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mirror of synced 2025-02-06 22:34:26 +01:00

Add some Encyclopedia entries (#532)

* Add Encyclopedia entries for Lua scripting

English only, with a tiny bit of (probably bad) Japanese translations

* Add Encyclopedia entries for character voice

English only

* Add Encyclopedia entries for CharaConfig.txt

English only
This commit is contained in:
DragonRatTiger / リュウコ 2023-11-22 20:05:26 -06:00 committed by GitHub
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commit bfdadb1fef
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86 changed files with 593 additions and 13 deletions

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{
"Key": 402,
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@ -77,12 +146,12 @@
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@ -90,11 +159,85 @@
{
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}

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Introduction

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導入

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Coordinates

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座標

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Motion

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モーション

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Beat

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ビート

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Duration

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継続時間

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Miscellaneous

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その他

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Lua Scripting

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Luaスクリプト

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Introduction

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導入

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Calling Functions

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関数呼び出し

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Receiving Functions

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関数受信

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Variables

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変数

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All character voice samples are optional, and
use either OGG or WAV file format.
The following are shown in directory
format :

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- Combo Voices :
Combo/[number]
- Tower Floor Voices :
Tower_Combo/[number]

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- Clear Voices :
Clear/Failed
Clear/Clear
Clear/FullCombo
Clear/AllPerfect
Clear/AIBattle_Win
Clear/AIBattle_Lose

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- Menu Voices :
Menu/SongSelect
Menu/SongDecide
Menu/SongDecide_AI
Menu/DiffSelect
Menu/DanSelectStart
Menu/DanSelectPrompt
Menu/DanSelectConfirm

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- Title :
Title/Sanka
- Tower specific :
Tower/Miss

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- Result screen voices :
Result/BestScore
Result/ClearFailed
Result/ClearSuccess
Result/DanFailed
Result/DanRedPass
Result/DanGoldPass

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CharaConfig.txt is used to control your character's
appearance and animations.
Coordinates, Motion, Beat, and Duration are the
most common parameter types you'll see here, with
a few extra options.

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Coordinates are used to specifying where the
character should be standing, including positions
for different events or different player counts.
Example :
Game_Chara_X=0,0
Game_Chara_Y=0,805

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Motion specifies the order in which keyframes are
displayed during an animation. These keyframes can
be reused to save on storage space.
Example :
Game_Chara_Motion_Normal=0,1,2,3,4,3,2,1
Game_Chara_Motion_Clear=0,1,2,3,4,5,6,7

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Beat is used to control how fast your character is
animating, relative to the beat of the song you're
playing. A lower number means it moves faster,
while a higher number means it moves slower.
Example :
Game_Chara_Beat_Normal=1
Game_Chara_Beat_GoGo=2

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Duration, unlike Beat, is the animation duration
measured in milliseconds. This category is most
often used in menus outside of gameplay, but does
get used in a few cases such as Balloon popping.
Example :
Chara_Normal_AnimationDuration=500
Chara_Result_Clear_AnimationDuration=1000

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Coordinates :
Game_Chara_X=(1P),(2P)
Game_Chara_Y=(1P),(2P)
Game_Chara_4P=(X),(Y)
Game_Chara_5P=(X),(Y)
Game_Chara_X_AI=(1P),(2P)
Game_Chara_Y_AI=(1P),(2P)

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Coordinates :
Game_Chara_Balloon_X=(1P),(2P)
Game_Chara_Balloon_Y=(1P),(2P)
Game_Chara_Balloon_4P=(X),(Y)
Game_Chara_Balloon_5P=(X),(Y)
Game_Chara_Kusudama_X=(1P),(2P),(3P),(4P),(5P)
Game_Chara_Kusudama_Y=(1P),(2P),(3P),(4P),(5P)

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Motion (Keyframes) :
Game_Chara_Motion_Normal=0,1,2,3,...
Game_Chara_Motion_10Combo=0,1,2,3,...
Game_Chara_Motion_10Combo_Clear=0,1,2,3,...
Game_Chara_Motion_10Combo_Max=0,1,2,3,...

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Motion (Keyframes) :
Game_Chara_Motion_MissIn=0,1,2,3,...
Game_Chara_Motion_Miss=0,1,2,3,...
Game_Chara_Motion_MissDownIn=0,1,2,3,...
Game_Chara_Motion_MissDown=0,1,2,3,...
Game_Chara_Motion_Return=0,1,2,3,...

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Motion (Keyframes) :
Game_Chara_Motion_ClearIn=0,1,2,3,...
Game_Chara_Motion_Clear=0,1,2,3,...
Game_Chara_Motion_Clear_Max=0,1,2,3,...
Game_Chara_Motion_SoulIn=0,1,2,3,...
Game_Chara_Motion_SoulOut=0,1,2,3,...

