forked from stepmania/stepmania
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCustomMissionReference.txt
38 lines (34 loc) · 1.11 KB
/
CustomMissionReference.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
Mission Mode Specifications/Draft
This is not currently implemented, nor are there any plans at the current time
to implement it.
-- #TITLE:; self explanitory
#TITLE:;
-- #METER:; defines the meter that shows up in StepsDisplay's.
#METER:;
-- #BANNER:; is a great thing to add because it makes sense in the long run.
#BANNER:;
-- #STYLE:; restricts playmodes ala Pump Pro.
#STYLE:;
-- #MISSIONREF:; is a complete LuaReference that has a params table passed
-- into the function, and is required to pass either:
-- A: A true / false parameter for MISSION CLEARED / FAILED
-- B: A seperate grade tier for missions, complimenting the default grade
score.
-- C: A replacement grade tier for missions, requesting an enum for
the grade to be set.
#MISSIONREF:;
#SONG:;
--[[ Example ]]
#TITLE:Test Mission;
#METER:9;
#BANNER:TestMission.png;
#STYLE:Single,Versus;
#MISSIONREF:function(self,params)
local tPlayerStats = params.PlayerStageStats;
if tPlayerStats.GetTapNoteScores('TapNoteScore_W2') > 0 then
return 'Grade_Failed'
else
return 'Grade_Tier01'
end
end;
#SONG:In The Groove 2/Determinator:Medium:2x,Hidden;