사용자:RenkoMerry/Level Editor/Event(r11)

해당 리비전 수정 시각: (11일 전)
[주의!] 문서의 이전 버전(에 수정)을 보고 있습니다. 최신 버전으로 이동
파일:아이콘 상위 문서.png 상위 문서:
,
,
,
,
1. Overview2. Common properties3. Sidebar settings
3.1. Song Settings3.2. Level Settings3.3. Track Settings3.4. Background Settings3.5. Camera Settings3.6. Misc Settings3.7. Decorations
4. Events
4.1. Gameplay
4.1.1. Set Speed4.1.2. Twirl4.1.3. Checkpoint4.1.4. Set Hitsound4.1.5. Play Sound4.1.6. Set Planet Orbit4.1.7. Paused Beats4.1.8. AutoPlay Tiles4.1.9. Scale Planets
4.2. Track Events
4.2.1. Set Track Color4.2.2. Set Track Animation4.2.3. Recolor Track4.2.4. Move Track4.2.5. Position Track
4.3. Decoration Events
4.3.1. Move Decorations4.3.2. Set Text4.3.3. Emit Particle4.3.4. Set Particle4.3.5. Set Object4.3.6. Set Default Text
4.4. Visual Effects
4.4.1. Set Background4.4.2. Flash4.4.3. Move Camera4.4.4. Set Filter
4.4.4.1. List of Filters
4.4.5. 고급 필터 설정
4.4.5.1. 고급 필터 목록
4.4.6. 거울의 방4.4.7. 화면 흔들기4.4.8. 블룸4.4.9. 화면 바둑판식 배열4.4.10. 화면 스크롤4.4.11. 초당 프레임 설정
4.5. 이벤트 조절
4.5.1. 이벤트 반복4.5.2. 조건부 이벤트 설정4.5.3. 입력 이벤트 설정
4.6. 편의 기능
4.6.1. 주석4.6.2. 북마크
4.7. DLC
4.7.1. 홀드4.7.2. 홀드 소리 설정4.7.3. 행성 개수 조절4.7.4. 자유 이동 구간4.7.5. 자유 이동 소용돌이4.7.6. 자유 이동 제거4.7.7. 판정/타일 아이콘 숨기기4.7.8. 판정 타이밍 범위4.7.9. 행성 반경 범위
5. 참고 문서

1. Overview [편집]

Events are behaviors that can be applied to various components of a level.

2. Common properties [편집]

* Angle offset
  • The event is run when the planet reaches the specified angle on the tile.
* Easing
  • Sets the rate of change of numeric values based on time, allowing the event to speed up or slow down during its execution. See easings.net for details.
Easing
Behavior
Linear
The value follows a linear function.
Sine
The value follows a sine function.
Quad
The value follows a quadratic function.
Cubic
The value follows a cubic function.
Quart
The value follows a quartic function.
Quint
The value follows a quintic function.
Expo
The value follows an exponential function.
Circ
The value follows a quarter-circle graph.
Elastic
The value oscillates near the specified points.
Back
The value overshoots beyond the specified points, and then slowly fits back into the target points.
Bounce
The value bounces near the specified points.
Flash
Same as Quad. [1][2][3]
* Event tag
  • Tags that can be applied to certain events. If the tag of an event is specified in the 'Target tag' field of other events like Repeat Events, that event is called. These are mainly used in decoration-related events, and allows grouping of events by applying one tag to multiple events.

3. Sidebar settings [편집]

3.1. Song Settings [편집]

width=50 Song Settings
Setting
Description
Filename
The song file. Only supports .ogg and .wav files, and attempting to use an .mp3 file converts it to .ogg.
Beats per minute
Sets the tempo of the song. Using the precise BPM of the imported song is important for preventing desynchronization. See this section for details on how to get the exact tempo.
Volume
Sets the volume of the track. Has a minimum value of 0, and a maximum value of 100.
Offset
Adjusts the start time of the level. This causes the game to wait for the specified number of milliseconds before starting the level, and is used to synchronize the song and the chart. See this section for details
Pitch
Sets the pitch of the song. 100% is normal speed, and the speed of the song is proportional to the specified value.[4]
Hitsound
Sets the initial hitsound of the level.
Sound volume
Sets the hitsound volume.
This also affects the 'Hat' sound during the countdown, and the level complete sound effect.
Countdown ticks
Determines how many beats to count down before the level starts.

3.2. Level Settings [편집]

width=50 Level Settings
Setting[5]
Description
Artist *
The artist of the song. If the artist is listed on the 7th Beat Games Verified Artists' List, the artist name will appear as a suggestion, which when clicked automatically fills in the field, and displays a popup with buttons that lead to the uasge conditions set by the artist. For declined artists, a warning appears and the field is not filled.
Special Artist Type
Specifies if artist permission is unnecessary[6].
Note that there are cases where this is abused, such as uploading copyrighted songs using this setting.
Proof of artist's permission
This method was mostly used before the Verified Artists' List. This field accepts a screenshot of the artist allowing their songs for use, and the field is disabled if the artist is listed on the Verfied Artists' List or a Special Artist Type is set. In the case of collaborative tracks with multiple artists, permission can be shown by screenshotting each artist's proof from the Verified Artist's List and saving them as one large image.
Song *
The title of the song.
Author *
The creator of the level.
Portal Image *
The image used as the portal image, i.e. the thumbnail used for the level on the Steam Workshop.
Level Icon
The image used as the level icon dispalyed on the tiles in the Steam Workshop menu.
A blank image is used if left empty.
Level Icon Color
Sets the color of the level icon.
This value also sets the background color for the portal image on the level's Steam page. The default value is
#003f52
.
Song Preview Start
Sets the start position of the song preview that plays when the corresponding tile is selection in the Steam Workshop menu (in seconds). Defaults to 0.
Song Preview Duration
Sets the duration of the song preview that plays when the corresponding tile is selection in the Steam Workshop menu (in seconds). Defaults to 10, and cannot exceed 20.
Seizure Warning
Whether a seizure warning is displayed or not.
Level Description
Sets the level description displayed on the Steam Workshop. Defaults to empty.
Level Tags[7]
Sets the tags applied to the level on the Steam Workshop. Not visible in-game.
Artist links
Links that lead to the artist's pages and websites. Separated by commas.
In some cases, the field is automatically filled in when entering an artist listed on the Verified Artists' List.
Speed Trial Multiplier Aim
Determines the Speed Trial Aim multiplier for the level on the Steam Workshop. Completing the Speed Trial displays a red lantern on the portal. Defaults to 0.
Difficulty
Sets the difficulty dispalyed on the Steam Workshop. One to three gems have their color set to #8AFFAB and are marked as Easy on the Workshop, Four to six are set to #FFEE6B and are marked as Medium, Seven to nine are set to #FF4257 and are marked as Tough, and ten is set to #FD8AFF and is marked as Very Tough.
Export
Uploads the level to the Steam Workshop. In order to enable this option, Every field marked with * must be filled, and clicking the button shows the Artist, Song, Author, Portal Image, Level Icon, Description, Level tags and the number of tutorials for review. Ticking the Steam Subscriber Agreement and UGC Rules button and clicking the 'Publish world to Steam Workshop' button uploads the level to the Workshop. Alternatively, pressing the 'Update existing...' button allows updating previously uploaded levels.

