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fix not saving mix when going to options
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also a bit more wiki stuff
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ThatRozebudDude committed Jan 23, 2025
1 parent 0cba8cf commit 967a172
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4 changes: 3 additions & 1 deletion docs/General-HScript-Information.md
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Expand Up @@ -41,4 +41,6 @@ All of the scripted class contain helper variables to make accessing certain var
- `left`: Can be used when refering to note directions. Alias for `0`.
- `down`: Can be used when refering to note directions. Alias for `1`.
- `up`: Can be used when refering to note directions. Alias for `2`.
- `right`: Can be used when refering to note directions. Alias for `3`.
- `right`: Can be used when refering to note directions. Alias for `3`.

Note that for variables like `boyfriend` or `dad` you cannot directly set these, you need to use the full variable like `PlayState.instance.boyfriend` to set it to a new character object for example.
40 changes: 40 additions & 0 deletions docs/UI-Skins.md
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UI Skins are a set of multiple different skins for different UI elements.

## Defining a UI Skin

A UI skin is defined in a `.json` file in the `data/uiSkins` folder. It should contain the following fields:

- `note`: The default note skin that will be used for all note types that don't have a custom skin set.
- `playerNotes`: The HUD note skin used on the player's side.
- `opponentNotes`: The HUD note skin used on the opponent's side.
- `comboPopup`: The skin used for the combo pop up.
- `countdown`: The skin used for the countdown at the begining of the song.

## Note Skin

> Wiki section not added yet.
## HUD Note Skin

> Wiki section not added yet.
## Combo Popup Skin

> Wiki section not added yet.
## Countdown Skin

Countdown skins are defined in a `.json` file in the `data/uiSkins/countdown` folder. It should contain the following fields:

- `first`: Countdown object that plays 4 beats before the song starts.
- `second`: Countdown object that plays 3 beats before the song starts.
- `third`: Countdown object that plays 2 beats before the song starts.
- `fourth`: Countdown object that plays 1 beats before the song starts.

A countdown object holds the data for its part of the countdown. Each field in the countdown object is optional and does not need to be included. It can contain the following fields:

- `graphicPath`: The path of the image that displays during this part of the countdown. Should not include the file extension. If not defined no graphic will be displayed.
- `antialiasing`: Whether the graphic uses antialiasing or not. If not defined it will be set to `true`.
- `scale`: The scale that the graphic will be displayed at. If not defined it will be set to `1`.
- `offset`: An array that contains 2 numbers that offset the graphic from the center of the screen. The first number is the `x` offset, the second is the `y` offset. If not defined it will be set to `[0, 0]`.
- `audioPath`: The path to the audio file that will play during this part of the countdown. Should not include the file extension. If not defined no audio will play.
3 changes: 3 additions & 0 deletions source/PauseSubState.hx
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Expand Up @@ -193,6 +193,9 @@ class PauseSubState extends MusicBeatSubstate
PlayState.replayStartCutscene = false;
pauseMusic.fadeOut(0.5, 0);
FlxG.sound.play(Paths.sound('scrollMenu'), 0.8);
if(PlayState.instance.instSong != null){
PlayState.overrideInsturmental = PlayState.instance.instSong;
}

case "Exit to menu":
PlayState.instance.tweenManager.clear();
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