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 fPercentDancePoints formatted as a percentage.
Returns a corresponding for the given percentage.
Returns the current Life Difficulty.
Returns the theme's aspect ratio.
Returns the current hour.
Returns true if Event Mode is turned on.
Returns true if connected to the Internet.
Returns true if connected to StepMania Online.
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 .
Returns the current year.
Returns the length of the multi-byte character string sString.
Returns true if sClassName is a registered Class.
Enumerated types are lookup tables associating a string to each numerical
value for each Enum. For example,
[1] would be the
string 'PlayerNumber_P1'.
The functions defined in the 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.
Both 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 ).
Returns the type of e. For example,
Enum.GetName( )
will return the string 'PlayerNumber'.
Returns a reverse lookup table for the enumerated type e. For
example: local r =
Enum.Reverse( );
local n = r['PlayerNumber_P2'];
The value of 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.
Return the first of the corresponding to game.
Return the localized string representation of st.
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.
Creates a RageFile handle with which one can use the commands in .
Gets the credits message for Player pn.
Returns true if so has steps for st.
Returns true if so has a StepsType matching st.
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's base alpha to fAlpha, where fAlpha is in the range 0..1.
Sets the Actor to use the specified blend mode.
Crops percent of the Actor from the bottom where percent is in the range 0..1.
Crops percent of the Actor from the left where percent is in the range 0..1.
Crops percent of the Actor from the right where percent is in the range 0..1.
Crops percent of the Actor from the top where percent is in the range 0..1.
Sets the Actor's cull mode to mode.
Set the Actor's diffuse color to c.
Set's the Actor's alpha level to fAlpha, where fAlpha is in the range 0..1.
Set the Actor's diffuse color to c, ignoring any alpha value in c.
Set's the Actor's draworder to iOrder, where larger values display first.
Set the Actor's effect clock to s.
Sets the first effect color to c.
Sets the second effect color to c.
Set the Actor's effect magnitude in each direction to the given values.
Set the Actor's effect offset to fTime.
Set the Actor's effect period to fTime.
Fades percent of the Actor from the bottom where percent is in the range 0..1.
Fades percent of the Actor from the left where percent is in the range 0..1.
Fades percent of the Actor from the right where percent is in the range 0..1.
Fades percent of the Actor from the top where percent is in the range 0..1.
Finishes up an Actor's tween immediately.
Returns true if the Actor has a command named sCmdName.
Returns the Actor's current diffusealpha.
Returns the Actor's name.
Returns the number of states the Actor has.
Returns the Actor's current height.
Returns the Actor's current width.
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.
Sets an Actor's hidden value to b. Deprecated, use instead.
Set the horizontal alignment of the Actor according to align. See for fractional alignment.
Hurries up an Actor's tweening by factor.
Plays a command named sCommandName.
Makes the Actor grow and shrink. Can use to define different pulsing behavior.
Queues a command named sCommandName to be played.
Set the Actor's rotation on the X axis to fAlign.
Set the Actor's rotation on the Y axis to fAlign.
Set the Actor's rotation on the Z axis to fAlign.
Sets a multi-framed Actor's state to iNewState.
Sets the shadow's color to c.
Sets the Actor's shadow length to fLength.
Sets the Actor's horizontal shadow length to fLength.
Sets the Actor's vertical shadow length to fLength.
Skews the Actor on the x axis by fAmount.
Tells the Actor to spin. Can use to define different spinning behavior.
Stops any effect the Actor has.
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.
Sets an Actor's visibility to b.
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.
Sets the field of view for the ActorFrame.
Returns the child with a name of sName.
Returns the number of children in the ActorFrame.
Sets the field of view for the ActorFrame.
Sets the ActorFrame's update function to the specified Lua function.
Sets the update function's rate to fRate.
Tells the ActorFrame to sort by draw order.
Sets the vanishing point for the ActorFrame.
Clears all the textures from the MultiTexture.
Sets the EffectMode on the MultiTexture.
Sets a TextureMode on the specified index.
Returns the target of the ActorProxy.
Sets the ActorProxy target to a.
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.
Loads a Banner from a specified Course.
Loads a Banner from a specified Song.
Loads a Banner from a specified Song Group.
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 that is currently set.
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.
Sets the stroke color to c.
If true, make all text uppercase.
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).
Returns a table of all the Trails in the Course.
Returns the path to the Course's banner.
Gets the CourseEntry at iIndex from the Course.
Returns the Course's .
Returns the full display title of the Course.
Returns the estimated number of stages for the Course.
Returns the Course's group name.
Returns the Course's .
Returns the total length of the Course in seconds.
Returns the full transliterated title of the Course.
Returns true if the Course has modifiers.
Returns true if the Course has timed modifiers.
Returns true if the Course was automatically generated.
Returns the Song that this CourseEntry corresponds to.
Return the corresponding to sID.
Returns the name of the game such as "dance" or "pump".
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 for the specified Player.
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.
Returns true if a freeze/stop is active in the song.
Return the random seed for the game.
Return true if the gameplay lead in is enabled. If
false, gameplay begins immediately.
Returns an array of s corresponding to Human players.
Returns the master player number.
Returns true if the game is Multiplayer.
Returns the number of players enabled.
Returns the number of sides joined.
Returns the number of stages for the current Song and its Steps or the current Course.
Returns the number of stages left for player pn.
Returns the display name for player pn.
Returns the PlayerState for player pn.
Returns the current PlayMode.
Returns the preferred difficulty.
Returns the preferred song.
Returns the preferred song group.
Returns the current Premium.
Returns the current beat of the song.
Returns the current visible beat of the song.
Returns the song's current beats per second.
Returns true if the song is currently in a freeze.
