DivaScript: Difference between revisions
m Formatting Change |
Added TIME, TARGET, TARGET_FLYING_TIME, SE_EFFECT, SATURATE, PV_END, PV_BRANCH_MODE. Removed "Required" column from the tables |
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| Line 14: | Line 14: | ||
Controls the effect for the hair of the module "AgeAge Again". | Controls the effect for the hair of the module "AgeAge Again". | ||
FT: <code>AGEAGE_CTRL(chara, side, unk1, scale, unk2, unk3, -1, -1);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|side | |side | ||
|Side to control | |Side to control: | ||
<code>0</code>: both | |||
<code>1</code>: left | |||
0: both | |||
1: left | <code>2</code>: right | ||
2: right | |||
|enum | |||
|- | |- | ||
|unk1 | |unk1 | ||
|Unknown | |Unknown | ||
|int | |int | ||
|- | |- | ||
|scale | |scale | ||
|Effect scale | |Effect scale | ||
|int | |int | ||
|- | |- | ||
|unk2 | |unk2 | ||
|Unknown | |Unknown | ||
|int | |int | ||
|- | |- | ||
|unk3 | |unk3 | ||
|Unknown | |Unknown | ||
|int | |int | ||
|} | |} | ||
| Line 62: | Line 63: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|bpm | |bpm | ||
|Beats per minute | |Beats per minute | ||
|int | |int | ||
|- | |- | ||
|beats | |beats | ||
|Number of quarter note beats minus 1. eg.: <code>3</code> for 4/4. | |Number of quarter note beats minus 1. eg.: <code>3</code> for 4/4. | ||
|int | |int | ||
|} | |} | ||
| Line 79: | Line 80: | ||
Sets data from <code>bloom</code> pv_param. | Sets data from <code>bloom</code> pv_param. | ||
FT, F2, X: <code>BLOOM(id, unk);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|id | |id | ||
|ID matching the data in pv_param. | |ID matching the data in pv_param. | ||
|int | |int | ||
|- | |- | ||
|unk | |unk | ||
|Unknown | |Unknown | ||
|int | |int | ||
|} | |} | ||
| Line 101: | Line 102: | ||
<code>CHANGE_FIELD(id);</code> | <code>CHANGE_FIELD(id);</code> | ||
F2, X: <code>CHANGE_FIELD(id, unk);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|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 === | === CHARA_SIZE === | ||
Sets a character's scale/size. | Sets a character's scale/size. | ||
| Line 121: | Line 122: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|size | |size | ||
|Character scale | |Character scale | ||
|int | |int | ||
|} | |} | ||
| Line 141: | Line 142: | ||
=== HAND_SCALE === | === HAND_SCALE === | ||
Sets the size of a character's hand. | |||
FT: <code>HAND_SCALE(chara, hand, scale);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|hand | |hand | ||
|Which hand | |Which hand to scale: | ||
<code>1</code>: left | |||
1: left | <code>2</code>: right | ||
2: right | |||
|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 | ||
|} | |} | ||
| Line 175: | Line 177: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 181: | Line 183: | ||
|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 | ||
|- | |- | ||
|color | |color | ||
|<code>#AARRGGBB</code> hex color code converted to decimal. | |<code>#AARRGGBB</code> hex color code converted to decimal. | ||
eg.: for a red lyric the command would be <code>LYRIC(id, 16711680);</code> because | eg.: for a red lyric the command would be <code>LYRIC(id, 16711680);</code> | ||
Red: <code>#00FF0000</code> → <code>0x00ff0000</code> → <code>16711680</code> | |||
because Red: <code>#00FF0000</code> → <code>0x00ff0000</code> → <code>16711680</code> | |||
Default: <code>-1</code> | Default: <code>-1</code> | ||
|int | |int | ||
|} | |} | ||
=== MIKU_DISP === | === MIKU_DISP === | ||
Shows or hides a character in a PV. | |||
<code>MIKU_DISP(chara, disp);</code> | <code>MIKU_DISP(chara, disp);</code> | ||
| Line 201: | Line 204: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|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 | ||
|} | |} | ||
| Line 222: | Line 225: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|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 | ||
|} | |} | ||
| Line 253: | Line 256: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|chara | |chara | ||
|Character slot | |Character slot | ||
|int | |int | ||
|- | |- | ||
|angle | |angle | ||
|Angle value | |Angle value | ||
|int | |int | ||
|} | |} | ||
=== MIKU_SHADOW === | === MIKU_SHADOW === | ||
Shows or hides a character's shadow in a PV. | |||
<code>MIKU_SHADOW(chara, disp);</code> | <code>MIKU_SHADOW(chara, disp);</code> | ||
| Line 274: | Line 277: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
|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 | ||
|} | |} | ||