3.3. Track Settings [편집]

width=50 Track Settings
Setting
Description
Track color type
Sets how the track color is displayed.
[ 목록 펼치기 · 접기 ]
Single - Sets the track color to 'Track color'.
Stripes - Alternates the track color between 'Track color' and 'Secondary track color'.
Glow - Gradually fades the track color between 'Track color' and 'Secondary track color'.
Blink - Gradually fades the track color from 'Track color' to 'Secondary track color' in the same manner as 'Glow', but instantly switches when going from 'Secondary track color' back to 'Track color'.
Switch - Same as 'Glow', but the colors change insantaneously instead of gradually fading.
Rainbow - Fades the hue of the tiles in a rainbow fashin, while keeping the saturation and brightness of 'Track color'.
Volume - Changes the track color based on the volume of the song; higher volumes cause the track to fade from 'Track color' to 'Secondary track color'.
Track color
Sets the color of the track. This is split into the primary and secondary track colors, and only the primary color can be set for Single and Rainbow type tracks. Defaults to debb7bff[8] for the primary color, and
#ffffffff
for the secondary color.
Color animation interval
Sets the color animation interval for the track, if the color type is not Single or Stripes (in seconds). Defaults to 2.
Color pulse type
Sets the direction the color animation is applied, if the color type is not Single or Stripes. There are 3 options: None, Forward and Backward. Defaults to None.
Track style
Sets the style of the tiles.
[ 목록 펼치기 · 접기 ]
Standard - Default. Has a rough-looking texture. The first official use of this style is in World 1.
Neon - The specified track color becomes the outline color, and the inner part is filled with black. The first official use of this style is in World 9.
Neon Light - Same as Neon, but the inner part is filled with a slightly darker version of the specified color. The first official use of this style is in World 9.
Basic - Applies a black outline, and fills the inner part with the specified color. The first official use of this style is in World XT.
Gems - The tiles become an octagonal gem shape. This shape is identical to the tiles used in the menu to navigate between islands.
Minimal - Fills the entire tile with the specified color with no outline.
Track texture
Sets a custom track texture. Can be set using an image file. This field is only active when the track style is Standard, but changing the track style after setting the texture allows other track styles to use the texture as well.
Track texture zoom
Sets the zoom applied to the track texture. Defaults to 1.
Glow intensity
Sets the intensity of the glow that appears when the planet enters the tile. Ranges from 0% to 100%.
Track appear animation
Sets the track appear animation.
[ 목록 펼치기 · 접기 ]
None - Default. Every tile is visible by default.
Assemble - The tiles start off scattered at a random position with a random rotation, and then moves into place.
Assemble Far - Identical to Assemble, but the tiles are scattered at farther distances.
Extend - The tiles move from the position of their preceding tile to their own position while growing in size.
Grow - The tiles appear by growing in size.
Grow + Spin - The tiles appear by growing in size, while rotating.
Fade - The opacity of the tile goes from 0 to 100. Commonly used, along with None.
Drop - The tiles appear by falling from above.
Rise - The tiles appear by rising from below.
Beats before for animation
Determines how many beats before a tile is hit will the tile appear. Defaults to 3.
Track disappear animation
Sets the track disappear animation.
[ 목록 펼치기 · 접기 ]
None - Default. Every tile stays visible after being hit.
Scatter - The tiles move to random positions with random rotations. Inverse of the Assemble track appear animation.
Scatter Far - Identical to Scatter, but the tiles are scattered at farther distances.
Retract - The tiles move from their own position to the position of the succeeding tile while shrinking in size.
Shrink - The tiles disappear by shrinking in size.
Shrink + Spin - The tiles disappear by shrinking in size, while rotating.
Fade - The opacity of the tile goes from 100 to 0. If the beats after for animation is set to 0, the tiles disappear swiftly as soon as the next one is hit. Commonly used, along with None.
Beats after for animation
Determines how many beats after a tile is hit will the tile disappear. Defaults to 4.

3.4. Background Settings [편집]

width=50 Background Settings
Setting
Description
Background color
Sets the color of the background. Defaults to
#000000
.
Show tutorial background pattern
Determines whether or not to show the repeating rhombus pattern, commonly seen in the tutorials of official levels.
Tutorial background pattern color
Sets the color of the tutorial background pattern. Defaults to
#101121ff
.
Tutorial background shape
Determines how to display the tutorial geometric shapes, usually seen at the start of the tutorials of official levels.
Can be set to Default, Solid Color or None.
Tutorial background shape color
Sets the color of the tutorial background shapes when the display is set to Solid Color. Defaults to
#ffffffff
.
Background Image
Sets an image file as the level's background image.
Image color
Sets the color of the background image. Defaults to
#ffffff
, which preserves the original image color. This color is applied through the Multiply blending mode.
Parallax
Sets the parallax of the image background. The X and Y values are separate, and both default to 100%.
In this case, the background is fixed to the screen, and modifying this value causes the background to move accordingly when the camera does.
Settings both to 0% causes the background to be fixed at tile 0.
Display mode
Determines how the image background is displayed.
[ 목록 펼치기 · 접기 ]
Fit to screen - Default. Displays the image to fit the screen resolution. This neatly displays the image, but might cause the image to be warped when the resolutions do not match.
Unscaled - Displays the image at its original size. The size can be further adjusted using the scaling ratio mentioned below.
Tiled - The image is displayed at its original size, but tiled infinitely.
Image Smoothing
Whether or not to apply anti-aliasing to the image.
Lock rotation
If enabled, the background image does not rotate with the camera.
Loop background
Determines whether or not to loop the background image.
Scaling ratio
Sets the scale of the background image. Defaults to 100%.

3.5. Camera Settings [편집]

width=50 Camera Settings
Setting
Description
Relative to
Determines where to center the camera.
[ 목록 펼치기 · 접기 ]
Player - Default. The camera smoothly follows the player.
Tile - The camera is centered at tile 0.
Global - The camera is centered at the coordinates (0, 0), which is set to the position of tile 0.
Position
Offsets the camera from the center by the given x and y values.
Rotation
Sets the camera rotation. Defaults to 0°.
Zoom
Sets the camera zoom. Defaults to 100%.
Pulse camera at tiles
Determines whether or not to pulse the camera when a planet enters a tile.

