Returns the base name of file path.
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.
Tries to connect to the server at sAddress.
Returns the current day of the month.
Returns the current day of the year.
Returns the number passed to the function followed by its suffix ("th", "nd", and so on).
Returns fPercentDancePoints formatted as a percentage.
Returns a corresponding for the given percentage.
Returns the current Life Difficulty.
Returns the theme's aspect ratio.
Returns the current hour.
Returns true if Event Mode is turned on.
Returns true if connected to the Internet.
Returns true if connected to StepMania Online.
Returns true if Player pn is logged on to
a SMOnline server.
Returns an Actor definition for the actor at sPath. If sPath points to a Lua file, any additional arguments will be passed to that script.
Returns the current Minute.
Returns the current month of the year.
Returns Month m as a localized string.
Returns Month m as a string.
Returns the current second.
Converts fSecs to Minutes:Seconds.Milliseconds format.
Alias for .
Alias for .
Returns the current year.
Returns the length of the multi-byte character string sString.
Returns true if sClassName is a registered Class.
Enumerated types are lookup tables associating a string to each numerical
value for each Enum. For example,
[1] would be the
string 'PlayerNumber_P1'.
The functions defined in the Enum namespace are valid member
functions of every Enum where the first argument is
omitted and the name of the Enum is used in place
of Enum. Instead of
Enum.GetName(
) or
Enum.Reverse(
), one can use
:GetName() or
:Reverse(), respectively.
Both x and y need to be elements of the enumerated
type e. Returns a value less than/greater than/equal to
0 corresponding to the numerical value of x being
less than/greater than/equal to the numerical value of y as
determined by
Enum.Reverse( e ).
Returns the type of e. For example,
Enum.GetName( )
will return the string 'PlayerNumber'.
Returns a reverse lookup table for the enumerated type e. For
example: local r =
Enum.Reverse( );
local n = r['PlayerNumber_P2'];
The value of n in this case would be 1 corresponding
to the 0-based indexing using in C++ and not 2 as might be
expected for the 1-based indexing used in Lua.
Return the first of the corresponding to game.
Return the localized string representation of st.
Writes sString to log.txt. Aliased by
.
Writes sString to info.txt and log.txt as
a warning. Aliased by .
Flushes log files to disk.
Creates a RageFile handle with which one can use the commands in .
Gets the credits message for Player pn.
Returns true if 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 xPos to the Actor's current x position.
Adds yPos to the Actor's current y position.
Adds zPos to the Actor's current z position.
Sets 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.
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.
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.
Set the Actor's effect clock to s.
Sets the first effect color to c.
Sets the second effect color to c.
Set the Actor's effect magnitude in each direction to the given values.
Set the Actor's effect offset to fTime.
Set the Actor's effect period to fTime.
Fades percent of the Actor from the bottom where percent is in the range 0..1.
Fades percent of the Actor from the left where percent is in the range 0..1.
Fades percent of the Actor from the right where percent is in the range 0..1.
Fades percent of the Actor from the top where percent is in the range 0..1.
Finishes up an Actor's tween immediately.
Stretches an Actor to fill the entire screen.
Returns the Actor's aux value.
Returns true if the Actor has a command named sCmdName.
Returns the Actor's current diffusealpha.
Returns the Actor's name.
Returns the number of states the Actor has.
Returns the Actor's current height.
Returns the Actor's current width.
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.
Sets an Actor's hidden value to b. Deprecated, use instead.
Set the horizontal alignment of the Actor according to align. See for fractional alignment.
Hurries up an Actor's tweening by factor.
Plays the commands that follow at a normal rate, where fRate is in seconds.
Sets the Actor's name to sName.
Plays a command named sCommandName.
Makes the Actor grow and shrink. Can use to define different pulsing behavior.
Queues a command named sCommandName to be played.
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.
Sets a multi-framed Actor's state to iNewState.
Sets the shadow's color to c.
Sets the Actor's shadow length to fLength.
Sets the Actor's horizontal shadow length to fLength.
Sets the Actor's vertical shadow length to fLength.
Skews the Actor on the x axis by fAmount.
Tells the Actor to spin. Can use to define different spinning behavior.
Stops any effect the Actor has.
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.
Sets the field of view for the ActorFrame.
Returns the child with a name of sName.
Returns an table of all the children in the ActorFrame.
Gets the ActorFrame's Draw function.
Returns the number of children in the ActorFrame.
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.
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 number of seconds until the scroller reaches its destination.
Positions the scroller items.
Scrolls through all the items in the scroller.
Scrolls through all the items in the scroller with padding at the beginning and end.
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.
Specifies if the scroller should loop or not.
Sets the scroller's mask to a Quad that is fWidth by fHeight pixels.
Sets the number of subdivisions in the scroller.
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.
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.
Play the sound.
Play the sound on the given player's side. You must set SupportPan = true on load.
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.
