DivaScript: Difference between revisions
Added TIME, TARGET, TARGET_FLYING_TIME, SE_EFFECT, SATURATE, PV_END, PV_BRANCH_MODE. Removed "Required" column from the tables |
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== List of DSC Commands ''(Incomplete)'' == | == List of DSC Commands ''(Incomplete)'' == | ||
List of commands that can be used in FT, F, F2/X DSC formats. Format-exclusive commands are marked individually. | List of commands that can be used in FT, F, F2/X DSC formats. Format-exclusive commands are marked individually. | ||
{| class="wikitable sortable" | |||
|+ | |||
!Command Name | |||
!Definition | |||
{| class="wikitable | |||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| rowspan="6" | | |||
====== AGEAGE_CTRL ====== | |||
| rowspan="6" |Controls the effect for the hair of the module "AgeAge Again". | |||
FT: <code>AGEAGE_CTRL(chara, parts, npr, rot_speed, skip, disp, -1, -1);</code> | |||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
| | |parts | ||
| | |Hair parts to control: | ||
<code>0</code>: both | <code>0</code>: both | ||
<code>1</code>: left | <code>1</code>: left | ||
<code>2</code>: right | <code>2</code>: right | ||
|enum | |enum | ||
|- | |- | ||
| | |npr | ||
| | |sets NPR material | ||
|bool | |||
|- | |||
|speed | |||
|Effect speed | |||
|int | |int | ||
|- | |- | ||
| | |skip | ||
| | |Skips 200 frames of animation. | ||
|bool | |||
| | |||
|- | |- | ||
| | |disp | ||
| | |Whether to display the effect or not. | ||
|bool | |||
| | |||
|- | |- | ||
| | | rowspan="2" | | ||
| | ====== BAR_TIME_SET ====== | ||
| rowspan="2" |Sets the length of a measure. | |||
=== BAR_TIME_SET === | |||
Sets the length of a measure. | |||
<code>BAR_TIME_SET(bpm, beats);</code> | <code>BAR_TIME_SET(bpm, beats);</code> | ||
|bpm | |bpm | ||
|Beats per minute | |Beats per minute | ||
|int | |int | ||
|- | |- | ||
|beats | |beats | ||
|Number of quarter note beats minus 1. eg | |Number of quarter note beats minus 1. eg: <code>3</code> for 4/4. | ||
|int | |int | ||
| | |- | ||
| rowspan="2" | | |||
=== BLOOM === | ====== BLOOM ====== | ||
Sets data from <code>bloom</code> pv_param. | | rowspan="2" |Sets data from <code>bloom</code> pv_param. | ||
FT, F2, X: <code>BLOOM(id, unk);</code> | FT, F2, X: <code>BLOOM(id, unk);</code> | ||
|id | |id | ||
|ID matching the data in pv_param. | |ID matching the data in pv_param. | ||
|int | |int | ||
|- | |- | ||
|unk | |unk | ||
|Unknown | |Unknown | ||
|int | |int | ||
| | |- | ||
| | |||
=== CHANGE_FIELD === | ====== CHANGE_FIELD ====== | ||
Changes the field defined in <code>pv_field</code>/<code>pv_db</code>. | |Changes the field defined in <code>pv_field</code>/<code>pv_db</code>. | ||
<code>CHANGE_FIELD(id);</code> | <code>CHANGE_FIELD(id);</code> | ||
F2, X: <code>CHANGE_FIELD(id, unk);</code> | F2, X: <code>CHANGE_FIELD(id, unk);</code> | ||
|id | |id | ||
|ID matching the field number in <code>pv_field</code> or <code>pv_db</code>. | |ID matching the field number in <code>pv_field</code> or <code>pv_db</code>. | ||
|int | |int | ||
| | |- | ||
=== CHARA_SIZE === | | rowspan="2" | | ||
Sets a character's scale/size. | ====== CHARA_SIZE ====== | ||
| rowspan="2" |Sets a character's scale/size. | |||
<code>CHARA_SIZE(chara, size);</code> | <code>CHARA_SIZE(chara, size);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|size | |size | ||
|Character scale | |Character scale | ||
|int | |int | ||
| | |- | ||
| | |||
=== END === | ====== END ====== | ||
Ends reading of the script. | |Ends reading of the script. | ||
<code>END();</code> | <code>END();</code> | ||
| colspan="3" | | |||
=== HAND_SCALE === | |- | ||
Sets the size of a character's hand. | | rowspan="3" | | ||
====== HAND_SCALE ====== | |||
