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-| Sections | +|||||
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| Singletons | +Classes | +Namespaces | +Global Functions | +Enums | +Constants | +
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+ | Functions |
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+
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| Constant | +Value | +
|---|---|
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+
+ |
+
+
+
+
+
+v is false (or nil). Returns all arguments otherwise. sAssertMessage is an optional error message (the default is "assertion failed!").
- fValue between fLow and fHigh.
- opt.
- color can be in
- hex ("#FFFFFFFF") or 0..1 values ("1.0,1.0,1.0,1.0"),
- in RGBA order.
- sAddress.
- tab with the given value.
- list.
- fPercentDancePoints formatted as a percentage.
- name from the Env table.
- true if player pn is using ProTiming.
- true if the coin mode is not set to CoinMode_Home.
- true if Event Mode is turned on.
- true if Arcade and the coin mode is CoinMode_Free.
- true if the coin mode is set to CoinMode_Home.
- true if connected to the Internet.
- true if connected to StepMania Online.
- true if Player pn is logged on to
- a SMOnline server.
- true if the aspect ratio is 16:10 (1.6) or higher.
- delimiter, returning a string of the results.
- sPath. If sPath points to a Lua file, any additional arguments will be passed to that script.
- m as a localized string.
- m as a string.
- fSecs to Minutes:Seconds.Milliseconds format.
- name to value in the Env table.
- true if a decoration should be shown on the current screen or not.
- delimiter, returning a table of the results.
- P1.
- ar43 (4:3; 640px) and ar169 (16:9; 854px).
- prefName to its config file with value being tostring'd.
- sString.
- fSecs to Minutes:Seconds:Milliseconds format using two digits for each section.
- fSecs to Minutes:Seconds.Milliseconds format using two digits for each section.
- fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
- fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
- fSecs to Minutes:Seconds format.
- path and returns its contents.
- buf to the file at path.
- true if sClassName is a registered Class.
- [1] would be the
- string 'PlayerNumber_P1'.Enum namespace are valid member
- functions of every Enum where the first argument is
- omitted and the name of the Enum is used in place
- of Enum. Instead of
- Enum.GetName(
- ) or
- Enum.Reverse(
- ), one can use
- :GetName() or
- :Reverse(), respectively.
- x and y need to be elements of the enumerated
- type e. Returns a value less than/greater than/equal to
- 0 corresponding to the numerical value of x being
- less than/greater than/equal to the numerical value of y as
- determined by
- Enum.Reverse( e ).
- e. For example,
- Enum.GetName( )
- will return the string 'PlayerNumber'.
- e. For
- example: local r =
- Enum.Reverse( );
- local n = r['PlayerNumber_P2'];n in this case would be 1 corresponding
- to the 0-based indexing using in C++ and not 2 as might be
- expected for the 1-based indexing used in Lua.
- sString to log.txt. Aliased by
- .
- sString to info.txt and log.txt as
- a warning. Aliased by .
- pn.
- st) are playable.
- st) are playable.
- nil if it doesn't have one.
- b.
- fRate * fRate), where fRate is in seconds.
- rot to the Actor's current x rotation.
- rot to the Actor's current y rotation.
- rot to the Actor's current z rotation.
- xPos to the Actor's current x position.
- yPos to the Actor's current y position.
- zPos to the Actor's current z position.
- h and v are in the range 0..1.
- true, cull the Actor's back faces. See also: .
- fAlpha, where fAlpha is in the range 0..1.
- rot.
- rot.
- rot.
- zoom.
- zoom.
- zoom.
- zoom.
- percent of the Actor from the bottom, where percent is in the range 0..1.
- percent of the Actor from the left, where percent is in the range 0..1.
- percent of the Actor from the right, where percent is in the range 0..1.
- percent of the Actor from the top, where percent is in the range 0..1.
- mode.
- fRate) * (1-fRate)), where fRate is in seconds.
- c.
- fAlpha, where fAlpha is in the range 0..1.
- c.
- c, ignoring any alpha value in c.
- c.
- c.
- c.
- c.
- c.
- c.
- c.
- iOrder, where larger values display first.
- s.
- c.
- c.
- fTime.
- fTime.
- percent of the Actor from the bottom where percent is in the range 0..1.
- percent of the Actor from the left where percent is in the range 0..1.
- percent of the Actor from the right where percent is in the range 0..1.
- percent of the Actor from the top where percent is in the range 0..1.
- true if the Actor has a command named sCmdName.
- fAlign which should be a float in the range 0..1. An alignment of 0 is left aligned while an alignment of 1 is right aligned. See for the common case.
- b is true, but don't unhide if b is false."
- align. See for fractional alignment.
- factor.
- fRate is in seconds.
- side ("Back" or "Front").
- sName.
- sCommandName.
- p being a human player.
- sCommandName to be played.
- !sMessageName (Note the ! at the beginning. The source code says this: "Hack: use "!" as a marker to broadcast a command, instead of playing a command, so we don't have to add yet another element to every tween state for this rarely-used command.")
- fAlign.
- fAlign.
- fAlign.
- iNewState.
- c.
- fLength.
- fLength.
- fLength.
- fAmount.
- fAmount.
- fSeconds before executing the next command.
- fAlign which should be a float in the range 0..1. An alignment of 0 is top aligned while an alignment of 1 is bottom aligned. See for the common case.
