Mission Mode Specifications/Draft This is not currently implemented, nor are there any plans at the current time to implement it. -- #TITLE:; self explanitory #TITLE:; -- #METER:; defines the meter that shows up in StepsDisplay's. #METER:; -- #BANNER:; is a great thing to add because it makes sense in the long run. #BANNER:; -- #STYLE:; restricts playmodes ala Pump Pro. #STYLE:; -- #MISSIONREF:; is a complete LuaReference that has a params table passed -- into the function, and is required to pass either: -- A: A true / false parameter for MISSION CLEARED / FAILED -- B: A seperate grade tier for missions, complimenting the default grade score. -- C: A replacement grade tier for missions, requesting an enum for the grade to be set. #MISSIONREF:; #SONG:; --[[ Example ]] #TITLE:Test Mission; #METER:9; #BANNER:TestMission.png; #STYLE:Single,Versus; #MISSIONREF:function(self,params) local tPlayerStats = params.PlayerStageStats; if tPlayerStats.GetTapNoteScores('TapNoteScore_W2') > 0 then return 'Grade_Failed' else return 'Grade_Tier01' end end; #SONG:In The Groove 2/Determinator:Medium:2x,Hidden;