| rowspan="3" |Sets the size of a character's hand. | |||
FT: <code>HAND_SCALE(chara, hand, scale);</code> | FT: <code>HAND_SCALE(chara, hand, scale);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
| Line 161: | Line 116: | ||
<code>2</code>: right | <code>2</code>: right | ||
|enum | |enum | ||
|- | |- | ||
|scale | |scale | ||
|Hand scale in percentage times 10; eg. for <code>105%</code> use <code>1050</code> | |Hand scale in percentage times 10; eg. for <code>105%</code> use <code>1050</code> | ||
|int | |int | ||
| | |- | ||
| rowspan="2" | | |||
=== LYRIC === | ====== LYRIC ====== | ||
Displays a lyric from <code>pv_db</code>. | | rowspan="2" |Displays a lyric from <code>pv_db</code>. | ||
<code>LYRIC(id, color);</code> | <code>LYRIC(id, color);</code> | ||
|id | |id | ||
|ID matching the number of a lyric in <code>pv_db</code>. | |ID matching the number of a lyric in <code>pv_db</code>. | ||
Use <code>-1</code> as "disable". | Use <code>-1</code> as "disable". | ||
|int | |int | ||
|- | |- | ||
| Line 193: | Line 138: | ||
Default: <code>-1</code> | Default: <code>-1</code> | ||
|int | |int | ||
| | |- | ||
| rowspan="2" | | |||
=== MIKU_DISP === | ====== MIKU_DISP ====== | ||
Shows or hides a character in a PV. | | rowspan="2" |Shows or hides a character in a PV. | ||
<code>MIKU_DISP(chara, disp);</code> | <code>MIKU_DISP(chara, disp);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|disp | |disp | ||
|Whether to display the character or not. | |Whether to display the character or not. | ||
|bool | |bool | ||
| | |- | ||
| rowspan="4" | | |||
=== MIKU_MOVE === | ====== MIKU_MOVE ====== | ||
Moves a character in 3D space in a PV. | | rowspan="4" |Moves a character in 3D space in a PV. | ||
<code>MIKU_MOVE(chara, x, y, z);</code> | <code>MIKU_MOVE(chara, x, y, z);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|x | |x | ||
|X coordinate | |X coordinate | ||
|int | |int | ||
|- | |- | ||
|y | |y | ||
|Y coordinate | |Y coordinate | ||
|int | |int | ||
|- | |- | ||
|z | |z | ||
|Z coordinate | |Z coordinate | ||
|int | |int | ||
| | |- | ||
| rowspan="2" | | |||
=== MIKU_ROT === | ====== MIKU_ROT ====== | ||
Rotates a character in a PV. | | rowspan="2" |Rotates a character in a PV. | ||
<code>MIKU_ROT(chara, angle);</code> | <code>MIKU_ROT(chara, angle);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|angle | |angle | ||
|Angle value | |Angle value | ||
|int | |int | ||
| | |- | ||
| rowspan="2" | | |||
=== MIKU_SHADOW === | ====== MIKU_SHADOW ====== | ||
Shows or hides a character's shadow in a PV. | | rowspan="2" |Shows or hides a character's shadow in a PV. | ||
<code>MIKU_SHADOW(chara, disp);</code> | <code>MIKU_SHADOW(chara, disp);</code> | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|disp | |disp | ||
|Whether to display the character's shadow or not. | |Whether to display the character's shadow or not. | ||
|bool | |bool | ||
| | |- | ||
| rowspan="2" | | |||
=== MODE_SELECT === | ====== MODE_SELECT ====== | ||
Starts or ends a special chart segment, such as Chance Time. | | rowspan="2" |Starts or ends a special chart segment, such as Chance Time. | ||
<code>MODE_SELECT(difficulty, mode);</code> | <code>MODE_SELECT(difficulty, mode);</code> | ||
|difficulty | |difficulty | ||
|Indicates under what difficulties the command will trigger in this exact script. | |Indicates under what difficulties the command will trigger in this exact script. | ||
| Line 318: | Line 217: | ||
Use <code>31</code> as a universal value (works on any difficulty). | Use <code>31</code> as a universal value (works on any difficulty). | ||
|bitfield enum | |bitfield enum | ||
|- | |- | ||
| Line 336: | Line 234: | ||
<code>5</code> - Chance Time End | <code>5</code> - Chance Time End | ||
|enum | |enum | ||
| | |- | ||
| rowspan="2" | | |||
=== MOVIE_CUT_CHG === | ====== MOVIE_CUT_CHG ====== | ||
Plays, shows or hides the movie defined in <code>pv_db</code> or a movie from <code>movie.list</code> in <code>pv_db</code>. It can be used as a fancier version of both <code>MOVIE_DISP</code> and <code>MOVIE_PLAY</code> that allows more control. | | rowspan="2" |Plays, shows or hides the movie defined in <code>pv_db</code> or a movie from <code>movie.list</code> in <code>pv_db</code>. It can be used as a fancier version of both <code>MOVIE_DISP</code> and <code>MOVIE_PLAY</code> that allows more control. | ||
FT: <code>MOVIE_CUT_CHG(id, disp);</code> | FT: <code>MOVIE_CUT_CHG(id, disp);</code> | ||
|id | |id | ||
|The number in <code>movie.list</code> of the movie to be played. | |The number in <code>movie.list</code> of the movie to be played. | ||
Playback starts at the moment the command is called for a newly called <code>movie.list</code> item. Re-calling a movie again doesn't play it from the starting position. | Playback starts at the moment the command is called for a newly called <code>movie.list</code> item. Re-calling a movie again doesn't play it from the starting position. | ||
|int | |int | ||
|- | |- | ||
| Line 359: | Line 248: | ||
|<code>1</code> - display the movie layer | |<code>1</code> - display the movie layer | ||
Any other value - hide the movie layer (playback keeps going) | Any other value - hide the movie layer (playback keeps going) | ||
|bool | |bool | ||
| | |- | ||
| | |||
=== MOVIE_DISP === | ====== MOVIE_DISP ====== | ||
Shows or hides the movie layer in a PV. | |Shows or hides the movie layer in a PV. | ||
<code>MOVIE_DISP(disp);</code> | <code>MOVIE_DISP(disp);</code> | ||
|disp | |disp | ||
|<code>1</code> - display the movie layer | |<code>1</code> - display the movie layer | ||
Any other value - hide the movie layer (playback keeps going) | Any other value - hide the movie layer (playback keeps going) | ||
|bool | |bool | ||
| | |- | ||
| | |||
=== MOVIE_PLAY === | ====== MOVIE_PLAY ====== | ||
Starts playing the movie defined in <code>pv_db</code> or the first movie in <code>movie.list</code> in <code>pv_db</code>. | |Starts playing the movie defined in <code>pv_db</code> or the first movie in <code>movie.list</code> in <code>pv_db</code>. | ||
<code>MOVIE_PLAY(play);</code> | <code>MOVIE_PLAY(play);</code> | ||
|play | |play | ||
|<code>1</code> - plays the movie | |<code>1</code> - plays the movie | ||
Any other value doesn't do anything. | Any other value doesn't do anything. | ||
|bool | |bool | ||
| | |- | ||
| | |||
=== MUSIC_PLAY === | ====== MUSIC_PLAY ====== | ||
Starts playing the song file defined in <code>pv_db</code>. | |Starts playing the song file defined in <code>pv_db</code>. | ||
<code>MUSIC_PLAY();</code> | <code>MUSIC_PLAY();</code> | ||
| colspan="3" | | |||
=== PV_BRANCH_MODE === | |- | ||
Make future DSC commands only be executed on either the <code>Global</code>, <code>Fail</code> or <code>Success</code> branch. | | | ||
====== PV_BRANCH_MODE ====== | |||
|Make future DSC commands only be executed on either the <code>Global</code>, <code>Fail</code> or <code>Success</code> branch. | |||
FT, F, F2, X: <code>PV_BRANCH_MODE(branch);</code> | FT, F, F2, X: <code>PV_BRANCH_MODE(branch);</code> | ||
|branch | |branch | ||
|<code>0</code> - Global (commands are executed regardless of success state) | |<code>0</code> - Global (commands are executed regardless of success state) | ||
| Line 417: | Line 283: | ||
<code>2</code> - Success (commands are executed only if the PV is in the 'success' state) | <code>2</code> - Success (commands are executed only if the PV is in the 'success' state) | ||
|enum | |enum | ||
| | |- | ||
| | |||
=== PV_END === | ====== PV_END ====== | ||
Ends PV playback. | |Ends PV playback. | ||
<code>PV_END();</code> | <code>PV_END();</code> | ||
| colspan="3" | | |||
=== SATURATE === | |- | ||
Changes color saturation in a PV. | | | ||
====== SATURATE ====== | |||
|Changes color saturation in a PV. | |||
<code>SATURATE(amount);</code> | <code>SATURATE(amount);</code> | ||
|amount | |amount | ||
|Saturation strength on a scale from 0 to 1000: | |Saturation strength on a scale from 0 to 1000: | ||
| Line 441: | Line 300: | ||
<code>1000</code> - Regular colors | <code>1000</code> - Regular colors | ||
|int | |int | ||
|- | |- | ||
| | | rowspan="6" | | ||
|Fade duration in | ====== SCENE_FADE ====== | ||
| rowspan="6" |Plays a screen fade effect during PVs. | |||
<code>SCENE_FADE(duration, start, end, r, g, b)</code> | |||
|duration | |||
|Fade duration in milliseconds | |||
eg: | eg: | ||
| Line 462: | Line 313: | ||
<code>800</code>: 0.8 seconds | <code>800</code>: 0.8 seconds | ||
|int | |int | ||
|- | |- | ||
| Line 470: | Line 320: | ||
<code>1000</code>: fully opaque | <code>1000</code>: fully opaque | ||
|int | |int | ||
|- | |- | ||
| Line 478: | Line 327: | ||
<code>1000</code>: fully opaque | <code>1000</code>: fully opaque | ||
|int | |int | ||
|- | |- | ||
|r | |r | ||
|Red color component scale, from 0 to 1000 | |Red color component scale, from 0 to 1000 | ||
|int | |int | ||
|- | |- | ||
|g | |g | ||
|Green color component scale, from 0 to 1000 | |Green color component scale, from 0 to 1000 | ||
|int | |int | ||
|- | |- | ||
|b | |b | ||
|Blue color component scale, from 0 to 1000 | |Blue color component scale, from 0 to 1000 | ||
|int | |int | ||
| | |- | ||
| | |||
=== SE_EFFECT === | ====== SE_EFFECT ====== | ||
Plays a sound effect in a PV defined in <code>pv_db</code>. Normally used for success scenes but not restricted to them. | |Plays a sound effect in a PV defined in <code>pv_db</code>. Normally used for success scenes but not restricted to them. | ||
FT, F, F2, X: <code>SE_EFFECT(id);</code> | FT, F, F2, X: <code>SE_EFFECT(id);</code> | ||
|id | |id | ||
|number of a <code>effect_se_name_list</code> item defined in <code>pv_db</code>. | |number of a <code>effect_se_name_list</code> item defined in <code>pv_db</code>. | ||
|int | |int | ||
| | |- | ||
| rowspan="12" | | |||
=== TARGET === | ====== TARGET ====== | ||
Spawns a rhythm game note. | | rowspan="12" |Spawns a rhythm game note. | ||
FT: <code>TARGET(type, pos_x, pos_y, angle, dist, amp, freq);</code> | FT: <code>TARGET(type, pos_x, pos_y, angle, dist, amp, freq);</code> | ||
| Line 521: | Line 357: | ||
F2, X: <code>TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);</code> | F2, X: <code>TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);</code> | ||
|type | |type | ||
|ID corresponding to a note type. | |ID corresponding to a note type. | ||
Full ID list for each game on the dedicated [[Target]] page. | Full ID list for each game on the dedicated [[Target]] page. | ||
|enum | |enum | ||
|- | |- | ||
|pos_x | |pos_x | ||
|X position of the note's target. | |X position of the note's target. | ||
|int | |int | ||
|- | |- | ||
|pos_y | |pos_y | ||
|Y position of the note's target. | |Y position of the note's target. | ||
|int | |int | ||
|- | |- | ||
|angle | |angle | ||
|Angle of the note's path. | |Angle of the note's path. | ||
|int | |int | ||
|- | |- | ||
| Line 551: | Line 377: | ||
|Distance between the note's spawn position and the target's position. | |Distance between the note's spawn position and the target's position. | ||
Default: <code>300000</code> | Default: <code>300000</code> | ||
|int | |int | ||
|- | |- | ||
| Line 577: | Line 402: | ||
|(for F/F2/X formats) | |(for F/F2/X formats) | ||
