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1300 lines
35 KiB
Text
1300 lines
35 KiB
Text
/**********
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* This is the seventh iteration of a chart format proposal workshopped by Eric and Emma.
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*
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* The chart format is split into several files.
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*/
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/**********
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* Playable: `gameplay/songs/<id>/<id>_metadata.json`
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* Non-playable: `core/music/<SONGNAME>_metadata.json`
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*
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* This is the first file the game searches for when loading a song.
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* It provides important information such as readable name and credits,
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* information on how to read the song such as BPM and time signatures,
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* and custom data used by mods.
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*
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* This file is mandatory for playable songs,
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* and is optional (but useful) for non-playable songs such as menu music.
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*/
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{
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/**
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* The file version.
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* Patch version increments (2.0.x) should only be used for bug fixes.
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* Minor version increments (2.x.0) should be used for new features.
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* Major version increments (x.0.0) should be used for breaking changes,
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* and should include a migration function such that older charts can still be used.
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*
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* An additional suffix (2.0.0-custom) should be used if the chart uses additional data
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* or changes that can only be utilized by a mod or engine.
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* The base game will ignore this suffix, and the chart ought to function as expected in this case.
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* Other engines may choose to either accomodate or ignore the additional suffix.
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*/
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"version": "2.0.0",
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/**
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* The canonical name of the song in question and its artist.
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* This is only supposed to be used to show the proper name of the song, and not for anything to do with loading files!
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* In the future, this will need to be changed to a localization key.
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*/
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"songName": "Philly Nice",
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"artist": "Kawai Sprite",
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/**
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* timeFormat specifies what kind of timestamps will be used by timeChanges, events, and notes (see chart.json).
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* The supported formats are `ticks, ms, and float`. `ticks` will be used in this document for demonstration.
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*
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* ticks:
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* If the chosen format is `ticks`, an extra value called `divisions` needs to be specified as well.
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*
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* float:
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* If the chosen format is `float`, timestamps are based around quarter notes.
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* A timestamp of 4.0 is equal to one whole note.
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*
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* ms:
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* If the chosen format is `ms`, timestamps are based on hard millisecond time.
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* This means notes are entirely independent of BPM, and cannot be exactly converted from one to another if needed.
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*
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* Every format is converted to `ms` when the song is loaded in for playing.
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* These options mostly exist to allow more flexibility while creating a chart.
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*
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* If the song is not playable, and there are no BPM or time signature changes,
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* this value has no effect and can be excluded.
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* @default "ms"
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*/
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"timeFormat": "ticks",
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"divisions": 96,
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/**
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* timeChanges is an array of objects that specify changes in BPM and time signature. It should always be sorted by `t`.
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*
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* The first element in the list is used to initialize the BPM and time signature, and its `t` is ignored.
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* To ensure that it's at the top of the list, the first element should ideally have a `t` of 0 or below.
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*
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* - t: Timestamp in specified `timeFormat`.
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* - b: Time in beats (int). The game will calculate further beat values based on this one, so it can do it in a simple linear fashion.
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* - bpm: Quarter notes per minute (float). Cannot be empty in the first element of the list, but otherwise it's optional,
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* and defaults to the value of the previous element.
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* - n: Time signature numerator (int). Optional, defaults to 4.
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* - d: Time signature denominator (int). Optional, defaults to 4. Should only ever be a power of two.
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* - bt: Beat tuplets (Array<int> or int). This defines how many steps each beat is divided into.
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* It can either be an array of length `n` (see above) or a single integer number. Optional, defaults to 4.
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*/
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"timeChanges": [
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{"t": -1, "b": 0, "bpm": 175, "n": 4, "d": 4, "bt": [4, 4, 4, 4]}
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],
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/**
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* Whether the song should loop or not. Only relevant for non-playable songs.
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* TODO: Add properties for loopStart and loopEnd, once Flixel supports this functionality
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*/
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"loop": false,
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/**
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* playData contains any information that is ONLY relevant to playable songs.
