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ModCharts.md
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ModCharts.md
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# Kade Engine Lua Mod Chart Documentation
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In the latest version of Kade Engine we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values, this is achieved by using the Lua Scripting language to create script files that run during runtime.
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All files **are located in** `assets/data/song/modchart.lua`
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Lua code will only be ran if that file exists.
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### Examples
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Full Example
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```lua
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function start (song)
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print("Song: " .. song .. " @ " .. bpm .. " donwscroll: " .. downscroll)
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end
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function update (elapsed) -- example https://twitter.com/KadeDeveloper/status/1382178179184422918
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local currentBeat = (songPos / 1000)*(bpm/60)
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for i=0,7 do
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_G['strum'..i..'X'] = _G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi)
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_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi)
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end
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end
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function beatHit (beat)
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-- do nothing
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end
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function stepHit (step)
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-- do nothing
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end
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print("Mod Chart script loaded :)")
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```
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Spinning Receptor Example
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```lua
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function update (elapsed)
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for i=0,7 do
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_G['strum'..i..'Angle'] = _G['strum'..i..'Angle'] + 15
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end
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end
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```
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Spinning Hud Example
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```lua
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function update (elapsed)
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camHudAngle = camHudAngle + 0.005
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end
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```
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Spin at a specific part of the song
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```lua
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function update (elapsed)
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if curStep >= 352 and curStep < 400 then
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local currentBeat = (songPos / 1000)*(bpm/60)
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for i=0,7 do
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_G['strum'..i..'X'] = _G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi)
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_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi)
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end
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else
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_G['strum'..i..'X'] = _G['defaultStrum'..i..'X']
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_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y']
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end
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end
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```
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Showing/Hiding receptors/the hud
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```lua
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function start (song)
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showOnlyStrums = true -- remove all hud elements besides notes and strums
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_G['strumLine1Visible'] = false -- remove the first line of strums (the ai notes)
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end
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```
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### Available Hooks
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Current calls to functions include,
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| Name | Arguments | Description |
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| :-----: | :------------: | :----------------------------------------------------------: |
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| start | Song Name | Get's called when the song starts |
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| update | Elapsed frames | Get's called every frame (after the song starts) |
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| stepHit | Current Step | Get's called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) |
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| beatHit | Current Beat | Get's called when ever a beat hits |
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### Global Variables
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Kade Engine provides a list of global variables to be used in the lua scripting interface.
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| G Name | Type | Description |
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| :------------------: | :---: | :----------------------------------------------------------: |
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| bpm | Float | The current BPM of the song |
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| fpsCap | Int | The current FPS Cap (set by the player) |
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| downscroll | Bool | Whether the player is in downscroll or not |
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| hudZoom | Float | The amount of zoom the Hud should be zoomed in/out |
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| cameraZoom | Float | The amount of zoom the Main Camera should be zoomed in/out |
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| cameraAngle | Float | The angle that the Main Camera should be rotated |
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| camHudAngle | Float | The angle that the Hud should be rotated |
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| followXOffset | Float | The x offset to be added when the camera moves between a character |
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| followYOffset | Float | The y offset to be added when the camera moves between a character |
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| showOnlyStrums | Bool | Whether to show the Hud and Strums or only the Strums |
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| strumLine1Visible | Bool | Whether to show the first strum line or not |
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| strumLine2Visible | Bool | Whether to show the secondstrum line or not |
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| strum0-7X | Float | (0-7 is strum0,strum1,strum2,etc) get/set the X coordinate for the strum |
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| strum0-7Y | Float | (0-7 is strum0,strum1,strum2,etc) get/set the Y coordinate for the strum |
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| strum0-7Angle | Float | (0-7 is strum0,strum1,strum2,etc) get/set the Angle for the strum |
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| defaultStrum0-7X | Float | (0-7 is strum0,strum1,strum2,etc) get the default X coordinate for the strum |
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| defaultStrum0-7Y | Float | (0-7 is strum0,strum1,strum2,etc) get the default Y coordinate for the strum |
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| defaultStrum0-7Angle | Float | (0-7 is strum0,strum1,strum2,etc) get the default Angle for the strum |
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@ -55,7 +55,7 @@ class FreeplayState extends MusicBeatState
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#if windows
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// Updating Discord Rich Presence
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DiscordClient.changePresence("In the Menus", null);
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DiscordClient.changePresence("In the Freeplay Menu", null);
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#end
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var isDebug:Bool = false;
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@ -21,6 +21,9 @@ class PauseSubState extends MusicBeatSubstate
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var curSelected:Int = 0;
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var pauseMusic:FlxSound;
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var perSongOffset:FlxText;
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var offsetChanged:Bool = false;
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public function new(x:Float, y:Float)
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{
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@ -63,6 +66,10 @@ class PauseSubState extends MusicBeatSubstate
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grpMenuShit = new FlxTypedGroup<Alphabet>();
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add(grpMenuShit);
