177 lines
4.1 KiB
Lua
177 lines
4.1 KiB
Lua
-- sm-ssc fallback theme | script ring 03 | Gameplay.lua
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-- [en] This file is used to store settings that should be different in each
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-- game mode.
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-- GameCompatibleModes:
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-- [en] returns possible modes for ScreenSelectPlayMode
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function GameCompatibleModes()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Modes = {
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dance = "Single,Double,Solo,Versus,Couple",
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pump = "Single,Double,HalfDouble,Versus,Couple",
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beat = "5Keys,7Keys,10Keys,14Keys",
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kb7 = "KB7",
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para = "Single",
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lights = "Single", -- lights shouldn't be playable
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};
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return Modes[sGame];
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end
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function SelectProfileKeys()
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local game = GAMESTATE:GetCurrentGame():GetName();
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return game == "dance" and "Up,Down,Start,Back,Up2,Down2" or "Up,Down,Start,Back";
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end;
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-- ScoreKeeperClass:
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-- [en] Determines the correct ScoreKeeper class to use.
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function ScoreKeeperClass()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local ScoreKeepers = {
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-- xxx: allow for ScoreKeeperRave and ScoreKeeperShared when needed
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dance = "ScoreKeeperNormal",
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pump = "ScoreKeeperNormal",
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beat = "ScoreKeeperNormal",
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kb7 = "ScoreKeeperNormal",
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para = "ScoreKeeperNormal",
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guitar = "ScoreKeeperGuitar",
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};
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return ScoreKeepers[sGame]
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end;
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-- ComboContinue:
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-- [en]
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function ComboContinue()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Continue = {
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dance = GAMESTATE:GetPlayMode() == "PlayMode_Oni" and "TapNoteScore_W2" or "TapNoteScore_W3",
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pump = "TapNoteScore_W4",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4",
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};
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return Continue[sGame]
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end;
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function ComboMaintain()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Maintain = {
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dance = "TapNoteScore_W3",
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pump = "TapNoteScore_W4",
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beat = "TapNoteScore_W3",
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kb7 = "TapNoteScore_W3",
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para = "TapNoteScore_W4",
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};
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return Maintain[sGame]
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end;
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function ComboPerRow()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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if sGame == "pump" then
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return true;
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elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
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return true;
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else return false;
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end;
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end;
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function HitCombo()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = 2,
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pump = 4,
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beat = 2,
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kb7 = 2,
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para = 2,
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guitar = 2,
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};
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return Combo[sGame]
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end;
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function MissCombo()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = 2,
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pump = 4,
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beat = 0,
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kb7 = 0,
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para = 0,
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guitar = 0,
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};
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return Combo[sGame]
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end;
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-- FailCombo:
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-- [en] The combo that causes game failure.
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function FailCombo()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = -1, -- ITG uses 30
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pump = 51, -- Pump Pro uses 30, real Pump uses 51
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beat = -1,
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kb7 = -1,
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para = -1,
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guitar = -1,
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};
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return Combo[sGame]
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end;
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-- todo: use tables for some of these -aj
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function HoldTiming()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0;
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else return PREFSMAN:GetPreference("TimingWindowSecondsHold");
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end;
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end;
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function ShowHoldJudgments()
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return not GAMESTATE:GetCurrentGame():GetName() == "pump";
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end;
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function HoldHeadStep()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function InitialHoldLife()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0.05;
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else return 1;
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end;
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end;
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function MaxHoldLife()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0.05;
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else return 1;
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end;
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end;
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function ImmediateHoldLetGo()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function RollBodyIncrementsCombo()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function CheckpointsTapsSeparateJudgment()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function ScoreMissedHoldsAndRolls()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end; |