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* It is therefore excluded when the metadata file is describing a non-playable song.
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*
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* The metadata file should include any information that is needed by the game before loading the chart,
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* such as available difficulties and the characters/stages used.
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*/
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"playData": {
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/**
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* Informs the game that there is a secondary metadata/chart file pair for this song.
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*
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* For example, with the song variation `erect`, the game would search for
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* `data/songs/<id>/erect_metadata.json` and load it, and later load `data/songs/<id>/erect_chart.json` if relevant.
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*
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* Any difficulties defined in the other metadata files will use
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* the secondary file's values for `playableChars`, `stage`, etc.
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*
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* Additionally, the audio files that the game loads for the instrumental and vocals
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* will also change, from `songs/<id>/Inst.ogg` to `songs/<id>/<variation>/Inst.ogg`.
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*/
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"songVariations": ["erect"],
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/**
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* The available difficulties for this song.
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* The game should not allow attempting to load difficulties that are not specified in this array.
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*
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* Any custom difficulties should automatically work.
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*/
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"difficulties": ["easy", "normal", "hard"],
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/**
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* The list of allowed playable characters, for this song and set of difficulties.
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* The keys define the set of playable characters,
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* with the values definining what other characters are to be loaded alongside them.
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* If no character or `null` is given, there will be no character loaded for that specific role.
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*
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* - g: The supporting character (ex. gf).
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* - o: The opponent character.
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* - i: The instrumental track to use. Default is used if not specified.
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*/
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"playableChars": {
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"bf": {"g": "gf", "o": "pico"},
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"pico": { "g": "nene", "o": "bf", "i": "Pico"},
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"tankman": { "o": "pico", "f": false}
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},
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/**
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* The stage this song is played on. See `data/stages/`.
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* This information is relevant to the loading state, so stage assets can reliably be loaded ahead of time.
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* @default "stage"
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*/
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"stage": "phillyTrain",
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/**
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* The note skin used by the song.
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* Noteskin would have its own format, which also specifies the number of notes on the strumline.
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* @default "default"
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*/
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"noteSkin": "default"
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/**
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* Additional information for use in menus can be added here as needed.
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* TODO: How do we allow mods to access this info?
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*/
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},
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// Not used by anything, but just a note to keep this value free so you can keep track of tool versions to help with troubleshooting.
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"generatedBy": "FNF SongConverter v69"
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}
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/*****
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* `data/songs/<id>/chart.json`
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* This is the file which contains the actual chart data, as loaded and used for gameplay.
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*/
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{
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/**
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* The file version. See above for more information.
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*/
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"version": "2.0.0",
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/**
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* The scroll speed used for each difficulty.
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* scrollSpeed can be one of the following:
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* - A single number; the chosen scroll speed will be used for all difficulties in this chart file.
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* - An object; the keys of the object are the difficulties, and the values are the scroll speeds.
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* The "default" key is also supported, and will be used if no scroll speed is specified for a specific difficulty.
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*/
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"scrollSpeed": {
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"easy": 1,
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"normal": 1.3,
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"hard": 2,
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"default": 1.3
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},
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/**
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* The list of song events in this chart.
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*
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* Song events represent behavior which occurs at a specific time in the song.
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* - t: A number providing timestamp at which the event triggers, in the `timeFormat` specified in the metadata file.
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* - e: A string specifying the event type. See below for more info.
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* - v: The (optional) value for this event. Its type depends on the associated event (it could be a number, bool, string, array, object...)
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*
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* This list is assumed to be in timestamp order, and unexpected behavior may occur if it is not.
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*
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* This list will be iterated through before the song is loaded, allowing for modules to mutate them before the song starts.
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* It also serves to allow for pre-loading certain assets that may be added to the game mid-song through events.
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*
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* Many event types will be supported, all with the goal of keeping the game's logic dynamic and synchronized with the song.
