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