[02 Colors.lua] Returns a color with the specified alpha. [02 StageMods.lua] [02 StageMods.lua] Issues an error when v is false (or nil). Returns all arguments otherwise. sAssertMessage is an optional error message (the default is "assertion failed!"). Returns the base name of file path. [02 Colors.lua] Boosts the specified color by multiplying its values by fBoost. [02 Colors.lua] Modifies the brightness of the specified color. [02 Utilities.lua] Returns true if Center 1P is being used. [03 Gameplay.lua] Returns true if checkpoint judgments and tap judgments are considered separate, or false otherwise. CLAMP is an all-female Japanese mangaka group that formed in the mid 1980s. Erm, I mean... Clamps fValue between fLow and fHigh. [04 KeymapGuard.lua] Closes any connection to an online server. A generic interface to Lua's garbage collector. Performs different functions based on the value of opt. Returns a color from a string. color can be in hex ("#FFFFFFFF") or 0..1 values ("1.0,1.0,1.0,1.0"), in RGBA order. [02 Colors.lua] Returns a darker tone of the color. (Specifically c[1]/2, c[2]/2, c[3]/2, c[4]) [02 Colors.lua] Returns a lighter tone of the color. (Specifically c[1]+(c[1]/2), c[2]+(c[2]/2), c[3]+(c[3]/2), c[4]) [02 Colors.lua] Returns a midtone of the color. (Specifically c[1]/1.5, c[2]/1.5, c[3]/1.5, c[4]) [02 Colors.lua] Returns a hex representation for the specified color. [02 Colors.lua] Takes in a color and returns a table with the HSV values. [03 Gameplay.lua] Determines what TapNoteScore allows for continuing the combo. [03 Gameplay.lua] Determines what TapNoteScore allows for maintaining the combo. [03 Gameplay.lua] Determines if combo should be per row (Jump = 1) or per column (Jump = 2). [02 Other.lua] The combo trasform command. [03 Gameplay.lua] Returns the UserPrefComboUnderField user preference value. Tries to connect to the server at sAddress. [02 Colors.lua] [02 Colors.lua] [02 Colors.lua] Returns the current day of the month. Returns the current day of the year. [02 Serialize] Recursively deep-copy a table. [01 base.lua] "Override Lua's dofile to use our loadfile." [03 Gameplay.lua] [03 Gameplay.lua] [02 Utilities.lua] [02 Utilities.lua] Return the index of a true value in list. [02 Utilities.lua] Find a key in tab with the given value. func takes a key and a value. Returns the number passed to the function followed by its suffix ("th", "nd", and so on). Returns fPercentDancePoints formatted as a percentage. [03 Gameplay.lua] Returns a list of valid styles for the current gametype. [03 Gameplay.lua] Returns the corresponding CustomDifficulty string for a StepsType/Difficulty (/optional CourseType) combination. [04 Scoring.lua] "Get the radar values directly. The individual steps aren't used much." [02 Other.lua] Returns a string with the Edit Mode SubScreens. [03 EnvUtils2.lua] Returns the value of name from the Env table. [03 Gameplay.lua] Returns the number at which the Extra color should be used. Returns a corresponding for the given percentage. Returns the current Life Difficulty. Returns a string representing the name of the operating system being used. (e.g. "Windows", "Linux", "Mac, "Unknown") [02 Utilities.lua] "This returns a profile, preferably a player one. If there isn't one, [it falls] back on the machine profile." [03 ThemePrefs.lua] Returns true if player pn is using ProTiming. [02 Utilities.lua] Returns a path to a random song background. [02 Actor.lua] [02 Actor.lua] Returns the display aspect ratio. Returns the name of the currently connected server. [02 Utilities.lua] Returns a path to the current songs background. [03 Gameplay.lua] Returns the theme's aspect ratio. [03 ThemePrefs.lua] (Alias for .) Returns the current Timing difficulty. [01 alias.lua] [01 alias.lua] [04 Scoring.lua] "Retrieve the amount of taps/holds/rolls involved." Used in some scoring formulas. [03 UserPreferences2.lua] Themer-facing function for getting a user preference. [03 UserPreferences2.lua] Themer-facing function for getting a user preference as a boolean. [03 UserPreferences2.lua] Themer-facing function for getting a user preference as a color. [03 UserPreferences2.lua] Themer-facing function for getting a user preference as a number. [02 Colors.lua] Returns the color's alpha if it has any, otherwise returns 1. [03 Gameplay.lua] Returns the value to start showing the combo at. [03 Gameplay.lua] Returns true if you need to step on hold heads to activate them. [03 Gameplay.lua] Returns 0 in pump mode, TimingWindowSecondsHold preference value in any other game mode. Returns the current hour. [02 Colors.lua] Converts a color from HSV values to something StepMania can understand. hue is from 0-360, saturation and value are 0..1 [02 Colors.lua] Converts a color from HSV values with alpha to something StepMania can understand. hue is from 0-360, saturation, value, and alpha are 0..1 [02 Colors.lua] "Converts a set of HSV values to a color." [02 Colors.lua] "Takes in a normal color and returns the hex representation. (Adapted from code in LuaBit)" [02 Colors.lua] Changes the hue of the input color. [03 ThemePrefs.lua] Initializes various user preferences. [01 base.lua] "Like ipairs(), but returns only values." [02 Utilities.lua] Returns true if the coin mode is not set to CoinMode_Home. Returns true if Event Mode is turned on. [02 Utilities.lua] Returns true if Arcade and the coin mode is CoinMode_Free. [03 Gameplay.lua] Returns true if the current game is sGame. [02 Utilities.lua] Returns true if the coin mode is set to CoinMode_Home. Returns true if connected to the Internet. Returns true if connected to StepMania Online. Returns true if Player pn is logged on to a SMOnline server. [04 Scoring.lua] Returns true if W1 is allowed (and tns == 'TapNoteScore_W2') [02 Branches.lua] Returns true if Routine mode is being played. [04 WidescreenHelpers.lua] Returns true if the aspect ratio is 16:10 (1.6) or higher. [01 base.lua] "Like ipairs(), but returns only values." [02 Utilities.lua] Joins a table, splitting each item with delimiter, returning a string of the results. [02 Colors.lua] [02 Colors.lua] 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. [02 ActorDef.lua] Loads an actor template. This is the actual core of LoadActor. [02 ActorDef.lua] Loads an actor with params. [01 base.lua] "Override Lua's loadfile to use lua.ReadFile." [02 ActorDef.lua] Load the fallback BGA for the element that is currently being loaded. [02 ActorDef.lua] Loads a font. [02 Sprite.lua] Returns a Sprite with the current song's background. Returns the length of the multi-byte character string sString. Returns the current Minute. [03 Gameplay.lua] Returns the value to start showing the miss combo at. Creates a module. See the Lua manual for more details. Returns the current month of the year (0-11). Returns Month m as a localized string. Returns Month m as a string. "Allows a program to traverse all fields of a table. Its first argument is a table and its second argument is an index in this table. next returns the next index of the table and its associated value." See the Lua manual for more details. [03 ThemePrefs.lua] Returns a Lua option row for ProTiming. "Returns three values: the function, the table t, and nil, so that the construction for k,v in pairs(t) do body end will iterate over all key–value pairs of table t." [02 Colors.lua] [02 Colors.lua] [02 Utilities.lua] Converts a PlayerNumber into a short string (e.g. "P1", "P2"). [02 Actor.lua] Returns either p1val or p2val depending on pn. Returns a formatted percent with the specified numerator and denominator. [00 init.lua] [03 ThemePrefs.lua] Prints a table's contents to the log. Returns the product family. (e.g. "StepMania") Returns the product ID. (e.g. "StepMania 5") Returns the product version. "Checks whether v1 is equal to v2, without invoking any metamethod." "Gets the real value of t[index], without invoking any metamethod." "Sets the real value of t[index] to value, without invoking any metamethod." The modified t is then returned. [02 ActorDef.lua] [04 FileUtils.lua] Reads the file at path and returns its contents. [03 UserPreferences2.lua] (internal) Reads the specified user preference from its config file. Sends the current style to the server. Loads the specified module. See the Lua manual for more information. [02 Utilities.lua] Round a number. [03 Gameplay.lua] Returns the routine noteskin for player . [03 Gameplay.lua] Returns the routine noteskin for player 2. [02 Colors.lua] Modifies the saturation of the specified color Scales x, originally within low1 and high1, to fall between low2 and high2. [03 Gameplay.lua] Returns the primary ScoreKeeper class to use. [00 alias.lua, 02 Other.lua] alias for . [00 alias.lua, 02 Other.lua] alias for . Returns the current second. Converts fSecs to Minutes:Seconds:Milliseconds format using two digits for each section. Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1). Converts fSecs to Minutes:Seconds format. Converts fSecs to Minutes:Seconds.Milliseconds format. Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section. Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3). "If index is a number, returns all arguments after argument number index. Otherwise, index must be the string "#", and [it] returns the total number of extra arguments it received." [02 Branches.lua] Determines the correct music/course selection screen to use and returns it. [03 Gameplay.lua] (soon to be deprecated) Returns a list of codes to use on ScreenSelectProfile. [02 Serialize.lua] Serialize the table t. [03 EnvUtils2.lua] Sets the value of name to value in the Env table. [03 UserPreferences2.lua] Themer-facing function for setting a user preference. [03 Gameplay.lua] [02 ActorDef.lua] Returns true if a decoration should be shown on the current screen or not. [03 CustomSpeedMods.lua] Returns a Lua option row with the custom speed mods defined in SpeedMods.txt. [02 Utilities.lua] Splits a string at every occurence of delimiter, returning a table of the results. [02 Colors.lua] [02 Colors.lua] [02 ActorDef.lua] [02 ActorDef.lua] [02 ActorDef.lua] [02 Utilities.lua] Returns a shuffled version of t. [02 Utilities.lua] Returns a slice of the specified table of size num. [02 Utilities.lua] Look up each value in a table, returning a table with the resulting strings. [02 TextBanner.lua] This function defines how the TextBanner is laid out. [02 Utilities.lua] Converts a string or number to a bool. Tries to convert e to a number. Returns nil if it can't convert the input to a number. (base is optional.) Converts e to a string. [02 Enum.lua] Returns a string representing an enum starting from '_'. For example, passing PlayerNumber_P1 to this function will return P1. [00 init.lua] Alias for . Returns the type of the object as a string. See the Lua manual for valid return values. "Returns the elements from the given table. This function is equivalent to return list[i], list[i+1], ···, list[j]" (i and j are optional; "by default, i is 1 and j is the length of the list.") Returns a string with characters escaped for URLs. (e.g. a space becomes '%20') [01 base.lua] Alias for lua.GetThreadVariable. Returns the current version's build date. Returns the current version's build time. [00 init.lua] Alias for . [04 WidescreenHelpers.lua] Depending on the screen width, scales between ar43 (4:3; 640px) and ar169 (16:9; 854px). [02 Utilities.lua] [02 ActorDef.lua] Wraps the children in an ActorFrame. [04 FileUtils.lua] Writes buf to the file at path. [03 GamePreferences.lua] [03 UserPreferences2.lua] (internal) Writes user preference prefName to its config file with value being tostring'd. Returns the current year. [03 ThemePrefs.lua] Returns a Lua option row for toggling AutoSetStyle. [03 ThemePrefs.lua] Returns a Lua option row for displaying the score on ScreenGameplay. [03 ThemePrefs.lua] Returns a Lua option row for displaying the StepsDisplay on ScreenGameplay. [03 ThemePrefs.lua] Returns a Lua option row for determining the fail length. [03 ThemePrefs.lua] Returns a Lua option row for determining the receptor arrow position. [03 ThemePrefs.lua] Returns a Lua option row determining how deep the player options menu should go. Returns the for the file at sPath. Returns true if sClassName is a registered Class. Loads all commands and sets X and Y for the specified Actor. 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.
Returns true if the type of v is sType. Flushes log files to disk. Tries to read the file at sPath. If successful, it returns the file's contents. If unsuccessful, it returns two values: nil and "error". Calls func(...) with two LuaThreadVariables set, and returns the return values of func(). Writes sString to log.txt. Aliased by . Writes sString to info.txt and log.txt as a warning. Aliased by . Returns a random number. Without arguments, the number is in the range 0..1. With a single argument (n), the number is in the range of 1..n. With two arguments (lower, upper), the number is in the range of l..u. Sets the seed of the random number generator to seed. Creates a RageFile handle with which one can use the commands in . Gets the credits message for Player pn. Gets the playable Steps for the present Song based on the present Game. Returns true if the song's steps (st) are playable. Returns true if the song's StepsType (st) are playable. Returns the number of songs in a Trail. Returns the Trail's total length in seconds.
Returns the Actor's parent, or nil if it doesn't have one. Returns the Actor's visibility. Returns the Actor's x position. Returns the Actor's y position. Returns the Actor's z position. Returns the Actor's zoom. Returns the Actor's X zoom. Returns the Actor's Y zoom. Returns the Actor's Z zoom. Sets Texture Filtering for an Actor to b. Plays the commands that follow at an accelerated rate (fRate * fRate), where fRate is in seconds. Adds a command to the Actor. Adds rot to the Actor's current x rotation. Adds rot to the Actor's current y rotation. Adds rot to the Actor's current z rotation. 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. [02 Actor.lua] Sets the alignment of an Actor, where h and v are in the range 0..1. Sets whether or not the Actor should animate. Sets the Actor's aux value. (This can be a solution for coupling data with an Actor.) If true, cull the Actor's back faces. See also: . Sets the Actor's base alpha to fAlpha, where fAlpha is in the range 0..1. Sets the Actor's base X rotation to rot. Sets the Actor's base Y rotation to rot. Sets the Actor's base Z rotation to rot. Sets the Actor's base zoom to zoom. Sets the Actor's base X zoom to zoom. Sets the Actor's base Y zoom to zoom. Sets the Actor's base Z zoom to zoom. Sets the Actor to use the specified blend mode. Makes the Actor bob up and down. Can use to define different bobbing behavior. Makes the Actor bounce, similar to bob but with one point acting as the ground. Can use to define different bouncing behavior (with effectmagnitude values relating to x, y, and z movement). [02 Actor.lua] [02 Actor.lua] [02 Actor.lua] Centers an Actor on the screen. (equivalent to x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y) [02 Actor.lua] Centers an Actor on the X axis. (equivalent to x,SCREEN_CENTER_X) [02 Actor.lua] Centers an Actor on the y axis. (equivalent to y,SCREEN_CENTER_Y) Determines if the z-buffer should be cleared or not. [02 Actor.lua] Combines multiple interpolators for complex tweens. tweens can either be a string like "linear,0.25,accelerate,0.75" or a table with tween information { {Type="linear", Percent=0.25, Bezier=nil}, {Type="accelerate", Percent=0.75, Bezier=nil} } 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. Plays the commands that follow at an decelerated rate (1 - (1-fRate) * (1-fRate)), where fRate is in seconds. Set the Actor's diffuse color to c. Sets the Actor's alpha level to fAlpha, where fAlpha is in the range 0..1. Makes the Actor switch between two colors immediately. Sets the Actor's bottom edge color to c. Set the Actor's diffuse color to c, ignoring any alpha value in c. Sets the Actor's left edge color to c. Sets the Actor's lower left corner color to c. Sets the Actor's lower right corner color to c. Makes the Actor switch between two colors, jumping back to the first after reaching the second. Sets the Actor's right edge color to c. Makes the Actor shift between two colors smoothly. Sets the Actor's top edge color to c. Sets the Actor's upper left corner color to c. Sets the Actor's upper right corner color to c. Tells the Actor to draw itself. Sets the Actor's draworder to iOrder, where larger values display first. [02 Actor.lua] (Added in sm-ssc) [02 Actor.lua] 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. Set the Actor's effect timing. 