List of Custom Methods
This is a list of custom methods and variables that can be used for Call Custom Method and Conditionals.
This list is unfinished, please refer to the Rhythm Doctor Custom Method Sheet for information.
Custom Methods
| Custom Method | Type | Description | Image |
|---|---|---|---|
CurrentSongVol(floatTargetVolume, floatFadeTimeSeconds) |
Audio | Sets the volume of the most recently played song to floatTargetVolume over the time given in floatFadeTimeSeconds. floatTargetVolume should be set to around 1, setting it to 0 will stop the song. | |
PreviousSongVol(floatTargetVolume, floatFadeTimeSeconds) |
Audio | Sets the volume of the second most recently played song to floatTargetVolume over the time given in floatFadeTimeSeconds. floatTargetVolume should be set to around 1, setting it to 0 will stop the song. | |
SongVol("stringFilename.ogg*external", floatTargetVolume, floatFadeTimeSeconds) |
Audio | Sets the volume of a specific filename to floatTargetVolume over the time given in floatFadeTimeSeconds. Can target sound effects from Play Sound. floatTargetVolume should be set to around 1, setting it to 0 will stop the song. | |
StopSong(intFadeTimeInSeconds) |
Audio | Stops the most recently played song over the time given in intFadeTimeinSeconds. | |
OneSongAtATime(boolEnabled) |
Audio | Stops the previous song as soon as a new Play Song event is played. | |
MistakeOrHeal(floatDamageOrHeal)MistakeOrHealP1(floatDamageOrHeal)MistakeOrHealP2(floatDamageOrHeal) |
Gameplay | Adds mistakes to the level, or removes mistakes if negative. Plays a hit border flash when this event is ran, a miss sound effect is played if you add mistakes to the level. P1 and P2 variants adds mistakes to those specific players. | |
TweenHitMarginMultiplier(floatNewMultiplier, floatDurationBeats, stringEaseEnum) |
Gameplay | Tweens the hitMarginMultiplier variable to the desired value over a certain amount of beats.
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hitMarginMultiplier = floatMultiplier |
Gameplay (Variable) | Sets the multiplier of the hit margins. 0 does nothing. | |
SetRankMargin(stringRank, intMargin) |
Gameplay | Sets the mistake margin of the specified rank. | |
SetMistakeWeight(intRowID, floatWeight)SetMistakeWeightInstant(intRowID, floatWeight) |
Gameplay | Sets the mistake multiplier for the specified row. SetMistakeWeightInstant automatically calls RefreshMistakeWeight to refresh the multiplier of existing beats.
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RefreshMistakeWeight() |
Gameplay | Refreshes the mistake weights of currently active beats. Gets automatically called by SetMistakeWeightInstant.
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mistakeWeight = floatWeight |
Gameplay (Variable) | Sets the mistake multiplier of all rows. | |
SetClumsyRow(intRowID, intClumsiness) |
Gameplay | Makes the CPU miss the beats without giving the player a miss. Setting intClumsiness will affect the timing of the miss, from -2 (very early) to 2 (very late), 0 disables clumsiness. | |
playerDrives7thBeat = boolEnabled |
Gameplay (Variable) | Stops the beat at the hit, and waits for the player to make an input for the hit. The player will never miss with this enabled. | |
skippableRankScreen = boolEnabled |
Gameplay (Variable) | If set to false, disallows skipping steps in the rank screen, and requires a 4th Finish Level event to allow exiting the level. | |
skipRankText = boolEnabled |
Gameplay (Variable) | Doesn't visually show the rank screen if set to true. Will still end the level. | |
StopEverything() |
Gameplay | Kills all music, beats, SFX, and any currently playing events. | |
StopAllBeats() |
Gameplay | Kills all beats and SFX for the bar. | |
IgnoreInput(boolEnabled) |
Gameplay | Forcibly disables all player inputs. | |
invisibleChars = boolEnabled |
Row Effects (Variable) | Hides all characters in all rooms. | |
invisibleHeart = boolEnabled |
Row Effects (Variable) | Hides all hearts in all rooms. | |
DamageHeart(intRowID, floatDamage)HealHeart(intRowID, floatDamage) |
Row Effects | Damages or heals the rows heart by floatDamage amount of mistakes, and shakes the heart if using DamageHeart. Negative floatDamage does nothing. Doesn't add or remove mistakes from the level. Doesn't work with manualHeartCrack.
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manualHeartCrack = boolEnabled |
Row Effects (Variable) | Disables damaging the heart automatically. Use the SetHeartMistakes custom method to change the state of the heart.
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SetHeartMistakes(intRow, floatMistakes) |
Row Effects | Sets the damage of the rows heart to the specified mistakes. Only works if manualHeartCrack is enabled.
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missesToCrackHeart = floatMisses |
Row Effects (Variable) | Changes the amount of misses required to make the heart crack. Defaults to the B mistake margin. | |
UpdateAllHearts() |
Row Effects | Updates all hearts to match the levels mistake count. | |
CrackAllHearts() |
Row Effects | Cracks all hearts. | |
noHitStrips = boolEnabled |
Row Effects (Variable) | Removes the hit strip on the hitbar when pressing the spacebar while a beat is active. | |
noHitParticles = boolEnabled |
Row Effects (Variable) | Removes the particles when hitting a beat. | |
ToggleRowHitFX(intRowID, boolEnabled) |
Row Effects | Removes all row effects from hitting a beat. Includes hit particles and the white heart tint. | |
shockwaveSizeMultiplier = floatSize |
Row Effects (Variable) | Multiplies the size of all heart explosions by floatSize. | |
shockwaveDistortionMultiplier = floatDistortion |
Row Effects (Variable) | Multiplies the distortion of all heart explosions by floatDistortion. | |
shockwaveDurationMultiplier = floatDuration |
Row Effects (Variable) | Multiplies the duration of all heart explosions by floatDuration. Heart explosions last 0.5 seconds by default, remember that Set Game Speed affects this too. | |
room[intRoomID].verticalRowSpacing = intPixels |
Row Effects | Sets the space between rows, requires an update with Move Rows or Hide Rows to take effect. Defaults to 42. | |
ShakeRow(intRowID, intAmount, floatDurationInBeats) |
Row Effects | Shakes the character and the heart of the specified row. intAmount dictates how intense the shake should be. | |
noOneshotShadows = boolEnabled |
Row Effects (Variable) | Removes the afterimage effect that appears on oneshot patterns faster than 0.5 seconds. | |
EnableRowReflections(intRoomID)DisableRowReflections(intRoomID) |
Row Effects | Toggles the reflections for characters. Works on any theme. | |
rowReflectionsJumping = boolEnabled |
Row Effects (Variable) | Enables the reflection effect to separate from characters when moving them in the Y position. Uses the Y position when this variable gets enabled as a base. | |
disableRowChangeWarningFlashes = boolEnabled |
Row Effects (Variable) | Disables row change warning flashes when changing a row from CPU or another player. Does not remove the tinting. | |
TweenRowPulseBend(intRowID, intPulse, floatBendAmount, floatDurationInBeats, stringEaseEnum) |
Row Effects | Bends the specified beat. | |
SetRowLength(intRowID, intRowLength)SetRowLengthTimed(intRowID, intRowLength, floatDurationInBeats) |
Row Effects | Smoothly sets the length of a given row in beats. SetRowLengthTimed allows you to change the duration of the animation.
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ToggleSingleRowReflections(intRoomID, intRowID, boolEnabled) |
Row Effects | Toggles the reflection for a specific row. | |
room[intRoomID].HideAllThemeBackgrounds() |
Theme Effects | Hides the background from the theme in the specified room. | |
room[intRoomID].DisableThemeGeneralEffects(boolPaintRows) |
Theme Effects | Disables effects that themes affect, and disables row paints if boolPaintRows is enabled. Some effects include Rain, Vignette, Bloom, & all Theme Custom Methods. | |
room[intRoomID].set_rotatingVoxelSpeed(floatValue) |
Theme Effects | Changes the speed at which the voxels (cubes) in the Floating Heart, Floating Heart (Broken), & Zen Garden themes rotate. | |
room[intRoomID].set_rotatingVoxelMode(boolValue) |
Theme Effects | Toggles rotating voxel mode in the Floating Heart, Floating Heart (Broken), & Zen Garden themes. | |
room[intRoomID].set_voxelFallingCubes(boolValue) |
Theme Effects | Toggles falling cubes in the Floating Heart, Floating Heart (Broken), & Zen Garden themes. | |
room[intRoomID].EnableTypingIan(boolEnable) |
Theme Effects | Shows Ian typing on the computer in the Basement theme. | |
room[intRoomID].EditKaleidoscopeColor(boolLocation, stringColor, floatBeats, stringEaseEnum) |
Theme Effects | Changes the color of the cubes in the Kaleidoscope theme. If boolLocation is set to false then cyan cubes are affected, otherwise pink cubes are affected. stringColor should be a hex color that the cubes get recolored to. The default colors are "0068FF" for cyan cubes, and "FF0068" for pink cubes. | |
SyncKaleidoscopes(intTargetRoomID, intOtherRoomID) |
Theme Effects | Tries to sync up the Kaleidoscope themes of intOtherRoomID with intTargetRoomID. sorta | |
room[intRoomID].set_kaleidoscopeSpeed(floatSpeed) |
Theme Effects | Changes how fast the Kaleidoscope theme moves. | |
room[intRoomID].set_kaleidoscopeEmissionRate(floatRate) |
Theme Effects | Changes how often the Kaleidoscope theme produces cubes. | |
room[intRoomID].set_kaleidoscopeModeCross(boolEnabled) |
Theme Effects | Changes the Kaleidoscope theme to remove reflections of each segment. | |
room[intRoomID].set_kaleidoscopeMode(boolEnabled) |
Theme Effects | Changes the Kaleidoscope theme back to normal. | |
SetKaleidoscopeRepeat(intRoomID, intRepeat) |
Theme Effects | Changes the amount of segments on the Kaleidoscope theme. | |
SetKaleidoscopeOffset(intRoomID, floatOffset, floatDurationInBeats, stringEaseStr) |
Theme Effects | Changes the offset of the mirrors in the Kaleidoscope theme. | |
SetKaleidoscopeRoll(intRoomID, floatOffset, floatDurationInBeats, stringEaseStr) |
Theme Effects | Changes the roll of the mirrors in the Kaleidoscope theme. | |
SetKaleidoscopeSymmetry(intRoomID, boolEnabled) |
Theme Effects | Toggles symmetry for the Kaleidoscope theme. Defaults to true. | |
room[intRoomID].SetRollerdiscoScrollSpeed(floatSpeed, floatDurationInBeats, enumEase) |
Theme Effects | Sets the scroll speed of the Rollerdisco theme. | |
room[intRoomID].SetRollerdiscoScrollOffset(floatOffset, floatDurationInBeats, enumEase) |
Theme Effects | Offsets the camera of the Rollerdisco theme. | |
room[intRoomID].DarkenedRollerdisco(boolEnabled) |
Theme Effects | Changes the Rollerdisco theme into an empty version. | |
room[intRoomID].SpaceCloseup() |
Theme Effects | Makes the Spaaaaace! theme use an alternate camera angle, close to the surface of the planet. Cannot be disabled. | |
room[intRoomID].EditTree(branchesPerIteration, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | Determines how many branches appear with every iteration in the Procedural Tree theme. Defaults to 10. | |
room[intRoomID].EditTree(branchesPerDivision, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | Determines how many branches appear with every branch division in the Procedural Tree theme. Defaults to 2. | |
room[intRoomID].EditTree(iterationsPerSecond, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | How many iterations happen every second in the Procedural Tree theme. Defaults to 6, can be set to a range between 1 and 60. | |
room[intRoomID].EditTree(thickness, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The thickness of every branch in the Procedural Tree theme. Defaults to 1, can be set to a range between 0.01 and 5. | |
room[intRoomID].EditTree(targetLength, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The length of each branch unaffected by maxDeviation in the Procedural Tree theme. Defaults to 15, can be set to a range between 0.01 and 20. | |
room[intRoomID].EditTree(maxDeviation, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | How much can the branch lengths vary (by ±/2) in the Procedural Tree theme. Defaults to 5, can be set to a range between 0 and 10. | |
room[intRoomID].EditTree(angle, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The angle of the tree in the Procedural Tree theme. Defaults to 45, can be set to a range between 0 and 90. | |
room[intRoomID].EditTree(camAngle, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The pitch of the camera looking at the tree in the Procedural Tree theme. Defaults to 20, can be set to a range between -90 and 90. | |
room[intRoomID].EditTree(camDistance, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The distance of the camera from the tree in the Procedural Tree theme. Defaults to 300, can be set to a range between 0 and 500. | |
room[intRoomID].EditTree(camDegreesPerSecond, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The speed of the camera rotating around the tree in the Procedural Tree theme. Defaults to 180, can be set to a range between 0 and 720. | |
room[intRoomID].EditTree(camSpeed, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The speed of the camera moving to the top of the tree in the Procedural Tree theme. Defaults to 4, can be set to a range between 0.01 and 10. | |
room[intRoomID].EditTree(pulseIntensity, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | Pulses the branches by the value in the Procedural Tree theme. Can be set to a range between 0 and 10, Unsustainable Inconsolable uses 2.5 as an example. | |
room[intRoomID].EditTree(pulseRate, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | How fast the branches pulse in the Procedural Tree theme. Can be set to a range between 0 and 10, Unsustainable Inconsolable uses 4. | |
room[intRoomID].EditTree(pulseWavelength, floatValue, floatBeats, stringEaseEnum) |
Theme Effects | The length of the pulsing waves in the Procedural Tree theme. Can be set to a range between 0.5 and 2, Unsustainable Inconsolable uses 1.2. | |
room[intRoomID].EditTreeColor(boolLocation, stringColor, floatBeats, stringEaseEnum) |
Theme Effects | Changes the color of the tree in the Procedural Tree theme. If boolLocation is set to true, colors the minimum point of each branch, otherwise colors the maximum point of each branch. stringColor uses the hex format without alpha. | |
room[intRoomID].TintRecordsRoom(boolisForeground, stringColor, floatOpacity, floatDuration, stringEaseEnum) |
Theme Effects | Tints the specified layer of the Records Room theme. | |
room[intRoomID].ParentRowToWard(intRowId, boolParentToWard) |
Theme Effects | Anchors a given row in a ward, so they are not affected by scrolling. May move the row to the rightmost side of the ward when parenting the ward. | |
room[intRoomID].ParentSpriteToWard(intSpriteIndex, boolParentToWard) |
Theme Effects | Anchors a given sprite in a ward, so they are not affected by scrolling. May move the sprite to the rightmost side of the ward when parenting the ward. Decoration IDs can be found through surgery. | |
room[intRoomID].SetWardScroll(floatSpeed, floatDurationInBeats, stringEaseString) |
Theme Effects | Scrolls the ward by a certain speed in the specified room. | |
room[intRoomID].SetWardScrollOffsetSmooth(floatTargetX, floatDurationInBeats, floatAccelBeats, floatDecelBeats) |
Theme Effects | Scrolls the ward to a specific X location in the specified room. | |
room[intRoomID].SetWardSeamless(boolEnabled) |
Theme Effects | Turns the ward into an infinite seamless version. | |
room[intRoomID].ToggleWardTVs(boolEnableTVs) |
Theme Effects | Toggles the TVs in the ward. | |
room[intRoomID].PaigeDoor(boolOpen) |
Theme Effects | Opens or closes the door to paiges office in the Hospital or the Paige's Office themes. | |
room[intRoomID].AbandonedDoor(boolOpen) |
Theme Effects | Opens or closes the big door in the Abandoned Ward theme. | |
room[intRoomID].AbandonedElevator(boolOpen) |
Theme Effects | Opens or closes the elevator door in the Abandoned Ward theme. | |
room[intRoomID].CafeDoor(boolOpen) |
Theme Effects | Opens or closes the entrance door in the Coffee Shop themes. | |
room[intRoomID].CafeLight(intPatternIndex) |
Theme Effects | Toggles the lights in the Coffee Shop in the specified pattern. -1 sets the lights to the default animation, 0 turns off all lights, 1 turns on the first light, 2 turns on the first two lights, 3 turns on the first three lights, 4 turns on all lights, 5 turns on last three lights, 6 turns on last two lights, 7 turns on the last light. | |
room['intRoomID].ColeLight(intIndex) |
Theme Effects | Toggles a light in the Coles Ward themes. Only one light can be turned on at a time. Set intIndex to -1 to reset. | |
vfx.ShowParticlePreset(stringParticlePreset, floatDuration, intRoomID) |
Visual Effects | Spawns in particles from various custom methods for the allotted time. stringParticlePreset supports "leaves1", "leaves2", "leaves3", "petals1", "petals2", "petals3", "petalsSnow1", "petalsSnow2", "petalsSnow3", & "confetti". floatDuration can be set to -1 to make them last forever. | |
noHitFlashBorder = boolEnabled |
Visual Effects (Variable) | Removes the flashing border from the edges of the screen when hitting or missing a beat. | |
Hit() |
Visual Effects | Creates a hit border flash. | |
room[intRoomID].SetShakeIntensityOnHit(intNumber, intStrength) |
Visual Effects | Shakes the room on every hit, intNumber dictates how many times to shake, intStrength dictates how intense the shake should be. | |
ShakeSprite(stringSpriteID, floatAmplitude, intFrequency, floatDurationInSeconds, boolFadeOut) |