- align. See for fractional alignment.
- xPos.
- yPos.
- zPos.
- zoom scale.
- zoomX and zoomY.
- zoom height. See also: .
- zoom width. See also: .
- zoom scale on the X axis.
- zoom scale on the Y axis.
- zoom scale on the Z axis.
- x,SCREEN_CENTER_X)
- y,SCREEN_CENTER_Y)
- sName.
- sCommandName command on the ActorFrame's children.
- sCommandName command on the ActorFrame's leaves.
- cmds on the ActorFrame's children.
- cmds on the ActorFrame's leaves.
- c.
- c.
- c.
- fRate.
- a.
- fWidth by fHeight pixels.
- fNumItems items.
- fSecs.
- fSeconds.
- 0 means the scroller will not scroll.
- fItemHeight.
- fItemWidth.
- SupportPan - Let the sound pan from side to side.SupportRateChanging - Let the sound change rate and pitch.
- sPath.
- bPause.
- SupportPan = true on load.
- sAnnouncer exists.
- sNewAnnouncer.
- true if the Banner is currently scrolling.
- attr to the string at position
- iPos.Length
- which specifies how many (multi-byte) characters the attribute
- is to apply. If Length=-1, then the attribute applies
- until another attribute overrides it.Diffuse, then the color value
- is applied to the range of text.Diffuses, then it should be
- an array of 4 colors which specify the diffuse color for the
- top left, top right, bottom left, and bottom right.Glow, then the color value
- is applied as a glow to the range of text.attr = { Length = 10; Diffuse = color("#AABBCC"); }
- bJitter is true, move each character of the string around by a small random amount.
- fHeight. If fHeight is 0, then there is no maximum height.
- fWidth. If fWidth is 0, then there is no maximum width.
- false.
- true, set each character of the text in turn to the rainbow colors in the metrics BitmapText::RainbowColor#.
- sText. This clears all attributes.
- string.format(sFormat, ...).
- c.
- true, make all text uppercase.
- iSpacing pixels of padding between lines of text.
- iWidth pixels. If you or by x and you want the text wrapped at width, then you should use wrapwidthpixels(width/x).
- sID.
- sMetricsGroup.
- iIndex from the Course.
- true if the Course has a background.
- true if the Course has a banner.
- true if the Course has modifiers.
- true if the Course has timed modifiers.
- true if the Course is an edit.
- true if the Course was automatically generated.
- true if the Course is Endless.
- true if the Course is Nonstop.
- true if the Course is Oni.
- true if this CourseEntry is a fixed song.
- true if this CourseEntry is secret.
- sPath.
- s.
- s.
- pn,
- then sets the DifficultyIcon's state from the difficulty of Steps pSteps
- pn,
- then sets the DifficultyIcon's state from the difficulty of Trail pTrail
- pn.
- nil if there isn't one).
- game.
- true if any noteskins exist for the specified Game s.
- st.
- fVolume for fDuration seconds.
- pn.
- sPath one time.
- true if any player has performed a feat worthy of ranking.
- sCommand
- for pn, if given. See .
- true if enough credits have been inserted to join.
- local credits = {GAMESTATE:GetCurrentStepsCredits()};nil if
- it does not exist.
- nil
- if it does not exist.
- true if the gameplay lead in is enabled. If
- false, gameplay begins immediately.
- true if the game is Multiplayer.
- pn.
- pn.
- pn.
- true if a delay is active in the song.
- true if the song is currently in a freeze.
- fBeat.
- true if the workout goal is complete.
- true if an extra stage was earned.
- true if this is an extra stage.
- true if any human player is using a memory card.
- true if playing in Battle mode.
- true if playing in a Course mode.
- true if in Demonstration mode.
- true if the match was a draw.
- true if Event Mode is on, temporary or otherwise.
- true if this is the first extra stage.
- true if this is the second extra stage.
- true if player pn has completed the current Goal.
- true if player pn is human.
- true if player pn is enabled.
- true if player pn has joined the game.
- true if player pn is the winner.
- pn.
- true if player pn is using modifier sModifier.
- true if players can join the game.
- course.
- song.
- pn's current Steps to steps.
- trail.
- iFields
- pn to Difficulty dc.
- song.
- sGroup.
- so using ModsLevel m.
- bOn.
- bOn.
- pn.
- sMetricsGroup.
- g.
- sMetricsGroup.
- pn to empty.
- pn from RadarValues rv
- fSeconds.
- tips (and optionally altTips).
- sTips using colons to separate new sections.
- hns.
- tns.
- true if failing.
- true if the LifeMeter is "hot".
- true if in danger.
- true if player pn's card is locked.
- pn.
- true if player pn's name is available.
- fSeconds.
- bSilent.
- bStealth. If
- true, the timer will be invisible and silent.
- sMessage. The
- second argument is an optional table of parameters. It may be omitted or explicitly
- set to nil.
- fWidth.
- sAniName at fPlayRate speed (default 1.0).
- fRate.
- sAnimation at fPlayRate speed (default 1.0).
- pn from the Metrics in group sMetricsGroup.
- sNoteSkin.
- sNoteSkin.
- sNoteSkin.
- sNoteSkin.
- sButton sElement.
- sButton sElement using NoteSkin sNoteSkin.
