# This probably is hard to understand from the way it was made in the first # place, so instead just pay attention to each group, which has tons of notes. # 01 # Global # 02 # Managers # 03 # Singletons # 04 # Global Screen # 05 # Base Screens # 06 # Derivative Screens # 07 # Etc # 01 # [Global] # This basically means that all other themes get information from this theme. IsBaseTheme=1 [Common] # How big the design of the theme is. for example, if a theme was designed for # 1080p, it would be shrunken for 640x480, as well as that, if it was designed # for 480p, it would be enlarged for bigger screens! # Note that doubleres graphics display with double the resolution, so a 640x480 # doubleres theme will have an effective resolution of 1280x960 ScreenWidth=1 ScreenHeight=480 # Allows you to pick all available game modes for your gametype: for example, # inserting enough coins for 1p would let you choose between solo, single # and double before each game AutoSetStyle=false # Default modifiers and noteskin. DefaultModifiers="1x" DefaultNoteSkinName="default" # Difficulties to show. Useful for custom games where you want to hide these. DifficultiesToShow="beginner,easy,medium,hard,challenge" # Same as above, but for courses. CourseDifficultiesToShow="easy,medium,hard" # Things to hide. # StepsType_lights_cabinet will only be shown in lights mode. And we want it to # be shown in lights mode! So don't hide it here. StepsTypesToHide="" # Score placeholder for ScreenHighScores NoScoreName="STEP" # The number of entries before "Various" is shown on the BPMDisplay, etc. MaxCourseEntriesBeforeShowVarious=10 # The screen that appears when pressing the operator button. OperatorMenuScreen="ScreenOptionsService" # The first screen in the attract cycle. FirstAttractScreen="ScreenDemonstration" # First screen that pops up when you start the game. ScreenInit in particular # shows the theme information before going to the title screen. InitialScreen="ScreenInit" # Music selection screen used after downloading files. SelectMusicScreen="ScreenSelectMusic" # Screens that show over everything else. # Only mess with this if you know what you're doing. OverlayScreens="ScreenSystemLayer,ScreenSyncOverlay,ScreenStatsOverlay,ScreenDebugOverlay,ScreenInstallOverlay" # Used in PlayerStageStats for formatting scores. PercentScoreDecimalPlaces=2 # We want to define which Images to cache. # Predefined Images include: Banner,Background,CDTitle,Jacket,CDImage,Disc # Is Case Sensitive ImageCache="Banner" # 02 # [LightsManager] # Mostly useless since it doesn't work, as well as that barely anyone has # lights to play around with. GameButtonsToShow="" # these metrics don't exist yet, but are planned: LightEffectRiseSeconds=0.075 LightEffectFallOffSeconds=0.35 LightEffectPulseTime=0.100 [ProfileManager] # I wouldn't change these either. FixedProfiles=false NumFixedProfiles=1 [SongManager] # SSC: Determine what the ES/OMES Modifiers are ExtraStagePlayerModifiers="default,2x,reverse" ExtraStageStageModifiers="failimmediatecontinue,norecover" OMESPlayerModifiers="default,2x,reverse" OMESStageModifiers="failimmediate,suddendeath" # How many different colors you can have in the MusicWheel NumSongGroupColors=1 NumCourseGroupColors=1 # Legacy metric: how difficult a song has to be for it to glow. ExtraColorMeter=GetExtraColorThreshold() ExtraColor=color("#ff0000") -- red # The maximum difficulty the second extra stage can be. ExtraStage2DifficultyMax=8 # Allow special colors for unlocks and 'preffered' sort UseUnlockColor=false UsePreferredSortColor=false # Unlocks go at the end so they're easy to find. MoveUnlocksToBottomOfPreferredSort=false # Lots of themes want more than one group color, so let them have this. SongGroupColor1=color("#00aeef") -- blue SongGroupColor2=color("#00aeef") -- blue SongGroupColor3=color("#00aeef") -- blue SongGroupColor4=color("#00aeef") -- blue SongGroupColor5=color("#00aeef") -- blue SongGroupColor6=color("#00aeef") -- blue SongGroupColor7=color("#00aeef") -- blue SongGroupColor8=color("#00aeef") -- blue SongGroupColor9=color("#00aeef") -- blue SongGroupColor10=color("#00aeef") -- blue SongGroupColor11=color("#00aeef") -- blue SongGroupColor12=color("#00aeef") -- blue SongGroupColor13=color("#00aeef") -- blue SongGroupColor14=color("#00aeef") -- blue SongGroupColor15=color("#00aeef") -- blue SongGroupColor16=color("#00aeef") -- blue SongGroupColor17=color("#00aeef") -- blue SongGroupColor18=color("#00aeef") -- blue SongGroupColor19=color("#00aeef") -- blue SongGroupColor20=color("#00aeef") -- blue SongGroupColor21=color("#00aeef") -- blue SongGroupColor22=color("#00aeef") -- blue SongGroupColor23=color("#00aeef") -- blue SongGroupColor24=color("#00aeef") -- blue SongGroupColor25=color("#00aeef") -- blue # Lots of themes want more than one course color, too CourseGroupColor1=color("1,1,1,1") -- white CourseGroupColor2=color("1,1,1,1") -- white CourseGroupColor3=color("1,1,1,1") -- white CourseGroupColor4=color("1,1,1,1") -- white CourseGroupColor5=color("1,1,1,1") -- white CourseGroupColor6=color("1,1,1,1") -- white CourseGroupColor7=color("1,1,1,1") -- white CourseGroupColor8=color("1,1,1,1") -- white CourseGroupColor9=color("1,1,1,1") -- white CourseGroupColor10=color("1,1,1,1") -- white NumProfileSongGroupColors=2 ProfileSongGroupColor1=PlayerColor(PLAYER_1) ProfileSongGroupColor2=PlayerColor(PLAYER_2) UnlockColor=color("1,0.5,0,1") [UnlockManager] # Unlock harder/different steps based on passing easier steps. AutoLockChallengeSteps=false AutoLockEditSteps=false UnlockNames="" # useful commands: # require,(UnlockRequirement),(value); # where (UnlockRequirement) is one of the UnlockRequirement enum values. # song,(Song Name); # sets a Song to be unlocked # course,(Course Name); # sets a Course to be unlocked # roulette; # Song shows up in roulette (useful with Song only) # mod,(modifier); # sets a modifier to be unlocked. # code,(code); # assigns a code to the unlock # examples: # 1) The song "Pledge" requires 500 AP. # Unlock1Command=song,"Pledge";require,"UnlockRequirement_ArcadePoints",500 # 2) The song "ABC" can be unlocked via roulette; pick an arbitrary code # to use to store the unlock. # Unlock2Command=song,"ABC";code,"59183751";roulette # 03 # [ArrowEffects] # Complicated stuff you probably shouldn't ever mess with or else you'll # destroy mods completely! It's unknown why these were made into metrics. FrameWidthEffectsPixelsPerSecond=400 FrameWidthEffectsMinMultiplier=0.5 FrameWidthEffectsMaxMultiplier=1.2 FrameWidthLockEffectsToOverlapping=false FrameWidthLockEffectsTweenPixels=25 ArrowSpacing=64 BlinkModFrequency=0.3333 BoostModMinClamp=-400 BoostModMaxClamp=400 BrakeModMinClamp=-400 BrakeModMaxClamp=400 WaveModMagnitude=20 WaveModHeight=38 BoomerangPeakPercentage=0.75 ExpandMultiplierFrequency=3 ExpandMultiplierScaleFromLow=-1 ExpandMultiplierScaleFromHigh=1 ExpandMultiplierScaleToLow=0.75 ExpandMultiplierScaleToHigh=1.75 ExpandSpeedScaleFromLow=0 ExpandSpeedScaleFromHigh=1 ExpandSpeedScaleToLow=1 # No need for the high here: that is already calculated in code. TipsyTimerFrequency=1.2 TipsyColumnFrequency=1.8 TipsyArrowMagnitude=0.4 TipsyOffsetTimerFrequency=1.2 TipsyOffsetColumnFrequency=2 TipsyOffsetArrowMagnitude=0.4 TornadoXPositionScaleToLow=-1 TornadoXPositionScaleToHigh=1 TornadoXOffsetFrequency=6 TornadoXOffsetScaleFromLow=-1 TornadoXOffsetScaleFromHigh=1 TornadoYPositionScaleToLow=-1 TornadoYPositionScaleToHigh=1 TornadoYOffsetFrequency=6 TornadoYOffsetScaleFromLow=-1 TornadoYOffsetScaleFromHigh=1 TornadoZPositionScaleToLow=-1 TornadoZPositionScaleToHigh=1 TornadoZOffsetFrequency=6 TornadoZOffsetScaleFromLow=-1 TornadoZOffsetScaleFromHigh=1 DrunkColumnFrequency=0.2 DrunkOffsetFrequency=10 DrunkArrowMagnitude=0.5 DrunkZColumnFrequency=0.2 DrunkZOffsetFrequency=10 DrunkZArrowMagnitude=0.5 BeatOffsetHeight=15 BeatPIHeight=2 BeatYOffsetHeight=15 BeatYPIHeight=2 BeatZOffsetHeight=15 BeatZPIHeight=2 MiniPercentBase=0.5 MiniPercentGate=1 TinyPercentBase=0.5 TinyPercentGate=1 QuantizeArrowYPosition=false [Background] # Background stuff. again, its usually a better idea to leave this alone # unless you truly need to change it, in which case you'd know what it does. ShowDancingCharacters=true UseStaticBackground=true # clamps the output of the background ClampOutputPercent=0.0 # LeftEdge=SCREEN_LEFT RightEdge=SCREEN_RIGHT TopEdge=SCREEN_TOP BottomEdge=SCREEN_BOTTOM RandomBGStartBeat=-1000 RandomBGChangeMeasures=4 RandomBGChangesWhenBPMChangesAtMeasureStart=true RandomBGEndsAtLastBeat=true [Banner] # Scroll stuff when you roll over it, DDR Extreme style. ScrollRandom=false ScrollRoulette=false ScrollMode=false ScrollSortOrder=false # Control how fast the banner scrolls. Higher numbers mean slower. ScrollSpeedDivisor=2 [BeginnerHelper] HelperX=0 HelperY=SCREEN_CENTER_Y-80 # All X,Y coordinates are relative to the HelperX,Y Player1X=-(SCREEN_CENTER_X/2) PlayerP1OnCommand=halign,0;rotationx,40;zoom,20 Player2X=(SCREEN_CENTER_X/2) PlayerP2OnCommand=halign,1;rotationx,40;zoom,20 ShowDancePad=false # "Pad should always be 3 units bigger in zoom than the dancer." DancePadOnCommand=halign,0;rotationx,36;zoom,23 [BitmapText] # The colors in the 'roulette' text. you can have a lot! NumRainbowColors=7 RainbowColor1=color("1.0,0.0,0.4,1") -- red RainbowColor2=color("0.8,0.2,0.6,1") -- pink RainbowColor3=color("0.4,0.3,0.5,1") -- purple RainbowColor4=color("0.2,0.6,1.0,1") -- sky blue RainbowColor5=color("0.2,0.8,0.8,1") -- sea green RainbowColor6=color("0.2,0.8,0.4,1") -- green RainbowColor7=color("1.0,0.8,0.2,1") -- orange [BPMDisplay] # Various commands for the BPMDisplay, ranging from no bpm, a non changing bpm, # a bpm that changes, one that is 'random' ( boss songs ) and when a song is # an es/omes! SetNoBpmCommand=diffusetopedge,color("#777777");diffusebottomedge,color("#666666") SetNormalCommand=diffusetopedge,color("#fbfb57");diffusebottomedge,color("#fb9c57") SetChangeCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757") SetRandomCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757") SetExtraCommand=diffusetopedge,color("#fb5757");diffusebottomedge,color("#9c4242") # Determines if it shows both bpms ( 000-100 ) or cycles between the min and max. Cycle=true # Text when there is no BPM NoBpmText="000" # How fast it cycles, smaller is faster RandomCycleSpeed=0.1 CourseCycleSpeed=0.2 # Seperator between both bpms ( 100-200 ). Separator="-" # ??? when it cycles. ShowQMarksInRandomCycle=true QuestionMarksText="???" RandomText="!!!" # xxx: localize me -aj VariousText="000" FormatString="%03.0f" [CodeDetector] # Codes on the MusicWheel that change stuff! # For Future Reference: # @ = Holding # - = In Conjuction With / Then # ~ = Released # + = At The Same Time PrevSteps1=GetCodeForGame("PrevSteps1") PrevSteps2=GetCodeForGame("PrevSteps2") NextSteps1=GetCodeForGame("NextSteps1") NextSteps2=GetCodeForGame("NextSteps2") NextSort1=GetCodeForGame("NextSort1") NextSort2=GetCodeForGame("NextSort2") NextSort3=GetCodeForGame("NextSort3") NextSort4=GetCodeForGame("NextSort4") ModeMenu1=GetCodeForGame("ModeMenu1") ModeMenu2=GetCodeForGame("ModeMenu2") Mirror=GetCodeForGame("Mirror") Left=GetCodeForGame("Left") Right=GetCodeForGame("Right") Shuffle=GetCodeForGame("Shuffle") SuperShuffle=GetCodeForGame("SuperShuffle") NextTransform=GetCodeForGame("NextTransform") NextScrollSpeed=GetCodeForGame("NextScrollSpeed") PreviousScrollSpeed=GetCodeForGame("PreviousScrollSpeed") NextAccel=GetCodeForGame("NextAccel") NextEffect=GetCodeForGame("NextEffect") NextAppearance=GetCodeForGame("NextAppearance") NextTurn=GetCodeForGame("NextTurn") Reverse=GetCodeForGame("Reverse") HoldNotes=GetCodeForGame("HoldNotes") Mines=GetCodeForGame("Mines") Dark=GetCodeForGame("Dark") CancelAll=GetCodeForGame("CancelAll") NextGroup=GetCodeForGame("NextGroup") PrevGroup=GetCodeForGame("PrevGroup") CloseCurrentFolder=GetCodeForGame("CloseCurrentFolder") Hidden=GetCodeForGame("Hidden") RandomVanish=GetCodeForGame("RandomVanish") # OptionsList (if enabled) PrevOptionsList=GetCodeForGame("PrevOptionsList") NextOptionsList=GetCodeForGame("NextOptionsList") # Evaluation screen SaveScreenshot1=GetCodeForGame("SaveScreenshot1") SaveScreenshot2=GetCodeForGame("SaveScreenshot2") # on the player options menu. CancelAllPlayerOptions=GetCodeForGame("CancelAllPlayerOptions") # unused codes: Backwards="" # deprecated codes: NextTheme="" NextTheme2="" NextAnnouncer="" NextAnnouncer2="" BackInEventMode="" # NextTheme="Left,Left,Left,Right,Right,Right,Left,Right" # NextTheme2="MenuLeft,MenuLeft,MenuLeft,MenuRight,MenuRight,MenuRight,MenuLeft,MenuRight" # NextAnnouncer="Left,Left,Right,Right,Left,Left,Right,Right" # NextAnnouncer2="MenuLeft,MenuLeft,MenuRight,MenuRight,MenuLeft,MenuLeft,MenuRight,MenuRight" [CombinedLifeMeterTug] # We don't use it. MeterWidth=0.0 #-----# SeparatorOnCommand= SeparatorOffCommand= #-----# FrameOnCommand= FrameOffCommand= [Combo] # System Direction ShowComboAt=HitCombo() ShowMissesAt=MissCombo() # Shrink and Grow the combo, DDR Style NumberMinZoom=0.8 NumberMaxZoom=1 NumberMaxZoomAt=100 # LabelMinZoom=0.75*0.75 LabelMaxZoom=0.75*0.75 # Things the combo does when you bang on it, and what the text does PulseCommand=%function(self,param) self:stoptweening(); self:zoom(1.125*param.Zoom); self:linear(0.05); self:zoom(param.Zoom); end PulseLabelCommand=%function(self,param) self:stoptweening(); self:zoom(param.LabelZoom); self:linear(0.05); self:zoom(param.LabelZoom); end NumberOnCommand=y,240-216-1.5;shadowlength,1;halign,1;valign,1;skewx,-0.125; LabelOnCommand=x,6;y,22.5;shadowlength,1;zoom,0.75;diffusebottomedge,color("0.75,0.75,0.75,1");halign,0;valign,1 [HoldJudgment] # System Direction HoldJudgmentMissedHoldCommand= HoldJudgmentLetGoCommand=finishtweening;visible,true;shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 HoldJudgmentHeldCommand=finishtweening;visible,true;shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 [HelpDisplay] # The help display on the menus, and what it does. # How fast it changes between texts (seconds) TipShowTime=4 # How long each switch takes (seconds) TipSwitchTime=2 # The Command when its made TipOnCommand=shadowlength,0;diffuseblink [Judgment] # New # JudgmentOnCommand= # Things the judgment does when you bang on it. JudgmentW1Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;glowblink;effectperiod,0.05;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.25") JudgmentW2Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 JudgmentW3Command=shadowlength,0;diffusealpha,1;zoom,1.2;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0; JudgmentW4Command=shadowlength,0;diffusealpha,1;zoom,1.1;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0; JudgmentW5Command=shadowlength,0;diffusealpha,1;zoom,1.0;vibrate;effectmagnitude,4,8,8;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 JudgmentMissCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-20;linear,0.8;y,20;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0 [Protiming] # Protiming isn't implemented yet. ProtimingOnCommand=y,24 ProtimingW1Command= ProtimingW2Command= ProtimingW3Command= ProtimingW4Command= ProtimingW5Command= ProtimingMissCommand= [Course] # The course colors change depending on what course sort order is being used. # SortPreferredColor is used with preferred course sort. # [Song sort] number of songs in course # 1-3 songs: SortLevel5Color # 4-6 songs: SortLevel4Color # 7+ songs : SortLevel2Color # [Meter sort] # if all songs are fixed, return SortLevel1Color. # meter 1-4: SortLevel5Color # meter 5-6: SortLevel4Color # meter 7-9: SortLevel3Color # meter 10+: SortLevel2Color # [Meter sum sort] is about the same, except the values are # 1-19, 20-29, 30-39, and 40+. # [Rank sort] # Ranking 1: SortLevel5Color # Ranking 2: SortLevel3Color # Ranking 3: SortLevel1Color # Others : SortLevel4Color SortPreferredColor=color("1,1,1,1") -- Preferred is both for when courses are in preferred sort, or are autogen SortLevel1Color=color("1,0,0,1") SortLevel2Color=color("1,1,0,1") SortLevel3Color=color("1,0.5,0,1") SortLevel4Color=color("1,1,0,1") SortLevel5Color=color("0,1,0,1") [CustomDifficulty] # Custom system that lets you rename certain classes of difficulties to # something else. Mostly for custom games and game emulation, PIU for example. #Names="PumpHard,PumpFreestyle,PumpNightmare" Names="PumpHard,PumpFreestyle,PumpNightmare,PumpHalfDoubleMedium" # Dance Couple Beginner DanceCoupleBeginnerStepsType="StepsType_Dance_Couple" DanceCoupleBeginnerDifficulty="Difficulty_Beginner" DanceCoupleBeginnerCourseType=nil DanceCoupleBeginnerString="Beginner" # Dance Couple Easy DanceCoupleEasyStepsType="StepsType_Dance_Couple" DanceCoupleEasyDifficulty="Difficulty_Easy" DanceCoupleEasyCourseType=nil DanceCoupleEasyString="Easy" # Dance Couple Medium DanceCoupleMediumStepsType="StepsType_Dance_Couple" DanceCoupleMediumDifficulty="Difficulty_Medium" DanceCoupleMediumCourseType=nil DanceCoupleMediumString="Medium" # Dance Couple Hard DanceCoupleHardStepsType="StepsType_Dance_Couple" DanceCoupleHardDifficulty="Difficulty_Hard" DanceCoupleHardCourseType=nil