--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 ]]