3.6. Misc Settings [편집]

width=50 Misc Settings
Setting
Description
Video background
Allows setting a .mp4 video file as the background.
Loop video
Determines whether or not to loop the video background.
Offset
Sets the offset of the video background.
Tile icon outlines
Determines whether or not to apply white outlines to tile icons.
This can solve readability issues with tile colors obscuring icons like speed changes or twirls.
Sticky tiles
Determines whether or not the planets move along with the tile they are on.
Planet orbit ease
Determines the easing applied to the orbiting planet. Defaults to Linear.
Orbit ease parts
Determines how many times the planet orbit ease is applied per orbit. Defaults to 1.
Ease part behavior
Determines how the orbit ease is applied per part.
Can set set to Mirror or Repeat. Mirror reverses the given easing for every other part.[Example3].
Repeat repeats the given easing without modification.
Default text color
Sets the default text color for the level.
This value is applied to the title text[10], the results screen text and the timing window text on Workshop levels.
Defaults to
#ffffffff
.
Default text shadow color
Sets the default shadow color for the level text. Defaults to
#00000050
.
"Congratulations!" text
Modifies the "Congratulations!" text that appears when the level is completed.
Sometimes appears swapped with the "Pure Perfect!" text due to a bug.
"Pure Perfect!" text
Modifies the "Pure Perfect!" text that appears when the level is completed with only 'Perfect!' judgments.
Sometimes appears swapped with the "Congratulations!" text due to a bug.

3.7. Decorations [편집]

width=50 Decorations
Setting
Description

Explamation is added by EdwinTan2666.

Decoration Image: Adds decoration.
Text: Adds Text. "Text" is added by default
Fake Tiles and Planets: Tile degrees is set to 180, tile color is #debb7b and tile style is Standard by default. The planet type is Fire by default.
Emit Particles: Adds Particles.

4. Events [편집]

Listed left-to-right as they appear in the editor.

4.1. Gameplay [편집]

width=50 Gameplay
Set Speed
Twirl
Checkpond
Set Hitsound
Play Sound
Set Planet Orbit
Paused Beats
AutoPlay Tiles
Scale Planets

4.1.1. Set Speed [편집]

Set Speed
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
No
Changes the orbit speed of the planets. The event is displayed as a red rabbit if the new BPM is faster than the current BPM, or as a blue snail if the new BPM is slower. If the new BPM is near-identical to the current, a gray equality sign is shown instead, which is not visible in Play mode.

Speed type
Can be set to 'BPM' or 'Multiplier'.
The 'beats per minute' field is activated if 'BPM' is selected, and the 'BPM multiplier' field is activated if 'Multiplier' is selected.
Beats per minute
Sets the BPM value. Has a range of 0.001–10000.
BPM multiplier
Sets the multiplier applied to the previous BPM. Has a range of 1E-07[11]–128.

4.1.2. Twirl [편집]

Twirl
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Changes the orbit direction of the planets. The arrow on the twirl becomes blue if the new orbit angle is 180° or larger, or red if the new orbit angle is smaller than 180°.

4.1.3. Checkpoint [편집]

Checkpoint
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Returns the player to the last checkpoint reached if the player fails. Stepping on a checkpoint causes a flash effect to play. The number of checkpoints used are displayed on the results screen and completion records. Completing a level with checkpoints is treated as a completion in-game, but not on forums or other communities.

Respawn Tile Offset
espawns the player by this amount forward from the checkpoint, without changing the tile the checkpoint is applied.

4.1.4. Set Hitsound [편집]

Set Hitsound
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Changes the sound type and volume of the tile hitsound.

Game sound
Can be set to 'Hit sound' or 'Midspin'.
'Hit sound' changes the hitsound of all tiles, while 'Midspin' changes the hitsounds of midspin tiles only.
Hitsound
Sets the hitsound.
Sound volume
Sets the volume of the hitsound. Has a range of 1–100.

4.1.5. Play Sound [편집]

Play Sound
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes
Plays a hitsound.

Hitsound
Sets the hitsound to play.
Sound volume
Sets the volume of the hitsound. Has a range of 1–100.

4.1.6. Set Planet Orbit [편집]

Set Planet Orbit
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Changes the orbit easing of the planets.

Ease
Sets the easing of the orbit.
Ease parts
Determines how many times the planet orbit ease is applied per orbit. Has a range of 1–20.
Ease part behavior
Determines how the orbit ease is applied per part.
Can set set to 'Mirror' or 'Repeat'. Mirror reverses the given easing for every other part, while Repeat repeats the given easing without modification.

4.1.7. Paused Beats [편집]

Paused Beats
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Pauses the gameplay by delaying the next tile by a specific amount of beats.

Duration
Sets the pause duration in beats.
Countdown ticks
Performs a countdown by the given number. Only the countdown can be used by setting the duration to 0.
Angle Correction
Corrects the rotation angle of the planets once the pause occurs, in order to maintain the same track duration regardless of pause length.[12] Can be set to None, Forward or Backward. None snaps the planets to the corrected angle as soon as the pause tile is hit, while Forward and Backward apply extra rotation to the planets in their respective directions.

4.1.8. AutoPlay Tiles [편집]

AutoPlay Tiles
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Toggles autoplay.

Set to
Toggles autoplay. Setting this value to 'Enabled' causes the level to be autoplayed until another AutoPlay Tiles event with this value set to 'Disabled' is reached.
Show "Auto tile" Text
Determines whether the 'Auto tile' text is displayed on the top left while autoplay is enabled.

4.1.9. Scale Planets [편집]

Scale Planets
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Changes the size of the planets. Commonly used in tandem with tile size mechanics.

Duration
Sets how many beats the scale change process lasts.
Target planet
Can be set to 'Fire Planet', 'Ice Planet', 'Wind Planet'[13] or 'All'. This determines which planet is affected by the scale change.
Scale
Sets the scale of the planet(s). Has a range of 0–500.

4.2. Track Events [편집]

width=50 Track Events
Set Track Color
Set Track Animation
Recolor Track
Move Track
Position Track

4.2.1. Set Track Color [편집]

Set Track Color
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Sets the track color.

