Stacked on #18 (shares the clip player). Needs engine PRs Yonokid/YataiDON#160 and #161 (handle_ending / handle_score); without them nothing changes.
In game: the rank plate slides in at the player panel's top-left as the score crosses each rank line (500k white, 600k bronze, 700k silver, 800k gold, 900k pink, 950k purple, 1M rainbow), swapping through the original's out/in pair on the next line.
Result: a ScoreRank state between the score count-up and the crown plays the original's plate clip under the score box (極 with its own burst), then the crown follows as before.
Song select already draws the chips from the stored rank.
Clips are exported from the original with the seven plates as swappable shapes; Scripts/game/clip_player.lua is the shared frame player.
Stacked on #18 (shares the clip player). Needs engine PRs Yonokid/YataiDON#160 and #161 (`handle_ending` / `handle_score`); without them nothing changes.
- **In game**: the rank plate slides in at the player panel's top-left as the score crosses each rank line (500k white, 600k bronze, 700k silver, 800k gold, 900k pink, 950k purple, 1M rainbow), swapping through the original's out/in pair on the next line.
- **Result**: a ScoreRank state between the score count-up and the crown plays the original's plate clip under the score box (極 with its own burst), then the crown follows as before.
- Song select already draws the chips from the stored rank.
Clips are exported from the original with the seven plates as swappable shapes; `Scripts/game/clip_player.lua` is the shared frame player.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Uses the engine's new Background:handle_ending / draw_ending hook. The four
ending clips are exported frame by frame (Scripts/game/ending_anim, textures
under game/ending_<kind>_anim) and replayed on the lane at 60 fps: the banner
text reveal, the fans, the two dancers and the confetti all move as in the
original, then loop. Without the engine hook the skin's static plates still
draw as before.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- In game: the rank plate slides in at the player panel's top-left as the score
crosses each rank line (500k white, 600k bronze, 700k silver, 800k gold,
900k pink, 950k purple, 1M rainbow), swapping through the out/in pair on the
next line. Uses the engine's Background:handle_score hook.
- Result: a ScoreRank state between the score count-up and the crown, playing
the original's plate clip (極 with its own burst) under the score box.
- Song select already draws the chips from the stored rank.
Clips exported from the original with the rank plates as swappable shapes;
Scripts/game/clip_player.lua is the shared frame player.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The original only ever plays `in`; the clip then keeps and fades out by itself,
and a new rank line restarts it. Exported as one 162-frame clip instead of the
in/out pair, so the plate fades out after its keep span as on the cabinet.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The original plays se_result `scorerank_NN_<seat>` (one sample for every rank)
when the plate appears; shipped as scorerank_{c,l,r} and played when the
ScoreRank state starts, seat chosen like the crown sound.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Stacked on #18 (shares the clip player). Needs engine PRs Yonokid/YataiDON#160 and #161 (
handle_ending/handle_score); without them nothing changes.Clips are exported from the original with the seven plates as swappable shapes;
Scripts/game/clip_player.luais the shared frame player.🤖 Generated with Claude Code
The original plays se_result `scorerank_NN_<seat>` (one sample for every rank) when the plate appears; shipped as scorerank_{c,l,r} and played when the ScoreRank state starts, seat chosen like the crown sound. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>