¡Bienvenido/a a la página de la documentación de OpenTaiko! Todo lo que ves aquí es un trabajo en progreso, ya que todavía estamos documentando la gran cantidad de información relacionada con este juego.
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OpenTaiko usa el formato TJA para componer canciones. Se pueden abrir con cualquier editor de texto, o con un editor visual como PeepoDrumKit. A continuación se muestra una lista de los tipos de notas utilizados.
Hay muchas notas compatibles con OpenTaiko. Algunos se usan comúnmente en todos las partituras, mientras que otros aparecen con menos frecuencia. Algunos también pueden ser exclusivos de otros modos o tener comportamientos diferentes.
Aquí se enumeran los tipos de notas comunes que se usan en el modo Taiko.
ID | Nombre | Descripción |
---|---|---|
0 | Vacío |
Espacio vacío Esencial para espaciar notas, así como para ayudar a crear patrones complejos. |
1 | Don | Nota roja |
2 | Ka | Nota azul |
3 | Don grande | Nota roja grande |
4 | Ka grande | Nota azul grande |
5 | Inicio de redoble de tambor |
Redoble de tambor Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. |
6 | Inicio de redoble de tambor grande |
Redoble de tambor grande Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. |
7 | Inicio de globo |
Globo Marca el comienzo de un globo. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Similar al redoble de tambor, pero debe golper una cierta cantidad dentro de un límite de tiempo para completar. El valor del globo lo especifica la etiqueta del BALLOON. |
8 | Fin de la nota larga | Marca el final de cualquier nota larga. |
9 | Inicio de Kusudama |
Globo grande Marca el comienzo de un kusudama. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Similar al redoble de tambor, pero debe golper una cierta cantidad dentro de un límite de tiempo para completar. El valor del kusudama lo especifica la etiqueta del BALLOON. |
A | Don (Largo - Ambos) |
Nota roja grande Muestra las manos conectadas cuando se reproduce una partitura en el modo multijugador y la nota aparece alineada entre sí. |
B | Ka (Largo - Ambos) |
Nota azul grande Muestra las manos conectadas cuando se reproduce una partitura en el modo multijugador y la nota aparece alineada entre sí. |
Aquí se enumeran los tipos de notas comunes que se usan en el modo Konga.
Muchas de ellas ya se usan en el modo Taiko, pero algunas se usan exclusivamente en este modo de juego.
ID | Nombre | Descripción |
---|---|---|
0 | Vacío |
Espacio vacío Esencial para espaciar notas, así como para ayudar a crear patrones complejos. |
1 | Derecha | Nota derecha |
2 | Izquierda | Nota izquierda |
3 | Doble | Nota doble |
4 | Aplauso | Nota de aplauso |
5 | Inicio de redoble de tambor derecho |
Redoble de tambor derecho Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. |
6 | Inicio de redoble de tambor doble |
Redoble de tambor doble Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. |
7 | Inicio de globo |
Globo Marca el comienzo de un globo. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Similar al redoble de tambor, pero debe golper una cierta cantidad dentro de un límite de tiempo para completar. El valor del globo lo especifica la etiqueta del BALLOON. |
8 | Fin de la nota larga | Marca el final de cualquier nota larga. |
9 | Inicio de Kusudama |
Globo grande Marks the beginning of a kusudama. Use 0 to increase the length of the drumroll, and 8 to end the drumroll. Similar al redoble de tambor, pero debe golper una cierta cantidad dentro de un límite de tiempo para completar. El valor del kusudama lo especifica la etiqueta del BALLOON. |
Konga Solo Notas | ||
I | Inicio de redoble de tambor izquierdo |
Redoble de tambor izquierdo Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Se vuelve un pequeño redoble de tambor en el modo Taiko. |
H | Inicio de redoble de tambor de aplauso |
Redoble de tambor de aplauso Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Se vuelve un grande redoble de tambor en el modo Taiko. |
Aquí se enumeran notas misceláneas utilizadas en todos los modos.
Estos tipos de notas no se usan regularmente en partituras normales. Por lo general, solo los encontrarás en partituras de trucos.
