将 rdview 底层全量替换为 rdtkview
This commit is contained in:
+119
-119
@@ -7,10 +7,10 @@
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我们前面说过,护士提示的 Rea 和 Get 对应脉冲,Dy 和 Set 对应按拍,Go 代表单发拍开始,这种规则当然不仅仅适用于普通单发拍。先来看一个简单的摇摆单发拍:
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```rdview 11 3
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es.SayReadyGetSetGo_Get 1[];
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es.SayReadyGetSetGo_Set 2.5[];
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es.SayReadyGetSetGo_Go 5[];
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eb.AddOneshotBeat 5 1[loop=1,tick=1.5,interval=4];
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SayReadyGetSetGo 1[phraseToSay=JustSayGet];
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SayReadyGetSetGo 2.5[phraseToSay=JustSaySet];
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SayReadyGetSetGo 5[phraseToSay=JustSayGo];
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AddOneshotBeat 5 1[loop=1,tick=1.5,interval=4];
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```
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可以看到,虽然 Get-Set 与 Set-Go 之间的间隔不同,但依然保持了上述的对应关系。实际上,这就是`4-4`使用的单发拍。
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@@ -18,31 +18,31 @@ eb.AddOneshotBeat 5 1[loop=1,tick=1.5,interval=4];
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在`2-3`中也出现了摇摆单发拍,可以试着自己理解一下这关的单发拍提示:
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```rdview 10 2
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eb.AddOneshotBeat 1[];
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eb.AddOneshotBeat 3[];
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eb.AddOneshotBeat 5[tick=0.75];
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eb.AddOneshotBeat 6[tick=0.75];
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eb.AddOneshotBeat 7[tick=0.75];
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eb.AddOneshotBeat 8[tick=0.75];
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AddOneshotBeat 1[];
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AddOneshotBeat 3[];
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AddOneshotBeat 5[tick=0.75];
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AddOneshotBeat 6[tick=0.75];
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AddOneshotBeat 7[tick=0.75];
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AddOneshotBeat 8[tick=0.75];
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```
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如果我们在此基础上更进一步,会发生什么呢?来看看`4-4N`中出现过的这段单发拍:
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```rdview 12 4
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g 1 1 4 2[offset=4]{
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es.SayReadyGetSetGo_Rea 0 0[];
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es.SayReadyGetSetGo_Dy 0.75 1[];
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es.SayReadyGetSetGo_Get 1.5 0[];
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es.SayReadyGetSetGo_Set 2.25 1[];
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es.SayReadyGetSetGo_Go 4 0[];
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SayReadyGetSetGo 0 0[phraseToSay=JustSayRea];
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SayReadyGetSetGo 0.75 1[phraseToSay=JustSayDy];
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SayReadyGetSetGo 1.5 0[phraseToSay=JustSayGet];
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SayReadyGetSetGo 2.25 1[phraseToSay=JustSaySet];
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SayReadyGetSetGo 4 0[phraseToSay=JustSayGo];
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g 0 -1 0.75 3 #0f8[]{};
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g 1.5 -1 0.75 3 #0f8[]{};
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g 4 -1 0 3 #0f8[]{};
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};
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eb.AddOneshotBeat 5[tick=0.75];
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eb.AddOneshotBeat 6.5[tick=0.75];
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eb.AddOneshotBeat 9[tick=0.75];
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eb.AddOneshotBeat 10.5[tick=0.75];
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AddOneshotBeat 5[tick=0.75];
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AddOneshotBeat 6.5[tick=0.75];
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AddOneshotBeat 9[tick=0.75];
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AddOneshotBeat 10.5[tick=0.75];
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```
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可以看到,图中的单发拍已不再局限于一个单发拍不断重复了,而是变成了若干个单发拍构成的单发拍组的不断重复,但前面讲过的与护士提示之间的对应关系仍保持不变。由此我们可以得到单发拍的核心规则:
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@@ -53,24 +53,24 @@ eb.AddOneshotBeat 10.5[tick=0.75];
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```rdview 13 4
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g 1 1 4 2[offset=4]{
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es.SayReadyGetSetGo_Rea 0 0[];
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es.SayReadyGetSetGo_Dy 1 0[];
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es.SayReadyGetSetGo_Rea 2 0[];
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es.SayReadyGetSetGo_Dy 2.5 1[];
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es.SayReadyGetSetGo_Get 3 0[];
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es.SayReadyGetSetGo_Set 3.5 1[];
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es.SayReadyGetSetGo_Go 4 0[];
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SayReadyGetSetGo 0 0[phraseToSay=JustSayRea];
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SayReadyGetSetGo 1 0[phraseToSay=JustSayDy];
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SayReadyGetSetGo 2 0[phraseToSay=JustSayRea];
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SayReadyGetSetGo 2.5 1[phraseToSay=JustSayDy];
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SayReadyGetSetGo 3 0[phraseToSay=JustSayGet];
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SayReadyGetSetGo 3.5 1[phraseToSay=JustSaySet];
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SayReadyGetSetGo 4 0[phraseToSay=JustSayGo];
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g 0 -1 1 2 #0f8[]{};
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g 2 -1 0.5 3 #0f8[]{};
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g 3 -1 0.5 3 #0f8[]{};
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g 4 -1 0 3 #0f8[]{};
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};
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eb.AddOneshotBeat 5[];
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eb.AddOneshotBeat 7[tick=0.5];
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eb.AddOneshotBeat 8[tick=0.5];
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eb.AddOneshotBeat 9[];
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eb.AddOneshotBeat 11[tick=0.5];
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eb.AddOneshotBeat 12[tick=0.5];
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AddOneshotBeat 5[];
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AddOneshotBeat 7[tick=0.5];
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AddOneshotBeat 8[tick=0.5];
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AddOneshotBeat 9[];
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AddOneshotBeat 11[tick=0.5];
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AddOneshotBeat 12[tick=0.5];
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```
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当你不确定一段单发拍提示是否正确时,可以把这段单发拍提示向后复制几份,首尾相连,如果发现所有的 Dy 和 Set 均对齐了按拍时机,就说明单发拍提示是正确的。
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@@ -84,13 +84,13 @@ eb.AddOneshotBeat 12[tick=0.5];
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以下单发拍均是合法的:
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```rdview 9 2
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eb.AddOneshotBeat 1[];
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eb.AddOneshotBeat 3[];
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eb.AddOneshotBeat 3.5[tick=0.5];
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eb.AddOneshotBeat 4.75[tick=1.25];
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eb.AddOneshotBeat 5[];
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eb.AddOneshotBeat 5.75[tick=0.25];
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eb.AddOneshotBeat 7.5[tick=0.5];
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AddOneshotBeat 1[];
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AddOneshotBeat 3[];
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AddOneshotBeat 3.5[tick=0.5];
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AddOneshotBeat 4.75[tick=1.25];
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AddOneshotBeat 5[];
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AddOneshotBeat 5.75[tick=0.25];
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AddOneshotBeat 7.5[tick=0.5];
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```
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@@ -103,31 +103,31 @@ eb.AddOneshotBeat 7.5[tick=0.5];
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举个例子:Rea-Dy-Get-Set-Go 与 Rea-Dy--GetSet-Go,尽管两者的按拍时机相同,但不同的 Rea、Get 位置会给人带来不同的游玩体验。
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```rdview 12 6
