Variables

@:value(cast "ADDED")@:impl@:enuminlineread onlyADDED:ScriptEventType = "ADDED"

Called when the relevant object is added to the game state. This assumes all data is loaded and ready to go.

This event is not cancelable.

@:value(cast "CAPSULE_SELECTED")@:impl@:enuminlineread onlyCAPSULE_SELECTED:ScriptEventType = "CAPSULE_SELECTED"

Called when a freeplay capsule is selected.

This event is not cancelable.

@:value(cast "CHARACTER_CONFIRMED")@:impl@:enuminlineread onlyCHARACTER_CONFIRMED:ScriptEventType = "CHARACTER_CONFIRMED"

Called when a character is confirmed in Character Select.

This event is not cancelable.

@:value(cast "CHARACTER_DESELECTED")@:impl@:enuminlineread onlyCHARACTER_DESELECTED:ScriptEventType = "CHARACTER_DESELECTED"

Called when a character is deselected in Character Select.

This event is not cancelable.

@:value(cast "CHARACTER_SELECTED")@:impl@:enuminlineread onlyCHARACTER_SELECTED:ScriptEventType = "CHARACTER_SELECTED"

Called when a character is selected, but not confirmed, in Character Select.

This event is not cancelable.

@:value(cast "COUNTDOWN_END")@:impl@:enuminlineread onlyCOUNTDOWN_END:ScriptEventType = "COUNTDOWN_END"

Called when the countdown is done but just before the song starts.

This event is not cancelable.

@:value(cast "COUNTDOWN_START")@:impl@:enuminlineread onlyCOUNTDOWN_START:ScriptEventType = "COUNTDOWN_START"

Called when the countdown begins. This occurs before the song starts.

This event IS cancelable! Canceling this event will prevent the countdown from starting. - The song will not start until you call Countdown.performCountdown() later. - Note that calling performCountdown() will trigger this event again, so be sure to add logic to ignore it.

@:value(cast "COUNTDOWN_STEP")@:impl@:enuminlineread onlyCOUNTDOWN_STEP:ScriptEventType = "COUNTDOWN_STEP"

Called when a step of the countdown happens. Includes information about what step of the countdown was hit.

This event IS cancelable! Canceling this event will pause the countdown. - The countdown will not resume until you call PlayState.resumeCountdown().

@:value(cast "CREATE")@:impl@:enuminlineread onlyCREATE:ScriptEventType = "CREATE"

Called when the relevant object is created. Keep in mind that the constructor may be called before the object is needed, for the purposes of caching data or otherwise.

This event is not cancelable.

@:value(cast "DESTROY")@:impl@:enuminlineread onlyDESTROY:ScriptEventType = "DESTROY"

Called when the relevant object is destroyed. This should perform relevant cleanup to ensure good performance.

This event is not cancelable.

@:value(cast "DIALOGUE_COMPLETE_LINE")@:impl@:enuminlineread onlyDIALOGUE_COMPLETE_LINE:ScriptEventType = "DIALOGUE_COMPLETE_LINE"

Called to skip scrolling the current line of conversation.

This event IS cancelable! Canceling this event will prevent the conversation from skipping to the next line. - This event is called when the user presses ACCEPT to advance the conversation while it is already advancing.

@:value(cast "DIALOGUE_END")@:impl@:enuminlineread onlyDIALOGUE_END:ScriptEventType = "DIALOGUE_END"

Called when the game ends a conversation.

This event is not cancelable.

@:value(cast "DIALOGUE_LINE")@:impl@:enuminlineread onlyDIALOGUE_LINE:ScriptEventType = "DIALOGUE_LINE"

Called to display the next line of conversation.

This event IS cancelable! Canceling this event will prevent the conversation from moving to the next line. - This event is called when the conversation starts, or when the user presses ACCEPT to advance the conversation.

@:value(cast "DIALOGUE_SKIP")@:impl@:enuminlineread onlyDIALOGUE_SKIP:ScriptEventType = "DIALOGUE_SKIP"

Called to skip the conversation.

This event IS cancelable! Canceling this event will prevent the conversation from skipping.

@:value(cast "DIALOGUE_START")@:impl@:enuminlineread onlyDIALOGUE_START:ScriptEventType = "DIALOGUE_START"

Called when the game starts a conversation.