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. [02 Actor.lua] Stretches an Actor to fill the entire screen. Returns the Actor's aux value. Returns the Actor's base X zoom value. Returns the Actor's base Y zoom value. Returns the Actor's base Z zoom value. Returns true if the Actor has a command named sCmdName. Returns the Actor's current diffuse color. Returns the Actor's current diffusealpha. Returns the Actor's current effect delta. Returns the Actor's current effect magnitude as three floats (not one; I hate Lua.xsd). Returns the Actor's current glow color. Returns the Actor's horizontal alignment as a number in the range 0..1. Returns the Actor's name. Returns the number of states the Actor has. Returns the Actor's current height. Returns the Actor's current X rotation. Returns the Actor's current Y rotation. Returns the Actor's current Z rotation. Returns the number of seconds into the currently running effect (e.g. diffuseshift, bob). Returns how much time is remaining for the current tween. Returns the Actor's vertical alignment as a number in the range 0..1. Returns the Actor's current width. Returns the zoomed height of an Actor. Returns the zoomed width of an Actor. Sets the Actor's glow color. Makes the Actor glow between two colors immediately. Makes the Actor glow between two colors smoothly, jumping back to the first at the end. Makes the Actor glow between two colors smoothly. 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. Hides the Actor for the specified amount of time. [Deprecated] Compatibility alias for the hidden command, which was removed in sm-ssc. Use instead. [02 Actor.lua] "Hide if b is true, but don't unhide if b is false." Set the horizontal alignment of the Actor according to align. See for fractional alignment. Hurries up an Actor's tweening by factor. Plays the commands that follow at a normal rate, where fRate is in seconds. [02 Lyrics.lua] Plays the lyric command for the specified side ("Back" or "Front"). Sets the Actor's name to sName. Stops the Actor's movement. (Usually used for Sprites or Models.) Starts the Actor's movement. (Usually used for Sprites or Models.) Plays a command named sCommandName. [02 Actor.lua] Sets the visibility of the Actor based on p being a human player. Makes the Actor grow and shrink. Can use to define different pulsing behavior. Queues a command named sCommandName to be played. Basically creates a command named !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.") Makes the Actor change colors continually using colors of the rainbow. 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. [02 Actor.lua] An alternative version of . [02 Actor.lua] Scales the Actor to cover a rectangle defined by the four float arguments. Scales the Actor to fit inside a rectangle defined by the four float arguments. Sets the height of the Actor. Sets the size of the Actor. [01 alias.lua] Alias for setsize. Sets a multi-framed Actor's state to iNewState. Sets the width of the Actor. 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. Skews the Actor on the y axis by fAmount. Waits fSeconds before executing the next command. [02 Actor.lua] Tells the Actor to spin. Can use to define different spinning behavior. Stops any effect the Actor has. Stops any tweening. Stretches the Actor to a rectangle of a specific size. Determines if the Actor should use texture wrapping or not. 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. Makes the Actor vibrate violently. Can use to define different vibration behavior. Sets an Actor's visibility to b. Makes the Actor wag. Use to define different wag behavior. 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 z bias to fBias. Enables/disables z-buffer depending on bUse. Zooms the Actor to zoom scale. Zooms the Actor on both the X and Y axis using zoomX and zoomY. Zooms the Actor to zoom height. See also: . Zooms the Actor to zoom width. See also: . Zooms the Actor to zoom scale on the X axis. Zooms the Actor to zoom scale on the Y axis. Zooms the Actor to zoom scale on the Z axis. Sets the z testing mode to write on pass if true, turns it off if false Sets the z testing mode to testMode. Sets z writing to true or false based on bWrite. [02 Actor.lua] [02 Actor.lua] Stretches an Actor to cover the screen. (equivalent to stretchto,0,0,SCREEN_WIDTH,SCREEN_HEIGHT) [02 Actor.lua] A customized version of pulse that is more appealing for on-beat effects. [02 Actor.lua] Sets and Actor as a mask destination. [02 Actor.lua] Sets an Actor as a mask source. (Also clears zbuffer; other mask sources need to not clear the zbuffer) [02 Actor.lua] Make graphics their true size at any resolution. [02 Actor.lua] Scale things back up after they have already been scaled down. [02 Actor.lua] A customized version of pulse that is more appealing for on-beat effects. Sets the x and y location of the Actor in one command. Adds a child to the ActorFrame from the specified path. Sets the field of view for the ActorFrame. Returns the child with a name of sName. Returns a table of all the children in the ActorFrame. Gets the ActorFrame's Draw function. Returns the number of children in the ActorFrame. Plays the sCommandName command on the ActorFrame's children. Plays the sCommandName command on the ActorFrame's leaves. Sets if the Actorframe should propagate commands to its children. [02 Actor.lua] Propagates a command to the ActorFrame's children. Removes all the children from the ActorFrame. Removes the specified child from the ActorFrame. Runs the commands in cmds on the ActorFrame's children. Runs the commands in cmds on the ActorFrame's leaves. Sets the ActorFrame's ambient light color to c. Sets the ActorFrame's diffuse light color to c. Sets if the ActorFrame should draw by Z position. Sets the ActorFrame's Draw function to the specified Lua function. Sets the field of view for the ActorFrame. Currently unimplemented since it does not handle errors correctly. Arguments must be passed in as a table. Sets the ActorFrame's specular light color to c. 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. Creates the ActorFrameTexture. Enables/disables the Alpha Buffer. Enables/disables the Depth Buffer. Enables/disables Enables/disables the Preserve Texture option. Returns the texture. Sets the Texture's name to sName. Adds a texture to the ActorMultiTexture. Returns the number of texture units. Clears all the textures from the ActorMultiTexture. Sets the EffectMode on the ActorMultiTexture. Sets the size of the ActorMultiTexture from the specified texture. Sets the coordinates of the ActorMultiTexture. Sets a TextureMode on the specified index. Returns the target of the ActorProxy. Sets the ActorProxy target to a. Returns the scroller's current item. Returns the item the scroller's going to. Returns how long it will take for the scroller to completely scroll through all its items. Returns the number of items in the ActorScroller. Returns the number of seconds until the scroller reaches its destination. Compatibility alias for . Positions the scroller items. Scrolls through all the items in the scroller. Compatibility alias for . Scrolls through all the items in the scroller with padding at the beginning and end. Compatibility alias for . Sets the item the scroller should scroll to next and makes it the current item. Sets the item the scroller should scroll to next. Sets if the scroller should catch up fast. Compatibility alias for . Specifies if the scroller should loop or not. Sets the scroller's mask to a Quad that is fWidth by fHeight pixels. Sets the scroller to draw fNumItems items. Sets the number of subdivisions in the scroller. Compatibility alias for . Sets the scroller's pause countdown to fSecs. Sets the scroller's pause between items to fSeconds. Sets how many seconds the scroller should spend on each item.
A value of 0 means the scroller will not scroll.
Compatibility alias for . Sets the scroller's transform function to the specified Lua function. 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. Pauses or unpauses the sound based on bPause. Plays the sound. [02 Sound.lua] Plays the sound on the given player's side. You must set SupportPan = true on load. Stops the sound.
