Add new 5.1 default theme Lambda
I'd like to thank everyone who made this possible;, including but not limited to Riakodoadm, MrThatKid, kyzentun, Luizsan, JoseVarelaP, everyone else who provided feedback and bug reports.
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@@ -23,4 +23,64 @@ end
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-- combo under field is another thing that doesn't always need to be custom
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function ComboUnderField()
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return ThemePrefs.Get("ComboUnderField")
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end
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-- The "boss song" threshold is controlled entirely by a theme preference.
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function GetExtraColorThreshold()
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local ret = {
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["old"] = 10,
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["X"] = 15,
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["pump"] = 21,
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}
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return ret[ThemePrefs.Get("PreferredMeter")] or 10
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end
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-- These judgment-related things are also controlled by theme preferences,
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-- but allow using the default gametype-based setting just in case.
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-- Lowest judgment allowed to increment a combo.
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function ComboContinue()
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local Continue = {
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dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3",
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pump = "TapNoteScore_W3",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4"
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}
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if ThemePrefs.Get("CustomComboContinue") ~= "default" then
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return ThemePrefs.Get("CustomComboContinue")
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else
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return Continue[GAMESTATE:GetCurrentGame():GetName()] or "TapNoteScore_W3"
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end
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end
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-- Lowest judgment allowed to maintain a combo; but not increment it.
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function ComboMaintain()
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local Maintain = {
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dance = "TapNoteScore_W3",
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pump = "TapNoteScore_W4",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4"
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}
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if ThemePrefs.Get("CustomComboMaintain") ~= "default" then
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return ThemePrefs.Get("CustomComboMaintain")
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else
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return Maintain[GAMESTATE:GetCurrentGame():GetName()] or "TapNoteScore_W3"
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end
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end
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-- The name's misleading; this is used for SelectPlayMode.
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function ScreenSelectStylePositions(count)
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local poses= {}
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local choice_size = 192
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for i= 1, count do
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local start_x = _screen.cx + ( (choice_size / 1.5) * ( i - math.ceil(count/2) ) )
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-- The Y position depends on if the icon's index is even or odd.
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local start_y = i % 2 == 0 and _screen.cy / 0.8 or (_screen.cy / 0.8) - (choice_size / 1.5)
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poses[#poses+1] = {start_x, start_y}
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end
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return poses
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end
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