- sButton sElement.
- sButton sElement using NoteSkin sNoteSkin.
- true if the strName noteskin exists in the current gametype.
- true if the first item in the row goes down.
- pn is on.
- true if this row is focused by player pn.
- true if this row forces one choice on all players.
- pn.
- true if a full combo (TNS_W3 and up) was obtained.
- true if a full combo (tns and up) was obtained.
- tns.
- true if the player was disqualified from ranking.
- iScore.
- sPlayerOptions for the specified ModsLevel.
- sPreference.
- sPreference exists.
- sPreference to value.
- sPreference to the default value.
- Course c, Trail t)
- s has been played with the profile.
- st.
- g on.
- g on.
- true if the player has passed any steps in the specified Song s.
- true if the specified code sUnlockEntryID is unlocked.
- iCals calories.
- iSecs seconds.
- gt.
- weightPounds.
- pn.
- ProfileSlot.
- true if player pn's profile is persistent.
- true if Song s has never been played before (according to the machine profile).
- true if the last load of player pn's profile was a LastGood copy of the profile.
- true if the last load of player pn's profile resulted in a tampered or corrupt profile.
- rc from .
- true if the current position within the file is the end. (EOF = End of File)
- sPath (relative to the StepMania root directory).iAccessType can be set to read (1), write (2), stream (4) or flush to disk on close (8).iAccessType to 3 (1+2).
- length bytes from the RageFile's current position.
- str.
- true if a file exists at sPath.
- sPath. The last two arguments are optional (and default to false).
- sPath.
- sProperty to fVal. The supported properties depend on how the associated was loaded.
- fPitch. The associated have SupportsRateChanging = true on load.
- fSpeed. The associated must have SupportsRateChanging = true on load.
- fVolume, which is between 0..1.
- {left, top, right, bottom}.
- bLoop.
- fPos.
- fRate.
- sGroupName.
- f.
- f seconds.
- sScreenMsg to the Screen.
- true if a single has its NoteField centered.
- pn.
- pn.
- true if the game is paused.
- bPause.
- true if screen class s exists.
- true if screen s is prepared.
- s.
- true if Player pn backspaced successfully.
- true if Player pn was able to add sKey to their name.
- pn and returns true
- if successful.
- true if anyone is entering their name.
- true if anyone is still entering their name.true if Player pn is entering their name.
- true if Player pn is finished entering their name.
- pn.
- true if all active players are on the last options row.
- true if the specified player is on an items that ends the screen.
- pn is on. (Was previously GetCurrentRow.)
- true if we are going to PlayerOptions.
- true if there is a profile that can be loaded.
- true if there is a profile that can be saved.
- pn's current selected item as an integer.
- true if the player is going to the options screen.
- true
- if successful.
- pn to iProfileIndex.
- st.
- true if the song has steps for the specified difficulty in st.
- true if the song has attacks.
- true if the song has a background.
- true if the song has a banner.
- true if the song has BGChanges.
- true if the song has a CDTitle.
- true if the song has edits.
- true if the song has lyrics.
- true if the song has music.
- true if the song has significant elephants or bison.
- true if the song has .
- true if the song's DisplayBPM is constant.
- true if the song's DisplayBPM is random.
- true if the song's DisplayBPM is secret.
- true if the song is considered easy.
- true if the song is enabled.
- true if the song meets the criteria for a "Long Version".
- true if the song meets the criteria for "Marathon" length.
- true if the song only has Beginner steps.
- sCourse is found.
- sSong is found.
- c.
- s. (If bExtra2 is true, it will use the second Extra Stage data instead of the first. Again, Lua.xsd sucks)
- s.
- st.
- sGroupName.
- s.
- sGroupName.
- {theme}/Other/SongManager sListName.txt.
- {theme}/Other/SongManager sListName.txt.
- Frames table consisting of iNumFrames frames lasting for a total of fSeconds seconds. This function is not a member function and should be used as Frames = Sprite.LinearFrames( 5, 2.6 ).
- sPath is nil, then unload the texture. Otherwise, load the texture at path sPath.
- sPath.
- sPath.
- song's background.
- song's banner.
- mode.
- texture.
- RageTexture:loop( bLoop ) on the texture.
- RageTexture:position( fPos ) on the texture.
- RageTexture:rate( fRate ) on the texture.
- fWidth and height fHeight clipping if the dimensions do not match.
- iNewState.
- fWidthxfHeight.
- fRate. Useful for Sprites that need to change by BPM (e.g. Tran from DDR 5th Mix, the cube from DS EuroMix 2).
- true if everyone failed.
- mp.
- pn.
- true if at least one person passed.
- true if player pn has a high score.
- pn's final grade.
- iAgo rounds ago.
- pn. Use to grab a specific value.
- true if the Steps are an edit.
- true if the Steps are a player edit (loaded from a profile).
- true if the steps were automatically generated.
- sMetricsGroup.
- pn.
- pSteps.
- iMeter, and Difficulty.
- pTrail.
- true if the Style needs to be zoomed out with two players.
- Element in Class from metrics.ini.
- ClassName Element in the BGAnimations folder.
- Element in Class for the currently loaded language.
- fElapsedTime.
- fBeat.
- beat=BPM".
- fBeat.
- beat=stop seconds".