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eb.AddOneshotBeat 5[];
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eb.AddOneshotBeat 7.5[tick=0.5];
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eb.AddOneshotBeat 9[];
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eb.AddOneshotBeat 11.5[tick=0.5];
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AddOneshotBeat 5[];
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AddOneshotBeat 7.5[tick=0.5];
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AddOneshotBeat 9[];
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AddOneshotBeat 11.5[tick=0.5];
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g 1 1 4 1 [offset=4]{
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es.SayReadyGetSetGo_Rea 0[];
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es.SayReadyGetSetGo_Dy 1[];
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es.SayReadyGetSetGo_Get 2.5[];
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es.SayReadyGetSetGo_Set 3[];
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es.SayReadyGetSetGo_Go 4[];
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SayReadyGetSetGo 0[phraseToSay=JustSayRea];
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SayReadyGetSetGo 1[phraseToSay=JustSayDy];
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SayReadyGetSetGo 2.5[phraseToSay=JustSayGet];
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SayReadyGetSetGo 3[phraseToSay=JustSaySet];
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SayReadyGetSetGo 4[phraseToSay=JustSayGo];
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g 0 -1 1 2 #0f8[]{};
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g 2.5 -1 0.5 2 #0f8[]{};
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g 4 -1 0 2 #0f8[]{};
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};
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eb.AddOneshotBeat 5 3[];
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eb.AddOneshotBeat 7 3[];
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eb.AddOneshotBeat 9 3[];
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eb.AddOneshotBeat 11 3[];
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AddOneshotBeat 5 3[];
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AddOneshotBeat 7 3[];
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AddOneshotBeat 9 3[];
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AddOneshotBeat 11 3[];
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g 1 4 4 1 [offset=4]{
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es.SayReadyGetSetGo_Rea 0[];
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es.SayReadyGetSetGo_Dy 1[];
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es.SayReadyGetSetGo_Get 2[];
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es.SayReadyGetSetGo_Set 3[];
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es.SayReadyGetSetGo_Go 4[];
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SayReadyGetSetGo 0[phraseToSay=JustSayRea];
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SayReadyGetSetGo 1[phraseToSay=JustSayDy];
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SayReadyGetSetGo 2[phraseToSay=JustSayGet];
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SayReadyGetSetGo 3[phraseToSay=JustSaySet];
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SayReadyGetSetGo 4[phraseToSay=JustSayGo];
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g 0 -1 1 2 #0f8[]{};
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g 2 -1 1 2 #0f8[]{};
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g 4 -1 0 2 #0f8[]{};
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@@ -143,13 +143,13 @@ g 1 4 4 1 [offset=4]{
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需要注意的是,跳过单发拍会跳过下一次**击拍**,而不是下一个循环节。
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```rdview 7 4
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eb.AddOneshotBeat 1[type=skipshot];
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eb.AddOneshotBeat 5[];
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eb.AddOneshotBeat 1 2[type=skipshot];
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eb.AddOneshotBeat 3 2[tick=3];
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eb.AddOneshotBeat 3.75 2[tick=2.25];
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eb.AddOneshotBeat 4.5 2[tick=1.5];
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eb.AddOneshotBeat 5.25 2[tick=0.75];
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AddOneshotBeat 1[type=skipshot];
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AddOneshotBeat 5[];
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AddOneshotBeat 1 2[type=skipshot];