| Line 295: | Line 298: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 315: | Line 318: | ||
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 333: | Line 336: | ||
<code>5</code> - Chance Time End | <code>5</code> - Chance Time End | ||
|enum | |enum | ||
|} | |} | ||
=== 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. | |||
FT: <code>MOVIE_CUT_CHG(id, disp);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 350: | Line 353: | ||
|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 356: | Line 359: | ||
|<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. | |||
<code>MOVIE_DISP(disp);</code> | <code>MOVIE_DISP(disp);</code> | ||
| Line 367: | Line 370: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 373: | Line 376: | ||
|<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>. | |||
<code>MOVIE_PLAY(play);</code> | <code>MOVIE_PLAY(play);</code> | ||
| Line 384: | Line 387: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 390: | Line 393: | ||
|<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 | ||
|} | |} | ||
| Line 398: | Line 401: | ||
<code>MUSIC_PLAY();</code> | <code>MUSIC_PLAY();</code> | ||
=== 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> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|branch | |||
|<code>0</code> - Global (commands are executed regardless of success state) | |||
<code>1</code> - Fail (commands are executed only if the PV is in the 'failed' state) | |||
<code>2</code> - Success (commands are executed only if the PV is in the 'success' state) | |||
|enum | |||
|} | |||
=== PV_END === | |||
Ends PV playback. | |||
<code>PV_END();</code> | |||
=== SATURATE === | |||
Changes color saturation in a PV. | |||
<code>SATURATE(amount);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|amount | |||
|Saturation strength on a scale from 0 to 1000: | |||
<code>0</code> - No color, perfect grayscale | |||
<code>1000</code> - Regular colors | |||
|int | |||
|} | |||
=== SCENE_FADE === | === SCENE_FADE === | ||
| Line 406: | Line 452: | ||
!Parameter | !Parameter | ||
!Description | !Description | ||
!Type | !Type | ||
|- | |- | ||
| Line 412: | Line 458: | ||
|Fade duration in seconds | |Fade duration in seconds | ||
eg: | eg: | ||
<code>1000</code>: 1 second | <code>1000</code>: 1 second | ||
<code>800</code>: 0.8 seconds | <code>800</code>: 0.8 seconds | ||
|int | |int | ||
|- | |- | ||
| Line 422: | Line 470: | ||
<code>1000</code>: fully opaque | <code>1000</code>: fully opaque | ||
|int | |int | ||
|- | |- | ||
| Line 430: | Line 478: | ||
<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 | ||
|} | |} | ||
<!-- Please keep all the commands in alphabetical order!! --> | |||
=== 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. | |||
FT, F, F2, X: <code>SE_EFFECT(id);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|id | |||
|number of a <code>effect_se_name_list</code> item defined in <code>pv_db</code>. | |||
|int | |||
|} | |||
=== TARGET === | |||
Spawns a rhythm game note. | |||
FT: <code>TARGET(type, pos_x, pos_y, angle, dist, amp, freq);</code> | |||
F: <code>TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig);</code> | |||
F2, X: <code>TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|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: <code>300000</code> | |||
|int | |||
|- | |||
|amp | |||
|Amplitude of the note's path wave. | |||
Default: <code>500</code> | |||
|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): <code>-1</code> | |||
|DivaTime | |||
|- | |||
|is_end | |||
|(for F/F2/X formats) | |||
set to <code>1</code> for Sustain 'end' notes, otherwise set to <code>-1</code> | |||
|bool | |||
|- | |||
|fly_time | |||
|(for F/F2/X formats) | |||
Target Flying Time value (same format as the TARGET_FLYING_TIME command) | |||
|int | |||
|- | |||
|sig | |||
|(for F/F2/X formats) | |||
Signature | |||
Doesn't affect gameplay. | |||
|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. | |||
<code>TARGET_FLYING_TIME(flytime);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|flytime | |||
|time value in DivaTime | |||
|DivaTime | |||
|} | |||
=== TIME === | |||
Waits until a specified game time. | |||
<code>TIME(t);</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
!Parameter | |||
!Description | |||
!Type | |||
|- | |||
|t | |||
|time value in DivaTime | |||
|DivaTime | |||
|}<!-- Please keep all the commands in alphabetical order!! --> | |||
Revision as of 12:58, 28 September 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.