Returns the song options as a string.
Returns the current SortOrder.
Returns the current stage index.
Return the random seed for the current stage.
Returns true if an extra stage was earned.
Returns true if this is an extra stage.
Returns true if any human player is using a memory card.
Returns true if playing in a Course mode.
Returns true if in Demonstration mode.
Returns true if the match was a draw.
Returns true if Event Mode is on, temporary or otherwise.
Returns true if this is the first extra stage.
Returns true if this is the second extra stage.
Returns true if player pn is human.
Returns true if player pn is enabled.
Returns true if player pn has joined the game.
Returns true if players can join the game.
Saves the bookkeeping and machine profile data.
Returns the date and time the high score was achieved.
Returns the name associated with the high score.
Returns the percentage of dance points associated with the high score.
Returns the score associated with the high score.
Returns the number of seconds survived associated with the high score.
Returns the amount of life left in the LifeMeter as a float in the range 0..1.
Returns true if failing.
Returns true if the LifeMeter is "hot".
Returns true if in danger.
Return the state for player pn.
Pauses the MenuTimer, stopping it from counting down.
Sets the MenuTimer's value to fSeconds.
Sets the MenuTimer's silent setting to bSilent.
Sets the MenuTimer's stealth setting to bStealth. If
true, the timer will be invisible and silent.
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 the of player pn.
Returns true if a full combo (TNS_W3 and up) was obtained.
Returns the number of Dance Points obtained by the player.
Returns the number of calories burned.
Returns the player's current combo.
Returns the player's current life from 0..1.
Returns the player's current score multiplier.
Returns the player's grade.
Returns the number of judgments for a specified HoldNoteScore.
Returns the player's life remaining seconds.
Returns the player's Dance Point percentage.
Returns the number of possible Dance Points.
Returns the score.
Returns the number of judgments for a specified TapNoteScore.
Returns true if the player was disqualified from ranking.
Returns the player number for this PlayerState.
Sets the player options to sPlayerOptions for the specified ModsLevel.
Returns a string of player options for the specified ModsLevel.
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 number of Toasties gotten using the specified profile.
Returns the profile's most popular course.
Returns the profile's most popular song.
Returns the total number of songs played with the profile.
Returns the number of times song s has been played with the profile.
Returns the number of Hands stepped on.
Returns the number of successful Holds.
Returns the number of Jumps stepped on.
Returns the number of Mines stepped on.
Returns the total number of songs played with the profile.
Returns the number of successful Rolls.
Retuns the machine profile.
Retuns the amount of local profiles.
Saves the machine profile.
Returns the value of rc from .
Return the height of the display.
Return the width of the display.
These commands require a RageFile handle. You can create one using
.
Closes the file and releases it from memory.
Opens a file at 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).
These can also be combined with addition. For example, to set up read and write, set iAccessType to 3 (1+2).
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.
Return the texture coordinate rectangle as {left, top, right, bottom}.
Sets the animation or movie looping to bLoop.
Sets the animation or movie position to fPos.
Sets the animation or movie playback rate to fRate.
Sets the target number to f.
Returns the name of the next Screen.
Locks input for f seconds.
Posts a message with the text sScreenMsg to the Screen.
Returns true if a single has its NoteField centered.
Returns the for the specified pn.
Sets the next Screen to be loaded.
Returns the next in the current .
Gets the screen at the top of the screen stack.
Returns true if screen class s exists.
Sets the next screen to s.
Broadcasts a system message.
Returns true if there is a profile that can be loaded.
Returns true if there is a profile that can be saved.
Returns an array of all the available objects for a .
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 a Step object if the StepType and Difficulty exist.
Returns the song's directory.
Returns the song's TimingData.
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 an array of all the installed courses.
Returns an array of all the installed songs.
Returns the number of courses loaded via Additional folders.
Returns the number of songs loaded via Additional folders.
Returns the number of course groups.
Returns the number of courses.
Returns the number of song groups.
Returns the number of songs.
Returns a random course.
Returns a random song.
Returns the song color of s.
Returns the song group color of sGroupName.
Returns the length of the animation in seconds.
Returns the Sprite's texture.
Returns a 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 ).
If sPath is nil, then unload the texture. Otherwise, load the texture at path sPath.
Load the song background texture at sPath.
Load the song banner texture at sPath.
Load the texture for song's background.
Load the texture for song's banner.
Set the to mode.
Set the texture to texture.
Call RageTexture:loop( bLoop ) on the texture.
Call RageTexture:position( fPos ) on the texture.
Call RageTexture:rate( fRate ) on the texture.
Scale the Sprite to width fWidth and height fHeight clipping if the dimensions do not match.
Set the Sprite's state to iNewState.
Set the texture coordinate velocity which controls how the Sprite changes as it animates.
Returns the Steps description.
Returns the Steps difficulty.
Returns the Steps filename.
Returns the numerical difficulty of the Steps.
Returns the complete list of RadarValues for player pn. Use to grab a specific value.
Returns the Steps type.
Returns true if the steps were automatically generated.
Returns the name of the Style.
Returns the StepsType for this Style.
Returns the StyleType for this Style.
Loads the TextBanner's child elements from a .
Loads the TextBanner's child elements from strings.
Returns the value of Element in Class from metrics.ini.
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.
Returns the value of Element in Class for the currently loaded language.
Returns true if the TimingData contains stops.
Returns an array with all the artists in the Trail.
Returns the Trail's difficulty.
Returns the Trail's difficulty rating.
Returns the Trail's RadarValues.
Returns the Trail's StepsType.
Returns the WheelItem at index iIndex.
Blending modes. See .
Horizontal alignment. See .
Vertical alignment. See .