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Motion (Keyframes) :
Game_Chara_Motion_GoGoStart=0,1,2,3,...
Game_Chara_Motion_GoGoStart_Clear=0,1,2,3,...
Game_Chara_Motion_GoGoStart_Max=0,1,2,3,...
Game_Chara_Motion_GoGo=0,1,2,3,...
Game_Chara_Motion_GoGo_Max=0,1,2,3,...

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Beat :
Game_Chara_Beat_Normal=1
Game_Chara_Beat_10Combo=1
Game_Chara_Beat_10ComboMax=1
Game_Chara_Beat_ClearIn=1
Game_Chara_Beat_Clear=1
Game_Chara_Beat_ClearMax=1

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Beat :
Game_Chara_Beat_MissIn=1
Game_Chara_Beat_Miss=1
Game_Chara_Beat_MissDownIn=1
Game_Chara_Beat_MissDown=1
Game_Chara_Beat_SoulIn=1
Game_Chara_Beat_Return=1

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Beat :
Game_Chara_Beat_GoGoStart=1
Game_Chara_Beat_GoGoStartClear=1
Game_Chara_Beat_GoGoStartMax=1
Game_Chara_Beat_GoGo=1
Game_Chara_Beat_GoGoClear=1
Game_Chara_Beat_GoGoMax=1

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Beat :
Game_Chara_Beat_Tower_Standing=1
Game_Chara_Beat_Tower_Standing_Tired=1
Game_Chara_Beat_Tower_Fail=1
Game_Chara_Beat_Tower_Clear=1
Game_Chara_Beat_Tower_Clear_Tired=1

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Duration :
Game_Chara_Balloon_Timer=28
Game_Chara_Balloon_Delay=500
Game_Chara_Balloon_FadeOut=84

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Duration :
Chara_Entry_AnimationDuration=1000
Chara_Normal_AnimationDuration=1000
Chara_Menu_Loop_AnimationDuration=1000
Chara_Menu_Select_AnimationDuration=1000
Chara_Menu_Start_AnimationDuration=1000

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Duration :
Chara_Result_Normal_AnimationDuration=1000
Chara_Result_Clear_AnimationDuration=1000
Chara_Result_Failed_In_AnimationDuration=1000
Chara_Result_Failed_AnimationDuration=1000

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Miscellaneous :
Chara_Resolution=1920,1080
Heya_Chara_Render_Offset=0,0
Result_UseResult1P=1
Game_Chara_Tower_Clear_IsLooping=1
Game_Chara_Tower_Clear_Tired_IsLooping=1
Game_Chara_Tower_Fail_IsLooping=1

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Most menus, especially gameplay, include Lua files for creating
smooth, dynamic animations without being required to modify the
game's source code to achieve this.
This allows Skins to be distributed with unique visuals without
needing to distribute modifications of the entire game to
accommodate them.

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A Lua Script can have any number of variables & images that the
skin creator wants to use for their backgrounds.
In addition, the background script API provided includes readable
variables that allow you to modify the behavior of a background
depending on what's happening in-game at that moment.

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Examples include:
* Being able to read the BPM, gauge percentage, go-go state, and
clear status of each active player
* Checking what language the user is currently using (allowing
for multi-language support for skins)
* Changing the visuals of a background depending on their Tower
progress & AI battle state

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Calling Functions are commands that you send to OpenTaiko to
execute a function.
All of these functions are related to drawing and manipulating
textures that your script imports, and does not modify the game
itself.

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[Console Drawing]
func:DrawText(x, y, text);
func:DrawNum(x, y, num);
Draws text/a number using the skin's Console Font.
(\Graphics\Console_Font.png)
You may only use Basic Latin unicode characters.

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[Image Drawing]
func:AddGraph("filename");
Load an image file to be used for your script. This is
mandatory for drawing functions to work on your image.

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[Image Drawing]
func:DrawGraph(x, y, "filename");
Draw a given image at a position.
func:DrawGraphCenter(x, y, "filename");
Draw a given image at a position, centered at the
given coordinates.

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[Image Drawing]
func:DrawRectGraph(x, y, rect_x, rect_y,
rect_width, rect_height, "filename");
Draw a given image at a position.
A rectangle is used to specify what portion of the
image you want to draw.
If a rectangle goes outside the bounds of the given
image, it will loop back to continue drawing.
This method can be used to repeat textures.

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[Image Drawing]
func:DrawGraphRectCenter(x, y, rect_x, rect_y,
rect_width, rect_height, "filename");
Draw a given image at a position, centered at the
given coordinates.
A rectangle is used to specify what portion of the
image you want to draw.
If a rectangle goes outside the bounds of the given
image, it will loop back to continue drawing.
This method can be used to repeat textures.