Visual Effects | Shakes the specified decoration. stringSpriteID can be found through surgery. floatAmplitude dictates how far the sprite should shake, intFrequency dictates how fast the sprite should be shaken, boolFadeOut fades out the shake if set to true. | |
vfx.StopShakeCam(intRoomID) |
Visual Effects | Stops any active shaking in the specified room. Does not work with Smooth or Rotate shaking. | |
vfx.SetOverlayToAlpha(floatAlpha, intRoomID) |
Visual Effects | Sets the alpha of the specified room. | |
vfx.SetVignetteAlpha(floatAlpha, intRoomID) |
Visual Effects | Sets the alpha of the Vignette VFX Preset. 0 is fully transparent. Cannot be set above 1. | |
alternativeMatrix = boolEnabled |
Visual Effects (Variable) | Sets the Matrix VFX Preset to the pink version from tape/stop/night. Doesn't work for the Matrix theme. | |
vfx.AddMatrixBackgrounds(intRoomID, floatSpeed, floatAlpha) |
Visual Effects | Creates a matrix background. Can be stacked. | |
room[intRoomID].FlowingDiamonds(floatArc, floatDirection) |
Visual Effects | Makes the Diamonds VFX Preset float into a certain arc. Both floatDirection and floatArc are in degrees. To reset, set floatArc to 360. | |
room[intRoomID].PopBalloons(floatPercentage) |
Visual Effects | Pops a percentage of the balloons in the Balloons VFX Preset. floatPercentage is a range from 0-1. | |
room[intRoomID].SetBalloonsSpawnDelay(floatDelayInSeconds) |
Visual Effects | Sets a delay before a new balloon from the Balloons VFX Preset can spawn. | |
room[intRoomID].SetBalloonsSortingOrder(intLayer, intOrder) |
Visual Effects | Sets the layer of the balloons in the Balloons VFX Preset. Use 0 for intLayer for the custom method to wok. intOrder defaults to 0. | |
vfx.BassDropNew(intCamera, floatIntensity, floatOffsetDur, floatBlurDur, intVibrato) |
Visual Effects | Creates a Bass Drop effect. intCamera determines the room, -1 is On Top, floatIntensity determines the distortion of the bass drop, floatOffsetDur determines the duration of the abberation, floatBlurDur determines the duration of the blur, intVibrato determines the speed of the bass drop. | |
ShowSpotlight(intRow, boolPlayAudio) |
Visual Effects | Shows a spotlight on the specified rows character. boolPlayAudio plays the "sndSwitch" sfx. | |
ExpandSpotlight(floatBeats) |
Visual Effects | Expands the spotlight from ShowSpotlight over the specified floatBeats.
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HideSpotlight() |
Visual Effects | Hides the spotlight from ShowSpotlight instantly.
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room[roomID].SpawnParticle(stringParticleName, floatX, floatY, floatScale) |
Visual Effects | Spawns a particle at the desired location and scale. stringParticleName can support "HitExplosion", "LevelEventExplosion", "FireworkBoom", "FireworkBoomFast", "FireworkTrail", & "GlassExplosion". Particles like "BungeeRope", "Spiders" require the ()=>create Comment Method or other special Custom Methods.
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statusSignWidth = floatWidth |
Utility (Variable) | Sets the width of the status sign. Defaults to -1. | |
StopDialogue()StopDialogueInstantly() |
Utility | Closes all active dialogues. StopDialogueInstantly skips the closing animation as well.
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SetUpFlashMarginFeedback(intRowType, floatLengthInBeats, boolFlashScreen) |
Utility | Shows the feedback text from boss levels on every judgement. Setting intRowType to 0 will cause the "HIT ON SEVENTH BEAT" text to appear when too many beats are completely missed. boolFlashScreen will cause a flash to appear everytime the feedback text appears. MarginFlashFeedback toggles the feedback text.
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MarginFlashFeedback(boolEnabled, boolKeepCompleteMiss) |
Utility | Toggles the feedback text from SetUpFlashMarginFeedback. boolKeepCompleteMiss prevents "LATE" and "HIT ON SEVENTH BEAT" from appearing when completely missing the beat.
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ShowMarginError(boolEnabled) |
Utility | Shows the feedback status sign from the first tutorial. | |
activeDialogues = boolEnabledactiveDialoguesImmediately = boolEnabled |
Utility (Variable) | Causes all dialogues to wait for a player input. Prevents the level from passing the bar while a dialogue is active. activeDialoguesImmediately immediately continues after dialogue passes without waiting for the song to sync up.
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SetDialogueRoom(intRoom) |
Utility | Changes the room of the dialogue box while it's active. | |
SetDialogueAnchor(floatAnchor) |
Utility | Changes the anchor of the dialogue box while it's active. Also allows you to use anchor points not available in the event. | |
forceNoFrameOffsets = boolEnabled |
Utility (Variable) | Disables showing new hit judgement status signs from the Numerical Hit Judgement option. Only recommended to enable when necessary. | |
ShowHealth(boolShow, floatAnimationDurationInBeats) |
Utility | Shows the health bar from boss levels. Only visual, can be made functional with custom classes. | |
ShowVirusBar(boolShow) |
Utility | Toggles the virus bar in the ShowHealth custom method.
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MoveLyric(intLyricID, floatXPos, floatYPos) |
Utility | Moves a Floating Text lyric to the given position. intLyricID can be found through surgery. | |
FadeLyric(intLyricID, floatOpacity, floatDurationInBeats) |
Utility | Changes the opacity of the Floating Text lyric. Requires the manualLyricAlpha variable to be enabled.intLyricID can be found through surgery.
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manualLyricAlpha = boolEnabled |
Utility (Variable) | Prevents Floating Text from fading out automatically. Allows FadeLyric to be used.
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TweenFloat(intFloatID, floatNewValue, floatBeats, stringEase) |
Utility | Smoothly eases the given float to floatNewValue. intFloatID should only have a number. | |
room[intRoomID].set_peekWindowMode(boolEnabled) |
Window Dance | Sets the window to have the true camera of the specified room to move alongside Window Dance events. Only works on windows with window content set to All Rooms. | |
SetWindowDanceTimeShift(intWindow, floatShiftBeats, floatEaseBeats, stringEaseEnum) |
Window Dance | Shifts the currently active Window Dance animation by floatShiftBeats. You can shift by both positive an negative numbers. | |
ToggleWindowDanceWrap(intWindow, boolVertical, boolWrap) |
Window Dance | Allows the Window Dance windows to wrap around the screen when using the Wrap movement. boolVertical determines the direction, false means horizontal. boolWrap determines if the window should wrap around, false means the window goes off-screen. |
Deprecated
Additionally, there's Custom Methods that have been turned into events, or no longer work. For documentations sake, they're included here.
| Custom Method | Type | Description | Image |
|---|---|---|---|
SetShadowRow(intMimickerRowID, intMimickedRowID)UnsetShadowRow(intMimickerRowID, intMimickedRowID) |
Gameplay | Causes the mimicker row to replay all events and gameplay of the mimicked row. The [mimic] special tag only causes the mimicker row to play the event, and the [nomimic] special tag only causes the mimicked row to play the event. Missing a mimicker row will yield 0.5 mistakes, unless the noShadowRowWeighting variable is set to true. Recommended to set the execution time to OnPreBar.
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bombBeats = boolEnabled |
Gameplay (Variable) | Causes Add Free Time Beats set to the 7th beat to miss if they're hit. | |
customGameover = boolEnabled |
Gameplay (Variable) | No longer exists. Doesn't visually show the rank screen if set to true. Will still end the level, however will not save your rank. | |
ChangeCharacter(stringCharacter, intRowID)ChangeCharacterSmooth(stringCharacter, intRowID) |
Row Effects | Changes the row's character to the character with the given name. Does not work with custom characters. ChangeCharacterSmooth does a puff of smoke animation as well. Note: This uses the internal names of characters. (e.g. Cole is "HoodieBoy")
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SetHeartCracked(intRow)SetHeartCrackedLeft(intRow)SetHeartCrackedRight(intRow)SetHeartUnbeatable(intRow)SetHeartPumpkin(intRow) |
Row Effects | Changes the row's heart to the specified sprite. | |
ResetHeart(intRow) |
Row Effects | Resets the row's heart to be the default heart. | |
InfectHeart(intRowID, boolInstantAnimation) |
Row Effects | Changes the row's heart to be infected. Shows the heart infection animation if boolInstantAnimation is set to false, otherwise switches to the infected immediately if set to true. | |
SetOneshotType(intRowID, enumWavetype) |
Row Effects | Changes the wave type for oneshot rows. enumWavetype can be set to BoomAndRush, Spring, Spike, SpikeHuge, Ball, Single. | |
room[intRoomID].wavyRowsAmplitude = floatAmplitude |
Row Effects | Sets the amplitude of the waves in the Wavy Rows VFX preset. floatAmplitude is 15 by default. | |
room[intRoomID].wavyRowsFrequency = floatFrequency |
Row Effects | Sets the frequency of the waves in the Wavy Rows VFX preset. floatFrequency is 2 by default. | |
wobblyLines = boolEnabled |
Row Effects | Makes all oneshot rows have wobbly lines after every hit. Doesn't work with subdivisions. | |
noBananaBeats = boolEnabled |
Row Effects (Variable) | Disables the banana visuals on swung beats. | |
SetKaleidoscopeColor(intRoomID, floatR1, floatG1, floatB1, floatR2, floatG2, floatB2) |
Theme Effects | Changes the colors of the cubes in the Kaleidoscope theme. floatR1, floatG1, & floatB1 changes the Red, Green, & Blue values of the Pink cubes, while floatR2, floatG2, & floatB2 changes the values of the Cyan cubes. Colors are usually from 0 to 1. Unless you're using this to overtint, you should use the EditKaleidoscopeColor method instead.
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SetHandsBorderColor(intRoomID, floatR, floatG, floatB, floatA, intStyle)SetAllHandsBorderColor(floatR, floatG, floatB, floatA, intStyle) |
Visual Effects | Sets the border of all hands in the specified room. Colors range from 0 to 1. To use a glow outline set intStyle to 1, otherwise set it to 0 for a pixel outline. SetAllHandsBorderColor modifies all rooms instead.
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SetHandToP1(intRoomID, boolRightHand)SetHandToP2(intRoomID, boolRightHand)SetHandToIan(intRoomID, boolRightHand)SetHandToPaige(intRoomID, boolRightHand)SetHandToPolitician(intRoomID, boolRightHand) |
Visual Effects | Turns the hand into the specified player or cpu. Setting boolRightHand to true will set the right hand, otherwise the left hand. | |
ShowPlayerHand(intRoomID, boolIsPlayer1, boolIsShortArm, boolIsInstant) |
Visual Effects | Reveals a player hand in the specified room. | |
TintHandsWithInts(intRoomID, floatR, floatG, floatB, floatA) |
Visual Effects | Tints all hands in the specified room. Colors range from 0 to 1. | |
smoothShake = boolEnabled |
Visual Effects (Variable) | Replaces screen shakes with a smooth version. Only works when Execution time is set to OnPreBar | |
rotateShake = boolEnabled |
Visual Effects (Variable) | Replaces screen shakes with a rotation shake. | |
vfx.ShakeCam(intNumber, intStrength, intRoomID) |
Visual Effects | Shakes the specified room. intNumber dictates how many times to shake, intStrength dictates how intense the shake should be. | |
vfx.ShakeCamSmooth(floatDuration, floatStrength, intRoomID) |
Visual Effects | Smoothly shakes the specified room. floatDuration dictates how long to shake for, floatStrength dictates how intense the shake should be. | |
vfx.ShakeCamRotate(floatDuration, floatStrength, intRoomID) |
Visual Effects | Shakes the specified room with rotation. floatDuration dictates how long to shake for, floatStrength dictates how intense the shake should be. | |
useFlashFontForFloatingText = boolEnabled |
Utility (Variable) | Turns the Default font for every Floating Text event into the Bold font. | |
GoToLevel(stringLevelName) |
Utility | Goes to the specified level path. Supports internal levels. | |
beepReady(floatBeepPeriod)beep1(floatBeepPeriod)beep2(floatBeepPeriod)beep3(floatBeepPeriod) |
Utility | No longer exists. Shows the oneshot cue spotlights without any noise. beep1 acts as a "Get", beep2 acts as a "Set", beep3 acts as a "Go". floatBeepPeriod determines how fast the animations for characters with beep expressions should be.
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Comment Methods
Comment Methods are a historic way of using certain custom methods in Comments, all of these have a custom method or an event counterpart. For documentations sake, they're included here.
| Comment Method | Description |
|---|---|
()=>create(CustomParticles/HitExplosion, floatX%, floatY%) |
Creates a hit particle effect at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(CustomParticles/LevelEventExplosion, floatX%, floatY%) |
Creates a burst of old level editor events at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(BungeeRope/BungeeRope, floatX%, floatY%) |
Creates a bungee rope sprite at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(Spiders/Spiders, floatX%, floatY%) |
Creates an animated spider sprite at the specified x and y position. Note: The sprite is very tall, and it should be placed at a high Y position. Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(CustomParticles/FireworkBoom, floatX%, floatY%) |
Creates a firework explosion effect at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(CustomParticles/FireworkBoomFast, floatX%, floatY%) |
Creates a faster firework explosion effect at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(CustomParticles/FireworkTrail, floatX%, floatY%) |
Creates a firework trail effect, a set of particles that spawn and move downwards, at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>create(CustomParticles/GlassExplosion, floatX%, floatY%) |
Creates a burst of glass particles at the specified x and y position. Note: Inserting a custom particle in a different room requires you to offset the explosion by 852.27% (3000px) in the X direction. |
()=>shockwave(size, floatValue) |
Multiplies the size of all heart explosions by floatValue. |
()=>shockwave(distortion, floatValue) |
Multiplies the distortion of all heart explosions by floatValue. |
()=>shockwave(duration, floatValue) |
Multiplies the duration of all heart explosions by floatValue. |
()=>trueCameraMove(intRoomID, intXpx, intYpx, floatAnimationDuration, enumEase) |
Moves the canvas within the room. Useful to show different parts of themes. X and Y positions are in pixels rather than precentages. |
()=>wavyRowsAmplitude(intRoomID, floatAmplitude, floatDuration) |
Sets the amplitude of the Wavy Rows VFX Preset in the target room over a certain duration. floatAmplitude is 15 by default. |
()=>roomPeek(intRoomID, boolEnabled) |
Sets the window to have the true camera of the specified room to move alongside Window Dance events. Only works on windows with window content set to All Rooms. |
Variables
Conditional
This is a list of variables and miscellaneous methods that can be used in Conditionals.
| Variable | Description |
|---|---|
autoplay |
Boolean. Whether Autoplay is on or not. |
atLeastRank(stringRank) |
Method to check for a rank. Can't distinguise plus and minus variants, except for S+. |
atLeastNPerfects(intHitsToCheck, intNumberOfPerfects) |
Checks if NumberOfPerfects of the last HitsToCheck beats have been hit. |
arePlayerInputsSwapped |
Boolean. Whether the player has used "Swap Hands." |
levelSpeed |
Float. Speed of the level. Chilly speed is 0.75, chili speed is 1.5, and default is 1. |
numMistakesnumMistakesP1numMistakesP2 |
Number of mistakes, collectively and per-player. |
platform |
String. Platform used by the computer: Mac or Windows (Linux can be checked if both are false). |
voiceLanguage |
String. Language used by the user: only English and Chinese are supported by this variable, so use the Language Conditional otherwise. |
upPress |
Up Arrow Key Press |
downPress |
Down Arrow Key Press |
leftPress |
Left Arrow Key Press |
rightPress |
Right Arrow Key Press |
upIsPressed |
Up Arrow Key Is Pressed |
downIsPressed |
Down Arrow Key Is Pressed |
leftIsPressed |
Left Arrow Key Is Pressed |
rightIsPressed |
Right Arrow Key Is Pressed |
upReleased |
Up Arrow Key Is Released |
downReleased |
Down Arrow Key Is Released |
leftReleased |
Left Arrow Key Is Released |
rightReleased |
Right Arrow Key Is Released |
anyPlayerPress |
Any Key Press |
anyPlayerRelease |
Any Key Is Released |
p1Press |
P1 Any Key Press |
p2Press |
P2 Any Key Press |
p1IsPressed |
P1 Any Key Is Pressed |
p2IsPressed |
P2 Any Key Is Pressed |
p1Release |
P1 Any Key Is Released |
p2Release |
P2 Any Key Is Released |
buttonPressCount |
Amount of times a button has been pressed(Not 2P Compatible?) |
Special Tags
This is a list of special tags that are handled by game input automatically that can be applied to any event. They can't be modified or run with Tag Action.
| Tag | Description |
|---|---|
[onHit] |
Run when any row is hit, whether correctly, barely, or slightly missed. |
[onMiss] |
Run when any row is completely missed (not hit at all). |
[onHeldPressHit] |
Run when any hold is hit, whether correctly, barely, or slightly missed. |
[onHeldPressMiss] |
Run when any hold is completely missed (not hit at all). |
[onHeldReleaseHit] |
Run when any hold is released, whether correctly, barely, or slightly missed. |
[onHeldReleaseMiss] |
Run when any hold's release is completely missed (not hit at all). |
[rowX] |
Restrict the previous special tags' scope to a specific row. Zero-indexed, where X is the row's ID. Multiple of these can be put to check for more than 1 row.
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