Returns the base name of file path.
Returns the current day of the month.
Returns the current day of the year.
Returns the number passed to the function followed by its suffix ("th", "nd", and so on).
Returns the current hour.
Returns true if Event Mode is turned on.
Returns an Actor definition for the actor at sPath. If sPath points to a Lua file, any additional arguments will be passed to that script.
Returns the current Minute.
Returns the current month of the year.
Returns the current second.
Converts fSecs to Minutes:Seconds.Milliseconds format.
Alias for .
Alias for .
Writes sString to log.txt. Aliased by .
Writes sString to info.txt and log.txt as a warning. Aliased by .
Flushes log files to disk.
Returns the length of the multi-byte character string sString.
Returns the current Actor's visibility.
Returns the current Actor's x position.
Returns the current Actor's y position.
Returns the current Actor's z position.
Sets Texture Filtering for an Actor to b.
Adds xPos to the Actor's current x position.
Adds yPos to the Actor's current y position.
Adds zPos to the Actor's current z position.
Sets whether or not the Actor should animate.
Sets the Actor to use the specified blend mode.
Sets the Actor's cull mode to mode.
Set's the Actor's alpha level to f, which should be a float in the range 0..1.
Set the fractional horizontal alignment of the Actor according to 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.
Set the horizontal alignment of the Actor according to align. See for fractional alignment.
Set the fractional vertical alignment of the Actor according to 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.
Set the vertical alignment of the Actor according to align. See for fractional alignment.
Set the x position of the Actor to xPos.
Set the y position of the Actor to yPos.
Set the z position of the Actor to zPos.
Specifies if the scroller should loop or not.
Sets the scroller's transform function from fItemHeight.
Sets the scroller's transform function from fItemWidth.
This Actor represents a playable sound. There are two attributes that can be set on load.
* SupportPan - Let the sound pan from side to side.
* SupportRateChanging - Let the sound change rate and pitch.
Returns the that can be played by this Actor.
Loads the sound at sPath.
Play the sound.
Play the sound on the given player's side. You must set SupportPan = true on load.
Add the attribute attr to the string at position
iPos.
The attribute is a table that must contain 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.
If the table contains Diffuse, then the color value
is applied to the range of text.
If the table contains 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.
If the table contains Glow, then the color value
is applied as a glow to the range of text.
Example: attr = { Length = 10; Diffuse = color("#AABBCC"); }
Clear all attributes associated with the BitmapText.
Returns the text.
If bJitter is true, move each character of the string around by a small random amount.
Set the maximum height of the unzoomed text to fHeight. If fHeight is 0, then there is no maximum height.
Set the maximum width of the unzoomed text to fWidth. If fWidth is 0, then there is no maximum width.
If true, set each character of the text in turn to the rainbow colors in the metrics BitmapText::RainbowColor#.
Set the text to sText. This clears all attributes.
Add iSpacing pixels of padding between lines of text.
Wrap the unzoomed text at iWidth pixels. If you or by x and you want the text wrapped at width, then you should use wrapwidthpixels(width/x).
Return the corresponding to sID.
Returns the name of the game such as "dance" or "pump".
Return the first of the corresponding to game.
Return the localized string representation of st.
Set the music volume to fVolume for fDuration seconds.
Return the sound balance for pn.
Play the sound at sPath one time.
Returns true if any player has performed a feat worthy of ranking.
The second argument is optional. Apply the GameCommand represented by sCommand
for pn, if given. See .
Returns true if enough credits have been inserted to join.
Returns the environment table. See .
Returns the current .
Return the number of inserted but unused coins. This number is
decremented when players join.
Return the number of coins needed to join based on the current coin and premium modes
as well as the number of people joined, if that matters for the premium mode. See
and .
The s in a are numbered sequentially
starting from 0. Return the number of the current .
Return the current .
Return the current .
Return the current .
Return the current .
Return the current .
Return a variable number of arguments based on the being
played by all players. For each distinct being played by
the players, in increasing order,
the difficulty and description of the is returned as strings.
For example, local credits = {GAMESTATE:GetCurrentStepsCredits()};
will make a table of the difficulties and descriptions.
Return the current .
Return the current .
Return a string representation of the default song options.
Return the easiest of the
currently selected steps by all players. For example, if player 1 has
selected Hard steps and player 2 has selected Medium steps, Medium will
be returned.
Return the Edit Local or nil if
it does not exist.
Return the source for the editor or nil
if it does not exist.
Return the current random seed for the game.
Return true if the gameplay lead in is enabled. If
false, gameplay begin immediately.
Returns an array of s corresponding to Human players.
Returns the number of players enabled.
Returns the number of sides joined.
Returns the number of stages left for player pn.
Return the state for pn.
Pauses the MenuTimer, stopping it from counting down.
Sets the MenuTimer's value to fSeconds.
Stops the MenuTimer by setting it to 0 and pausing.
Broadcast the message to all listeners subscribed to sMessage. The
second argument is an optional table of parameters. It may be omitted or explicitly
set to nil.
Returns true if a full combo (TNS_W3 and up) was obtained.
Returns the number of Dance Points obtained by the player.
Returns the player's grade.
Returns the number of possible Dance Points.
Returns the score.
Return the value of the preference sPreference.
Set the value of the preference sPreference to value.
Reset preference sPreference to the default value.
Returns the number of calories burned during the current day.
Returns the profile's display name.
Returns the value of rc from .
Return the height of the display.
Return the width of the display.
Return an array of connected input device descriptions.
See for loading a sound.
Set the value of sProperty to fVal. The supported properties depend on how the associated was loaded.
Set the pitch to fPitch. The associated have SupportsRateChanging = true on load.
Set the speed (that is, the rate at which the sound plays) to fSpeed. The associated must have SupportsRateChanging = true on load.
Sets the target number to f.
Returns the name of the next Screen.
Locks input for f seconds.
Returns true if a single has its NoteField centered.
Returns the for the specified pn.
Returns the next in the current .
Gets the screen at the top of the screen stack.
Broadcasts a system message.
Returns the path to the song's background image.
Returns the path to the song's banner.
Returns the displayed artist of the song.
Returns the displayed full title of the song, including subtitle.
Returns the displayed main title of the song.
Returns the genre of the song.
Returns the group name that the song is in.
Returns the song's directory.
Returns the transliterated artist of the song.
Returns the transliterated full title of the song, including subtitle.
Returns the transliterated main title of the song.
Returns true if the song has steps for the specified difficulty in st.
Returns true if the song meets the criteria for a "Long Version".
Returns true if the song meets the criteria for "Marathon" length.
Returns true if the song only has Beginner steps.
Returns the length of the song in seconds.
Returns the complete list of RadarValues for player pn. Use to grab a specific value.
Loads the TextBanner's child elements from a .
Loads the TextBanner's child elements from strings.
Returns the number of selectable themes.
Returns the path of ClassName Element in the BGAnimations folder.
Returns the path of an element in the Fonts folder.
Returns the path of an element in the Graphics folder.
Returns the path of an element in the Sounds folder.
Blending modes. See .
Horizontal alignment. See .
Vertical alignment. See .