-- HELP HOW DO I USE NOTESKINS local ret = ... or {}; ret.RedirTable = { Up = "Down", Down = "Down", Left = "Down", Right = "Down", UpLeft = "Down", UpRight = "Down", }; local OldRedir = ret.Redir; ret.Redir = function(sButton, sElement) sButton, sElement = OldRedir(sButton, sElement); -- Instead of separate roll heads (for now), use the tap note graphics. if sElement == "Roll Head Inactive" or sElement == "Roll Head Active" then sElement = "Tap Note"; end sButton = ret.RedirTable[sButton]; return sButton, sElement; end -- To have separate graphics for each hold part: local OldRedir = ret.Redir; ret.Redir = function(sButton, sElement) -- Redirect non-hold, non-roll parts. if string.find(sElement, "hold") then return sButton, sElement; end return OldRedir(sButton, sElement); end local OldFunc = ret.Load; function ret.Load() local t = OldFunc(); -- The main "Explosion" part just loads other actors;it. if Var "Element" == "Explosion" then t.BaseRotationZ = nil; end return t; end ret.PartsToRotate = { ["Receptor"] = true, ["Go Receptor"] = true, ["Ready Receptor"] = true, ["Tap Explosion Bright"] = true, ["Tap Explosion Dim"] = true, ["Tap Note"] = true, ["Hold Head Active"] = true, ["Hold Head Inactive"] = true, ["Roll Head Active"] = true, ["Roll Head Inactive"] = true, ["Hold Explosion"] = true, ["Roll Explosion"] = true, }; ret.Rotate = { Up = 180, Down = 0, Left = 90, Right = -90, UpLeft = 135, UpRight = 225, }; -- If a derived skin wants to have separate UpLeft graphics, -- use this: ret.RedirTable.UpLeft = "UpLeft"; ret.RedirTable.UpRight = "UpLeft"; ret.Rotate.UpLeft = 0; ret.Rotate.UpRight = 90; 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, }; return ret;