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Modifiers
Mecha edited this page Jan 8, 2025
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Modifiers are specific code blocks that can be added to an object to perform a specific action.
Modifiers have two types:
- Actions (Does whatever the name of the modifier suggests)
- Triggers (Checks if the name of the modifier is happening and if it is, allow other modifiers to activate)
Modifiers exist in Beatmap Objects, Background Objects, Players and Levels (level modifiers based on modern triggers).
Only a few modifiers will be documented here, the rest can be discovered in the editor.
-
setPitch
Sets the song pitch multiplied by the audio event keyframe's pitch value. -
setMusicTime
Sets the song time. Recommended for skipping specific parts of a level / song. -
setMusicTimeAutokill
Sets the song time to where the object despawns. Good for skipping a section. -
playSound
Plays a sound located in the level folder or a soundlibrary folder in the beatmaps folder. (soundlibrary is only recommended for offline levels) -
playDefaultSound
Plays a sound located in the game files. -
audioSource
Works like the playSound modifier, except it aligns the sound time with the music time relative to when the object spawns. Scale X and Y can be used to animate pitch and volume respectively. -
loadLevelID
Finds a level with a matching arcade ID and plays it. Can be used in both editor and arcade. -
loadLevelPrevious
Loads the previously loaded level, if there was any. -
loadLevelHub
Loads the current hub level, if the player ever entered one during the current play session. (Play session includes from when the player enters the first level to when they return to the arcade) -
endLevel
Forces the end level screen to occur. For cases where you want to end the level differently from the regular way. -
blur
Changes the object's material to a blur. Can be animated with opacity if it is turned on. -
blurOther
Changes all objects in a group's material to a blur. Can be animated with opacity if it is turned on. -
particleSystem
Makes the object emit particles. -
trailRenderer
Makes the object leave behind a trail when it moves. -
spawnPrefab
Spawns a prefab from the internal prefabs list with custom offsets.
Inactive condition: Prefab that was spawned is killed. (Subject to change) -
playerHit
Hits the player closest to the object. -
playerHitAll
Hits all players. -
playerHeal
Heals the player closest to the object. -
playerHealAll
Heals all players. -
playerMove
Moves the player closest to the object along both the X and Y axis. -
playerMoveAll
Moves all players along both the X and Y axis. -
gameMode
Sets the current gamemode of the level. -
showMouse
Shows the mouse cursor. Normally the mouse is disabled in levels, but it can be re-enabled for cases where you want mouse interaction. -
setMousePosition
Sets the mouse position relative to the Window. -
followMousePosition
Makes the object follow the mouse. -
addVariable
Adds an amount to a group of object's variables. -
subVariable
Subtracts an amount to a group of object's variables. -
setVariable
Sets an amount to a group of object's variables. -
loadVariable
Loads and applies a variable from a profile file. -
loadVariableOther
Loads and applies a variable to a group of objects from a profile file. -
setCollision
Turns the collision on or off. -
setCollisionOther
Turns the collision of a group of objects on or off. -
enableObject
Enables the visual object.
Inactive condition: Disables. -
enableObjectTree
Enables the entire parent tree.
Inactive condition: Disables. -
disableObject
Disables the visual object.
Inactive condition: Disables. -
disableObjectTree
Disables the entire parent tree.
Inactive condition: Disables. -
saveFloat
Saves a floating point number (like 0.4324) to a JSON file that can be read later. -
saveString
Saves a string (like "hi") to a JSON file that can be read later. -
saveText
Saves a the text of the text object to a JSON file that can be read later. -
saveVariable
Saves a the variable of the object to a JSON file that can be read later. -
reactiveColLerp
Makes the visual object's color react to the music. Reactive color interpolates from the object's current color to the set color. -
reactivePosChain
Makes the parent object's position react to the music. -
reactiveScaChain
Makes the parent object's scale react to the music. -
reactiveRotChain
Makes the parent object's rotation react to the music. -
setPlayerModel
Sets a specified player's player model. -
eventOffset
Offsets an event keyframe value. (E.G. Move, Zoom, etc) -
eventOffsetAnimate
Animates an event offset in real time. -
eventOffsetCopyAxis
Takes an axis of the object and applies it to an event offset. -
vignetteTracksPlayer
Forces vignette to follow the player. Can be good for moody dynamic levels. -
legacyTail
Makes a chain of objects act like the Legacy player tail. -
blackHole
Drags the player towards the center of the object. -
lerpColor
Lerps the current object's color and the set color. -
lerpColorOther
Lerps a group of object's color and the set color. -
setAlpha
Set the opacity of the object. -
setAlphaOther
Set the opacity of a group of objects. -
copyColor
Copies the color of another object. -
copyColorOther
Applies the color of the object to a group of objects. -
signalModifier
Sends a signal to a group of objects that must contain a requireSignal trigger modifier. -
editorNotify
Sends an editor notification. Good for debugging. -
setImage
Sets the image of the image object, if the object is an image object. -
setImageOther
Sets the image of a group of image objects, if the objects are an image object. -
setText
Sets the text of the text object, if the object is a text object. -
setTextOther
Sets the text of a group of text objects, if the objects are a text object. -
textSequence
Animates the text of the text object to be like a typewriter effect. -
animateObject
Animates the object in real-time. -
copyAxis
Copies the axis (E.G. position X, scale Y, etc) of another object and applies it to an axis of the current object with set limits and offsets. Basically, works like secondary parenting. -
loadInterface
Loads a custom interface from the level folder.
-
disableModifier
Prevents all modifiers from running. Useful for debugging. -
playerCollide
Trigger is active if the object is colliding with the player. -
playerHealthEquals
Trigger is active if the player's health is equal to the modifier value.
-
setActive
Sets the background active / inactive. If it is inactive, rendering is disabled therefore optimizing a level. - animateObject
- copyAxis
- timeLesserEquals
- timeGreaterEquals
- timeLesser
- timeGreater
-
setCustomActive
Sets a custom object active / inactive. -
kill
Kills the player. Not sure why you would want this but sure, why not. -
hit
Hits the player. Not sure why you would want this but sure, why not. -
signalModifier
Based on the Beatmap Object Modifier signalModifier. Only used for cases where a player model is specifically made for a specific level.
-
actionPress
Checks what button / key of the player is being pressed. (Not implemented, currently only checks for boost buttons) -
actionDown
Same as above but only when the button / key was pressed. - healthEquals
- healthGreaterEquals
- healthLesserEquals
- healthGreater
- healthLesser
- healthPerEquals
- healthPerGreaterEquals
- healthPerLesserEquals
- healthPerGreater
- healthPerLesser
- isDead
- isBoosting
Level modifiers require an action and a trigger to be a part of it. (Some triggers will not be ported from alpha, such as the visual novel events or the player bubble.)
- playerlocation
- playerboostlock
- none
- time
- playerhit
- playerdeath
- levelstart
- Home
- Dictionary
-
Game
2.1. Configs
2.2. Core
2.3. Editor
2.4. Events
2.5. Players
2.6. Modifiers
2.7. Arcade
2.8. Menus
2.9. Companion -
Code
3.1. Essentials
3.2. Guidelines
3.3. Data
3.4. Usings