- beat=stop seconds".
- true if the TimingData contains BPM changes.
- true if the TimingData contains any BPM changes with a negative BPM.
- true if the TimingData contains stops.
- iEntry.
- m_sEntryID.
- sCourseName.course,"Driven"
- true if the UnlockEntry requires you to pass Hard steps.
- true if the UnlockEntry is locked.
- sModifier.
- m_fRequirement.
- sSongName.sSongName also requires the group.song,"In The Groove/Pandemonium"
- steps,"In The Groove/Pandemonium","expert"
- true if there are any unlocks to celebrate.
- sEntryID.
- sEntryID.
- iIndex.
- iIndex.
- true if the wheel is locked.
- true if the wheel is settled/stopped moving.
- n.
- sSection.
- iSongIndex.
- v is false (or nil). Returns all arguments otherwise. sAssertMessage is an optional error message (the default is "assertion failed!").
+ fValue between fLow and fHigh.
+ opt.
+ color can be in
+ hex ("#FFFFFFFF") or 0..1 values ("1.0,1.0,1.0,1.0"),
+ in RGBA order.
+ sAddress.
+ tab with the given value.
+ list.
+ fPercentDancePoints formatted as a percentage.
+ name from the Env table.
+ true if player pn is using ProTiming.
+ true if the coin mode is not set to CoinMode_Home.
+ true if Event Mode is turned on.
+ true if Arcade and the coin mode is CoinMode_Free.
+ true if the coin mode is set to CoinMode_Home.
+ true if connected to the Internet.
+ true if connected to StepMania Online.
+ true if Player pn is logged on to
+ a SMOnline server.
+ true if the aspect ratio is 16:10 (1.6) or higher.
+ delimiter, returning a string of the results.
+ sPath. If sPath points to a Lua file, any additional arguments will be passed to that script.
+ m as a localized string.
+ m as a string.
+ fSecs to Minutes:Seconds.Milliseconds format.
+ name to value in the Env table.
+ true if a decoration should be shown on the current screen or not.
+ delimiter, returning a table of the results.
+ P1.
+ ar43 (4:3; 640px) and ar169 (16:9; 854px).
+ prefName to its config file with value being tostring'd.
+ sString.
+ fSecs to Minutes:Seconds:Milliseconds format using two digits for each section.
+ fSecs to Minutes:Seconds.Milliseconds format using two digits for each section.
+ fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
+ fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
+ fSecs to Minutes:Seconds format.
+ path and returns its contents.
+ buf to the file at path.
+ true if sClassName is a registered Class.
+ [1] would be the
+ string 'PlayerNumber_P1'.Enum namespace are valid member
+ functions of every Enum where the first argument is
+ omitted and the name of the Enum is used in place
+ of Enum. Instead of
+ Enum.GetName(
+ ) or
+ Enum.Reverse(
+ ), one can use
+ :GetName() or
+ :Reverse(), respectively.
+ x and y need to be elements of the enumerated
+ type e. Returns a value less than/greater than/equal to
+ 0 corresponding to the numerical value of x being
+ less than/greater than/equal to the numerical value of y as
+ determined by
+ Enum.Reverse( e ).
+ e. For example,
+ Enum.GetName( )
+ will return the string 'PlayerNumber'.
+ e. For
+ example: local r =
+ Enum.Reverse( );
+ local n = r['PlayerNumber_P2'];n in this case would be 1 corresponding
+ to the 0-based indexing using in C++ and not 2 as might be
+ expected for the 1-based indexing used in Lua.
+ sString to log.txt. Aliased by
+ .
+ sString to info.txt and log.txt as
+ a warning. Aliased by .
+ pn.
+ st) are playable.
+ st) are playable.
+ nil if it doesn't have one.
+ b.
+ fRate * fRate), where fRate is in seconds.
+ rot to the Actor's current x rotation.
+ rot to the Actor's current y rotation.
+ rot to the Actor's current z rotation.
+ xPos to the Actor's current x position.
+ yPos to the Actor's current y position.
+ zPos to the Actor's current z position.
+ h and v are in the range 0..1.
+ true, cull the Actor's back faces. See also: .
+ fAlpha, where fAlpha is in the range 0..1.
+ rot.
+ rot.
+ rot.
+ zoom.
+ zoom.
+ zoom.
+ zoom.
+ percent of the Actor from the bottom, where percent is in the range 0..1.
+ percent of the Actor from the left, where percent is in the range 0..1.
+ percent of the Actor from the right, where percent is in the range 0..1.
+ percent of the Actor from the top, where percent is in the range 0..1.
+ mode.
+ fRate) * (1-fRate)), where fRate is in seconds.
+ c.
+ fAlpha, where fAlpha is in the range 0..1.
+ c.
+ c, ignoring any alpha value in c.
+ c.
+ c.
+ c.
+ c.
+ c.
+ c.
+ c.
+ iOrder, where larger values display first.
+ s.
+ c.
+ c.
+ fTime.
+ fTime.
+ percent of the Actor from the bottom where percent is in the range 0..1.
+ percent of the Actor from the left where percent is in the range 0..1.
+ percent of the Actor from the right where percent is in the range 0..1.
+ percent of the Actor from the top where percent is in the range 0..1.
+ true if the Actor has a command named sCmdName.
