[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]
[03 HSV.lua]
[03 Gameplay.lua]
CLAMP is an all-female Japanese mangaka group that formed in the mid 1980s. Erm, I mean... Clamps fValue between fLow and fHigh.
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.
[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).
Tries to connect to the server at sAddress.
Returns the current day of the month.
Returns the current day of the year.
[01 base.lua] "Override Lua's dofile to use our loadfile."
[02 Utilities.lua] Find a key in tab with the given value.
[02 Utilities.lua] Return the index of a true value in list.
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.
Returns the corresponding CustomDifficulty string for a StepsType/Difficulty (/optional CourseType) combination.
[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. "Xbox", "Windows", "Linux", "Mac, "Unknown")
[03 ThemePrefs.lua] Returns true if player pn is using ProTiming.
Returns the theme's aspect ratio.
[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.
Returns the current hour.
[03 ThemePrefs.lua] Initializes various user preferences.
[03 ProductivityHelpers.lua] Returns true if the coin mode is not set to CoinMode_Home.
Returns true if Event Mode is turned on.
[03 ProductivityHelpers.lua] Returns true if Arcade and the coin mode is CoinMode_Free.
[03 ProductivityHelpers.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 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.
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 current Minute.
Returns the current month of the year.
Returns Month m as a localized string.
Returns Month m as a string.
[03 ProductivityHelpers.lua] Converts a PlayerNumber into a short string (e.g. "P1", "P2").
[00 init.lua]
[02 ActorDef.lua]
[03 UserPreferences2.lua] (internal) Reads the specified user preference from its config file.
[02 Utilities.lua] Round a number.
[03 Gameplay.lua] Returns the primary ScoreKeeper class to use.
Returns the current second.
Converts fSecs to Minutes:Seconds.Milliseconds format.
[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.
[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.
[02 ActorDef.lua] Returns true if a decoration should be shown on the current screen or not.
[02 Utilities.lua] Splits a string at every occurence of delimiter, returning a table of the results.
[02 ActorDef.lua]
[02 ActorDef.lua]
[02 ActorDef.lua]
[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.
[03 ProductivityHelpers.lua] Converts a string or number to a bool.
[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 .
[01 base.lua] Alias for lua.GetThreadVariable.
[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 ActorDef.lua] Wraps the children in an ActorFrame.
[03 UserPreferences2.lua] (internal) Writes user preference prefName to its config file with value being tostring'd.
Returns the current year.
Returns the length of the multi-byte character string sString.
Returns the name of the currently connected server.
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.
Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
Converts fSecs to Minutes:Seconds format.
Returns a string with characters escaped for URLs. (e.g. a space becomes '%20')
[03 CustomSpeedMods.lua] Returns a Lua option row with the custom speed mods defined in SpeedMods.txt.
[04 FileUtils.lua] Reads the file at path and returns its contents.
[04 FileUtils.lua] Writes buf to the file at path.
[03 ThemePrefs.lua] Returns a Lua option row for ProTiming.
[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 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.
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 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 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 X zoom to zoom.
Sets the Actor's base Y 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.
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.
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.
Sets the Actor's right edge color to c.
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.
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.
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.
[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.
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.
Stretches the Actor to a rectangle of a specific size.
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.
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.
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.
[03 ProductivityHelpers.lua] Centers an Actor on the X axis. (equivalent to x,SCREEN_CENTER_X)
[03 ProductivityHelpers.lua] Centers an Actor on the y axis. (equivalent to y,SCREEN_CENTER_Y)
[03 ProductivityHelpers.lua] A customized version of pulse that is more appealing for on-beat effects.
[03 ProductivityHelpers.lua] Sets and Actor as a mask destination.
[03 ProductivityHelpers.lua] Sets an Actor as a mask source. (Also clears zbuffer; other mask sources need to not clear the zbuffer)
[03 ProductivityHelpers.lua] Make graphics their true size at any resolution.
[03 ProductivityHelpers.lua] Scale things back up after they have already been scaled down.
[03 ProductivityHelpers.lua] A customized version of pulse that is more appealing for on-beat effects.
[03 ProductivityHelpers.lua] Sets the x and y location of the Actor in one command.
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.
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.
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.
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.
Loads the background from an UnlockEntry.
Loads the banner from an UnlockEntry.
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 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.
[03 ProductivityHelpers.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.
[03 ProductivityHelpers.lua] Remove any stroke color.
[03 ProductivityHelpers.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.
[03 ProductivityHelpers.lua] Sets text using string.format(sFormat, ...).
[03 ProductivityHelpers.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 GameState.
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 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.
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 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 sm-ssc; integer in SM4)
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 sm-ssc; integer in SM4)
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.
