You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: assets/content/cookbook/Advanced/06.ScriptEventCallbacks.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -2,7 +2,7 @@
2
2
3
3
# Script Event Callbacks
4
4
5
-
This chapter will walk you through the process of using script event callbacks for a more advanced custom behaviour, which will get called whenever a certain event within the game happens.
5
+
This chapter will walk you through the process of using script event callbacks for a more advanced custom behavior, which will get called whenever a certain event within the game happens.
6
6
7
7
Several base classes use functions that get an event dispatched to them whenever something in the game happens, such as when getting created or destroyed. With your scripted class, you can override these callbacks to perform custom behavior when these would receive a dispatched event. Not every base class has every callback to their disposal.
8
8
@@ -234,15 +234,15 @@ There is a predefined list of script events, whose fields are readable and, in s
234
234
-`judgement` - The judgement received from hitting the note.
235
235
-`score` - The score received from hitting the note.
236
236
-`isComboBreak` - If the hit caused a combo break.
237
-
-`hitDiff` - The time difference (in miliseconds) when the player hit the note.
237
+
-`hitDiff` - The time difference (in milliseconds) when the player hit the note.
238
238
-`doesNotesplash` - If the note does a splash, defaults to true when the judgement is "sick".
239
239
240
240
-`HoldNoteScriptEvent`, with fields:
241
241
- Inherited from `NoteScriptEvent`.
242
242
-`holdNote` - The SustainTrail object associated with this event.
243
243
-`score` - The score received from hitting the note.
244
244
-`isComboBreak` - If the hit caused a combo break.
245
-
-`hitDiff` - The time difference (in miliseconds) when the player hit the note.
245
+
-`hitDiff` - The time difference (in milliseconds) when the player hit the note.
246
246
-`doesNotesplash` - If the note does a splash, defaults to true when the judgement is "sick".
Copy file name to clipboardExpand all lines: assets/content/cookbook/Advanced/08.DialogueCutscenes.md
+2-2Lines changed: 2 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -44,9 +44,9 @@ To start off you must make a few assets (or use the default ones). Let's go over
44
44
}
45
45
```
46
46
47
-
The most important properties here are going to be the asset path, the textbox, and the animations. Fill these out to incoperate your custom assets, and put them into your mod under `assets/mods/MyDialogueMod/data/dialogue/boxes/myBox.json`.
47
+
The most important properties here are going to be the asset path, the textbox, and the animations. Fill these out to incorperate your custom assets, and put them into your mod under `assets/mods/MyDialogueMod/data/dialogue/boxes/myBox.json`.
48
48
49
-
Next we can define some speakers with their own individual json, let's look at specfically boyfriend's pixel speaker.[^bfspeaker]
49
+
Next we can define some speakers with their own individual json, let's look at specifically boyfriend's pixel speaker.[^bfspeaker]
Copy file name to clipboardExpand all lines: assets/content/cookbook/Advanced/11.ScriptedStages.md
+2-2Lines changed: 2 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -27,7 +27,7 @@ You can then add override functions to perform custom behavior.
27
27
28
28
## Custom Behavior when adding a Character
29
29
30
-
Considering characters get applied later in the initialization process, you would need to override the function `addCharacter` if you want to perform custom behavior involving characters. With this, you can set a shader to the added character immidiately after they're added. An example of this is found in the script for the stage Mall (Erect)[^mall]
30
+
Considering characters get applied later in the initialization process, you would need to override the function `addCharacter` if you want to perform custom behavior involving characters. With this, you can set a shader to the added character immediately after they're added. An example of this is found in the script for the stage Mall (Erect)[^mall]
31
31
32
32
```haxe
33
33
// ...
@@ -46,7 +46,7 @@ override function addCharacter(character:BaseCharacter, charType:CharacterType):
46
46
47
47
## Custom Behavior when building a Stage
48
48
49
-
By overriding the function `buildStage`, you can set up custom behavior to activate when stage props get initialized. By doing this, you can immidiately apply a shader effect to props or instantly add scripted props to the stage. This is done in the stage script for Tankman Battlefield[^tank]
49
+
By overriding the function `buildStage`, you can set up custom behavior to activate when stage props get initialized. By doing this, you can immediately apply a shader effect to props or instantly add scripted props to the stage. This is done in the stage script for Tankman Battlefield[^tank]
Copy file name to clipboardExpand all lines: assets/content/cookbook/Advanced/12.ScriptedEvents.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -26,7 +26,7 @@ You can then add override functions to perform custom behavior.
26
26
27
27
## Performing behavior when getting called
28
28
29
-
To provide custom behavior to the event that gets called when the song reaches the event's position, you must override the function `handleEvent`. Overriding this function is mandatory, as if your custom event doesn't include it, the game will crash when attempting to activate the event. The function comes with a parameter from which you can retreive some information about the event, such as the property values provided. An example of this can be found in the event Play Animation[^playanim]
29
+
To provide custom behavior to the event that gets called when the song reaches the event's position, you must override the function `handleEvent`. Overriding this function is mandatory, as if your custom event doesn't include it, the game will crash when attempting to activate the event. The function comes with a parameter from which you can retrieve some information about the event, such as the property values provided. An example of this can be found in the event Play Animation[^playanim]
Copy file name to clipboardExpand all lines: assets/content/cookbook/Intermediate/05.Migration.md
+2-2Lines changed: 2 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -2,7 +2,7 @@
2
2
3
3
# Migrating Mods to Newer Versions
4
4
5
-
Occasionally, in order to make improvements to the modding system for Friday Night Funkin', the team has to make breaking changes to features that older mods were using, causing them to have unexpected beahavior or otherwise no longer function properly. When we do this, we update the API version rule, automatically flagging any older mods and preventing them from being loaded to ensure the stability of the game.
