Events - Aeroluna/Heck GitHub Wiki
Example:
"basicBeatmapEvents":[
{
"b": 8.0,
"et": 2,
"i": 1,
"f": 1,
"customData": {
"color": [1, 0, 1],
}
}
]
Chroma
Standard Lights
- Will only apply to the single light it's attached to.
"lightID"
: (int) Causes event to only affect specified ID. Can be an array."color"
:[r, g, b, a]
(float) Array of RGB values (Alpha is optional and will default to 1 if not specified)."easing"
: (string) Any easing from easings.net (with the addition of easeLinear and easeStep)."lerpType"
: (string) Lerp asHSV
orRGB
. (Courtesy of https://www.alanzucconi.com/2016/01/06/colour-interpolation/).
Laser Speed
"lockRotation"
: (bool) Set to true and the event it is attached to will not reset laser rotations."speed"
: (float) Identical to just setting value, but allows for decimals. Will overwrite value (Because the game will randomize laser position on anything other than value 0, a small trick you can do is set value to 1 and _preciseSpeed to 0, creating 0 speed lasers with a randomized position)."direction"
: (int) Set the spin direction (0 left lasers spin CCW, 1 left lasers spin CW).
Ring Rotation
"nameFilter"
: (string) Causes event to only affect rings with a listed name (e.g. SmallTrackLaneRings, BigTrackLaneRings)."rotation"
: (float) Dictates how far the first ring will spin."step"
: (float) Dictates how much rotation is added between each ring."prop"
: (float) Dictates the rate at which rings behind the first one have physics applied to them. High value makes all rings move simultaneously, low value gives them significant delay."speed"
: (float) Dictates the speed multiplier of the rings."direction"
: (int) Direction to spin the rings (1 spins clockwise, 0 spins counter-clockwise).
Ring Zoom
"step"
: (float) Dictates how much position offset is added between each ring."speed"
: (float) Dictates how quickly it will move to its new position.