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* Common actions (such as triggering a specific animation at a certain time in the song) should be supported through this mechanism,
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* without having to create any additional scripts.
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*
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* Several possible ideas for event types include:
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* - "FocusCamera": Sets which character the camera is currently focused on.
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* This would fully replace "mustHitSection", which is great because it drives me insane.
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* - "PlayAnimation": Forces a character to play a specific animation.
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* - "SetIdleSuffix": Sets the suffix to be added to a character's idle animation.
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* For example, if the value is "-alt", the character will play the "idle-alt" or "danceLeft-alt" animations, as appropriate.
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* - "SetScrollSpeed": Multiply the current difficulty's scroll speed by the given value.
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* For example, if this difficulty has a scroll speed of 1.3, and the event specifies a value of 1.5, the scroll speed will be set to 1.95.
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* - "ScriptEvent": Fires a script event, which is received by all scripts, including character, stage, song, and module scripts.
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* This should be more than sufficient for mods to implement custom events.
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*/
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"events": [
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{"t":0,"e":"FocusCamera","v":1},
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{"t":2304,"e":"FocusCamera","v":0},
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{"t":3840,"e":"FocusCamera","v":1},
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{"t":5376,"e":"FocusCamera","v":0},
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{"t":6912,"e":"FocusCamera","v":1},
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{"t":8448,"e":"FocusCamera","v":0},
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{"t":9984,"e":"FocusCamera","v":1},
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{"t":11520,"e":"FocusCamera","v":0},
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{"t":13056,"e":"FocusCamera","v":1},
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{"t":14592,"e":"FocusCamera","v":0},
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{"t":16128,"e":"FocusCamera","v":1},
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{"t":17664,"e":"FocusCamera","v":0},
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{"t":19200,"e":"FocusCamera","v":1},
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{"t":20736,"e":"FocusCamera","v":0},
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{"t":22272,"e":"FocusCamera","v":1},
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{"t":23808,"e":"FocusCamera","v":0}
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],
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/**
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* The actual playable charts for each difficulty.
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* The keys are the difficulty names, and the values are arrays of NoteData objects.
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* Notes are key/value objects, rather than arrays, to allow for easier manipulation.
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* Each difficulty's chart is assumed to be in timestamp order, and unexpected behavior may occur if it is not.
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* Note that optional keys should be scrubbed to save space.
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*
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* - t: Timestamp in the timeFormat specified in the metadata file.
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* - d: Index on the strumline (i.e. direction).
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* The `strumlineSize` value is determined by the song's `noteSkin`.
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* Performing `floor(d / strumlineSize)` specifies which strumline the note appears on.
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* (with 0 being the player, 1 being the opponent, etc.).
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* Performing `d % strumlineSize` specifies the actual note direction (index) on the strumline.
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* - l: Hold length in specified timeFormat. If none is given, no sustain trail is created.
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* - k: Kind of this note. If unspecified, defaults to `"normal"`.
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* This can allow the note to either include custom behavior defined in a module script,
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* or have a custom appearance defined by the noteSkin (or both).
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* - el: Editor layer (index) which this note is placed on.
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* Optional, defaults to 0.
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* The user can use the UI to toggle visibility of notes placed on different layers.
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* - ep: Editor pattern child note.
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* Optional.
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* If specified, this note is in the chart because it is part of a placed pattern.
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* The value is the ID of the pattern the note was copied from.
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* The final chart should be able to be fully recreated by deleting all notes with non-empty `ep`,
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* then applying the pattern placement data from the `editor` object.