Returns true if Announcer sAnnouncer exists. Returns a table of installed announcers. Returns the current announcer's name. Sets the announcer to sNewAnnouncer. Returns true if the application presently has focus. Returns the name of the architecture in use. Returns true if the Banner is currently scrolling. Loads the background from an UnlockEntry. Loads the banner from an UnlockEntry. Loads the card image from the specified Character. Loads the banner from the cache based on sPath (typically or ). Loads a Banner from a specified Course. Loads a Banner from a specified Song. Loads a Banner from a specified Song Group. Loads a Banner from a specified SortOrder. Loads an icon from the specified Character. See . See . 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. [02 Actor.lua] Sets the diffuse and stroke color of text in one command. 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. [02 Actor.lua] Remove any stroke color. [02 Actor.lua] Alias for setting to false. 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. [02 Actor.lua] Sets text using string.format(sFormat, ...). [02 Actor.lua] Alias for . Sets the stroke color to c. If the text is glowing, specify if just the stroke layer, just the inner layer, or both are affected by the glow. 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 the text that is currently set at the exact moment you call it. This is likely only going to be useful in an Update command. Sets the BPMDisplay from the specified Course. Sets the BPMDisplay from the GameState. Sets the BPMDisplay from the specified Song. Sets the BPMDisplay from the specified Steps. Returns the path to the character's card graphic. Returns this character's directory. Returns this character's ID. Returns the path of the dancing animation of this character. Returns the character's display name. Returns the path to the character's icon. Returns the path of the model of this character. Returns the path of the rest animation of this character. Returns the path to the character's ScreenSelectMode icon. Returns the path to the character's ScreenStage icon. Returns the path of the warm-up animation of this character. Returns a table of all characters installed. Return the corresponding to sID. Returns a random character. Returns the number of characters available. Loads the ComboGraph commands from the Metrics in group sMetricsGroup. Sets the values of the ComboGraph using the specified StageStats and PlayerStageStats. Loads the ControllerStateDisplay from the specified GameController. Loads the ControllerStateDisplay from the specified MultiPlayer. Returns true if all of the songs in the course have been defined (as opposed to random songs). Returns a table of all the Trails in the Course. Returns the path to the Course's background. Returns the path to the Course's banner. Returns the Course's directory. Returns a table of CourseEntry items. Gets the CourseEntry at iIndex from the Course. Returns the Course's . (Returns CourseType in SM5; integer in SM4) Returns the description for this Course. Returns the full display title of the Course. Returns the estimated number of stages for the Course. Returns the goal seconds for the Course. Returns the Course's group name. Returns the Course's . (Returns PlayMode in SM5; integer in SM4) Returns the name of the person who scripted the Course. Returns the total length of the Course in seconds. Returns the full transliterated title of the Course. Returns true if the Course has a background. Returns true if the Course has a banner. Returns true if the Course has modifiers. Returns true if the Course has timed modifiers. Returns true if the Course is an edit. Returns true if the Course was automatically generated. Returns true if the Course is Endless. Returns true if the Course is Nonstop. Returns true if the Course is Oni. Returns true if the Course is playable in StepsType st. Returns true if the Course is a ranking course. Sets the CourseContentsList from the GameState. Returns the Song that this CourseEntry corresponds to. Returns the number of lives gained after completing the song. Returns the number of seconds gained after completing the song. Returns any stage (non-timed) modifiers. Returns the number of modifier changes in this CourseEntry. Returns a comma-delimited string representing various facts about the CourseEntry. Returns true if this CourseEntry is a fixed song. Returns true if this CourseEntry is secret. Generates a random UUID (version 4). Returns the MD5 hash for the file at sPath. Returns the MD5 hash for s. Returns the SHA-1 hash for the file at sPath. Returns the SHA-1 hash for s. Sets the DifficultyIcon's state from the difficulty passed in. Sets the DifficultyIcon's Player to pn, then sets the DifficultyIcon's state from the difficulty of Steps pSteps Sets the DifficultyIcon's Player to pn, then sets the DifficultyIcon's state from the difficulty of Trail pTrail Sets the DifficultyIcon's Player to pn. Blanks the DifficultyIcon. Returns the index of the last banner loaded. Loads the fallback course banner. Loads the fallback banner. Loads the card image from the specified Character. Loads a Banner from a specified Course. Loads a Banner from a specified Song. Loads a Banner from a specified Song Group. Loads a Banner from a specified SortOrder. Loads an icon from the specified Character. Loads the Random banner. Loads the Roulette banner. See . See . Sets the StepsDisplayList from the GameState. Returns true if notes are counted separately in this game. Returns the mapped judgment for tns. Returns the name of the game such as "dance" or "pump". Returns any announcer that may have been set. Returns any Character associated with this item (or nil if there isn't one). Returns any Course that may have been set. Returns a course difficulty, if one is set in the GameCommand. Returns a difficulty, if one is set in the GameCommand. Returns the index of this item. Returns any MultiPlayer that may have been set. Returns the choice name. Returns the PlayMode associated with this GameCommand. Returns any preferred modifiers that may have been set. Returns any Profile ID that may have been set. Returns any screen that may have been set as a string. Returns any Song that may have been set. Returns the name of any song group that may have been set. Returns the sort order, if the GameCommand has set one. Returns any stage modifiers that may have been set. Returns any Steps that may have been set. Returns any Style that may have been set. Returns the display text. Returns any Trail that may have been set. Returns any Url that may have been set. Return the first for the specified game. Returns true if any noteskins exist for the specified Game s. Return the localized string representation of st. Set the music volume to fVolume for fDuration seconds. Return the sound balance for pn. Plays a sound from the current announcer. Play the sound at musicPath starting from musicStart for musicLength seconds one time. Both fadeIn and fadeOut can be customized as required. Play the sound at sPath one time. Adds another stage to the specifed player. Applies the specified modifiers for the specified player's preferred modifier set. Applies the specified modifiers for the specified player for the current stage. 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 . Removes any stage modifiers that are illegal for course play. Returns true if pn's options will disqualify them for ranking. Returns true if enough credits have been inserted to join. fishpolk.mid; See also: Rise of the Triad Returns the environment table. See . Returns the current for the specified . 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 number of seconds that have passed in the current song. This value can be negative. Return the current . Return the current . Return the current . Return the current . Returns the current stage index (starts at 0). 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 for the specified player. Return a string representation of the default song options. Returns the value. 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 (during Profile editing) or nil if it does not exist. Returns the ID of the Edit Local (during Profile editing). Return the source for the editor or nil if it does not exist. Returns a table of enabled players. Returns the name of the currently expanded section. Return the random seed for the game. Return true if the gameplay lead in is enabled. If false, gameplay begins immediately. Return the hardest of the currently selected steps by all players. For example, if player 1 has selected Hard steps and player 2 has selected Medium steps, Hard will be returned. Returns an array of s corresponding to Human players. Returns the index of the next song in the course. Returns the master player number. Returns true if the game is Multiplayer. Returns the PlayerState for the specified MultiPlayer. Returns the number of active multiplayer NoteFields. 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 smallest number of stages left for any human player. [01 alias.lua] Returns the current beat of the song. [01 alias.lua] Returns the current beat of the song without an offset. Returns the current visible beat of the song. [01 alias.lua] Returns the song's current beats per second. [01 alias.lua] Returns true if a delay is active in the song. [01 alias.lua] Returns true if the song is currently in a freeze. Returns the song options for the specified ModsLevel as a string. Returns the song options as a string. Returns how much of the song is through at beat fBeat. Returns the current SongPosition. Returns the current SortOrder. Returns the StageResult for player pn. Returns the current stage index. Return the random seed for the current stage. Returns true if the workout goal is complete. Returns true if an extra stage was earned. Returns true if we are specifically in the Step Editor's editing portion. If in recording or playing mode, this will return false. Returns true if this is an extra stage. Returns true if any human player is using a memory card. Returns true if playing in Battle mode. 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 has completed the current Goal. 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 player pn is the winner. Joins player pn. Returns true if player pn is using modifier sModifier. Returns true if players can join the game. Refreshes the NoteSkin data for the current game. Resets the GameState. Resets the specific Player's mods to the default settings. Saves the bookkeeping and machine profile data. Sets the current for the specified . Sets the current Course to course. Sets the current Song to song. Sets Player pn's current Steps to steps. Sets the current Trail to trail. Sets if the Jukebox should use modifiers. Sets the number of multiplayer notefields to iFields Sets the preferred difficulty of Player pn to Difficulty dc. Sets the preferred Song to song. Sets the preferred song group to sGroup. Sets the Song Options from so using ModsLevel m. Turns temporary Event Mode on or off, depending on bOn. Determines if Judgment W1 should be shown based on bOn. Unjoins player pn.
