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moruzerinho6 committed Oct 12, 2023
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2 changes: 1 addition & 1 deletion 404.html
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<title>Lost? Don't worry</title><link rel=icon type=image/svg+xml href=./favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion categories/index.html
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<title>Categories | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/ActorsLua-CommandList/index.html
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<meta name=description content="OutFox has actors and actors can have commands. Makes sense that there would be a lot of commands pre-defined by the game, so this is a list of what commands the game has, how and when they&rsquo;re used and what parameters they give.
Commands InitCommand
OnCommand
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2 changes: 1 addition & 1 deletion dev/actors/ActorsLua-Tweening/index.html
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<meta name=description content="Actors have the ability to transition from point A to point B using Tweening.
It allows for queueing up movements & transitions on position, size, color and other attributes as well as commands and messages.
Queueing-style tweens These help with queueing actions after a certain amount of time.
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2 changes: 1 addition & 1 deletion dev/actors/Converting-ini-to-Lua/index.html
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<meta name=description content="Converting BGAnimation INI files into lua files. StepMania 3.9 & ITG are capable of using BGAnimation.ini files to define actors in place of xml files.
In StepMania 5, these have to be converted into .lua files instead.
General Layout of a BGAnimation.ini file. [BGAnimation] [Layer2] File=path/to/a/different_file.png InitCommand=zoomx,3;zoomy,4;diffuse,1,0,0,0 OnCommand=diffusealpha,0;linear,3;diffusealpha,1 CommandRepeatSeconds=20 [Layer3] File=Common Normal Text=Help Me InitCommand=diffusealpha,0.5 OnCommand=spin;effectmagnitude,0,0,-100 [Layer1] File=path/to/a/file InitCommand=diffusealpha,0.5 OnCommand=spin;effectmagnitude,0,0,100 Here, layers are defined with the section name of Layer, followed by numbers or letters.">
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2 changes: 1 addition & 1 deletion dev/actors/Converting-xml-to-Lua/index.html
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<meta name=description content="Converting xml files into lua files. StepMania 3.95 & ITG use xml files for both themeing and effect scripting. It also allows embedding lua functions to perform more complex effects & scripting.
In StepMania 5, these have to be converted into .lua files instead.
The &rsquo;easy way&rsquo; of converting There are two semi-automatic ways to convert xml files into lua.
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2 changes: 1 addition & 1 deletion dev/actors/General-DifferencesfromOlderSM/index.html
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<meta name=description content="OpenITG, NotITG and SM 3.95 are popular engines based on older versions of StepMania that have communities that continue to support by making new content.
OutFox contains a similar feature set as the previous revisions of the game, but with some notable differences. This document aims to provide help with porting content to and from the different versions of the game.
&ldquo;Command&rdquo; format vs &ldquo;Function&rdquo; format Converting commands to the newer function format is generally recommended when porting content to SM5.">
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<meta name=description content="Every actor in SM5 follows a standard general structure, with ActorFrames being more flexible in how they&rsquo;re constructed.
General layout Commands General layout Def.Actor { Name= &#34;Example Actor&#34;, InitCommand= function(self) self:zoom(100) end, OnCommand= function(self) self:linear(2):x(30) end, } Every actor starts with a Def. prefix, followed by the actor type itself. An actor can have a name and commands. These commands could be anything, as long as it&rsquo;s suffixed with a Command or MessageCommand, depending on the type of commands needed.">
<title>Anatomy of an Actor | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actor/index.html
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<meta name=description content="This is the base that everything derives from. Whatever an Actor can do, everything else can as well. It can be useful for creating control variables without creating something visible on screen.