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AddOneshotBeat 3 2[tick=3];
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AddOneshotBeat 3.75 2[tick=2.25];
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AddOneshotBeat 4.5 2[tick=1.5];
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AddOneshotBeat 5.25 2[tick=0.75];
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```
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另外,在剧情关卡中,跳过拍的位置如果按下空格会计算成失误,但编辑器中默认是不会失误的。
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@@ -167,10 +167,10 @@ eb.AddOneshotBeat 5.25 2[tick=0.75];
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除此之外,方块单发拍也需要护士提示。这种护士提示与普通单发拍的提示类似,唯一的不同点在于最后的 Go 被替换为了 One。
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```rdview 5 3
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eb.AddOneshotBeat 3[];
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es.SayReadyGetSetGo_Get 1 1[];
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es.SayReadyGetSetGo_Set 2 1[];
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es.SayReadyGetSetGo_One 3 1[];
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AddOneshotBeat 3[];
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SayReadyGetSetGo 1 1[phraseToSay=JustSayGet];
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SayReadyGetSetGo 2 1[phraseToSay=JustSaySet];
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SayReadyGetSetGo 3 1[];
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```
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如果相同拍长的方块单发拍连续出现了多次,无需为每次出现添加完整的护士提示。可以逐步减少护士提示,直到完全没有护士提示,只剩下特殊提示音。
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@@ -186,32 +186,32 @@ es.SayReadyGetSetGo_One 3 1[];
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```rdview 4 5
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eb.AddOneshotBeat 1[type=subdivision,subdivision=2];
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eb.AddOneshotBeat 1 1[type=subdivision,subdivision=3];
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eb.AddOneshotBeat 1 2[type=subdivision,subdivision=4];
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eb.AddOneshotBeat 1 3[type=subdivision,subdivision=5];
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AddOneshotBeat 1[type=subdivision,subdivision=2];
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AddOneshotBeat 1 1[type=subdivision,subdivision=3];
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AddOneshotBeat 1 2[type=subdivision,subdivision=4];
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AddOneshotBeat 1 3[type=subdivision,subdivision=5];
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```
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在护士提示方面,不同于方块单发拍,细分拍需要在出拍前的半拍长开始数拍提示。
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```rdview 13
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eb.AddOneshotBeat 1[type=subdivision,subdivision=2];
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AddOneshotBeat 1[type=subdivision,subdivision=2];
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g 1 1 0.5 1 #0f0[]{};
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g 1 1 1 1 #0f0[]{};
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g 0.5 1 0.5 1[offset=0.5]{
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es.SayReadyGetSetGo_2 0 1[];
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SayReadyGetSetGo 0 1[phraseToSay=Count2];
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};
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eb.AddOneshotBeat 4[tick=2,type=subdivision,subdivision=2,interval=4];
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AddOneshotBeat 4[tick=2,type=subdivision,subdivision=2,interval=4];
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g 4 1 1 1 #0f0[]{};
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g 4 1 2 1 #0f0[]{};
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g 3 1 1 1[offset=1]{
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es.SayReadyGetSetGo_2 0 1[];
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SayReadyGetSetGo 0 1[phraseToSay=Count2];
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};
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eb.AddOneshotBeat 9[tick=2,type=subdivision,subdivision=3,interval=4];
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AddOneshotBeat 9[tick=2,type=subdivision,subdivision=3,interval=4];
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g 9 1 1 1 #0f0[]{};
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g 9 1 2 1 #0f0[]{};
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g 8 1 1 1[offset=1]{
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es.SayReadyGetSetGo_3 0 1[];