ID | Nombre | Descripción |
---|---|---|
C | Bomba |
Nota de bomba Una nota de que los jugadores deben evitar golpear activamente. Rompe el combo y deja caer drásticamente el indicador si es golpeado. |
F | Adlib |
Invisible note Aparece invisible de forma predeterminada y no es necesario golpearlo. Si se golpea, se reproduce un sonido de golpe especial. |
G | Kadon |
Nota morada Requiere que el jugador golpee tanto a don como a ka. En el modo Konga, esto aparece como una nota Doble. |
D | Start of Fuse Roll |
Globo de bomba Marca el comienzo de un redoble de tambor. Use 0 para aumentar la longitud del redoble de tambor y 8 para finalizar el redoble de tambor. Se comporta de manera similar al Globo, pero debe romperse a tiempo. Si el usuario falla, se comportará como una nota de Bomba, rompiendo combo y dañando su indicador actual. |
In addition to OpenTaiko's default skins, users are able to create their own skins.
OpenTaiko's Lua API allows creators to further customize their skin beyond just replacing textures and sounds, allowing for more dynamic visuals without the need to modify the game's source code. While most menus can have Lua scripts, most scripts are only suited for animating backgrounds at this time. The capabilities of the Lua API are still a work in progress and will expand in the future.
Read-only variables are also provided by OpenTaiko, allowing the creator to change the behaviour of their script based on what is happening at that moment.
Some examples of what can be done with Lua include:
Calling Functions are commands that you send to OpenTaiko to execute a function.
Most of these functions are related to drawing and manipulating textures that your script imports and does not modify the game itself.
Function | Input Type(s) | Description |
---|---|---|
Console Drawing | ||
func:DrawText(x, y, text); | number, number, string | Draws text using the skin's Console Font. (/Graphics/Console_Font.png) |
func:DrawNum(x, y, num); | number, number, number | Draws a number using the skin's Console Font. (/Graphics/Console_Font.png) |
Image Drawing | ||
func:AddGraph(filepath); | string | Load an image file to be used for your script. This is mandatory for drawing functions to work on your image. |
func:DrawGraph(x, y, filepath); | number, number, string | Draw a given image at a position. |
func:DrawGraphCenter(x, y, filepath); | number, number, string | Draw a given image at a position, centred at the given coordinates. |
func:DrawRectGraph(x, y, rect_x, rect_y, rect_width, rect_height, filepath); | number, number, number, number, number, number, string |
Draw a given image at a position. A rectangle is used to specify what portion of the image you want to draw. If a rectangle goes outside the bounds of the given image, it will loop back to continue drawing. This method can be used to repeat textures. |
func:DrawGraphRectCenter(x, y, rect_x, rect_y, rect_width, rect_height, filepath); | number, number, number, number, number, number, string |
Draw a given image at a position, centred at the given coordinates. A rectangle is used to specify what portion of the image you want to draw. If a rectangle goes outside the bounds of the given image, it will loop back to continue drawing. This method can be used to repeat textures. |
Image Manipulation | ||
func:SetScale(x_scale, y_scale, filepath) | number, number, string | Set the scale of your image. 1.0 is the default value. |
func:SetRotation(rotation, filepath) | number, string | Set the rotation of your image. Value is typically between 0 and 360. |
func:SetOpacity(opacity, filepath) | number, string | Set the opacity of a given image. Value must be between 0 and 255. |
func:SetColor(r, g, b, filepath) | number, number, number, string | Use a Multiply filter to recolour your image. All values must be between 0.0 and 1.0. |
func:SetBlendMode(mode, filepath) | string, string |
Specify how an image should blend into the background. Blend modes available are: "Normal", "Add", "Multi" (Multiply), "Sub" (Subtract), "Screen" |
Receiving Functions are commands that OpenTaiko sends to your script.
Some of these functions are called every frame, while others are only called when necessary. Some can also be called multiple times, mainly per player.