DanceCoupleHardString="Hard" # Dance Couple Expert DanceCoupleExpertStepsType="StepsType_Dance_Couple" DanceCoupleExpertDifficulty="Difficulty_Expert" DanceCoupleExpertCourseType=nil DanceCoupleExpertString="Expert" # Pump Single Hard (Crazy) PumpHardStepsType="StepsType_Pump_Single" PumpHardDifficulty="Difficulty_Hard" PumpHardCourseType=nil PumpHardString="Crazy" # Pump Double Medium (Freestyle) PumpFreestyleStepsType="StepsType_Pump_Double" PumpFreestyleDifficulty="Difficulty_Medium" PumpFreestyleCourseType=nil PumpFreestyleString="Freestyle" # Pump Double Hard (Nightmare) PumpNightmareStepsType="StepsType_Pump_Double" PumpNightmareDifficulty="Difficulty_Hard" PumpNightmareCourseType=nil PumpNightmareString="Nightmare" # Pump Half-Double Medium PumpHalfDoubleMediumStepsType="StepsType_Pump_Halfdouble" PumpHalfDoubleMediumDifficulty="Difficulty_Medium" PumpHalfDoubleMediumCourseType=nil PumpHalfDoubleMediumString="HalfDouble" # # Difficulty_Beginner-StepsType_Pump_Single=Easy # Difficulty_Easy-StepsType_Pump_Single=Normal # Difficulty_Medium-StepsType_Pump_Single=Hard # Difficulty_Hard-StepsType_Pump_Single=Crazy # Difficulty_Medium-StepsType_Pump_Halfdouble=Half-Double # Difficulty_Medium-StepsType_Pump_Double=Freestyle # Difficulty_Hard-StepsType_Pump_Double=Nightmare # Difficulty_Edit-StepsType_Pump_Single=Edit # Difficulty_Edit-StepsType_Pump_Halfdouble=Edit # Difficulty_Edit-StepsType_Pump_Double=Edit # Course=Progressive [DifficultyList] # A list that shows difficulties in a song. CapitalizeDifficultyNames=false # How far away and how many items there are ItemsSpacingY=40 NumShownItems=5 # MoveCommand=decelerate,0.3 [FadingBanner] # The banner on MusicWheel. BannerOnCommand= # When it loads BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0 # When it loads into clarity BannerFadeOffCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0 # ResetFade is played in BeforeChange. It happens after the FadeFromCached/FadeOff command. BannerResetFadeCommand=diffusealpha,1 BannerRouletteCommand= BannerRandomCommand= [Gameplay] # System Direction ComboIsPerRow=ComboPerRow() MissComboIsPerRow=true MinScoreToContinueCombo=ComboContinue() MinScoreToMaintainCombo=ComboMaintain() MaxScoreToIncrementMissCombo='TapNoteScore_Miss' MineHitIncrementsMissCombo=false AvoidMineIncrementsCombo=false UseInternalScoring=true # When you hit it, you know. ToastyTriggersAt=250 ToastyMinTNS='TapNoteScore_W2' [GameState] # Default song and sort. these don't really matter DefaultSong="" DefaultSort="Group" # How good of a grade you have to get to get an ES/OMES. Locked to an 'AA' GradeTierForExtra1="Grade_Tier03" GradeTierForExtra2="Grade_Tier03" # and how difficult that song you go thas to be MinDifficultyForExtra="Difficulty_Hard" # System Direction AreStagePlayerModsForced=AreStagePlayerModsForced AreStageSongModsForced=AreStageSongModsForced # Let players join while you play if they put in some coins AllowLateJoin=true # Various feats that you can earn ProfileRecordFeats=true CategoryRecordFeats=true # Disallow bad names UseNameBlacklist=false # Alow OMES AllowExtra2=true # Don't let the player change difficulties on an ES/OMES LockExtraStageSelection=true # Normally, in event mode, the premium value is ignored. Set this metric to # true to re-gain that behavior. DisablePremiumInEventMode=false # Let edit steps be allowed for earning extra stages. EditAllowedForExtra=false [GrooveRadar] # Polar graph that shows difficulty stuff in depth # how thick the line is EdgeWidth=2 # How visible the middle is CenterAlpha=0.25 # what to do with each player's part of the graph RadarValueMapP1OnCommand=diffuse,PlayerColor(PLAYER_1) RadarValueMapP2OnCommand=diffuse,PlayerColor(PLAYER_2) [HighScore] # Default highscore name for no entries ( like how street fighter has ' CAP ' ) EmptyName="SSC!" [Inventory] # Defines the probability of using items (1/ItemUseRateSeconds). ItemUseRateSeconds=0.0 [LifeMeterBar] # The default life bar you see in gameplay # Percentage in which the game starts yelling at you to stop sucking DangerThreshold=0.2 # And how much it starts up at. InitialValue=0.5 # And how much it takes to get ravin' HotValue=1.0 # And how much there is to fill up ( only for debug ) LifeMultiplier=1.0 # How good you gotta hit it to keep it alive. ( W3 is 'Great' ); MinStayAlive="TapNoteScore_W3" # If the life difficulty should be changed on extra stages ForceLifeDifficultyOnExtraStage=true # And what it should be changed to. Has no effect if the above is false. ExtraStageLifeDifficulty=1.0 # How much it changes LifePercentChangeW1=0.008 LifePercentChangeW2=0.008 LifePercentChangeW3=0.004 LifePercentChangeW4=0.000 LifePercentChangeW5=-0.040 LifePercentChangeMiss=-0.080 LifePercentChangeHitMine=-0.160 LifePercentChangeHeld=IsGame("pump") and 0.000 or 0.008 LifePercentChangeLetGo=IsGame("pump") and 0.000 or -0.080 LifePercentChangeMissedHold=0.000 LifePercentChangeCheckpointMiss=-0.080 LifePercentChangeCheckpointHit=0.008 # And various positionings UnderX=0 UnderY=0 DangerX=0 DangerY=0 StreamX=0 StreamY=0 OverX=0 OverY=0 [LifeMeterBattery] # The bar that shows up in Oni mode. # any score below this one will cause you to lose a life. MinScoreToKeepLife='TapNoteScore_W3' # Defines the maximum number of lives in the meter. (0 means no limit) MaxLives=0 # how many lives you'll lose upon doing so. SubtractLives=1 # how many lives you'll lose hitting a mine MinesSubtractLives=1 # how many lives a successful hold will net you. HeldAddLives=0 # how many lives an unsuccessful hold will cost you. LetGoSubtractLives=1 # this function returns how many lives to add when a song ends in course mode. CourseSongRewardLives=function(life_meter, pn) if GAMESTATE:GetCurrentSteps(pn):GetMeter() >= 8 then return 2 end return 1 end # How many lives trigger the "Danger" state. DangerThreshold=1 # How long it flashes when you lose a life. BatteryBlinkTime=1.2 # Where the batteries are BatteryP1X=-92 BatteryP1Y=2 BatteryP2X=92 BatteryP2Y=2 # Where your life count is NumLivesFormat="x%d" NumLivesP1X=-92 NumLivesP1Y=0 NumLivesP1GainLifeCommand= NumLivesP1LoseLifeCommand=zoom,1.5;linear,0.15;zoom,1 NumLivesP2X=92 NumLivesP2Y=0 NumLivesP2GainLifeCommand= NumLivesP2LoseLifeCommand=zoom,1.5;linear,0.15;zoom,1 [LifeMeterBattery Percent] # The percentage on the bar. I wouldn't even bother changing this, because I # havent and I *made* this theme :\ Format=FormatPercentScore PercentUseRemainder=false ApplyScoreDisplayOptions=true DancePointsDigits=5 # Format=FormatPercentScore # RemainderFormat= # PercentFormat="%2d" PercentP1X=0 PercentP1Y=0 PercentP1OnCommand=zoom,0.7;shadowlength,0;diffuse,PlayerColor(PLAYER_1) PercentP1OffCommand= PercentP2X=0 PercentP2Y=0 PercentP2OnCommand=zoom,0.7;shadowlength,0;diffuse,PlayerColor(PLAYER_2) PercentP2OffCommand= # DancePointsP1X=0 DancePointsP1Y=0 DancePointsP1OnCommand=zoom,0.7;shadowlength,0;diffuse,PlayerColor(PLAYER_1) DancePointsP1OffCommand= DancePointsP2X=0 DancePointsP2Y=0 DancePointsP2OnCommand=zoom,0.7;shadowlength,0;diffuse,PlayerColor(PLAYER_2) DancePointsP2OffCommand= [LifeMeterTime] # The Lifemeter that shows up when you're playing survival. # When it starts telling you to stop sucking. DangerThreshold=0.3 # How good it's filled up when you start InitialValue=0.5 MeterWidth=0.0 MeterHeight=0.0 # How little there is to fill? MinLifeTime=15 [LyricDisplay] LyricFrontChangedCommand=LyricCommand,"Front" LyricBackChangedCommand=LyricCommand,"Back" InLength=0 OutLength=0 [NotesWriterSM] DescriptionUsesCreditField=false [OptionRow] ShowModIcons=false ShowUnderlines=true ShowBpmInSpeedTitle=false ModIconP1X=SCREEN_CENTER_X-280 ModIconP2X=SCREEN_CENTER_X+280 ModIconOnCommand=x,-30 FrameX=SCREEN_CENTER_X-222 FrameY=0 FrameOnCommand= TitleX=SCREEN_CENTER_X-222 TitleY=0 TitleOnCommand=shadowlength,0;uppercase,true;wrapwidthpixels,SCREEN_WIDTH*0.2;zoom,0.6 TitleGainFocusCommand=diffuse,color("1,1,1,1");strokecolor,color("0,0,0,1") TitleLoseFocusCommand=diffuse,color("0.5,0.5,0.5,1");strokecolor,color("0,0,0,1") ItemsStartX=SCREEN_CENTER_X-140 ItemsEndX=SCREEN_CENTER_X+280 ItemsGapX=14 ItemsMinBaseZoom=0.65 ItemsLongRowP1X=SCREEN_CENTER_X-60 ItemsLongRowP2X=SCREEN_CENTER_X+100 ItemsLongRowSharedX=SCREEN_CENTER_X ItemOnCommand=shadowlength,0;zoom,0.5 ItemGainFocusCommand= ItemLoseFocusCommand= TweenSeconds=0.2 ModIconMetricsGroup="ModIcon" ColorSelected=color("1,1,1,1") ColorNotSelected=color("0.5,0.5,0.5,1") ColorDisabled=color("0.25,0.25,0.25,1") [OptionRowService] Fallback="OptionRow" # Service Titles are all that are shown. ShowUnderlines=false ShowCursors=false # TitleX=SCREEN_CENTER_X TitleY= TitleOnCommand=shadowlength,0;uppercase,true;maxwidth,600;zoom,0.75 TitleGainFocusCommand=diffuse,color("1,1,1,1");strokecolor,color("0,0,0,1") TitleLoseFocusCommand=diffuse,color("0.5,0.5,0.5,1");strokecolor,color("0,0,0,1") [OptionRowExit] Fallback="OptionRow" FrameOnCommand=visible,false TitleOnCommand=visible,false [OptionsCursor] LeftX= LeftY= LeftOnCommand=halign,1; MiddleX= MiddleY= MiddleOnCommand= RightX= RightY= RightOnCommand=halign,0; CanGoLeftX= CanGoLeftY= CanGoLeftOnCommand=halign,1; CanGoRightX= CanGoRightY= CanGoRightOnCommand=halign,0; [OptionsCursorP1] Fallback="OptionsCursor" LeftX=-2 MiddleX=-2 RightX=-2 LeftY=-2 MiddleY=-2 RightY=-2 [OptionsCursorP2] Fallback="OptionsCursor" LeftX=2 MiddleX=2 RightX=2 LeftY=2 MiddleY=2 RightY=2 [OptionsUnderline] Fallback="OptionsCursor" [OptionsUnderlineP1] Fallback="OptionsUnderline" LeftX=-4 MiddleX=-4 RightX=-4 LeftY=10 MiddleY=10 RightY=10 [OptionsUnderlineP2] Fallback="OptionsUnderline" LeftX=4 MiddleX=4 RightX=4 LeftY=12 MiddleY=12 RightY=12 [MenuTimer] WarningStart=10 WarningBeepStart=10 # I don't like it # -- Midiman # MaxStallSeconds=7.5 MaxStallSeconds=0 # HurryUpTransition=5.5 Text1OnCommand=stopeffect;stoptweening;shadowlength,0; Text1FormatFunction=function(fSeconds) fSeconds=math.min( 99, math.ceil(fSeconds) ); local digit = math.floor(fSeconds); return ""..digit end Text2OnCommand=stopeffect;stoptweening;shadowlength,0;visible,false Text2FormatFunction=function(fSeconds) fSeconds=math.min( 99, math.ceil(fSeconds) ); local digit = math.mod(fSeconds,10); return ""..digit end # FrameX=0 FrameY=0 FrameOnCommand= # Warning10Command= Warning9Command= Warning8Command= Warning7Command= Warning6Command= Warning5Command= Warning4Command= Warning3Command= Warning2Command= Warning1Command= Warning0Command= [MenuTimerNoSound] Fallback="MenuTimer" # WarningBeepStart=0 [MusicList] SpacingX=0 SpacingY=0 StartY=0 StartX=0 # CropWidth=0 NumRows=0 NumColumns=0 [MusicWheel] FadeSeconds=1 SwitchSeconds=0.10 RandomPicksLockedSongs=true UseSectionsWithPreferredGroup=false OnlyShowActiveSection=false HideActiveSectionTitle=true RemindWheelPositions=false # RouletteSwitchSeconds=0.05 RouletteSlowDownSwitches=5 LockedInitialVelocity=15 ScrollBarHeight=300 ScrollBarOnCommand=visible,false # ItemTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) self:x( (1-math.cos(offsetFromCenter/math.pi))*44 ); self:y( offsetFromCenter*38 ); end NumWheelItems=11 MusicWheelSortOnCommand= MusicWheelSortOffCommand= MusicWheelItemSortOnCommand= MusicWheelItemSortOffCommand= HighlightOnCommand= HighlightOffCommand= HighlightSortOnCommand= HighlightSortOffCommand= WheelItemLockedColor=color("0,0,0,0.5") # NumSectionColors=1 SectionColor1=color("1,1,1,1") # SongRealExtraColor=color("1,0,0,1") SortMenuColor=color("1,1,1,1") # RouletteColor=color("1,0,0,1") RandomColor=color("1,0,0,1") PortalColor=color("1,0,0,1") EmptyColor=color("1,0,0,1") SortOrders={ "SortOrder_Preferred", "SortOrder_Group", "SortOrder_Title", "SortOrder_BPM", "SortOrder_Artist", "SortOrder_Genre" } # SortOrders={ "SortOrder_Preferred", "SortOrder_Group", "SortOrder_Title", "SortOrder_BPM", "SortOrder_Popularity", "SortOrder_Artist", "SortOrder_Genre" } ShowRoulette=true ShowRandom=false ShowPortal=false ShowSectionsInBPMSort=true SortBPMDivision=10 ShowSectionsInLengthSort=true SortLengthDivision=60 MostPlayedSongsToShow=30 RecentSongsToShow=30 UseEasyMarkerFlag=false ModeMenuChoiceNames="Preferred,Group,Title,Bpm,Popularity,PopularityP1,PopularityP2,TopGrades,TopP1Grades,TopP2Grades,Artist,EasyMeter,MediumMeter,HardMeter,ChallengeMeter,DoubleEasyMeter,DoubleMediumMeter,DoubleHardMeter,DoubleChallengeMeter,Genre,Length,Recent,RecentP1,RecentP2" # ModeMenuChoiceNames="Preferred,Group,Title,Bpm,Popularity,TopGrades,Artist,EasyMeter,MediumMeter,HardMeter,ChallengeMeter,DoubleEasyMeter,DoubleMediumMeter,DoubleHardMeter,DoubleChallengeMeter,Genre,Length,Recent,NormalMode,BattleMode" ChoicePreferred="sort,Preferred" ChoiceGroup="sort,Group" ChoiceTitle="sort,Title" ChoiceBpm="sort,BPM" ChoicePopularity="sort,Popularity" ChoicePopularityP1="sort,PopularityP1" ChoicePopularityP2="sort,PopularityP2" ChoiceTopGrades="sort,TopGrades" ChoiceTopP1Grades="sort,TopP1Grades" ChoiceTopP2Grades="sort,TopP2Grades" ChoiceArtist="sort,Artist" ChoiceGenre="sort,Genre" ChoiceEasyMeter="sort,EasyMeter" ChoiceMediumMeter="sort,MediumMeter" ChoiceHardMeter="sort,HardMeter" ChoiceChallengeMeter="sort,ChallengeMeter" ChoiceDoubleEasyMeter="sort,DoubleEasyMeter" ChoiceDoubleMediumMeter="sort,DoubleMediumMeter" ChoiceDoubleHardMeter="sort,DoubleHardMeter" ChoiceDoubleChallengeMeter="sort,DoubleChallengeMeter" ChoiceLength="sort,Length" ChoiceRecent="sort,Recent" ChoiceRecentP1="sort,RecentP1" ChoiceRecentP2="sort,RecentP2" ChoiceNormalMode="playmode,regular" ChoiceBattleMode="playmode,battle" CustomWheelItemNames="" [CourseWheel] Fallback="MusicWheel" # ModeMenuChoiceNames="AllCourses,Nonstop,Oni,Endless,Survival" # xxx: force nonstop on all courses? sounds lame but meh ChoiceAllCourses="sort,AllCourses;playmode,nonstop;mod,bar" ChoiceNonstop="sort,Nonstop;playmode,nonstop;mod,bar" ChoiceOni="sort,Oni;playmode,oni;mod,battery" ChoiceEndless="sort,Endless;playmode,endless;mod,bar" ChoiceSurvival="sort,Oni;playmode,oni;mod,lifetime" [MusicWheelItem] WheelNotifyIconX=106 WheelNotifyIconY=0 WheelNotifyIconOnCommand=visible,false # SongNameX=0 SongNameY=0 SongNameOnCommand= # CourseX=0 CourseY=0 CourseOnCommand= # SectionExpandedX=0 SectionExpandedY=0 SectionExpandedOnCommand= # SectionCollapsedX=0 SectionCollapsedY=0 SectionCollapsedOnCommand= SectionCountX=0 SectionCountY=0 SectionCountOnCommand= # RouletteX=0 RouletteY=0 RouletteOnCommand= # RandomX=0 RandomY=0 RandomOnCommand= # PortalX=0 PortalY=0 PortalOnCommand= # SortX=0 SortY=0 SortOnCommand= # ModeX=0 ModeY=0 ModeOnCommand= # CustomX=0 CustomY=0 CustomOnCommand= # GradeP1X=0 GradeP1Y=0 GradeP2X=0 GradeP2Y=0 GradesShowMachine=true [NoteField] ShowBoard=false ShowBeatBars=false # FadeBeforeTargetsPercent=0 FadeFailTime=1.5 # BarMeasureAlpha=1 Bar4thAlpha=1 Bar8thAlpha=1 Bar16thAlpha=1 # RoutineNoteSkinP1=RoutineSkinP1() RoutineNoteSkinP2=RoutineSkinP2() # AreaHighlightColor=color("1,0,0,0.3") BPMColor=color("1,0,0,1") StopColor=color("0.8,0.8,0,1") DelayColor=color("0,0.8,0.8,1") WarpColor=color("1,0,0.5,1") TimeSignatureColor=color("1,0.55,0,1") TickcountColor=color("0,1,0,1") ComboColor=color("0.55,1,0,1") LabelColor=color("1,0,0,1") SpeedColor=color("0.5,1,1,1") ScrollColor=color("0.3,0.8,1,1") FakeColor=color("1,1,0.5,1") # BPMIsLeftSide=true StopIsLeftSide=true DelayIsLeftSide=true WarpIsLeftSide=false TimeSignatureIsLeftSide=true TickcountIsLeftSide=false ComboIsLeftSide=false LabelIsLeftSide=false SpeedIsLeftSide=false ScrollIsLeftSide=true FakeIsLeftSide=true # BPMOffsetX=60 StopOffsetX=50 DelayOffsetX=120 WarpOffsetX=90 TimeSignatureOffsetX=30 TickcountOffsetX=50 ComboOffsetX=70 LabelOffsetX=130 SpeedOffsetX=30 ScrollOffsetX=100 FakeOffsetX=90 [PlayerStageStats] # Original CVS Grading GradePercentTier01=1.000000 GradePercentTier02=1.000000 GradePercentTier03=0.930000 GradePercentTier04=0.800000 GradePercentTier05=0.650000 GradePercentTier06=0.450000 GradePercentTier07=-99999.000000 GradeTier01IsAllW2s=false GradeTier02IsAllW2s=true GradeTier02IsFullCombo=false NumGradeTiersUsed=7 [Player] ReceptorArrowsYStandard=-144 ReceptorArrowsYReverse=144 ReceptorNoSinkScoreCutoff=4 JudgmentTransformCommand=%JudgmentTransformCommand JudgmentOnCommand= ComboTransformCommand=%ComboTransformCommand AttackDisplayXOffsetOneSideP1=0 AttackDisplayXOffsetOneSideP2=0 AttackDisplayXOffsetBothSides=0 AttackDisplayY=-70 AttackDisplayYReverse=70 # HACK: These shouldn't go to the render pipe at all if IsGame("pump") HoldJudgmentYStandard=IsGame("pump") and -99999 or -90 HoldJudgmentYReverse=IsGame("pump") and -99999 or 90 BrightGhostComboThreshold=100 DrawDistanceBeforeTargetsPixels=SCREEN_HEIGHT DrawDistanceAfterTargetsPixels=-128 TapJudgmentsUnderField=false HoldJudgmentsUnderField=false ComboUnderField=false PenalizeTapScoreNone=false JudgeHoldNotesOnSameRowTogether=false CheckpointsTapsSeparateJudgment=not IsGame("pump") ; someone misunderstood me :x -Daisu CheckpointsFlashOnHold=IsGame("pump") ImmediateHoldLetGo=not IsGame("pump") ComboBreakOnImmediateHoldLetGo=false RequireStepOnHoldHeads=not IsGame("pump") RequireStepOnMines=false InitialHoldLife=IsGame("pump") and 0.05 or 1 