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SayReadyGetSetGo 0 1[phraseToSay=Count3];
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};
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```
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@@ -228,14 +228,14 @@ g 8 1 1 1[offset=1]{
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单独细分的提示**与正常单发拍的提示类似**,Rea Dy 或 Get Set 之间的间隔同样用于提示细分拍的拍长,且数字提示**和 Go! 提示一样不需要提前**。
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```rdview 14 3
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eb.AddOneshotBeat 3[type=subdivision,subdivision=2];
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es.SayReadyGetSetGo_Get 1 1[];
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es.SayReadyGetSetGo_Set 2 1[];
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es.SayReadyGetSetGo_2 3 1[];
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eb.AddOneshotBeat 9[tick=2,type=subdivision,subdivision=4,interval=4];
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es.SayReadyGetSetGo_Get 5 1[];
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es.SayReadyGetSetGo_Set 7 1[];
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es.SayReadyGetSetGo_4 9 1[];
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AddOneshotBeat 3[type=subdivision,subdivision=2];
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SayReadyGetSetGo 1 1[phraseToSay=JustSayGet];
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SayReadyGetSetGo 2 1[phraseToSay=JustSaySet];
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SayReadyGetSetGo 3 1[phraseToSay=Count2];
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AddOneshotBeat 9[tick=2,type=subdivision,subdivision=4,interval=4];
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SayReadyGetSetGo 5 1[phraseToSay=JustSayGet];
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SayReadyGetSetGo 7 1[phraseToSay=JustSaySet];
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SayReadyGetSetGo 9 1[phraseToSay=Count4];
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```
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## 冻结拍🧊
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@@ -249,14 +249,14 @@ es.SayReadyGetSetGo_4 9 1[];
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```rdview 8 2
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eb.AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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eb.AddOneshotBeat 5[type=freezeshot,delay=0.5,interval=2,tick=2];
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AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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AddOneshotBeat 5[type=freezeshot,delay=0.5,interval=2,tick=2];
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```
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对于一个冻结拍而言,一共有五个关键的时间点:左十字,右十字,出拍点(绿线),原按拍点(蓝线),实际按拍点(黄线)。
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```rdview 4 2
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eb.AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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```
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- **左十字**和**右十字**会显示两次冰冻特效并分别播放不同的冰冻音效,用于预示拍延长的时间。
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@@ -274,20 +274,20 @@ eb.AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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- **左十字**必须和上一个普通单发拍的按拍位置重合。
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```rdview 5 3
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eb.AddOneshotBeat 1[];
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eb.AddOneshotBeat 3[type=freezeshot,delay=0.5,interval=2];
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eb.AddOneshotBeat 1 1[grayscale=100,offset_grayscale=80];
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eb.AddOneshotBeat 3 1[grayscale=100,offset_grayscale=80];
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AddOneshotBeat 1[];
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AddOneshotBeat 3[type=freezeshot,delay=0.5,interval=2];
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AddOneshotBeat 1 1[grayscale=100,offset_grayscale=80];
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AddOneshotBeat 3 1[grayscale=100,offset_grayscale=80];
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```
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如果需要在冻结拍上叠加多个拍子来凸显鼓点,可以将他们的按拍点放在同一位置。
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```rdview 5 3
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eb.AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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AddOneshotBeat 2[type=freezeshot,delay=0.5,interval=2];