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perSongOffset = new FlxText(5, FlxG.height - 18, 0, "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.', 12);
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perSongOffset.scrollFactor.set();
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perSongOffset.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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add(perSongOffset);
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for (i in 0...menuItems.length)
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{
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@ -86,15 +93,71 @@ class PauseSubState extends MusicBeatSubstate
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var upP = controls.UP_P;
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var downP = controls.DOWN_P;
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var leftP = controls.LEFT_P;
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var rightP = controls.RIGHT_P;
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var accepted = controls.ACCEPT;
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var oldOffset:Float = 0;
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var songPath = 'assets/data/' + PlayState.SONG.song.toLowerCase() + '/';
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if (upP)
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{
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changeSelection(-1);
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}
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if (downP)
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}else if (downP)
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{
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changeSelection(1);
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}else if (leftP)
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{
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oldOffset = PlayState.songOffset;
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PlayState.songOffset -= 1;
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sys.FileSystem.rename(songPath + oldOffset + '.offset', songPath + PlayState.songOffset + '.offset');
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perSongOffset.text = "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.';
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// Prevent loop from happening every single time the offset changes
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if(!offsetChanged)
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{
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grpMenuShit.clear();
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menuItems = ['Restart Song', 'Exit to menu'];
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for (i in 0...menuItems.length)
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{
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var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
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songText.isMenuItem = true;
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songText.targetY = i;
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grpMenuShit.add(songText);
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}
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changeSelection();
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cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
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offsetChanged = true;
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}
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}else if (rightP)
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{
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oldOffset = PlayState.songOffset;
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PlayState.songOffset += 1;
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sys.FileSystem.rename(songPath + oldOffset + '.offset', songPath + PlayState.songOffset + '.offset');
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perSongOffset.text = "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.';
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if(!offsetChanged)
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{
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grpMenuShit.clear();
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menuItems = ['Restart Song', 'Exit to menu'];
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for (i in 0...menuItems.length)
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{
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var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
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songText.isMenuItem = true;
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songText.targetY = i;
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grpMenuShit.add(songText);
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}
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changeSelection();
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cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
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offsetChanged = true;
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}
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}
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if (accepted)
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@ -39,6 +39,7 @@ import lime.utils.Assets;
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import openfl.display.BlendMode;
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import openfl.display.StageQuality;
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import openfl.filters.ShaderFilter;
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import Sys;
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#if windows
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import Discord.DiscordClient;
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@ -180,6 +181,8 @@ class PlayState extends MusicBeatState
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// Will decide if she's even allowed to headbang at all depending on the song
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private var allowedToHeadbang:Bool = false;
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// Per song additive offset
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public static var songOffset:Float = 0;
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override public function create()
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{
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@ -1226,6 +1229,24 @@ class PlayState extends MusicBeatState
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var playerCounter:Int = 0;
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// Per song offset check
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var songPath = 'assets/data/' + PlayState.SONG.song.toLowerCase() + '/';
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for(file in sys.FileSystem.readDirectory(songPath))
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{
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var path = haxe.io.Path.join([songPath, file]);
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if(!sys.FileSystem.isDirectory(path))
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{
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if(path.endsWith('.offset'))
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{
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trace('Found offset file: ' + path);
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songOffset = Std.parseFloat(file.substring(0, file.indexOf('.off')));
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break;
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}else {
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trace('Offset file not found. Creating one @: ' + songPath);
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sys.io.File.saveContent(songPath + songOffset + '.offset', '');
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}
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}
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}
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var daBeats:Int = 0; // Not exactly representative of 'daBeats' lol, just how much it has looped
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for (section in noteData)
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{
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@ -1233,7 +1254,7 @@ class PlayState extends MusicBeatState
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for (songNotes in section.sectionNotes)
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{
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var daStrumTime:Float = songNotes[0] + FlxG.save.data.offset;
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var daStrumTime:Float = songNotes[0] + FlxG.save.data.offset + songOffset;
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if (daStrumTime < 0)
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daStrumTime = 0;
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var daNoteData:Int = Std.int(songNotes[1] % 4);
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@ -3249,4 +3270,4 @@ class PlayState extends MusicBeatState
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}
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var curLight:Int = 0;
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}
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}
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{
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#if windows
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// Updating Discord Rich Presence
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DiscordClient.changePresence("In the Menus", null);
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DiscordClient.changePresence("In the Story Mode Menu", null);
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#end
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transIn = FlxTransitionableState.defaultTransIn;
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