MaxHoldLife=1 RollBodyIncrementsCombo=false ScoreMissedHoldsAndRolls=not IsGame("pump") and not IsGame("dance") PercentUntilColorCombo=0.25 ComboStoppedAt=50 AttackRunTimeRandom=6 AttackRunTimeMine=7 BattleRaveMirror=true MModHighCap=600 [PlayerOptions] RandomSpeedChance=0.2 RandomReverseChance=0.2 RandomDarkChance=0.1 RandomAccelChance=0.333 RandomEffectChance=0.667 RandomHiddenChance=0.05 RandomSuddenChance=0.1 [PlayerShared] Fallback="Player" #ComboXOffsetOneSideP1=-120 #ComboXOffsetOneSideP2=120 ComboXOffsetOneSideP1=0 ComboXOffsetOneSideP2=0 JudgmentTransformCommand=%JudgmentTransformSharedCommand [Profile] ShowCoinData=true UnlockAuthString="" CustomLoadFunction=LoadProfileCustom CustomSaveFunction=SaveProfileCustom [RadarValues] WriteComplexValues=true WriteSimpleValues=true [RollingNumbers] TextFormat="%09.0f" ApproachSeconds=0.2 Commify=true LeadingZeroMultiplyColor=color("#777777FF") [RollingNumbersEvaluation] Fallback="RollingNumbers" ApproachSeconds=1 [RollingNumbersJudgment] Fallback="RollingNumbers" TextFormat="%04.0f" ApproachSeconds=1 Commify=false [RollingNumbersMaxCombo] Fallback="RollingNumbersJudgment" [ScoreDisplayNormal] FrameX= FrameY= FrameOnCommand= FrameOffCommand= TextX= TextY= TextOnCommand= TextOffCommand= [ScoreDisplayOni] [ScoreDisplayLifeTime] FrameX= FrameY= FrameOnCommand= FrameOffCommand= # TextX= TextY= TextOnCommand= TextOffCommand= # TimeRemainingX= TimeRemainingY= TimeRemainingOnCommand= TimeRemainingOffCommand= # DeltaSecondsOnCommand= DeltaSecondsNoneCommand= DeltaSecondsHitMineCommand= DeltaSecondsAvoidMineCommand= DeltaSecondsCheckpointMissCommand= DeltaSecondsCheckpointHitCommand= DeltaSecondsMissCommand= DeltaSecondsW5Command= DeltaSecondsW4Command= DeltaSecondsW3Command= DeltaSecondsW2Command= DeltaSecondsW1Command= DeltaSecondsLetGoCommand= DeltaSecondsHeldCommand= DeltaSecondsMissedHoldCommand= DeltaSecondsGainLifeCommand= [ScoreDisplayPercentage Percent] PercentFormat="%2d" PercentP1X=0 PercentP1Y=0 PercentP1OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1) PercentP1OffCommand= PercentP2X=0 PercentP2Y=0 PercentP2OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_2) PercentP2OffCommand= PercentUseRemainder=false ApplyScoreDisplayOptions=true Format=FormatPercentScore PercentDecimalPlaces=2 PercentTotalSize=5 RemainderFormat= DancePointsDigits=5 DancePointsP1X=0 DancePointsP1Y=0 DancePointsP1OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1) DancePointsP1OffCommand= DancePointsP2X=0 DancePointsP2Y=0 DancePointsP2OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_2) DancePointsP2OffCommand= # are these even used? -f PercentP3X=0 PercentP3Y=0 PercentP3OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1) PercentP3OffCommand= PercentP4X=0 PercentP4Y=0 PercentP4OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_2) PercentP4OffCommand= PercentP5X=0 PercentP5Y=0 PercentP5OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1) PercentP5OffCommand= PercentP6X=0 PercentP6Y=0 PercentP6OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_2) PercentP6OffCommand= PercentP7X=0 PercentP7Y=0 PercentP7OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1) PercentP7OffCommand= PercentP8X=0 PercentP8Y=0 PercentP8OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_2) PercentP8OffCommand= [ScoreDisplayRave] MeterP1X= MeterP1Y= MeterP1OnCommand= MeterP1OffCommand= MeterP2X= MeterP2Y= MeterP2OnCommand=zoomx,-1 MeterP2OffCommand= LevelP1X= LevelP1Y= LevelP1OnCommand= LevelP1OffCommand= LevelP2X= LevelP2Y= LevelP2OnCommand= LevelP2OffCommand= FrameBaseP1X= FrameBaseP1Y= FrameBaseP1OnCommand= FrameBaseP1OffCommand= FrameBaseP2X= FrameBaseP2Y= FrameBaseP2OnCommand= FrameBaseP2OffCommand= FrameOverP1X= FrameOverP1Y= FrameOverP1OnCommand= FrameOverP1OffCommand= FrameOverP2X= FrameOverP2Y= FrameOverP2OnCommand= FrameOverP2OffCommand= [ScoreKeeperNormal] PercentScoreWeightCheckpointHit=3 PercentScoreWeightCheckpointMiss=0 PercentScoreWeightHeld=IsGame("pump") and 0 or 3 PercentScoreWeightHitMine=-2 PercentScoreWeightMissedHold=0 PercentScoreWeightLetGo=0 PercentScoreWeightMiss=0 PercentScoreWeightW1=3 PercentScoreWeightW2=2 PercentScoreWeightW3=1 PercentScoreWeightW4=0 PercentScoreWeightW5=0 GradeWeightCheckpointHit=2 GradeWeightCheckpointMiss=-8 GradeWeightHeld=IsGame("pump") and 0 or 6 GradeWeightHitMine=-8 GradeWeightMissedHold=0 GradeWeightLetGo=0 GradeWeightMiss=-8 GradeWeightW1=2 GradeWeightW2=2 GradeWeightW3=1 GradeWeightW4=0 GradeWeightW5=-4 [ScoreKeeperRave] AttackDurationSeconds=3.0 [ScreenEvaluation Percent] PercentFormat="%2d" PercentP1X=0 PercentP1Y=0 PercentP1OnCommand=horizalign,right;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0 PercentP1OffCommand= PercentP2X=0 PercentP2Y=0 PercentP2OnCommand=horizalign,right;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0 PercentP2OffCommand= RemainderFormat=".%02d%%" PercentRemainderP1X=0 PercentRemainderP1Y=0 PercentRemainderP1OnCommand=horizalign,left;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0 PercentRemainderP1OffCommand= PercentRemainderP2X=0 PercentRemainderP2Y=0 PercentRemainderP2OnCommand=horizalign,left;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0 PercentRemainderP2OffCommand= DancePointsP1X=-26 DancePointsP1Y=-32 DancePointsP1OnCommand=glowshift;effectperiod,2;shadowlength,0 DancePointsP1OffCommand=sleep,0.8;accelerate,0.3 DancePointsP2X=-26 DancePointsP2Y=-32 DancePointsP2OnCommand=glowshift;effectperiod,2;shadowlength,0 DancePointsP2OffCommand=sleep,0.8;accelerate,0.3 DancePointsDigits=1 PercentUseRemainder=true ApplyScoreDisplayOptions=false FormatPercentScore=FormatPercentScore Format=FormatPercentScore [SoundEffectControl] LockToHold=false [SoundEffectControl_Off] Fallback="SoundEffectControl" SoundProperty="" PropertyMin=1.0 PropertyCenter=1.0 PropertyMax=1.0 [SoundEffectControl_Speed] Fallback="SoundEffectControl" SoundProperty="Speed" PropertyMin=4/8 PropertyCenter=1.0 PropertyMax=16/8 [SoundEffectControl_Pitch] Fallback="SoundEffectControl" SoundProperty="Pitch" PropertyMin=7/8 PropertyCenter=1.0 PropertyMax=9/8 [StepsDisplayListRow] FrameX=0 FrameY=0 FrameOnCommand= FrameOffCommand= FrameSetCommand= # ShowTicks=false NumTicks=0 MaxTicks=0 TicksSetCommand= # ShowMeter=false ZeroMeterString="0" MeterFormatString="%i" MeterX=0 MeterY=0 MeterOnCommand= MeterOffCommand= MeterSetCommand= # ShowDescription=false DescriptionX=0 DescriptionY=0 DescriptionOnCommand= DescriptionOffCommand= DescriptionSetCommand= # ShowCredit=false CreditX=0 CreditY=0 CreditOnCommand= CreditOffCommand= CreditSetCommand= # ShowAutogen=false AutogenSetCommand= # ShowStepsType=false StepsTypeSetCommand= [StreamDisplay] ; a simple bar life meter: ; PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) local native_width=32; local zoomed_width=12; self:zoomx(zoomed_width/native_width); self:x((itemIndex-(numItems/2))*zoomed_width); end PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \ local zoomed_width=28; \ local zoomed_height=8; \ local spacing_x=11.3; \ self:zoomtoheight(zoomed_height); \ self:x((itemIndex-(numItems/2))*spacing_x); \ local zoomed_width=0; \ if (itemIndex % 2) == 0 then \ self:zoomtowidth(24); \ self:rotationz(90); \ else \ self:zoomtowidth(31); \ self:rotationz(-58); \ end; \ end TextureCoordScaleX=10 NumPills=20 AlwaysBounceNormalBar=false VelocityMultiplier=4 VelocityMin=-.06 VelocityMax=.02 SpringMultiplier=2.0 ViscosityMultiplier=0.2 [TextBanner] TitleOnCommand= SubtitleOnCommand= ArtistOnCommand=visible,false ArtistPrependString="/" AfterSetCommand=%TextBannerAfterSet [TextBannerHighScores] Fallback="TextBanner" [WheelNotifyIcon] ShowTraining=false BlinkPlayersBest=true NumIconsToShow=2 # 04 # [Screen] ScreenInitCommand= ScreenOnCommand= AllowOperatorMenuButton=true # This metric is only for people who know what they are doing. If you set this # to false, you are expected to know how to cancel screens in Lua. # (that's SCREENMAN:GetTopScreen():Cancel(), for people who aren't AJ ;) ) HandleBackButton=true RepeatRate=-1 RepeatDelay=-1 PrepareScreens= PersistScreens= GroupedScreens= CodeNames="" CancelCancelCommand= LightsMode="LightsMode_MenuStartAndDirections" ShowCreditDisplay=false [ScreenInitialScreenIsInvalid] Class="ScreenWithMenuElements" Fallback="ScreenWithMenuElements" [ScreenDebugOverlay] Class="ScreenDebugOverlay" Fallback="Screen" BackgroundColor=color("0,0,0,0.5") LineOnColor=color("1,1,1,1") LineOffColor=color("0.6,0.6,0.6,1") LineStartY=SCREEN_TOP+50 LineSpacing=16 LineButtonX=SCREEN_CENTER_X-50 LineFunctionX=SCREEN_CENTER_X-30 ButtonTextOnCommand=NoStroke;zoom,0.8 ButtonTextToggledCommand=accelerate,0.025;glow,color("1,0,0,1");sleep,0.125;decelerate,0.2;glow,color("1,0,0,0"); FunctionTextOnCommand=NoStroke;zoom,0.8 PageStartX=SCREEN_CENTER_X-100 PageSpacingX=120 PageTextOnCommand=NoStroke;zoom,0.75 PageTextGainFocusCommand=diffuse,color("1,1,1,1") PageTextLoseFocusCommand=diffuse,color("0.6,0.6,0.6,1") DebugMenuHeaderX=SCREEN_LEFT+80 DebugMenuHeaderY=SCREEN_TOP+18 DebugMenuHeaderOnCommand=diffusebottomedge,color("0.5,0.5,0.5,1");strokecolor,color("0,0,0,0.5") DebugMenuHeaderOffCommand= HeaderTextX=SCREEN_LEFT+80 HeaderTextY=SCREEN_TOP+18 HeaderTextOnCommand=diffusebottomedge,color("0.5,0.5,0.5,1");strokecolor,color("0,0,0,0.5") HeaderTextOffCommand= # [ScreenSystemLayer] Class="ScreenSystemLayer" Fallback="Screen" # ShowCreditDisplay=true CreditsJoinOnly=false # CreditsP1X=SCREEN_LEFT+10 CreditsP1Y=SCREEN_BOTTOM-10 CreditsP1RefreshCreditTextMessageCommand=queuecommand,"UpdateText"; CreditsP1CoinInsertedMessageCommand=queuecommand,"UpdateText"; CreditsP1CoinInsertedMessageCommand=queuecommand,"UpdateText"; CreditsP1PlayerJoinedMessageCommand=queuecommand,"UpdateText"; CreditsP1ScreenChangedMessageCommand=queuecommand,"UpdateVisible";queuecommand,"On" CreditsP1OnCommand=horizalign,left;vertalign,bottom;zoom,0.675;shadowlength,1; CreditsP1OffCommand= # CreditsP2X=SCREEN_RIGHT-10 CreditsP2Y=SCREEN_BOTTOM-10 CreditsP2RefreshCreditTextMessageCommand=queuecommand,"UpdateText"; CreditsP2CoinInsertedMessageCommand=queuecommand,"UpdateText"; CreditsP2PlayerJoinedMessageCommand=queuecommand,"UpdateText"; CreditsP2ScreenChangedMessageCommand=queuecommand,"UpdateVisible";queuecommand,"On" CreditsP2OnCommand=horizalign,right;vertalign,bottom;zoom,0.675;shadowlength,1; CreditsP2OffCommand= [ScreenInstallOverlay] Class="ScreenInstallOverlay" Fallback="Screen" StatusX=SCREEN_LEFT+40 StatusY=SCREEN_BOTTOM-32 StatusOnCommand=align,0,1 [ScreenSyncOverlay] Class="ScreenSyncOverlay" Fallback="Screen" StatusOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+150;shadowlength,2;strokecolor,color("#000000"); AdjustmentsOnCommand=x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y; # [ScreenStatsOverlay] Class="ScreenStatsOverlay" Fallback="Screen" StatsX=SCREEN_RIGHT-8 StatsY=SCREEN_TOP+10 StatsOnCommand=halign,1;valign,0;shadowlength,1;zoom,0.5 ShowSkips=true SkipX=SCREEN_RIGHT-100 SkipY=SCREEN_BOTTOM-100 SkipOnCommand=zoom,0.5 SkipWidth=190 SkipSpacingY=14 # [ScreenWithMenuElements] Class="ScreenWithMenuElements" Fallback="Screen" # TimerSeconds=-1 # FirstUpdateCommand= PlayMusic=true MusicAlignBeat=true DelayMusicSeconds=0 StopMusicOnBack=false WaitForChildrenBeforeTweeningOut=false CancelTransitionsOut=false # ShowCreditDisplay=true AllowDisabledPlayerInput=false MemoryCardIcons=false # MemoryCardDisplayP1X= MemoryCardDisplayP1Y= MemoryCardDisplayP1OnCommand= MemoryCardDisplayP1OffCommand= MemoryCardDisplayP2X= MemoryCardDisplayP2Y= MemoryCardDisplayP2OnCommand= MemoryCardDisplayP2OffCommand= # TimerStealth=false ForceTimer=false TimerMetricsGroup="MenuTimer" TimerX= TimerY= TimerOnCommand= TimerOffCommand= [ScreenSetBGFit] Class="ScreenWithMenuElements" Fallback="ScreenWithMenuElements" NextScreen="ScreenOptionsDisplaySub" RepeatRate=10 RepeatDelay=.25 [ScreenOverscanConfig] Class="ScreenWithMenuElements" Fallback="ScreenWithMenuElements" NextScreen="ScreenOptionsDisplaySub" PrevScreen="ScreenOptionsDisplaySub" RepeatRate=10 RepeatDelay=.25 [ScreenWithMenuElementsBlank] Fallback="ScreenWithMenuElements" UpdateOnMessage="" ShowHelp=false [ScreenSelectMaster] Class="ScreenSelectMaster" Fallback="ScreenWithMenuElements" # DoSwitchAnyways=false WrapCursor=false AllowRepeatingInput=true PreSwitchPageSeconds=0 PostSwitchPageSeconds=0 ScrollerSecondsPerItem=0 ScrollerNumItemsToDraw=16 ScrollerTransform=function(self,offset,itemIndex,numItems) end ScrollerSubdivisions=1 OverrideSleepAfterTweenOffSeconds=false SleepAfterTweenOffSeconds=0 NumCodes=0 OptionOrderUp= OptionOrderDown= OptionOrderLeft= OptionOrderRight= OptionOrderAuto= # ShowIcon=false ShowCursor=false ShowScroller=false WrapScroller=false LoopScroller=false # ScrollerX=SCREEN_CENTER_X ScrollerY=SCREEN_CENTER_Y PerChoiceIconElement=true PerChoiceScrollElement=true # All on page 1 by default. NumChoicesOnPage1=1024 SharedSelection=true UseIconMetrics=false CursorP1OffsetXFromIcon=0 CursorP1OffsetYFromIcon=0 CursorP2OffsetXFromIcon=0 CursorP2OffsetYFromIcon=0 DisabledColor=color("#606060") DoublePressToSelect=false # Blank defaults for a few options. IconChoice1SwitchToPage1Command= IconChoice1SwitchToPage2Command= IconChoice1OnCommand= IconChoice1OffCommand= IconChoice1OffFocusedCommand= IconChoice1OffUnfocusedCommand= IconChoice2SwitchToPage1Command= IconChoice2SwitchToPage2Command= IconChoice2OnCommand= IconChoice2OffCommand= IconChoice2OffFocusedCommand= IconChoice2OffUnfocusedCommand= IconChoice3SwitchToPage1Command= IconChoice3SwitchToPage2Command= IconChoice3OnCommand= IconChoice3OffCommand= IconChoice3OffFocusedCommand= IconChoice3OffUnfocusedCommand= IconChoice4SwitchToPage1Command= IconChoice4SwitchToPage2Command= IconChoice4OnCommand= IconChoice4OffCommand= IconChoice4OffFocusedCommand= IconChoice4OffUnfocusedCommand= ExplanationPage1X=0 ExplanationPage1Y=0 ExplanationPage1SwitchToPage1Command= ExplanationPage1SwitchToPage2Command= ExplanationPage1OnCommand=visible,false ExplanationPage1OffCommand= ExplanationPage2X=0 ExplanationPage2Y=0 ExplanationPage2SwitchToPage1Command= ExplanationPage2SwitchToPage2Command= ExplanationPage2OnCommand=visible,false ExplanationPage2OffCommand= MorePage1X=0 MorePage1Y=0 MorePage1SwitchToPage1Command= MorePage1SwitchToPage2Command= MorePage1OnCommand=visible,false MorePage1OffCommand= MorePage2X=0 MorePage2Y=0 MorePage2SwitchToPage1Command= MorePage2SwitchToPage2Command= MorePage2OnCommand=visible,false MorePage2OffCommand= IdleCommentSeconds=0 IdleTimeoutSeconds=0 UpdateOnMessage="" [ScreenSelectMasterBlank] Fallback="ScreenSelectMaster" [ScreenTextEntry] Class="ScreenTextEntry" Fallback="ScreenWithMenuElements" PrevScreen= HelpText= TimerSeconds=-1 ShowStyleIcon=false RowStartX=SCREEN_LEFT+100 RowStartY=SCREEN_CENTER_Y-30 RowEndX=SCREEN_RIGHT-100 RowEndY=SCREEN_BOTTOM-96 QuestionX=SCREEN_CENTER_X QuestionY=SCREEN_CENTER_Y-40 QuestionOnCommand=wrapwidthpixels,600 QuestionOffCommand= AnswerX=SCREEN_CENTER_X AnswerY=SCREEN_CENTER_Y+20 AnswerOnCommand=zoom,1.5;shadowlength,0 AnswerOffCommand= CursorOnCommand= CursorOffCommand= KeysInitCommand=zoom,0.8;shadowlength,0 [ScreenInit] Class="ScreenAttract" Fallback="ScreenAttract" # PrevScreen="ScreenInit" NextScreen=Branch.AfterInit() StartScreen=Branch.TitleMenu() # ForceTimer=false TimerSeconds=5 # PlayMusic=false # TimerMetricsGroup="MenuTimerNoSound" TimerOnCommand=visible,false [ScreenTitleMenu] Class="ScreenTitleMenu" Fallback="ScreenSelectMaster" # PrevScreen="ScreenInit" NextScreen="ScreenInit" # ScreenBeginCommand= StopMusicOnBack=true # CoinModeChangeScreen=Branch.TitleMenu() # ScreenOnCommand=lockinput,0 LightsMode="LightsMode_Joining" TimerSeconds=-1 # SharedSelection=true AllowDisabledPlayerInput=true OverrideSleepAfterTweenOffSeconds=false DoSwitchAnyways=false # SleepAfterTweenOffSeconds=0 # UpdateOnMessage="" # NumChoicesOnPage1=100 DefaultChoice="GameStart" ChoiceNames="GameStart,Options,Edit,Jukebox,GameSelect,Exit" ChoiceGameStart="applydefaultoptions;text,Game Start;screen,"..Branch.AfterTitleMenu() #ChoiceQuickPlay="applydefaultoptions;text,Quick Play;" ChoiceOptions="screen,ScreenOptionsService;text,Options" ChoiceEdit="text,Edit/Share;screen,"..Branch.OptionsEdit() ChoiceExit="screen,ScreenExit;text,Exit" # Aliases for the future. ChoiceContinue="screen,ScreenContinue;text,Continue?" ChoiceGameSelect="screen,ScreenSelectGame;text,Select Game" ChoiceJukebox="screen,ScreenJukeboxMenu;text,Jukebox" ChoiceReportBug="urlnoexit,https://github.com/itgmania/itgmania/issues;text,Report Bug" ChoiceIRC="urlnoexit,http://chat.mibbit.com/?server=chat.freenode.net&channel=%23stepmania-devs&nick=StepMania_player;text,Chat on IRC" ChoiceSandbox="screen,ScreenTest;text,Sandbox" # AllowRepeatingInput=true ShowCursor=false WrapCursor=true WrapScroller=false LoopScroller=false ScrollerSubdivisions=1 ShowIcon=false UseIconMetrics=false ShowScroller=true PerChoiceScrollElement=false PerChoiceIconElement=false ScrollerTransform=function(self,offset,itemIndex,numItems) self:y(32*(itemIndex-(numItems-1)/2)); end ScrollerSecondsPerItem=0 ScrollerNumItemsToDraw=20 ScrollerX=SCREEN_CENTER_X