Target Flying Time value (same format as the TARGET_FLYING_TIME command) | Target Flying Time value (same format as the TARGET_FLYING_TIME command) | ||
| | |DivaTime | ||
|- | |- | ||
|sig | |sig | ||
|(for F/F2/X formats) | |(for F/F2/X formats) | ||
Signature | Time Signature | ||
The same value that would otherwise go in <code>BAR_TIME_SET</code>: | |||
Number of quarter note beats minus 1. eg: <code>3</code> for 4/4. | |||
|int | |int | ||
|- | |- | ||
| Line 589: | Line 417: | ||
Assigns a hit effect to the note based on a local ID defined in a previous TARGET_EFFECT command. | Assigns a hit effect to the note based on a local ID defined in a previous TARGET_EFFECT command. | ||
|int | |int | ||
| | |- | ||
| | |||
=== TARGET_FLYING_TIME === | ====== TARGET_FLYING_TIME ====== | ||
Sets the time it takes for the rhythm game notes to hit their targets. | |Sets the time it takes for the rhythm game notes to hit their targets. | ||
<code>TARGET_FLYING_TIME(flytime);</code> | <code>TARGET_FLYING_TIME(flytime);</code> | ||
|flytime | |||
|time value in milliseconds | |||
|int | |||
|- | |- | ||
| | | | ||
====== TIME ====== | |||
|Waits until a specified game time. | |||
=== TIME === | |||
Waits until a specified game time. | |||
<code>TIME(t);</code> | <code>TIME(t);</code> | ||
|t | |t | ||
|time value in DivaTime | |time value in DivaTime | ||
|DivaTime | |DivaTime | ||
|}<!-- Please keep all the commands in alphabetical order!! --> | |}<!-- Please keep all the commands in alphabetical order!! --> | ||
= References = | |||
somewhatlurker's [https://github.com/somewhatlurker/pydiva/blob/dsc/pydiva/pydsc_op_db.py pyDIVA/pyDSC] | |||
Revision as of 15:22, 23 October 2025
DivaScript (commonly referred to as DSC) is the file format used by all the Project DIVA games for storing various commands related to Music Videos/PVs and Rhythm Game Charts.
The data inside .dsc files is stored in a binary format. This means that they can not be edited with a text editor and instead require specialized programs that can decode them such as DSC Studio or ScriptEditor. Additionally, .dsc files from Project DIVA F2nd and Project DIVA X are encrypted using DIVAFILE encryption. They need to be decrypted before editing.
DSC Formats
Every Project DIVA game uses a specific DivaScript format. The exact format of a .dsc file is determined by the first 4 bytes of the file.
List of DSC Commands (Incomplete)
List of commands that can be used in FT, F, F2/X DSC formats. Format-exclusive commands are marked individually.
| Command Name | Definition | Parameter | Description | Type |
|---|---|---|---|---|
AGEAGE_CTRL |
Controls the effect for the hair of the module "AgeAge Again".
FT: |
chara | Character slot | int |
| parts | Hair parts to control:
|
enum | ||
| npr | sets NPR material | bool | ||
| speed | Effect speed | int | ||
| skip | Skips 200 frames of animation. | bool | ||
| disp | Whether to display the effect or not. | bool | ||
BAR_TIME_SET |
Sets the length of a measure.
|
bpm | Beats per minute | int |
| beats | Number of quarter note beats minus 1. eg: 3 for 4/4.
|
int | ||
BLOOM |
Sets data from bloom pv_param.
FT, F2, X: |
id | ID matching the data in pv_param. | int |
| unk | Unknown | int | ||
CHANGE_FIELD |
Changes the field defined in pv_field/pv_db.
F2, X: |
id | ID matching the field number in pv_field or pv_db.
|
int |
CHARA_SIZE |
Sets a character's scale/size.
|
chara | Character slot | int |
| size | Character scale | int | ||
END |
Ends reading of the script.
|
|||
HAND_SCALE |
Sets the size of a character's hand.
FT: |
chara | Character slot | int |
| hand | Which hand to scale:
|
enum | ||
| scale | Hand scale in percentage times 10; eg. for 105% use 1050
|
int | ||
LYRIC |
Displays a lyric from pv_db.
|
id | ID matching the number of a lyric in pv_db.