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*/
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"notes": {
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"easy": [
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{"t":816,"d":6},
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{"t":960,"d":5,"l":72},
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{"t":1056,"d":7,"l":48},
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{"t":1200,"d":6},
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{"t":1344,"d":5,"l":72},
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{"t":1440,"d":7,"l":48},
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{"t":1584,"d":6},
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{"t":1728,"d":5,"l":72},
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{"t":1824,"d":7,"l":48},
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{"t":1920,"d":4},
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{"t":2016,"d":6},
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{"t":2112,"d":6},
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{"t":2208,"d":4},
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{"t":2352,"d":2},
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{"t":2496,"d":1,"l":72},
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{"t":2592,"d":3,"l":48},
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{"t":2736,"d":2},
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{"t":2880,"d":1,"l":72},
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{"t":2976,"d":3,"l":48},
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{"t":3120,"d":2},
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{"t":3264,"d":1,"l":72},
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{"t":3360,"d":3,"l":48},
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{"t":3456,"d":0},
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{"t":3552,"d":2},
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{"t":3648,"d":2},
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{"t":3744,"d":0},
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{"t":3936,"d":6},
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{"t":4032,"d":4},
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{"t":4320,"d":7},
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{"t":4416,"d":6},
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{"t":4560,"d":5},
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{"t":4704,"d":7},
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{"t":4800,"d":4},
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{"t":4896,"d":7},
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{"t":4992,"d":7},
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{"t":5088,"d":5},
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{"t":5184,"d":7},
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{"t":5472,"d":2},
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{"t":5568,"d":0},
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{"t":5856,"d":3},
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{"t":5952,"d":2},
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{"t":6096,"d":1},
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{"t":6240,"d":3},
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{"t":6336,"d":0},
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{"t":6432,"d":3},
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{"t":6528,"d":3},
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{"t":6624,"d":1},
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{"t":6720,"d":3},
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{"t":6912,"d":6},
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{"t":7104,"d":4},
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{"t":7200,"d":7},
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{"t":7392,"d":7},
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{"t":7488,"d":6},
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{"t":7632,"d":5},
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{"t":7776,"d":7},
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{"t":7872,"d":4},
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{"t":7968,"d":7},
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{"t":8064,"d":7},
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{"t":8160,"d":5},
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{"t":8256,"d":7},
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{"t":8448,"d":2},
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{"t":8640,"d":0},
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{"t":8736,"d":3},
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{"t":8928,"d":3},
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{"t":9024,"d":2},
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{"t":9168,"d":1},
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{"t":9312,"d":3},
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{"t":9408,"d":0},
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{"t":9504,"d":3},
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{"t":9600,"d":3},
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{"t":9696,"d":1},
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{"t":9792,"d":3},
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{"t":9984,"d":6},
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{"t":10176,"d":6},
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{"t":10272,"d":4},
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{"t":10368,"d":6},
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{"t":10560,"d":6},
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{"t":10656,"d":4},
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{"t":10752,"d":6},
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{"t":10944,"d":6},
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{"t":11040,"d":4},
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{"t":11136,"d":6},
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{"t":11328,"d":6},
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{"t":11424,"d":4},
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{"t":11520,"d":2},
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{"t":11712,"d":2},
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{"t":11808,"d":0},
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{"t":11904,"d":2},
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{"t":12096,"d":2},
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{"t":12192,"d":0},
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{"t":12288,"d":2},
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{"t":12480,"d":2},
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{"t":12576,"d":0},
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{"t":12672,"d":2},
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{"t":12864,"d":2},
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{"t":12960,"d":0},
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{"t":13056,"d":6},
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{"t":13248,"d":6},
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{"t":13344,"d":4},
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{"t":13440,"d":6},
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{"t":13632,"d":6},
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{"t":13728,"d":4},
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{"t":13824,"d":6},
