81b4011423
* Added new metric to cap the max life of a hold. No sanity checking yet: need a way to keep <= 1. * Added more Pump specific behavior to lua. * Fixed combo and hold judgment graphics due to it being defined twice. Minor cleanup of the ProductivityHelpers is going to have to happen later on.
49 lines
1.1 KiB
Lua
49 lines
1.1 KiB
Lua
function HitCombo()
|
|
sGame = GAMESTATE:GetCurrentGame():GetName();
|
|
local Combo = {
|
|
dance = 2,
|
|
pump = 4,
|
|
beat = 2,
|
|
kb7 = 2,
|
|
para = 2,
|
|
};
|
|
return Combo[sGame]
|
|
end;
|
|
|
|
function MissCombo()
|
|
sGame = GAMESTATE:GetCurrentGame():GetName();
|
|
local Combo = {
|
|
dance = 2,
|
|
pump = 4,
|
|
beat = cmd(),
|
|
kb7 = cmd(),
|
|
para = cmd(),
|
|
};
|
|
return Combo[sGame]
|
|
end;
|
|
|
|
function FailCombo() -- The combo that causes game failure.
|
|
sGame = GAMESTATE:GetCurrentGame():GetName();
|
|
local Combo = {
|
|
dance = "30", -- ITG/Pump Pro does it this way.
|
|
pump = "51",
|
|
beat = "-1",
|
|
kb7 = "-1",
|
|
para = "-1",
|
|
};
|
|
return Combo[sGame]
|
|
end;
|
|
|
|
function HoldJudgmentFail()
|
|
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
|
return cmd();
|
|
else return cmd(finishtweening;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);
|
|
end;
|
|
end;
|
|
|
|
function HoldJudgmentPass()
|
|
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
|
|
return cmd();
|
|
else return cmd(finishtweening;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);
|
|
end;
|
|
end; |