Use |
int |
| color | #AARRGGBB hex color code converted to decimal.
eg.: for a red lyric the command would be because Red: Default: |
int | ||
MIKU_DISP |
Shows or hides a character in a PV.
|
chara | Character slot | int |
| disp | Whether to display the character or not. | bool | ||
MIKU_MOVE |
Moves a character in 3D space in a PV.
|
chara | Character slot | int |
| x | X coordinate | int | ||
| y | Y coordinate | int | ||
| z | Z coordinate | int | ||
MIKU_ROT |
Rotates a character in a PV.
|
chara | Character slot | int |
| angle | Angle value | int | ||
MIKU_SHADOW |
Shows or hides a character's shadow in a PV.
|
chara | Character slot | int |
| disp | Whether to display the character's shadow or not. | bool | ||
MODE_SELECT |
Starts or ends a special chart segment, such as Chance Time.
|
difficulty | Indicates under what difficulties the command will trigger in this exact script.
This value is a bit flag corresponding to a group of difficulties:
Adding the values up to each other results in a group: Use |
bitfield enum |
| mode | What segment to start/end:
Only used by the New Classics mod:
|
enum | ||
MOVIE_CUT_CHG |
Plays, shows or hides the movie defined in pv_db or a movie from movie.list in pv_db. It can be used as a fancier version of both MOVIE_DISP and MOVIE_PLAY that allows more control.
FT: |
id | The number in movie.list of the movie to be played.
Playback starts at the moment the command is called for a newly called |
int |
| disp | 1 - display the movie layer
Any other value - hide the movie layer (playback keeps going) |
bool | ||
MOVIE_DISP |
Shows or hides the movie layer in a PV.
|
disp | 1 - display the movie layer
Any other value - hide the movie layer (playback keeps going) |
bool |
MOVIE_PLAY |
Starts playing the movie defined in pv_db or the first movie in movie.list in pv_db.
|
play | 1 - plays the movie
Any other value doesn't do anything. |
bool |
MUSIC_PLAY |
Starts playing the song file defined in pv_db.
|
|||
PV_BRANCH_MODE |
Make future DSC commands only be executed on either the Global, Fail or Success branch.
FT, F, F2, X: |
branch | 0 - Global (commands are executed regardless of success state)
|
enum |
PV_END |
Ends PV playback.
|
|||
SATURATE |
Changes color saturation in a PV.
|
amount | Saturation strength on a scale from 0 to 1000:
|
int |
SCENE_FADE |
Plays a screen fade effect during PVs.
|
duration | Fade duration in milliseconds
eg:
|
int |
| start | The opacity the fade will start with
|
int | ||
| end | The opacity the fade will end with
|
int | ||
| r | Red color component scale, from 0 to 1000 | int | ||
| g | Green color component scale, from 0 to 1000 | int | ||
| b | Blue color component scale, from 0 to 1000 | int | ||
SE_EFFECT |
Plays a sound effect in a PV defined in pv_db. Normally used for success scenes but not restricted to them.
FT, F, F2, X: |
id | number of a effect_se_name_list item defined in pv_db.
|
int |
TARGET |
Spawns a rhythm game note.
FT: F: F2, X: |
type | ID corresponding to a note type.
Full ID list for each game on the dedicated Target page. |
enum |
| pos_x | X position of the note's target. | int | ||
| pos_y | Y position of the note's target. | int | ||
| angle | Angle of the note's path. | int | ||
| distance | Distance between the note's spawn position and the target's position.
Default: |
int | ||
| amp | Amplitude of the note's path wave.
Default: |
int | ||
| freq | Frequency of the note's path wave. | int | ||
| duration | (for F/F2/X formats)
Sustain and Rush Note duration.
Default (for notes other than Sustain and Rush): |
DivaTime | ||
| is_end | (for F/F2/X formats)
set to |
bool | ||
| fly_time | (for F/F2/X formats)
Target Flying Time value (same format as the TARGET_FLYING_TIME command) |
DivaTime | ||
| sig | (for F/F2/X formats)
Time Signature The same value that would otherwise go in Number of quarter note beats minus 1. eg: |
int | ||
| hit_eff | (for F2/X formats)
Assigns a hit effect to the note based on a local ID defined in a previous TARGET_EFFECT command. |
int | ||
TARGET_FLYING_TIME |
Sets the time it takes for the rhythm game notes to hit their targets.
|
flytime | time value in milliseconds | int |
TIME |
Waits until a specified game time.
|
t | time value in DivaTime | DivaTime |
References
somewhatlurker's pyDIVA/pyDSC