+ fAlign which should be a float in the range 0..1. An alignment of 0 is left aligned while an alignment of 1 is right aligned. See for the common case.
+ b is true, but don't unhide if b is false."
+ align. See for fractional alignment.
+ factor.
+ fRate is in seconds.
+ side ("Back" or "Front").
+ sName.
+ sCommandName.
+ p being a human player.
+ sCommandName to be played.
+ !sMessageName (Note the ! at the beginning. The source code says this: "Hack: use "!" as a marker to broadcast a command, instead of playing a command, so we don't have to add yet another element to every tween state for this rarely-used command.")
+ fAlign.
+ fAlign.
+ fAlign.
+ iNewState.
+ c.
+ fLength.
+ fLength.
+ fLength.
+ fAmount.
+ fAmount.
+ fSeconds before executing the next command.
+ fAlign which should be a float in the range 0..1. An alignment of 0 is top aligned while an alignment of 1 is bottom aligned. See for the common case.
+ align. See for fractional alignment.
+ xPos.
+ yPos.
+ zPos.
+ zoom scale.
+ zoomX and zoomY.
+ zoom height. See also: .
+ zoom width. See also: .
+ zoom scale on the X axis.
+ zoom scale on the Y axis.
+ zoom scale on the Z axis.
+ x,SCREEN_CENTER_X)
+ y,SCREEN_CENTER_Y)
+ sName.
+ sCommandName command on the ActorFrame's children.
+ sCommandName command on the ActorFrame's leaves.
+ cmds on the ActorFrame's children.
+ cmds on the ActorFrame's leaves.
+ c.
+ c.
+ c.
+ fRate.
+ a.
+ fWidth by fHeight pixels.
+ fNumItems items.
+ fSecs.
+ fSeconds.
+ 0 means the scroller will not scroll.
+ fItemHeight.
+ fItemWidth.
+ SupportPan - Let the sound pan from side to side.SupportRateChanging - Let the sound change rate and pitch.
+ sPath.
+ bPause.
+ SupportPan = true on load.
+ sAnnouncer exists.
+ sNewAnnouncer.
+ true if the Banner is currently scrolling.
+ attr to the string at position
+ iPos.Length
+ which specifies how many (multi-byte) characters the attribute
+ is to apply. If Length=-1, then the attribute applies
+ until another attribute overrides it.Diffuse, then the color value
+ is applied to the range of text.Diffuses, then it should be
+ an array of 4 colors which specify the diffuse color for the
+ top left, top right, bottom left, and bottom right.Glow, then the color value
+ is applied as a glow to the range of text.attr = { Length = 10; Diffuse = color("#AABBCC"); }
+ bJitter is true, move each character of the string around by a small random amount.
+ fHeight. If fHeight is 0, then there is no maximum height.
+ fWidth. If fWidth is 0, then there is no maximum width.
+ false.
+ true, set each character of the text in turn to the rainbow colors in the metrics BitmapText::RainbowColor#.
+ sText. This clears all attributes.
+ string.format(sFormat, ...).
+ c.
+ true, make all text uppercase.
+ iSpacing pixels of padding between lines of text.
+ iWidth pixels. If you or by x and you want the text wrapped at width, then you should use wrapwidthpixels(width/x).
+ sID.
+ sMetricsGroup.
+ iIndex from the Course.
+ true if the Course has a background.
+ true if the Course has a banner.
+ true if the Course has modifiers.
+ true if the Course has timed modifiers.
+ true if the Course is an edit.
+ true if the Course was automatically generated.
+ true if the Course is Endless.
+ true if the Course is Nonstop.
+ true if the Course is Oni.
+ true if this CourseEntry is a fixed song.
+ true if this CourseEntry is secret.
+ sPath.
+ s.
+ s.
+ pn,
+ then sets the DifficultyIcon's state from the difficulty of Steps pSteps
+ pn,
+ then sets the DifficultyIcon's state from the difficulty of Trail pTrail
+ pn.
+ nil if there isn't one).
+ game.
+ true if any noteskins exist for the specified Game s.
+ st.
+ fVolume for fDuration seconds.
+ pn.
+ sPath one time.
+ true if any player has performed a feat worthy of ranking.
+ sCommand
+ for pn, if given. See .
+ true if enough credits have been inserted to join.
+ local credits = {GAMESTATE:GetCurrentStepsCredits()};nil if
+ it does not exist.
+ nil
+ if it does not exist.
+ true if the gameplay lead in is enabled. If
+ false, gameplay begins immediately.
+ true if the game is Multiplayer.
+ pn.
+ pn.
+ pn.
+ true if a delay is active in the song.
+ true if the song is currently in a freeze.
+ fBeat.
+ true if the workout goal is complete.
+ true if an extra stage was earned.
+ true if this is an extra stage.
+ true if any human player is using a memory card.
+ true if playing in Battle mode.
+ true if playing in a Course mode.
+ true if in Demonstration mode.
+ true if the match was a draw.
+ true if Event Mode is on, temporary or otherwise.
+ true if this is the first extra stage.
+ true if this is the second extra stage.
+ true if player pn has completed the current Goal.
+ true if player pn is human.
+ true if player pn is enabled.
+ true if player pn has joined the game.
+ true if player pn is the winner.
+ pn.
+ true if player pn is using modifier sModifier.
