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Help!!! with theme of DDR X3 AC SM5

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Post #1 · Posted at 2012-10-05 08:49:38am 11.5 years ago

Offline gene2008
gene2008 Avatar Member
277 Posts
Mexico
Reg. 2009-07-15

Game Center Nickname: Jess2008albarn

Last updated: 2012-10-05 09:08am
I'm doing a theme of DDR X3 AC based on the theme of DDR X2 AC, but i have some problems, and i don't find the solution, and i need people that know the .lua system.

This is a screen of my theme:
http://i.imgur.com/XcfCt.jpg

1*I don't know how make that the "foot" icons, they be painted of the color of the selected difficulty,like the words "beginner,basic,difficult...etc", and if the song don't have difficulty, the color is gray.

2* the same case for the numbers of the difficulty.

3* add the little "scan" rotating on the radar section.

please i need help with this, and this is the code of the .lua, of the difficulty seccion:

local t = Def.ActorFrame{}
if not GAMESTATE:IsCourseMode() then
local spacing = 25.16;
local baseY = -(spacing*1.-30);
local Delay = 0.1;

local difficulties = {
diff1 = "Beginner";
diff2 = "Easy";
diff3 = "Medium";
diff4 = "Hard";
diff5 = "Challenge";

};

for i=1,5 do
local rowY = baseY+spacing*(i-1);
-------------
t[#t+1] = LoadFont("StepsDisplayListRow description") .. {
InitCommand=cmd(draworder,-0.6;halign,-5;x,-125;y,rowY;maxwidth,16;uppercase,true;playcommand,"Refresh");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");

RefreshCommand=function(self)
self:stoptweening();
local song = GAMESTATE:GetCurrentSong();
local steps = GAMESTATE:GetCurrentSteps(PLAYER_1);
local text = "";

if song then
local diff = "Difficulty_" .. difficulties[ "diff" .. i ]
local st = GAMESTATE:GetCurrentStyle():GetStepsType();
if song:HasStepsTypeAndDifficulty( st, diff ) then
local iSteps = song:GetOneSteps( st, diff );
local profile = Profile(PLAYER_1);
local scorelist = profile:GetHighScoreList(song,iSteps);
assert(scorelist);
local scores = scorelist:GetHighScores();
local topscore = scores[1];
if topscore then
text = tostring(THEME:GetString("Grade", ToEnumShortString(topscore:GetGrade() ) ) );
end
end
end
self:settext(text);
self:player(PLAYER_1);
end;
};

t[#t+1] = LoadFont("StepsDisplayListRow description") .. {
InitCommand=cmd(draworder,-0-6;halign,-1;x,103;y,rowY;maxwidth,16;uppercase,true;playcommand,"Refresh");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");

RefreshCommand=function(self)
self:stoptweening();
local song = GAMESTATE:GetCurrentSong();
local steps = GAMESTATE:GetCurrentSteps(PLAYER_2);
local text = "";

if song then
local diff = "Difficulty_" .. difficulties[ "diff" .. i ]
local st = GAMESTATE:GetCurrentStyle():GetStepsType();
if song:HasStepsTypeAndDifficulty( st, diff ) then
local iSteps = song:GetOneSteps( st, diff );
local profile = Profile(PLAYER_2);
local scorelist = profile:GetHighScoreList(song,iSteps);
assert(scorelist);
local scores = scorelist:GetHighScores();
local topscore = scores[1];
if topscore then
text = tostring(THEME:GetString("Grade", ToEnumShortString(topscore:GetGrade() ) ) );
end
end
end
self:settext(text);
self:player(PLAYER_2);
end;
};

t[#t+1] = LoadFont("StepsDisplayListRow description") .. {
Text=CustomDifficultyToLocalizedString(difficulties[ "diff" .. i ]);
InitCommand=cmd(draworder,1;halign,0.3;x,-40;y,rowY;uppercase,true;playcommand,"Refresh");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");