Track color type
Sets how the track color is displayed.
[ 목록 펼치기 · 접기 ]
Single - Sets the track color to 'Track color'.
Stripes - Alternates the track color between 'Track color' and 'Secondary track color'.
Glow - Gradually fades the track color between 'Track color' and 'Secondary track color'.
Blink - Gradually fades the track color from 'Track color' to 'Secondary track color' in the same manner as 'Glow', but instantly switches when going from 'Secondary track color' back to 'Track color'.
Switch - Same as 'Glow', but the colors change insantaneously instead of gradually fading.
Rainbow - Fades the hue of the tiles in a rainbow fashin, while keeping the saturation and brightness of 'Track color'.
Volume - Changes the track color based on the volume of the song; higher volumes cause the track to fade from 'Track color' to 'Secondary track color'.
Track color
Sets the color of the track.
Secondary track color
Sets the secondary color of the track. Does not appear if the track color type is set to 'Single' or 'Rainbow'.
Color animation interval
Sets the interval for the color animation in seconds. Does not appear if the track color type is 'Single' or 'Stripes'.
Color pulse type
Sets the direction for the color animation. Disabled if the track color type is 'Single' or 'Stripes'.
Track style
Sets the style of the track.
[ 목록 펼치기 · 접기 ]
Standard - Default. Has a rough-looking texture. The first official use of this style is in World 1.
Neon - The specified track color becomes the outline color, and the inner part is filled with black. The first official use of this style is in World 9.
Neon Light - Same as Neon, but the inner part is filled with a slightly darker version of the specified color. The first official use of this style is in World 9.
Basic - Applies a black outline, and fills the inner part with the specified color. The first official use of this style is in World XT.
Gems - The tiles become an octagonal gem shape. This shape is identical to the tiles used in the menu to navigate between islands.
Minimal - Fills the entire tile with the specified color with no outline.
Track texture
Sets a custom track texture. Can be set using an image file. This field is only active when the track style is Standard, but changing the track style after setting the texture allows other track styles to use the texture as well.
Glow intensity
Sets the intensity of the glow that appears when the planet enters the tile. Ranges from 0% to 100%.
Tile icon outlines
Toggles the outlines on gameplay tile icons such as 'Set Speed' or 'Twirl'.
Only change this tile
If enabled, the changes specified in this event is only applied to the tile the event is on.

4.2.2. Set Track Animation [편집]

Set Track Animation
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Sets the animation used when the track appears and disappears.
Track appear animation
Sets the track appear animation.
[ 목록 펼치기 · 접기 ]
None - Default. Every tile is visible by default.
Assemble - The tiles start off scattered at a random position with a random rotation, and then moves into place.
Assemble Far - Identical to Assemble, but the tiles are scattered at farther distances.
Extend - The tiles move from the position of their preceding tile to their own position while growing in size.
Grow - The tiles appear by growing in size.
Grow + Spin - The tiles appear by growing in size, while rotating.
Fade - The opacity of the tile goes from 0 to 100. Commonly used, along with None.
Drop - The tiles appear by falling from above.
Rise - The tiles appear by rising from below.
Beats before for animation
Determines how many beats before a tile is hit will the tile appear. Defaults to 3.
Track disappear animation
Sets the track disappear animation.
[ 목록 펼치기 · 접기 ]
None - Default. Every tile stays visible after being hit.
Scatter - The tiles move to random positions with random rotations. Inverse of the Assemble track appear animation.
Scatter Far - Identical to Scatter, but the tiles are scattered at farther distances.
Retract - The tiles move from their own position to the position of the succeeding tile while shrinking in size.
Shrink - The tiles disappear by shrinking in size.
Shrink + Spin - The tiles disappear by shrinking in size, while rotating.
Fade - The opacity of the tile goes from 100 to 0. If the beats after for animation is set to 0, the tiles disappear swiftly as soon as the next one is hit. Commonly used, along with None.
Beats after for animation
Determines how many beats after a tile is hit will the tile disappear. Defaults to 4.

4.2.3. Recolor Track [편집]

Recolor Track
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Recolors the tiles within the specified range.
Start tile
Sets the first tile affected by this event, based on the current tile, the first tile of the level or the last.
End tile
Sets the last tile affected by this event, based on the current tile, the first tile of the level or the last.
Gap length
Determines the length of the gaps inbetween each affected tile, the tiles in which are left unaffected.
Duration
Sets the time it takes for the color of the track to change to the specified color in beats. Does not apply to the track style.
Track color type
Sets the track color type.
[ 목록 펼치기 · 접기 ]
Single - Sets the track color to 'Track color'.
Stripes - Alternates the track color between 'Track color' and 'Secondary track color'.
Glow - Gradually fades the track color between 'Track color' and 'Secondary track color'.
Blink - Gradually fades the track color from 'Track color' to 'Secondary track color' in the same manner as 'Glow', but instantly switches when going from 'Secondary track color' back to 'Track color'.
Switch - Same as 'Glow', but the colors change insantaneously instead of gradually fading.
Rainbow - Fades the hue of the tiles in a rainbow fashin, while keeping the saturation and brightness of 'Track color'.
Volume - Changes the track color based on the volume of the song; higher volumes cause the track to fade from 'Track color' to 'Secondary track color'.
Track color
Sets the track color.
Track style
Sets the track style.
[ 목록 펼치기 · 접기 ]
Standard - Default. Has a rough-looking texture. The first official use of this style is in World 1.
Neon - The specified track color becomes the outline color, and the inner part is filled with black. The first official use of this style is in World 9.
Neon Light - Same as Neon, but the inner part is filled with a slightly darker version of the specified color. The first official use of this style is in World 9.
Basic - Applies a black outline, and fills the inner part with the specified color. The first official use of this style is in World XT.
Gems - The tiles become an octagonal gem shape. This shape is identical to the tiles used in the menu to navigate between islands.
Minimal - Fills the entire tile with the specified color with no outline.
Glow intensity
Sets the intensity of the glow that appears when the planet enters the tile. Ranges from 0% to 100% and defaults to 100%.
Ease
Sets the easing applied to the color change. Does not apply to the track style.

4.2.4. Move Track [편집]

Move Track
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Changes multiple settings to tiles within the specified range.
Start tile
Sets the first tile affected by this event, based on the current tile, the first tile of the level or the last.
End tile
Sets the last tile affected by this event, based on the current tile, the first tile of the level or the last.
Gap length
Determines the length of the gaps inbetween each affected tile, the tiles in which are left unaffected.
Duration
Sets the time it takes for the affected values to change to the specified values in beats.
Position offset
Sets the position to which the tiles move.
Rotation offset
Sets the angle the tiles rotates by.
Scale
Sets the size of the tiles.
Opacity
Sets the opacity of the tiles.
Ease
Sets the easing applied to the value changes.

4.2.5. Position Track [편집]

Position Track
Supports angle offset?
No
Supports easing?
No
Supports event tags?
No
Sets multiple settings to tiles.

Position offset
Sets the position to which the tiles are moved.
Relative to
Sets the origin tile, whose position the position offset is applied to in order to determine the final location. Can be set relative to the tile the event is on, the first tile of the level or the last.
Rotation
Sets the rotation of the tiles.
Scale
Sets the size of the tiles.
Opacity
Sets the opacity of the tiles.
Only change this tile
If enabled, the changes specified in this event is only applied to the tile the event is on.
Editor Only
If enabled, the values changed by this event is only applied in the Editor and not during Play Mode.
Sticky Tiles
If disabled, the planets do not move along with the tile they are on, even when the position or rotation of the tile are offset during gameplay.

4.3. Decoration Events [편집]

width=50 Decoration Events
Move Decorations
Set Text
Emit Particle
Set Particle
Set Object
Set Default Text

4.3.1. Move Decorations [편집]

Move Decorations
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

Performs various actions related to decorations.

