Files
itgmania212121/NoteSkins/dance/easyV2/metrics.ini
T
Jousway 5378b837ed Two easy to read complete opensource Noteskins called exact and easy.
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.
2012-04-12 20:19:44 +02:00

243 lines
8.3 KiB
INI

#USW Metric Version V2
#Made for Version Stepmania 5 Preview 2
#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
[Global]
#Noteskin this noteskin falls back on
#We normaly make this fallback on common
#Because its the global noteskin every default fallsback on to
FallbackNoteSkin=common
[NoteDisplay]
#Noteskin Animation Lengths
AnimationIsBeatBased=1
##Tap Parts
TapNoteAnimationLength=4
TapMineAnimationLength=4
TapLiftAnimationLength=4
TapFakeAnimationLength=4
##Hold Parts
HoldHeadAnimationLength=4
HoldTopCapAnimationLength=4
HoldBottomCapAnimationLength=4
HoldBodyAnimationLength=4
HoldTailAnimationLength=4
##Roll Parts
RollHeadAnimationLength=4
RollTopCapAnimationLength=4
RollBottomCapAnimationLength=4
RollBodyAnimationLength=4
RollTailAnimationLength=4
#Define if noteskin is Vivid or not
#Value 1 = true, Value 0 = false
##Tap Parts
TapNoteAnimationIsVivid=0
TapMineAnimationIsVivid=0
TapFakeAnimationIsVivid=0
TapLiftAnimationIsVivid=0
##Hold Parts
HoldHeadAnimationIsVivid=0
HoldTopCapAnimationIsVivid=0
HoldBodyAnimationIsVivid=0
HoldBottomCapAnimationIsVivid=0
HoldTailAnimationIsVivid=0
##Roll Parts
RollHeadAnimationIsVivid=0
RollTopCapAnimationIsVivid=0
RollBodyAnimationIsVivid=0
RollBottomCapAnimationIsVivid=0
RollTailAnimationIsVivid=0
#Texture Coord Offest Info
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
#If you dont want to use it, just keep the value 0
#Rhythm colored noteskins are noteskins that have different colors for every
#4th, 8th, 12th, 16th and so on
#To use this you need to use simple math because it isnt based on the size of
#the image but its based on the total value of the size which is 1
#So if you got 9 frames (including 192nd)
#You need to run this simple math
# 1 / 9 = 0.11111111111111111111111111 (and so on)
#Because using the entire value is to long, lets make it smaler to 6 digits
#You can make it longer if you want but lets keep it nice to 6 digits
##Tap Parts
TapNoteAdditionTextureCoordOffsetX=0.5
TapNoteAdditionTextureCoordOffsetY=0.125
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0.125
TapMineAdditionTextureCoordOffsetX=0
TapMineAdditionTextureCoordOffsetY=0
TapMineNoteColorTextureCoordSpacingX=0
TapMineNoteColorTextureCoordSpacingY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
TapLiftNoteColorTextureCoordSpacingX=0
TapLiftNoteColorTextureCoordSpacingY=0
TapFakeAdditionTextureCoordOffsetX=0.5
TapFakeAdditionTextureCoordOffsetY=0.1
TapFakeNoteColorTextureCoordSpacingX=0
TapFakeNoteColorTextureCoordSpacingY=0.125
##Hold Parts
HoldHeadAdditionTextureCoordOffsetX=0.5
HoldHeadAdditionTextureCoordOffsetY=0.125
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0.125
HoldTopCapAdditionTextureCoordOffsetX=0
HoldTopCapAdditionTextureCoordOffsetY=0
HoldTopCapNoteColorTextureCoordSpacingX=0
HoldTopCapNoteColorTextureCoordSpacingY=0
HoldBodyAdditionTextureCoordOffsetX=0
HoldBodyAdditionTextureCoordOffsetY=0
HoldBodyNoteColorTextureCoordSpacingX=0
HoldBodyNoteColorTextureCoordSpacingY=0
HoldBottomCapAdditionTextureCoordOffsetX=0
HoldBottomCapAdditionTextureCoordOffsetY=0
HoldBottomCapNoteColorTextureCoordSpacingX=0
HoldBottomCapNoteColorTextureCoordSpacingY=0
HoldTailAdditionTextureCoordOffsetX=0
HoldTailAdditionTextureCoordOffsetY=0
HoldTailNoteColorTextureCoordSpacingX=0
HoldTailNoteColorTextureCoordSpacingY=0
##Roll Parts
RollHeadAdditionTextureCoordOffsetX=0
RollHeadAdditionTextureCoordOffsetY=0
