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
2022-05-27 14:35:18 -07:00
parent b9171d4892
commit e424ff5c8b
671 changed files with 7597 additions and 5090 deletions
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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
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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;
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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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// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 2
"cells" 1 1
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""
"nomove"
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0.000000 0.000000 0.000000 1.000000
0.000000 0.000000 0.000000 1.000000
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""
Bones: 0
+4
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[AnimatedTexture]
TexVelocityX=+1
Frame0000=_mine tex.png
Delay0000=1
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View File
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// MilkShape 3D ASCII
Frames: 30
Frame: 1
Meshes: 1
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""
Bones: 1
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After

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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 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
Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB