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assets/content/cookbook/Advanced/06.ScriptEventCallbacks.md

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# Script Event Callbacks
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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.
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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.
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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.
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- `judgement` - The judgement received from hitting the note.
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- `score` - The score received from hitting the note.
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- `isComboBreak` - If the hit caused a combo break.
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- `hitDiff` - The time difference (in miliseconds) when the player hit the note.
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- `hitDiff` - The time difference (in milliseconds) when the player hit the note.
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- `doesNotesplash` - If the note does a splash, defaults to true when the judgement is "sick".
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- `HoldNoteScriptEvent`, with fields:
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- Inherited from `NoteScriptEvent`.
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- `holdNote` - The SustainTrail object associated with this event.
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- `score` - The score received from hitting the note.
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- `isComboBreak` - If the hit caused a combo break.
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- `hitDiff` - The time difference (in miliseconds) when the player hit the note.
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- `hitDiff` - The time difference (in milliseconds) when the player hit the note.
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- `doesNotesplash` - If the note does a splash, defaults to true when the judgement is "sick".
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- `SongTimeScriptEvent`, with fields:

assets/content/cookbook/Advanced/08.DialogueCutscenes.md

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}
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```
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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`.
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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`.
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Next we can define some speakers with their own individual json, let's look at specfically boyfriend's pixel speaker.[^bfspeaker]
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Next we can define some speakers with their own individual json, let's look at specifically boyfriend's pixel speaker.[^bfspeaker]
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```jsonc
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{

assets/content/cookbook/Advanced/11.ScriptedStages.md

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## Custom Behavior when adding a Character
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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]
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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]
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```haxe
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// ...
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## Custom Behavior when building a Stage
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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]
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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]
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```haxe
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// ...

assets/content/cookbook/Advanced/12.ScriptedEvents.md

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## Performing behavior when getting called
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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]
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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]
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```haxe
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// ...

assets/content/cookbook/Intermediate/01.CustomPlayableCharacters.md

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- This supports either a static image or a Sparrow spritesheet (which includes the animation to play when the character is selected).
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- A namecard asset to use for that character's name above them in the Character Select menu.
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- The pixellation effect is done in code so this just needs to be a single static image.
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- The pixelation effect is done in code so this just needs to be a single static image.
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- Animations for the character to use in the Character Select menu.
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- This is currently hard-coded to use an Adobe Animate texture atlas and cannot use a Sparrow spritesheet.

assets/content/cookbook/Intermediate/05.Migration.md

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# Migrating Mods to Newer Versions
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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.
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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.
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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.
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## Character re-exports
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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.
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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.
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The following characters were re-exported:
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assets/content/cookbook/Introduction/02.CustomSongs.md

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# Adding The Custom Song
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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!
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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!
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- The `manifest.json` file can be discarded, our mod won't need it.
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- 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.

assets/content/cookbook/Introduction/03.CustomCharacters.md

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The animation names the game uses by default are:
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- `idle`: For the idle animation.
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- `danceLeft` and `danceRight`: Supercedes the idle animation with one that toggles between two animations.
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- `danceLeft` and `danceRight`: Supersedes the idle animation with one that toggles between two animations.
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- `singLEFT`, `singDOWN`, `singUP`, `singRIGHT`: The animations for playing notes, when the character is a player or opponent.
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- `singLEFTmiss`, `singDOWNmiss`, `singUPmiss`, `singRIGHTmiss`: The animations for missing notes, when the character is a player.
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- 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.
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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.
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> [!TIP]
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> 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.
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> 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.
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The UI will show you all of the possible controls and shortcuts, to make your proccess of fixing the character offsets much easier.
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The UI will show you all of the possible controls and shortcuts, to make your process of fixing the character offsets much easier.
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## Saving Offsets
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assets/content/cookbook/Introduction/04.CustomStages.md

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The animation names the game uses by default are:
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- `idle`: For the idle animation.
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- `danceLeft` and `danceRight`: Supercedes the idle animation with one that toggles between two animations.
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- `danceLeft` and `danceRight`: Supersedes the idle animation with one that toggles between two animations.
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- `singLEFT`, `singDOWN`, `singUP`, `singRIGHT`: The animations for playing notes, when the character is a player or opponent.
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- `singLEFTmiss`, `singDOWNmiss`, `singUPmiss`, `singRIGHTmiss`: The animations for missing notes, when the character is a player.
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- 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.

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