The type of a given character sprite. Defines its default behaviors.

Values

BF

The BF character has the following behaviors. - At idle, dances with danceLeft and danceRight if available, or idle if not. - When the player hits a note, plays the appropriate singDIR animation until BF is done singing. - If there is a singDIR-end animation, the singDIR animation will play once before looping the singDIR-end animation until BF is done singing. - If the player misses or hits a ghost note, plays the appropriate singDIR-miss animation until BF is done singing.

DAD

The DAD character has the following behaviors. - At idle, dances with danceLeft and danceRight if available, or idle if not. - When the CPU hits a note, plays the appropriate singDIR animation until DAD is done singing. - If there is a singDIR-end animation, the singDIR animation will play once before looping the singDIR-end animation until DAD is done singing. - When the CPU misses a note (NOTE: This only happens via script, not by default),

plays the appropriate `singDIR-miss` animation until DAD is done singing.

GF

The GF character has the following behaviors. - At idle, dances with danceLeft and danceRight if available, or idle if not. - If available, combo### animations will play when certain combo counts are reached. - For example, combo50 will play when the player hits 50 notes in a row. - Multiple combo animations can be provided for different thresholds. - If available, drop### animations will play when combos are dropped above certain thresholds. - For example, drop10 will play when the player drops a combo larger than 10. - Multiple drop animations can be provided for different thresholds (i.e. dropping larger combos). - No drop animation will play if one isn't applicable (i.e. if the combo count is too low).

OTHER

The OTHER character will only perform the danceLeft/danceRight or idle animation by default, depending on what's available. Additional behaviors can be performed via scripts.