--[[
Effecttiming Info
Effecttiming is one of the most anoying commands I have ever used
Because there was no one able to tell me how it works
But I found out how
The basic command is effecttiming,0,0,0,0
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
The second 0 is the ammount of time effectcolor1 stays
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
The last 0 is the ammount of tume effectcolor2 stays
Every 0 can change value to as high as possible
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
]]
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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local t = Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
Frame0000=0;
Delay0000=0.44;
Frame0001=1;
Delay0001=0.03;
Frame0002=2;
Delay0002=0.03;
Frame0003=3;
Delay0003=0.44;
Frame0004=2;
Delay0004=0.03;
Frame0005=1;
Delay0005=0.03;
};
return t;
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@@ -1,9 +1,7 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frame0000=0;
Delay0000=1;
InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-33);
Frames = Sprite.LinearFrames( 8, 1 );
};
};
return t;
@@ -0,0 +1,9 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath( '_Down', 'tap note' );
Frames = Sprite.LinearFrames( 16, 1 );
OnCommand=function(self)
-- SM("Hello!")
end
};
@@ -0,0 +1,122 @@
--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");
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
local t = Def.ActorFrame {
--Hold Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
};
--Roll Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
InitCommand=cmd(playcommand,"RollOff";finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,false);
};
--We use this for Seperate Explosions for every Judgement
Def.ActorFrame {
--W1 aka Marvelous Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W1 aka Marvelous Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
InitCommand=cmd(diffusealpha,0);
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W2 aka Perfect Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W2 aka Perfect Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
InitCommand=cmd(diffusealpha,0);
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W3 aka Great Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W3 aka Great Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
InitCommand=cmd(diffusealpha,0);
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W4 aka Good Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W4 aka Good Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
InitCommand=cmd(diffusealpha,0);
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
Def.ActorFrame {
--W5 aka Boo Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,false);
DimCommand=cmd(visible,true);
};
--W5 aka Boo Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
BrightCommand=cmd(visible,true);
DimCommand=cmd(visible,false);
};
};
--Mine Explosion Commands
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
};
}
return t;
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--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
local ret = ... or {};
--Defining on which direction the other directions should be bassed on
--This will let us use less files which is quite handy to keep the noteskin directory nice
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
-- <
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
--Also check out commen it has a load of lua codes in files there
--Just play a bit with lua its not that hard if you understand coding
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
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" or
sElement == "Tap Fake"
then
sElement = "Tap Note";
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
-- >
-- Parts of noteskins which we want to rotate
ret.PartsToRotate =
{
["Receptor"] = true,
["Tap Explosion Bright W1"] = true,
["Tap Explosion Dim W1"] = true,
["Tap Explosion Bright W2"] = true,
["Tap Explosion Dim W2"] = true,
["Tap Explosion Bright W3"] = true,
["Tap Explosion Dim W3"] = true,
["Tap Explosion Bright W4"] = true,
["Tap Explosion Dim W4"] = true,
["Tap Explosion Bright W5"] = true,
["Tap Explosion Dim W5"] = true,
["Tap Note"] = true,
["Tap Fake"] = 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 = 225,
};
-- Parts that should be Redirected to _Blank.png
-- you can add/remove stuff if you want
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,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
};
-- dont forget to close the ret cuz else it wont work ;>
return ret;
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