5378b837ed
Play around with them and ajust anything you want There are made to test and increase the easy ness of reading simfiles with certain notesins, In this case one for accuracy which is "exact" and one for cluster simfiles which is "easy" Easy is made to be easy to see with simfiles that are clustered for example an simfile with an high bpm and a load of notes coming at the same time, with an load of noteskins which have nice effects and its hard to read these paterns. so basicly you can read the file with clustered patterns which some people including me have trouble with. Exact is to test the accuracy, increasing your scores with Flawless, so people get higher scores on easier files.
243 lines
8.3 KiB
INI
243 lines
8.3 KiB
INI
#USW Metric Version V2
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#Made for Version Stepmania 5 Preview 2
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#I am the bone of my noteskin
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#Arrows are my body, and explosions are my blood
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#I have created over a thousand noteskins
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#Unknown to death
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#Nor known to life
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#Have withstood pain to create many noteskins
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#Yet these hands will never hold anything
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#So as I pray, Unlimited Stepman Works
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[Global]
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#Noteskin this noteskin falls back on
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#We normaly make this fallback on common
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#Because its the global noteskin every default fallsback on to
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FallbackNoteSkin=common
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[NoteDisplay]
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#Noteskin Animation Lengths
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AnimationIsBeatBased=1
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##Tap Parts
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TapNoteAnimationLength=4
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TapMineAnimationLength=4
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TapLiftAnimationLength=4
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TapFakeAnimationLength=4
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##Hold Parts
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HoldHeadAnimationLength=4
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HoldTopCapAnimationLength=4
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HoldBottomCapAnimationLength=4
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HoldBodyAnimationLength=4
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HoldTailAnimationLength=4
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##Roll Parts
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RollHeadAnimationLength=4
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RollTopCapAnimationLength=4
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RollBottomCapAnimationLength=4
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RollBodyAnimationLength=4
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RollTailAnimationLength=4
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#Define if noteskin is Vivid or not
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#Value 1 = true, Value 0 = false
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##Tap Parts
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TapNoteAnimationIsVivid=0
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TapMineAnimationIsVivid=0
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TapFakeAnimationIsVivid=0
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TapLiftAnimationIsVivid=0
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##Hold Parts
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HoldHeadAnimationIsVivid=0
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HoldTopCapAnimationIsVivid=0
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HoldBodyAnimationIsVivid=0
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HoldBottomCapAnimationIsVivid=0
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HoldTailAnimationIsVivid=0
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##Roll Parts
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RollHeadAnimationIsVivid=0
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RollTopCapAnimationIsVivid=0
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RollBodyAnimationIsVivid=0
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RollBottomCapAnimationIsVivid=0
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RollTailAnimationIsVivid=0
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#Texture Coord Offest Info
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#This is the TextureCoordOffset which we use for Rhythm colored noteskins
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#If you dont want to use it, just keep the value 0
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#Rhythm colored noteskins are noteskins that have different colors for every
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#4th, 8th, 12th, 16th and so on
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#To use this you need to use simple math because it isnt based on the size of
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#the image but its based on the total value of the size which is 1
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#So if you got 9 frames (including 192nd)
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#You need to run this simple math
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# 1 / 9 = 0.11111111111111111111111111 (and so on)
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#Because using the entire value is to long, lets make it smaler to 6 digits
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#You can make it longer if you want but lets keep it nice to 6 digits
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##Tap Parts
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TapNoteAdditionTextureCoordOffsetX=0.5
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TapNoteAdditionTextureCoordOffsetY=0.125
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TapNoteNoteColorTextureCoordSpacingX=0
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TapNoteNoteColorTextureCoordSpacingY=0.125
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TapMineAdditionTextureCoordOffsetX=0
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TapMineAdditionTextureCoordOffsetY=0
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TapMineNoteColorTextureCoordSpacingX=0
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TapMineNoteColorTextureCoordSpacingY=0
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TapLiftAdditionTextureCoordOffsetX=0
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TapLiftAdditionTextureCoordOffsetY=0
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TapLiftNoteColorTextureCoordSpacingX=0
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TapLiftNoteColorTextureCoordSpacingY=0
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TapFakeAdditionTextureCoordOffsetX=0.5
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TapFakeAdditionTextureCoordOffsetY=0.1
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TapFakeNoteColorTextureCoordSpacingX=0
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TapFakeNoteColorTextureCoordSpacingY=0.125
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##Hold Parts
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HoldHeadAdditionTextureCoordOffsetX=0.5
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HoldHeadAdditionTextureCoordOffsetY=0.125
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0.125
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HoldTopCapAdditionTextureCoordOffsetX=0
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HoldTopCapAdditionTextureCoordOffsetY=0
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HoldTopCapNoteColorTextureCoordSpacingX=0
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HoldTopCapNoteColorTextureCoordSpacingY=0
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HoldBodyAdditionTextureCoordOffsetX=0
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HoldBodyAdditionTextureCoordOffsetY=0
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HoldBodyNoteColorTextureCoordSpacingX=0
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HoldBodyNoteColorTextureCoordSpacingY=0
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HoldBottomCapAdditionTextureCoordOffsetX=0