RefreshCommand=function(self)
self:stoptweening();
local song = GAMESTATE:GetCurrentSong();
local stepColor = color('#505050'); ---- Disabled row
local focused = CustomDifficultyToColor(difficulties["diff"..i]);
local unfocused = color('#a0a0a0');

if song then
local diff = "Difficulty_" .. difficulties[ "diff" .. i ];
local st = GAMESTATE:GetCurrentStyle():GetStepsType();

if song:HasStepsTypeAndDifficulty( st, diff ) then
local stepdiff;
if GAMESTATE:GetNumPlayersEnabled() == 1 then
local mPlayer = GAMESTATE:GetMasterPlayerNumber();
stepdiff = GAMESTATE:GetCurrentSteps(mPlayer):GetDifficulty();
stepColor = (stepdiff == diff) and focused or unfocused;
else
local stepdiffP1 = GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty();
local stepdiffP2 = GAMESTATE:GetCurrentSteps(PLAYER_2):GetDifficulty();
if (stepdiffP1 == diff) or (stepdiffP2 == diff) then
stepColor = focused;
else
stepColor = unfocused ;
end
end
end
end
self:diffuse(stepColor);
end
};

t[#t+1] = LoadFont("StepsDisplayListRow meter")..{
InitCommand=cmd(draworder,1;halign,-2;x,56;y,rowY;playcommand,"Refresh");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");
RefreshCommand=function(self)
self:stoptweening();
local song = GAMESTATE:GetCurrentSong();
local meterColor = color('#9e9ea0');
local mRed = color('#ff0000');
local mYellow = color('#ffd322');
local sMeter = "";

if song then
local diff = "Difficulty_" .. difficulties[ "diff" .. i ]
local st = GAMESTATE:GetCurrentStyle():GetStepsType();

if song:HasStepsTypeAndDifficulty( st, diff ) then
local steps = song:GetOneSteps( st, diff )
local meter = steps:GetMeter();

sMeter = meter == 32 and "3" or meter;

if GAMESTATE:GetNumPlayersEnabled() == 1 then
local mPlayer = GAMESTATE:GetMasterPlayerNumber();
local stepdiff = GAMESTATE:GetCurrentSteps(mPlayer):GetDifficulty();
if (stepdiff == diff) then
meterColor = (meter > 10) and mRed or mYellow;
if meter == 32 then
meterColor = focused;
end
end
else
local stepdiffP1 = GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty();
local stepdiffP2 = GAMESTATE:GetCurrentSteps(PLAYER_2):GetDifficulty();
if (stepdiffP1 == diff) or (stepdiffP2 == diff) then
meterColor = (meter > 10) and mRed or mYellow;
if meter == 32 then
meterColor = focused;
end
end
end
end
end
self:settext(sMeter);
self:diffuse(meterColor);
end
};
---------
t[#t+1] = Def.ActorFrame{
InitCommand=cmd(draworder,1;halign,30;x,78;y,rowY;);

Def.Sprite {
Texture=THEME:GetPathG("ScreenSelectMusic","DifficultyList/ticks 1x11.png");
InitCommand=cmd(horizalign,left;pause;playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");
RefreshCommand=function(self)
self:stoptweening();
self:setstate( 10 )
local song = GAMESTATE:GetCurrentSong();
local stepColor = color('#3b3b3b');

if song then
local diff = "Difficulty_"..difficulties["diff" .. i]
local st = GAMESTATE:GetCurrentStyle():GetStepsType()
bHasStepsTypeAndDifficulty = song:HasStepsTypeAndDifficulty( st, diff );
local steps = song:GetOneSteps( st, diff );
if steps then
meter = steps:GetMeter();
stepColor = (meter >= 10) and color('#ffd322') or color('#777777');
if meter == 32 then
stepColor = color('#777777');
end
end
end
self:diffuse(stepColor);
end
};

