Skip to content
This repository has been archived by the owner on Apr 22, 2023. It is now read-only.

Adding an Event

Leather128 edited this page Jun 17, 2022 · 3 revisions

Adding an Event

Event List

Make a folder called data in the folder your mod is in (unless it already exists), then make another folder called event data in the data folder you just made (no, not the data folder in _append just the one in your mod's folder).

Make a folder called _append in the folder your mod is in (unless it already exists), make another one called data in _append. Then make a file called eventList.txt this is the file where you put your events.

The events in eventList.txt are formatted like this: [Name Of Event]~[First Value Description]~[Second Value Description]

An example would be: Set Character X~Character to set x of (BF, Dad, GF)~X Value (can be a decimal)

Event Code

Now that you have your event setup in the eventList, the next step is to actually code it in-game.

If you need examples, then you can look in 'assets/data/event data/' where you'll find the base game event Luas.

Here is an example of a basic event that sets the x position of a character:

function onEvent(name, position, argument1, argument2)
    if string.lower(name) == "set character x" then
        local charString = string.lower(argument1)

        if charString == "bf" or charString == "boyfriend" or charString == "player" or charString == "player1" then
            setActorX(tonumber(argument2), "boyfriend")
        elseif charString == "gf" or charString == "girlfriend" or charString == "player3" then
            setActorX(tonumber(argument2), "girlfriend")
        else
            setActorX(tonumber(argument2), "dad")
        end
    end
end

Also keep in mind, any function available in a regular modchart or stage will be available in event luas too!

Clone this wiki locally