Challenge Result Screen¶
The following fields are available under the result table.
ChartResult[] charts // array of result information for all played charts (note: might not be all charts in course)
string title // Title of the challenge
int level // level of the challenge
string requirement_text // Text with requirements to pass the challenge (contains newlines)
bool passed // Did the player pass the challenge
string failReason // A string explaining why the player failed the challenge
string grade // "S", "AAA+", "AAA", etc.
int badge
// *Note* these averages are across all charts in the challenge including ones not played
int avgScore
int avgPercentage // average completion percentage
float avgGauge // average final gauge
int avgErrors // average number of errors gotten
int avgNears // average number of nears gotten
int avgCrits // average number of crits gotten
int overallErrors // total number of errors in charts played
int overallNears // total number of nears in charts played
int overallCrits // total number of crits in charts played
ChartResult¶
A ChartResult contains the following fields:
// Entries specific to the challenge:
bool passed // True if player passed challenge requirements for this chart
string failReason // If not passed, this string hold the reason why
// Normal challenge result entries
int score
int gauge_type // 0 = normal, 1 = hard. Should be defined in constants sometime
int gauge_option // type specific, such as difficulty level for the same gauge type if available
bool mirror
bool random
int auto_flags //bits for autoplay settings, 0 = no autoplay
float gauge // value of the gauge at the end of the song
int misses
int goods
int perfects
int maxCombo
int level
int difficulty
string title
string realTitle // Same as title
string artist
string effector
string illustrator
string bpm
int duration // Length of the chart in milliseconds
string jacketPath
int medianHitDelta
float meanHitDelta
int medianHitDeltaAbs
float meanHitDeltaAbs
int earlies
int lates
int badge // same as song wheel badge (except 0 which means the user manually exited)
float gaugeSamples[256] // gauge values sampled throughout the song
string grade // "S", "AAA+", "AAA", etc.
score[] highScores // Same as song wheel scores
HitWindow hitWindow // Same as gameplay HitWindow
bool autoplay
float playbackSpeed
int speedModType // 0 for XMOD, 1 for MMOD, 2 for CMOD
int speedModValue // HiSpeed for XMOD, ModSpeed for MMOD and CMOD
HitStat[] noteHitStats // contains HitStat for notes (excluding hold notes and lasers)
HitStat¶
A HitStat contains the following fields:
int rating // 0 for miss, 1 for near, 2 for crit
int lane
int time // In milliseconds
float timeFrac // Between 0 and 1
int delta
Calls made to lua¶
Calls made from the game to the script, these need to be defined for the game to function properly.
result_set()¶
This is called right after result is set, either for initial display or when reloaded
render(deltaTime)¶
The GUI render call.
get_capture_rect()¶
The region of the screen to be saved in score screenshots.
Has to return x,y,w,h in pixel coordinates to the game.
screenshot_captured(path)¶
Called when a screenshot has been captured successfully with path being the
path to the saved screenshot.
Challenge.GetJSON()¶
Call to get the json data for the current selected challenge