RollHeadNoteColorTextureCoordSpacingX=0
RollHeadNoteColorTextureCoordSpacingY=0
RollTopCapAdditionTextureCoordOffsetX=0
RollTopCapAdditionTextureCoordOffsetY=0
RollTopCapNoteColorTextureCoordSpacingX=0
RollTopCapNoteColorTextureCoordSpacingY=0
RollBodyAdditionTextureCoordOffsetX=0
RollBodyAdditionTextureCoordOffsetY=0
RollBodyNoteColorTextureCoordSpacingX=0
RollBodyNoteColorTextureCoordSpacingY=0
RollBottomCapAdditionTextureCoordOffsetX=0
RollBottomCapAdditionTextureCoordOffsetY=0
RollBottomCapNoteColorTextureCoordSpacingX=0
RollBottomCapNoteColorTextureCoordSpacingY=0
RollTailAdditionTextureCoordOffsetX=0
RollTailAdditionTextureCoordOffsetY=0
RollTailNoteColorTextureCoordSpacingX=0
RollTailNoteColorTextureCoordSpacingY=0
#Other Stuff
DrawHoldHeadForTapsOnSameRow=1
DrawRollHeadForTapsOnSameRow=1
TapHoldRollOnRowMeansHold=1
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=0
HoldLetGoGrayPercent=1
UseLighting=0
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
HoldActiveIsAddLayer=0
#Edit this incase you want to make noteskin for reverse or both
FlipHoldBodyWhenReverse=1
FlipHeadAndTailWhenReverse=1
TopHoldAnchorWhenReverse=1
#Diffuse Info v2
#Diffuse uses a color code to define the diffuse
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
#The way it works is pretty easy
#It is based on the Red,Blue,Green,Alpha value that you get with color
#But instead of 255,255,255,255 it uses 1,1,1,1
#So if you want to use a RBG value from an image like for example Taupe
#Which has a value of 72,60,50 , What we just do is / 254 on every value
#And we also add a Alpha (for transparent) value between 0.1 and 1
#So We get 0.283464,0.236220,0.196850,0.6
#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)
#diffuse,1,1,1,1 is the basic code
#Change them to which value you want
#add ; at the end of your command incase you add more commands
[GhostArrowDim]
NoneCommand=
HitMineCommand=visible,false
AvoidMineCommand=
MissCommand=
#Boo explosion
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
#Good explosion
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
#Great explosion
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
#Perfect explosion
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
#Marvelous explosion
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
#Hold end commands
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[GhostArrowBright]
NoneCommand=
HitMineCommand=visible,false
AvoidMineCommand=
MissCommand=
#Boo explosion
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
#Good explosion
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
#Great explosion
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
#Perfect explosion
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
#Marvelous explosion
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
#Hold end commands
LetGoCommand=
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[ReceptorArrow]
#For InitCommand take a look at "Down Receptor.lua"
#InitCommand=
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
PressCommand=
LiftCommand=
AvoidMineCommand=
#The way the receptor responds when you hit an arrow on specified judgment
#Boo command
W5Command=stoptweening
#Good command
W4Command=stoptweening
#Great command
W3Command=stoptweening
#Perfect command
W2Command=stoptweening
#Marvelous command
W1Command=stoptweening
[HoldGhostArrow]
#The way the hold arrow reacts
HoldingOnCommand=visible,true
HoldingOffCommand=visible,false
RollOnCommand=visible,true
RollOffCommand=visible,false
[Press]
ReverseOnCommand=vertalign,bottom
ReverseOffCommand=vertalign,top
PressCommand=visible,true
LiftCommand=visible,false