+ true if players can join the game.
+ course.
+ song.
+ pn's current Steps to steps.
+ trail.
+ iFields
+ pn to Difficulty dc.
+ song.
+ sGroup.
+ so using ModsLevel m.
+ bOn.
+ bOn.
+ pn.
+ sMetricsGroup.
+ g.
+ sMetricsGroup.
+ pn to empty.
+ pn from RadarValues rv
+ fSeconds.
+ tips (and optionally altTips).
+ sTips using colons to separate new sections.
+ hns.
+ tns.
+ true if failing.
+ true if the LifeMeter is "hot".
+ true if in danger.
+ true if player pn's card is locked.
+ pn.
+ true if player pn's name is available.
+ fSeconds.
+ bSilent.
+ bStealth. If
+ true, the timer will be invisible and silent.
+ sMessage. The
+ second argument is an optional table of parameters. It may be omitted or explicitly
+ set to nil.
+ fWidth.
+ sAniName at fPlayRate speed (default 1.0).
+ fRate.
+ sAnimation at fPlayRate speed (default 1.0).
+ pn from the Metrics in group sMetricsGroup.
+ sNoteSkin.
+ sNoteSkin.
+ sNoteSkin.
+ sNoteSkin.
+ sButton sElement.
+ sButton sElement using NoteSkin sNoteSkin.
+ sButton sElement.
+ sButton sElement using NoteSkin sNoteSkin.
+ true if the strName noteskin exists in the current gametype.
+ true if the first item in the row goes down.
+ pn is on.
+ true if this row is focused by player pn.
+ true if this row forces one choice on all players.
+ pn.
+ true if a full combo (TNS_W3 and up) was obtained.
+ true if a full combo (tns and up) was obtained.
+ tns.
+ true if the player was disqualified from ranking.
+ iScore.
+ sPlayerOptions for the specified ModsLevel.
+ sPreference.
+ sPreference exists.
+ sPreference to value.
+ sPreference to the default value.
+ Course c, Trail t)
+ s has been played with the profile.
+ st.
+ g on.
+ g on.
+ true if the player has passed any steps in the specified Song s.
+ true if the specified code sUnlockEntryID is unlocked.
+ iCals calories.
+ iSecs seconds.
+ gt.
+ weightPounds.
+ pn.
+ ProfileSlot.
+ true if player pn's profile is persistent.
+ true if Song s has never been played before (according to the machine profile).
+ true if the last load of player pn's profile was a LastGood copy of the profile.
+ true if the last load of player pn's profile resulted in a tampered or corrupt profile.
+ rc from .
+ true if the current position within the file is the end. (EOF = End of File)
+ sPath (relative to the StepMania root directory).iAccessType can be set to read (1), write (2), stream (4) or flush to disk on close (8).iAccessType to 3 (1+2).
+ length bytes from the RageFile's current position.
+ str.
+ true if a file exists at sPath.
+ sPath. The last two arguments are optional (and default to false).
+ sPath.
+ sProperty to fVal. The supported properties depend on how the associated was loaded.
+ fPitch. The associated have SupportsRateChanging = true on load.
+ fSpeed. The associated must have SupportsRateChanging = true on load.
+ fVolume, which is between 0..1.
+ {left, top, right, bottom}.
+ bLoop.
+ fPos.
+ fRate.
+ sGroupName.
+ f.
+ f seconds.
+ sScreenMsg to the Screen.
+ true if a single has its NoteField centered.
+ pn.
+ pn.
+ true if the game is paused.
+ bPause.
+ true if screen class s exists.
+ true if screen s is prepared.
+ s.
+ true if Player pn backspaced successfully.
+ true if Player pn was able to add sKey to their name.
+ pn and returns true
+ if successful.
+ true if anyone is entering their name.
+ true if anyone is still entering their name.true if Player pn is entering their name.
+ true if Player pn is finished entering their name.
+ pn.
+ true if all active players are on the last options row.
+ true if the specified player is on an items that ends the screen.
+ pn is on. (Was previously GetCurrentRow.)
+ true if we are going to PlayerOptions.
+ true if there is a profile that can be loaded.
+ true if there is a profile that can be saved.
+ pn's current selected item as an integer.
+ true if the player is going to the options screen.
+ true
+ if successful.
+ pn to iProfileIndex.
+ st.
+ true if the song has steps for the specified difficulty in st.
+ true if the song has attacks.
+ true if the song has a background.
+ true if the song has a banner.
+ true if the song has BGChanges.
+ true if the song has a CDTitle.
+ true if the song has edits.
+ true if the song has lyrics.
+ true if the song has music.
+ true if the song has significant elephants or bison.
+ true if the song has .
+ true if the song's DisplayBPM is constant.
+ true if the song's DisplayBPM is random.
+ true if the song's DisplayBPM is secret.
+ true if the song is considered easy.
+ true if the song is enabled.
+ true if the song meets the criteria for a "Long Version".
+ true if the song meets the criteria for "Marathon" length.
+ true if the song only has Beginner steps.
+ sCourse is found.
+ sSong is found.
+ c.
+ s. (If bExtra2 is true, it will use the second Extra Stage data instead of the first. Again, Lua.xsd sucks)
+ s.
+ st.
+ sGroupName.
+ s.
+ sGroupName.
