#USW Metric Version V2 #Made for Version Stepmania 5 Preview 2 #I am the bone of my noteskin #Arrows are my body, and explosions are my blood #I have created over a thousand noteskins #Unknown to death #Nor known to life #Have withstood pain to create many noteskins #Yet these hands will never hold anything #So as I pray, Unlimited Stepman Works [Global] #Noteskin this noteskin falls back on #We normaly make this fallback on common #Because its the global noteskin every default fallsback on to FallbackNoteSkin=common [NoteDisplay] #Noteskin Animation Lengths AnimationIsBeatBased=1 ##Tap Parts TapNoteAnimationLength=2 TapMineAnimationLength=4 TapLiftAnimationLength=2 TapFakeAnimationLength=2 ##Hold Parts HoldHeadAnimationLength=1 HoldTopCapAnimationLength=4 HoldBottomCapAnimationLength=4 HoldBodyAnimationLength=4 HoldTailAnimationLength=4 ##Roll Parts RollHeadAnimationLength=1 RollTopCapAnimationLength=4 RollBottomCapAnimationLength=4 RollBodyAnimationLength=4 RollTailAnimationLength=4 #Define if noteskin is Vivid or not #Value 1 = true, Value 0 = false ##Tap Parts TapNoteAnimationIsVivid=0 TapMineAnimationIsVivid=0 TapFakeAnimationIsVivid=0 TapLiftAnimationIsVivid=0 ##Hold Parts HoldHeadAnimationIsVivid=0 HoldTopCapAnimationIsVivid=0 HoldBodyAnimationIsVivid=0 HoldBottomCapAnimationIsVivid=0 HoldTailAnimationIsVivid=0 ##Roll Parts RollHeadAnimationIsVivid=0 RollTopCapAnimationIsVivid=0 RollBodyAnimationIsVivid=0 RollBottomCapAnimationIsVivid=0 RollTailAnimationIsVivid=0 #Texture Coord Offest Info #This is the TextureCoordOffset which we use for Rhythm colored noteskins #If you dont want to use it, just keep the value 0 #Rhythm colored noteskins are noteskins that have different colors for every #4th, 8th, 12th, 16th and so on #To use this you need to use simple math because it isnt based on the size of #the image but its based on the total value of the size which is 1 #So if you got 9 frames (including 192nd) #You need to run this simple math # 1 / 9 = 0.11111111111111111111111111 (and so on) #Because using the entire value is to long, lets make it smaler to 6 digits #You can make it longer if you want but lets keep it nice to 6 digits ##Tap Parts TapNoteAdditionTextureCoordOffsetX=0.5 TapNoteAdditionTextureCoordOffsetY=0 TapNoteNoteColorTextureCoordSpacingX=0 TapNoteNoteColorTextureCoordSpacingY=0.0625 TapMineAdditionTextureCoordOffsetX=0 TapMineAdditionTextureCoordOffsetY=0 TapMineNoteColorTextureCoordSpacingX=0 TapMineNoteColorTextureCoordSpacingY=0.0625 TapLiftAdditionTextureCoordOffsetX=0 TapLiftAdditionTextureCoordOffsetY=0 TapLiftNoteColorTextureCoordSpacingX=0 TapLiftNoteColorTextureCoordSpacingY=0.0625 TapFakeAdditionTextureCoordOffsetX=0 TapFakeAdditionTextureCoordOffsetY=0 TapFakeNoteColorTextureCoordSpacingX=0 TapFakeNoteColorTextureCoordSpacingY=0.0625 ##Hold Parts HoldHeadAdditionTextureCoordOffsetX=0 HoldHeadAdditionTextureCoordOffsetY=0 HoldHeadNoteColorTextureCoordSpacingX=0 HoldHeadNoteColorTextureCoordSpacingY=0.0625 HoldTopCapAdditionTextureCoordOffsetX=0 HoldTopCapAdditionTextureCoordOffsetY=0 HoldTopCapNoteColorTextureCoordSpacingX=0 HoldTopCapNoteColorTextureCoordSpacingY=0 HoldBodyAdditionTextureCoordOffsetX=0 HoldBodyAdditionTextureCoordOffsetY=0 HoldBodyNoteColorTextureCoordSpacingX=0 HoldBodyNoteColorTextureCoordSpacingY=0 HoldBottomCapAdditionTextureCoordOffsetX=0 HoldBottomCapAdditionTextureCoordOffsetY=0 HoldBottomCapNoteColorTextureCoordSpacingX=0 HoldBottomCapNoteColorTextureCoordSpacingY=0 HoldTailAdditionTextureCoordOffsetX=0 HoldTailAdditionTextureCoordOffsetY=0 HoldTailNoteColorTextureCoordSpacingX=0 HoldTailNoteColorTextureCoordSpacingY=0 ##Roll Parts RollHeadAdditionTextureCoordOffsetX=0 RollHeadAdditionTextureCoordOffsetY=0 