Post #1 · Posted at 2019-08-29 03:54:09am 4.6 years ago
Hi guys, i need a help.
Where is the score with color red in stepmania 5 metrics? (on the level "easy")
I'm searching the numbers.
Where is the score with color red in stepmania 5 metrics? (on the level "easy")
I'm searching the numbers.
Post #2 · Posted at 2019-08-29 05:24:43pm 4.6 years ago
Jose_Varela | |
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Member | |
61 Posts | |
Reg. 2016-10-09 | |
"Too many themes on my spare time" |
Last updated: 2019-08-29 05:31pm
That actor is called ScoreP1, which is the score for player one. It can be found under [ScreenGameplay] in the default theme (If you're running 5.1, then in that case, it would be on the legacy theme).
You can change its X/Y Position and tweens.
OnCommand will deal with all of the animations occurring with it. In the case of the color, under ScoreP1OnCommand, you can find this:
diffuse will deal with the colors on any given actor. In this case, it calls for a function called PlayerColor which automatically assigns a color to Player 1 and 2 from the global Color table found in _fallback. You can easily change the color by replacing PlayColor(PN) with color(var). It accepts several types of arguments, either calling from the global Color table, or giving it a hex or RGBA color code.
Examples:
With Hex color("#FF0000"), will call a full red on full alpha.
With RGBA color("0,1,0,1"), will call a full green on full alpha.
If you wish to control the numbers themselves, these are run by a metric called [RollingNumbers].
Text format will deal with the amount of numbers in the given actor that uses this metric. ApproachSeconds is the time it takes to update to the next value.
Commify is a function to give a comma on every 3rd number.
LeadingZeroMultiplyColor is the color given to any number that hasn't been reached yet.
Say for example, you have a score of 850,000. Then, on the score that is 9 characters long, 3 of them would be unused for the moment.
So it ends up looking like this: 000,850,000
However, in the case of ScoreP1 in the legacy theme, it remains red (although with a darker variant) because ScoreP1 OnCommand is coloring the entire thing red. This is because RollingNumbers actually doesn't color the score. Only the unused values.
On Fallback: 000,850,000
On Legacy: 000,850,000
You can change its X/Y Position and tweens.
OnCommand will deal with all of the animations occurring with it. In the case of the color, under ScoreP1OnCommand, you can find this:
Quote: metrics.ini:1530
ScoreP1OnCommand=draworder,101;visible,(GAMESTATE:GetCurrentCourse() == nil or GAMESTATE:GetCurrentCourse():GetCourseType() ~= "CourseType_Survival") and ThemePrefs.Get("GameplayShowScore");diffuse,PlayerColor(PLAYER_1);sleep,3+0.3;smooth,0.5;y,SCREEN_BOTTOM-48;hide_if,(GAMESTATE:GetCurrentStyle():GetStyleType() == "StyleType_TwoPlayersSharedSides") and GAMESTATE:GetMasterPlayerNumber() ~= PLAYER_1
diffuse will deal with the colors on any given actor. In this case, it calls for a function called PlayerColor which automatically assigns a color to Player 1 and 2 from the global Color table found in _fallback. You can easily change the color by replacing PlayColor(PN) with color(var). It accepts several types of arguments, either calling from the global Color table, or giving it a hex or RGBA color code.
Examples:
With Hex color("#FF0000"), will call a full red on full alpha.
With RGBA color("0,1,0,1"), will call a full green on full alpha.
If you wish to control the numbers themselves, these are run by a metric called [RollingNumbers].
Quote: metrics.ini (From fallback)
[RollingNumbers]
TextFormat="%09.0f"
ApproachSeconds=0.2
Commify=true
LeadingZeroMultiplyColor=color("#777777FF")
TextFormat="%09.0f"
ApproachSeconds=0.2
Commify=true
LeadingZeroMultiplyColor=color("#777777FF")
Text format will deal with the amount of numbers in the given actor that uses this metric. ApproachSeconds is the time it takes to update to the next value.
Commify is a function to give a comma on every 3rd number.
LeadingZeroMultiplyColor is the color given to any number that hasn't been reached yet.
Say for example, you have a score of 850,000. Then, on the score that is 9 characters long, 3 of them would be unused for the moment.
So it ends up looking like this: 000,850,000
However, in the case of ScoreP1 in the legacy theme, it remains red (although with a darker variant) because ScoreP1 OnCommand is coloring the entire thing red. This is because RollingNumbers actually doesn't color the score. Only the unused values.
On Fallback: 000,850,000
On Legacy: 000,850,000
Post #3 · Posted at 2019-08-30 12:58:35am 4.6 years ago
SupremeX | |
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Member | |
1,652 Posts | |
Not Set | |
Reg. 2010-01-25 | |
You helped a lot, and your explanation has been clear and concise.
Thanks a lot
Thanks a lot