Loads the GradeDisplay commands from the Metrics in group sMetricsGroup. Sets the GradeDisplay to show Grade g. Loads the GraphDisplay commands from the Metrics in group sMetricsGroup. Sets the values of the GraphDisplay using the specified StageStats and PlayerStageStats. Sets the GrooveRadar values for Player pn to empty. Sets the GrooveRadar values for Player pn from RadarValues rv Sets the GrooveRadar values for Player pn to the specified values in the table. Returns two tables representing the tips and alternate tips in the HelpDisplay. [02 HelpDisplay.lua] Sets the tips from a Song or Course. Sets the seconds between switches of tips to fSeconds. Sets the HelpDisplay's tips using tips (and optionally altTips). Sets the HelpDisplay's text from sTips using colons to separate new sections. Returns the date and time the high score was achieved. Returns the Grade of this high score. Return the number of HoldNoteScores that match hns. Returns the Max Combo of this high score. Returns the modifiers used for this HighScore. Returns the name associated with the high score. Returns the Peak Combo Award for this high score. Returns the percentage of dance points associated with the high score. Returns the RadarValues for this HighScore. Returns the score associated with the high score. Retrns the Stage Award for this high score. Returns the number of seconds survived associated with the high score. Return the number of TapNoteScores that match tns. Returns true if this high score's name uses a fill-in marker. You can get a HighScoreList using . Returns a table of the high scores. Loads the HoldJudgment for the specified MultiPlayer. Returns the mouse wheel value. Returns the X position of the mouse. Returns the Y position of the mouse. 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. Changes the player's life by iNumLives. (Negative values subtract lives.) Returns the number of lives remaining. Returns the number of total lives. Returns true if player pn's card is locked. Return the state for player pn. Returns the name of the storage device. Returns true if player pn's name is available. Stops the MenuTimer by setting it to 99.99 and pausing. Returns the current MenuTimer's value. Pauses the MenuTimer, stopping it from counting down. Compatibility alias for SetSeconds. Sets the MenuTimer's value to fSeconds. Sets the MenuTimer's silent setting to bSilent. Starts up the timer. 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. Sets the width of the MeterDisplay to fWidth. Returns the model's default animation. Controls if the model should loop or not. Plays animation sAniName at fPlayRate speed (default 1.0). Sets how far into the animation the model is. Sets the current animation's playback rate to fRate. Sets the model's default animation to sAnimation at fPlayRate speed (default 1.0). Returns the number of states the Model has. Loads the ModIconRow of Player pn from the Metrics in group sMetricsGroup. Returns a command from the specified element and value. Returns a command from the specified element and value using NoteSkin sNoteSkin. Returns a bool from the specified element and value. Returns a bool from the specified element and value using NoteSkin sNoteSkin. Returns a float from the specified element and value. Returns a float from the specified element and value using NoteSkin sNoteSkin. Returns a integer from the specified element and value. Returns a integer from the specified element and value using NoteSkin sNoteSkin. Returns the path for the specified sButton sElement. Returns the path for the specified sButton sElement using NoteSkin sNoteSkin. Returns the actor for the specified sButton sElement. Returns the actor for the specified sButton sElement using NoteSkin sNoteSkin. Returns true if the strName noteskin exists in the current gametype. Returns a table of noteskin names for the current gametype. Returns true if the first item in the row goes down. Returns an index of the choice in the row that player pn is on. Returns the OptionRow's layout type. Returns the name of the OptionRow. Returns the number of choices in this OptionRow. Returns the row title string. Returns the OptionRow's select type. Returns true if this row is focused by player pn. Returns true if this row forces one choice on all players. Sets the PaneDisplay from the GameState. Sets the PercentageDisplay from the specified PlayerState and PlayerStageStats. Returns the current TimingData for this player. Sets Actor with Combo position. Sets Actor with Judgment position. (PlayerInfo is a part of ScreenGameplay.) Returns the of player pn. Returns the Steps located at index in the current steps queue. Returns the value of the Alternate modifier. Sets the value of the Alternate modifier. Returns the status of the Attack Mines modifier. Sets the Attack Mines modifier. Returns true if the Backwards modifier is applied. Sets the Backwards modifier. Returns the value of the Beat modifier. Sets the value for the Beat modifier. Returns the status of the Big modifier. Sets the Big modifier. Returns the value of the Blind modifier. Sets the value for the Blind modifier. Returns the value of the Blink modifier. Sets the value for the Blink modifier. Returns the status of the BMRize modifier. Sets the BMRize modifier. Returns the value of the Boomerang modifier. Sets the value for the Boomerang modifier. Returns the value of the Boost modifier. Sets the value for the Boost modifier. Returns the value of the Brake modifier. Sets the value for the Brake modifier. Returns the value of the Bumpy modifier. Sets the value for the Bumpy modifier. Returns the value of the Centered modifier. Sets the value for the Centered modifier. Returns the player's C-mod. Sets the player's C-mod to fCmod. Returns the value of the Confusion modifier. Sets the value for the Confusion modifier. Returns the value of the Cover modifier. Sets the value for the Cover modifier. Returns the value of the Cross modifier. Sets the value for the Cross modifier. Returns the value of the Dark modifier. Sets the value for the Dark modifier. Returns the value of the Dizzy modifier. Sets the value for the Dizzy modifier. Returns the value of the Drunk modifier. Sets the value for the Drunk modifier. Returns the status of the Echo modifier. Sets the Echo modifier. Returns the value of the Expand modifier. Sets the value for the Expand modifier. Returns the value of the Flip modifier. Sets the value for the Flip modifier. Returns the status of the Floored modifier. Sets the Floored modifier. Returns the value of the Hidden modifier. Sets the value for the Hidden modifier. Returns the value of the Hidden Offset modifier. Sets the value for the Hidden Offset modifier. Returns true if Holds will be converted to Rolls. If true, Holds will be converted to Rolls. Returns the value of the Invert modifier. Sets the value for the Invert modifier. Returns the status of the Left modifier. Sets the Left modifier. Returns the status of the Little modifier. Sets the Little modifier. Returns the status of the Mines modifier. Sets the Mines modifier. Returns the value of the Mini modifier. Sets the value for the Mini modifier. Returns true if the Mirror modifier is applied. Sets the Mirror modifier. Returns the player's M-mod. Sets the player's M-mod to fMmod. Returns true if the game mutes an instrument track on errors. Sets the Mute on Error modifier. Returns the value of the No Attacks modifier. Returns the status of the No Fakes modifier. Sets the No Fakes modifier, removing all Fakes. Returns the status of the No Hands modifier. Sets the No Hands modifier, removing all Hands. Returns the status of the No Holds modifier. Sets the No Holds modifier, removing all Holds. Returns the status of the No Jumps modifier. Sets the No Jumps modifier, removing all Jumps. Returns the status of the No Lifts modifier. Sets the No Lifts modifier, removing all Lifts. Returns the status of the No Mines modifier. Sets the No Mines modifier, removing all Mines. Returns the status of the No Quads modifier. Sets the No Quads modifier, removing all Quads. Returns the status of the No Rolls modifier. Sets the No Rolls modifier, removing all Rolls. Returns the status of the No Stretch modifier. Sets the No Stretch modifier, removing all step combinations that require a large stretch. Returns the current NoteSkin set in the PlayerOptions. Changes the player's noteskin to noteskin. Returns the value of the Passmark. Sets the value for the Passmark. Returns the status of the Planted modifier. Sets the Planted modifier. Returns the status of the Quick modifier. Sets the Quick