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Custom Notetypes

DEMOLITIONDON96 edited this page Apr 3, 2023 · 2 revisions

Creating your Note Texture

function generateNote(newNote) - creates your note texture when loaded in [THIS FUNCTION IS REQUIRED WHEN MAKING A NOTE OR IT WILL NOT WORK]

function generateSustain(newNote) - creates the hold pieces if the note is a sustain value and your image file has the parts [Function is optional, if you don't want sustain pieces, use newNote.kill();]

function generateSplash(splashNote, noteData) - creates your splash texture if you want to give them a unique splash texture [Optional function, use splashNote.kill(); if you don't want this]

function generateReceptor(receptor) - I HAVEN'T TESTED THIS ONE, BUT IF I'M RIGHT, THIS SHOULD ONLY BE USED IF YOU WANT TO GIVE THE RECEPTORS A CUSTOM HIT ANIMATION FOR A CERTAIN NOTETYPE, USING IT TO CREATE NEW RECEPTORS WILL BREAK THE GAME AND CAUSE A CRASH [If you don't want to use this function, just simply don't add it in]

function getSkinPath(skin:String, path:String):String - Should only be used on the default notetype unless you're absolutely fucking crazy and make note quant textures for your notetype assets

Setting Up & Defining What Your Note Will Do

function onHit(newNote) - defines what special events your note gimmick should do when hit

function onMiss(newNote) - defines what special events your note gimmick should do when you miss

function onStep(newNote, curStep:Int) - If you wanna go extra, you can define a special event your note can do while it's on screen per curStep throughout the whole song

function onBeat(newNote, curBeat:Int) - Same thing as function onStep() but it's for every curBeat throughout the song

Important Variables to Know When Making Custom Notetypes

ignoreNote:Bool - Determines whether you should ignore the notes or not

mustPress:Bool - Probably the most useful variable for it helps decide whether the gimmick should actually play out or not if you end up using them on the opponent's side

canBeHit:Bool - It's pretty much the same thing as mustPress but has less capability, but should still be used for certain things just to play it safe

noteSuffix:String - If you want your note to play a specific animation type of your normal character anims, use this variable [Example: newNote.noteSuffix = '-alt';]

noteString:String - If you want your notetype to play an entirely different animation this variable should do the job [Example: newNote.noteString = 'hurt';]

Below is a shortcut to the notetypes folder to see for yourself the functions and vars in action

https://github.com/DEMOLITIONDON96/FE-Feather-Custom/tree/master/assets/data/notetypes

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