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g 2 -1 2 2 #0000[offset=0 1]{
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eb.AddOneshotBeat 0.5 1[];
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AddOneshotBeat 0.5 1[];
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g 0 -2 2 3 #0000[offset=0 1]{
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eb.AddOneshotBeat -1 3[tick=2.5];
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AddOneshotBeat -1 3[tick=2.5];
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};
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};
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```
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@@ -305,7 +305,7 @@ g 2 -1 2 2 #0000[offset=0 1]{
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类似地,对于一个灼热拍,一共有四个关键的时间点:左十字,右十字,出拍点(绿线),按拍点。为作区分且方便表述,将会把按拍点称为红线。
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```rdview 5 2
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eb.AddOneshotBeat 3[tick=0.5,type=burnshot,interval=2];
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AddOneshotBeat 3[tick=0.5,type=burnshot,interval=2];
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```
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- **左十字**和**右十字**会显示两次热浪特效并分别播放不同的灼热音效,用于预示拍实际的时间。
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@@ -320,20 +320,20 @@ eb.AddOneshotBeat 3[tick=0.5,type=burnshot,interval=2];
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- **左十字**必须和上一个普通单发拍的原定出拍位置重合。
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```rdview 5 3
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eb.AddOneshotBeat 1[];
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eb.AddOneshotBeat 3[tick=0.5,type=burnshot,interval=2];
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eb.AddOneshotBeat 1 1[grayscale=100,offset_grayscale=80];
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eb.AddOneshotBeat 3 1[grayscale=100,offset_grayscale=80];
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AddOneshotBeat 1[];
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AddOneshotBeat 3[tick=0.5,type=burnshot,interval=2];
|
||||
AddOneshotBeat 1 1[grayscale=100,offset_grayscale=80];
|
||||
AddOneshotBeat 3 1[grayscale=100,offset_grayscale=80];
|
||||
```
|
||||
|
||||
如果需要在灼热拍上叠加多个拍子来凸显鼓点,可以将他们的按拍点放在同一位置。
|
||||
|
||||
```rdview 5 3
|
||||
eb.AddOneshotBeat 2[type=burnshot,delay=0.5,interval=2];
|
||||
AddOneshotBeat 2[type=burnshot,delay=0.5,interval=2];
|
||||
g 0 -1 3 2 #0000[offset=0 1]{
|
||||
eb.AddOneshotBeat 1.5 1[tick=1.5];
|
||||
AddOneshotBeat 1.5 1[tick=1.5];
|
||||
g 0 -1 3 3 #0000[offset=0 1]{
|
||||
eb.AddOneshotBeat 0.5 2[tick=2.5];
|
||||
AddOneshotBeat 0.5 2[tick=2.5];
|
||||
};
|
||||
};
|
||||
```
|
||||
@@ -387,32 +387,32 @@ g 0 -1 3 2 #0000[offset=0 1]{
|
||||
最后我们针对细分拍、冻结拍、灼热拍做一个技术总结:
|
||||
|
||||
```rdview 19 7
|
||||
eb.AddOneshotBeat 1[loop=1];
|
||||
eb.AddOneshotBeat 5[type=freezeshot,delay=0.5,interval=2];
|
||||
eb.AddOneshotBeat 1 1[loop=1];
|
||||
eb.AddOneshotBeat 5 1[];
|
||||
eb.AddOneshotBeat 1 2[loop=1];
|
||||
eb.AddOneshotBeat 5 2[tick=0.5,type=burnshot,interval=2];
|
||||
eb.AddOneshotBeat 1 4[loop=1];
|
||||
eb.AddOneshotBeat 5 4[tick=1,type=subdivision,subdivision=2,interval=2];
|
||||
eb.AddOneshotBeat 7 4[tick=0.5,loop=1,interval=1];
|
||||
eb.AddOneshotBeat 9 4[tick=0.5,type=subdivision,subdivision=2,interval=1];
|
||||
eb.AddOneshotBeat 10 4[tick=2];
|
||||
eb.AddOneshotBeat 14 4[tick=2,type=subdivision,subdivision=3,interval=4];
|
||||
AddOneshotBeat 1[loop=1];
|
||||
AddOneshotBeat 5[type=freezeshot,delay=0.5,interval=2];
|
||||
AddOneshotBeat 1 1[loop=1];
|
||||
AddOneshotBeat 5 1[];
|
||||
AddOneshotBeat 1 2[loop=1];
|
||||
AddOneshotBeat 5 2[tick=0.5,type=burnshot,interval=2];
|
||||
AddOneshotBeat 1 4[loop=1];
|
||||
AddOneshotBeat 5 4[tick=1,type=subdivision,subdivision=2,interval=2];
|
||||
AddOneshotBeat 7 4[tick=0.5,loop=1,interval=1];
|
||||
AddOneshotBeat 9 4[tick=0.5,type=subdivision,subdivision=2,interval=1];
|
||||
AddOneshotBeat 10 4[tick=2];
|
||||
AddOneshotBeat 14 4[tick=2,type=subdivision,subdivision=3,interval=4];
|
||||
g 5 5 0.5 1 #0f0[]{};
|
||||
g 5 5 1 1 #0f0[]{};
|
||||
g 4.5 5 0.5 1[offset=0.5]{
|
||||
es.SayReadyGetSetGo_2 0 1[];
|
||||
SayReadyGetSetGo 0 1[phraseToSay=Count2];
|
||||
};
|
||||
g 9 5 0.25 1 #0f0[]{};
|
||||
g 9 5 0.5 1 #0f0[]{};
|
||||
g 8.75 5 0.25 1[offset=0.25]{
|
||||
es.SayReadyGetSetGo_2 0 1[];
|
||||
SayReadyGetSetGo 0 1[phraseToSay=Count2];
|
||||
};
|
||||
g 14 5 1 1 #0f0[]{};
|
||||
g 14 5 2 1 #0f0[]{};
|
||||
g 13 5 1 1[offset=1]{
|
||||
es.SayReadyGetSetGo_2 0 1[];
|
||||
SayReadyGetSetGo 0 1[phraseToSay=Count2];
|
||||
};
|
||||
```
|
||||
|
||||
|
||||
Reference in New Issue
Block a user