Modifiers and Course Coding Tweaks
Modifiers

The basic purpose of this list is mostly to keep track of all of the ideas that are coming into existance and to put them in one place. Of course this could be done without posting them on the site and it would be that way if it weren't for the public interest in our ideas for new modifiers. Also, this is a question that I get asked all too often, and I rarely answer it because of the complexity that the subject can entail... especially when thinking off the top of my head.

Now, understand that some modifiers, some ideas, will be incredibly hard to articulate. Some ideas are very easy to come up with in your head and then incredibly difficult to put into words. I'll try to do my best.

We are STILL interested in taking in ideas for modifiers, though we have plenty of them already, this is one area of the game that we intend to explore to an extreme extent. Not all current ideas are final, there are sure to be more ideas in the future. All mods are described as their basic idea. Let the insanity commence.

Aftereffect - Mouse pointer trails for the arrows, however, it is intended to be far more beautiful than that.

Broken - A horizontal split in the dead center of the screen. Below the split everything, EVERYTHING, is horizontally flipped.

Confusion - Same as "Dizzy", but also affects the target notes. "Dizzy" stacks on this effect.

Entry - Picture the top row (target notes) opening like a door, to the left.

Exit - Same as Entry, except to the right.

Fallthrough - Arrows shrink to nothing, fade in large, and repeat.

Fog - Clouds of fog build up around explosions and die down while they are not occuring. Which means that it will die down during slower portions of songs, or when you are getting anything lower than a "Great".

Limit - Arrows move instantaneously in 8th note portions. The chart still runs normally whereas the player only sees frames directly on 8th notes.

Mirage - Mirage-like partial tranparency (or "Stealth") effects on both the notes and targets.

Rotate - Perspective mod, rotates chart view from top/down from the center of the targets.

Sling - Circular rotation of note scrolling, a perspective mod.

Spaztic - Spasmic movement of arrows, sort of like beat, but all directions, constantly, preferably not too far from their true center at normal value.

Splash - Tap, Hold, and Roll explosion animations are emphasized by a waterlike ripple effect rolling outwards across the entire screen.

Stand - Arrows are displayed standing instead of flat, meant for use with perspective mods such as "Hallway" and "Distant".

Twist - Top notes spin on a center axel to a specified angle.

Verbose - Several, probably six or seven, smaller arrows collect together in a fluid fashion to form the normal size of arrows. Name will probably be changed.

Vortex - All (or most) of the charts arrows are visible swirling around in a small black hole of sorts as they are flung out into their respective columns.



Course Coding Tweaks

This list is a little bit easier to explain and can go into further detail. For the most part, anyone who has EVER coded a proper CRS file should know exactly what I'm saying here. If you haven't written a course file and don't intend to, then the ones that you don't understand will probably mean very little to you anyway. The one's you DO understand will describe new things that course files will now be capable of.

Now, we know about the current writing system involving *, %, etc. but here's a little breakdown for anyone who doesn't know: "*10 400% dizzy" Basically means that DIZZY will gain strength at 10 times it normally does and growing to 4 times it's normal strength. "*10" Basically makes the effect happen faster. "400%" Is the strength that the effect has.

The ideas that we would like to put into effect will not break existing courses. It will simply make course writing a lot more capable. Here is our list of ideas for course writing tweaks.

Group Effects - This doesn't really give anything more capabilities, it's just meant to make writing courses easier on the writer, basically I hate having to write *10000 over and over, or any % value that I plan on using for multiple effects. So the plan is to add the use of brackets "( and )" to group mods together. For instance, and for no specific effect at all, "*8 (tipsy, drunk), ..."

Intensify - Used the same way effect speed "*100" would be, it is used to increase or decrease the intensity of a mod. Such as using "*8 ^3 200% drunk" will cause Drunk (or Drift) to take effect 8 times as fast, but the actually effect will cause arrows to sway left and right 3 times as fast. Or even more detailed, using "^2 Beat" will likely cause Beat to happen at an 8th note pace rather than a 4th note pace.

Looping - The idea here is to make it so that when the full effect of whatever written mod is reached it resets. Using "< and >" whatever mods written within will disappear and start again at the very instant that it reaches the written effect. For instance, if you have entire section written to be "*100000 -100% drunk" and have that same section written to be "<*100000 100% drunk>" for an extreme reverb effect. Also will obviously work for slow looping.

Measures - In the MANY cases where you don't need to start or end modifiers on extremely specific times, so instead of "#MODS:TIME=" instead of time you'll have the choice of MSRE. Where you simply enter the measures rather than the ms. Like so, "#MODS:MSRE=10.000:END=14.000" or "#MODS:MSRE=10.000:LEN=4.000". So much better.

Pause - Freezes a mod in its tracks, it does not go away, it simply stops moving. By utilizing "[ and ]" like so: "[drunk]".