--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 local ret = ... or {}; --Defining on which direction the other directions should be bassed on --This will let us use less files which is quite handy to keep the noteskin directory nice --Do remember this will Redirect all the files of that Direction to the Direction its pointed to ret.RedirTable = { Up = "Down", Down = "Down", Left = "Down", Right = "Down", UpLeft = "Down", UpRight = "Down", }; -- < --Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files --If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there --Also check out commen it has a load of lua codes in files there --Just play a bit with lua its not that hard if you understand coding --But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini local OldRedir = ret.Redir; ret.Redir = function(sButton, sElement) sButton, sElement = OldRedir(sButton, sElement); -- Instead of separate hold heads, use the tap note graphics. if sElement == "Hold Head Inactive" or sElement == "Hold Head Active" or sElement == "Roll Head Inactive" or sElement == "Roll Head Active" or sElement == "Tap Fake" then sElement = "Tap Note"; end sButton = ret.RedirTable[sButton]; return sButton, sElement; end local OldFunc = ret.Load; function ret.Load() local t = OldFunc(); --Explosion should not be rotated; it calls other actors. if Var "Element" == "Explosion" then t.BaseRotationZ = nil; end return t; end -- > -- Parts of noteskins which we want to rotate ret.PartsToRotate = { ["Receptor"] = true, ["Tap Explosion Bright W1"] = true, ["Tap Explosion Dim W1"] = true, ["Tap Explosion Bright W2"] = true, ["Tap Explosion Dim W2"] = true, ["Tap Explosion Bright W3"] = true, ["Tap Explosion Dim W3"] = true, ["Tap Explosion Bright W4"] = true, ["Tap Explosion Dim W4"] = true, ["Tap Explosion Bright W5"] = true, ["Tap Explosion Dim W5"] = true, ["Tap Note"] = true, ["Tap Fake"] = true, ["Tap Lift"] = true, ["Tap Addition"] = true, ["Hold Explosion"] = true, ["Hold Head Active"] = true, ["Hold Head Inactive"] = true, ["Roll Explosion"] = true, ["Roll Head Active"] = true, ["Roll Head Inactive"] = true, }; -- Defined the parts to be rotated at which degree ret.Rotate = { Up = 180, Down = 0, Left = 90, Right = -90, UpLeft = 135, UpRight = 225, }; -- Parts that should be Redirected to _Blank.png -- you can add/remove stuff if you want ret.Blank = { ["Hold Topcap Active"] = true, ["Hold Topcap Inactive"] = true, ["Roll Topcap Active"] = true, ["Roll Topcap Inactive"] = true, ["Hold Tail Active"] = true, ["Hold Tail Inactive"] = true, ["Roll Tail Active"] = true, ["Roll Tail Inactive"] = true, ["Tap Explosion Bright"] = true, ["Tap Explosion Dim"] = true, }; -- dont forget to close the ret cuz else it wont work ;> return ret;