Fixed South Erect not using the dark variations of characters

This commit is contained in:
AGU 2025-06-10 16:33:46 -04:00
parent 2ba6d387ad
commit 5dde11ce55
4 changed files with 39 additions and 24 deletions

View File

@ -13,7 +13,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -22,7 +22,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -31,7 +31,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -40,7 +40,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -49,7 +49,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -66,7 +66,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -75,7 +75,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -84,7 +84,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -93,7 +93,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -102,7 +102,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"erect"
},
},
{
@ -119,8 +119,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"nightmare"
"erect"
},
},
{
@ -129,8 +128,7 @@ return {
"easy",
"normal",
"hard",
"erect",
"nightmare"
"erect"
},
},
{
@ -143,4 +141,20 @@ return {
"nightmare"
},
},
{
name = "guns",
difficulties = {
"easy",
"normal",
"hard"
},
},
{
name = "stress",
difficulties = {
"easy",
"normal",
"hard"
},
}
}

View File

@ -1,6 +1,6 @@
{
"song": {
"player1": "bf",
"player1": "bf-dark",
"notes": [
{
"sectionNotes": [],
@ -5395,8 +5395,8 @@
"mustHitSection": true
}
],
"player2": "spooky",
"gfVersion": "gf",
"player2": "spooky-dark",
"gfVersion": "gf-dark",
"events": [],
"player3": null,
"song": "South Erect",

View File

@ -4,7 +4,7 @@
"isPixelStage": false,
"boyfriend": [800, -250],
"girlfriend": [200, 100],
"girlfriend": [200, 50],
"opponent": [500, -200],
"hide_girlfriend": false,

View File

@ -36,25 +36,26 @@ return {
clouds.layer = -8
local smokeLeft = myTypes.Sprite("sprites/tank/smokeLeft.png", "sprites/tank/smokeLeft.json")
smokeLeft:PlayAnimation("SmokeBlurLeft", 24, true)
smokeLeft:PlayAnimation("SmokeBlurLeft instance 1", 24, true)
smokeLeft.position = myTypes.Vector2(-200, 0)
smokeLeft.modifier = 0.4
smokeLeft.layer = -5
local smokeRight = myTypes.Sprite("sprites/tank/smokeRight.png", "sprites/tank/smokeRight.json")
smokeRight:PlayAnimation("SmokeRight", 24, true)
smokeRight:PlayAnimation("SmokeRight instance 1", 24, true)
smokeRight.position = myTypes.Vector2(1100, -100)
smokeRight.modifier = 0.4
smokeRight.layer = -5
watchtower = myTypes.Sprite("sprites/tank/tankWatchtower.png", "sprites/tank/tankWatchtower.json")
watchtower:PlayAnimation("watchtower gradient color", 24, false)
watchtower.position = myTypes.Vector2(100, 50)
watchtower:PlayAnimation("watchtower gradient color instance 1", 24, false)
watchtower.position = myTypes.Vector2(25, 50)
watchtower.modifier = 0.5
watchtower.resize = myTypes.Vector2(2, 2)
watchtower.layer = -4
rollingBGTank = myTypes.Sprite("sprites/tank/tankRolling.png", "sprites/tank/tankRolling.json")
rollingBGTank:PlayAnimation("BG tank w lighting", 24, true)
rollingBGTank:PlayAnimation("BG tank w lighting instance 1", 24, true)
rollingBGTank.position = myTypes.Vector2(bgTankX, bgTankY)
rollingBGTank.modifier = 0.5
rollingBGTank.layer = -3
@ -104,7 +105,7 @@ return {
onBeat = function(beat)
if beat % 2 == 0 then
watchtower:PlayAnimation("watchtower gradient color", 24, false)
watchtower:PlayAnimation("watchtower gradient color instance 1", 24, false)
audience1:PlayAnimation("fg tankhead far right instance 1", 24, false)
audience2:PlayAnimation("foreground man 3 instance 1", 24, false)
audience3:PlayAnimation("fg tankhead 4 instance 1", 24, false)