Def.Sprite {
Texture=THEME:GetPathG("ScreenSelectMusic","DifficultyList/ticks 1x11.png");
InitCommand=cmd(horizalign,left;pause;playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");
RefreshCommand=function(self)
self:stoptweening();
self:setstate( 0 )
local song = GAMESTATE:GetCurrentSong();
local stepColor = color('1,1,1,0');

if song then
local diff = "Difficulty_"..difficulties["diff" .. i]
local st = GAMESTATE:GetCurrentStyle():GetStepsType()
bHasStepsTypeAndDifficulty = song:HasStepsTypeAndDifficulty( st, diff );
local steps = song:GetOneSteps( st, diff );

if steps then
meter = steps:GetMeter();

if meter == 32 then
stepColor = color('#ffd322');
self:setstate( 3 )
else
stepColor = (meter >= 10) and color('1,0,0,1') or color('#ffd322');
self:setstate( meter >= 20 and 10 or meter%10 )
end
end
else
stepColor = color('1,1,1,0');
end
self:diffuse(stepColor);
end;
};
};
end

for pn in ivalues(PlayerNumber) do
t[#t+1] = Def.ActorFrame{
InitCommand=cmd(draworder,0;y,baseY;player,pn;;playcommand,"Set");
CurrentStepsP1ChangedMessageCommand=cmd(stoptweening;linear,Delay;playcommand,"Set");
CurrentStepsP2ChangedMessageCommand=cmd(stoptweening;linear,Delay;playcommand,"Set");
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
NextSongMessageCommand=cmd(playcommand,"Set");
PreviousSongMessageCommand=cmd(playcommand,"Set");
SetCommand=function(self)
local st = GAMESTATE:GetCurrentSteps(pn);
local stepdiff = st:GetDifficulty();
local diffIndex = 0;

if stepdiff == "Difficulty_Beginner" then
diffIndex = 0;
elseif stepdiff == "Difficulty_Easy" then
diffIndex = 1;
elseif stepdiff == "Difficulty_Medium" then
diffIndex = 2;
elseif stepdiff == "Difficulty_Hard" then
diffIndex = 3;
elseif stepdiff == "Difficulty_Challenge" then
diffIndex = 4;

end
self:y(spacing*diffIndex);
end;

Def.Quad{
InitCommand=cmd(zoomto,392,15;diffuse,color('#03218C');diffusealpha,0);
OnCommand=cmd(sleep,0.722;diffusealpha,0.5);
OffCommand=cmd(diffusealpha,0);
};

LoadActor(THEME:GetPathG("ScreenSelectMusic","DifficultyList/cursor" .. PlayerNumberToString(pn))) .. {
InitCommand=cmd(x,pn == PLAYER_1 and -35 or 200;y,-1;halign,pn == PLAYER_1 and 2 or 1);
OnCommand=cmd(zoom,0;sleep,1.55;linear,0.124;zoom,1;effectclock,'beat');
OffCommand=cmd(linear,0.14;zoom,0);
Frame0000=0;
Delay0000=0.25;
Frame0001=1;
Delay0001=0.25;
Frame0002=2;
Delay0002=0.25;
Frame0003=1;
Delay0003=0.25;
};
}
end
else
local spacing = 34;
local baseY = -(spacing*2)+(spacing/2);
local Delay = 0.1;

local difficulties = {
diff1 = "Medium";
diff2= "Hard";
};

for i=1,2 do
local rowY = baseY+spacing*(i-2);

t[#t+1] = LoadActor("frame") .. {
InitCommand=cmd(pause;y,rowY;shadowlength,3;shadowlengthx,0;playcommand,"Refresh";);
CurrentTrailP1ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentTrailP2ChangedMessageCommand=cmd(playcommand,"Refresh");
CurrentSongChangedMessageCommand=cmd(playcommand,"Refresh");

