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
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Before Width: | Height: | Size: 3.7 KiB |
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Before Width: | Height: | Size: 3.5 KiB |
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Before Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 4.0 KiB |
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Before Width: | Height: | Size: 8.6 KiB |
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Before Width: | Height: | Size: 4.4 KiB |
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Before Width: | Height: | Size: 3.9 KiB |
@@ -1,19 +0,0 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture="_receptor";
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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Def.Sprite {
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Texture="_rflash";
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
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LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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};
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return t;
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Before Width: | Height: | Size: 4.1 KiB |
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Before Width: | Height: | Size: 4.5 KiB |
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Before Width: | Height: | Size: 4.2 KiB |
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Before Width: | Height: | Size: 4.3 KiB |
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Before Width: | Height: | Size: 4.0 KiB |
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Before Width: | Height: | Size: 4.1 KiB |
@@ -1 +0,0 @@
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_glow
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@@ -1 +0,0 @@
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Down Tap Explosion Bright
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@@ -1,7 +0,0 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
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InitCommand=cmd(animate,false;pulse;effectclock,"beat";effectmagnitude,0.9,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1,1,0.8"););
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};
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};
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return t;
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@@ -1,9 +0,0 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-33);
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};
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};
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return t;
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@@ -1,32 +0,0 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture="_arrow";
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Frame0000=0;
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Delay0000=1;
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(y,15;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0.1");effectcolor2,color("1,1,1,0.45");effectoffset,0;zoom,0.5);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(y,5;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0.1");effectcolor2,color("1,1,1,0.45");effectoffset,0.25;zoom,0.5);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(y,-5;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0.1");effectcolor2,color("1,1,1,0.45");effectoffset,0.5;zoom,0.5);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(y,-15;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0.1");effectcolor2,color("1,1,1,0.45");effectoffset,0.75;zoom,0.5);
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};
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};
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return t;
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@@ -1,62 +0,0 @@
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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.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
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--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
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--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
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local t = Def.ActorFrame {
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--Hold Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
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HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
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HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
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InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
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};
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--Roll Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
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RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
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RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
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InitCommand=cmd(playcommand,"RollOff";finishtweening);
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};
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--Dim Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. {
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InitCommand=cmd(diffusealpha,0);
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W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command");
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W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W4Command");
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W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W3Command");
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W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W2Command");
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W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,false);
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DimCommand=cmd(visible,true);
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};
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--yes yes I know I could do it in another way but I'm lazy and it works doesnt it ;>
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--This code give the Hold OK explosion Dim the same images as Bright
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. {
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InitCommand=cmd(diffusealpha,0);
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HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,false);
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DimCommand=cmd(visible,true);
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};
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--Bright Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. {
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InitCommand=cmd(diffusealpha,0);
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W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W5Command");
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W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W4Command");
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W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W3Command");
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W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W2Command");
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W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
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HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
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JudgmentCommand=cmd(finishtweening);
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BrightCommand=cmd(visible,true);
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DimCommand=cmd(visible,false);
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};
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--Mine Explosion Commands
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NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
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InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
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HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
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};
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}
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return t;
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@@ -1,79 +0,0 @@
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local ret = ... or {};
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ret.RedirTable =
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{
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Up = "Down",
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Down = "Down",
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Left = "Down",
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Right = "Down",
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UpLeft = "Down",
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UpRight = "Down",
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};
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local OldRedir = ret.Redir;
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ret.Redir = function(sButton, sElement)
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sButton, sElement = OldRedir(sButton, sElement);
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--Point the head files back to the tap note
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if string.find(sElement, "Head") or sElement == "Tap Fake" then
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sElement = "Tap Note";
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end
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sButton = ret.RedirTable[sButton];
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return sButton, sElement;
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end
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local OldFunc = ret.Load;
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function ret.Load()
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local t = OldFunc();
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-- The main "Explosion" part just loads other actors; don't rotate
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-- it. The "Hold Explosion" part should not be rotated.