Durations
Sets the number of beats over which the changes are applied.
Tag
Sets the tag of the decorations affected by the event. Multiple tags can be entered using space separation.[14]
Visible
Toggles the visibility of the decorations.
Relative to
Sets the origin point of the decorations.
[ 목록 펼치기 · 접기 ]
Tile - Default. The decoration is centered on a tile.
Global - The decoration is centered on tile 0.

Fire Planet - The decoration is centered on the fire planet.
Ice Planet - The decoration is centered on the ice planet.
Camera - The decoration is centered on the camera.
Camera (Aspect) - The decoration is centered on the camera, and the positional axes are scaled differently depending on screen resolution.
Last position - The decorations are centered on the position it was at before the current event.
Image
Sets the image used for the decorations.
Position offset
Sets the position of the decorations.
Pivot offset
Sets the position of the visible part of the decorations, while leaving the pivot center unchanged.
Rotation offset
Sets the rotation of the decorations.
Scale
Sets the size of the decorations.
Color
Sets the color of the decorations.
Opacity
Sets the opacity of the decorations.
Depth
Sets the Z-layer of the decorations; decorations with lower depths are rendered in front of those with higher depths. Negative values render decorations in front of the track and planets, while non-negative values render them behind.
Parallax
Sets the parallax of the decorations. Higher values increases the parallax; 100% fixes the decorations to the screen, while 0% has no effect.
Parallax offset
Offsets the decorations, ignoring the parallax effect.
Ease
Sets the easing used for the value changes.
Mask Type
Sets the mask type of the decoration. Supports 'None', 'Mask Other Decoration', 'Show Overlay' and 'Hide Overlay'.
[ 목록 펼치기 · 접기 ]
None - Default. The decoration does not interact with masks.
Mask Other Decorations - The decoration becomes invisible, and acts as a mask for other decorations, producing multiple effects when intersecting with them.

Show Overlay - The decoration is hidden by default, but parts that intersect a mask are shown.
Hide Overlay - The decoration is shown by default, but parts that intersect a mask are hidden.
Use Mask Depth
Only affects decorations with their mask type set to 'Mask Other Decorations'. If enabled, the masks only affect decorations on a specific depth.
Mask Begin Depth
Sets the lower bound for the range of depth affected by the masks.
Mask End Depth
Sets the upper bound for the range of depth affected by the masks.

4.3.2. Set Text [편집]

Set Text
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes
Changes the text of text decorations.
Text
Sets the text.
Tag
Sets the tag of the text decorations affected by the event. Multiple tags can be entered using space separation.[15]

4.3.3. Emit Particle [편집]

Emit Particle
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes
Instantly emits particles from particle emitters.
Tag
Sets the tag of the particle emitters affected by the event. Multiple tags can be entered using space separation.[16]
Count
Sets the amount of particles to be emitted from each emitter.

4.3.4. Set Particle [편집]

Set Particle
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Performs various actions related to particle emitters.
Duration
Sets the number of beats over which the changes are applied.
Tag
Sets the tag of the particle emitters affected by the event. Multiple tags can be entered using space separation.[17]
Mode
Sets the mode of the particle emitters. Supports 'Start', 'Stop' and 'Stop and clear'.
[ 목록 펼치기 · 접기 ]
Start - The particle emitter starts emitting particles.
Stop - The particle emitter stops emitting particles.

Stop and clear - The particle emitter stops emitting particles and all existing particles from this emitter are destroyed.
Particle lifetime
Sets how long the each particle exists for after being emitted.
Emission rate
Sets how fast the particles are emitted.
Simulation speed
Sets the playback speed for the particle emitters.
Lock Rotation
If enabled, the particles do not rotate with the camera.
Lock Scale
If enabled, the particles do not scale with the camera.

4.3.5. Set Object [편집]

Set Object
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Performs various actions related to object decorations.
Duration
Sets the number of beats over which the changes are applied.
Tag
Sets the tag of the objects affected by the event. Multiple tags can be entered using space separation.[18]

4.3.6. Set Default Text [편집]

Set Default Text
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes
Sets various properties related to the default text of the level.

Default text color
Sets the color of the default text color, which is used for the countdown, title, results screen, etc.
Default text shadow color
Sets the shadow color of the default text color.
Level Title Position
Changes the location of the Artist - Song text displayed on the top of the screen during gameplay.
Level Title Text
Changes the text content of the Artist - Song text. Unaffected by easing.
"Congratulations!" text
Sets the text displayed at the center of the screen when the level is completed.
"Pure Perfect!" text
Sets the text displayed at the center of the screen when the level is completed with only 'Perfect!' judgments.

4.4. Visual Effects [편집]

width=50 Visual Effects
Set Background
Flash
Move Camera
Set Filter
Set Filter Advanced
Hall of Mirrors
Shake Screen
Bloom
Tile Screen
Scroll Screen
Set Frame Rate

4.4.1. Set Background [편집]

Set Background
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes

Color
Sets the color of the default background.
Image
Sets an image background. Image backgrounds are rendered on top of the default background; covering the entire screen with an opaque image background can completely hide the default background.
Image color
Sets the color tint applied to the image background.
Parallax
Sets the parallax of the image background. At 100%, the image is always centered on the screen, while at 0%, the image becomes centered at tile 0.
Display mode
Sets the display mode of the image background. Supports 'Fit to screen', 'Unscaled' and 'Tiled'.
[ 목록 펼치기 · 접기 ]
Fit to screen - The image is stretched to fit the whole screen. This may distort the image if the aspect ratio of the game window and background image do not match.
Unscaled - The image is displayed at its native resolution.

Tiled - The image is displayed at its native resolution, and is infinitely tiled.
Image smoothing
If enabled, applies anti-aliasing to the background image.
Lock rotation
If enabled, the image background does not rotate with the camera.
Loop background
If enabled, the image background loops when moving out of screen.
Scaling ratio
Sets the size multiplier of the image background.

4.4.2. Flash [편집]

Flash
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

Duration
Sets the duration of the flash.
Plane
Supports 'Foreground' and 'Background'. If set to 'Foreground', the flash is rendered above all gameplay elements, while 'Background' renders the flash behind gameplay elements, but in front of the background.
Start color
Sets the initial color of the flash.
Start opacity
Sets the initial opacity of the flash.
End color
Sets the color the flash fades to over time.
End opacity
Sets the opacity the flash fades to over time.

4.4.3. Move Camera [편집]

Move Camera
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

Duration
Sets the number of beats over which the changes are applied.
Relative to
Sets the origin point of the decorations.
[ 목록 펼치기 · 접기 ]
Player - Default. The camera smoothly follows the player.
Tile - The camera is centered on the tile the event is on.
Global - The decoration is centered on tile 0.
Last position - The camera is centered on the position it was at before the current event.
Last position (no rotation) - The camera is centered on the position it was at before the current event, but the rotation is based on the global rotation instead of the last rotation of the camera.
Position
Sets the offset of the camera along the x and y axes, relative to the origin.
Rotation
Sets the rotation of the camera. Defauls to 0°.
Zoom
Sets the zoom of the camera. Defaults to 100%.

