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- #USW Metric Version V2
- #Made for Version Stepmania 5 Preview 2
- #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=4
- TapMineAnimationLength=4
- TapLiftAnimationLength=4
- TapFakeAnimationLength=4
- ##Hold Parts
- HoldHeadAnimationLength=4
- HoldTopCapAnimationLength=4
- HoldBottomCapAnimationLength=4
- HoldBodyAnimationLength=4
- HoldTailAnimationLength=4
- ##Roll Parts
- RollHeadAnimationLength=4
- RollTopCapAnimationLength=4
- RollBottomCapAnimationLength=4
- RollBodyAnimationLength=4
- RollTailAnimationLength=4
- #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=0.5
- TapNoteAdditionTextureCoordOffsetY=0.125
- TapNoteNoteColorTextureCoordSpacingX=0
- TapNoteNoteColorTextureCoordSpacingY=0.125
- TapMineAdditionTextureCoordOffsetX=0
- TapMineAdditionTextureCoordOffsetY=0
- TapMineNoteColorTextureCoordSpacingX=0
- TapMineNoteColorTextureCoordSpacingY=0
- TapLiftAdditionTextureCoordOffsetX=0
- TapLiftAdditionTextureCoordOffsetY=0
- TapLiftNoteColorTextureCoordSpacingX=0
- TapLiftNoteColorTextureCoordSpacingY=0
- TapFakeAdditionTextureCoordOffsetX=0.5
- TapFakeAdditionTextureCoordOffsetY=0.1
- TapFakeNoteColorTextureCoordSpacingX=0
- TapFakeNoteColorTextureCoordSpacingY=0.125
- ##Hold Parts
- HoldHeadAdditionTextureCoordOffsetX=0.5
- HoldHeadAdditionTextureCoordOffsetY=0.125
- 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=0
- HoldLetGoGrayPercent=1
- 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=visible,false
- AvoidMineCommand=
- MissCommand=
- #Boo explosion
- W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Good explosion
- W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Great explosion
- W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Perfect explosion
- W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Marvelous explosion
- W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;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=visible,false
- AvoidMineCommand=
- MissCommand=
- #Boo explosion
- W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Good explosion
- W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Great explosion
- W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Perfect explosion
- W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
- #Marvelous explosion
- W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;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
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