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.
This commit is contained in:
ListenerJubatus
2017-08-08 01:07:34 -06:00
parent 4c5319c888
commit f257f19dad
1015 changed files with 17245 additions and 3865 deletions
+60
View File
@@ -23,4 +23,64 @@ end
-- combo under field is another thing that doesn't always need to be custom
function ComboUnderField()
return ThemePrefs.Get("ComboUnderField")
end
-- The "boss song" threshold is controlled entirely by a theme preference.
function GetExtraColorThreshold()
local ret = {
["old"] = 10,
["X"] = 15,
["pump"] = 21,
}
return ret[ThemePrefs.Get("PreferredMeter")] or 10
end
-- These judgment-related things are also controlled by theme preferences,
-- but allow using the default gametype-based setting just in case.
-- Lowest judgment allowed to increment a combo.
function ComboContinue()
local Continue = {
dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3",
pump = "TapNoteScore_W3",
beat = "TapNoteScore_W3",
kb7 = "TapNoteScore_W3",
para = "TapNoteScore_W4"
}
if ThemePrefs.Get("CustomComboContinue") ~= "default" then
return ThemePrefs.Get("CustomComboContinue")
else
return Continue[GAMESTATE:GetCurrentGame():GetName()] or "TapNoteScore_W3"
end
end
-- Lowest judgment allowed to maintain a combo; but not increment it.
function ComboMaintain()
local Maintain = {
dance = "TapNoteScore_W3",
pump = "TapNoteScore_W4",
beat = "TapNoteScore_W3",
kb7 = "TapNoteScore_W3",
para = "TapNoteScore_W4"
}
if ThemePrefs.Get("CustomComboMaintain") ~= "default" then
return ThemePrefs.Get("CustomComboMaintain")
else
return Maintain[GAMESTATE:GetCurrentGame():GetName()] or "TapNoteScore_W3"
end
end
-- The name's misleading; this is used for SelectPlayMode.
function ScreenSelectStylePositions(count)
local poses= {}
local choice_size = 192
for i= 1, count do
local start_x = _screen.cx + ( (choice_size / 1.5) * ( i - math.ceil(count/2) ) )
-- The Y position depends on if the icon's index is even or odd.
local start_y = i % 2 == 0 and _screen.cy / 0.8 or (_screen.cy / 0.8) - (choice_size / 1.5)
poses[#poses+1] = {start_x, start_y}
end
return poses
end