List of Song Modifiers - stepmania/stepmania GitHub Wiki
General
Note: Some themes may not show all options. Refer to the PlayerOptions section in the luadoc for more information.
Unless otherwise specified, all functions are assumed to take (float) value, (float) approach_speed as arguments.
General/etc
Name | Function name | Function Arguments | Description |
---|---|---|---|
NoteSkin | NoteSkin | (string) the name of the noteskin | Changes the noteskin. (Probably can't be applied during a song.) |
HI-SPEED
Name | Function name | Description |
---|---|---|
XMod | XMod | (default) Change the speed of arrows by a decimal value. Possible maximum HI-SPEED is 10x on some themes and 8x on most themes. (Default: 1x, Usually have x1, x0.5, x0.25, x0.1 or x0.05 increments on some themes) |
CMod | CMod | Short for "Constant Mod", this allows you to set a constant speed for arrows. The song bpm, speed changes and stops are ignored. Count as NO PLAY in some themes. |
MMod | MMod | Set a maximum HI-SPEED for arrows based on the song's DISPLAYBPM. If a song has a variable BPM it will match the maximum BPM. Meaning if your MMod is m600 and the song goes from 150 to 300 bpm, the arrows will have a scroll speed from 300-600. |
Random Speed | RandomSpeed | Unknown. |
Perspective
Name | Function name | Description |
---|---|---|
Incoming | Incoming | The notefield is tiled towards the player. Notes will appear from farther away and zoom towards the note receptors. |
Vertical | Overhead | (default) Notes will scroll on a flat surface from bottom to top (or from top to bottom in some game modes or with reverse option enabled). |
Space | Space | The notefield is tilted away from the player. |
Hallway | Hallway | The notefield is tilted towards the player at a lesser angle. |
Distant | Distant | The notefield is tilted away from the player, but on a lesser angle. |
(not selectable by player) | Skew | Skew is one of the mods for controlling the perspective.Skew moves the vanishing point for the note field away from the center of the screen.Skew has no effect in single mode if Center1Player is true.Skew has no effect in double mode. |
Scroll actions
Normal: Notes moves at the same speed.
Boost: Notes start slow and accelerate towards the receptors.
Brake: Notes start fast and decelerate towards the receptors.
Wave: Notes speed up and slow down as they go towards the receptors.
Expand: Notes get closer and farther like a spring.
Boomerang: Notes fly in from the top (or bottom if reverse), decelerate towards the bottom, then reverse and accelerate back towards the note field.
Scroll Effects
Most effects can be amplified if you use them in the #ATTACKS field in a simfile. They can also be stacked.
Dizzy: The notes spin in their lanes
Twirl: The notes spin in 3D
Confusion: The notes and note receptors spin.
Drunk: The notes and note receptors sway to the left and right
Beat: The note and note receptors bounce left and right to the beat of the song
Tornado: notes fly in to the left, then to the right as they line up with the receptors
Mini: Makes the notefield small
Big: Makes the notefield big
XMode: The notes come in from a certain angle (You probably want to use this with #ATTACK so you can amplify it)
Bumpy: The notefield is "bumpy" in that the notes ripple towards and back in your direction.
Invert: The receptors are inverted. (Down, Left, Right, Up)
Flip: the receptors are flipped. (Right, Up, Down, Left)
NOTES APPAREANCE
Visible: Notes are completely visible.
Hidden: Notes become invisible 3/4ths of the way before reaching the receptors. ATTACKS: Visibility range can be adjusted with an argument.
Sudden: Notes are invisible, then become visible 1/4th of the way towards the receptors. ATTACKS: Visibility range can be adjusted with an argument.
Constant: Same as Sudden, but visibility range can be adjusted with an argument without requering the #ATTACKS value (Only on some SM5 forks).
Stealth: Notes are completely invisible.
Blink: Notes flash between visible and invisible.
RandomVanish: Unknown function.
These two aren't part of StepMania's default, but some custom themes implement them:
Sudden+: Cover the bottom half (or top half, in case of reverse option enabled or of some game modes) of the notefield with a window or image that can be adjusted with EffectUp or EffectDown (can be combined with Hidden+ ).
Hidden+: Cover the top half (or bottom half, in case of reverse option enabled or of some game modes) of the notefield (where the receptors are) with a window that can be adjusted with EffectUp or EffectDown (can be combined with Sudden+ and inverted with reverse).
StealthPastReceptors: Exactly what it says on the tin (5.1 only)
NOTES PLACEMENT
(This changes the notes themselves instead of how they appear)
Mirror: The chart is mirrored.
Backwards: The chart is mirrored?
Left: The chart is turn left.
Right: The chart is turn right.
Shuffle: The chart is randomized, but tries to prevent jacks(?).
Cement Mixer/SuperShuffle: The chart is randomized completely.
Soft Shuffle: Left and right are flipped.
Insert
Wide: Extra jumps on 1/4 beats.
Big: Adds notes on 1/8th beats.
Could someone add descriptions for the rest of the moddifiers in this section please? Thanks.