5
+
Occasionally, in order to make improvements to the modding system for Friday Night Funkin', the team has to make breaking changes to features that older mods were using, causing them to have unexpected behavior or otherwise no longer function properly. When we do this, we update the API version rule, automatically flagging any older mods and preventing them from being loaded to ensure the stability of the game.
6
6
7
7
This chapter will walk you through the process of making older mods compatible with newer versions of Friday Night Funkin'. Once you compete the steps in this guide, your mod should function as expected on newer versions.
8
8
@@ -351,7 +351,7 @@ var sprite:FunkinSprite = FunkinSprite.createTextureAtlas(0, 0, "characters/bfFa
351
351
352
352
## Character re-exports
353
353
354
-
A lot of characters were re-exported from sparrows to texture atlases, this was done to improve memory usage throughout the game. Certain mods will need to be updated to accomodate, as the render types for these characters have changed.
354
+
A lot of characters were re-exported from sparrows to texture atlases, this was done to improve memory usage throughout the game. Certain mods will need to be updated to accommodate, as the render types for these characters have changed.
Copy file name to clipboardExpand all lines: assets/content/cookbook/Introduction/02.CustomSongs.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -31,7 +31,7 @@ To add the song to our mod, we need to get that info out. This is fairly easy, b
31
31
32
32
# Adding The Custom Song
33
33
34
-
At the end of [Creating A Chart](#creating-a-chart) we learned that `.fnfc` files were just `.zip` archives, so we can simply rename it and unzip it. Once we have thse files, we just need to put them in the correct spots in our mod folder!
34
+
At the end of [Creating A Chart](#creating-a-chart) we learned that `.fnfc` files were just `.zip` archives, so we can simply rename it and unzip it. Once we have the files, we just need to put them in the correct spots in our mod folder!
35
35
36
36
- The `manifest.json` file can be discarded, our mod won't need it.
37
37
- The `metadata.json` and `chart.json` files need to go into the `data/songs/<songid>` folder, replacing `<songid>` with the internal name for our song.
Copy file name to clipboardExpand all lines: assets/content/cookbook/Introduction/03.CustomCharacters.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -169,7 +169,7 @@ Animation data is structured like so:
169
169
The animation names the game uses by default are:
170
170
171
171
-`idle`: For the idle animation.
172
-
-`danceLeft` and `danceRight`: Supercedes the idle animation with one that toggles between two animations.
172
+
-`danceLeft` and `danceRight`: Supersedes the idle animation with one that toggles between two animations.
173
173
-`singLEFT`, `singDOWN`, `singUP`, `singRIGHT`: The animations for playing notes, when the character is a player or opponent.
174
174
-`singLEFTmiss`, `singDOWNmiss`, `singUPmiss`, `singRIGHTmiss`: The animations for missing notes, when the character is a player.
175
175
- Adding a new singing animation with the name of an existing animation with `-hold` at the end will play the animation after the first one ends, while the character is still singing.
@@ -212,9 +212,9 @@ Once you have accessed the tool, it might be a little overwhelming at first, but
212
212
The first thing you have to do is click `2` on your keyboard to switch to `Animation Mode` in order to properly fix offsets for each animation. Then, you need to select your character from the `Character` section in the UI box that is located in the top-left corner.
213
213
214
214
> [!TIP]
215
-
> The best thing to do to speed up your process, it to toggle `Onion Skin` mode by pressing `F`. This will show the previous animation played being half transparent. This can help speeding up the proccess, since you will be able to to properly line up the animation with the previous one.
215
+
> The best thing to do to speed up your process, it to toggle `Onion Skin` mode by pressing `F`. This will show the previous animation played being half transparent. This can help speeding up the process, since you will be able to to properly line up the animation with the previous one.
216
216
217
-
The UI will show you all of the possible controls and shortcuts, to make your proccess of fixing the character offsets much easier.
217
+
The UI will show you all of the possible controls and shortcuts, to make your process of fixing the character offsets much easier.
Copy file name to clipboardExpand all lines: assets/content/cookbook/Introduction/04.CustomStages.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -168,7 +168,7 @@ Animation data is structured like so:
168
168
The animation names the game uses by default are:
169
169
170
170
-`idle`: For the idle animation.
171
-
-`danceLeft` and `danceRight`: Supercedes the idle animation with one that toggles between two animations.
171
+
-`danceLeft` and `danceRight`: Supersedes the idle animation with one that toggles between two animations.
172
172
-`singLEFT`, `singDOWN`, `singUP`, `singRIGHT`: The animations for playing notes, when the character is a player or opponent.
173
173
-`singLEFTmiss`, `singDOWNmiss`, `singUPmiss`, `singRIGHTmiss`: The animations for missing notes, when the character is a player.
174
174
- Adding a new singing animation with the name of an existing animation with `-hold` at the end will play the animation after the first one ends, while the character is still singing.
0 commit comments