ScrollerY=SCREEN_CENTER_Y ScrollerOnCommand= ScrollerOffCommand= IdleCommentSeconds=-1 IdleTimeoutSeconds=-1 IdleTimeoutScreen=Branch.AfterInit() DoublePressToSelect=false OptionOrderUp="" OptionOrderDown="" OptionOrderLeft="" OptionOrderRight="" OptionOrderAuto="" # PreSwitchPageSeconds= PostSwitchPageSeconds= # CursorP1OffsetXFromIcon=0 CursorP1OffsetYFromIcon=0 CursorP2OffsetXFromIcon=0 CursorP2OffsetYFromIcon=0 # LogoX=SCREEN_CENTER_X LogoY=SCREEN_CENTER_Y-80 LogoOnCommand=bob;effectperiod,4;effectmagnitude,0,8,0;zoom,0;bounceend,0.35;zoom,1 LogoOffCommand= [ScreenCaution] Fallback="ScreenSplash" PrepareScreen="" NextScreen=Branch.StartGame() PrevScreen=Branch.TitleMenu() TimerSeconds=10 TimerStealth=true ForceTimer=true AllowStartToSkip=true [ScreenProfileLoad] Class="ScreenProfileLoad" Fallback="ScreenWithMenuElementsBlank" NextScreen=Branch.AfterProfileLoad() PrevScreen=Branch.TitleMenu() TimerSeconds=-1 # LoadEdits=true [ScreenSelectProfile] Fallback="ScreenWithMenuElements" Class="ScreenSelectProfile" # ScreenOnCommand=%function(self) self:lockinput(1); end; # NextScreen=Branch.AfterSelectProfile() PrevScreen=Branch.TitleMenu() StartScreen=Branch.AfterSelectProfile() # TimerSeconds=30 # CodeNames=SelectProfileKeys() CodeUp="+MenuUp" CodeUp2="+Up" CodeDown="+MenuDown" CodeDown2="+Down" CodeStart="+Start" CodeBack="Back" CodeCenter="Center" CodeDownLeft="DownLeft" CodeDownRight="DownRight" [ScreenSelectStyle] # (formerly known as ScreenSelectPlayMode before sm-ssc v1.0 beta 3) Class="ScreenSelectMaster" Fallback="ScreenSelectMaster" NextScreen=Branch.AfterSelectStyle() PrevScreen=Branch.TitleMenu() TimerSeconds=30 # DefaultChoice="Single" # Giant metric list left in for backwards compatibility. # A much better way to handle this is: # ChoiceNames="lua,ScreenSelectStyleChoices()" # That will list all the styles for the current game without needing a huge # list of metrics. _fallback still uses the old method to avoid the # possibility of breaking themes. -Kyz ChoiceNames=GameCompatibleModes() # OptionOrderAuto="1:2,2:1" # dance, pump, and likely others ChoiceSingle="name,Single;style,single;text,Single;screen,"..Branch.AfterSelectStyle() ChoiceDouble="name,Double;style,double;text,Double;screen,"..Branch.AfterSelectStyle() ChoiceSolo="name,Solo;style,solo;text,Solo;screen,"..Branch.AfterSelectStyle() ChoiceVersus="name,Versus;style,versus;text,Versus;screen,"..Branch.AfterSelectStyle() ChoiceCouple="name,Couple;style,couple;text,Couple;screen,"..Branch.AfterSelectStyle() ChoiceRoutine="name,Routine;style,routine;text,Routine;screen,"..Branch.AfterSelectStyle() # pump ChoiceHalfDouble="name,HalfDouble;style,halfdouble;text,HalfDouble;screen,"..Branch.AfterSelectStyle() # beat Choice5Keys="name,5Keys;style,single5;text,5Keys;screen,"..Branch.AfterSelectStyle() Choice7Keys="name,7Keys;style,single7;text,7Keys;screen,"..Branch.AfterSelectStyle() ChoiceVersus5="name,Versus5;style,versus5;text,Versus5;screen,"..Branch.AfterSelectStyle() ChoiceVersus7="name,Versus7;style,versus7;text,Versus7;screen,"..Branch.AfterSelectStyle() Choice10Keys="name,10Keys;style,double5;text,10Keys;screen,"..Branch.AfterSelectStyle() Choice14Keys="name,14Keys;style,double7;text,14Keys;screen,"..Branch.AfterSelectStyle() # kb7 ChoiceKB7="name,kb7;style,single;screen,"..Branch.AfterSelectStyle() # techno ChoiceSingle4="name,Single4;style,single4;screen,"..Branch.AfterSelectStyle() ChoiceSingle5="name,Single5;style,single5;screen,"..Branch.AfterSelectStyle() ChoiceSingle8="name,Single8;style,single8;screen,"..Branch.AfterSelectStyle() ChoiceVersus4="name,Versus4;style,versus4;screen,"..Branch.AfterSelectStyle() ChoiceVersus5="name,Versus5;style,versus5;screen,"..Branch.AfterSelectStyle() ChoiceVersus8="name,Versus8;style,versus8;screen,"..Branch.AfterSelectStyle() ChoiceDouble4="name,Double4;style,double4;screen,"..Branch.AfterSelectStyle() ChoiceDouble5="name,Double5;style,double5;screen,"..Branch.AfterSelectStyle() ChoiceDouble8="name,Double8;style,double8;screen,"..Branch.AfterSelectStyle() # PerChoiceScrollElement=false PerChoiceIconElement=false # ShowScroller=true WrapScroller=true ShowIcon=false # [ScreenSelectPlayMode] # (formerly known as ScreenSelectPlayStyle before sm-ssc v1.0 beta 3) Class="ScreenSelectMaster" Fallback="ScreenSelectMaster" NextScreen=Branch.GetGameInformationScreen PrevScreen=Branch.TitleMenu() TimerSeconds=30 # DefaultChoice="Normal" ChoiceNames="Normal,Rave,Nonstop,Oni,Endless" # PerChoiceScrollElement=false PerChoiceIconElement=false # ShowScroller=true WrapScroller=true ShowIcon=false # ChoiceEasy="applydefaultoptions;name,Easy;text,Easy;playmode,regular;difficulty,easy;screen,ScreenSelectMusic;setenv,sMode,Normal" ChoiceNormal="applydefaultoptions;name,Normal;text,Normal;playmode,regular;difficulty,easy;screen,ScreenSelectMusic;setenv,sMode,Normal" ChoiceHard="applydefaultoptions;name,Hard;text,Hard;playmode,regular;difficulty,hard;screen,ScreenSelectMusic;setenv,sMode,Normal" ChoiceRave="applydefaultoptions;name,Rave;text,Rave;playmode,rave;screen,ScreenSelectMusic;setenv,sMode,Rave" ChoiceNonstop="applydefaultoptions;name,Nonstop;text,Extended;playmode,nonstop;screen,ScreenSelectCourse;setenv,sMode,Nonstop" ChoiceOni="applydefaultoptions;name,Oni;text,Oni;playmode,oni;screen,ScreenSelectCourse;setenv,sMode,Oni" ChoiceEndless="applydefaultoptions;name,Endless;text,Endless;playmode,endless;screen,ScreenSelectCourse;setenv,sMode,Endless" [ScreenSelectCharacter] Class="ScreenSelectCharacter" Fallback="ScreenWithMenuElements" WaitForChildrenBeforeTweeningOut=true TitleP1OnCommand=x,140;y,80;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6 TitleP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6 TitleP2OnCommand=x,500;y,80;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6 TitleP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6 CardP1OnCommand=x,140;y,180;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6 CardP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6 CardP2OnCommand=x,500;y,180;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6 CardP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6 CardArrowsP1OnCommand=x,140;y,180;diffusealpha,0;linear,0.3;diffusealpha,1 CardArrowsP1OffCommand=linear,0.3;diffusealpha,0 CardArrowsP2OnCommand=x,500;y,180;diffusealpha,0;linear,0.3;diffusealpha,1 CardArrowsP2OffCommand=linear,0.3;diffusealpha,0 ExplanationOnCommand=x,SCREEN_CENTER_X;y,140;diffusealpha,0;linear,0.3;diffusealpha,1 ExplanationOffCommand=linear,0.3;diffusealpha,0 AttackFrameP1OnCommand=x,140;y,380;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6 AttackFrameP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6 AttackFrameP2OnCommand=x,500;y,380;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6 AttackFrameP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6 AttackIconWidth=40 AttackIconHeight=40 AttackIconsP1StartX=SCREEN_CENTER_X-192 AttackIconsP1StartY=SCREEN_CENTER_Y+116 AttackIconsP2StartX=SCREEN_CENTER_X+168 AttackIconsP2StartY=SCREEN_CENTER_Y+116 AttackIconsSpacingX=42 AttackIconsSpacingY=32 AttackIconsP1OnCommand=addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6 AttackIconsP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6 AttackIconsP2OnCommand=addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6 AttackIconsP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6 IconWidth=40 IconHeight=40 IconsP1OnCommand=addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6 IconsP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6 IconsP2OnCommand=addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6 IconsP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6 SleepAfterTweenOffSeconds=0.8 TimerSeconds=40 ShowStyleIcon=true PrevScreen=ScreenTitleBranch() NextScreen=SongSelectionScreen() [ScreenGameInformation] Class="ScreenSelectMaster" Fallback="ScreenSelectMaster" NextScreen=GAMESTATE:IsCourseMode() and "ScreenSelectCourse" or "ScreenSelectMusic" PrevScreen=Branch.TitleMenu() TimerSeconds=15 # DefaultChoice="Delay" ChoiceNames="Delay" # ChoiceDelay="screen,ScreenSelectMusic" # ShowScroller=false ShowIcon=false # [ScreenSelectMusic] Class="ScreenSelectMusic" Fallback="ScreenWithMenuElements" NextScreen=Branch.PlayerOptions() PrevScreen=Branch.TitleMenu() # MusicWheelType="MusicWheel" Codes="" # TimerSeconds=120 DoRouletteOnMenuTimer=true RouletteTimerSeconds=15 IdleCommentSeconds=20 HardCommentMeter=10 # DefaultSort=GAMESTATE:IsCourseMode() and "Group" or "AllCourses" # SampleMusicPreviewMode='SampleMusicPreviewMode_Normal' SampleMusicLoops=true SampleMusicFallbackFadeInSeconds=0 SampleMusicFadeOutSeconds=1.5 # UseOptionsList=false OptionsListTimeout=0.25 # UsePlayerSelectMenu=false SelectMenuScreenName="ScreenPlayerOptions" OptionsMenuAvailable=AllowOptionsMenu() SelectMenuAvailable=false ModeMenuAvailable=true # ShowOptionsMessageSeconds=1.5 PlaySoundOnEnteringOptionsMenu=true # ScreenModsCommand=setupmusicstagemods # PreviousSongButton="MenuLeft" NextSongButton="MenuRight" # ChangeStepsWithGameButtons=false #Prev/NextDifficultyButton Also applies to TwoPartSelect. PreviousDifficultyButton="MenuUp" NextDifficultyButton="MenuDown" # ChangeGroupsWithGameButtons=false PreviousGroupButton="MenuUp" NextGroupButton="MenuDown" # TwoPartSelection=TwoPartSelection() TwoPartConfirmsOnly=false TwoPartTimerSeconds=30 CancelTwoPartSelectButton1="MenuUp" CancelTwoPartSelectButton2="MenuDown" # SampleMusicDelay=0.25 SampleMusicDelayInit=0 AlignMusicBeat=false SelectMenuChangesDifficulty=true WrapChangeSteps=false # MusicWheelX=SCREEN_CENTER_X+160 MusicWheelY=SCREEN_CENTER_Y MusicWheelOnCommand= MusicWheelOffCommand= # BannerX=SCREEN_CENTER_X-160 BannerY=SCREEN_TOP+160-36 BannerOnCommand=scaletoclipped,256,80 BannerOffCommand= # CDTitleX=SCREEN_CENTER_X-160+90 CDTitleY=SCREEN_TOP+160+(36/2)+8 CDTitleFrontCommand= CDTitleBackCommand= CDTitleOnCommand=visible,false CDTitleOffCommand= # NullScoreString=string.format("% 9i",0) # ScoreFrameP1X= ScoreFrameP1Y= ScoreFrameP1OnCommand=visible,false ScoreFrameP1OffCommand= ScoreP1X= ScoreP1Y= ScoreP1OnCommand=visible,false ScoreP1OffCommand= # ScoreP2X= ScoreP2Y= ScoreP2OnCommand=visible,false ScoreP2OffCommand= ScoreFrameP2X= ScoreFrameP2Y= ScoreFrameP2OnCommand=visible,false ScoreFrameP2OffCommand= # ScoreP1SortChangeCommand=stoptweening; ScoreP2SortChangeCommand=stoptweening; ScoreFrameP1SortChangeCommand=stoptweening; ScoreFrameP2SortChangeCommand=stoptweening; [ScreenSelectCourse] Class="ScreenSelectMusic" Fallback="ScreenSelectMusic" # DefaultSort="Nonstop" ScreenModsCommand=setupcoursestagemods # MusicWheelType="CourseWheel" Codes="CourseCodeDetector" [CourseCodeDetector] Fallback="CodeDetector" NextSort1= NextSort2= NextSort3= NextSort4= [StepsDisplay] FrameX=0 FrameY=0 FrameOnCommand= FrameLoadCommand=%function(self,param) local bFlip = param.PlayerState and param.PlayerState:GetPlayerNumber() ~= PLAYER_1; self:zoomx(bFlip and -1 or 1); end FrameSetCommand=%function(self,param) if param.CustomDifficulty and param.CustomDifficulty ~= "" then self:diffuse(CustomDifficultyToColor(param.CustomDifficulty)) end end NumTicks=10 MaxTicks=14 TicksX=0 TicksY=0 TicksOnCommand=shadowlength,0; TicksSetCommand=%function(self,param) if param.CustomDifficulty and param.CustomDifficulty ~= "" then self:diffuse(CustomDifficultyToColor(param.CustomDifficulty)) if param.Meter > 9 then self:glowshift() else self:stopeffect() end end end ShowTicks=false ShowMeter=true MeterFormatString="%i" ZeroMeterString="?" MeterX=30 MeterY=0 MeterOnCommand=shadowlength,0 MeterSetCommand=%function(self,param) if param.CustomDifficulty and param.CustomDifficulty ~= "" then self:diffuse(CustomDifficultyToLightColor(param.CustomDifficulty)); self:strokecolor(CustomDifficultyToDarkColor(param.CustomDifficulty)); end end ShowDescription=true DescriptionX=-10 DescriptionY=0 DescriptionOnCommand=shadowlength,0;uppercase,true; DescriptionSetCommand=%function(self,param) if param.CustomDifficulty and param.CustomDifficulty ~= "" then self:diffuse(CustomDifficultyToLightColor(param.CustomDifficulty)); self:strokecolor(CustomDifficultyToDarkColor(param.CustomDifficulty)); end end ShowCredit=false CreditX=0 CreditY=0 CreditOnCommand= CreditSetCommand= ShowAutogen=true AutogenX=40 AutogenY=0 AutogenOnCommand= AutogenSetCommand= ShowStepsType=false StepsTypeX=0 StepsTypeY=0 StepsTypeOnCommand= [StepsDisplayGameplay] Fallback="StepsDisplay" [ScreenStageInformation] Class="ScreenSplash" Fallback="ScreenSplash" NextScreen=Branch.GameplayScreen() PrevScreen=Branch.BackOutOfStageInformation() PrepareScreen="ScreenGameplay" # ForceTimer=true TimerStealth=true TimerMetricsGroup="MenuTimerNoSound" WaitForChildrenBeforeTweeningOut=true TimerSeconds=1 # ScreenBeginCommand= [ScreenOptions] Fallback="ScreenWithMenuElements" NavigationMode=OptionsNavigationMode() InputMode="individual" ForceAllPlayers=false # RepeatRate=12 RepeatDelay=0.25 # OptionRowNormalMetricsGroup="OptionRow" OptionRowExitMetricsGroup="OptionRowExit" # NumRowsShown=8 RowInitCommand= RowOnCommand= RowOffCommand= RowPositionTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) self:y(SCREEN_CENTER_Y-146+36*offsetFromCenter) end # ShowExplanations=true ExplanationP1X=SCREEN_CENTER_X-256-20 ExplanationP1Y=SCREEN_CENTER_Y+174 ExplanationP1OnCommand=shadowlength,1;wrapwidthpixels,256/0.5;zoom,0.5;halign,0;cropright,1;linear,0.5;cropright,0 ExplanationP1OffCommand= ExplanationP2X=SCREEN_CENTER_X+256+20 ExplanationP2Y=SCREEN_CENTER_Y+174 ExplanationP2OnCommand=shadowlength,1;wrapwidthpixels,256/0.5;zoom,0.5;halign,1;cropright,1;linear,0.5;cropright,0 ExplanationP2OffCommand= ExplanationTogetherX=SCREEN_CENTER_X ExplanationTogetherY=SCREEN_CENTER_Y+184 ExplanationTogetherOnCommand=stoptweening;shadowlength,0;zoom,0.75;wrapwidthpixels,(SCREEN_WIDTH*0.9375)*1.25;cropright,1;linear,0.5;cropright,0 ExplanationTogetherOffCommand=stoptweening # DisqualifyP1X= DisqualifyP1Y= DisqualifyP1OnCommand=visible,false DisqualifyP1OffCommand= DisqualifyP2X= DisqualifyP2Y= DisqualifyP2OnCommand=visible,false DisqualifyP2OffCommand= # PageX=SCREEN_CENTER_X PageY=SCREEN_CENTER_Y PageOnCommand= ContainerOnCommand= ContainerOffCommand= # CursorOnCommand= CursorTweenSeconds=0.3 # LineHighlightX=SCREEN_CENTER_X LineHighlightP1OnCommand= LineHighlightP1ChangeCommand= LineHighlightP1ChangeToExitCommand= LineHighlightP2OnCommand= LineHighlightP2ChangeCommand= LineHighlightP2ChangeToExitCommand= # ShowScrollBar=false ScrollBarHeight=0 ScrollBarTime=0 # ShowExitRow=true SeparateExitRow=true SeparateExitRowY=SCREEN_CENTER_Y+140 # MoreX= MoreY= MoreOnCommand=visible,false MoreExitSelectedP1Command= MoreExitSelectedP2Command= MoreExitUnselectedP1Command= MoreExitUnselectedP2Command= # AllowRepeatingChangeValueInput=true WrapValueInRow=true [ScreenOptionsMaster] Fallback="ScreenOptions" Class="ScreenOptionsMaster" NoteSkinSortOrder="" StepsUseChartName=false StepsRowLayoutType="ShowAllInRow" # ExitItem is an exit row with the "Exit" text as a menu item; ExitTitle # uses the menu title. ExitItem="1;together;SelectNone;showoneinrow" ExitItemDefault="" ExitItem,1="screen," .. Screen.Metric("NextScreen") .. ";name,ExitItem" ExitTitle="1;together;SelectNone;showoneinrow" ExitTitleDefault="" ExitTitle,1="screen," .. Screen.Metric("NextScreen") .. ";name,ExitTitle" # Player options ## legacy speed row Speed="12;" SpeedDefault="mod,1x,no randomspeed" Speed,1="mod,0.25x;name,x0.25" Speed,2="mod,0.50x;name,x0.50" Speed,3="mod,0.75x;name,x0.75" Speed,4="mod,1x;name,x1" Speed,5="mod,1.5x;name,x1.5" Speed,6="mod,2x;name,x1.75" Speed,7="mod,3x;name,x2" Speed,8="mod,4x;name,x2.25" Speed,9="mod,8x;name,x2.5" Speed,10="mod,C150;name,C150" Speed,11="mod,C300;name,C300" Speed,12="mod,1x,200% randomspeed;name,Random" Accel="5;selectmultiple" AccelDefault="mod,no boost,no brake,no wave,no expand,no boomerang" Accel,1="mod,boost;name,Boost" Accel,2="mod,brake;name,Brake" Accel,3="mod,wave;name,Wave" Accel,4="mod,expand;name,Expand" Accel,5="mod,boomerang;name,Boomerang" # Accel="6" # AccelDefault="mod,no boost,no brake,no wave,no expand,no boomerang" # Accel,1="name,Off" # Accel,2="mod,boost;name,Boost" # Accel,3="mod,brake;name,Brake" # Accel,4="mod,wave;name,Wave" # Accel,5="mod,expand;name,Expand" # Accel,6="mod,boomerang;name,Boomerang" Effect="15;selectmultiple" EffectDefault="mod,no drunk,no dizzy,,no twirl,no roll,no confusion,no mini,no tiny,no flip,no invert,no tornado,no tipsy,no bumpy,no beat,no xmode" Effect,1="mod,drunk;name,Drunk" Effect,2="mod,dizzy;name,Dizzy" Effect,3="mod,twirl;name,Twirl" Effect,4="mod,roll;name,Roll" Effect,5="mod,confusion;name,Confusion" Effect,6="mod,mini;name,Mini" Effect,7="mod,tiny;name,Tiny" Effect,8="mod,-100% mini;name,Big" Effect,9="mod,flip;name,Flip" Effect,10="mod,invert;name,Invert" Effect,11="mod,tornado;name,Tornado" Effect,12="mod,tipsy;name,Tipsy" Effect,13="mod,bumpy;name,Bumpy" Effect,14="mod,beat;name,Beat" Effect,15="mod,45% xmode;name,XMode" EffectsReceptor="6;selectmultiple" EffectsReceptorDefault="mod,no confusion,no invert,no flip,no mini,no