This event is not cancelable.

@:value(cast "DIFFICULTY_SWITCH")@:impl@:enuminlineread onlyDIFFICULTY_SWITCH:ScriptEventType = "DIFFICULTY_SWITCH"

Called when the current difficulty in Freeplay is changed.

This event is not cancelable.

@:value(cast "FOCUS_GAINED")@:impl@:enuminlineread onlyFOCUS_GAINED:ScriptEventType = "FOCUS_GAINED"

Called when the game regains focus.

This event is not cancelable.

@:value(cast "FOCUS_LOST")@:impl@:enuminlineread onlyFOCUS_LOST:ScriptEventType = "FOCUS_LOST"

Called when the game loses focus.

This event is not cancelable.

@:value(cast "FREEPLAY_CLOSE")@:impl@:enuminlineread onlyFREEPLAY_CLOSE:ScriptEventType = "FREEPLAY_CLOSE"

Called when Freeplay is closed.

This event is not cancelable.

@:value(cast "FREEPLAY_INTRO")@:impl@:enuminlineread onlyFREEPLAY_INTRO:ScriptEventType = "FREEPLAY_INTRO"

Called when the intro for Freeplay finishes.

This event is not cancelable.

@:value(cast "FREEPLAY_OUTRO")@:impl@:enuminlineread onlyFREEPLAY_OUTRO:ScriptEventType = "FREEPLAY_OUTRO"

Called when the outro for Freeplay starts.

This event is not cancelable.

@:value(cast "GAME_OVER")@:impl@:enuminlineread onlyGAME_OVER:ScriptEventType = "GAME_OVER"

Called before the game over screen triggers and the death animation plays.

This event is not cancelable.

@:value(cast "KEY_DOWN")@:impl@:enuminlineread onlyKEY_DOWN:ScriptEventType = "KEY_DOWN"

Called when the player pushes down any key on the keyboard.

This event is not cancelable.

@:value(cast "KEY_UP")@:impl@:enuminlineread onlyKEY_UP:ScriptEventType = "KEY_UP"

Called when the player releases a key on the keyboard.

This event is not cancelable.

@:value(cast "NOTE_GHOST_MISS")@:impl@:enuminlineread onlyNOTE_GHOST_MISS:ScriptEventType = "NOTE_GHOST_MISS"

Called when a character presses a note when there was none there, causing them to lose health. Important information such as direction pressed, etc. are all provided.

This event IS cancelable! Canceling this event prevents the note from being considered missed, avoiding lost health/score and preventing the miss animation.

@:value(cast "NOTE_HIT")@:impl@:enuminlineread onlyNOTE_HIT:ScriptEventType = "NOTE_HIT"

Called when a character hits a note. Important information such as judgement/timing, note data, player/opponent, etc. are all provided.

This event IS cancelable! Canceling this event prevents the note from being hit, and will likely result in a miss later.

@:value(cast "NOTE_HOLD_DROP")@:impl@:enuminlineread onlyNOTE_HOLD_DROP:ScriptEventType = "NOTE_HOLD_DROP"

Called when a character lets go of a hold note. Important information such as note data, player/opponent, etc. are all provided.

This event is not cancelable.

@:value(cast "NOTE_INCOMING")@:impl@:enuminlineread onlyNOTE_INCOMING:ScriptEventType = "NOTE_INCOMING"

Called when a note comes on screen and starts approaching the strumline.

This event is not cancelable.

@:value(cast "NOTE_MISS")@:impl@:enuminlineread onlyNOTE_MISS:ScriptEventType = "NOTE_MISS"

Called when a character misses a note. Important information such as note data, player/opponent, etc. are all provided.

This event IS cancelable! Canceling this event prevents the note from being considered missed, avoiding a combo break and lost health.

@:value(cast "PAUSE")@:impl@:enuminlineread onlyPAUSE:ScriptEventType = "PAUSE"

Called when the player moves to pause the game.

This event IS cancelable! Canceling the event will prevent the game from pausing.

@:value(cast "RESUME")@:impl@:enuminlineread onlyRESUME:ScriptEventType = "RESUME"

Called when the player moves to unpause the game while paused.

