This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
--[[ | |
ExportScoreForIRC is something that AJ made for fun. It requires an | |
understanding of how StepMania views your filesystem, as well as knowledge | |
on how to make your IRC client play from a script file. | |
Since this was made for a limited purpose, it assumes you play as a single player | |
in non-course modes. | |
It spits out a string like this: | |
last played: $SONG by $ARTIST ($SONGGROUP) [$MODE $DIFFICULTY] $PERCENT | $W1 / $W2 / $W3 / $W4 / $W5 / $MISS | Holds: ($HELD/DROPPED) Max Combo: $MAXCOMBO |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- Format BackgroundEffects | |
-- Scripts edited by: Daniel Duhme | |
-- also known as: Danielu Yoshikoto | |
-- If used, give credits and not claim your own | |
-- Format 3+, for croping 4x3 media to fill a 16x9 screen + have it not loop. | |
-- www.buu-page.de | |
local cColor1 = color(Var "Color1"); | |
local t = Def.ActorFrame { | |
LoadActor(Var "File1") .. { | |
-- OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scaletocover,0,0,SCREEN_WIDTH,SCREEN_HEIGHT;diffuse,cColor1;loop,false); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- This is a simple example of streaming live score data to a file. | |
-- It is meant to be loaded as an actor in the out transition layer of | |
-- ScreenGameplay. | |
-- Save it to Graphics/live_score_report.lua in a theme and edit | |
-- BGAnimations/ScreenGameplay decorations.lua to load it. | |
-- If BGAnimations/ScreenGameplay decorations.lua doesn't exist, here is an | |
-- example: | |
-- return Def.ActorFrame{ | |
-- LoadActor(THEME:GetPathG("", "live_score_report.lua")), | |
-- } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Print hilighted messages with MSGLEVEL_PUBLIC to active window | |
# for irssi 0.7.99 by Kyzentun based on showhilight.pl by Pawe³ 'Styx' Chuchma³a | |
use strict; | |
use Irssi; | |
use vars qw($VERSION %IRSSI); | |
$VERSION = "0.1"; | |
%IRSSI = ( | |
authors => "Kyzentun", | |
contact => "", | |
name => "kyzhilight", |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local xtl_cond_a_result= not (GAMESTATE:IsPlayerEnabled(PLAYER_1) and GAMESTATE:IsPlayerEnabled(PLAYER_2) | |
and GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty() ~= GAMESTATE:GetCurrentSteps(PLAYER_2):GetDifficulty()) | |
-- XML is so terrible. At least, I hope XML being terrible is the reason why this piece of code was repeated 17 times. | |
-- score1 = tonumber(string.sub(SCREENMAN:GetTopScreen():GetChild('ScoreP1'):GetChild('ScoreDisplayPercentage Percent'):GetChild('PercentP1'):GetText(), 1, -2)) | |
-- And it's clumsy too, going through the actor tree, hoping those actors exist (they don't if the preferences aren't set to specific things), and then parsing the text. | |
-- Much better to just fetch the score from STATSMAN. -Kyz | |
local function get_score(pn) | |
-- Normally I'd cache the PlayerStageStats for each player in a local |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local player= Var("Player") | |
local texframe= false | |
local texture= false | |
local tex_width= 128 | |
local sprite_width= 16 | |
local life_sprite= false | |
local life_poses= {} | |
local function redraw_lives(self) | |
for i, pos in ipairs(life_poses) do | |
life_sprite:xy(pos[1], pos[2]):Draw() |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local song_position= false | |
local cheat_code= { | |
"Right", "Down", "Up", "Right", "Right", "Down", "Right", "Right", "Up", | |
"Up", "Down", "Down", "Left", "Right", "Left", "Right", "Right", "Down", | |
"Up", "Right", "Right", "Down", "Right", "Right", "Up", "Up", "Down", | |
"Down", "Left", "Right", "Left", "Right", "Right", "Down", "Up", "Right", | |
"Right", "Down", "Right", "Right", "Up", "Up", "Down", "Down" | |
} | |
local code_len= #cheat_code | |
local code_progress= {} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local hw= _screen.w * .5 | |
local low_pos= _screen.h + 16 | |
local fly_count= 200 | |
local flies= {} | |
local curr_fly= 1 | |
local function unzip_fly(offset) | |
local b = GAMESTATE:GetSongBeat() | |
if (b >= 224 and b <= 288) or b >= 422 then |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- This simple example looks at input events to set text on the screen | |
-- showing one button that is being pressed. Because it doesn't use a list | |
-- of text actors, if multiple buttons are pressed it will only show info for | |
-- the last one. | |
-- The Config Key/Joy screen lists all buttons in the current game mode. | |
-- button_text and game_button_text will be set to actors when those actors | |
-- are created. These local variables exist to skip the hassle of calling | |
-- GetChild. |
OlderNewer