-- Actors can be very useful as variable controllers since it does not perform any kind of -- overhead to the draw pipe. local Value = 2 Def.Actor{ InitCommand=function(self) Value = Value + 2 Trace(&#34;My Value is now &#34;.">
<title>Actor | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actor/obtainlevels/index.html
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<meta name=description content="When using Actors, you can use self:GetParent() and self:GetChild() to get elements from other ActorFrames or Actors. self:GetChild() can only be used by ActorFrames. You can think of an ActorFrame as a tree of objects. This is the original table. And now you&rsquo;ve called GetParent on the ActorProxy. Def.ActorFrame{ Def.BitmapText{ Name=&#34;MyText&#34; }, * Def.ActorProxy{ OnCommand=function(self) self:GetParent() end }, } graph LR AF[Def.ActorFrame] --- BT(Def.BitmapText) & AP(Def.ActorProxy) style AF stroke-width:4px style BT stroke-width:4px style AP fill:#585,color:#fff,stroke-width:4px When calling it, you go back up a level, which in this case, it will become ActorFrame.">
<title>Obtaining Childs and ActorFrame Levels | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actorframe/index.html
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<meta name=description content="ActorFrames can hold other actors. The Def. format is set up like any other lua table, allowing for creating actors in batches. Because of this, there are multiple ways to build an ActorFrame.
Def.ActorFrame{ -- This sprite is now included inside of the ActorFrame. -- Any changes from the ActorFrame will affect the sprite, such as position, rotation, -- zoom and such. Def.Sprite{} } Attributes Inline building Concatenation Method 1 (indexing) Method 2 (lua concatenation) Attributes Name Type Action UpdateRate number Defines the update rate for the actorframe to update.">
<title>ActorFrame | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actorframetexture/index.html
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<meta name=description content="It’s like an ActorFrame, but instead of displaying what’s inside onto the screen, it places the contents of the ActorFrame onto a Texture that a Sprite (or any other actor that can load textures) can read from.
Popularized by its’ use in NotITG, although the behavior is different. NotITG’s version places the screen itself onto a texture instead of what’s inside the ActorFrame and requires basezoom to be used on sprites to make the image fit inside the game window.">
<title>ActorFrameTexture | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actormultivertex/index.html
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<meta name=description content="Setting a Draw State List of DrawModes Usage Examples DrawMode_Quad DrawMode_QuadStrip / DrawMode_Strip DrawMode_Fan DrawMode_Triangles DrawMode_LineStrip / DrawMode_LineStripM / DrawMode_Points DrawMode_Lines Allows for arbitrary polygons to be created. Every vertex has a position on the xyz plane, a color formatted like diffuse values, and a uv coordinate for textures. In NotITG, this is known as &ldquo;Polygon&rdquo;, and the functions available are different, even though it achieves the same thing.">
<title>ActorMultiVertex | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actorproxy/index.html
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<meta name=description content="An ActorProxy is an actor that allows rendering of other Actors without the need to create the logic for it again.
Def.ActorProxy{ OnCommand=function(self) self:SetTarget( [target actor] ) end } Attributes Draw logic Functions SetTarget GetTarget Attributes There are no special attributes for this actor class.
Draw logic As long as the target Actor is present, it will draw it. If it&rsquo;s deleted during runtime, it will stop drawing.
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/actorscroller/index.html
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<meta name=description content="The Actorscroller is an ActorFrame that acts as a scroller, allowing for a selection-styled menu with choices and animations.
Def.ActorScroller{ NumItemsToDraw = 3, SecondsPerItem = 3, TransformFunction = function(self, offset, itemIndex, numItems) end, Subdivisions = 4, UseMask = false, MaskWidth = 30, MaskHeight = 50, LoopScroller = false, WrapScroller = false, } Attributes Adding actors The direct method. The function method Transforming the Scroller Subdivisions Functions PositionItems SetTransformFromFunction SetTransformFromHeight SetTransformFromWidth SetCurrentAndDestinationItem SetDestinationItem GetSecondsToDestination SetSecondsPerItem SetSecondsPauseBetweenItems GetSecondsPauseBetweenItems SetPauseCountdownSeconds SetNumSubdivisions ScrollThroughAllItems ScrollWithPadding SetFastCatchup SetLoop SetWrap SetMask SetNumItemsToDraw GetFullScrollLengthSeconds GetCurrentItem GetDestinationItem GetNumItems Attributes Name Type Action NumItemsToDraw number How many items will be drawn at once on the ActorScroller.">
<title>ActorScroller | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/bganimation/index.html
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<meta name=description content="A compatibility actor class that allows you to run older .ini files for background animations. Requires Quirks Mode to be enabled to function.