+ {theme}/Other/SongManager sListName.txt.
+ {theme}/Other/SongManager sListName.txt.
+ Frames table consisting of iNumFrames frames lasting for a total of fSeconds seconds. This function is not a member function and should be used as Frames = Sprite.LinearFrames( 5, 2.6 ).
+ sPath is nil, then unload the texture. Otherwise, load the texture at path sPath.
+ sPath.
+ sPath.
+ song's background.
+ song's banner.
+ mode.
+ texture.
+ RageTexture:loop( bLoop ) on the texture.
+ RageTexture:position( fPos ) on the texture.
+ RageTexture:rate( fRate ) on the texture.
+ fWidth and height fHeight clipping if the dimensions do not match.
+ iNewState.
+ fWidthxfHeight.
+ fRate. Useful for Sprites that need to change by BPM (e.g. Tran from DDR 5th Mix, the cube from DS EuroMix 2).
+ true if everyone failed.
+ mp.
+ pn.
+ true if at least one person passed.
+ true if player pn has a high score.
+ pn's final grade.
+ iAgo rounds ago.
+ pn. Use to grab a specific value.
+ true if the Steps are an edit.
+ true if the Steps are a player edit (loaded from a profile).
+ true if the steps were automatically generated.
+ sMetricsGroup.
+ pn.
+ pSteps.
+ iMeter, and Difficulty.
+ pTrail.
+ true if the Style needs to be zoomed out with two players.
+ Element in Class from metrics.ini.
+ ClassName Element in the BGAnimations folder.
+ Element in Class for the currently loaded language.
+ fElapsedTime.
+ fBeat.
+ beat=BPM".
+ fBeat.
+ beat=stop seconds".
+ beat=stop seconds".
+ true if the TimingData contains BPM changes.
+ true if the TimingData contains any BPM changes with a negative BPM.
+ true if the TimingData contains stops.
+ iEntry.
+ m_sEntryID.
+ sCourseName.course,"Driven"
+ true if the UnlockEntry requires you to pass Hard steps.
+ true if the UnlockEntry is locked.
+ sModifier.
+ m_fRequirement.
+ sSongName.sSongName also requires the group.song,"In The Groove/Pandemonium"
+ steps,"In The Groove/Pandemonium","expert"
+ true if there are any unlocks to celebrate.
+ sEntryID.
+ sEntryID.
+ iIndex.
+ iIndex.
+ true if the wheel is locked.
+ true if the wheel is settled/stopped moving.
+ n.
+ sSection.
+ iSongIndex.
+
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+ |
+
| - This section explains all the files saved to your memory card. Please read the instructions below before modifying any files on your memory card. Modifying files may result in irreversible loss of your data. - | -
| Edits/ | -
- This directory contains edit step files that you've created yourself or downloaded from the internet.
- - #SONG:<SongDirectory>; - - #NOTES:<StepsType>:<Description>:<Difficulty>:<Meter>:<RadarValues>:<NoteData>; - |
-
| LastGood/ | -
- This directory contains a backup of your last Stats.xml and signatures that were successfully loaded.
-
|
-
| Screenshots/ | -
- All in-game screenshots that you take are saved in this directory.
- - The MD5 hash for a screenshot file can be used to verify that the screenshot has not been modified since it was first saved. - - If your memory card is full, you can free space by deleting some of the screenshot .jpg files or moving them to another disk. - |
-
| Catalog.xml | -Contains game data used by Stats.xsl for displaying a report of your stats. | -
| DontShare.sig | -
- DontShare.sig is a digital signature that's required by the game when it loads your memory card data. This is a secret file that you shouldn't share with anyone else.
- |
-
| Editable.ini | -- Holds preferences that you can edit using your home computer. You can open this file using any text editor program and save changes. - | -
| Stats.xml | -You're looking at this file now. It contains all of your saved scores, statistics, and preferences. The game reads this data when you insert your memory card. | -
| Stats.xml.sig | -
- This is the digital signature for Stats.xml.
- - If any of Stats.xml, Stats.xml.sig, or DontShare.sig have been modified outside of the game, your memory card data will be ignored and overridden after the next save. It's important that you don't modify any of these three files because doing so will render your data permanently unusable. - |
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-
| - | |
|
- |
-
|
-
- |
-
- |
-
| - | Sun | -Mon | -Tue | -Wed | -Thu | -Fri | -Sat | -
| + This section explains all the files saved to your memory card. Please read the instructions below before modifying any files on your memory card. Modifying files may result in irreversible loss of your data. + | +
| Edits/ | +
+ This directory contains edit step files that you've created yourself or downloaded from the internet.
+ + #SONG:<SongDirectory>; + + #NOTES:<StepsType>:<Description>:<Difficulty>:<Meter>:<RadarValues>:<NoteData>; + |
+
| LastGood/ | +
+ This directory contains a backup of your last Stats.xml and signatures that were successfully loaded.
+
|
+
| Screenshots/ | +
+ All in-game screenshots that you take are saved in this directory.
+ + The MD5 hash for a screenshot file can be used to verify that the screenshot has not been modified since it was first saved. + + If your memory card is full, you can free space by deleting some of the screenshot .jpg files or moving them to another disk. + |
+
| Catalog.xml | +Contains game data used by Stats.xsl for displaying a report of your stats. | +
| DontShare.sig | +
+ DontShare.sig is a digital signature that's required by the game when it loads your memory card data. This is a secret file that you shouldn't share with anyone else.