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if Var "Element" == "Explosion" or
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Var "Element" == "Roll Explosion" then
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t.BaseRotationZ = nil;
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end
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return t;
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end
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ret.PartsToRotate =
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{
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["Receptor"] = true,
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["Tap Note"] = true,
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["Tap Lift"] = true,
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["Tap Fake"] = true,
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["Ready Receptor"] = true,
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["Tap Explosion Bright"] = true,
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["Tap Explosion Dim"] = true,
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["Hold Explosion"] = true,
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["Roll Explosion"] = true,
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["Hold Head Active"] = true,
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["Hold Head Inactive"] = true,
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["Roll Head Active"] = true,
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["Roll Head Inactive"] = true
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};
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ret.Rotate =
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{
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Up = 180,
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Down = 0,
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Left = 90,
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Right = -90,
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UpLeft = 135,
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UpRight = 225,
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};
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ret.Blank =
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{
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["Hold Topcap Active"] = true,
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["Hold Topcap Inactive"] = true,
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["Roll Topcap Active"] = true,
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["Roll Topcap Inactive"] = true,
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["Hold Tail Active"] = true,
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["Hold Tail Inactive"] = true,
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["Roll Tail Active"] = true,
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["Roll Tail Inactive"] = true,
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};
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return ret;
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Before Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 14 KiB |
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Before Width: | Height: | Size: 195 KiB |
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Before Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 2.4 KiB |
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Before Width: | Height: | Size: 56 KiB |
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Before Width: | Height: | Size: 3.4 KiB |
@@ -1,77 +0,0 @@
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[Global]
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FallbackNoteSkin=common
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[NoteDisplay]
|
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TapNoteAnimationIsVivid=0
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DrawHoldHeadForTapsOnSameRow=1
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TapNoteAnimationLength=1 // none of these matter because Lua is handling the animation, not sprites.
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TapAdditionAnimationLength=1
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TapMineAnimationLength=1
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TapLiftAnimationLength=1
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TapFakeAnimationLength=1
|
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HoldHeadAnimationLength=1
|
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HoldTopCapAnimationLength=1
|
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HoldBottomCapAnimationLength=1
|
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HoldBodyAnimationLength=1
|
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HoldTailAnimationLength=1
|
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|
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StartDrawingHoldBodyOffsetFromHead=0
|
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StopDrawingHoldBodyOffsetFromTail=0
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|
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HoldLetGoGrayPercent=.25
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|
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HoldHeadIsAboveWavyParts=1
|
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HoldTailIsAboveWavyParts=1
|
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|
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ReverseDrawOrder=1101
|
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FlipHeadAndTailWhenReverse=1
|
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FlipHoldBodyWhenReverse=1
|
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|
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TapNoteAdditionTextureCoordOffsetX=0
|
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TapNoteAdditionTextureCoordOffsetY=0
|
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TapNoteNoteColorTextureCoordSpacingX=0
|
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TapNoteNoteColorTextureCoordSpacingY=.125
|
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TapFakeNoteColorTextureCoordSpacingX=0
|
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TapFakeNoteColorTextureCoordSpacingY=.125
|
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HoldHeadNoteColorTextureCoordSpacingX=0
|
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HoldHeadNoteColorTextureCoordSpacingY=.125
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|
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[GhostArrowDim]
|
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InitCommand=
|
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NoneCommand=
|
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HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,color("1,1,1,1");zoom,1;rotationz,0;decelerate,.3;rotationz,90;linear,.3;rotationz,180;diffusealpha,0
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MissCommand=
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W5Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W5");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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W4Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W4");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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W3Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W3");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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W2Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W2");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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W1Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W1");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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LetGoCommand=stoptweening;decelerate,.2;diffusealpha,0;
|
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HeldCommand=finishtweening;diffuse,color("1,1,1,1");zoom,1;linear,.2;zoom,.9;linear,.1;diffusealpha,0
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|
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[GhostArrowBright]
|
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InitCommand=
|
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NoneCommand=
|
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HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,color("1,1,1,1");zoom,1;rotationz,0;decelerate,.3;rotationz,90;linear,.3;rotationz,180;diffusealpha,0
|
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MissCommand=
|
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W5Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W5");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
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W4Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W4");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
||||
W3Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W3");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
||||
W2Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W2");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
||||
W1Command=finishtweening;diffuse,JudgmentLineToColor("JudgmentLine_W1");diffusealpha,1;sleep,.1;decelerate,.2;diffusealpha,0;zoom,1.1;
|
||||
LetGoCommand=stoptweening;decelerate,.2;diffusealpha,0;
|
||||
HeldCommand=finishtweening;diffuse,color("1,1,1,1");zoom,1;linear,.2;zoom,.9;linear,.1;diffusealpha,0
|
||||
|
||||
[HoldGhostArrow]
|
||||
HoldingOnCommand=diffusealpha,1;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,.7");effectperiod,.1
|
||||
HoldingOffCommand=diffusealpha,0
|
||||
InitCommand=finishtweening;playcommand,"HoldingOff"
|
||||
|
||||
[ReceptorArrow]
|
||||
InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color(".8,.8,.8,1");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
|
||||
NoneCommand=finishtweening;zoom,.85;diffusealpha,.9;linear,.11;diffusealpha,1;zoom,1
|
||||
|
||||
[ReceptorOverlay]
|
||||
InitCommand=diffusealpha,0
|
||||
PressCommand=finishtweening;zoom,1;blend,"BlendMode_Add";diffusealpha,.8;decelerate,0.2;diffusealpha,0.4
|
||||
LiftCommand=stoptweening;decelerate,.2;diffusealpha,0;zoom,1.2
|
||||