xmode" EffectsReceptor,1="mod,confusion;name,Confusion" EffectsReceptor,2="mod,invert;name,Invert" EffectsReceptor,3="mod,Flip;name,Flip" EffectsReceptor,4="mod,mini;name,Mini" EffectsReceptor,5="mod,-35% mini;name,Big" EffectsReceptor,6="mod,45% xmode;name,XMode" EffectsArrow="8;selectmultiple" EffectsArrowDefault="mod,no drunk,no dizzy,no twirl,no roll,no beat,no tipsy,no tornado,no bumpy" EffectsArrow,1="mod,drunk;name,Drunk" EffectsArrow,2="mod,dizzy;name,Dizzy" EffectsArrow,3="mod,twirl;name,Twirl" EffectsArrow,4="mod,roll;name,Roll" EffectsArrow,5="mod,beat;name,Beat" EffectsArrow,6="mod,tipsy;name,Tipsy" EffectsArrow,7="mod,50% tornado;name,Tornado" EffectsArrow,8="mod,bumpy;name,Bumpy" # Effect="9" # EffectDefault="mod,no drunk,no dizzy,no confusion,no mini,no flip,no tornado,no tipsy" # Effect,1="name,Off" # Effect,2="mod,drunk;name,Drunk" # Effect,3="mod,dizzy;name,Dizzy" # Effect,4="mod,confusion;name,Confusion" # Effect,5="mod,mini;name,Mini" # Effect,6="mod,-100% mini;name,Big" # Effect,7="mod,flip;name,Flip" # Effect,8="mod,tornado;name,Tornado" # Effect,9="mod,tipsy;name,Tipsy" # XXX: what of hiddenoffset and suddenoffset? Appearance="4;selectmultiple" AppearanceDefault="mod,no hidden,no sudden,no stealth,no blink,no randomvanish" Appearance,1="mod,hidden;name,Hidden" Appearance,2="mod,sudden;name,Sudden" Appearance,3="mod,stealth;name,Stealth" Appearance,4="mod,blink;name,Blink" # Appearance="6" # AppearanceDefault="mod,no hidden,no sudden,no stealth,no blink,no randomvanish" # Appearance,1="name,Visible" # Appearance,2="mod,hidden;name,Hidden" # Appearance,3="mod,sudden;name,Sudden" # Appearance,4="mod,stealth;name,Stealth" # Appearance,5="mod,blink;name,Blink" # Appearance,6="mod,randomvanish;name,R.Vanish" Turn="8;selectmultiple" TurnDefault="mod,no turn" Turn,1="mod,mirror;name,Mirror" Turn,2="mod,backwards;name,Backwards" Turn,3="mod,left;name,Left" Turn,4="mod,right;name,Right" Turn,5="mod,shuffle;name,Shuffle" Turn,6="mod,supershuffle;name,SuperShuffle" Turn,7="mod,softshuffle;name,SoftShuffle" Turn,8="mod,hypershuffle;name,HyperShuffle" # Turn="6" # TurnDefault="mod,no turn" # Turn,1="name,Off" # Turn,2="mod,mirror;name,Mirror" # Turn,3="mod,left;name,Left" # Turn,4="mod,right;name,Right" # Turn,5="mod,shuffle;name,Shuffle" # Turn,6="mod,supershuffle;name,SuperShuffle" Insert="7;selectmultiple" InsertDefault="mod,no wide,no big,no quick,no skippy,no echo,no stomp,no bmrize" Insert,1="mod,wide;name,Wide" Insert,2="mod,big;name,Big" Insert,3="mod,quick;name,Quick" Insert,4="mod,bmrize;name,BMRize" Insert,5="mod,skippy;name,Skippy" Insert,6="mod,echo;name,Echo" Insert,7="mod,stomp;name,Stomp" RemoveCombinations="4;selectmultiple" RemoveCombinationsDefault="mod,no little,no nojumps,no nohands,no noquads" RemoveCombinations,1="mod,little;name,Little" RemoveCombinations,2="mod,nojumps;name,NoJumps" RemoveCombinations,3="mod,nohands;name,NoHands" RemoveCombinations,4="mod,noquads;name,NoQuads" RemoveFeatures="4;selectmultiple" RemoveFeaturesDefault="mod,no nostretch,no norolls,no nolifts,no nofakes" RemoveFeatures,1="mod,nostretch;name,NoStretch" RemoveFeatures,2="mod,norolls;name,NoRolls" RemoveFeatures,3="mod,nolifts;name,NoLifts" RemoveFeatures,4="mod,nofakes;name,NoFakes" # Insert="8" # InsertDefault="mod,no little,no wide,no big,no quick,no skippy,no echo,no stomp" # Insert,1="name,Off" # Insert,2="mod,little;name,Little" # Insert,3="mod,wide;name,Wide" # Insert,4="mod,big;name,Big" # Insert,5="mod,quick;name,Quick" # Insert,6="mod,skippy;name,Skippy" # Insert,7="mod,echo;name,Echo" # Insert,8="mod,stomp;name,Stomp" Scroll="5;selectmultiple" ScrollDefault="mod,no reverse,no split,no alternate,no cross,no centered" Scroll,1="mod,reverse;name,Reverse" Scroll,2="mod,split;name,Split" Scroll,3="mod,alternate;name,Alternate" Scroll,4="mod,cross;name,Cross" Scroll,5="mod,centered;name,Centered" # Scroll="5" # ScrollDefault="mod,no reverse,no split,no alternate,no cross" # Scroll,1="name,Standard" # Scroll,2="mod,reverse;name,Reverse" # Scroll,3="mod,split;name,Split" # Scroll,4="mod,alternate;name,Alternate" # Scroll,5="mod,cross;name,Cross" Holds="4;selectmultiple" HoldsDefault="mod,no noholds,no planted,no twister,no holdrolls" Holds,1="mod,noholds;name,NoHolds" Holds,2="mod,planted;name,Planted" Holds,3="mod,twister;name,Twister" Holds,4="mod,holdrolls;name,HoldsToRolls" # Holds="7" # HoldsDefault="mod,no noholds,no planted,no twister,no nojumps,no nohands, no holdstorolls" # Holds,1="mod,noholds;name,Off" # Holds,2="name,On" # Holds,3="mod,planted;name,Planted" # Holds,4="mod,twister;name,Twister" # Holds,5="mod,holdstorolls;name,HoldsToRolls" # Holds,6="mod,nojumps;name,NoJumps" # Holds,7="mod,nohands;name,NoHands" Mines="4" MinesDefault="mod,no nomines,no mines,no attackmines" Mines,1="mod,nomines;name,Off" Mines,2="name,On" Mines,3="mod,mines;name,Add" Mines,4="mod,attackmines;name,AttackMines" Attacks="3" AttacksDefault="mod,no randomattacks, no noattacks" Attacks,1="name,On" Attacks,2="mod,randomattacks;name,RandomAttacks" Attacks,3="mod,noattacks;name,Off" PlayerAutoPlay="2" PlayerAutoPlayDefault="mod,no playerautoplay" PlayerAutoPlay,1="name,Off" PlayerAutoPlay,2="mod,playerautoplay;name,On" Hide="3;selectmultiple" HideDefault="mod,no dark,no blind,no cover" Hide,1="mod,dark;name,Dark" Hide,2="mod,blind;name,Blind" Hide,3="mod,80% cover;name,Cover" # Hide="3" # HideDefault="mod,no dark,no blind" # Hide,1="name,Off" # Hide,2="mod,dark;name,Dark" # Hide,3="mod,blind;name,Blind" Persp="5" PerspDefault="mod,overhead" Persp,1="mod,incoming;name,Incoming" Persp,2="mod,overhead;name,Overhead" Persp,3="mod,space;name,Space" Persp,4="mod,hallway;name,Hallway" Persp,5="mod,distant;name,Distant" # Song options # LifeType="3" LifeType=(GAMESTATE:IsCourseMode() and 3 or 2)..";together" LifeTypeDefault="" LifeType,1="mod,bar;name,Bar" LifeType,2="mod,battery;name,Battery" LifeType,3="mod,lifetime;name,LifeTime" # BarDrain="3;together" BarDrainDefault="" BarDrain,1="mod,normal-drain;name,Normal" BarDrain,2="mod,norecover;name,NoRecover" BarDrain,3="mod,suddendeath;name,SuddenDeath" # BatLives="10;together" BatLivesDefault="" BatLives,1="mod,1 life;name,1" BatLives,2="mod,2 lives;name,2" BatLives,3="mod,3 lives;name,3" BatLives,4="mod,4 lives;name,4" BatLives,5="mod,5 lives;name,5" BatLives,6="mod,6 lives;name,6" BatLives,7="mod,7 lives;name,7" BatLives,8="mod,8 lives;name,8" BatLives,9="mod,9 lives;name,9" BatLives,10="mod,10 lives;name,10" # Fail="4;together" FailDefault="mod,faildefault" Fail,1="mod,failimmediate;name,Immediate" Fail,2="mod,failimmediatecontinue;name,ImmediateContinue" Fail,3="mod,failatend;name,FailAtEnd" Fail,4="mod,failoff;name,Off" # Assist="4;together" AssistDefault="" Assist,1="mod,no clap,no metronome;name,Off" Assist,2="mod,clap,no metronome;name,Clap" Assist,3="mod,no clap,metronome;name,Metronome" Assist,4="mod,clap,metronome;name,Both" # Rate="21;together" RateDefault="mod,1.0xmusic;mod,no haste" Rate,1="mod,0.25xmusic;name,0.25x" Rate,2="mod,0.50xmusic;name,0.5x" Rate,3="mod,0.75xmusic;name,0.75x" Rate,4="mod,0.8xmusic;name,0.8x" Rate,5="mod,0.9xmusic;name,0.9x" Rate,6="mod,1.0xmusic;name,1.0x" Rate,7="mod,haste;name,Haste" Rate,8="mod,1.1xmusic;name,1.1x" Rate,9="mod,1.2xmusic;name,1.2x" Rate,10="mod,1.25xmusic;name,1.25x" Rate,11="mod,1.3xmusic;name,1.3x" Rate,12="mod,1.333xmusic;name,1.333x" Rate,13="mod,1.4xmusic;name,1.4x" Rate,14="mod,1.5xmusic;name,1.5x" Rate,15="mod,1.6xmusic;name,1.6x" Rate,16="mod,1.667xmusic;name,1.667x" Rate,17="mod,1.7xmusic;name,1.7x" Rate,18="mod,1.75xmusic;name,1.75x" Rate,19="mod,1.8xmusic;name,1.8x" Rate,20="mod,1.9xmusic;name,1.9x" Rate,21="mod,2.0xmusic;name,2.0x" # AutoAdjust="4;together" AutoAdjustDefault="" AutoAdjust,1="mod,no autosync;name,Off" AutoAdjust,2="mod,autosyncsong;name,Sync Song" AutoAdjust,3="mod,autosyncmachine;name,Sync Machine" AutoAdjust,4="mod,autosynctempo;name,Sync Tempo" # SoundEffect="3;together" SoundEffectDefault="" SoundEffect,1="mod,no effect;name,Off" SoundEffect,2="mod,EffectSpeed;name,EffectSpeed" SoundEffect,3="mod,EffectPitch;name,EffectPitch" # Background="3;together" BackgroundDefault="" Background,1="mod,no effect;name,Default" Background,2="mod,staticbg;name,StaticBG" Background,3="mod,randombg;name,RandomBG" # SaveScores="2;together" SaveScoresDefault="" SaveScores,1="mod,no savescore;name,Off" SaveScores,2="mod,savescore;name,On" # SaveReplays="2;together" SaveReplaysDefault="" SaveReplays,1="mod,no savereplay;name,Off" SaveReplays,2="mod,savereplay;name,On" #ScreenJukeboxMenu RandomModifiers="2;together" RandomModifiersDefault="mod,clear" RandomModifiers,1="name,Off" RandomModifiers,2="mod,random;name,Random" # ScreenOptionsEditMode Edit Steps="1;together;SelectNone" Edit StepsDefault="" Edit Steps,1="screen,ScreenOptionsManageEditSteps;name,Transfer To USB Drive" # Transfer To USB Drive="1;together;SelectNone" Transfer To USB DriveDefault="" Transfer To USB Drive,1="screen,ScreenOptionsManageEditSteps;name,Transfer To USB Drive" # Transfer From USB Drive="1;together;SelectNone" Transfer From USB DriveDefault="" Transfer From USB Drive,1="screen,ScreenOptionsManageEditSteps;name,Transfer From USB Drive" [ScreenOptionsSimple] Fallback="ScreenOptionsMaster" NavigationMode="menu" InputMode="together" ForceAllPlayers=true NumRowsShown=11 RowPositionTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) self:y(SCREEN_CENTER_Y-154+28*offsetFromCenter) end ShowExitRow=true SeparateExitRow=false SeparateExitRowY=SCREEN_CENTER_Y+180 ExplanationTogetherX=SCREEN_CENTER_X ExplanationTogetherY=SCREEN_CENTER_Y+174 ExplanationTogetherOnCommand=stoptweening;zoom,0.75;shadowlength,0;wrapwidthpixels,600/0.75;cropright,1;linear,0.5;cropright,0 ExplanationTogetherOffCommand=stoptweening [ScreenOptionsSimpleService] Fallback="ScreenOptionsSimple" OptionRowNormalMetricsGroup="OptionRowService" LineHighlightP1OnCommand=visible,false LineHighlightP1ChangeCommand= LineHighlightP1ChangeToExitCommand= LineHighlightP2OnCommand=visible,false LineHighlightP2ChangeCommand= LineHighlightP2ChangeToExitCommand= CursorOnCommand=visible,false [ScreenOptionsService] AllowOperatorMenuButton=false Class="ScreenOptionsMaster" Fallback="ScreenOptionsSimpleService" # NextScreen=Branch.AfterInit() PrevScreen=Branch.AfterInit() LineNames="GameType,GraphicSound,KeyConfig,Arcade,InputOptions,SoundGraphics,Profiles,Advanced,Reload,Credits" LineSync="gamecommand;screen,ScreenGameplaySyncMachine;name,Calibrate Machine Sync" LineGameType="gamecommand;screen,ScreenSelectGame;name,Select Game" LineKeyConfig="gamecommand;screen,ScreenMapControllers;name,Key Joy Mappings" LineTestInput="gamecommand;screen,ScreenTestInput;name,Test Input" LineInput="gamecommand;screen,ScreenOptionsInput;name,Input Options" LineReload="gamecommand;screen,ScreenReloadSongs;name,Reload Songs" LineArcade="gamecommand;screen,ScreenOptionsArcade;name,Arcade Options" LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options" LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode" LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction" LineGraphicSound="gamecommand;screen,ScreenOptionsGraphicsSound;name,Graphics/Sound Options" LineProfiles="gamecommand;screen,ScreenOptionsManageProfiles;name,Profiles" LineUI="gamecommand;screen,ScreenOptionsUI;name,UI Options" LineAdvanced="gamecommand;screen,ScreenOptionsAdvanced;name,Advanced Options" LineMoreOptions="gamecommand;screen,ScreenOptionsExtended;name,More Options" LineCredits="gamecommand;screen,ScreenCredits;name,StepMania Credits" LineSoundGraphics="gamecommand;screen,ScreenOptionsDisplaySub;name,Display Options" LineInputOptions="gamecommand;screen,ScreenOptionsInputSub;name,InputOptions" [ScreenOptionsInputSub] Fallback="ScreenOptionsService" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" LineNames="TestInput,Input,Sync" LineTestInput="gamecommand;screen,ScreenTestInput;name,Test Input" LineInput="gamecommand;screen,ScreenOptionsInput;name,Input Options" LineSync="gamecommand;screen,ScreenGameplaySyncMachine;name,Calibrate Machine Sync" [ScreenOptionsDisplaySub] Fallback="ScreenOptionsService" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" LineNames="BGFit,Appearance,UI,Overscan" LineAppearance="gamecommand;screen,ScreenAppearanceOptions;name,Appearance Options" LineBGFit="gamecommand;screen,ScreenSetBGFit;name,Set BG Fit Mode" LineOverscan="gamecommand;screen,ScreenOverscanConfig;name,Overscan Correction" LineUI="gamecommand;screen,ScreenOptionsUI;name,UI Options" [ScreenOptionsExtended] Fallback="ScreenOptionsService" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" # LineNames="TestInput,Sync,Appearance,UI,Input,GraphicSound,Arcade,Advanced" LineUI="gamecommand;screen,ScreenOptionsUI;name,UI Options" [ScreenOptionsServiceChild] Fallback="ScreenOptionsMaster" PrevScreen="ScreenOptionsService" NextScreen="ScreenOptionsService" TimerSeconds=-1 TimerOnCommand=visible,false AllowOperatorMenuButton=false # ForceAllPlayers=true LightsMode="LightsMode_MenuStartAndDirections" NavigationMode="normal" InputMode="together" # ShowStyleIcon=false HelpText=Screen.String("HelpTextOptionsAndBack") # LineHighlightP1OnCommand=visible,false LineHighlightP1ChangeCommand= LineHighlightP1ChangeToExitCommand= # LineHighlightP2OnCommand=visible,false LineHighlightP2ChangeCommand= LineHighlightP2ChangeToExitCommand= # ExplanationTogetherX=SCREEN_CENTER_X ExplanationTogetherY=SCREEN_CENTER_Y+174 ExplanationTogetherOnCommand=stoptweening;zoom,0.625;shadowlength,0;wrapwidthpixels,600/0.665;cropright,1;linear,0.5;cropright,0 ExplanationTogetherOffCommand=stoptweening [ScreenOptionsServiceExtendedChild] Fallback="ScreenOptionsServiceChild" [OptionsList] Fallback="ScreenWithMenuElements" PrevMenuButton=GetOptionsListMapping("PrevMenu") NextMenuButton=GetOptionsListMapping("NextMenu") PrevItemButton=GetOptionsListMapping("PrevItem") NextItemButton=GetOptionsListMapping("NextItem") CodeNames="" #It takes from ScreenOptionsMaster. #This is the equivalent to LineNames TopMenus="" TopMenu="" DirectLines="" ItemsSpacingY= MaxItemsBeforeSplit= ItemsSplitWidth= TextOnCommand= TextOffCommand= TextTweenOffCommand= TextTweenOnCommand= TextResetCommand= UnderlineOnCommand= UnderlineOffCommand= UnderlineSetTwoRowsCommand= UnderlineSetOneRowCommand= UnderlineShowCommand= UnderlineHideCommand= UnderlineTweenOnCommand= UnderlineTweenOffCommand= UnderlineResetCommand= CursorOnCommand= CursorPositionTwoRowsCommand= CursorPositionOneRowCommand= CursorTweenOnCommand= CursorTweenOffCommand= CursorResetCommand= OptionsListOnCommand= OptionsListOffCommand= OptionsListTweenOffCommand= OptionsListTweenOnCommand= OptionsListResetCommand= OptionsListTweenOutForwardCommand= OptionsListTweenOutBackwardCommand= OptionsListTweenInForwardCommand= OptionsListTweenInBackwardCommand= OptionsListFadeOffCommand= OptionsListFadeOnCommand= [ScreenMiniMenu] Class="ScreenMiniMenu" Fallback="ScreenOptions" PrevScreen= TimerSeconds=-1 AllowRepeatingChangeValueInput=true # ShowHelp=false ShowExplanations=false ShowExitRow=false ShowStyleIcon=false # HeaderX=SCREEN_CENTER_X HeaderY=SCREEN_TOP+40 HeaderOnCommand= HeaderOffCommand= # OptionRowNormalMetricsGroup="OptionRowMiniMenu" NumRowsShown=30 RowPositionTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) local indexOffset = itemIndex-(numItems-1)/2; self:y( SCREEN_CENTER_Y + indexOffset * 20 ); end ColorDisabled=color("0.8,0.8,0.8,0.975") # ContainerOnCommand= ContainerOffCommand= CursorOnCommand=visible,false [OptionRowMiniMenu] Fallback="OptionRow" IconsP1X=SCREEN_CENTER_X-280 IconsP2X=SCREEN_CENTER_X+280 IconsOnCommand=x,-30 FrameX=SCREEN_CENTER_X-232 TitleX=SCREEN_CENTER_X-150 TitleOnCommand=halign,0;shadowlength,2; ItemsStartX=SCREEN_CENTER_X-150 ItemsEndX=SCREEN_CENTER_X+280 ItemsGapX=14 ItemsLongRowP1X=SCREEN_CENTER_X-60 ItemsLongRowP2X=SCREEN_CENTER_X+100 ItemsLongRowSharedX=SCREEN_CENTER_X+150 ItemOnCommand= ColorSelected=color("0.5,1,0.5,1") ColorNotSelected=color("1,1,1,1") ColorDisabled=color("0.65,0,0,1") TweenSeconds=0 [ScreenMiniMenuContext] Fallback="ScreenMiniMenu" NumRowsShown=10 RowPositionTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) self:y(24*(offsetFromCenter-(numItems-1)/2)) end LineHighlightX=0 ShowHelp=false OptionRowNormalMetricsGroup="OptionRowMiniMenuContext" [OptionRowMiniMenuContext] Fallback="OptionRowMiniMenu" TitleX=-54 [ScreenMapControllers] Class="ScreenMapControllers" Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsService" HelpText=Screen.String("HelpTextMapControllers") # # This locks the input when the screen starts. LockInputSecs=2.5 # The warning cannot be dismissed until this time expires. # This is additional time after LockInputSecs expires before the warning # will be sent the TweenOff command. AutoDismissWarningSecs=2.5 # This is the number of lines that are visible on screen. Set this if you # have a footer that covers up the bottom area of the screen. The purpose # is to have the settings visible on screen even when the player's cursor is # on the exit choice. LinesVisible=16 # This sets how long the NoSetListPrompt will show before being