Returns the text that is currently set.
If bJitter is true, move each character of the string around by a small random amount.
Set the maximum height of the unzoomed text to fHeight. If fHeight is 0, then there is no maximum height.
Set the maximum width of the unzoomed text to fWidth. If fWidth is 0, then there is no maximum width.
If true, set each character of the text in turn to the rainbow colors in the metrics BitmapText::RainbowColor#.
Set the text to sText. This clears all attributes.
Sets the stroke color to c.
If true, make all text uppercase.
Add iSpacing pixels of padding between lines of text.
Wrap the unzoomed text at iWidth pixels. If you or by x and you want the text wrapped at width, then you should use wrapwidthpixels(width/x).
Sets the BPMDisplay from the GameState.
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 banner.
Gets the CourseEntry at iIndex from the Course.
Returns the Course's .
Returns the full display title of the Course.
Returns the estimated number of stages for the Course.
Returns the goal seconds for the Course.
Returns the Course's group name.
Returns the Course's .
Returns the total length of the Course in seconds.
Returns the full transliterated title of the Course.
Returns true if the Course has modifiers.
Returns true if the Course has timed modifiers.
Returns true if the Course was automatically generated.
Returns true if the Course is Endless.
Sets the CourseContentsList from the GameState.
Returns the Song that this CourseEntry corresponds to.
Returns the path to the character's card graphic.
Returns the path to the character's icon.
Returns the path to the character's ScreenSelectMode icon.
Returns the path to the character's ScreenStage icon.
Return the corresponding to sID.
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.
Set the music volume to fVolume for fDuration seconds.
Return the sound balance for pn.
Play the sound at sPath one time.
Returns true if any player has performed a feat worthy of ranking.
The second argument is optional. Apply the GameCommand represented by sCommand
for pn, if given. See .
Returns true if enough credits have been inserted to join.
Returns the environment table. See .
Returns the current .
Return the number of inserted but unused coins. This number is
decremented when players join.
Return the number of coins needed to join based on the current coin and premium modes
as well as the number of people joined, if that matters for the premium mode. See
and .
The s in a are numbered sequentially
starting from 0. Return the number of the current .
Return the current .
Return the current .
Return the current .
Return the current .
Return the current for the specified Player.
Return a variable number of arguments based on the being
played by all players. For each distinct being played by
the players, in increasing order,
the difficulty and description of the is returned as strings.
For example, local credits = {GAMESTATE:GetCurrentStepsCredits()};
will make a table of the difficulties and descriptions.
Return the current .
Return the current 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.
Returns true if a freeze/stop is active in the song.
Return the random seed for the game.
Return true if the gameplay lead in is enabled. If
false, gameplay begins immediately.
Returns an array of s corresponding to Human players.
Returns the master player number.
Returns true if the game is Multiplayer.
Returns the number of players enabled.
Returns the number of sides joined.
Returns the number of stages for the current Song and its Steps or the current Course.
Returns the number of stages left for player pn.
Returns the display name for player pn.
Returns the PlayerState for player pn.
Returns the current PlayMode.
Returns the preferred difficulty.
Returns the preferred song.
Returns the preferred song group.
Returns the current Premium.
Returns the current beat of the song.
Returns the current visible beat of the song.
Returns the song's current beats per second.
Returns true if the song is currently in a freeze.
Returns the song options as a string.
Returns the current SortOrder.
Returns the current stage index.
Return the random seed for the current stage.
Returns true if an extra stage was earned.
Returns true if this is an extra stage.
Returns true if any human player is using a memory card.
Returns true if playing in a Course mode.
Returns true if in Demonstration mode.
Returns true if the match was a draw.
Returns true if Event Mode is on, temporary or otherwise.
Returns true if this is the first extra stage.
Returns true if this is the second extra stage.
Returns true if player pn is human.
Returns true if player pn is enabled.
Returns true if player pn has joined the game.
Returns true if 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 the 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.
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 name associated with the high score.
Returns the percentage of dance points associated with the high score.
Returns the score associated with the high score.
Returns the number of seconds survived associated with the high score.
You can get a HighScoreList using .
Returns a table of the high scores.
Returns the amount of life left in the LifeMeter as a float in the range 0..1.
Returns true if failing.
Returns true if the LifeMeter is "hot".
Returns true if in danger.
Return the state for player pn.
Pauses the MenuTimer, stopping it from counting down.
Sets the MenuTimer's value to fSeconds.
Sets the MenuTimer's silent setting to bSilent.
Sets the MenuTimer's stealth setting to bStealth. If
true, the timer will be invisible and silent.
Stops the MenuTimer by setting it to 0 and pausing.
Broadcast the message to all listeners subscribed to sMessage. The
second argument is an optional table of parameters. It may be omitted or explicitly
set to nil.
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).
Loads the ModIconRow of Player pn from the Metrics in group sMetricsGroup.