modifier. Returns the value of the Random Attacks modifier. Sets the value for the Random Attacks modifier. Returns the value of the Random Speed modifier. Sets the value for the Random Speed modifier. Returns the value of the Random Vanish modifier. Sets the value for the Random Vanish modifier. Returns the value of the Reverse modifier. Sets the value for the Reverse modifier. Returns the amount of reverse applied to the specified column. Returns the status of the Right modifier. Sets the Right modifier. Returns the value of the Roll modifier. Sets the value for the Roll modifier. Returns the status of the Shuffle modifier. Sets the Shuffle modifier. Returns the value of the NoteField skew. Sets the NoteField skew. This is used to replicate the various views. (Distant, Hallway, etc.) Returns the status of the Skippy modifier. Sets the Skippy modifier. Returns the status of the Soft Shuffle modifier. Sets the Soft Shuffle modifier. This function is deprecated. Please use GetStepAttacks() instead. Returns the value of the Split modifier. Sets the value for the Split modifier. Returns the value of the Stealth modifier. Sets the value for the Stealth modifier. Returns the status of the Stomp modifier. Sets the Stomp modifier. Returns the value of the Sudden modifier. Sets the value for the Sudden modifier. Returns the value of the Sudden Offset modifier. Sets the value for the Sudden Offset modifier. Returns the status of the Super Shuffle modifier. Sets the Super Shuffle modifier. Returns the value of the Tiny modifier. Sets the value for the Tiny modifier. Returns the value of the Tipsy modifier. Sets the value for the Tipsy modifier. Returns the value of the Tornado modifier. Sets the value for the Tornado modifier. Returns the value of the Twirl modifier. Sets the value for the Twirl modifier. Returns the status of the Twister modifier. Sets the Twister modifier. Returns the value of the Wave modifier. Sets the value for the Wave modifier. Returns the status of the Wide modifier. Sets the Wide modifier. Returns the player's X-mod. Sets the player's X-mod to fXmod. Returns the value of X Mode. Returns true if the current PlayerOptions makes the current Course/Trail easier. Returns true if the current PlayerOptions makes the current Song/Steps easier. Sets the X Mode percentage to fXModeVal. Returns true if the player is using reverse. (equivalent to GetReverse() == 1.0) Fails the player. Returns true if a full combo (TNS_W3 and up) was obtained. Returns true if a full combo (tns and up) was obtained. Returns the number of Dance Points obtained by the player. Returns how long the player has been alive. Returns the best tap note score for a full combo. Returns the number of calories burned. Returns the current possible maximum score. Returns the player's current combo. Returns the player's current life from 0..1. Returns the player's current miss combo. Returns the number of Dance Points possible to be obtained by the player. Returns the player's current score multiplier. Returns true if the player failed. Returns the player's grade. Returns the number of judgments for a specified HoldNoteScore. Returns the player's actual score on the lesson. Returns the score needed to pass the lesson. Returns the player's life remaining seconds. Returns the machine high score index for this performance. Returns the number of controller steps. Returns the peak combo award for this performance. Returns the personal high score index for this performance. Returns a table of played steps. Gets the percentage of taps that were scored as tns. Returns the player's Dance Point percentage. Returns the number of possible Dance Points. Returns a table of possible steps. Returns a RadarValues object representing the player's actual performance. Returns a RadarValues object representing the total values for the song. Returns the score. Returns the stage award for this performance. Returns how long the player survived in seconds. Returns the number of judgments for a specified TapNoteScore. Returns the max combo for this performance. Returns true if the player was disqualified from ranking. Sets the current possible maximum score. Sets the Player's score to iScore. Returns the current PlayerOptions for this PlayerState. Returns the HealthState for this PlayerState. Returns the multiplayer number for this PlayerState. Returns the PlayerController for this PlayerState. Returns the player number for this PlayerState. Returns a PlayerOptions object for the specified ModsLevel. Returns a string of player options for the specified ModsLevel. (was GetPlayerOptions before sm-ssc v1.2.3) Returns a table of strings, containing the player options for the specified ModsLevel. Returns the SongPosition for this PlayerState. Returns the current Super Meter level for this PlayerState. Sets the player options to sPlayerOptions for the specified ModsLevel. Return the value of the preference sPreference. Return true if preference sPreference exists. 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 Character being used by this profile. Returns a composite of your high scores over courses with the specified StepsType and Difficulty. Returns the percentage of courses that you've completed with the specified StepsType and Difficulty. Returns the possible score of courses with the specified StepsType and Difficulty. Returns the profile's display name. Return the number of calories burned as a string. Returns the number of calories needed to reach the goal. Returns the number of seconds needed to reach the goal. Returns the current goal type. Gets the profile's HighScoreList for a specified Song and Steps. (Alternate arguments for Courses: Course c, Trail t) Returns the last played Course for this profile. Returns the last played Song for this profile. Returns the last used high score 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 a composite of your high scores over songs with the specified StepsType and Difficulty. Returns the percent complete for all songs and courses for the specified StepsType st. Returns the percentage of songs that you've completed with the specified StepsType and Difficulty. Returns the possible score of songs with the specified StepsType and Difficulty. Return the total number of calories burned. Returns the number of Hands stepped on. Returns the number of successful Holds. Returns the number of Jumps stepped on. Returns the number of successful Lifts. Returns the number of Mines stepped on. Returns the total number of songs played with the profile. Returns the number of successful Rolls. Returns the number of steps with the specified StepsType and Difficulty that you've scored a certain Grade g on. Returns the number of Taps and successful Holds. Returns the number of trails with the specified StepsType and Difficulty that you've scored a certain Grade g on. Returns the user table for this Profile. Returns how much the player weighs. Returns true if the player has passed any steps in the specified Song s. Returns true if the specified code sUnlockEntryID is unlocked. Sets the current for the Profile. Sets the goal to iCals calories. Sets the goal to iSecs seconds. Sets the current goal type to gt. Sets how much the player weighs (in pounds) to weightPounds. Returns the amount of time this profile has spent in gameplay (in seconds). Returns the number of sessions this profile has had. Returns the total session length (in seconds) of this profile. Returns the Profile for the specified profile ID. Retuns the machine profile. Retuns the amount of local profiles. Returns the profile for player pn. Returns the profile directory of the specified ProfileSlot. Returns true if player pn's profile is persistent. Returns true if Song s has never been played before (according to the machine profile). Returns true if pn's Profile was loaded from a memory card. Returns true if the last load of player pn's profile was a LastGood copy of the profile. Returns true if the last load of player pn's profile resulted in a tampered or corrupt profile. Saves the machine profile. Returns the value of rc from . Return the height of the display. Return the width of the display. Return the FPS. Return the VPF. Return the cumulative FPS. These commands require a RageFile handle. You can create one using . Returns true if the current position within the file is the end. (EOF = End of File) Clears the last error message. Closes the file and releases it from memory. Safely deletes the file handle. Gets the last error message and returns it. Gets a line and returns it. 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).