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HoldBottomCapAdditionTextureCoordOffsetY=0
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HoldBottomCapNoteColorTextureCoordSpacingX=0
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HoldBottomCapNoteColorTextureCoordSpacingY=0
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HoldTailAdditionTextureCoordOffsetX=0
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HoldTailAdditionTextureCoordOffsetY=0
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HoldTailNoteColorTextureCoordSpacingX=0
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HoldTailNoteColorTextureCoordSpacingY=0
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##Roll Parts
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RollHeadAdditionTextureCoordOffsetX=0
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RollHeadAdditionTextureCoordOffsetY=0
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RollHeadNoteColorTextureCoordSpacingX=0
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RollHeadNoteColorTextureCoordSpacingY=0
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RollTopCapAdditionTextureCoordOffsetX=0
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RollTopCapAdditionTextureCoordOffsetY=0
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RollTopCapNoteColorTextureCoordSpacingX=0
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RollTopCapNoteColorTextureCoordSpacingY=0
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RollBodyAdditionTextureCoordOffsetX=0
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RollBodyAdditionTextureCoordOffsetY=0
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RollBodyNoteColorTextureCoordSpacingX=0
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RollBodyNoteColorTextureCoordSpacingY=0
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RollBottomCapAdditionTextureCoordOffsetX=0
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RollBottomCapAdditionTextureCoordOffsetY=0
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RollBottomCapNoteColorTextureCoordSpacingX=0
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RollBottomCapNoteColorTextureCoordSpacingY=0
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RollTailAdditionTextureCoordOffsetX=0
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RollTailAdditionTextureCoordOffsetY=0
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RollTailNoteColorTextureCoordSpacingX=0
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RollTailNoteColorTextureCoordSpacingY=0
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#Other Stuff
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DrawHoldHeadForTapsOnSameRow=1
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DrawRollHeadForTapsOnSameRow=1
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TapHoldRollOnRowMeansHold=1
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=0
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HoldLetGoGrayPercent=1
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UseLighting=0
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ReverseDrawOrder=1101
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HoldHeadIsAboveWavyParts=1
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HoldTailIsAboveWavyParts=1
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HoldActiveIsAddLayer=0
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#Edit this incase you want to make noteskin for reverse or both
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FlipHoldBodyWhenReverse=1
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FlipHeadAndTailWhenReverse=1
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TopHoldAnchorWhenReverse=1
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#Diffuse Info v2
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#Diffuse uses a color code to define the diffuse
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#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
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#The way it works is pretty easy
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#It is based on the Red,Blue,Green,Alpha value that you get with color
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#But instead of 255,255,255,255 it uses 1,1,1,1
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#So if you want to use a RBG value from an image like for example Taupe
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#Which has a value of 72,60,50 , What we just do is / 254 on every value
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#And we also add a Alpha (for transparent) value between 0.1 and 1
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#So We get 0.283464,0.236220,0.196850,0.6
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#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)
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#diffuse,1,1,1,1 is the basic code
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#Change them to which value you want
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#add ; at the end of your command incase you add more commands
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[GhostArrowDim]
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NoneCommand=
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HitMineCommand=visible,false
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AvoidMineCommand=
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MissCommand=
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#Boo explosion
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Good explosion
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Great explosion
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Perfect explosion
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Marvelous explosion
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Hold end commands
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[GhostArrowBright]
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NoneCommand=
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HitMineCommand=visible,false
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AvoidMineCommand=
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MissCommand=
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#Boo explosion
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Good explosion
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Great explosion
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Perfect explosion
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Marvelous explosion
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
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#Hold end commands
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[ReceptorArrow]
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#For InitCommand take a look at "Down Receptor.lua"
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#InitCommand=
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NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
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PressCommand=
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LiftCommand=
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AvoidMineCommand=
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#The way the receptor responds when you hit an arrow on specified judgment
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#Boo command
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W5Command=stoptweening
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#Good command
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W4Command=stoptweening
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#Great command
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W3Command=stoptweening
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#Perfect command
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W2Command=stoptweening
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#Marvelous command
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W1Command=stoptweening
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[HoldGhostArrow]
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#The way the hold arrow reacts
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HoldingOnCommand=visible,true
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HoldingOffCommand=visible,false
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RollOnCommand=visible,true
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RollOffCommand=visible,false
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[Press]
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ReverseOnCommand=vertalign,bottom
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ReverseOffCommand=vertalign,top
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PressCommand=visible,true
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LiftCommand=visible,false |