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.
Returns the MD5 hash for the file at sPath.
Returns the MD5 hash for s.
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.
Sets the StepsDisplayList from the GameState.
Returns the name of the game such as "dance" or "pump".
Returns the index of this item.
Returns any MultiPlayer that may have been set.
Returns the choice name.
Returns any Profile ID that may have been set.
Returns any Song that may have been set.
Returns the name of any song group that may have been set.
Returns any Style that may have been set.
Returns the display text.
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.
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 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.
Return the easiest of the
currently selected steps by all players. For example, if player 1 has
selected Hard steps and player 2 has selected Medium steps, Medium will
be returned.
Return the Edit Local or nil if
it does not exist.
Return the source for the editor or nil
if it does not exist.
Return the 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 master player number.
Returns true if the game is 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 current beat of the song.
Returns the current visible beat of the song.
Returns the song's current beats per second.
Returns true if a delay is active in the song.
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 SortOrder.
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 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.
Resets the GameState.
Saves the bookkeeping and machine profile data.
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
Tweens the GrooveRadar off screen.
Tweens the GrooveRadar on screen.
Returns two tables representing the tips and alternate tips in the HelpDisplay.
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 modifiers used for this HighScore.
Returns the name associated with the 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.
Returns the number of seconds survived associated with the high score.
Return the number of TapNoteScores that match tns.
You can get a HighScoreList using .
Returns a table of the high scores.
Loads the HoldJudgment for the specified MultiPlayer.
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.
Returns the number of lives remaining.
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.
Returns the current MenuTimer's value.
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.
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.
Sets the PaneDisplay from the GameState.
Sets the PercentageDisplay from the specified PlayerState and PlayerStageStats.
(PlayerInfo is a part of ScreenGameplay.)
Returns the of player pn.
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 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 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 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.
Returns the multiplayer number for this PlayerState.
Returns the PlayerController for this PlayerState.
Returns the player number for this PlayerState.
Returns a string of player options for the specified ModsLevel.
Returns a table of strings, containing the player options for the specified ModsLevel.
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 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 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 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.
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 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.
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.
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.
Sets 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.
Sets the target number to f.
Returns the name of the next Screen.
Returns the name of the previous Screen.
Locks input for f seconds.
Posts a message with the text sScreenMsg to the Screen.
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.
Gets the screen at the top of the screen stack.
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 the current row that player pn is on.
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.
[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.
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.
Gets the path to the CDTitle.
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 genre of the song.
Returns the group name that the song is in.
Returns the last beat 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.
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 CDTitle.
Returns true if the song has edits.
Returns true if the song has lyrics.
Returns true if the song has music.
Returns true if the song has significant elephants or bison.
Returns true if the song has .
Returns true if the song's DisplayBPM is constant.
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 only has Beginner steps.
Returns the length of the song in seconds.
Returns true if the song is normally displayed.
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 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 unlocked songs.
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 song group color of sGroupName.
Returns a table containing all of the song group names.
Returns a table containing all of the songs in group sGroupName.
Returns the shortened group name (based on entries in Translations.xml).
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] Load the texture for song's background.
[02 Sprite.lua] Load the texture for song's banner.
Set the to mode.
Set the texture to texture.
[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.
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 Steps description.
Returns the Steps difficulty.
Returns the Steps filename from the Cache.
Returns a hash of the Steps.
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 are an edit.
Returns true if the Steps are a player edit (loaded from a profile).
Returns true if the steps were automatically generated.
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 name of the Style.
Returns the StepsType for this Style.
Returns the StyleType for this Style.
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 the current language.
Returns the theme's current directory.
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 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.
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 true if the TimingData contains BPM changes.
Returns true if the TimingData contains any BPM changes with a negative BPM.
Returns true if the TimingData contains stops.
Returns an array with all the artists in the Trail.
Returns the Trail's difficulty.
Returns a table of TrailEntry items.
Returns the Trail's difficulty rating.
Returns the Trail's RadarValues.
Returns the Trail's StepsType.
Returns the TrailEntry at index iEntry.
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 CourseEntry:IsSecret?)
Sets the UnlockEntry's ID to m_sEntryID.
Sets the UnlockEntry's course to sCourseName.
Example: course,"Driven"
Returns the unlock description.
Returns the UnlockRequirement.
Returns true if the UnlockEntry requires you to pass Hard steps.
Returns the Song related to the UnlockEntry.
Returns the UnlockRewardType for this entry.
Returns true if the UnlockEntry is locked.
Sets the UnlockEntry's modifier to sModifier.
Makes the UnlockEntry require passing Hard 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"
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 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.
Unlocks an entry by ID.
Unlocks an entry by index.
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.
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 .