HScript Variables - SlightlySimple/FNF-Restructure-Engine GitHub Wiki
These are the variables that are accessible through the game variable in scripts. Some are also usable by the setGameVariable event in the Chart Editor.
songNameis the name of the song as it is displayed in-game and on the results screen.missSoundsis an array of sounds, one of which will be played whenever the player misses.camFollowis the target of the game camera, whilecamFollowPosis the actual location of the game camera.camFollowRateis the speed at which the camera will move tocamFollow, and by default, is 0.04. If it is set to 0, the camera will always be at the exact location ofcamFollow.camFocusis the character the camera is focused on. IfupdateCamFocusis set tofalse, this can be changed manually.overrideCamFocuscontrols whether or not the camera actually locks tocamFocus. If this is set totrue, the camera can be positioned directly.camZoomis the zoom that the camera will reset to whenever it bumps. Note that this doesn't directly affect the zoom of the camera, and for that you would need to changeFlxG.camera.zoomwhich does not fall under thegamevariables.camBumpRateis how many beats the camera will wait before bumping. By default, it is 4. If it is set to 0, the camera will not bump at all.camBumpSequenceis an array of true/false values which can be changed to make the camera bump in a repeated sequence rather than just when a certain amount of beats have passed.playerColumnsis an array of numbers that dictates which columns the player controls, and is usually determined by what side of the chart is being played. On a normal 4 key chart, this will by default either be[4,5,6,7]normally and[0,1,2,3]on the opponent's side.scoreTxtis the text that displays the player's score and other information, depending on what they have enabled.judgementCounteris the text that shows the player's judgements and misses, if enabled.ratingPopupsis a sprite group that contains all of the popups that show the player's rating and combo when they hit a note.allCharactersis an array of every character spawned in by the game. While the first three get their own variables (those beingplayer1,player2, andgf) this can be used for any characters beyond those three.allReactorsis an array of characters that will play their "sad" animation when the player breaks their combo. By default, onlygfis in this list, if they exist.keysArrayis an array of controls that are used by the player. This can be set either to specific keys or to keybinds from the Options menu. When setting to keys directly, it must be treated as an array of arrays. For example,keysArray = [FlxKey.LEFT], [FlxKey.DOWN], [FlxKey.UP], [FlxKey.RIGHT](/SlightlySimple/FNF-Restructure-Engine/wiki/FlxKey.LEFT],-[FlxKey.DOWN],-[FlxKey.UP],-[FlxKey.RIGHT);. By default, it is set to[Options.options.keys.note_left, Options.options.keys.note_down, Options.options.keys.note_up, Options.options.keys.note_right].suspendControlsis whether or not the game's controls are disabled. When set totrue, it will disable the game's controls and automatically retract any controls that are being held down.healthis the amount of health the player has, with 0 being the lowest and 100 being the highest.healthBaris the on-screen bar that displays the health. It is a single object, with it's black outline being a part of it.healthIconP1andhealthIconP2are the icons of the characters on the health bar.iconBumpRateis the rate, in beats, at which the health icons bump. By default, this is 1.songProgressBaris the on-screen bar that displays how far into the song the player is.songProgressTextis the text that's overlayed on top of it.countdownMultipliercontrols how many beats each tick of the countdown will last. By default, it is 1.doNextSongTranscontrols whether or not the black fade transition will happen at the end of the song. By default, it is false.