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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local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Hold Explosion' );
Frame0000=0;
Delay0000=0.01;
Frame0001=1;
Delay0001=0.01;
Frame0002=2;
Delay0002=0.01;
Frame0003=3;
Delay0003=0.01;
};
};
return t;
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+23
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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', 'Go Receptor' );
Frame0000=0;
Delay0000=0.2;
Frame0001=1;
Delay0001=0.8;
InitCommand=cmd(effectclock,"beat");
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");
};
};
return t;
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local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Hold Explosion' );
Frame0000=0;
Delay0000=0.01;
Frame0001=1;
Delay0001=0.01;
Frame0002=2;
Delay0002=0.01;
Frame0003=3;
Delay0003=0.01;
};
};
return t;
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+7
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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;
+7
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local t = Def.Model {
Meshes=NOTESKIN:GetPath('_down','tap lift model');
Materials=NOTESKIN:GetPath('_down','tap lift model');
Bones=NOTESKIN:GetPath('_down','tap lift model');
};
return t;
+8
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local t = Def.Model {
Meshes="_mine model.txt";
Materials="_mine model.txt";
Bones="_mine model.txt";
};
return t;
+7
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@@ -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 +1,38 @@
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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", "Roll Explosion" ) .. {
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
InitCommand=cmd(playcommand,"RollOff";finishtweening);
};
--Dim Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
InitCommand=cmd(diffusealpha,0);
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W4Command");
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W3Command");
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W2Command");
JudgmentCommand=cmd(finishtweening);
};
--Bright Explosion Commands
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. {
InitCommand=cmd(diffusealpha,0);
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
JudgmentCommand=cmd(finishtweening);
};
--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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+105
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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);
if not string.find(sElement, "Head") and
not string.find(sElement, "Explosion") then
if string.find(sElement, "Hold") or
string.find(sElement, "Hold") then
return sButton, sElement;
end
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"] = false,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Tap Fake"] = true,
["Tap Lift"] = 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,
};
-- dont forget to close the ret cuz else it wont work ;>
return ret;
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[Global]
#Noteskin this noteskin falls back on
FallbackNoteSkin=common
[NoteDisplay]
AnimationIsBeatBased=1
TapNoteAnimationLength=4
TapMineAnimationLength=1
TapLiftAnimationLength=4
TapFakeAnimationLength=4
HoldHeadAnimationLength=0
HoldTopCapAnimationLength=4
HoldBottomCapAnimationLength=4
HoldBodyAnimationLength=4
HoldTailAnimationLength=4
RollHeadAnimationLength=0
RollTopCapAnimationLength=2
RollBottomCapAnimationLength=2
RollBodyAnimationLength=2
RollTailAnimationLength=2
#Define if noteskin is Vivid or not
#Value 1 = true, Value 0 = false
TapNoteAnimationIsVivid=0
TapMineAnimationIsVivid=0
TapFakeAnimationIsVivid=0
TapLiftAnimationIsVivid=0
HoldHeadAnimationIsVivid=0
HoldTopCapAnimationIsVivid=0
HoldBodyAnimationIsVivid=0
HoldBottomCapAnimationIsVivid=0
HoldTailAnimationIsVivid=0
RollHeadAnimationIsVivid=0
RollTopCapAnimationIsVivid=0
RollBodyAnimationIsVivid=0
RollBottomCapAnimationIsVivid=0
RollTailAnimationIsVivid=0
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
TapNoteNoteColorTextureCoordSpacingX=0.0625
TapNoteNoteColorTextureCoordSpacingY=0
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TapMineAdditionTextureCoordOffsetY=0
TapMineNoteColorTextureCoordSpacingX=0
TapMineNoteColorTextureCoordSpacingY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
TapLiftNoteColorTextureCoordSpacingX=0
TapLiftNoteColorTextureCoordSpacingY=0
TapFakeAdditionTextureCoordOffsetX=0
TapFakeAdditionTextureCoordOffsetY=0
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TapFakeNoteColorTextureCoordSpacingY=0
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HoldHeadAdditionTextureCoordOffsetY=0
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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
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=-32
HoldLetGoGrayPercent=0.33
UseLighting=0
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
HoldActiveIsAddLayer=0
#Edit this incase you want to make noteskin for reverse or both
FlipHoldBodyWhenReverse=0
FlipHeadAndTailWhenReverse=0
TopHoldAnchorWhenReverse=0
[GhostArrowDim]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
W5Command=
W4Command=
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
#Hold end commands
LetGoCommand=
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,1;zoom,0.8;linear,0.06;zoom,1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
AvoidMineCommand=
MissCommand=
W5Command=
W4Command=
W3Command=blend,'BlendMode_Add';diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W2Command=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,1;zoom,0.8;linear,0.06;zoom,1;linear,0.06;diffusealpha,0
#Hold end commands
LetGoCommand=
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,1;zoom,0.8;linear,0.06;zoom,1;linear,0.06;diffusealpha,0
[ReceptorArrow]
#For InitCommand take a look at "Down Receptor.lua"
#InitCommand=
NoneCommand=stoptweening;stoptweening;glow,color("#000000F0");zoom,0.75;linear,0.06;zoom,1;glow,color("#00000000")
PressCommand=
LiftCommand=
AvoidMineCommand=
W5Command=stoptweening
W4Command=stoptweening
W3Command=stoptweening
W2Command=stoptweening
W1Command=stoptweening
[HoldGhostArrow]
HoldingOnCommand=visible,true
HoldingOffCommand=visible,false
RollOnCommand=visible,true
RollOffCommand=visible,false
[Press]
ReverseOnCommand=vertalign,bottom
ReverseOffCommand=vertalign,top
PressCommand=visible,true
LiftCommand=visible,false
@@ -0,0 +1,5 @@
[AnimatedTexture]
TexVelocityX=-1
TexOffsetX=0
Frame0000=Tap Lift parts (mipmaps).png
Delay0000=1.0
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[AnimatedTexture]
TexVelocityY=-1
TexOffsetX=0
Frame0000=Tap Lift2 parts (mipmaps).png
Delay0000=1.0
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[AnimatedTexture]
TexVelocityY=-1
TexOffsetX=0
Frame0000=Tap Note parts (mipmaps).png
Delay0000=1.0
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