4.4.4. Set Filter [편집]

Set Filter
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

Filter
Sets the filter to apply. See the section below for a list of filters.
Set to
Enables or disables the filter depending on this value.
Intensity
Sets how much of the filter is applied.
Duration
Sets the number of beats over which the filter settings are applied.
Disable others
If enabled, disables all other active filters when this event is called.

4.4.4.1. List of Filters [편집]
Name
Effect
Grayscale
A grayscale layer is applied to the screen, desaturating all the affected colors. At 100%, all colors turn into a shade of gray. Default.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The colors becomes saturated instead.
High magnitude intensity: If the intensity exceeds 100%, the hues of the colors are inverted, becoming a complete hue inversion at 200% intensity. Even higher values increase the contrast. This also applies to negative intensity values, minus the hue inversion.
Sepia
Applies a sepia-colored filter.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: Applies a light-blue colored filter instead. [19]
Invert Colors
Inverts colors.[20][NoIntensity]
VHS
Applies a VHS-like effect to the screen. The colors are bitcrushed, white static fills the bottom part of the screen, occasional streaks of static and screen-warping flash in and out, and the bottom of the screen is completely mangled. The intensity affects the white static.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The static turns black.
80's TV
Creates TV-like lines on the screen, with a faint wave effect. A dark bar periodically sweeps the screen from top to bottom. A faint reflection of the screen is shown offset a bit to the top right. A faint red color filter is also applied. [NoIntensity]
50's TV
Creates TV-like lines on the screen, with a faint wave effect. A dark bar periodically sweeps the screen from top to bottom. A faint reflection of the screen is shown offset a bit to the top right. A grayscale filter and a static filter is also applied. [NoIntensity]
Arcade
Creates TV-like lines on the screen, with a faint wave effect.A faint reflection of the screen is shown offset a bit to the top right. A faint green color filter is also applied.[NoIntensity]
LED
Creates faint TV-like lines on the screen that slowly scroll up. The screen is pixelated, and then split into 3 subpixels, each repesenting the R, G and B values of each pixel (with additional blur applied, causing a blend between the original colors and the subpixel effect). Higher intensities cause more pixelization, while lower intensities split the screen much finer. Note that this has the side effect of turning the screen almost fully black at and near intensity 0.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The filter works almost identical at negative intensities, but the subpixel effect is gone, leaving only the lines and pixelization.
Rain
Causes rain and lightning effects. The effect is a combination of a white animated texture overlay that represents the visible raindrops and lightning, and a distortion effect that represents the raindrops refracting light. The intensity affects both effects, affecting the opacity of the rain texture and the intensity of the distortion, with 0% intensity having no effect whatsoever.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The rain and lightning effect turns black.
Blizzard
Overlays an animated blizzard texture on the screen. The intensity affects the speed of the animation, showing a fully stationary texture at 0% intensity.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The blizzard texture is animated in reverse, essentially reversing the direction of the snow particles.
Pixel Snow
Creates white and cyan rectangle particles that slowly fall from the top of the screen. As the intensity increases, layers containing larger and more opaque particles start appearing over the previous particles. Note that these layers all contain white particles; cyan particles only increase in opacity in their initial layer.
Compression
Rectangular areas of the screen are momentarily offset to the left. Note that the effect is periodic; the effect happens for a few seconds[25] and then enters a short rest period before resuming. Higher intensities increase the displacement distance.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The areas are offset to the right, instead of the left.
Glitch
Causes horizontal streaks of varying height to rapidly flash in and out. These streaks horizontally offset the content behind them left and right, and also randomly modifies the saturation and brightness of the area. Rarer streaks also invert the hue of the. [NoIntensity]
Pixelate
Pixelates the screen. Higher intensities pixelate the screen more.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: Visually similar to positive intensities, but pixels on the bottom-right are prioritized as opposed to positive intensities, where pixels on the top-left are prioritized.[27]
Waves
Applies a horizontal offset to the screen. The offset amount is determined by a downward-moving sine-like wave dependent on the vertical position and elapsed time. The amplitude of the wave also oscillates upwards depending on these factors, creating a double-helix-like pattern. Higher intensities decrease the wavelength of the sine wave. Note that this effect does not completely disappear at 0% intensity.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The amplitude oscillation travels downwards along with the offset wave.
Static
Overlays a grayscale filter on top of the screen, but with an animated static texture. The noise texture completely obscures the screen at 100% intensity.
Out-of-bounds effects [ expand · collapse ]
Negative intensity: The colors becomes saturated instead, and the static texture from the VHS filter is applied.
High magnitude intensity: If the intensity exceeds 100%, the colors are inverted, becoming a complete color inversion at 200% intensity, and the static texture from the VHS filter is applied, but in black. Even higher values increase the contrast and the intensity of the static effect.
Film Grain
Applies a fine static texture to the screen. The overlay is much less intense compared to Static, and does not fully obscure the screen even at 100% intensity.
Out-of-bounds effects [ expand · collapse ]
High magnitude intensity: If the intensity becomes much higher, the static texture turns gradually opaque until it ultimately covers the entire screen.
Motion Blur
Applies a motion blur effect.
Fisheye
For intensity values above 50%, applies a fisheye effect, bulging out the center of the screen while compressing the edges. For values below 50%, the inverse happens, as the center of the screen is shrunk while the edges are stretched. No effect at intensity 50%.
Aberration
Applies a chromatic aberration effect, with red and blue moving in directions 90 degrees from each other and green staying in place. For intensity values above 50%, the red color is offset to the left and blue downwards, while values below 50% offset red to the right and blue upwards. Note that the blue color is less offset than the red.
Out-of-bounds effects [ expand · collapse ]
High magnitude intensity: Values too high might cause most of the blue and red colors leaving the screen entirely, with mostly only green remaining.
Drawing
Applies an animated outline filter and a grayscale filter to the screen, as well as overlaying a crumpled paper-like texture. Solid-colored surfaces are typically turned white regardless of their original color, while color boundaries are given a black outline. The intensity affects all three effects, setting the intensity of the filters and the opacity of the overlay.
Neon
8비트 휴대기기
야시경
펑크
터널
이상한 3D
흐림
흐림 (강조)
가우시안 블러
육각형 타일
포스터화
강도가 높을 수록 색상 표현 단계를 낮춰 비슷한 색을 한 색으로 만든다.
Out-of-bounds effects [ expand · collapse ]
강도가 음수일 경우: 포스터화가 적용된 상태로 화면 전체의 밝기가 밝아진다.
강도가 약 1290% 이상일 경우: 화면이 완전히 검은색이 되어 보이지 않는다.
선명화
대비
검은색 강조
유화
점묘화
빗방울
수면
흩날리는 꽃잎
필터 이름대로 분홍색과 하얀색이 섞인 흩날리는 꽃잎이 좌측 상단에서 부터 서서히 나오기 시작한다. [NoIntensity]
흩날리는 꽃잎 (즉시)
위와 같은 효과를 내지만 좌측 상단부터 서서히 나오기 시작하는 것이 아닌 이미 진행된 상태의 효과가 난다. [NoIntensity]

