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add p3prods orbular variant
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MinaciousGrace committed Dec 31, 2016
1 parent c7e09f1 commit 44a37a7
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13 changes: 13 additions & 0 deletions NoteSkins/dance/DivideByOrbular/Down Hold Head.lua
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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
23 changes: 23 additions & 0 deletions NoteSkins/dance/DivideByOrbular/Down Receptor.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");

local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'Go Receptor' );
Frame0000=0;
Delay0000=0.2;
Frame0001=0;
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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7 changes: 7 additions & 0 deletions NoteSkins/dance/DivideByOrbular/Down Tap Mine.lua
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local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frames = Sprite.LinearFrames( 8, 1 );
};
};
return t;
6 changes: 6 additions & 0 deletions NoteSkins/dance/DivideByOrbular/Down Tap Note.lua
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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 NoteSkins/dance/DivideByOrbular/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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128 changes: 128 additions & 0 deletions NoteSkins/dance/DivideByOrbular/NoteSkin.lua
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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 = {};

--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,
};


--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",
};

-- 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,
};

-- 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,
};

-- <
--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";

local Button = USWN.ButtonRedir[sButton] or sButton;

--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

--Setting global element
local Element = USWN.ElementRedir[sElement] or sElement;

if string.find(sElement, "Head") then
Element = "Hold Head";
end

--Returning first part of the code, The redirects, Second part is for commands
local t = LoadActor(NOTESKIN:GetPath(Button,Element));

--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

if USWN.PartsToRotate[sElement] then
t.BaseRotationZ = USWN.Rotate[sButton] or nil;
end

--Explosion should not be rotated, It calls other actors
if sElement == "Explosion" then
t.BaseRotationZ = nil;
end

return t;
end
-- >

-- dont forget to return cuz else it wont work ;>
return USWN;
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