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{"t":14016,"d":6},
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{"t":14112,"d":4},
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{"t":14208,"d":7},
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{"t":14400,"d":6},
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{"t":14496,"d":4},
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{"t":14592,"d":2},
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{"t":14784,"d":2},
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{"t":14880,"d":0},
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{"t":14976,"d":2},
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{"t":15168,"d":2},
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{"t":15264,"d":0},
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{"t":15360,"d":2},
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{"t":15552,"d":2},
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{"t":15648,"d":0},
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{"t":15744,"d":3},
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{"t":15936,"d":2},
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{"t":16032,"d":0},
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{"t":16128,"d":7},
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{"t":16320,"d":6},
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{"t":16512,"d":6},
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{"t":16608,"d":7},
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{"t":16704,"d":6},
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{"t":16896,"d":7},
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{"t":17088,"d":6},
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{"t":17232,"d":4},
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{"t":17280,"d":6},
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{"t":17376,"d":4},
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{"t":17472,"d":6},
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{"t":17568,"d":4},
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{"t":17664,"d":3},
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{"t":17856,"d":2},
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{"t":18048,"d":2},
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{"t":18144,"d":3},
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{"t":18240,"d":2},
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{"t":18432,"d":3},
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{"t":18624,"d":2},
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{"t":18768,"d":0},
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{"t":18816,"d":2},
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{"t":18912,"d":0},
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{"t":19008,"d":2},
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{"t":19104,"d":0},
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{"t":19200,"d":6},
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{"t":19392,"d":6},
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{"t":19584,"d":4},
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{"t":19776,"d":6},
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{"t":19968,"d":7},
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{"t":20160,"d":6},
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{"t":20256,"d":4},
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{"t":20352,"d":7},
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{"t":20544,"d":6},
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{"t":20640,"d":4},
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{"t":20736,"d":2},
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{"t":20928,"d":2},
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{"t":21120,"d":0},
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{"t":21312,"d":2},
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{"t":21504,"d":3},
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{"t":21696,"d":2},
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{"t":21792,"d":0},
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{"t":21888,"d":3},
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{"t":22080,"d":2},
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{"t":22176,"d":0},
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{"t":22272,"d":6},
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{"t":22464,"d":6},
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{"t":22560,"d":4},
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{"t":22656,"d":6},
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{"t":22848,"d":6},
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{"t":22944,"d":4},
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{"t":23040,"d":6},
|
|
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|
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|
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{"t":21168,"d":3},
|
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|
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|
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|
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{"t":21408,"d":2},
|
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{"t":21456,"d":2},
|
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{"t":21504,"d":3},
|
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|
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|
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{"t":21648,"d":3},
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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{"t":22224,"d":1},
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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{"t":22800,"d":4},
|
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{"t":22848,"d":6},
|
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{"t":22896,"d":7},
|
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|
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{"t":22992,"d":4},
|
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{"t":23040,"d":6},
|
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{"t":23088,"d":7},
|
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{"t":23136,"d":5},
|
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{"t":23184,"d":4},
|
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{"t":23232,"d":6},
|
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{"t":23280,"d":7},
|
|
{"t":23328,"d":4},
|
|
{"t":23376,"d":7},
|
|
{"t":23424,"d":6},
|
|
{"t":23472,"d":7},
|
|
{"t":23520,"d":6},
|
|
{"t":23568,"d":4},
|
|
{"t":23616,"d":6},
|
|
{"t":23664,"d":7},
|
|
{"t":23712,"d":4},
|
|
{"t":23760,"d":4},
|
|
{"t":23808,"d":2},
|
|
{"t":23856,"d":3},
|
|
{"t":23904,"d":1},
|
|
{"t":23952,"d":0},
|
|
{"t":24000,"d":2},
|
|
{"t":24048,"d":3},
|
|
{"t":24096,"d":0},
|
|
{"t":24144,"d":3},
|
|
{"t":24192,"d":2},
|
|
{"t":24240,"d":3},
|
|
{"t":24288,"d":2},
|
|
{"t":24336,"d":0},
|
|
{"t":24384,"d":2},
|
|
{"t":24432,"d":3},
|
|
{"t":24480,"d":0},
|
|
{"t":24528,"d":0},
|
|
{"t":24576,"d":2},
|
|
{"t":24624,"d":3},
|
|
{"t":24672,"d":1},
|
|
{"t":24720,"d":0},
|
|
{"t":24768,"d":2},
|
|
{"t":24816,"d":3},
|
|
{"t":24864,"d":0},
|
|
{"t":24912,"d":3},
|
|
{"t":24960,"d":2},
|
|
{"t":25008,"d":3},
|
|
{"t":25056,"d":2},
|
|
{"t":25104,"d":0},
|
|
{"t":25152,"d":2},
|
|
{"t":25200,"d":3},
|
|
{"t":25248,"d":0},
|
|
{"t":25296,"d":0},
|
|
{"t":25344,"d":1}
|
|
]
|
|
},
|
|
|
|
/**
|
|
* Data used only by the chart editor.