sent TweenOff. AutoDismissNoSetListPromptSecs=5 # The time to auto dismiss the sanity warning if the current mapping is not sane. AutoDismissSanitySecs=5 # # The position of the Devices list and its On/Off commands. DevicesX=SCREEN_CENTER_X DevicesY=SCREEN_TOP+4 DevicesOnCommand=vertalign,top;maxheight,92;zoom,0.75;draworder,5;strokecolor,color("0,0,0,1") DevicesOffCommand= # # The ListHeader parts are the row that the player's cursor starts on with # the names of the columns. ListHeaderP1S1Command=x,SCREEN_CENTER_X-270 ListHeaderP1S2Command=x,SCREEN_CENTER_X-195 ListHeaderP1S3Command=x,SCREEN_CENTER_X-120 ListHeaderP2S1Command=x,SCREEN_CENTER_X+120 ListHeaderP2S2Command=x,SCREEN_CENTER_X+195 ListHeaderP2S3Command=x,SCREEN_CENTER_X+270 # ListHeaderCenterOnCommand is for the center element of the ListHeader. ListHeaderCenterOnCommand=x,SCREEN_CENTER_X;y,-6;zoom,0.7;shadowlength,1;ztest,true # These commands are shared by all the ListHeader parts. ListHeaderOnCommand=diffuse,color("#808080");shadowlength,0;max_dimension_use_zoom,true;zoom,0.75;maxwidth,130; ListHeaderGainFocusCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF") ListHeaderLoseFocusCommand=diffuse,color("#808080");stopeffect # # You want to leave the list of buttons to map so that all buttons for the # current game type will be mappable. ButtonsToMap="" # # The positions of the elements showing what is mapped. MappedToP1S1Command=x,SCREEN_CENTER_X-270 MappedToP1S2Command=x,SCREEN_CENTER_X-195 MappedToP1S3Command=x,SCREEN_CENTER_X-120 MappedToP2S1Command=x,SCREEN_CENTER_X+120 MappedToP2S2Command=x,SCREEN_CENTER_X+195 MappedToP2S3Command=x,SCREEN_CENTER_X+270 # These commands are shared between all the elements. MappedToOnCommand=diffuse,color("#808080");shadowlength,0;zoom,0.75;max_dimension_use_zoom,true;maxwidth,130 # WaitingCommand is executed when the player hits enter to set a key. MappedToWaitingCommand=diffuse,color("#FF8080");pulse;effectperiod,0.5;effectmagnitude,0.8,1.3,0 # MappedInputCommand is executed after the player maps the key. MappedToMappedInputCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF") MappedToGainFocusCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF") MappedToLoseFocusCommand=diffuse,color("#808080");stopeffect # GainMarkCommand is executed when the player adds the element to the set list. MappedToGainMarkCommand=textglowmode,'TextGlowMode_Inner';glow,color("#FF00007f") # LoseMarkCommand is executed when the player removes the element from the set list. MappedToLoseMarkCommand=textglowmode,'TextGlowMode_Inner';glow,color("#FF000000") # # The LineScroller is an ActorScroller that controls the positioning of the # rows. LineScrollerOnCommand=%function(self) self:draworder(-1); self:y(64) self:setsecondsperitem(0.1) self:SetTransformFromHeight(24) end LineScrollerOffCommand= LineHideCommand=visible,false LineOnCommand=%function(self) self:y(0); self:visible(true); local LeftToRight = math.mod(self.ItemIndex, 2) == 0 and 1 or -1; self:addx(-SCREEN_WIDTH * LeftToRight); end LineOffCommand=%function(self) local LeftToRight = math.mod(self.ItemIndex, 2) == 0 and 1 or -1; self:stoptweening() self:accelerate(0.3); self:addx(SCREEN_WIDTH * LeftToRight); self:queuecommand('Hide') end # # The "P1 slots" and "P2 slots" labels. Use the entries in en.ini to change text. LabelP1OnCommand=x,SCREEN_CENTER_X*0.4;zoom,0.7;shadowlength,1 LabelP1OffCommand=linear,0.5;diffusealpha,0 LabelP2OnCommand=x,SCREEN_CENTER_X*1.6;zoom,0.7;shadowlength,1 LabelP2OffCommand=linear,0.5;diffusealpha,0 # The primary effect of keys on this row. PrimaryOnCommand=x,SCREEN_CENTER_X;y,-6;zoom,0.7;shadowlength,1;ztest,true # The secondary effect of keys on this row. SecondaryOnCommand=x,SCREEN_CENTER_X;y,6;zoom,0.5;shadowlength,1;ztest,true [ScreenTestInput] Class="ScreenTestInput" Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsInputSub" PrevScreen="ScreenOptionsInputSub" [ScreenOptionsSystemDirection] Fallback="ScreenOptionsServiceChild" PrevScreen="ScreenOptionsService" NextScreen="ScreenOptionsService" LineNames="1,2,3,4,5,FNR,6,7,8,9,FA,10,11,12,13,14,15,16,17,18,19,20,21,22" Line1="conf,Windowed" Line2="conf,DisplayResolution" Line3="conf,DisplayAspectRatio" Line4="conf,HighResolutionTextures" Line5="conf,Vsync" LineFNR="conf,FastNoteRendering" Line6="conf,SoundVolume" Line7="conf,TimingWindowScale" Line8="conf,LifeDifficulty" Line9="conf,AllowW1" LineFA="conf,DefaultFailType" Line10="conf,AutogenSteps" Line11="conf,ShowBanners" Line12="conf,ShowCaution" Line13="conf,ShowInstructions" Line14="conf,ShowDanger" Line15="conf,ShowSongOptions" Line16="conf,EasterEggs" Line17="conf,Theme" Line18="conf,DefaultNoteskin" Line19="conf,PercentageScoring" Line20="conf,BGBrightness" Line21="conf,Center1Player" Line22="conf,EventMode" [ScreenOptionsGraphicsSound] Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" LineNames="1,2,3,RefreshRate,FSType,4,5,6,7,8,9,10,11,13,FNR,14,17,18,19,20,21,22" Line1="lua,ConfDisplayMode()" Line2="lua,ConfAspectRatio()" Line3="lua,ConfDisplayResolution()" LineRefreshRate="lua,ConfRefreshRate()" LineFSType="lua,ConfFullscreenType()" Line4="conf,DisplayColorDepth" Line5="conf,HighResolutionTextures" Line6="conf,MaxTextureResolution" Line7="conf,TextureColorDepth" Line8="conf,MovieColorDepth" Line9="conf,SmoothLines" Line10="conf,CelShadeModels" Line11="conf,DelayedTextureDelete" # RefreshRate ConfOption no longer used Line12="conf,RefreshRate" Line13="conf,Vsync" LineFNR="conf,FastNoteRendering" Line14="conf,ShowStats" Line15="conf,ShowBanners" Line16="conf,AttractSoundFrequency" Line17="conf,SoundVolume" Line18="conf,EnableAttackSounds" Line19="conf,EnableMineHitSound" Line20="conf,VisualDelaySeconds" Line21="conf,DefaultSyncOffset" Line22="conf,RateModPreservesPitch", [ScreenOptionsAdvanced] Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" LineNames="3,4,8,SI,SM,HN,11,13,14,15,16,28,29,30,31,32,33,34,ECPT" #LineScore="lua,UserPrefScoringMode()" Line3="conf,TimingWindowScale" Line4="conf,LifeDifficulty" Line8="conf,DefaultFailType" LineSI="lua,SpeedModIncSize()" LineSM="lua,SpeedModIncLarge()" LineHN="conf,MinTNSToHideNotes" Line11="conf,AllowW1" Line13="conf,HiddenSongs" Line14="conf,EasterEggs" Line15="conf,AllowExtraStage" Line16="conf,UseUnlockSystem" Line28="conf,AutogenSteps" Line29="conf,AutogenGroupCourses" Line30="conf,FastLoad" Line32="conf,AllowSongDeletion" Line33="conf,ProfileSortOrder" Line34="conf,ProfileSortOrderAscending" LineECPT="conf,EditClearPromptThreshold" # unused options #Line2="conf,ScoringType" #Line5="conf,ProgressiveLifebar" #Line6="conf,ProgressiveStageLifebar" #Line7="conf,ProgressiveNonstopLifebar" #Line8="conf,DefaultFailType" #Line24="conf,AutoPlay" #Line31="conf,OnlyPreferredDifficulties" [ScreenAppearanceOptions] Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsDisplaySub" PrevScreen="ScreenOptionsDisplaySub" LineNames="1,2,3,4,5,14,15,SB,17,18,19" Line1="conf,Language" Line2="conf,Announcer" Line3="conf,Theme" Line4="conf,DefaultNoteSkin" Line5="conf,PercentageScoring" Line14="conf,RandomBackgroundMode" Line15="conf,BGBrightness" LineSB="conf,BackgroundFitMode" Line17="conf,ShowDancingCharacters" Line18="conf,ShowBeginnerHelper" Line19="conf,NumBackgrounds" [ScreenOptionsUI] # user interface options that aren't related to themes, etc. # (some don't get used/modified too often) Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsDisplaySub" PrevScreen="ScreenOptionsDisplaySub" LineNames="1,4,6,7,8,9,10,11,12,14" Line1="conf,Center1Player" Line4="conf,MenuTimer" Line6="conf,MusicWheelUsesSections" Line7="conf,ShowBanners" Line8="conf,ShowCaution" Line9="conf,ShowDanger" Line10="conf,ShowInstructions" Line11="conf,ShowLyrics" Line12="conf,ShowNativeLanguage" Line14="conf,ShowSongOptions" # unused options #Line2="conf,CourseSortOrder" #Line5="conf,MoveRandomToEnd" [ScreenOptionsInput] Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" LineNames="1,2,3,AH,4,5,6,7,8" Line1="conf,AutoMapOnJoyChange" Line2="conf,OnlyDedicatedMenuButtons" Line3="conf,DelayedBack" LineAH="conf,AllowHoldForOptions" Line4="conf,ArcadeOptionsNavigation" Line5="conf,ThreeKeyNavigation" Line6="conf,MusicWheelSwitchSpeed" Line7="conf,InputDebounceTime" Line8="conf,AxisFix" [ScreenOptionsArcade] Fallback="ScreenOptionsServiceChild" NextScreen="ScreenOptionsService" PrevScreen="ScreenOptionsService" # stuff tied to arcade features LineNames="1,2,3,4,5,6,7,8,9,AMT,10,HHLP,11,12,13,14,15" Line1="conf,GetRankingName" Line2="conf,CoinMode" Line3="conf,SongsPerPlay" Line4="conf,CoinsPerCredit" Line5="conf,MaxNumCredits" Line6="conf,Premium" Line7="conf,EventMode" Line8="conf,AllowMultipleHighScoreWithSameName" Line9="conf,ComboContinuesBetweenSongs" LineAMT="conf,AllowMultipleToasties" Line10="conf,Disqualification" LineHHLP="conf,HarshHotLifePenalty" Line11="conf,FailOffForFirstStageEasy" Line12="conf,FailOffInBeginner" Line13="conf,LockCourseDifficulties" Line14="conf,MaxHighScoresPerListForMachine" Line15="conf,MaxHighScoresPerListForPlayer" [ScreenOptionsTheme] Fallback="ScreenOptionsServiceChild" [ScreenSelectGame] Fallback="ScreenOptionsServiceChild" PrevScreen="ScreenOptionsService" NextScreen=Branch.TitleMenu() LineNames="1" Line1="conf,Game" [ScreenOptionsManageProfiles] Class="ScreenOptionsManageProfiles" Fallback="ScreenOptionsSimpleService" PrevScreen="ScreenOptionsService" NextScreen="ScreenOptionsService" PrepareScreens="ScreenMiniMenuContext" GroupedScreens="ScreenMiniMenuContext" PersistScreens="ScreenMiniMenuContext" TimerSeconds=-1 [ScreenOptionsEditProfile] Class="ScreenOptionsEditProfile" PageOnCommand=visible,false [ScreenOptionsCustomizeProfile] Class="ScreenWithMenuElements" Fallback="ScreenWithMenuElements" PrevScreen="ScreenOptionsManageProfiles" NextScreen="ScreenOptionsManageProfiles" PlayMusic=false ShowHeader=false ShowFooter=false ShowCreditDisplay=false TimerSeconds=-1 TimerOnCommand=visible,false [ScreenReloadSongs] Class="ScreenReloadSongs" Fallback="Screen" NextScreen=Branch.TitleMenu() OnlyLoadAdditions=false [ScreenPlayerOptions] Fallback="ScreenOptions" Class="ScreenPlayerOptions" # PrevScreen=Branch.BackOutOfPlayerOptions() NextScreen=Branch.SongOptions() # PlayMusic=false # TimerSeconds=30 # LineNames="1,2,3A,3B,4,5,6,R1,R2,7,8,9,10,11,12,13,14,16,17" Line1="lua,ArbitrarySpeedMods()" # Line1="list,Speed" Line2="list,Accel" Line3A="list,EffectsReceptor" Line3B="list,EffectsArrow" # Line4="list,Appearance" Line5="list,Turn" Line6="list,Insert" LineR="list,Remove" LineR1="list,RemoveCombinations" LineR2="list,RemoveFeatures" Line7="list,Scroll" Line8="list,NoteSkins" Line9="list,Holds" Line10="list,Mines" Line11="list,Attacks" Line12="list,PlayerAutoPlay" Line13="list,Hide" Line14="list,Persp" Line16="list,Steps" Line17="list,Characters" # [ScreenPlayerOptionsRestricted] Fallback="ScreenPlayerOptions" NextScreen="ScreenStageInformation" LineNames="1,8,16,17" Line16="list,StepsLocked" Line17="list,Characters" [ScreenSongOptions] Fallback="ScreenOptions" Class="ScreenSongOptions" PrevScreen="ScreenPlayerOptions" NextScreen="ScreenStageInformation" TimerSeconds=30 PlayMusic=false StopMusicOnBack=false # LineNames="1,2,3,4,5,6,7,8,9,10" #,11 Line1="list,LifeType" Line2="list,BarDrain" Line3="list,BatLives" Line5="list,Assist" Line6="list,Rate" Line7="list,SoundEffect" Line8="list,AutoAdjust" Line9="list,Background" Line10="list,SaveScores" Line11="list,SaveReplays" Line4="list,Fail" [ScreenSplash] Class="ScreenSplash" Fallback="ScreenWithMenuElementsBlank" MinimumScreenPrepareDelaySeconds=0 AllowStartToSkip=false PrepareScreen= # 05 # A [ScreenExit] # Midiman: # Fun fact, if you don't enable this screen, Force Crashing will hang # StepMania, and leave it there to eat up time. Class="ScreenExit" Fallback="ScreenWithMenuElements" AllowOperatorMenuButton=false [ScreenAttract] Class="ScreenAttract" Fallback="ScreenWithMenuElementsBlank" StartScreen=Branch.TitleMenu() CancelScreen=Branch.TitleMenu() # LightsMode="LightsMode_Attract" PlayMusic=false # ResetGameState=true BackGoesToStartScreen=true AttractVolume=true # TimerMetricsGroup="MenuTimerNoSound" [ScreenRanking] Class="ScreenRanking" Fallback="ScreenAttract" TimerSeconds=-1 # ResetGameState=true StepsTypesToHide="dance-couple,dance-solo,dance-routine,pump-halfdouble,pump-couple" PageFadeSeconds=1.0 CoursesToShow=GetCoursesToShowRanking() SecondsPerPage=5 # RankingType="RankingType_Category" # RowSpacingX=0 RowSpacingY=60 ColSpacingX=0 ColSpacingY=0 # StepsTypeColor1=color("1.0,1.0,1.0,1.0") StepsTypeColor2=color("1.0,1.0,1.0,1.0") StepsTypeColor3=color("1.0,1.0,1.0,1.0") StepsTypeColor4=color("1.0,1.0,1.0,1.0") StepsTypeColor5=color("1.0,1.0,1.0,1.0") # SongScoreSecondsPerRow=0.4 ShowSurvivalTime=false # BannerOnCommand=x,SCREEN_CENTER_X+197;y,SCREEN_CENTER_Y-196;diffusealpha,1;scaletoclipped,220,58;addx,SCREEN_WIDTH;sleep,0.0;bounceend,1;addx,-SCREEN_WIDTH BannerOffCommand=sleep,0.0;linear,0.5;diffusealpha,0 CategoryOnCommand=x,SCREEN_CENTER_X+197;y,SCREEN_CENTER_Y-208;diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.0;bounceend,1;addx,-SCREEN_WIDTH CategoryOffCommand=sleep,0.0;linear,0.5;diffusealpha,0 CourseTitleOnCommand=x,SCREEN_CENTER_X+197;y,SCREEN_CENTER_Y-208;diffusealpha,1;maxwidth,230;addx,SCREEN_WIDTH;sleep,0.0;bounceend,1;addx,-SCREEN_WIDTH CourseTitleOffCommand=sleep,0.0;linear,0.5;diffusealpha,0 StepsTypeOnCommand=x,SCREEN_CENTER_X+200;y,SCREEN_CENTER_Y-180;diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.0;bounceend,1;addx,-SCREEN_WIDTH StepsTypeOffCommand=sleep,0.0;linear,0.5;diffusealpha,0 # BulletStartX=SCREEN_CENTER_X-220 BulletStartY=SCREEN_CENTER_Y-100 Bullet1OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.2;bounceend,1;addx,-SCREEN_WIDTH Bullet2OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.3;bounceend,1;addx,-SCREEN_WIDTH Bullet3OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.4;bounceend,1;addx,-SCREEN_WIDTH Bullet4OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.5;bounceend,1;addx,-SCREEN_WIDTH Bullet5OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.6;bounceend,1;addx,-SCREEN_WIDTH Bullet1OffCommand=sleep,0.2;linear,0.5;diffusealpha,0 Bullet2OffCommand=sleep,0.3;linear,0.5;diffusealpha,0 Bullet3OffCommand=sleep,0.4;linear,0.5;diffusealpha,0 Bullet4OffCommand=sleep,0.5;linear,0.5;diffusealpha,0 Bullet5OffCommand=sleep,0.6;linear,0.5;diffusealpha,0 # NameStartX=SCREEN_CENTER_X-140 NameStartY=SCREEN_CENTER_Y-100 Name1OnCommand=diffusealpha,1;halign,0;addx,SCREEN_WIDTH;sleep,0.2;bounceend,1;addx,-SCREEN_WIDTH Name2OnCommand=diffusealpha,1;halign,0;addx,SCREEN_WIDTH;sleep,0.3;bounceend,1;addx,-SCREEN_WIDTH Name3OnCommand=diffusealpha,1;halign,0;addx,SCREEN_WIDTH;sleep,0.4;bounceend,1;addx,-SCREEN_WIDTH Name4OnCommand=diffusealpha,1;halign,0;addx,SCREEN_WIDTH;sleep,0.5;bounceend,1;addx,-SCREEN_WIDTH Name5OnCommand=diffusealpha,1;halign,0;addx,SCREEN_WIDTH;sleep,0.6;bounceend,1;addx,-SCREEN_WIDTH Name1OffCommand=sleep,0.2;linear,0.5;diffusealpha,0 Name2OffCommand=sleep,0.3;linear,0.5;diffusealpha,0 Name3OffCommand=sleep,0.4;linear,0.5;diffusealpha,0 Name4OffCommand=sleep,0.5;linear,0.5;diffusealpha,0 Name5OffCommand=sleep,0.6;linear,0.5;diffusealpha,0 # ScoreStartX=SCREEN_CENTER_X+200 ScoreStartY=SCREEN_CENTER_Y-100 Score1OnCommand=diffusealpha,1;halign,1;addx,SCREEN_WIDTH;sleep,0.2;bounceend,1;addx,-SCREEN_WIDTH Score2OnCommand=diffusealpha,1;halign,1;addx,SCREEN_WIDTH;sleep,0.3;bounceend,1;addx,-SCREEN_WIDTH Score3OnCommand=diffusealpha,1;halign,1;addx,SCREEN_WIDTH;sleep,0.4;bounceend,1;addx,-SCREEN_WIDTH Score4OnCommand=diffusealpha,1;halign,1;addx,SCREEN_WIDTH;sleep,0.5;bounceend,1;addx,-SCREEN_WIDTH Score5OnCommand=diffusealpha,1;halign,1;addx,SCREEN_WIDTH;sleep,0.6;bounceend,1;addx,-SCREEN_WIDTH Score1OffCommand=sleep,0.2;linear,0.5;diffusealpha,0 Score2OffCommand=sleep,0.3;linear,0.5;diffusealpha,0 Score3OffCommand=sleep,0.4;linear,0.5;diffusealpha,0 Score4OffCommand=sleep,0.5;linear,0.5;diffusealpha,0 Score5OffCommand=sleep,0.6;linear,0.5;diffusealpha,0 # PointsStartX=SCREEN_CENTER_X+60 PointsStartY=SCREEN_CENTER_Y-100 Points1OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.2;bounceend,1;addx,-SCREEN_WIDTH Points2OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.3;bounceend,1;addx,-SCREEN_WIDTH Points3OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.4;bounceend,1;addx,-SCREEN_WIDTH Points4OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.5;bounceend,1;addx,-SCREEN_WIDTH Points5OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.6;bounceend,1;addx,-SCREEN_WIDTH Points1OffCommand=sleep,0.2;linear,0.5;diffusealpha,0 Points2OffCommand=sleep,0.3;linear,0.5;diffusealpha,0 Points3OffCommand=sleep,0.4;linear,0.5;diffusealpha,0 Points4OffCommand=sleep,0.5;linear,0.5;diffusealpha,0 Points5OffCommand=sleep,0.6;linear,0.5;diffusealpha,0 # TimeStartX=SCREEN_CENTER_X+240 TimeStartY=SCREEN_CENTER_Y-100 Time1OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.2;bounceend,1;addx,-SCREEN_WIDTH Time2OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.3;bounceend,1;addx,-SCREEN_WIDTH