diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Hold Body Active.png b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Body Active.png new file mode 100644 index 0000000000..ecc229e1e9 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Body Active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Hold BottomCap Active.png b/NoteSkins/dance/DivideByZero_semihalved/Down Hold BottomCap Active.png new file mode 100644 index 0000000000..297a348b36 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Hold BottomCap Active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Hold Explosion 2x1.png b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Explosion 2x1.png new file mode 100644 index 0000000000..4d0a1c8d6a Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Explosion 2x1.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Hold Head.lua b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Head.lua new file mode 100644 index 0000000000..b7e4cf276d --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/Down Hold Head.lua @@ -0,0 +1,13 @@ +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 \ No newline at end of file diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Receptor.lua b/NoteSkins/dance/DivideByZero_semihalved/Down Receptor.lua new file mode 100644 index 0000000000..35e7f0a085 --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/Down Receptor.lua @@ -0,0 +1,23 @@ +--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; diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body active.png b/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body active.png new file mode 100644 index 0000000000..5c539d4839 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body inactive.png new file mode 100644 index 0000000000..55c6dbdd47 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Roll Body inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap active.png b/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap active.png new file mode 100644 index 0000000000..297a348b36 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap inactive.png new file mode 100644 index 0000000000..d4cea18666 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Roll BottomCap inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Bright.png b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Bright.png new file mode 100644 index 0000000000..56ba30158c Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Bright.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Dim.png b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Dim.png new file mode 100644 index 0000000000..cf19507a54 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Explosion Dim.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Tap Mine.lua b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Mine.lua new file mode 100644 index 0000000000..78966d31fa --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Mine.lua @@ -0,0 +1,7 @@ +local t = Def.ActorFrame { + Def.Sprite { + Texture=NOTESKIN:GetPath( '_down', 'tap mine' ); + Frames = Sprite.LinearFrames( 8, 1 ); + }; +}; +return t; diff --git a/NoteSkins/dance/DivideByZero_semihalved/Down Tap Note.lua b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Note.lua new file mode 100644 index 0000000000..85cb652a64 --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/Down Tap Note.lua @@ -0,0 +1,6 @@ +local t = Def.Sprite { + Texture=NOTESKIN:GetPath('_down','tap note'); + Frame0000=0; + Delay0000=1; +}; +return t; diff --git a/NoteSkins/dance/DivideByZero_semihalved/Fallback Explosion.lua b/NoteSkins/dance/DivideByZero_semihalved/Fallback Explosion.lua new file mode 100644 index 0000000000..33151ef74a --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/Fallback Explosion.lua @@ -0,0 +1,62 @@ +--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; \ No newline at end of file diff --git a/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body active.png b/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body active.png new file mode 100644 index 0000000000..fc91cda1ba Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body inactive.png new file mode 100644 index 0000000000..193f4c0b90 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Left Roll Body inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap active.png b/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap active.png new file mode 100644 index 0000000000..0dab4bfb2f Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap inactive.png new file mode 100644 index 0000000000..03ab39ce6f Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Left Roll BottomCap inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/NoteSkin.lua b/NoteSkins/dance/DivideByZero_semihalved/NoteSkin.lua new file mode 100644 index 0000000000..384701da08 --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/NoteSkin.lua @@ -0,0 +1,128 @@ +--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; diff --git a/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body active.png b/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body active.png new file mode 100644 index 0000000000..36d5fcb353 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body inactive.png new file mode 100644 index 0000000000..81d04537a9 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Right Roll Body inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap active.png b/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap active.png new file mode 100644 index 0000000000..750da5e2d8 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap inactive.png new file mode 100644 index 0000000000..80af465633 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Right Roll BottomCap inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body active.png b/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body active.png new file mode 100644 index 0000000000..d760ee6b95 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body inactive.png new file mode 100644 index 0000000000..172e75aac9 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Up Roll Body inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap active.png b/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap active.png new file mode 100644 index 0000000000..b84805dcb3 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap active.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap inactive.png b/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap inactive.png new file mode 100644 index 0000000000..521036ac60 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/Up Roll BottomCap inactive.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/_Down Go Receptor Go 2x1.png b/NoteSkins/dance/DivideByZero_semihalved/_Down Go Receptor Go 2x1.png new file mode 100644 index 0000000000..f74883560f Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/_Down Go Receptor Go 2x1.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/_Down Hold Active 1x8.png b/NoteSkins/dance/DivideByZero_semihalved/_Down Hold Active 1x8.png new file mode 100644 index 0000000000..87dbf3d2fe Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/_Down Hold Active 1x8.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Mine 8x1.png b/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Mine 8x1.png new file mode 100644 index 0000000000..89994daae2 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Mine 8x1.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Note 1x8.png b/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Note 1x8.png new file mode 100644 index 0000000000..b568e00871 Binary files /dev/null and b/NoteSkins/dance/DivideByZero_semihalved/_Down Tap Note 1x8.png differ diff --git a/NoteSkins/dance/DivideByZero_semihalved/metrics.ini b/NoteSkins/dance/DivideByZero_semihalved/metrics.ini new file mode 100644 index 0000000000..e4338fd452 --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/metrics.ini @@ -0,0 +1,243 @@ +#USW Metric Version V3 +#Made for Version Stepmania 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 + +[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=1 +TapMineAnimationLength=4 +TapLiftAnimationLength=1 +TapFakeAnimationLength=1 +##Hold Parts +HoldHeadAnimationLength=1 +HoldTopCapAnimationLength=1 +HoldBottomCapAnimationLength=1 +HoldBodyAnimationLength=1 +HoldTailAnimationLength=1 +##Roll Parts +RollHeadAnimationLength=1 +RollTopCapAnimationLength=1 +RollBottomCapAnimationLength=1 +RollBodyAnimationLength=1 +RollTailAnimationLength=1 + + +#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 +TapNoteAdditionTextureCoordOffsetY=0 +TapNoteNoteColorTextureCoordSpacingX=0 +TapNoteNoteColorTextureCoordSpacingY=0.125 +TapMineAdditionTextureCoordOffsetX=0 +TapMineAdditionTextureCoordOffsetY=0 +TapMineNoteColorTextureCoordSpacingX=0 +TapMineNoteColorTextureCoordSpacingY=0 +TapLiftAdditionTextureCoordOffsetX=0 +TapLiftAdditionTextureCoordOffsetY=0 +TapLiftNoteColorTextureCoordSpacingX=0 +TapLiftNoteColorTextureCoordSpacingY=0 +TapFakeAdditionTextureCoordOffsetX=0 +TapFakeAdditionTextureCoordOffsetY=0 +TapFakeNoteColorTextureCoordSpacingX=0 +TapFakeNoteColorTextureCoordSpacingY=0.125 +##Hold Parts +HoldHeadAdditionTextureCoordOffsetX=0 +HoldHeadAdditionTextureCoordOffsetY=0 +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=-32 +HoldLetGoGrayPercent=0.25 +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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0 +AvoidMineCommand= +MissCommand= +#Boo explosion +W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Good explosion +W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Great explosion +W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Perfect explosion +W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0 +#Marvelous explosion +W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;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 diff --git a/NoteSkins/dance/DivideByZero_semihalved/readme.txt b/NoteSkins/dance/DivideByZero_semihalved/readme.txt new file mode 100644 index 0000000000..32d0b620c8 --- /dev/null +++ b/NoteSkins/dance/DivideByZero_semihalved/readme.txt @@ -0,0 +1 @@ +special credit to jousway for consolidating/cleaning this edition of DBZ \ No newline at end of file