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if string.find(Var "Element", "Active") then | ||
return Def.Sprite { | ||
Texture=NOTESKIN:GetPath( '_Down', 'Hold Active' ); | ||
Frame0000=0; | ||
Delay0000=1; | ||
}; | ||
else | ||
return Def.Sprite { | ||
Texture=NOTESKIN:GetPath( '_Down', 'Tap Note' ); | ||
Frame0000=0; | ||
Delay0000=1; | ||
}; | ||
end |
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. | ||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. | ||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); | ||
|
||
local t = Def.ActorFrame { | ||
Def.Sprite { | ||
Texture=NOTESKIN:GetPath( '_down', 'Go Receptor' ); | ||
Frame0000=0; | ||
Delay0000=0.2; | ||
Frame0001=1; | ||
Delay0001=0.8; | ||
InitCommand=cmd(effectclock,"beat"); | ||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand"); | ||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand"); | ||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand"); | ||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command"); | ||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command"); | ||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command"); | ||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command"); | ||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command"); | ||
}; | ||
}; | ||
return t; |
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Original file line number | Diff line number | Diff line change |
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local t = Def.ActorFrame { | ||
Def.Sprite { | ||
Texture=NOTESKIN:GetPath( '_down', 'tap mine' ); | ||
Frames = Sprite.LinearFrames( 8, 1 ); | ||
}; | ||
}; | ||
return t; |
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local t = Def.Sprite { | ||
Texture=NOTESKIN:GetPath('_down','tap note'); | ||
Frame0000=0; | ||
Delay0000=1; | ||
}; | ||
return t; |
62 changes: 62 additions & 0 deletions
62
NoteSkins/dance/DivideByZero_halved/Fallback Explosion.lua
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command. | ||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation. | ||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini"); | ||
|
||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on. | ||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction. | ||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;) | ||
local t = Def.ActorFrame { | ||
--Hold Explosion Commands | ||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. { | ||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand"); | ||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand"); | ||
InitCommand=cmd(playcommand,"HoldingOff";finishtweening); | ||
}; | ||
--Roll Explosion Commands | ||
NOTESKIN:LoadActor( Var "Button", "Roll Explosion" ) .. { | ||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand"); | ||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand"); | ||
InitCommand=cmd(playcommand,"RollOff";finishtweening); | ||
}; | ||
--Dim Explosion Commands | ||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim" ) .. { | ||
InitCommand=cmd(diffusealpha,0); | ||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W5Command"); | ||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W4Command"); | ||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W3Command"); | ||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W2Command"); | ||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command"); | ||
JudgmentCommand=cmd(finishtweening); | ||
BrightCommand=cmd(visible,false); | ||
DimCommand=cmd(visible,true); | ||
}; | ||
--yes yes I know I could do it in another way but I'm lazy and it works doesnt it ;> | ||
--This code give the Hold OK explosion Dim the same images as Bright | ||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. { | ||
InitCommand=cmd(diffusealpha,0); | ||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand"); | ||
JudgmentCommand=cmd(finishtweening); | ||
BrightCommand=cmd(visible,false); | ||
DimCommand=cmd(visible,true); | ||
}; | ||
--Bright Explosion Commands | ||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Bright" ) .. { | ||
InitCommand=cmd(diffusealpha,0); | ||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W5Command"); | ||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W4Command"); | ||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W3Command"); | ||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W2Command"); | ||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command"); | ||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand"); | ||
JudgmentCommand=cmd(finishtweening); | ||
BrightCommand=cmd(visible,true); | ||
DimCommand=cmd(visible,false); | ||
|
||
}; | ||
--Mine Explosion Commands | ||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. { | ||
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0); | ||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand"); | ||
}; | ||
} | ||
return t; |
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--Unlimited Stepman Works Noteskin.lua for SM 5.0.12 | ||
|
||
--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 | ||
|
||
local USWN = {}; | ||
|
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--Defining on which direction the other directions should be bassed on | ||
--This will let us use less files which is quite handy to keep the noteskin directory nice | ||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to | ||
--If you only want some files to be redirected take a look at the "custom hold/roll per direction" | ||
USWN.ButtonRedir = | ||
{ | ||
Up = "Down", | ||
Down = "Down", | ||
Left = "Down", | ||
Right = "Down", | ||
}; | ||
|
||
-- Defined the parts to be rotated at which degree | ||
USWN.Rotate = | ||
{ | ||
Up = 180, | ||
Down = 0, | ||
Left = 90, | ||
Right = -90, | ||
}; | ||
|
||
|
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--Define elements that need to be redirected | ||
USWN.ElementRedir = | ||
{ | ||
["Tap Fake"] = "Tap Note", | ||
["Roll Explosion"] = "Hold Explosion", | ||
["Hold Body Inactive"] = "Hold Body Active", | ||
["Hold Bottomcap Inactive"] = "Hold Bottomcap Active", | ||
}; | ||
|
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-- Parts of noteskins which we want to rotate | ||
USWN.PartsToRotate = | ||
{ | ||
["Receptor"] = true, | ||
["Tap Explosion Bright"] = true, | ||
["Tap Explosion Dim"] = true, | ||
["Tap Note"] = true, | ||
["Tap Fake"] = true, | ||
["Tap Addition"] = true, | ||
["Hold Explosion"] = true, | ||
["Hold Head Active"] = true, | ||
["Hold Head Inactive"] = true, | ||
["Roll Explosion"] = true, | ||
["Roll Head Active"] = true, | ||
["Roll Head Inactive"] = true, | ||
}; | ||
|
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-- Parts that should be Redirected to _Blank.png | ||
-- you can add/remove stuff if you want | ||
USWN.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, | ||
}; | ||
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-- < | ||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files | ||
--If you need help with lua go to http://dguzek.github.io/Lua-For-SM5/API/Lua.xml there are a bunch of codes there | ||
--Also check out common it has a load of lua codes in files there | ||
--Just play a bit with lua its not that hard if you understand coding | ||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini | ||
function USWN.Load() | ||
local sButton = Var "Button"; | ||
local sElement = Var "Element"; | ||
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local Button = USWN.ButtonRedir[sButton] or sButton; | ||
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--Use diffrent Holds/Rolls for every direction | ||
if ( not string.find(sElement, "Head") and | ||
not string.find(sElement, "Explosion") ) and | ||
string.find(sElement, "Roll") then | ||
Button = sButton; | ||
end | ||
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--Setting global element | ||
local Element = USWN.ElementRedir[sElement] or sElement; | ||
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if string.find(sElement, "Head") then | ||
Element = "Hold Head"; | ||
end | ||
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--Returning first part of the code, The redirects, Second part is for commands | ||
local t = LoadActor(NOTESKIN:GetPath(Button,Element)); | ||
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--Set blank redirects | ||
if USWN.Blank[sElement] then | ||
t = Def.Actor {}; | ||
--Check if element is sprite only | ||
if Var "SpriteOnly" then | ||
t = LoadActor(NOTESKIN:GetPath("","_blank")); | ||
end | ||
end | ||
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if USWN.PartsToRotate[sElement] then | ||
t.BaseRotationZ = USWN.Rotate[sButton] or nil; | ||
end | ||
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--Explosion should not be rotated, It calls other actors | ||
if sElement == "Explosion" then | ||
t.BaseRotationZ = nil; | ||
end | ||
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return t; | ||
end | ||
-- > | ||
|
||
-- dont forget to return cuz else it wont work ;> | ||
return USWN; |
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NoteSkins/dance/DivideByZero_halved/Right Roll BottomCap inactive.png
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