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[Image Manipulation]
func:SetScale(xscale, yscale, "filename");
Set the scale of your image. 1 is the default value.

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[Image Manipulation]
func:SetRotation(rotation, "filename");
Set the rotation of your image. Value is typically between 0 and 360.

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[Image Manipulation]
func:SetOpacity(opacity, "filename");
Set the opacity of a given image. Value must be between 0 and 255.

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[Image Manipulation]
func:SetColor(r, g, b, "filename");
Use a Multiply filter to recolor your image.
Values must be between 0 and 1.

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[Image Manipulation]
func:SetBlendMode("mode", "filename");
Specify how an image should blend into the background.
Options available are : "Normal", "Add",
"Multi" (Multiply), "Sub" (Subtract), "Screen"

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Receiving Functions are commands that OpenTaiko sends to your
script to use in updating your background.
Some of these commands are sent every frame, while others are
sent once when necessary. Some will be sent multiple times for
each player.

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[General]
function init()
Called once when the script is loaded. This is used to initialize
important data, including images.

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[General]
function update()
Called every frame. Used to calculate & update values.
Temporarily stops being called if the game is paused.

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[General]
function draw()
Called every frame. Used for manipulating & drawing images.

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[In-game Only]
function clearIn(player)
Called once when a player has reached the clear range.
The player value is the player ID that has entered the clear range.
The player ID starts at 0 and ends at 4.
0 for 1P, 1 for 2P, 2 for 3P, etc...

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[In-game Only]
function clearOut(player)
Called once when a player has dropped from the clear range.
The player value is the player ID that has dropped from the
clear range.

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[In-game Only (Kusudama)]
function kusuIn()
Called once when a Kusudama sequence has started.
function kusuBroke()
Called once when a Kusudama was successfully cleared.
function kusuMiss()
Called once when a Kusudama has failed to clear before
the sequence has ended.

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[In-game Only (Ending Animation)]
function update(player)
Called every frame. Used to calculate & update values.
Unlike the previous function, this is called for each player
ID qualified to run this script.
Can run multiple times in a single frame.

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[In-game Only (Ending Animation)]
function draw(player)
Called every frame. Used for manipulating & drawing images.
Unlike the previous function, this is called for each player
ID qualified to run this script.
Can run multiple times in a single frame.

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[In-game Only (Ending Animation)]
function playEndAnime(player)
Called once when a course is finished.
The player value is the player ID that is qualified to run this script.
Can run multiple times in a single frame.

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[Results Screen Only]
function skipAnime()
Called once when any player skips the Results screen animation.

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[Song Select Only]
function playAnime()
Called when a player on the difficulty select screen swaps
between Extreme and Extra difficulty.
Animation duration is specified in the Skin Config files.

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Variables are read-only items provided by OpenTaiko to get
details about what's happening at that moment.
Some details include information about what state a player is
in, while others may provide detail about the gamemode status
or certain application parameters.

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[Application Information]
local fps
Gets the current frames per second.
local deltaTime
Gets the amount of time that has passed since the last
frame was drawn.
Non-integral, valued in seconds (i.e. 0.0166666...)

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[Application Information]
local lang
Gets the current selected language as a short string format
(i.e. "en", "ja", "fr", etc.)

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[Player Information]
local playerCount
Gets the current number of active players.

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[Player Information]
local p1IsBlue
Gets a bool stating if Player 1 is blue.
(via. selecting Right in the title menu)
1P only, returns false if not blue or if there are 2 or
more players.

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[Player Information (In-Game)]
local bpm
Gets a list of non-integral values for each player that tell
what BPM their chart is currently on.
Can be different for each player.

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[Player Information (In-Game)]
local gauge
Gets a list of integers between 0-100 for each player
that tell where the player is on the soul gauge.

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[Player Information (In-Game)]
local isClear
Gets a list of booleans for each player that tell
if each player is clearing their course.

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[Player Information (In-Game)]
local gogo
Gets a list of booleans for each player that tell
if Go-Go Time is currently active.

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[Tower Information]
local towerNightNum
Gets a non-integral starting at 0 and going up to (but not always
ending at) 1, which changes depending on how far the player has
progressed through a Tower.
The source code determining towerNightNum's value is:
Math.Min(CurrentMeasure / Math.Max(140, MaxFloorCount / 2), 1);

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[AI Battle Information]
local battleState
Gets an integer about the current state of the active AI Battle,
valued between -9 and 9. Default is 0.
Zero or higher number means the player is winning.
Lower number means the AI is winning.

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[AI Battle Information]
local battleWin
Gets a bool stating if the player is winning (or has won) against
the AI in AI Battle.
Can be used in the Results Screen menu.