4.4.5. 고급 필터 설정 [편집]

고급 필터 설정
명칭
고급 필터 설정 (SetFilterAdvanced)
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

필터
필터를 선택한다. 종류는 아래 문단 참조
설정
켜짐/꺼짐
다른 필터 끄기
켜짐/꺼짐
지속 시간
전경/배경

4.4.5.1. 고급 필터 목록 [편집]
이름
효과
AAA 슈퍼 컴퓨터
AAA 슈퍼 핵사곤
AAA 워터 드롭
에일리언 비전
아트모스피어 레인
아트모스피어 레인 프로
아트모스피어 스노우 8비트
눈폭풍
흐리기 블룸
흐리기 가장자리 흐리기
흐리기 블러리
흐리기 디더링 2x2
흐리기 디더 오프셋
흐리기 포커스
흐리기 가우시안 블러
흐리기 무비
흐리기 노이즈
흐리기 방사형
흐리기 빠른 방사형
흐리기 표준
흐리기 스트림
흐리기 틸트 시프트
흐리기 틸트 시프트 홀
흐리기 틸트 시프트 V
색상 조정 색상 RGB
색상 조정 전체 색상
색상 블리치 바이패스
색상 밝기
색상 어두운 색상
색상 HSV
색상 색조 회전
색상 포스터화
색상 RBG 클램프
색상 임계
색상 밝기 대비 채도
색상 색수차
색상 대비
색상 그레이스케일
색상 반전
색상 노이즈
색상 RGB
색상 세피아
색상 스위칭
색상 YUV
왜곡 아스피레이션
왜곡 빅 페이스
왜곡 블랙 홀
왜곡 디시페이션
왜곡 드림
왜곡 드림 2
왜곡 어안
왜곡 플래그
왜곡 플러시
왜곡 하프 스피어
왜곡 히트
왜곡 렌즈
왜곡 노이즈
왜곡 쇼크 웨이브
왜곡 트위스트
왜곡 사각 트위스트
왜곡 워터 드롭
왜곡 가로 웨이브
드로잉 청사진
드로잉 셀 셰이딩
드로잉 셀 셰이딩 2
드로잉 코믹
드로잉 그물눈
드로잉 커브
드로잉 향상된 코믹
드로잉 망판
드로잉 라플라시안
드로잉 라인
드로잉 만화
드로잉 만화 2
드로잉 만화 3
드로잉 만화 4
드로잉 만화 5
드로잉 만화 컬러
드로잉 만화 강조선
드로잉 만화 하얀 강조선
드로잉 만화 색상 강조선
드로잉 뉴 셀 셰이딩
드로잉 페이퍼
드로잉 페이퍼 2
드로잉 페이퍼 3
드로잉 툰
윤곽선 검은 선
윤곽선 윤곽 필터
윤곽선 골든
윤곽선 네온
윤곽선 시그모이드
윤곽선 소벨
엑스트라 로테이션
아이 비전 1
아이 비전 2
필름 색상 교정
필름 그레인
화면 뒤집기
플라이 비전
FX 8비트
FX 8비트 GB
FX 아스키
FX 암흑 물질
FX 디지털 매트릭스
FX 디지털 매트릭스 왜곡
FX 점묘
FX 드렁크
FX 드렁크 2
FX 지진
FX 펑크
FX 글리치 1
FX 글리치 2
FX 글리치 3
FX 그리드
FX 헥사곤
FX 헥사곤 블랙
FX 히프노
FX Inver Chromi Lum
FX 거울
FX 플라즈마
FX 사이코
FX 스캔
FX 스크린
FX 스팟
FX 슈퍼 도트
FX 지브라 컬러
글리치 모자이크
글로우 글로우
글로우 글로우 컬러
그레이디언트 Ansi
그레이디언트 데저트
그레이디언트 일렉트릭
그레이디언트 파이어
그레이디언트 색조
그레이디언트 네온
그레이디언트 무지개
그레이디언트 스트라이프
그레이디언트 테크
그레이디언트 써멀
라이트 레인보우
라이트 레인보우 2
라이트 워터
라이트 워터 2
야시경 FX
야시경 4
노이즈 TV
노이즈 TV 2
노이즈 TV 3
오큘러스 야시경 1
오큘러스 야시경 2
오큘러스 야시경 3
오큘러스 야시경 5
오큘러스 써멀 비전
오래된 필름 커팅 1
오래된 필름 커팅 2
모자이크 점묘
모자이크 유화
모자이크 유화 HQ
픽셀 모자이크
리얼 VHS
레트로 로딩
선명
스페셜 버블
TV 50
TV 80
TV 아케이드
TV 아케이드 2
TV 아케이드 3
TV 빠른 아케이드
TV 아티펙트
TV 깨진 화면
TV 깨진 화면 2
TV 착색
TV 착색 2
TV 압축 FX
TV 왜곡
TV 호러
TV LED
TV 노이즈
TV 오래됨
TV 오래된 영화
TV 오래된 영화 2
TV 화성
TV 포스터화
TV RBG
TV 타일
TV VCR
TV VHS
TV VHS 역재생
TV 비디오 3D
TV 비디오플립
TV 빈티지
TV 와이드 스크린 원형
TV 와이드 스크린 가로
TV 와이드 스크린 HV
TV 와이드 스크린 세로
VHS 트래킹
비전 아우라
비전 아우라 왜곡
비전 크리스탈
비전 드로스트
비전 플라즈마
비전 사이코
비전 무지개
비전 터널
비전 워프
비전 워프 2

4.4.6. 거울의 방 [편집]

거울의 방
명칭
거울의 방 (HallOfMirrors)
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes

설정
켜짐/꺼짐

4.4.7. 화면 흔들기 [편집]

화면 흔들기
명칭
화면 흔들기 (ShakeScreen)
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

지속 시간
강도
속도
차차 잦아들기
켜짐/꺼짐

4.4.8. 블룸 [편집]

블룸
명칭
블룸 (Bloom)
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

설정
켜짐/꺼짐
영역
강도
색상
지속 시간

4.4.9. 화면 바둑판식 배열 [편집]

화면 바둑판식 배열
명칭
화면 바둑판식 배열 (ScreenTile)
Supports angle offset?
Yes
Supports easing?
Yes
Supports event tags?
Yes

지속 시간
타일링

4.4.10. 화면 스크롤 [편집]

화면 스크롤
명칭
화면 스크롤 (ScreenScroll)
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
Yes

스크롤 속도

4.4.11. 초당 프레임 설정 [편집]

초당 프레임 설정
명칭
초당 프레임 설정 (SetFrameRate)
Supports angle offset?
Yes
Supports easing?
No
Supports event tags?
No

설정
켜짐/꺼짐
초당 프레임
Set fps from the laggiest to the smoothest.