This event IS cancelable! Canceling the event will prevent the game from resuming.

@:value(cast "SONG_BEAT_HIT")@:impl@:enuminlineread onlySONG_BEAT_HIT:ScriptEventType = "SONG_BEAT_HIT"

Called once per step in the song. This happens 4 times per measure.

This event is not cancelable.

@:value(cast "SONG_END")@:impl@:enuminlineread onlySONG_END:ScriptEventType = "SONG_END"

Called when the song ends. This happens as the instrumental and vocals end.

This event is not cancelable.

@:value(cast "SONG_EVENT")@:impl@:enuminlineread onlySONG_EVENT:ScriptEventType = "SONG_EVENT"

Called when a song event is reached in the chart.

This event IS cancelable! Cancelling this event prevents the event from being triggered, thus blocking its normal functionality.

@:value(cast "SONG_LOADED")@:impl@:enuminlineread onlySONG_LOADED:ScriptEventType = "SONG_LOADED"

Called when the game has finished loading the notes from JSON. This allows modders to mutate the notes before they are used in the song.

This event is not cancelable.

@:value(cast "SONG_RETRY")@:impl@:enuminlineread onlySONG_RETRY:ScriptEventType = "SONG_RETRY"

Called after the player presses a key to restart the game. This can happen from the pause menu or the game over screen.

This event IS cancelable! Canceling this event will prevent the game from restarting.

@:value(cast "SONG_SELECTED")@:impl@:enuminlineread onlySONG_SELECTED:ScriptEventType = "SONG_SELECTED"

Called when a song is selected in Freeplay.

This event is not cancelable.

@:value(cast "SONG_START")@:impl@:enuminlineread onlySONG_START:ScriptEventType = "SONG_START"

Called when the song starts. This occurs as the countdown ends and the instrumental and vocals begin.

This event is not cancelable.

@:value(cast "SONG_STEP_HIT")@:impl@:enuminlineread onlySONG_STEP_HIT:ScriptEventType = "SONG_STEP_HIT"

Called once per step in the song. This happens 16 times per measure.

This event is not cancelable.

@:value(cast "STATE_CHANGE_BEGIN")@:impl@:enuminlineread onlySTATE_CHANGE_BEGIN:ScriptEventType = "STATE_CHANGE_BEGIN"

Called when the game is about to switch the current FlxState.

This event is not cancelable.

@:value(cast "STATE_CHANGE_END")@:impl@:enuminlineread onlySTATE_CHANGE_END:ScriptEventType = "STATE_CHANGE_END"

Called when the game has finished switching the current FlxState.

This event is not cancelable.

@:value(cast "STATE_CREATE")@:impl@:enuminlineread onlySTATE_CREATE:ScriptEventType = "STATE_CREATE"

Called when the relevant object is fully created and ready to be used. This assumes all data is loaded and ready to go.

This event is not cancelable.

@:value(cast "SUBSTATE_CLOSE_BEGIN")@:impl@:enuminlineread onlySUBSTATE_CLOSE_BEGIN:ScriptEventType = "SUBSTATE_CLOSE_BEGIN"

Called when the game is about to close the current FlxSubState.

This event is not cancelable.

@:value(cast "SUBSTATE_CLOSE_END")@:impl@:enuminlineread onlySUBSTATE_CLOSE_END:ScriptEventType = "SUBSTATE_CLOSE_END"

Called when the game has finished closing the current FlxSubState.

This event is not cancelable.

@:value(cast "SUBSTATE_OPEN_BEGIN")@:impl@:enuminlineread onlySUBSTATE_OPEN_BEGIN:ScriptEventType = "SUBSTATE_OPEN_BEGIN"

Called when the game is about to open a new FlxSubState.

This event is not cancelable.

@:value(cast "SUBSTATE_OPEN_END")@:impl@:enuminlineread onlySUBSTATE_OPEN_END:ScriptEventType = "SUBSTATE_OPEN_END"

Called when the game has finished opening a new FlxSubState.

This event is not cancelable.

@:value(cast "UPDATE")@:impl@:enuminlineread onlyUPDATE:ScriptEventType = "UPDATE"

Called during the update function. This is called every frame, so be careful!

This event is not cancelable.