Time3OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.4;bounceend,1;addx,-SCREEN_WIDTH Time4OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.5;bounceend,1;addx,-SCREEN_WIDTH Time5OnCommand=diffusealpha,1;addx,SCREEN_WIDTH;sleep,0.6;bounceend,1;addx,-SCREEN_WIDTH Time1OffCommand=sleep,0.2;linear,0.5;diffusealpha,0 Time2OffCommand=sleep,0.3;linear,0.5;diffusealpha,0 Time3OffCommand=sleep,0.4;linear,0.5;diffusealpha,0 Time4OffCommand=sleep,0.5;linear,0.5;diffusealpha,0 Time5OffCommand=sleep,0.6;linear,0.5;diffusealpha,0 # DifficultyStartX=SCREEN_CENTER_X-154 DifficultyY=SCREEN_CENTER_Y-209 DifficultyBeginnerOnCommand= DifficultyEasyOnCommand= DifficultyMediumOnCommand= DifficultyHardOnCommand= DifficultyChallengeOnCommand= DifficultyBeginnerOffCommand= DifficultyEasyOffCommand= DifficultyMediumOffCommand= DifficultyHardOffCommand= DifficultyChallengeOffCommand= # TitleOnCommand=x,-210;ztest,1;diffuse,0,0,0,1;maxwidth,160 TitleOffCommand= FrameOnCommand=ztest,1 FrameOffCommand= ScoreOffsetStartX=-154 ScoreOffsetY=0 ScoreOnCommand=zoom,0.7;ztest,1 ScoreOffCommand= # 05 # B # 05 # C [ScreenGameplay] Fallback="ScreenWithMenuElementsBlank" Class="ScreenGameplayNormal" NextScreen=Branch.AfterGameplay() PrevScreen=Branch.BackOutOfStageInformation() TimerSeconds=-1 # ShowLifeMeterForDisabledPlayers=false StopCourseEarly=false ShowEvaluationOnFail=true ShowScoreInRave=false UnpauseWithStart=true InitialBackgroundBrightness=1.0 SecondsBetweenComments=10.0 ScoreKeeperClass=ScoreKeeperClass() ForceImmediateFailForBattery=true TickEarlySeconds=0 LightsMode="LightsMode_Gameplay" SurvivalModOverride=true # PlayerType="Player" # useful in some obscure situations where the theme resolution has been increased. PlayerInitCommand=y,SCREEN_CENTER_Y;zoom,(THEME:GetMetric("Common","ScreenHeight")/480) StartGivesUp=true BackGivesUp=false GiveUpSeconds=2.5 # rage AllowCenter1Player=true # FailOnMissCombo=FailCombo() GivingUpGoesToPrevScreen=false GivingUpGoesToNextScreen=false SelectSkipsSong=true # MinSecondsToStep=6.0 MinSecondsToMusic=2.0 MinSecondsToStepNextSong=2.0 MusicFadeOutSeconds=0.5 OutTransitionLength=5 CourseTransitionLength=0.5 BeginFailedDelay=1.0 # New way to control where the notefields are on gameplay. # The MarginFunction will be passed GAMESTATE:EnabledPlayers() and the # current styletype. The function must return three values: # Left margin width, center margin width, right margin width. # The engine will then position the notefields and adjust their size to fit # in the space not occupied by the margins. If there is only one player and # that player would normally be centered (OnePlayerTwoSides or # TwoPlayersSharedSides, or the Center1Player preference), then the center # margin value will be ignored. # Mods applied to the player may still move the notefield into the margin, # this is just for controlling its initial position and size. # The purpose of this is to allow the engine more flexibility in styles, # for example, one player playing dance-solo while the other plays # dance-single. MarginFunction=GameplayMargins # These X values for each player and styletype are deprecated in favor of # writing a MarginFunction that returns the margin sizes you prefer. # The MarginFunction supplied by _fallback will use these metrics for # backwards compatibility. PlayerP1OnePlayerOneSideX=math.floor(scale((0.85/3),0,1,SCREEN_LEFT,SCREEN_RIGHT)) PlayerP2OnePlayerOneSideX=math.floor(scale((2.15/3),0,1,SCREEN_LEFT,SCREEN_RIGHT)) PlayerP1TwoPlayersTwoSidesX=math.floor(scale((0.85/3),0,1,SCREEN_LEFT,SCREEN_RIGHT)) PlayerP2TwoPlayersTwoSidesX=math.floor(scale((2.15/3),0,1,SCREEN_LEFT,SCREEN_RIGHT)) PlayerP1OnePlayerTwoSidesX=SCREEN_CENTER_X PlayerP2OnePlayerTwoSidesX=SCREEN_CENTER_X PlayerP1TwoPlayersSharedSidesX=SCREEN_CENTER_X PlayerP2TwoPlayersSharedSidesX=SCREEN_CENTER_X # LyricDisplaySetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160 LyricDisplaySetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140 # This is used if one player is in reverse and the other isn't. LyricDisplaySetOneReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-205 LyricDisplayDefaultColor=color("0,1,0,1"); # OniGameOverP1X= OniGameOverP1Y= OniGameOverP1OnCommand= OniGameOverP1OffCommand= # OniGameOverP2X= OniGameOverP2Y= OniGameOverP2OnCommand= OniGameOverP2OffCommand= # ActiveAttackListP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") ActiveAttackListP1Y= ActiveAttackListP1OnCommand=visible,false ActiveAttackListP1OffCommand= ActiveAttackListP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") ActiveAttackListP2Y= ActiveAttackListP2OnCommand=visible,false ActiveAttackListP2OffCommand= # CombinedLifeX=SCREEN_CENTER_X CombinedLifeY=SCREEN_CENTER_Y CombinedLifeOnCommand=visible,false CombinedLifeOffCommand= # LifeP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") LifeP1Y=SCREEN_TOP+24 LifeP1OnCommand= LifeP1OffCommand= LifeP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") LifeP2Y=SCREEN_TOP+24 LifeP2OnCommand= LifeP2OffCommand= # ScoreP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") ScoreP1Y=SCREEN_BOTTOM-28 ScoreP1OnCommand= ScoreP1OffCommand= ScoreP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") ScoreP2Y=SCREEN_BOTTOM-28 ScoreP2OnCommand= ScoreP2OffCommand= # SecondaryScoreP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") SecondaryScoreP1Y=SCREEN_BOTTOM-56 SecondaryScoreP1OnCommand= SecondaryScoreP1OffCommand= SecondaryScoreP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") SecondaryScoreP2Y=SCREEN_BOTTOM-56 SecondaryScoreP2OnCommand= SecondaryScoreP2OffCommand= # StepsDescriptionP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") StepsDescriptionP1Y=SCREEN_CENTER_Y-24 StepsDescriptionP1OnCommand=visible,false StepsDescriptionP1OffCommand= StepsDescriptionP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") StepsDescriptionP2Y=SCREEN_CENTER_Y-24 StepsDescriptionP2OnCommand=visible,false StepsDescriptionP2OffCommand= # PlayerOptionsP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") PlayerOptionsP1Y=SCREEN_CENTER_Y+24 PlayerOptionsP1OnCommand=visible,false PlayerOptionsP1OffCommand= PlayerOptionsP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") PlayerOptionsP2Y=SCREEN_CENTER_Y+24 PlayerOptionsP2OnCommand=visible,false PlayerOptionsP2OffCommand= # StepsDisplayP1X=SCREEN_CENTER_X-160 StepsDisplayP1Y=SCREEN_BOTTOM-60 StepsDisplayP1OnCommand=visible,false StepsDisplayP1OffCommand= # StepsDisplayP2X=SCREEN_CENTER_X+160 StepsDisplayP2Y=SCREEN_BOTTOM-60 StepsDisplayP2OnCommand=visible,false StepsDisplayP2OffCommand= # SongOptionsX=SCREEN_CENTER_X SongOptionsY=SCREEN_BOTTOM-32 SongOptionsOnCommand=visible,false SongOptionsOffCommand= # DebugX=SCREEN_CENTER_X DebugY=SCREEN_BOTTOM-116 DebugOnCommand=zoom,0.75 DebugStartOnCommand=stoptweening;diffusealpha,0;linear,1/8;diffusealpha,1 DebugBackOnCommand=stoptweening;diffusealpha,0;linear,1/8;diffusealpha,1 DebugTweenOffCommand=stoptweening;linear,1/8;diffusealpha,0 # SongNumberFormat="%d" SongNumberP1X=THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX") - 60 SongNumberP1Y=SCREEN_TOP+24+7 SongNumberP1OnCommand=visible,false SongNumberP1OffCommand= SongNumberP2X=THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX") + 60 SongNumberP2Y=SCREEN_TOP+24+7 SongNumberP2OnCommand=visible,false SongNumberP2OffCommand= SurviveTimeX=SCREEN_CENTER_X SurviveTimeY=SCREEN_CENTER_Y+120 SurviveTimeOnCommand= [ScreenGameplayEditCourse] Class="ScreenGameplayNormal" Fallback="ScreenGameplay" PrevScreen="ScreenOptionsCourseOverview" NextScreen="ScreenOptionsCourseOverview" [ScreenGameplayShared] Class="ScreenGameplayShared" Fallback="ScreenGameplay" PlayerType="PlayerShared" [ScreenHeartEntry] Class="ScreenWithMenuElements" Fallback="ScreenWithMenuElements" PrevScreen=Branch.AfterHeartEntry() NextScreen=Branch.AfterHeartEntry() HeartEntryEnabled=false PlayMusic=false ShowHeader=false ShowFooter=false ShowCreditDisplay=false TimerSeconds=-1 TimerOnCommand=visible,false [ScreenEvaluation] Class="ScreenEvaluation" Fallback="ScreenWithMenuElements" NextScreen=Branch.AfterEvaluation() PrevScreen=Branch.AfterEvaluation() TimerSeconds=20 LightsMode="LightsMode_MenuStartOnly" # Summary=false CheckpointsWithJudgments=EvalUsesCheckpointsWithJudgments() # PlayerOptionsSeparator="," PlayerOptionsHideFailType=false MaxComboNumDigits=4 # ShowBannerArea=true RollingNumbersClass="RollingNumbersJudgment" RollingNumbersMaxComboClass="RollingNumbersMaxCombo" # ShowSharedJudgmentLineLabels=false ShowJudgmentLineW1=false ShowJudgmentLineW2=false ShowJudgmentLineW3=false ShowJudgmentLineW4=false ShowJudgmentLineW5=false ShowJudgmentLineHeld=false ShowJudgmentLineMiss=false ShowJudgmentLineMaxCombo=false ShowPeakComboAward=false ShowTimingDifficulty=false ShowStageDisplay=false ShowStageFrame=false ShowGraphDisplay=false ShowComboGraph=false ShowStepsDisplay=false ShowGradeArea=false ShowPointsArea=false ShowDetailArea=false ShowBonusArea=false ShowSurvivedArea=false ShowWinArea=false ShowScoreArea=false ShowTimeArea=false ShowItsARecord=false ShowStageAward=false # FailedSoundTime=0 PassedSoundTime=0 CheerDelaySeconds=2.5 # BannerWidth=256 BannerHeight=80 # LargeBannerX= LargeBannerY= LargeBannerOnCommand=visible,false LargeBannerOffCommand= LargeBannerFrameX= LargeBannerFrameY= LargeBannerFrameOnCommand=visible,false LargeBannerFrameOffCommand= # PlayerOptionsP1X= PlayerOptionsP1Y= PlayerOptionsP1OnCommand=visible,false PlayerOptionsP1OffCommand= PlayerOptionsP2X= PlayerOptionsP2Y= PlayerOptionsP2OnCommand=visible,false PlayerOptionsP2OffCommand= # SongOptionsX= SongOptionsY= SongOptionsOnCommand=visible,false SongOptionsOffCommand= # DisqualifiedP1X= DisqualifiedP1Y= DisqualifiedP1OnCommand=visible,false DisqualifiedP1OffCommand= DisqualifiedP2X= DisqualifiedP2Y= DisqualifiedP2OnCommand=visible,false DisqualifiedP2OffCommand= # SmallBanner1X=SCREEN_CENTER_X SmallBanner1Y=SCREEN_TOP-128 SmallBanner1OnCommand=visible,false SmallBanner1OffCommand= SmallBanner2X=SCREEN_CENTER_X SmallBanner2Y=SCREEN_TOP-128 SmallBanner2OnCommand=visible,false SmallBanner2OffCommand= SmallBanner3X=SCREEN_CENTER_X SmallBanner3Y=SCREEN_TOP-128 SmallBanner3OnCommand=visible,false SmallBanner3OffCommand= SmallBanner4X=SCREEN_CENTER_X SmallBanner4Y=SCREEN_TOP-128 SmallBanner4OnCommand=visible,false SmallBanner4OffCommand= SmallBanner5X=SCREEN_CENTER_X SmallBanner5Y=SCREEN_TOP-128 SmallBanner5OnCommand=visible,false SmallBanner5OffCommand= SmallBanner6X=SCREEN_CENTER_X SmallBanner6Y=SCREEN_TOP-128 SmallBanner6OnCommand=visible,false SmallBanner6OffCommand= # DetailLineFormat="%3d/%3d" # [ScreenEvaluationNormal] Fallback="ScreenEvaluation" # NextScreen=Branch.AfterEvaluation() PrevScreen=Branch.AfterEvaluation() [ScreenEvaluationSummary] Fallback="ScreenEvaluation" NextScreen=Branch.AfterSummary() Summary=true [ScreenNameEntry] # !!! # Class="ScreenNameEntry" Fallback="ScreenWithMenuElementsBlank" # TimerX=SCREEN_CENTER_X+0 TimerY=SCREEN_CENTER_Y-210 # CategoryY=SCREEN_CENTER_Y+190 CategoryZoom=0.7 # CharsZoomSmall=1.0 CharsZoomLarge=1.5 CharsSpacingY=40 CharsChoices=" ABCDEFGHIJKLMNOPQRSTUVWXYZ" ScrollingCharsCommand=diffuse,0.6,0.8,0.8,1 SelectedCharsCommand=diffuse,0.8,1,1,1 # ReceptorArrowsY=SCREEN_CENTER_Y-140 NumCharsToDrawBehind=2 NumCharsToDrawTotal=10 FakeBeatsPerSec=2.5 ForceTimer=true TimerSeconds=24 TimerStealth=false ShowStyleIcon=false MaxRankingNameLength=4 # NextScreen="ScreenProfileSave" # PlayerP1OnePlayerOneSideX=SCREEN_CENTER_X-160 PlayerP2OnePlayerOneSideX=SCREEN_CENTER_X+160 PlayerP1TwoPlayersTwoSidesX=SCREEN_CENTER_X-160 PlayerP2TwoPlayersTwoSidesX=SCREEN_CENTER_X+160 PlayerP1OnePlayerTwoSidesX=SCREEN_CENTER_X PlayerP2OnePlayerTwoSidesX=SCREEN_CENTER_X [ScreenNameEntryTraditional] Class="ScreenNameEntryTraditional" Fallback="ScreenWithMenuElements" NextScreen="ScreenProfileSaveSummary" CancelTransitionsOut=true TimerSeconds=30 ForceTimer=true ForceTimerWait=true RepeatRate=15 RepeatDelay=1/4 HelpText="Enter your name!" # MaxRankingNameLength=4 CodeNames="Backspace,Left,Right,NextRow1=NextRow,NextRow2=NextRow,PrevRow,JumpToEnter,Enter" CodeLeft="+MenuLeft" CodeRight="+MenuRight" CodePrevRow="+MenuUp" CodeNextRow1="+MenuDown" CodeNextRow2="Select,~Select" CodeBackspace="@Select-MenuLeft" CodeJumpToEnter="@Select-Start" CodeEnter="Start" [ScreenContinue] Class="ScreenContinue" Fallback="ScreenWithMenuElements" NextScreen=Branch.AfterContinue() PrevScreen=Branch.AfterContinue() ContinueEnabled=false PrepareScreens="" HelpText="100" TimerSeconds=15 ForceTimer=true ForceTimerWait=true [ScreenProfileSave] Class="ScreenProfileSave" Fallback="ScreenWithMenuElementsBlank" NextScreen=Branch.AfterProfileSave() PrevScreen=Branch.TitleMenu() TimerSeconds=-1 [ScreenProfileSaveSummary] Fallback="ScreenProfileSave" NextScreen=Branch.AfterSaveSummary() PrevScreen=Branch.AfterSaveSummary() [ScreenGameOver] Class="ScreenEnding" Fallback="ScreenAttract" PrevScreen=Branch.TitleMenu() NextScreen=Branch.TitleMenu() StartScreen=Branch.TitleMenu() TimerSeconds=10 ResetGameState=true # RemoveCardP1X=SCREEN_WIDTH*0.1 RemoveCardP1Y=SCREEN_CENTER_Y RemoveCardP1OnCommand= RemoveCardP1OffCommand= # RemoveCardP2X=SCREEN_WIDTH*0.9 RemoveCardP2Y=SCREEN_CENTER_Y RemoveCardP2OnCommand= RemoveCardP2OffCommand= [ScreenPrompt] Class="ScreenPrompt" Fallback="ScreenWithMenuElementsBlank" PrevScreen="ScreenEdit" TimerSeconds=-1 QuestionX=SCREEN_CENTER_X QuestionY=SCREEN_CENTER_Y-60 QuestionOnCommand=zoom,0.7;wrapwidthpixels,600 QuestionOffCommand= # CursorOnCommand= CursorOffCommand= # Answer1Of1X=SCREEN_CENTER_X Answer1Of1Y=SCREEN_CENTER_Y+120 Answer1Of1OnCommand=maxwidth,100 Answer1Of1OffCommand= ## Answer1Of2X=SCREEN_CENTER_X-50 Answer1Of2Y=SCREEN_CENTER_Y+120 Answer1Of2OnCommand=maxwidth,100 Answer1Of2OffCommand= # Answer2Of2X=SCREEN_CENTER_X+50 Answer2Of2Y=SCREEN_CENTER_Y+120 Answer2Of2OnCommand=maxwidth,100 Answer2Of2OffCommand= ### Answer1Of3X=SCREEN_CENTER_X-170 Answer1Of3Y=SCREEN_CENTER_Y+120 Answer1Of3OnCommand=maxwidth,100 Answer1Of3OffCommand= # Answer2Of3X=SCREEN_CENTER_X-20 Answer2Of3Y=SCREEN_CENTER_Y+120 Answer2Of3OnCommand=maxwidth,100 Answer2Of3OffCommand= # Answer3Of3X=SCREEN_CENTER_X+150 Answer3Of3Y=SCREEN_CENTER_Y+120 Answer3Of3OnCommand=maxwidth,100 Answer3Of3OffCommand= ## stuff for edit mode: ## [ScreenOptionsEdit] Class="ScreenOptionsMaster" Fallback="ScreenOptionsSimpleService" # This NextScreen is only used for the "exit" choice. NextScreen=Branch.TitleMenu() PrevScreen=Branch.TitleMenu() LineNames="1,2,3" Line1="gamecommand;screen,ScreenEditMenu;name,Edit Songs/Steps" Line2="gamecommand;screen,ScreenPracticeMenu;name,Practice Songs/Steps" Line3="gamecommand;screen,ScreenEditCourseModsMenu;name,Edit Courses/Mods" #Line4="gamecommand;screen,ScreenOptionsExportPackage;name,Export Packages" # broken: # Line4="gamecommand;screen,ScreenOptionsManageCourses;name,Edit Courses" # unused: # Line4="gamecommand;screen,ScreenServiceActionCopyEditsMachineToMemoryCard;name,Transfer Edits to USB" # Line5="gamecommand;screen,ScreenOptionsGraphicsSound;name,Transfer Edits from USB" # Line6="gamecommand;screen,ScreenOptionsAdvanced;name,Clear USB edits" [EditMenu] EditMode="EditMode_Full" ShowGroups=true Arrows1X=SCREEN_CENTER_X-176 Arrows2X=SCREEN_CENTER_X+270 ArrowsEnabledCommand=diffuse,color("1,1,1,1");shadowlengthy,1;shadowcolor,color("#002740"); ArrowsDisabledCommand=diffuse,color("0.45,0.45,0.45,1");shadowlengthy,1;shadowcolor,color("#002740"); GroupBannerX=SCREEN_CENTER_X+170 GroupBannerY=SCREEN_CENTER_Y-140 GroupBannerOnCommand=scaletoclipped,128,40 SongBannerX=SCREEN_CENTER_X+170 SongBannerY=SCREEN_CENTER_Y-90 SongBannerOnCommand=scaletoclipped,128,40 TextBannerType="TextBannerEditMode" SongTextBannerX=SCREEN_CENTER_X-128 SongTextBannerY=SCREEN_CENTER_Y-90 StepsDisplayX=SCREEN_CENTER_X+150 StepsDisplayY=SCREEN_CENTER_Y-0 StepsDisplaySourceX=SCREEN_CENTER_X+150 StepsDisplaySourceY=SCREEN_CENTER_Y+80 Row1Y=SCREEN_CENTER_Y-140 Row2Y=SCREEN_CENTER_Y-90 Row3Y=SCREEN_CENTER_Y-40 Row4Y=SCREEN_CENTER_Y-0 Row5Y=SCREEN_CENTER_Y+40 Row6Y=SCREEN_CENTER_Y+80 Row7Y=SCREEN_CENTER_Y+120 Label1X=SCREEN_CENTER_X-250 Label1Y=THEME:GetMetric("EditMenu","Row1Y") Label1OnCommand=shadowlength,1;zoom,0.75 Label1OffCommand= Label2X=SCREEN_CENTER_X-250 Label2Y=THEME:GetMetric("EditMenu","Row2Y") Label2OnCommand=shadowlength,1;zoom,0.75 Label2OffCommand= Label3X=SCREEN_CENTER_X-250 Label3Y=THEME:GetMetric("EditMenu","Row3Y") Label3OnCommand=shadowlength,1;zoom,0.75 Label3OffCommand= Label4X=SCREEN_CENTER_X-250 Label4Y=THEME:GetMetric("EditMenu","Row4Y") Label4OnCommand=shadowlength,1;zoom,0.75 Label4OffCommand= Label5X=SCREEN_CENTER_X-250 Label5Y=THEME:GetMetric("EditMenu","Row5Y") Label5OnCommand=shadowlength,1;zoom,0.75 Label5OffCommand= Label6X=SCREEN_CENTER_X-250 Label6Y=THEME:GetMetric("EditMenu","Row6Y") Label6OnCommand=shadowlength,1;zoom,0.75 Label6OffCommand= Label7X=SCREEN_CENTER_X-250 Label7Y=THEME:GetMetric("EditMenu","Row7Y") Label7OnCommand=shadowlength,1;zoom,0.75 Label7OffCommand= Value1X=SCREEN_CENTER_X-24 Value1Y=THEME:GetMetric("EditMenu","Row1Y") Value1OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value1OffCommand= Value2X=SCREEN_CENTER_X+60 