RefreshCommand=function(self)
local course = GAMESTATE:GetCurrentCourse();

if course then
local diff = "Difficulty_" .. difficulties[ "diff" .. i ];
local st = GAMESTATE:GetCurrentStyle():GetStepsType();
local stepdiff;

self:setstate(i == 1 and 0 or 2);

if GAMESTATE:GetNumPlayersEnabled() == 1 then
local mPlayer = GAMESTATE:GetMasterPlayerNumber();
stepdiff = GAMESTATE:GetCurrentTrail(mPlayer):GetDifficulty();
if stepdiff == diff then
self:setstate(i == 1 and 1 or 3);
end
else
local stepdiffP1 = GAMESTATE:GetCurrentTrail(PLAYER_1):GetDifficulty();
local stepdiffP2 = GAMESTATE:GetCurrentTrail(PLAYER_2):GetDifficulty();
if (stepdiffP1 == diff) or (stepdiffP2 == diff) then
self:setstate(i == 1 and 1 or 3);
end
end
end
end
};
end

for pn in ivalues(PlayerNumber) do
t[#t+1] = Def.ActorFrame{
InitCommand=cmd(x,pn == PLAYER_1 and -40 or 110;y,baseY;player,pn;horizalign, pn == PLAYER_1 and right or left;vertalign,bottom;playcommand,"Set";);
CurrentTrailP1ChangedMessageCommand=cmd(stoptweening;linear,Delay;playcommand,"Set");
CurrentTrailP2ChangedMessageCommand=cmd(stoptweening;linear,Delay;playcommand,"Set");
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
SetCommand=function(self)
local st = GAMESTATE:GetCurrentTrail(pn);
local stepdiff = st:GetDifficulty();
local diffIndex = 0;

if stepdiff == "Difficulty_Medium" then
diffIndex = 0;
else
diffIndex = 1;
end
self:y(baseY+(spacing*diffIndex));
end;

LoadActor(THEME:GetPathG("ScreenSelectMusic","DifficultyList/cursor" .. PlayerNumberToString(pn))) .. {
InitCommand=cmd(y,-40;halign,pn == PLAYER_1 and 2 or 1);
OnCommand=cmd(zoom,0;sleep,1.55;linear,0.124;zoom,1;effectclock,'beat');
OffCommand=cmd(linear,0.14;zoom,0);
Frame0000=0;
Delay0000=0.25;
Frame0001=1;
Delay0001=0.25;
Frame0002=2;
Delay0002=0.25;
Frame0003=1;
Delay0003=0.25;
};
}
end


end

return t


Sorry for my bad english, but i'm starting to talk the language XD

Post #2 · Posted at 2012-10-05 09:13:47am 11.5 years ago

Offline chewi
chewi Avatar Member+
8,537 Posts
Not Set
Reg. 2008-02-24

Nice background on that screenshot where did you get it?

Post #3 · Posted at 2012-10-05 09:27:11am 11.5 years ago

Offline gene2008
gene2008 Avatar Member
277 Posts
Mexico
Reg. 2009-07-15

Game Center Nickname: Jess2008albarn
Here in ZIV in a post XD

Post #4 · Posted at 2012-10-05 10:19:34am 11.5 years ago

Offline razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01

i just read sillybear's recent post in my fb newsfeed saying that the DifficultyList codes gene2088 posted above came from sillybear's X2 CS SM5 theme limited edition, with no permission from the themer.

Post #5 · Posted at 2012-10-05 10:24:15am 11.5 years ago

Offline Max
Max Avatar Member+
8,111 Posts
United States
Reg. 2008-02-05

Nintendo Network ID: maxninja1143DS Friend Code: 392661848995Game Center Nickname: maxninja114
"Charlie isn't real"
And let the shit storm begin...

Post #6 · Posted at 2012-10-05 11:33:21am 11.5 years ago

Offline gene2008
gene2008 Avatar Member
277 Posts
Mexico
Reg. 2009-07-15

Game Center Nickname: Jess2008albarn

Last updated: 2012-10-05 12:18pm
What about this man????? since the first moment that i uploaded a video in youtube of the theme DDR X3 AC "with the theme of Stepmania AMX also" he comented with negative words and now he going to say that the theme of DDR X3 AC for AMX is based in their codes ??? , and I said in the first post that the codes are not mine and i based my work in the theme of DDR X2 AC and this codes are from a friend that i have, maybe the code are similar but the theme of jindev, and i never could download it, because I did not know that he public the theme, because he never public their themes. . EvilEvilEvil
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