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Aeroluna edited this page Jul 12, 2022 · 4 revisions

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 as HSV or RGB.colorlerp (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.