Post #1 · Posted at 2024-04-21 03:50:07pm 1 month ago
SpyHunter29 | |
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Member | |
337 Posts | |
Reg. 2008-06-09 | |
[reposted from Simfile Discussion]
I have a few programming questions for anyone experienced in developing themes for StepMania 5. Some of these questions are for a theme I'm fixing up; others are just for my curiosity.
1) The theme I'm updating uses a Cover Flow-style music select screen (i.e., X2/X3), and shows the title and artist of the current song as part of ScreenSelectMusic decorations. If I have a song folder or other sort group selected instead, how can I get it to show the name of that group?
2) Is it possible to have mines behave more closely to DDR's Shock Arrows, i.e., add an OK judgement when passed, but break the combo when hit?
3) Is it possible to re-create DDR A3's Flare Gauge lifebars as custom modifiers?
4) Is it possible to dynamically apply modifiers only to specific notes in a chart, such as Shuffle to re-create the random corner jump at the end of Tohoku Evolved?
I have a few programming questions for anyone experienced in developing themes for StepMania 5. Some of these questions are for a theme I'm fixing up; others are just for my curiosity.
1) The theme I'm updating uses a Cover Flow-style music select screen (i.e., X2/X3), and shows the title and artist of the current song as part of ScreenSelectMusic decorations. If I have a song folder or other sort group selected instead, how can I get it to show the name of that group?
2) Is it possible to have mines behave more closely to DDR's Shock Arrows, i.e., add an OK judgement when passed, but break the combo when hit?
3) Is it possible to re-create DDR A3's Flare Gauge lifebars as custom modifiers?
4) Is it possible to dynamically apply modifiers only to specific notes in a chart, such as Shuffle to re-create the random corner jump at the end of Tohoku Evolved?
Post #2 · Posted at 2024-05-04 02:57:16am 2.8 weeks ago
ZTS | |
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Member | |
140 Posts | |
Not Set | |
Reg. 2015-01-13 | |
"But enough talk! Have at you!" |
1. Graphics/MusicWheelItem Sections elements have SetMessageCommand=function(self,params), params.Text will contain the group name. Below is a snippet in most ddr themes, this one will cut the digits like 01-1st Mix, 02-2nd Mix to display 1st Mix, 2nd Mix
so = GAMESTATE:GetSortOrder();
if so and so == "SortOrder_Group" then
group = string.gsub(params.Text,"^%d%d? ?%- ?", "");
else
group = params.Text;
end;
2. No
3. Yes but it requires a lot of lua work, you need to set the life manually based on each judgment or add a function in metrics so it will return different values based on the judgment. My theme has easy and normal mode and metrics has it so it sets life to 100% no matter what judgment in easy mode
4. Impossible currently (maybe 5.3 can do it), you can swap charts to a hidden edit chart before starting the song though. Currently applying shuffle during a song will crash it.
so = GAMESTATE:GetSortOrder();
if so and so == "SortOrder_Group" then
group = string.gsub(params.Text,"^%d%d? ?%- ?", "");
else
group = params.Text;
end;
2. No
3. Yes but it requires a lot of lua work, you need to set the life manually based on each judgment or add a function in metrics so it will return different values based on the judgment. My theme has easy and normal mode and metrics has it so it sets life to 100% no matter what judgment in easy mode
4. Impossible currently (maybe 5.3 can do it), you can swap charts to a hidden edit chart before starting the song though. Currently applying shuffle during a song will crash it.