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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.
+