Puts a new line in the file. Returns a string containing the entire contents of the file. Returns length bytes from the RageFile's current position. Seeks to a position in the file and returns the new position. Returns the current position in the file. Writes a file with the contents of str.
Returns true if a file exists at sPath. Returns a listing of files from sPath. The last two arguments are optional (and default to false). Returns a file's size in bytes. Returns the hash of the file at sPath. Return an array of connected input device descriptions. See for loading a sound. Actually sets the value of sProperty to fVal. The supported properties depend on how the associated was loaded. Attempts (and typically fails) to set the value of sProperty to fVal. The supported properties depend on how the associated was loaded. Sets the pitch to fPitch. The associated have SupportsRateChanging = true on load. Sets the speed (that is, the rate at which the sound plays) to fSpeed. The associated must have SupportsRateChanging = true on load. Sets the volume to fVolume, which is between 0..1. 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. Loads the metrics for this RollingNumbers from sGroupName. Sets the target number to f. Returns the name of the next Screen. Returns the name of the previous Screen. Returns the ScreenType for this Screen. Locks input for f seconds. [02 Other.lua] Gets a metric from the current Screen. Posts a message with the text sScreenMsg to the Screen. [02 Other.lua] Gets a string from the current Screen in the current language. Returns the current . Returns the current StageStats. Returns true if a single has its NoteField centered. Returns a dummy PlayerInfo for the specified index. Returns the for the specified pn. Returns the next in the current . Returns the PlayerInfo for player pn. Sets the next Screen to be loaded. Returns true if the game is paused. Pauses or unpauses the game, depending on the value of bPause. Returns the LifeMeter. Adds a screen at the top of the screen stack. (sMessage is an optional ScreenMessage posted once the new screen is finished.) Gets the screen at the top of the screen stack. Reloads any loaded overlay screens. Returns true if screen class s exists. Returns true if screen s is prepared. Sets the next screen to s. Broadcasts a system message. Returns true if Player pn backspaced successfully. Returns true if Player pn was able to add sKey to their name. Attempts to finish Player pn and returns true if successful. Returns true if anyone is entering their name. Returns true if anyone is still entering their name.
(As opposed to those who are Finalized; see )
Returns true if Player pn is entering their name. Returns true if Player pn is finished entering their name. Gets the currently selected letter of Player pn.
Returns the number of active players. Returns true if all active players are on the last options row. Returns true if the specified player is on an items that ends the screen. Returns the current row that player pn is on. (Was previously GetCurrentRow.) Returns the specified OptionRow. Returns true if we are going to PlayerOptions. Continues to the next screen. Returns true if there is a profile that can be loaded. Continues to the next screen. Returns true if there is a profile that can be saved. Returns player pn's current selected item as an integer. Returns true if the player is going to the options screen. Returns the MusicWheel used on this screen. Opens the OptionsList for Player pn [02 StageMods.lua] Sets up modifiers for course modes. [02 StageMods.lua] Sets up modifiers for non-course modes. Tells the screen to go to the previous screen. Attempts to finish the screen and returns true if successful. Returns the profile index of the specified Player. Sets the profile index of Player pn to iProfileIndex. TextEntrySettings is implemented similar to the Attributes in BitmapText. Formatting issues prevent the sample from being properly shown here; please see Changelog_sm-ssc.txt for the TextEntrySettings format. Sets up a ScreenTextEntry's values. Tells the screen to go to the previous screen. 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 path to the song's CD image. Gets the path to the CDTitle. Returns the path to the song's disc image (different from CD, think Pump). Returns the displayed artist of the song. Returns a table of 2 floats containing the display BPMs. Returns the displayed full title of the song, including subtitle. Returns the displayed main title of the song. Returns the displayed subtitle of the song. Returns the first beat of the song. Returns the first second of the song. Returns the genre of the song. Returns the group name that the song is in. Returns the path to the song's jacket image. Returns the last beat of the song. Returns the last second of the song. Gets the path to the lyrics. Gets the path to the music file. Returns a Step object if the StepType and Difficulty exist. Gets the Song's origin. Returns the path to the Song's preview video, if it exists. (Returns nil otherwise.) Gets the length of a song's sample time in seconds. Gets the starting position of a song sample in seconds. Returns the song's directory. Returns the songfile path. Returns a table of Steps that have StepsType st. Returns how long the longest stepchart is in seconds. 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 the transliterated subtitle of the song. Returns true if the song has steps for the specified difficulty in st. Returns true if the song has attacks. Returns true if the song has a background. Returns true if the song has a banner. Returns true if the song has BGChanges. Returns true if the song has a CD image. Returns true if the song has a CDTitle. Returns true if the song has a Disc graphic. Returns true if the song has edits. Returns true if the song has a jacket graphic. Returns true if the song has lyrics. Returns true if the song has music. Returns true if the song has a preview video. Returns true if the song has significant BPM changes or stops. Returns true if the song has the specified StepsType. Returns true if the song's DisplayBPM is constant. Returns true if the song's DisplayBPM is random. Returns true if the song's DisplayBPM is secret. Returns true if the song is considered easy. Returns true if the song is enabled. 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 and the specified steps have different timing. Returns true if the song only has Beginner steps. Returns the length of the song in seconds. Returns true if the song is normally displayed. Returns true if the song is shown in Demonstration and Ranking. Returns true if the specified course group exists. Returns true if the specified song group exists. Returns a Course if one matching sCourse is found. Returns a Song if one matching sSong is found. Returns an array of all the installed courses. Returns an array of all the installed songs. Returns the course color of Course c. Returns the path to the specified course group's banner. Returns a table containing all of the course group names. Returns a table with all of the courses in the specified group. Returns the extra stage info (Song, Steps) for the specified Style s. (If bExtra2 is true, it will use the second Extra Stage data instead of the first. Again, Lua.xsd sucks) 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 selectable and unlocked songs. Returns the number of song groups. Returns the number of songs. Returns the number of locked songs, regardless of reason for locking. Returns the number of unlocked songs. Returns a table of popular courses for the specified CourseType. Returns a table of popular songs. Returns a table of courses as they'd appear in preferred sort. Returns a table of songs as they'd appear in preferred sort. Returns a random course. Returns a random song. Returns the song color of Song s. Returns a Song given a set of Steps st. Returns the path to the specified song group's banner. Returns the song group color of sGroupName. Returns a table containing all of the song group names. Returns the rank (popularity) of Song s. Returns a table containing all of the songs in group sGroupName. Returns the shortened group name (based on entries in Translations.xml). Loads preferred courses from {theme}/Other/SongManager sListName.txt. Loads preferred songs from {theme}/Other/SongManager sListName.txt. Returns the preferred sort section name for the specified Song. Returns true if the specified course was loaded from AdditionalCourses. Returns true if the specified song was loaded from AdditionalSongs. Returns the current beats per second. Returns true if a Delay is active. Returns true if a Freeze is active. Returns the row where a warp appears. Returns the warp destination length. Returns the length of the animation in seconds. Return the number of states this Sprite has. Returns the Sprite's current state (frame number in a multi-frame sprite). Returns the Sprite's texture. [02 Sprite.lua] 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. [02 Sprite.lua] Loads the background from the current Song or the first Trail entry. [02 Sprite.lua] Load the texture for song's background. [02 Sprite.lua] Load the texture for song's banner. Sets the custom image rectangle. (Works in image pixel space.) Set the to