- Called when the script is first created.
- Called at the end of "create".
- Called every frame. "elapsed" will always equal to 1, no matter the FPS.
- Called at the end of "update". "elapsed" will always equal to 1, no matter the FPS.
- Called when the script is destroyed.
- Called 16 times per section.
- Called 4 times per section.
- Called every section.
- Called when the countdown starts. Return "Function_Stop" to prevent the countdown from starting.
- Called AFTER the countdown started.
- Called when the song itself starts.
- Called when the song ends. Return "Function_Stop" to prevent the song from ending.
- Called when the pause menu is opened. Return "Function_Stop" to prevent the player from pausing.
- Called when the song is resumed from the pause menu.
- Called when you get a game over. Return "Function_Stop" to prevent yourself from going to the game over screen.
- Called when an option is selected in the game over. If you chose to restart the song, "retry" will be true.
- Called when the next dialogue line starts. The Dialogue line starts with 1.
- Called when you skip a dialogue line that was still being typed. The Dialogue line starts with 1.
- Called before the calculations for a note key pressed is made. "key" can be 0 (left), 1 (down), 2 (up), or 3 (right). Return "Function_Stop" to stop the calculations.
- Called when a note key is pressed. "key" can be 0 (left), 1 (down), 2 (up), or 3 (right).
- Called before the calculations for a note key released is made. "key" can be 0 (left), 1 (down), 2 (up), or 3 (right). Return "Function_Stop" to stop the calculations.
- Called when a note key is released. "key" can be 0 (left), 1 (down), 2 (up), or 3 (right).
- Called when a note key is pressed, but there are no notes to be pressed. "key" can be 0 (left), 1 (down), 2 (up), or 3 (right).
- Called after the miss calculations when a note key is pressed, but there are no notes to be pressed. "direction" can be 0 (left), 1 (down), 2 (up), or 3 (right).
- Called when the game recalculates the song rating. Return "Function_Stop" to prevent the game from recalculating (Could be used for your own calculations).
Note: onRecalculateRating is called BEFORE the calculations begin.
- Called before the game updates the song score and score text. Return "Function_Stop" to prevent the game from recalculating (Could be used for your own calculations).
Note: preUpdateScore is called BEFORE the calculations begin.
- Called when the game updates the song score and score text.
- Called when the camera focuses on a character. "focus" can either be "boyfriend" or "dad".
- Called when an event named "name" is triggered, with "value1" and "value2" being the inputted values in the event triggered.
- Called when an event is first created and pushed to the chart data. This is recommened for precaching assets if your event uses those.
- If returned with a numerical value, it will play the event with "name" the returned value (in milliseconds) before the actual event trigger (Example: doing `if(name == "custom event") return 280;` will make the event named "custom event" call 280 milliseconds before the actual event trigger).
- Called when your custom substate is created, with "name" being the... name... defined in "openCustomSubstate(name)".
- Called after your custom substate is created.
- Called every frame that your custom substate is active in. "elapsed" will always equal to 1, no matter the FPS.
- Called after every frame that your custom substate is active in. "elapsed" will always equal to 1, no matter the FPS.
- Called when your custom substate is destroyed.
- Called when a video cutscene has finished playing. "name" is the filepath/name of the video determined by the first argument and "skipped" will be true if the video cutscene was... skipped.
- Called everytime the coundown ticks down. "counter" can be: 0 ("Three"), 1 ("Two"), 2 ("One"), 3 ("Go!"), or 4 (triggered at the same time as onSongStart).
- Called when a note is spawned in game.
- Called before a note was hit.
- Called when a note was hit.
- Called before the opponent hits one of their notes.
- Called when the opponent hits one of their notes.
- Called when you miss a note.
- Called when a tween made by any of the tween LUA functions was completed. "tag" is the name/tag of the tween.
Note: onTweenCompleted is pointless for "startTween" since you can set it's "onComplete" field.
- Called when a timer made by "startTimer" is completed. "tag" is the name/tag of the timer, "loops" is how many times the timer had looped, if the timer is set to loop a specific amount of times, and "loopsLeft" is how many loops the timer has left to complete, if set to loop.
- Called when a sound created by "playSound" is finished. "tag" is the tag of the sound.
Note: onSoundFinished will only be called if you have the "tag" argument of "playSound" set.
- Called everytime the coundown ticks down. "tick" can be: Countdown.THREE ("Three"), Countdown.TWO ("Two"), Countdown.ONE ("One"), Countdown.GO ("Go!"), or Countdown.START (triggered at the same time as onSongStart).
Note: onCountdownTick has the counter parameter just like it's LUA counterpart, but it's basically the same thing.
- Called when a note is spawned in game.
- Called before a note was hit.
- Called when a note was hit.
- Called before the opponent hits one of their notes.
- Called when the opponent hits one of their notes.
- Called when you miss a note.