-- sm-ssc fallback theme | script ring 03 | Gameplay.lua -- [en] This file is used to store settings that should be different in each -- game mode. -- shakesoda calls this pump.lua local function CurGameName() return GAMESTATE:GetCurrentGame():GetName() end -- Check the active game mode against a string. Cut down typing this in metrics. function IsGame(str) return CurGameName() == str end -- GetExtraColorThreshold() -- [en] returns the difficulty threshold in meter -- for songs that should be counted as boss songs. function GetExtraColorThreshold() local Modes = { dance = 10, pump = 21, beat = 12, kb7 = 10, para = 10, techno = 10, lights = 10, -- lights shouldn't be playable } return Modes[CurGameName()] end -- AllowOptionsMenu() -- [en] returns if you are able to select options -- on ScreenSelectMusic. function AllowOptionsMenu() if GAMESTATE:IsAnExtraStage() then return false elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then return false else return true end end -- GameCompatibleModes: -- [en] returns possible modes for ScreenSelectPlayMode function GameCompatibleModes() local Modes = { dance = "Single,Double,Solo,Versus,Couple", pump = "Single,Double,HalfDouble,Versus,Couple,Routine", beat = "5Keys,7Keys,10Keys,14Keys,Versus5,Versus7", kb7 = "KB7", para = "Single", -- todo: add versus modes for technomotion techno = "Single4,Single5,Single8,Double4,Double5,Double8", lights = "Single" -- lights shouldn't be playable } return Modes[CurGameName()] end function SelectProfileKeys() local sGame = CurGameName() if sGame == "pump" then return "Up,Down,Start,Back,Center,DownLeft,DownRight" elseif sGame == "dance" then return "Up,Down,Start,Back,Up2,Down2" else return "Up,Down,Start,Back" end end -- ScoreKeeperClass: -- [en] Determines the correct ScoreKeeper class to use. function ScoreKeeperClass() -- rave scorekeeper if GAMESTATE:GetPlayMode() == 'PlayMode_Rave' then return "ScoreKeeperRave" end if GAMESTATE:GetCurrentStyle() then local styleType = GAMESTATE:GetCurrentStyle():GetStyleType() if styleType == 'StyleType_TwoPlayersSharedSides' then return "ScoreKeeperShared" end end return "ScoreKeeperNormal" end -- ComboContinue: -- [en] function ComboContinue() local Continue = { dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3", pump = "TapNoteScore_W3", beat = "TapNoteScore_W3", kb7 = "TapNoteScore_W3", para = "TapNoteScore_W4" } return Continue[CurGameName()] end function ComboMaintain() local Maintain = { dance = "TapNoteScore_W3", pump = "TapNoteScore_W4", beat = "TapNoteScore_W3", kb7 = "TapNoteScore_W3", para = "TapNoteScore_W4" } return Maintain[CurGameName()] end function ComboPerRow() sGame = CurGameName() if sGame == "pump" then return true elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then return true else return false end end function EvalUsesCheckpointsWithJudgments() return (CurGameName() == "pump") and true or false end local ComboThresholds = { dance = { Hit = 2, Miss = 2, Fail = -1 }, pump = { Hit = 4, Miss = 4, Fail = 51 }, beat = { Hit = 1, Miss = 0, Fail = -1 }, kb7 = { Hit = 1, Miss = 0, Fail = -1 }, para = { Hit = 2, Miss = 0, Fail = -1 }, ------------------------------------------- default = { Hit = 2, Miss = 2, Fail = -1 } } function HitCombo() if ComboThresholds[CurGameName()] then return ComboThresholds[CurGameName()].Hit end return ComboThresholds["default"].Hit end function MissCombo() if ComboThresholds[CurGameName()] then return ComboThresholds[CurGameName()].Miss end return ComboThresholds["default"].Miss end -- FailCombo: -- [en] The combo that causes game failure. function FailCombo() -- ITG (dance) uses 30. Pump Pro uses 30, real Pump uses 51 if ComboThresholds[CurGameName()] then return ComboThresholds[CurGameName()].Fail end return ComboThresholds["default"].Fail end local RoutineSkins = { dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p2" }, pump = { P1 = "cmd-routine-p1", P2 = "cmd-routine-p2" }, kb7 = { P1 = "default", P2 = "retrobar" }, ------------------------------------------------------------- default = { P1 = "default", P2 = "default" } } function RoutineSkinP1() if RoutineSkins[CurGameName()] then return RoutineSkins[CurGameName()].P1 end return RoutineSkins["default"].P1 end function RoutineSkinP2() if RoutineSkins[CurGameName()] then return RoutineSkins[CurGameName()].P2 end return RoutineSkins["default"].P2 end -- todo: use tables for some of these -aj function HoldTiming() return IsGame("pump") and 0 or PREFSMAN:GetPreference("TimingWindowSecondsHold") end function ShowHoldJudgments() return not IsGame("pump") end local CodeDetectorCodes = { -- steps PrevSteps1 = { default = "", dance = "Up,Up", pump = "+UpLeft", }, PrevSteps2 = { default = "MenuUp,MenuUp", dance = "MenuUp,MenuUp", pump = "", }, NextSteps1 = { default = "", dance = "Down,Down", pump = "+UpRight", }, NextSteps2 = { default = "MenuDown,MenuDown", dance = "MenuDown,MenuDown", pump = "", }, -- group NextGroup = { default = "", dance = "MenuUp,MenuRight,MenuRight", pump = "", }, PrevGroup = { default = "", dance = "MenuUp,MenuDown,MenuUp,MenuDown", pump = "", }, CloseCurrentFolder = { default = "MenuUp-MenuDown", }, -- sorts NextSort1 = { default = "@MenuLeft-@MenuRight-Start", dance = "@MenuLeft-@MenuRight-Start", pump = "@MenuLeft-@MenuRight-Start", }, NextSort2 = { default = "MenuLeft-MenuRight", dance = "MenuLeft-MenuRight", pump = "MenuLeft-MenuRight", }, NextSort3 = { default = "", dance = "@Left-@Right-Start", pump = "@DownLeft-@DownRight-Start", }, NextSort4 = { default = "", dance = "Left-Right", pump = "DownLeft-DownRight", }, -- modemenu ModeMenu1 = { default = "", dance = "Up,Down,Up,Down", }, ModeMenu2 = { default = "MenuUp,MenuDown,MenuUp,MenuDown", }, -- Evaluation: SaveScreenshot1 = { default = "MenuLeft-MenuRight", }, SaveScreenshot2 = { default = "Select", }, -- modifiers section CancelAll = { default = "", dance = "Left,Right,Left,Right,Left,Right,Left,Right", }, --- specific modifiers Mirror = { default = "", dance = "Up,Left,Right,Left,Right", pump = "DownRight,DownLeft,UpRight,UpLeft,DownRight,DownLeft,UpRight,UpLeft,Center", }, Left = { default = "", dance = "Up,Down,Right,Left", }, Right = { default = "", dance = "Up,Down,Left,Right", }, Shuffle = { default = "", dance = "Down,Up,Down,Up", pump = "UpLeft,UpRight,UpLeft,UpRight,DownLeft,DownRight,DownLeft,DownRight,Center", -- random }, SuperShuffle = { default = "", dance = "Down,Up,Left,Right", pump = "UpLeft,UpRight,DownLeft,DownRight,UpLeft,UpRight,DownLeft,DownRight,Center" }, Reverse = { default = "", dance = "Down,Left,Right,Left,Right", pump = "UpLeft,DownLeft,UpRight,DownRight,UpLeft,DownLeft,UpRight,DownRight,DownRight", -- drop }, HoldNotes = { default = "", dance = "Right,Left,Down,Up", }, Mines = { default = "", }, Dark = { default = "", }, Hidden = { default = "", pump = "UpLeft,UpRight,DownLeft,DownRight,Center", -- vanish }, RandomVanish = { default = "", }, -- boost (accel), brake (decel), stealth (nonstep) --- next/prev modifiers NextTransform = { default = "", }, NextScrollSpeed = { default = "", dance = "Up,Left,Down,Left,Up", pump = "UpLeft,UpRight,UpLeft,UpRight,Center", }, PreviousScrollSpeed = { default = "", dance = "Down,Right,Up,Right,Down", pump = "UpRight,UpLeft,UpRight,UpLeft,Center", }, NextAccel = { default = "", dance = "Left,Right,Down,Up", }, NextEffect = { default = "", dance = "Left,Down,Right", }, NextAppearance = { default = "", dance = "Left,Up,Right", }, NextTurn = { default = "", }, -- cancel all in player options CancelAllPlayerOptions = { default = "", dance = "Left,Right,Left,Right,Left,Right", }, }; function GetCodeForGame(codeName) local gameName = string.lower(CurGameName()) local inputCode = CodeDetectorCodes[codeName] return inputCode[gameName] or inputCode["default"] end