local t = Def.ActorFrame{}; for pn in ivalues(GAMESTATE:GetHumanPlayers()) do local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(pn); local ScoreMode = 'DDR SuperNOVA 2'; t[#t+1] = Def.Actor { Condition = not GAMESTATE:IsDemonstration(); JudgmentMessageCommand=function(self, params) if params.Player == pn then if params.TapNoteScore and params.TapNoteScore ~= 'TapNoteScore_Invalid' and params.TapNoteScore ~= 'TapNoteScore_None' then if pss:GetFailed() ~= true then pss:SetScore(Scoring[ScoreMode](params,pss)); end end end end; }; end t[#t+1] = StandardDecorationFromFile("LifeFrame","LifeFrame") t[#t+1] = StandardDecorationFromFile("ScoreFrame","ScoreFrame") -- stage display (normal) t[#t+1] = StandardDecorationFromFile("SDisplay","SDisplay") -- stage display (course) if ShowStandardDecoration("StageNumber") then for pn in ivalues(GAMESTATE:GetHumanPlayers()) do local stageNum = LoadActor(THEME:GetPathG(Var "LoadingScreen", "StageNumber"), pn) t[#t+1] = StandardDecorationFromTable( "StageNumber" .. ToEnumShortString(pn), stageNum ); end end t[#t+1] = LoadActor("under")..{ InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_TOP+20); OnCommand=cmd(draworder,0); } return t