RollHeadNoteColorTextureCoordSpacingX=0 RollHeadNoteColorTextureCoordSpacingY=0.0625 RollTopCapAdditionTextureCoordOffsetX=0 RollTopCapAdditionTextureCoordOffsetY=0 RollTopCapNoteColorTextureCoordSpacingX=0 RollTopCapNoteColorTextureCoordSpacingY=0 RollBodyAdditionTextureCoordOffsetX=0 RollBodyAdditionTextureCoordOffsetY=0 RollBodyNoteColorTextureCoordSpacingX=0 RollBodyNoteColorTextureCoordSpacingY=0 RollBottomCapAdditionTextureCoordOffsetX=0 RollBottomCapAdditionTextureCoordOffsetY=0 RollBottomCapNoteColorTextureCoordSpacingX=0 RollBottomCapNoteColorTextureCoordSpacingY=0 RollTailAdditionTextureCoordOffsetX=0 RollTailAdditionTextureCoordOffsetY=0 RollTailNoteColorTextureCoordSpacingX=0 RollTailNoteColorTextureCoordSpacingY=0 #Other Stuff DrawHoldHeadForTapsOnSameRow=1 DrawRollHeadForTapsOnSameRow=1 TapHoldRollOnRowMeansHold=1 StartDrawingHoldBodyOffsetFromHead=0 StopDrawingHoldBodyOffsetFromTail=0 HoldLetGoGrayPercent=1 UseLighting=0 ReverseDrawOrder=1101 HoldHeadIsAboveWavyParts=1 HoldTailIsAboveWavyParts=1 HoldActiveIsAddLayer=0 #Edit this incase you want to make noteskin for reverse or both FlipHoldBodyWhenReverse=0 FlipHeadAndTailWhenReverse=1 TopHoldAnchorWhenReverse=1 #Diffuse Info v2 #Diffuse uses a color code to define the diffuse #You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1 #The way it works is pretty easy #It is based on the Red,Blue,Green,Alpha value that you get with color #But instead of 255,255,255,255 it uses 1,1,1,1 #So if you want to use a RBG value from an image like for example Taupe #Which has a value of 72,60,50 , What we just do is / 254 on every value #And we also add a Alpha (for transparent) value between 0.1 and 1 #So We get 0.283464,0.236220,0.196850,0.6 #You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big) #diffuse,1,1,1,1 is the basic code #Change them to which value you want #add ; at the end of your command incase you add more commands [GhostArrowDim] NoneCommand= HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 AvoidMineCommand= MissCommand= #Boo explosion W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Good explosion W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Great explosion W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Perfect explosion W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Marvelous explosion W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Hold end commands LetGoCommand= HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 [GhostArrowBright] NoneCommand= HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 AvoidMineCommand= MissCommand= #Boo explosion W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Good explosion W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Great explosion W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Perfect explosion W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Marvelous explosion W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 #Hold end commands LetGoCommand= HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 [ReceptorArrow] #For InitCommand take a look at "Down Receptor.lua" #InitCommand= NoneCommand=zoom,0.75;linear,0.11;zoom,1 PressCommand= LiftCommand= #The way the receptor responds when you hit an arrow on specified judgment #Boo command W5Command=stoptweening #Good command W4Command=stoptweening #Great command W3Command=stoptweening #Perfect command W2Command=stoptweening #Marvelous command W1Command=stoptweening [HoldGhostArrow] #The way the hold arrow reacts HoldingOnCommand=visible,true HoldingOffCommand=visible,false RollOnCommand=visible,true RollOffCommand=visible,false [Press] ReverseOnCommand=vertalign,bottom ReverseOffCommand=vertalign,top PressCommand=visible,true LiftCommand=visible,false