Returns a command from the specified element and value.
Returns a bool from the specified element and value.
Returns a float from the specified element and value.
Returns a integer from the specified element and value.
Returns the path for the specified sButton sElement.
Returns the actor for the specified sButton sElement.
Sets the PaneDisplay from the GameState.
Sets the PaneDisplay from the specified PlayerState and PlayerStageStats.
Returns the of player pn.
Returns true if a full combo (TNS_W3 and up) was obtained.
Returns the number of Dance Points obtained by the player.
Returns the number of calories burned.
Returns the player's current combo.
Returns the player's current life from 0..1.
Returns the player's current score multiplier.
Returns the player's grade.
Returns the number of judgments for a specified HoldNoteScore.
Returns the player's 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.
Returns the player's Dance Point percentage.
Returns the number of possible Dance Points.
Returns a table of possible steps.
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 player number for this PlayerState.
Sets the player options to sPlayerOptions for the specified ModsLevel.
Returns a string of player options for the specified ModsLevel.
Return the value of the preference sPreference.
Set the value of the preference sPreference to value.
Reset preference sPreference to the default value.
Returns the number of calories burned during the current day.
Returns the profile's display name.
Returns the number of Toasties gotten using the specified profile.
Returns the profile's most popular course.
Returns the profile's most popular song.
Returns the total number of songs played with the profile.
Returns the number of times song s has been played with the profile.
Returns the number of Hands stepped on.
Returns the number of successful Holds.
Returns the number of Jumps stepped on.
Returns the number of Mines stepped on.
Returns the total number of songs played with the profile.
Returns the number of successful Rolls.
Retuns the machine profile.
Retuns the amount of local profiles.
Saves the machine profile.
Returns the value of rc from .
Return the height of the display.
Return the width of the display.
These commands require a RageFile handle. You can create one using
.
Closes the file and releases it from memory.
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.
Writes a file with the contents of str.
Return an array of connected input device descriptions.
See for loading a sound.
Set the value of sProperty to fVal. The supported properties depend on how the associated was loaded.
Set the pitch to fPitch. The associated have SupportsRateChanging = true on load.
Set the speed (that is, the rate at which the sound plays) to fSpeed. The associated must have SupportsRateChanging = true on load.
Return the texture coordinate rectangle as {left, top, right, bottom}.
Sets the animation or movie looping to bLoop.
Sets the animation or movie position to fPos.
Sets the animation or movie playback rate to fRate.
Sets the target number to f.
Returns the name of the next Screen.
Locks input for f seconds.
Posts a message with the text sScreenMsg to the Screen.
Returns true if a single has its NoteField centered.
Returns the for the specified pn.
Sets the next Screen to be loaded.
Returns the next in the current .
Gets the screen at the top of the screen stack.
Returns true if screen class s exists.
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 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.
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.
Returns the displayed artist of the song.
Returns the displayed full title of the song, including subtitle.
Returns the displayed main title of the song.
Returns the displayed subtitle of the song.
Returns the genre of the song.
Returns the group name that the song is in.
Returns a Step object if the StepType and Difficulty exist.
Returns the song's directory.
Returns a table of Steps that have StepsType st.
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 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 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 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 the length of the animation in seconds.
Returns the Sprite's texture.
Returns a Frames table consisting of iNumFrames frames lasting for a total of fSeconds seconds. This function is not a member function and should be used as Frames = Sprite.LinearFrames( 5, 2.6 ).
If sPath is nil, then unload the texture. Otherwise, load the texture at path sPath.
Load the song background texture at sPath.
Load the song banner texture at sPath.
Load the texture for song's background.
Load the texture for song's banner.
Set the to mode.
Set the texture to texture.
Call RageTexture:loop( bLoop ) on the texture.
Call RageTexture:position( fPos ) on the texture.
Call RageTexture:rate( fRate ) on the texture.
Scale the Sprite to width fWidth and height fHeight clipping if the dimensions do not match.
Set the Sprite's state to iNewState.
Set the texture coordinate velocity which controls how the Sprite changes as it animates.
Returns 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.
Returns the numerical difficulty of the Steps.
Returns the complete list of RadarValues for player pn. Use to grab a specific value.
Returns the Steps type.
Returns true if the steps were automatically generated.
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's child elements from a .
Loads the TextBanner's child elements from strings.
Returns the value of Element in Class from metrics.ini.
Returns the number of selectable themes.
Returns the path of ClassName Element in the BGAnimations folder.
Returns the path of an element in the Fonts folder.
Returns the path of an element in the Graphics folder.
Returns the path of an element in the Sounds folder.
Returns the value of Element in Class for the currently loaded language.
Returns true if the TimingData contains stops.
Returns an array with all the artists in the Trail.
Returns the Trail's difficulty.
Returns the Trail's difficulty rating.
Returns the Trail's RadarValues.
Returns the Trail's StepsType.
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.
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 .