Def.BGAnimation{ AniDir=&#34;MyAnimationFolder&#34;, LengthSeconds=10 } Attributes Name Type Description AniDir string The directory to find the animation data from. LengthSeconds number Backwards-Compatibility: If this is given, it will create a dummy actor that sleeps for the given amount of time. It inherits attributes from ActorFrame.
Loading process If a BGAnimation.">
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<meta name=description content="When applying text on a BitmapText actor, depending on the font, some glyphs might not present themselves properly. Let&rsquo;s take the following example, which attempts to load a text with the value H̶e̵a̶d̸g̷r̴i̸n̶d̴e̴r̶, which is Headgrinder with some special unicode to add non-spacing strikes in the text.
In this example, the glyphs representing the special unicode symbols are not found in this custom font, so they show ? symbols instead (from the Common default glyph image list), to indicate the missing element.">
<title>Ensuring string compatibility | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../../favicon/favicon.svg>
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<meta name=description content="Starting from SM5 Preview 1, BitmapText actors can include special instructions to manipulate separate glyphs with things like color. Operations from this use the AddAttribute function to insert these instructions.
-- This adds an attribute to the BitmapText. These are stacked. self:AddAttribute( [starting point], {[attribute to add]} ) -- This removes all attributes applied on the BitmapText. self:ClearAttributes() Any time the BitmapText calls settext or its own text changes, all attributes assigned to it will be cleared and will need to be reapplied.">
<title>Inline-Text manipulation | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../../favicon/favicon.svg>
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<meta name=description content="The BitmapText actor consists of 2 sets of glyphs, Inner and Stroke. Inner is the main use of a glyph, which is drawn character by default. Stroke is used to make bordered text without risking modification of the original glyph map, which allows for coloring on the fly.
Setting a Text Glow Mode When using the glow function, the BitmapText actor automatically applies the glow color to both layers by default.">
<title>Segments of a BitmapText | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/bitmaptext/index.html
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<meta name=description content="The BitmapText actor allows you to insert text into the theme, with any font that has been created and located on the Fonts folder from either your theme or _fallback.
Def.BitmapText{ Font = &#34;Common Normal&#34;, -- Alias of the default font Text = &#34;Hello!&#34; } Table of Contents Ensuring string compatibility Inline-Text manipulation Segments of a BitmapText Attributes Name Type Action Font string The font to be utilized for this BitmapText.">
<title>BitmapText | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/bpmdisplay/index.html
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<meta name=description content="A general-purpose BPM display. Can cycle between two states of values in a rolling motion.
Def.BPMDisplay{} Attributes There are no special attributes with this actor type. It inherits its attributes from BitmapText.
Functions These functions also work on SongBPMDisplay. SetFromGameState Obtains the current BPM information from the song or course. If the song is from an extra stage, it will report it as a random value instead.
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/controllerstatedisplay/index.html
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<meta name=description content="Creates an ActorFrame that contains button sprites for a specific game mode to indicate their pressed state. A more visual version of Test Input.
The class only detects input from MultiPlayer players. These are a different kind of player that are exclusively on controllers. The ControllerStateDisplay only detects pump buttons. It has been like this since July, 2007. Def.ControllerStateDisplay{ } Attributes There are no special attributes to this actor class. It inherits from ActorFrame.">
<title>ControllerStateDisplay | Project OutFox Wiki</title><link rel=icon type=image/svg+xml href=../../../../favicon/favicon.svg>
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/devicelist/index.html
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<meta name=description content="A BitmapText actor that shows the current list of devices connected and recognized by the game.
Def.DeviceList { Font=&#34;Common Normal&#34; } This actor is used on the Test Input screen to showcase which controllers are detected.
Attributes for this actor can be found on BitmapText.
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2 changes: 1 addition & 1 deletion dev/actors/actortypes/dynamicactorscroller/index.html
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<meta name=description content="The DynamicActorScroller is an ActorScroller that fills in its children on the fly.
The best example for the use of this class is the HighScore scroller, which constantly updates itself with new information everytime an item is deloaded from the screen.
The biggest different about this and ActorScroller is that DynamicActorScroller requires only 1 [Actor] to be inside it. It cannot be more than 1.
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