|
|
* This object is optional, and the chart file ought to be fully playable when it is excluded.
|
|
*/
|
|
"editor": {
|
|
/**
|
|
* An map of patterns which exist for this chart.
|
|
* You can browse through these using the interface on the right side,
|
|
* place them in the chart in multiple places, create them from an existing selection,
|
|
* and double click to enter the pattern for editing.
|
|
*
|
|
* Editing a pattern will affect the grouped notes in all locations that the pattern was placed.
|
|
* If a user destroys a pattern from the UI, they will be prompted to either
|
|
* ungroup the notes (leaving them in the chart) or remove the grouped notes from the chart.
|
|
*
|
|
* The key for the map is a randomized unique ID for the pattern, used to quickly reference it elsewhere in the chart.
|
|
*/
|
|
"patternDefinitions": {
|
|
"a7be4f8": {
|
|
/**
|
|
* A label to identify the pattern.
|
|
* Should be customizable by the user, and does not need to be unique (the key for the map keeps patterns separate)
|
|
*/
|
|
"label": "Secondary Motif",
|
|
/**
|
|
* A color to highlight the grouped notes with in the UI.
|
|
* Should be customizable by the user (HaxeUI has a color picker, yay!).
|
|
*/
|
|
"color": "#FF3333",
|
|
/**
|
|
* The notes placed in the pattern.
|
|
* These are of the same format as the main `notes` object, with the exception that
|
|
* editor attributes (such as layer and pattern child) are not allowed.
|
|
*
|
|
* `t` acts as an offset with 0 representing the timestamp the pattern was placed.
|
|
*/
|
|
"notes": [
|
|
{"t":300, "d":4},
|
|
{"t":600, "d":2},
|
|
{"t":900, "d":1},-
|
|
{"t":1300, "d":3},
|
|
]
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Defines where in the chart that patterns are currently placed.
|
|
* Add one key for each difficulty in the chart.
|
|
*
|
|
* When placing a pattern in a chart, an element should be added to the appropriate array below,
|
|
* then the pattern should be fetched, and the pattern notes (with `t = pattern time + offset)
|
|
* copied to the chart, with `ep` set so the chart editor knows the notes are part of a pattern.
|
|
*/
|
|
"patternPlacements": {
|
|
"easy": [],
|
|
"normal": [
|
|
{
|
|
"t": 3000,
|
|
"p": "a7be4f8",
|
|
"f": false,
|
|
"el": 2
|
|
}
|
|
],
|
|
"hard": [
|
|
{
|
|
"t": 3000,
|
|
"p": "a7be4f8",
|
|
"f": false,
|
|
"el": 2
|
|
}
|
|
]
|
|
},
|
|
|
|
/**
|
|
* Metadata about the layers in the chart.
|
|
* The first layer (0) is always named "Default" and it cannot be rearranged or deleted.
|
|
* If there are no other layers in the chart, this array will be empty.
|
|
*/
|
|
"layers": [
|
|
{
|
|
/**
|
|
* The name this note layer has in the interface.
|
|
*/
|
|
"label": "Test"
|
|
}
|
|
]
|
|
},
|
|
|
|
// Not used by anything, but just a note to keep this value free so you can keep track of tool versions to help with troubleshooting.
|
|
"generatedBy": "FNF SongConverter v69"
|
|
}
|