mode. Sets the number of seconds into the animation to fSeconds. Set the texture to texture. Allows the themer to set a custom texture rectangle that effects the way the texture is drawn. [02 Sprite.lua] Call RageTexture:loop( bLoop ) on the texture. [02 Sprite.lua] Call RageTexture:position( fPos ) on the texture. [02 Sprite.lua] 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. Crops the Sprite to fWidthxfHeight. [01 alias.lua] Alias for CropTo. Sets all the state delays to fRate. Useful for Sprites that need to change by BPM (e.g. Tran from DDR 5th Mix, the cube from DS EuroMix 2). Returns true if everyone failed. Returns the EarnedExtraStage value. Returns the number of seconds played. Returns the PlayerStageStats of multiplayer mp. Returns the PlayerStageStats of player pn. Returns the Stage value. Returns the stage index. Returns true if at least one person passed. Returns true if player pn has a high score. Returns the accumulated played StageStats. Returns the best final grade. Returns the best grade. Returns the current StageStats. Returns player pn's final grade. Get the StageStats from iAgo rounds ago. Returns the number of stages played. Returns the worst grade. Resets the stats. Returns the author that made that particular Steps pattern. Returns the Steps chart name. Returns the Chart Style for this Steps. Returns the Steps description. Returns the Steps difficulty. Returns a table with the minimum and maximum values from the DisplayBPM. Returns the DisplayBPM type. Returns the Steps filename from the Cache. Returns a hash of the Steps. Returns the numerical difficulty of the Steps. Returns true if the Steps has any attacks. Returns true if the Steps pattern has significant timing changes. Returns the complete list of RadarValues for player pn. Use to grab a specific value. Returns the Steps type. Returns the TimingData for the Steps. Returns true if the Steps are an edit. Returns true if the Steps are a player edit (loaded from a profile). Returns true if the steps were automatically generated. Returns true if the DisplayBPM is constant. Returns true if the DisplayBPM is random. Returns true if the DisplayBPM is secret. Returns the predicted meter for this Step. Returns true if the Steps use different TimingData from the Song. Loads the StepsDisplay commands from the Metrics in group sMetricsGroup. Sets the StepsDisplay from the GameState using Player pn. Sets the StepsDisplay based on Steps pSteps. Sets the StepsDisplay based on the passed in StepsType, iMeter, and Difficulty. Sets the StepsDisplay based on Trail pTrail. Returns the number of total tracks per player this Style contains (e.g. 4 for dance-versus, but 8 for dance-double). Returns the name of the Style. Returns the StepsType for this Style. Returns the StyleType for this Style. Returns true if this style locks the difficulty for both players. Returns true if the Style needs to be zoomed out with two players. Loads the TextBanner from the specified metrics group. Loads the TextBanner's child elements from a . Loads the TextBanner's child elements from strings. Returns true if the specified language exists in the current theme. Returns true if the specified theme exists. [02 Utilities.lua] Returns the absolute path of a file in the theme. Returns the current language. Returns the theme's current directory. Returns the name of the current theme. 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 three strings: BGAnimation ResolvedPath, MatchingMetricsGroup, MatchingElement. Used in LoadFallbackB in themes/_fallback/02 Other.lua. (Lua.xsd sucks) Returns the path of an element in the Other folder. Returns the path of an element in the Sounds folder. Returns a table of selectable theme directories. Returns the value of Element in Class for the currently loaded language. Returns the author of the current theme or "[unknown author]". Returns the display name of the current theme. Returns true if the theme has the specified metric. Returns true if the theme has the specified string. Returns true if the specified theme is selectable. Reloads the current theme's metrics. Returns the minimum and maximum BPM of the song in a table (in that order). Returns the beat from fElapsedTime. Returns the BPM at fBeat. Returns a table of the BPMs as strings. Returns a table of the BPMs and the times they happen as strings with the format "beat=BPM". Returns the elapsed time from fBeat. Returns a table of the Stops and the times they happen as strings with the format "beat=stop seconds". Returns a table of the Delays and the times they happen as strings with the format "beat=stop seconds". Returns a table of the Labels and the times they happen as strings with the format "beat=label name." Returns a table of the Warps and the times they happen as strings with the format "beat=number of beats warped over." Returns a table of the Combos and the times they happen as strings with the format "beat=combo value." Returns a table of the Time Signatures and the times they happen as strings with the format "beat=beats per measure (numerator)=denominator." Returns a table of the Tickcountss and the times they happen as strings with the format "beat=number of ticks per beat." Returns a table of the Fakes and the times they happen as strings with the format "beat=number of beats to not judge." Returns a table of the Scrolls and the times they happen as strings with the format "beat=scroll rate ratio." Returns a table of the Speeds and the times they happen as strings with the format "beat=scroll rate ratio=length of time to fully activate=unit of activation (0 for beats, 1 for seconds)." Returns true if the TimingData contains BPM changes. Returns true if the TimingData contains delays. Returns true if the TimingData contains any BPM changes with a negative BPM. Returns true if the TimingData contains stops. Returns true if the TimingData contains warps. returns true if the TimingData contains fake segments. Returns true if the TimingData contains speed scrolling changes. Returns true if the TimingData contains general scrolling changes. Returns true if song s is in the Trail. Returns an array with all the artists in the Trail. Returns the Trail's difficulty. Returns the length of this Trail in seconds. Returns a table of TrailEntry items. Returns the Trail's difficulty rating. Returns the Trail's RadarValues. Returns the Trail's StepsType. Returns the Trail's total meter Returns the TrailEntry at index iEntry. Returns true if any of the Trail entries are secret. Returns a string of modifiers used in this TrailEntry. Returns the Song used in this TrailEntry. Returns the Steps used in this TrailEntry. (why'd I think this was a good idea when we have ?) Sets the UnlockEntry's ID to m_sEntryID. Sets the UnlockEntry's course to sCourseName.
Example: course,"Driven"
Returns the code for this unlock. Returns the Course for this unlock. Returns the unlock description. Returns the UnlockRequirement. Returns true if the UnlockEntry requires you to pass Hard steps. Returns true if the UnlockEntry requires you to pass Challenge steps. Returns the Song related to the UnlockEntry. Get all of the steps locked based on StepsType. Get all of the steps locked based on difficulty. Returns the UnlockRewardType for this entry. Returns true if the UnlockEntry is locked. Sets the UnlockEntry's modifier to sModifier. Sets the requirement for this unlock to m_fRequirement. Makes the UnlockEntry require passing Hard steps. Makes the UnlockEntry require passing Challenge steps. Makes the UnlockEntry hide in Roulette. Sets the UnlockEntry's song to sSongName. sSongName also requires the group.
Example: song,"In The Groove/Pandemonium"
Sets the UnlockEntry to unlock a specified song's steps.
Example: steps,"In The Groove/Pandemonium","expert"
Sets the UnlockEntry to unlock a specified song's stepstype.
Returns true if there are any unlocks to celebrate. Returns the associated EntryID. Returns the number of unlocked items. Returns the number of all unlock items, regardless of status. Returns the number of points for the machine profile based on the specified UnlockRequirement. Returns the number of points for the specified profile based on the specified UnlockRequirement. Returns the number of points until the next unlock. Returns a table of songs unlocked by UnlockEntry sEntryID. Returns a table of steps unlocked by UnlockEntry sEntryID. Returns the UnlockEntry at iIndex. Returns the UnlockEntry index to celebrate. Sets the preferred Song/Course to the specified sUnlockEntryID Unlocks an entry by ID. Unlocks an entry by index. Determines if a song is locked by any means. The number returned determines how the song is locked. Returns the wheel's current index. Returns the total number of items in the wheel. Returns the WheelItemDataType of the selected item. Returns the WheelItem at index iIndex. Returns true if the wheel is locked. Returns true if the wheel is settled/stopped moving. Moves the wheel by n. Attempts to set the open section to sSection. Returns the color of this wheel item. Returns the text of this wheel item. Returns the type of this wheel item. Sets the WorkoutGraph from the current Workout. Sets the WorkoutGraph from GameState and song index iSongIndex.
Blending modes. See . Horizontal alignment. See . Vertical alignment. See .