Scroll Direction
Normal: Notes come from bottom to top.
Reverse: Notes come from top to bottom.
Split:
Alternate: The orientation of the receptor switches every time, so the first one is upright, the second one is downscroll, the third is up, the fourth is down.
Cross: The outer receptors are upright, and the inner receptors are at the bottom.
Centered: The receptors are vertically centered.
Attacks
On: If the simfile has an #ATTACKS section, it will play scripted modifiers during gameplay.
Random Attacks: Randomly add and remove different modifiers during gameplay. Known as "RandAttack" internally.
Hide
These can be stacked.
Dark: The STEP ZONE (or note receptors) is disabled.
Blind: Your combo and judgements are invisible.
Cover: The BGA is darkened.
ASSIST options
Remove
Removes notes to make the song easier and some themes enable assist clear.
Little: Removes notes requiring you to hit out of 1/4 beat. Known as CUT on DDR series.
No Jumps: Removes notes requiring you to hit two arrows at the same time.
No Hands: Removes notes requiring you to hit three arrows at the same time.
No Quads: Removes notes requiring you to you hit four arrows at the same time.
No Stretch:
No Rolls: Removes roll notes.
No Lifts: Removes lift notes.
No Fakes: Removes fake notes.
Holds
(Known as "Frezze Arrows" on DDR series)
No Holds: Disables hold notes to make the song easier. Count as ASSIST CLEAR.
Planted: Adds more holds. A lot of them.
Twister: Adds more holds, but allows for the possibility of more than two holds at a time.
Holds To Rolls: All holds are changed by rolls.
Mines
Off: Removes negative notes. Count as ASSIST CLEAR.
On (Default): Negative notes (as mines or SHOCK ARROWS) are present. Hitting negative note drains the LIFE GAUGE or removes a life in battery modes and, in some themes, breaks your combo.
Additive: Some tap notes are turned to negative notes, some negative notes are added at the end of holds.
Attack Mines: Hitting negative notes adds a random modifier during gameplay that decays instead of draining the LIFE GAUGE or removing a life in battery modes.
Extra
LIFE GAUGE
Name | Function name | Description |
---|---|---|
NORMAL | Bar | Normal lifebar type. Known as "Normal" on DDR series. |
FLOATING FLARE (Only on some SM5 forks) | Bar + floating-flare | Don't recover life upon scoring well. This gauge starts at FLARE EX and when that gauge is empty, it switches to a gauge of a lower level until it reaches FLARE I. Clearing the song obtains the higher FLARE gauge badge. |
FLARE (Only on some SM5 forks) | Bar + FLARE (levels I to IX) | The life gauge does not recover, and it decreases on W3 or lower ratings (Also considers Let Go and Hit Mine). Splitted in nine levels. Clearing the song obtains any FLARE badge. |
FLARE EX (Only on some SM5 forks) | Bar + FLARE EX | The life gauge does not recover, and it decreases on W2 or lower ratings (Also considers Let Go and Hit Mine). Clearing the song obtains the FLARE EX badge. |
Battery | Battery | Getting any misstep you lose a life. If you run out of lives, you fail the song or course. Count as HARD CLEAR. |
4 LIVES (Only on some themes) | Battery + 4 lives | The song or course ends on 4 or more missteps. This is an option for advanced players. Count as HARD CLEAR. |
RISKY (Only on some themes) | Battery + 1 life | Getting a single misstep will fail the song or course. Count as HARD CLEAR. |
Note: Some themes have this option in Player Options instead of Song Options, and some themes enable hard clear. Also, may change the options depending on theme.
Gauge Drain
Name | Function name | Description |
---|---|---|
NORMAL | Normal-Drain | Self explanatory. |
PRESSURE | NoRecover | Don't recover life upon scoring well. Less stricter than the FLARE GAUGE levels. Count as HARD CLEAR. |
Sudden Death | SuddenDeath | Same as Battery + 1 life (RISKY on DDR series). Getting any misstep will result in instant stage failure. Count as HARD CLEAR. |
Note: Some versions/forks implement custom LIFE GAUGE changes that alterate PRESSURE and SUDDENDEATH in the Preferences.ini or stepmania.ini on earlier versions, that may be changed by the user.
Battery Lives
Self explanatory. Count as HARD CLEAR.
Note: "1 life" = RISKY on DDR series.
Fail type
Immediate: Fail when the LIFE GAUGE or battery is empty. Known as "FailImmediateContinue" internally.
Delayed:
Fail at end: Fail at the end of the song if your LIFE GAUGE or battery is empty. Known as "FailAtEnd" internally.
Off: You can't fail. Known as "FailOff" internally.
IIDX: This fail type is custom and is in some themes, and LIFE GAUGE is replaced by GROOVE GAUGE. If your GROOVE GAUGE is <=80% at the end of the song, you will fail. Known as "FailIIDX" internally.
Due to a bug, playing SM 3.9 and forks using "Battery", 4 LIVES or RISKY options will change the fail type to Immediate.