AGEAGE_CTRL
Controls the effect for the hair of the module "AgeAge Again".
FT: AGEAGE_CTRL(chara, side, unk1, scale, unk2, unk3, -1, -1);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| side | Side to control:
|
enum |
| unk1 | Unknown | int |
| scale | Effect scale | int |
| unk2 | Unknown | int |
| unk3 | Unknown | int |
BAR_TIME_SET
Sets the length of a measure.
BAR_TIME_SET(bpm, beats);
| Parameter | Description | Type |
|---|---|---|
| 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: BLOOM(id, unk);
| Parameter | Description | Type |
|---|---|---|
| id | ID matching the data in pv_param. | int |
| unk | Unknown | int |
CHANGE_FIELD
Changes the field defined in pv_field/pv_db.
CHANGE_FIELD(id);
F2, X: CHANGE_FIELD(id, unk);
| Parameter | Description | Type |
|---|---|---|
| id | ID matching the field number in pv_field or pv_db.
|
int |
CHARA_SIZE
Sets a character's scale/size.
CHARA_SIZE(chara, size);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| size | Character scale | int |
END
Ends reading of the script.
END();
HAND_SCALE
Sets the size of a character's hand.
FT: HAND_SCALE(chara, hand, scale);
| Parameter | Description | Type |
|---|---|---|
| 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.
LYRIC(id, color);
| Parameter | Description | Type |
|---|---|---|
| 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.
MIKU_DISP(chara, disp);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| disp | Whether to display the character or not. | bool |
MIKU_MOVE
Moves a character in 3D space in a PV.
MIKU_MOVE(chara, x, y, z);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| x | X coordinate | int |
| y | Y coordinate | int |
| z | Z coordinate | int |
MIKU_ROT
Rotates a character in a PV.
MIKU_ROT(chara, angle);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| angle | Angle value | int |
MIKU_SHADOW
Shows or hides a character's shadow in a PV.
MIKU_SHADOW(chara, disp);
| Parameter | Description | Type |
|---|---|---|
| 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.
MODE_SELECT(difficulty, mode);
| Parameter | Description | Type |
|---|---|---|
| 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: MOVIE_CUT_CHG(id, disp);
| Parameter | Description | Type |
|---|---|---|
| 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.
MOVIE_DISP(disp);
| Parameter | Description | Type |
|---|---|---|
| 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.
MOVIE_PLAY(play);
| Parameter | Description | Type |
|---|---|---|
| play | 1 - plays the movie
Any other value doesn't do anything. |
bool |
MUSIC_PLAY
Starts playing the song file defined in pv_db.
MUSIC_PLAY();
PV_BRANCH_MODE
Make future DSC commands only be executed on either the Global, Fail or Success branch.
FT, F, F2, X: PV_BRANCH_MODE(branch);
| Parameter | Description | Type |
|---|---|---|
| branch | 0 - Global (commands are executed regardless of success state)
|
enum |
PV_END
Ends PV playback.
PV_END();
SATURATE
Changes color saturation in a PV.
SATURATE(amount);
| Parameter | Description | Type |
|---|---|---|
| amount | Saturation strength on a scale from 0 to 1000:
|
int |
SCENE_FADE
Plays a screen fade effect during PVs.
SCENE_FADE(speed, start, end, r, g, b)
| Parameter | Description | Type |
|---|---|---|
| speed | Fade duration in seconds
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: SE_EFFECT(id);
| Parameter | Description | Type |
|---|---|---|
| id | number of a effect_se_name_list item defined in pv_db.
|
int |
TARGET
Spawns a rhythm game note.
FT: TARGET(type, pos_x, pos_y, angle, dist, amp, freq);
F: TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig);
F2, X: TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);
| Parameter | Description | Type |
|---|---|---|
| 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) |
int |
| sig | (for F/F2/X formats)
Signature Doesn't affect gameplay. |
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.
TARGET_FLYING_TIME(flytime);
| Parameter | Description | Type |
|---|---|---|
| flytime | time value in DivaTime | DivaTime |
TIME
Waits until a specified game time.
TIME(t);
| Parameter | Description | Type |
|---|---|---|
| t | time value in DivaTime | DivaTime |
