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Imagine if there was a pop'n default skin.
hello, uh, this is my favorite style. i'm not sure if i like this. WE'RE LOOKING FOR LOVE, TO BRING US TOGETHER.
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-- the funniest move around. | ||
local button = Var "Button" | ||
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-- making sure the player isn't on downscroll | ||
-- then doing a flip. | ||
local flip = GAMESTATE:GetPlayerState(PLAYER_1):GetCurrentPlayerOptions():Reverse() == 1 | ||
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local t = Def.ActorFrame { | ||
Def.Sprite { | ||
Texture = "_receptor", | ||
Frame0000 = 0, | ||
Delay0000 = 1, | ||
InitCommand = function(self) | ||
-- i love scaling textures | ||
self:diffuse(color(colors[button])):zoomx(0.5) | ||
if not flip then | ||
self:rotationx(180) | ||
end | ||
end | ||
}, | ||
Def.Sprite { | ||
Texture = "_flash", | ||
Frame0000 = 0, | ||
Delay0000 = 1, | ||
InitCommand = function(self) | ||
self:diffuse(color(colors[button])):diffusealpha(0):zoomx(0.5) | ||
if not flip then | ||
self:rotationx(180) | ||
end | ||
end, | ||
PressCommand = function(self) | ||
self:diffusealpha(0.25) | ||
end, | ||
LiftCommand = function(self) | ||
self:accelerate(0.25):diffusealpha(0) | ||
end | ||
} | ||
} | ||
return t |
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_blank |
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Key Tap Explosion Bright |
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local t = Def.ActorFrame { | ||
Def.Sprite { | ||
Texture = NOTESKIN:GetPath("", "lift") | ||
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Frame0000 = 0, | ||
Delay0000 = 1, | ||
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InitCommand = function(self) | ||
self:zoomx(0.5) | ||
end | ||
} | ||
} | ||
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return t |
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-- i keep telling myself this is the funniest thing i've seen. | ||
local button = Var "Button" | ||
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local t = Def.ActorFrame { | ||
Def.Sprite { | ||
-- because there's not really a point of putting snaps on it, | ||
-- if you actually want it to have snaps, use 0.74.0+ or | ||
-- contact me. | ||
Texture = "_bar", | ||
Frame0000 = 0, | ||
Delay0000 = 1, | ||
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InitCommand = function(self) | ||
-- have to zoom these by a half because notefield is a fcuk. | ||
self:diffuse(color(colors[button])):zoomx(0.5) | ||
end | ||
}, | ||
} | ||
return t |
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local ret = ... or {} | ||
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-- doing a global color move so i can just not repeat these lines of code, | ||
-- which is probably dumb but i'll take responsibility for it. | ||
colors = { | ||
["Left White"] = "#ffffff", | ||
["Left Yellow"] = "#ffff00", | ||
["Left Green"] = "#00ff00", | ||
["Left Blue"] = "#0000ff", | ||
["Red"] = "#ff0000", | ||
["Right Blue"] = "#0000ff", | ||
["Right Green"] = "#00ff00", | ||
["Right Yellow"] = "#ffff00", | ||
["Right White"] = "#ffffff", | ||
} | ||
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-- i am not gonna make separate textures for these, feel free to make some if you want to not do this. | ||
ret.RedirTable = { | ||
["Left White"] = "Key", | ||
["Left Yellow"] = "Key", | ||
["Left Green"] = "Key", | ||
["Left Blue"] = "Key", | ||
["Red"] = "Key", | ||
["Right Blue"] = "Key", | ||
["Right Green"] = "Key", | ||
["Right Yellow"] = "Key", | ||
["Right White"] = "Key", | ||
} | ||
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local OldRedir = ret.Redir | ||
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ret.Redir = function(sButton, sElement) | ||
sButton, sElement = OldRedir(sButton, sElement) | ||
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--Point the head files back to the tap note | ||
if string.find(sElement, "Head") or sElement == "Tap Fake" then | ||
sElement = "Tap Note" | ||
end | ||
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sButton = ret.RedirTable[sButton] | ||
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return sButton, sElement | ||
end | ||
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local OldFunc = ret.Load | ||
function ret.Load() | ||
local t = OldFunc() | ||
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-- The main "Explosion" part just loads other actors; don't rotate | ||
-- it. The "Hold Explosion" part should not be rotated. | ||
if Var "Element" == "Explosion" or Var "Element" == "Roll Explosion" then | ||
t.BaseRotationZ = nil | ||
end | ||
return t | ||
end | ||
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-- where did ret.PartsToRotate go, to the dance store? | ||
-- anyways you will not need it. | ||
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ret.Blank = { | ||
["Hold Explosion"] = true, | ||
["Roll Explosion"] = true, | ||
["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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return ret |
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Deco - sonicjoplus | ||
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This skin is made so people can finally get to experience pop'n with a (mildly decent) skin. | ||
Do whatever you will with this. |
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[Global] | ||
FallbackNoteSkin=common | ||
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[NoteDisplay] | ||
TapNoteAnimationIsVivid=0 | ||
DrawHoldHeadForTapsOnSameRow=1 | ||
TapNoteAnimationLength=1 // none of these matter because Lua is handling the animation, not sprites. | ||
TapAdditionAnimationLength=1 | ||
TapMineAnimationLength=1 | ||
TapLiftAnimationLength=1 | ||
TapFakeAnimationLength=1 | ||
HoldHeadAnimationLength=1 | ||
HoldTopCapAnimationLength=1 | ||
HoldBottomCapAnimationLength=1 | ||
HoldBodyAnimationLength=1 | ||
HoldTailAnimationLength=1 | ||
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StartDrawingHoldBodyOffsetFromHead=0 | ||
StopDrawingHoldBodyOffsetFromTail=0 | ||
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HoldLetGoGrayPercent=.25 | ||
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HoldHeadIsAboveWavyParts=1 | ||
HoldTailIsAboveWavyParts=1 | ||
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ReverseDrawOrder=111111111 | ||
FlipHeadAndTailWhenReverse=1 | ||
FlipHoldBodyWhenReverse=1 | ||
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TapNoteAdditionTextureCoordOffsetX=0 | ||
TapNoteAdditionTextureCoordOffsetY=0 | ||
TapNoteNoteColorTextureCoordSpacingX=0 | ||
TapNoteNoteColorTextureCoordSpacingY=0 | ||
TapFakeNoteColorTextureCoordSpacingX=0 | ||
TapFakeNoteColorTextureCoordSpacingY=0 | ||
HoldHeadNoteColorTextureCoordSpacingX=0 | ||
HoldHeadNoteColorTextureCoordSpacingY=0 | ||
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TapFakeNoteOpacityMultiplier=0.25 |