+ |
+
| Editable.ini | ++ Holds preferences that you can edit using your home computer. You can open this file using any text editor program and save changes. + | +
| Stats.xml | +You're looking at this file now. It contains all of your saved scores, statistics, and preferences. The game reads this data when you insert your memory card. | +
| Stats.xml.sig | +
+ This is the digital signature for Stats.xml.
+ + If any of Stats.xml, Stats.xml.sig, or DontShare.sig have been modified outside of the game, your memory card data will be ignored and overridden after the next save. It's important that you don't modify any of these three files because doing so will render your data permanently unusable. + |
+
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+
+ |
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+ |
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+
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+
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+ |
+
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+
+ |
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+
| Possible | +
+
+ |
+
+
| Percentage | +
+
+ |
+
+
| + | |
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+ |
+
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+
+ |
+
+ |
+
| + | Sun | +Mon | +Tue | +Wed | +Thu | +Fri | +Sat | +
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+ +
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+ |||||
| + |
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+ |
+
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+ |
+
|
+ |
+
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+ |
+
|
+ |
+
| - This section explains all the files saved to your memory card. Please read the instructions below before modifying any files on your memory card. Modifying files may result in irreversible loss of your data. - | -
| Edits/ | -
- This directory contains edit step files that you've created yourself or downloaded from the internet.
- - #SONG:<SongDirectory>; - - #NOTES:<StepsType>:<Description>:<Difficulty>:<Meter>:<RadarValues>:<NoteData>; - |
-
| LastGood/ | -
- This directory contains a backup of your last Stats.xml and signatures that were successfully loaded.
-
|
-
| Screenshots/ | -
- All in-game screenshots that you take are saved in this directory.
- - The MD5 hash for a screenshot file can be used to verify that the screenshot has not been modified since it was first saved. - - If your memory card is full, you can free space by deleting some of the screenshot .jpg files or moving them to another disk. - |
-
| Catalog.xml | -Contains game data used by Stats.xsl for displaying a report of your stats. | -
| DontShare.sig | -
- DontShare.sig is a digital signature that's required by the game when it loads your memory card data. This is a secret file that you shouldn't share with anyone else.
- |
-
| Editable.ini | -- Holds preferences that you can edit using your home computer. You can open this file using any text editor program and save changes. - | -
| Stats.xml | -You're looking at this file now. It contains all of your saved scores, statistics, and preferences. The game reads this data when you insert your memory card. | -
| Stats.xml.sig | -
- This is the digital signature for Stats.xml.
- - If any of Stats.xml, Stats.xml.sig, or DontShare.sig have been modified outside of the game, your memory card data will be ignored and overridden after the next save. It's important that you don't modify any of these three files because doing so will render your data permanently unusable. - |
-
|
- |
-
- |
-
- |
-
-
- |
-
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-
- |
-
| - |
- |
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| Actual | -
-
- |
-
-
| Possible | -
-
- |
-
-
| Percentage | -
-
- |
-
-
| - | |
|
- |
-
|
-
- |
-
- |
-
| - | Sun | -Mon | -Tue | -Wed | -Thu | -Fri | -Sat | -
| + This section explains all the files saved to your memory card. Please read the instructions below before modifying any files on your memory card. Modifying files may result in irreversible loss of your data. + | +
| Edits/ | +
+ This directory contains edit step files that you've created yourself or downloaded from the internet.
+ + #SONG:<SongDirectory>; + + #NOTES:<StepsType>:<Description>:<Difficulty>:<Meter>:<RadarValues>:<NoteData>; + |
+
| LastGood/ | +
+ This directory contains a backup of your last Stats.xml and signatures that were successfully loaded.
+
|
+
| Screenshots/ | +
+ All in-game screenshots that you take are saved in this directory.
+ + The MD5 hash for a screenshot file can be used to verify that the screenshot has not been modified since it was first saved. + + If your memory card is full, you can free space by deleting some of the screenshot .jpg files or moving them to another disk. + |
+
| Catalog.xml | +Contains game data used by Stats.xsl for displaying a report of your stats. | +
| DontShare.sig | +
+ DontShare.sig is a digital signature that's required by the game when it loads your memory card data. This is a secret file that you shouldn't share with anyone else.
+ |
+
| Editable.ini | ++ Holds preferences that you can edit using your home computer. You can open this file using any text editor program and save changes. + | +
| Stats.xml | +You're looking at this file now. It contains all of your saved scores, statistics, and preferences. The game reads this data when you insert your memory card. | +
| Stats.xml.sig | +
+ This is the digital signature for Stats.xml.
+ + If any of Stats.xml, Stats.xml.sig, or DontShare.sig have been modified outside of the game, your memory card data will be ignored and overridden after the next save. It's important that you don't modify any of these three files because doing so will render your data permanently unusable. + |
+
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+ |
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+
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+ |
+
+
| Possible | +
+
+ |
+
+
| Percentage | +
+
+ |
+
+
| + | |
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+ |
+
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+
+ |
+
+ |
+
| + | Sun | +Mon | +Tue | +Wed | +Thu | +Fri | +Sat | +