Value2Y=THEME:GetMetric("EditMenu","Row2Y") Value2OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value2OffCommand= Value3X=SCREEN_CENTER_X+60 Value3Y=THEME:GetMetric("EditMenu","Row3Y") Value3OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value3OffCommand= Value4X=SCREEN_CENTER_X Value4Y=THEME:GetMetric("EditMenu","Row4Y") Value4OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value4OffCommand= Value5X=SCREEN_CENTER_X+60 Value5Y=THEME:GetMetric("EditMenu","Row5Y") Value5OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value5OffCommand= Value6X=SCREEN_CENTER_X Value6Y=THEME:GetMetric("EditMenu","Row6Y") Value6OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value6OffCommand= Value7X=SCREEN_CENTER_X+60 Value7Y=THEME:GetMetric("EditMenu","Row7Y") Value7OnCommand=shadowlength,1;zoom,0.75;maxwidth,SCREEN_CENTER_X*0.65 Value7OffCommand= [TextBannerEditMode] Fallback="TextBanner" [ScreenEditMenu] Fallback="ScreenWithMenuElements" Class="ScreenEditMenu" NextScreen="ScreenEdit" PrevScreen="ScreenOptionsEdit" TimerSeconds=-1 ShowStyleIcon=false HelpText=Screen.String("HelpTextOptionsAndBack") # EditMenuType="EditMenu" ExplanationX=SCREEN_CENTER_X ExplanationY=SCREEN_BOTTOM-56 ExplanationOnCommand=wrapwidthpixels,SCREEN_WIDTH*0.9375/0.675;shadowlength,1;zoom,0.675 NumStepsLoadedFromProfileX=SCREEN_RIGHT-180 NumStepsLoadedFromProfileY=SCREEN_TOP+42 NumStepsLoadedFromProfileOnCommand=visible,false # could use a redo but whatever [ScreenEdit] Class="ScreenEdit" Fallback="ScreenWithMenuElementsBlank" PrepareScreens=GetEditModeSubScreens() GroupedScreens=GetEditModeSubScreens() PersistScreens=GetEditModeSubScreens() EditMode="EditMode_Full" NextScreen="ScreenEditMenu" PrevScreen="ScreenEditMenu" ShowHelp=false AllowOperatorMenuButton=false ShowCreditDisplay=false ShowStyleIcon=false InvertScrollSpeedButtons=false TimerSeconds=-1 EditModifiers="no reverse" EditHelpX=SCREEN_LEFT+4 EditHelpY=SCREEN_TOP+16 EditHelpOnCommand=halign,0;valign,0;zoom,0.5;shadowlength,1;maxheight,(SCREEN_HEIGHT-32)*2 InfoX=SCREEN_RIGHT-128 InfoY=SCREEN_TOP+16 InfoOnCommand=halign,0;valign,0;zoom,0.5;shadowlength,1;maxheight,(SCREEN_HEIGHT-32)*2 PlayRecordHelpX=SCREEN_LEFT+20 PlayRecordHelpY=SCREEN_BOTTOM-20 PlayRecordHelpOnCommand=halign,0;valign,0;shadowlength,1 SetModScreen="ScreenPlayerOptions" OptionsScreen="ScreenEditOptions" LoopOnChartEnd=true CurrentBeatFormat="%s:\n %.3f\n" CurrentSecondFormat="%s:\n %.3f\n" SnapToFormat="%s: %s\n" SelectionBeatBeginFormat="%s:\n %.3f" SelectionBeatUnfinishedFormat=" ...\n" SelectionBeatEndFormat="-%.3f\n" DifficultyFormat="%s:\n %s\n" RoutinePlayerFormat="%s: %d\n" DescriptionFormat="%s:\n %s\n" StepAuthorFormat="%s:\n %s\n" ChartNameFormat="%s:\n %s\n" ChartStyleFormat="%s:\n %s\n" MainTitleFormat="%s:\n %s\n" SubtitleFormat="%s:\n %s\n" TapNoteTypeFormat="%s: %s\n" SegmentTypeFormat="%s: %s\n" NumStepsFormat="%s: %d\n" NumJumpsFormat="%s: %d\n" NumHoldsFormat="%s: %d\n" NumMinesFormat="%s: %d\n" NumHandsFormat="%s: %d\n" NumRollsFormat="%s: %d\n" NumLiftsFormat="%s: %d\n" NumFakesFormat="%s: %d\n" NumStepsFormatTwoPlayer="%s: %d/%d\n" NumJumpsFormatTwoPlayer="%s: %d/%d\n" NumHoldsFormatTwoPlayer="%s: %d/%d\n" NumMinesFormatTwoPlayer="%s: %d/%d\n" NumHandsFormatTwoPlayer="%s: %d/%d\n" NumRollsFormatTwoPlayer="%s: %d/%d\n" NumLiftsFormatTwoPlayer="%s: %d/%d\n" NumFakesFormatTwoPlayer="%s: %d/%d\n" TimingModeFormat="%s:\n %s\n" Beat0OffsetFormat="%s:\n %.3f secs\n" PreviewStartFormat="%s:\n %.3f secs\n" PreviewLengthFormat="%s:\n %.3f secs\n" RecordHoldTimeFormat="%s:\n %.2f secs\n" FadeInPreview=0 FadeOutPreview=1.5 [ScreenPracticeMenu] Fallback="ScreenEditMenu" Class="ScreenEditMenu" NextScreen="ScreenPractice" PrevScreen="ScreenOptionsEdit" EditMenuType="PracticeMenu" [PracticeMenu] Fallback="EditMenu" EditMode="EditMode_Practice" [ScreenPractice] Fallback="ScreenEdit" Class="ScreenEdit" NextScreen="ScreenOptionsEdit" PrevScreen="ScreenOptionsEdit" EditMode="EditMode_Practice" [ScreenEditCourseModsMenu] Fallback="ScreenEditMenu" Class="ScreenEditMenu" NextScreen="ScreenEditCourseMods" PrevScreen="ScreenOptionsEdit" EditMenuType="CourseModsMenu" [CourseModsMenu] Fallback="EditMenu" EditMode="EditMode_Full" [ScreenEditCourseMods] Fallback="ScreenEdit" Class="ScreenEdit" NextScreen="ScreenOptionsEdit" PrevScreen="ScreenOptionsEdit" EditMode="EditMode_CourseMods" [ScreenEditOptions] Fallback="ScreenOptions" Class="ScreenOptionsMaster" NextScreen="none" PrevScreen="none" CancelTransitionsOut=true PlayMusic=false TimerSeconds=-1 ShowStyleIcon=false LineNames="1,2,3,4,5,6,R1,R2,7,8,9,10,Attacks,11,12,13,14,15,16,lead_in,ECPT" # uses legacy speed line Line1="list,Speed" Line2="list,Accel" Line3="list,Effect" Line4="list,Appearance" Line5="list,Turn" Line6="list,Insert" LineR1="list,RemoveCombinations" LineR2="list,RemoveFeatures" Line7="list,Scroll" Line8="list,NoteSkins" Line9="list,Holds" Line10="list,Mines" LineAttacks="list,Attacks" Line11="list,Hide" Line12="list,Persp" Line13="list,Assist" Line14="list,Rate" Line15="list,AutoAdjust" Line16="conf,EditorShowBGChangesPlay" Linelead_in="conf,EditRecordModeLeadIn" LineECPT="conf,EditClearPromptThreshold" OutCancelCommand= [StepsDisplayEdit] Fallback="StepsDisplay" # oh, right, minimenus. [ScreenMiniMenuEditHelp] Fallback="ScreenMiniMenu" ShowFooter=false ColorDisabled=color("1,1,1,1") RowInitCommand=halign,0.5;valign,0.5;zoom,0.8;x,75;y,45;shadowlength,1 OptionRowNormalMetricsGroup="OptionRowMiniMenuEditHelp" [ScreenMiniMenuAttackAtTimeMenu] Fallback="ScreenMiniMenu" ShowFooter=false [ScreenMiniMenuIndividualAttack] Fallback="ScreenMiniMenu" ShowFooter=false [ScreenMiniMenuKeysoundTrack] Fallback="ScreenMiniMenu" ShowFooter=false [OptionRowMiniMenuEditHelp] # Help menu ( Keys & Stuff ) Fallback="OptionRowMiniMenu" TitleX=SCREEN_CENTER_X-312 TitleOnCommand=halign,0;strokecolor,color("#222222FF");shadowlength,1;zoom,0.75 RowPositionTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \ local indexOffset = itemIndex-(numItems-1)/2; \ self:y(SCREEN_CENTER_Y + indexOffset * 20); \ end ItemsStartX=SCREEN_CENTER_X+260 ItemsEndX=SCREEN_CENTER_X+260 ItemsLongRowP1X=SCREEN_CENTER_X+260 ItemsLongRowP2X=SCREEN_CENTER_X+260 ItemOnCommand=x,SCREEN_CENTER_X+176;halign,0;strokecolor,color("#222222CC");shadowlength,1;zoom,0.75 ColorDisabled=Color("Orange") [ScreenMiniMenuMainMenu] Fallback="ScreenMiniMenu" TitleX=SCREEN_CENTER_X-80 [ScreenMiniMenuAreaMenu] Fallback="ScreenMiniMenu" [ScreenMiniMenuAlterMenu] Fallback="ScreenMiniMenu" [ScreenMiniMenuStepsInformation] Fallback="ScreenMiniMenu" [ScreenMiniMenuStepsData] Fallback="ScreenMiniMenu" [ScreenMiniMenuSongInformation] Fallback="ScreenMiniMenu" [ScreenMiniMenuTimingDataInformation] Fallback="ScreenMiniMenu" [ScreenMiniMenuTimingDataChangeInformation] Fallback="ScreenMiniMenu" [ScreenMiniMenuBackgroundChange] Fallback="ScreenMiniMenu" [ScreenMiniMenuPreferences] Fallback="ScreenMiniMenu" [ScreenMiniMenuInsertTapAttack] Fallback="ScreenMiniMenu" [ScreenMiniMenuInsertCourseAttack] Fallback="ScreenMiniMenu" [ScreenMiniMenuCourseDisplay] Fallback="ScreenMiniMenu" [ScreenMiniMenuCourseOptions] Fallback="ScreenMiniMenu" # Export Packages [ScreenOptionsExportPackage] Class="ScreenOptionsExportPackage" Fallback="ScreenOptionsSimpleService" PrevScreen="ScreenOptionsEdit" NextScreen="ScreenOptionsEdit" [ScreenOptionsExportPackageSubPage] Class="ScreenOptionsExportPackageSubPage" Fallback="ScreenOptionsSimpleService" PrevScreen="ScreenOptionsExportPackage" NextScreen="ScreenOptionsExportPackage" # [ScreenOptionsManage] Fallback="ScreenOptionsSimpleService" TimerSeconds=-1 AllowRepeatingChangeValueInput=true OptionRowNormalMetricsGroup="OptionRowManage" [OptionRowManage] Fallback="OptionRowService" TitleX=SCREEN_CENTER_X-150 # Manage Courses [OptionRowCourseOverview] Fallback="OptionRowService" ItemsLongRowSharedX=SCREEN_CENTER_X-100 ColorSelected=color("1,1,1,1") ColorNotSelected=color("0.9,0.9,0.9,1") ColorDisabled=color("0.5,0.5,0.5,1") [ScreenOptionsManageCourses] Class="ScreenOptionsManageCourses" Fallback="ScreenOptionsManage" PrevScreen="ScreenOptionsEdit" NextScreen="ScreenOptionsEditCourse" GroupedScreens="ScreenOptionsManageCourses,ScreenTextEntry,ScreenPrompt,ScreenOptionsEditCourseMods" PersistScreens="ScreenOptionsManageCourses,ScreenTextEntry,ScreenPrompt" PrepareScreens="ScreenTextEntry,ScreenPrompt" EditMode="EditMode_Full" CreateNewScreen="ScreenOptionsEditCourse" OptionRowNormalMetricsGroup="OptionRowCourse" [OptionRowCourse] Fallback="OptionRowService" TitleX=SCREEN_CENTER_X [ScreenOptionsEditCourse] Class="ScreenOptionsEditCourse" Fallback="ScreenOptionsSimpleService" PrevScreen="ScreenOptionsCourseOverview" NextScreen="ScreenOptionsCourseOverview" OptionRowNormalMetricsGroup="OptionRowEditCourse" [OptionRowEditCourse] Fallback="OptionRowService" TitleX=SCREEN_CENTER_X-200 ItemsLongRowSharedX=SCREEN_CENTER_X [ScreenOptionsCourseOverview] Class="ScreenOptionsCourseOverview" Fallback="ScreenOptionsSimpleService" PrevScreen="ScreenOptionsManageCourses" NextScreen="ScreenOptionsManageCourses" # huh PlayScreen="ScreenGameplayEditCourse" EditScreen="ScreenOptionsEditCourse" OptionRowNormalMetricsGroup="OptionRowCourseOverview" # visual/interactive syncing [ScreenGameplaySyncMachine] Class="ScreenGameplaySyncMachine" Fallback="ScreenGameplay" PrevScreen="ScreenOptionsInputSub" NextScreen="ScreenOptionsInputSub" PlayerType="PlayerSyncMachine" #AllowCenter1Player=false SyncInfoOnCommand=x,PositionPerPlayer(GAMESTATE:GetMasterPlayerNumber(),SCREEN_CENTER_X+160,SCREEN_CENTER_X-160);y,SCREEN_CENTER_Y;zoom,0;decelerate,0.5;zoom,0.6 # hidden by default: LifeP1OnCommand=visible,false LifeP2OnCommand=visible,false ScoreP1OnCommand=visible,false ScoreP2OnCommand=visible,false StageOnCommand=visible,false ScoreFrameOnCommand=visible,false LifeFrameOnCommand=visible,false DifficultyP1OnCommand=visible,false DifficultyP1ReverseOnCommand=visible,false DifficultyP2OnCommand=visible,false DifficultyP2ReverseOnCommand=visible,false SongOptionsOnCommand=visible,false [PlayerSyncMachine] Fallback="Player" ComboOnCommand=visible,false # SM5 helper screens [ScreenHowToInstallSongs] Class="ScreenSplash" Fallback="ScreenSplash" NextScreen=Branch.TitleMenu() PrevScreen=Branch.TitleMenu() ShowStyleIcon=false TimerSeconds=-1 ShowHelp=false [ModIcon] TextX=0 TextY=0 TextOnCommand=maxwidth,40;uppercase,true;shadowlength,0;diffuse,color("#f6ff00") CropTextToWidth=50 StopWords="1X,default,Overhead,Off" [ModIconSelectMusic] Fallback="ModIcon" TextY=-1 TextOnCommand=maxwidth,38;uppercase,true;shadowlength,0 [ModIconRow] NumModIcons=6 ModIconOnCommand= SpacingX=0 SpacingY=52 ModIconMetricsGroup="ModIcon" [ModIconRowSelectMusic] Fallback="ModIconRow" SpacingX=46 SpacingY=0 ModIconMetricsGroup="ModIconSelectMusic" # [GraphDisplay] BodyWidth=140 BodyHeight=38 [ComboGraph] BodyWidth=140 BodyHeight=11 # Arcade ################################# [ScreenLogo] Fallback="ScreenAttract" PrevScreen=Branch.Init() NextScreen="ScreenHowToPlay" StartScreen=Branch.TitleMenu() TimerSeconds=5 ForceTimer=true TimerMetricsGroup="MenuTimerNoSound" TimerOnCommand=visible,false [ScreenHowToPlay] Class="ScreenHowToPlay" Fallback="ScreenAttract" PrevScreen="ScreenLogo" NextScreen="ScreenDemonstration" StartScreen=Branch.TitleMenu() TimerSeconds=25 TimerStealth=true SecondsToShow=25 ForceTimer=true ResetGameState=false PlayMusic=true # UseLifeMeterBar=true LifeMeterBarX=SCREEN_CENTER_X+160 LifeMeterBarY=SCREEN_TOP+40 LifeMeterBarOnCommand=addy,-60;sleep,2.4;linear,0.2;addy,60 # UseCharacter=true CharacterName="" CharacterX=SCREEN_CENTER_X-200 CharacterY=SCREEN_CENTER_Y+160 CharacterOnCommand=zoom,20;addy,-SCREEN_WIDTH;sleep,3.0;decelerate,0.4;addy,SCREEN_WIDTH # UsePad=true PadX=SCREEN_CENTER_X-280 PadY=SCREEN_CENTER_Y+70 PadOnCommand=zoom,15;rotationy,180;sleep,2.0;linear,1.0;rotationy,360;zoom,20;addx,190;addy,80 # UsePlayer=true PlayerX=SCREEN_CENTER_X+160 PlayerY=SCREEN_CENTER_Y PlayerOnCommand= # SongBPM=100 NumW2s=4 NumMisses=6 [ScreenDemonstration] Fallback="ScreenGameplay" Class="ScreenDemonstration" NextScreen=Branch.NoiseTrigger() PrevScreen=Branch.NoiseTrigger() StartScreen=Branch.TitleMenu() PlayMusic=false SecondsToShow=60 LightsMode="LightsMode_Demonstration" DifficultiesToShow="easy,medium" ShowCourseModifiersProbability=0 AllowAdvancedModifiers=false AllowStyleTypes="TwoPlayersTwoSides" MinSecondsToStep=0 MinSecondsToMusic=0 [ScreenHighScores] Fallback="ScreenAttract" Class="ScreenHighScores" NextScreen="ScreenInit" PrevScreen="ScreenDemonstration" StartScreen=Branch.TitleMenu() TimerSeconds=-1 HighScoresType="HighScoresType_AllSteps" MaxItemsToShow=50 NumColumns=5 ColumnDifficulty1="Difficulty_Beginner" ColumnDifficulty2="Difficulty_Easy" ColumnDifficulty3="Difficulty_Medium" ColumnDifficulty4="Difficulty_Hard" ColumnDifficulty5="Difficulty_Challenge" ColumnStepsType1=GAMEMAN:GetFirstStepsTypeForGame(GAMESTATE:GetCurrentGame()) ColumnStepsType2=GAMEMAN:GetFirstStepsTypeForGame(GAMESTATE:GetCurrentGame()) ColumnStepsType3=GAMEMAN:GetFirstStepsTypeForGame(GAMESTATE:GetCurrentGame()) ColumnStepsType4=GAMEMAN:GetFirstStepsTypeForGame(GAMESTATE:GetCurrentGame()) ColumnStepsType5=GAMEMAN:GetFirstStepsTypeForGame(GAMESTATE:GetCurrentGame()) ScrollerItemsToDraw=7 ScrollerSecondsPerItem=0.4 ManualScrolling=false ScrollerOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+36;SetMask,608,40 ScrollerItemTransformFunction=function(self,offset,itemIndex,numItems) self:y(46.1*offset) end [ScreenNoise] Fallback="ScreenAttract" Class="ScreenAttract" NextScreen="ScreenInit" PrevScreen="ScreenInit" TimerSeconds=3600 TimerStealth=true ShowCreditDisplay=false [ScreenTitleJoin] Fallback="ScreenTitleMenu" ChoiceNames="GameStart" # ScrollerOnCommand=visible,false IdleCommentSeconds=-1 IdleTimeoutSeconds=-1 IdleTimeoutScreen=Branch.AfterInit() # Jukebox ################### [ScreenJukeboxMenu] Class="ScreenOptionsMaster" Fallback="ScreenPlayerOptions" NextScreen="ScreenJukebox" PrevScreen="ScreenTitleMenu" TimerSeconds=-1 ShowStyleIcon=false InputMode="together" ForceAllPlayers=true LineNames="1,2,3,4" Line1="list,Styles" Line2="list,Groups" Line3="list,Difficulties" Line4="lua,OptionsRandomJukebox()" [ScreenJukebox] Class="ScreenJukebox" Fallback="ScreenGameplay" NextScreen="ScreenJukebox" PrevScreen="ScreenJukeboxMenu" StartScreen="ScreenTitleMenu" LightsMode="LightsMode_Demonstration" ShowCourseModifiersProbability=0 AllowAdvancedModifiers=true [ScreenCredits] Class="ScreenSplash" Fallback="ScreenSplash" AllowStartToSkip=true NextScreen=Branch.TitleMenu() PrevScreen=Branch.TitleMenu() TimerStealth=true ForceTimer=true TimerMetricsGroup="MenuTimerNoSound" TimerOnCommand=visible,false [PaneDisplay] NullCountString="" # Apparently these are still used. Let it be known that they're severely deprecated. [DancingCharacters] 2DCharacterXP1=SCREEN_WIDTH*0.25 2DCharacterYP1=SCREEN_HEIGHT*0.5 2DCharacterXP2=SCREEN_WIDTH*0.75 2DCharacterYP2=SCREEN_HEIGHT*0.5 # Allows you to change the position of the X model relative to SCREEN_CENTER_X # Keep in mind, the camera and models are placed in a YRot of 180, so the X value here # will act in reverse. OnePlayerModelX=0 # Controls the Dancing characters camera. [DancingCamera] # Camera Explanation # StepMania's Dancing Characters Camera is divided into 3 sections # Rest - Begins as soon as Gameplay is started. It won't change until the # First note has been hit/passed. # Sweep - Part of the camera where it begins to move, and does linear tweens # Across the area, in a matrix-like style. # Still - Happens in a Rand ammount, in which if true, goes into a static position # in a random spot of the area where the characters can (mostly) be visible. # Distance relative to Z to the position of the characters. RestDistance=32.0 # Distance relative to Y to the position of the characters. RestHeight=-11.0 # Here's the moment the sweep animation will begin. SweepDistance=28.0 # Variable ammount in which the Z position will change # during said tween. SweepDistanceVariable=4.0 # Variable ammount in which the Y position will change # during said tween. SweepHeightVariable=7.0 # Variable range in which the Y position will tween # to become the new variable to start from. SweepPanYRangeDegrees=45.0 SweepPanYVarianceDegrees=60.0 # Height where the Sweep will begin from. SweepHeight=-11.0 StillDistance=26.0 StillDistanceVariance=3.0 StillPanYRangeDegrees=120.0 StillHeightVariance=5.0 StillHeight=-10.0 # As the name implies, this sets the ammount of beats that the camera will # stay in its current state until transitioning to the next camera tween. BeatsUntilNextCamPos=8 # Set the Camera's Field Of View. CameraFOV=45 # Control the lighting position here. LightX=-3 LightY=-7.5 LightZ=9 # Control the lighting color here. AmbientColor=color(".4,.4,.4,1") AmbientDangerColor=color(".4,.1,.1,1") AmbientFailedColor=color(".2,.1,.1,1") # Diffuse color of the scene. DiffuseColor=color("1,.95,.95,1") DiffuseDangerColor=color(".8,.1,.1,1") DiffuseFailedColor=color(".4,.1,.1,1")