Function | Input Type(s) | Description |
---|---|---|
General | ||
function init() | - | Called once when the script is first loaded. This is used to initialize data, including images. |
function update() | - |
Called once every frame. Used to calculate and update values. Temporarily stops being called if the game is paused. This is always called before draw(). |
function draw() | - | Called once every frame. Used to manipulate and draw images. |
In-Game Only | ||
function clearIn(player) | integer |
Called once when a player has reached the clear range. The player value is the player ID that has entered the clear range. The player ID starts at 0 and ends at 4. 0 for 1P, 1 for 2P, 2 for 3P, etc. |
function clearOut(player) | integer | Called once when a player has dropped from the clear range. The player value is the player ID that has dropped from the clear range. |
In-Game Only (Kusudama) | ||
function kusuIn() | - | Called once when a Kusudama sequence has started. |
function kusuBroke() | - | Called once when a Kusudama was successfully cleared. |
function kusuMiss() | - | Called once when a Kusudama has failed to clear before the sequence has ended. |
In-Game Only (Ending) | ||
function update(player) | integer |
Called every frame. Used to calculate and update values. Unlike the original function, this is called for each player ID qualified to run this script. Can run multiple times in a single frame. |
function draw(player) | integer |
Called every frame. Used to manipulate and draw images. Unlike the original function, this is called for each player ID qualified to run this script. Can run multiple times in a single frame. |
function playEndAnime(player) | integer |
Called once when a course is finished. The player value is the player ID qualified to run this script. Can run multiple times in a single frame. |
Results Only | ||
function skipAnime() | - | Called once when any player skips the Results Screen animation. |
Song Select Only | ||
function playAnime() | - |
Called when a player on the difficulty select screen swaps between Extreme and Extra difficulty. Animation duration is specified in the Skin Config files. |
OpenTaiko gives variables with read-only values to get details about what's happening at that moment.
Some details include information about what state a player is in, while others may provide detail about the game mode status or certain application parameters.
Because these variables are already reserved, you cannot create your own variables with the same names as the ones listed below.
Variable Name | Type | Description |
---|---|---|
Application Information | ||
fps | integer |
Gets the framerate of the application. |
deltaTime | decimal |
Gets the amount of time that has passed since the last frame was drawn. Non-integral, valued in seconds (i.e. 0.0166666...) |
lang | string |
Gets the current selected language as a short string format. (i.e. "en", "ja", "fr", etc.) |
Player Information | ||
playerCount | integer | Gets the current number of active players. |
p1IsBlue | boolean |
Gets a Boolean stating if Player 1 is blue. (via selecting Right in the title menu) 1P only; Returns false if not blue, or if there are 2 or more players. |
characterRarities | string[] |
Gets each player's Character rarity. Possible rarities: "Poor"/"Common"/"Uncommon"/"Rare"/"Epic"/"Legendary"/"Mythical" |
puchicharaRarities | string[] |
Gets each player's Puchichara rarity. Possible rarities: "Poor"/"Common"/"Uncommon"/"Rare"/"Epic"/"Legendary"/"Mythical" |
Player Information (In-Game) | ||
bpm | decimal[] |
Gets a list of numbers for each player that tells what BPM their chart is currently on. Can be different for each player. |
gauge | decimal[] | Gets a list of numbers between 0-100 for each player that tells where the player is on the soul gauge. |
isClear | boolean[] | Gets a list of Booleans for each player that tells if each player is clearing their course. |
gogo | boolean[] | Gets a list of Booleans for each player that tells if Go-Go Time is currently active. |
Gameplay Information | ||
timeStamp | decimal |
Gets the amount of time in seconds that have passed since the chart has begun, beginning at the first measure. Can be negative if the chart hasn't started yet. |
Tower Information | ||
towerNightNum | decimal |
Gets a number starting at 0 and going up to (but not always ending at) 1, which changes depending on how far the player has progressed through a Tower. The source code determining towerNightNum's value is Math.Min(CurrentMeasure / Math.Max(140, MaxFloorCount / 2), 1); |
AI Battle Information | ||
battleState | integer |
Gets a number related to the current state of the active AI Battle, valued between -9 and 9. Default is 0. Zero or higher number means the player is winning. Negative number means the AI is winning. |
battleWin | boolean |
Gets a Boolean stating if the player is winning (or has won) against the AI in AI Battle. Can also be used in the Results Screen menu. |
P: ¿Por qué?
R: No sé.