4.5. 이벤트 조절 [편집]

width=50 이벤트 조절
이벤트 반복
조건부 이벤트 설정
입력 이벤트 설정

4.5.1. 이벤트 반복 [편집]

이벤트 반복
명칭
이벤트 반복 (RepeatEvents)

반복 유형
박자/타일
반복 횟수
간격
'반복 유형'이 '박자'일 때만 활성화된다.
현재 박자 타일에서 실행
'반복 유형'이 '타일'일 때만 활성화된다.
목표 태그

4.5.2. 조건부 이벤트 설정 [편집]

조건부 이벤트 설정
명칭
조건부 이벤트 설정 (SetConditionalEvents)

"정확" 태그
Set "Perfect!" to do something according to the event tag.
"빠름" 태그
Set "EPerfect!" to do something according to the event tag.
"느림" 태그
Set "LPerfect!" to do something according to the event tag.
"빠름!" 태그
Set "Early!" to do something according to the event tag.
"느림!" 태그
Set "Late!" to do something according to the event tag.
"너무 빠름" 태그
Set "Too Early!" to do something according to the event tag.
"너무 느림" 태그
Set "Too Late!" to do something according to the event tag.
게임 오버 태그
Set "Game over!" to do something according to the event tag.
재시작 태그
Set "Restart!" to do something according to the event tag.

4.5.3. 입력 이벤트 설정 [편집]

4.6. 편의 기능 [편집]

width=50 편의 기능
주석
북마크

4.6.1. 주석 [편집]

주석
명칭
주석 (EditorComment)
기본 설정 코멘트는 주석 내용을 여기에 적을 수 있습니다. 줄바꿈과 <color=#00FF00>색상</color>을 지원합니다. 이다.

4.6.2. 북마크 [편집]

북마크
명칭
북마크 (Bookmark)

4.7. DLC [편집]

홀드
홀드 소리 설정
행성 개수 조절
자유 이동 구간
자유 이동 소용돌이
자유 이동 제거
판정/타일 아이콘 숨기기
판정 타이밍 범위
행성 반경 범위

4.7.1. 홀드 [편집]

홀드
명칭
홀드 (Hold)
Neo Cosmos DLC의 가장 대표적인 이벤트이다.

지속 시간
Adds 360° to the tile.
이동 거리
Sets range from 0% to 500%
착지 애니메이션

4.7.2. 홀드 소리 설정 [편집]

홀드 소리 설정
명칭
홀드 소리 설정 (SetHoldSound)

홀드 시작 소리
홀드 회전 소리
홀드 끝 소리
홀드 중간 소리
홀드 중간 소리 유형
홀드 중간 소리 딜레이
''''''
첫 타일/마지막 타일
홀드 소리 음량

4.7.3. 행성 개수 조절 [편집]

행성 개수 조절
명칭
행성 개수 조절 (MultiPlanet)

행성 개수
Sets the number of planets between 2 to 3

4.7.4. 자유 이동 구간 [편집]

자유 이동 구간
명칭
자유 이동 구간 (FreeRoam)

지속 시간
Sets the number of beats. The default is 16.
자유 이동 지역 크기
Set the x and y size of freeroam. (x*y) The default is 4*4
위치 오프셋
Set the starting position of the freeroam The default is at the bottom left corner. (x = 0, y = 0)
종료 전환 길이
Supports easing?
정박 히트사운드
Set the onbeat of the hitsound.
약박 히트사운드
Set the offbeat of the hitsound.
카운트다운 틱
Set the countdown tick. The default is 4.
각도 정정

4.7.5. 자유 이동 소용돌이 [편집]

자유 이동 소용돌이
명칭
자유 이동 소용돌이 (FreeRoamTwirl)

위치 오프셋

4.7.6. 자유 이동 제거 [편집]

자유 이동 제거
명칭
자유 이동 제거 (FreeRoamRemove)

위치 오프셋
제거할 영역

4.7.7. 판정/타일 아이콘 숨기기 [편집]

판정/타일 아이콘 숨기기
명칭
판정/타일 아이콘 숨기기 (Hide)

판정 텍스트 숨기기
If it is "On", the judgement text is hidden. Otherwise, the judgement text is shown.
타일 아이콘 숨기기
If it is "On", the tile icon is hidden. Otherwise, the tile icon is shown.

4.7.8. 판정 타이밍 범위 [편집]

판정 타이밍 범위
명칭
판정 타이밍 범위 (ScaleMargin)

크기
Set Timing Scale by percentage. Set to 100% by default.

4.7.9. 행성 반경 범위 [편집]

행성 반경 범위
명칭
행성 반경 범위 (ScaleRadius)

크기

5. 참고 문서 [편집]

[1] For the Set Planet Orbit event, the value changes to the specified value, and the returns back to the initial value.[2] Unlike other easings, there exists a "Flash" easing without the Out, In or In-Out appended, which functions similarly to Linear.
(For the Set Planet Orbit event, the value changes to the specified value linearly, and the returns back to the initial value.)
[3] Note: the Flash easing is specific to A Dance of Fire and Ice. Additionally, the Flash easing requires additional parameters, but due to lack of such fields in the current UI, it displays the aforementioned behavior.[4] e.g. 200% → ×2 speed, 50% → ×0.5 speed[5] Fields marked with an asterisk(*) are required for uploading the level to the Steam Workshop.[6] The level author is the artist, or the song is in the public domain[7] Unrelated to the level tags used in Cosmopedia.[8] This color can commonly seen for levels without VFX for this reason.[Example3] If the planet orbit ease is set to In Sine, the orbit ease parts is set to 2, and the ease part behavior is set to Mirror, the planet moves in In Sine for the first half of the orbit, and Out Sine for the remaining half.[10] If not modified using <color>[11] The big E notation is used for numbers with five or more decimal places. [12] e.g. If a 1-beat pause is used on a completely straight track, the planets must be corrected by negative 180 degrees to exit in the same direction, as the extra 1-beat delay causes an extra 180-degree rotation to occur.[13] Refers to the third planet used when the DLC-exclusive 'Multi Planet' event is set to '3 planets'.[14] See here for more information.[15] See here for more information.[16] See here for more information.[17] See here for more information.[18] See here for more information.[19] This is allegedly a popular effect among level creators.[20] e.g. #ff0000 → #00ffff, #787878 → #878787, #debb7b → #325585[NoIntensity] 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 21.9 21.10 21.11 Does not support intensity values.[25] The loop does contain one section much longer than the rest, where the effect is continuously applied.[27] Through testing, the Pixelate filter seemingly takes pixels from a grid, and then uses that pixels to fill entire cells of the grid. Positive and negative values have the same effect, but the grid positions are selected in opposite sides.
모든 문서는 CC BY-NC-SA 4.0에 따라 사용할 수 있습니다.