Here is a guide I made, for modded courses in stepmania.
To get rid of that incredibly annoying sound whenever a mod is activated/stopped: go t o program folder then the themes, then too whatever theme you are using, then to "sounds". Delete the following files, and nothing else: "Player battle attack ending", "Player battle attack launch", "Player course attack launch, and "Player course attack ending".
Go to "courses" in you program file.
Make a new folder.
Go into that folder, right click, and create a new text document.
Open the text document and go to file, then "save as", put .crs at the end of the file name.
A course file should appear in that folder, delete the text file.
Ok, now that you know how to make a course file, OPEN IT!!
This is basic scripting for stepmania courses.
There are spaces to prevent smiley faces, take them out of your course file.
#COURSE: (name of course)
#MODS:TIME=(start of mod):END=(end of mod):MOD=(name of mod)
#SONG: (name of song), you may have some problems with the song, so do this: #SONG: (name of group the song is in)/(name of song)
NOTE: If you want to make the mods activate faster do this: MODS=*10 (name of mod), that would make the mod start 10 times faster.
Ending mods faster would go like this:
#MODS:TIME=10.000:END=15.000:MODS=dizzy (the mod will start at 10 seconds and end at 15 seconds)
#MODS:TIME=15.000:END=16.000:MODS=*10 no dizzy
This will cause the mod to end 10 times as fast.
NOTE: For more than one song, you have to CONTINUE the timing, you cannot start the mods at the first second of the 2nd song, you have to add on all the time from the previous song.
Mods will be easier to place when you have the stepmania editor up while the .crs file is open, because on the top right corner of the editor, there is something that tells you the current second you are on.
To test the mods, go to options, and reload songs and courses (only has to be done once)
And when you in the editor at the song you are putting the mods in. press "c", and a window will pop up, choose your course.
PS: you have to SAVE the .crs file to have the mods work.
Glossary of mods:
Perspective Mods
Overhead: This is the standard scroll for most people. The arrows appear as if you were looking at them from directly above.
Hallway: This is the default perspective for ITG. The arrows appear as if they are coming toward you from the distance.
Incoming: Same as Hallway, but at a slight angle away from the center of the screen.
Distant: The arrows appear as if they are coming from the foreground, and going into the distance. (think Star Wars text at the beginning of each movie)
Space: Same as Distant, but at a slight angle away from the center of the screen.
Scroll Mods
Reverse: Arrows scroll from top to bottom.
Split: The Left and Down columns' arrows scroll from bottom to top, while the Up and Right columns' arrows scroll from top to bottom. For Double, the entire 1P (left) side scrolls from bottom to top, while the entire 2P side (right) scrolls from top to bottom.
Alternate: The Left and Up columns' arrows scroll from bottom to top, while the Down and Right columns' arrows scroll from top to bottom. For Double, every other column scrolls from top to bottom.
Cross: The Left and Right columns' arrows scroll from bottom to top, while the Down and Up columns' arrows scroll from top to bottom. For Double, the middle four columns scroll from top to bottom.
Centered: The targets are in the vertical center of the screen. This is usually used as a combination with Split, Alternate, or Cross, so that while the targets stay in the same place, the arrows come from different sides.
Acceleration Mods
Accel: The arrows start off slow, then progressively speed up as they reach the targets. NOTE: You have to name this mod "Boost" when making a marathon.
Decel: The arrows start off fast, then progressively slow down as they reach the targets. NOTE: You have to name this mod "Brake" when making a marathon.
Wave: The arrows slow down for a brief moment at certain parts in the stepzone, creating a wave-like pattern. Where the arrows slow down depends on your speed mod.
Expand: Kind of like Wave, except that Expand affects the entire field all at once. Think of it as an oscillating speed mod. This happens at a fixed rate.
Boomerang: The arrows come from behind the targets, travel away, then go back toward the targets. Where the arrows stop and change direction depends on your speed mod. C-mods affect how fast the whole process happens.
Bumpy: The arrows appear to go over hills, taking a bumpy path to the targets. (sorry for the ****py explanation, I couldn't think of anything better)
Effect Mods
Drift: The targets sway back and forth, and the arrows take a smooth zigzag-like pattern to the targets. NOTE: You have to name this mod "Drunk" when making a marathon.
Dizzy: The arrows spin as they go towards the targets. The speed of the spinning is affected by the BPM.
Mini: The entire field shrinks, making everything appear small. NOTE: Mini is now Tiny on SM 4.0.
Flip: The order of the targets is exactly opposite to the standard layout. (LDUR becomes RUDL). NOTE: On double, the sides are flipped as well, so the 1P side is now on the 2P side, and vice versa.
Tornado: The arrows take a helix-like path and leave their columns completely as they reach the targets. (taken from this page)
Float: The targets slowly float up and down at a fixed rate, all individual of each other. NOTE: You have to name this mod "Tipsy" when making a marathon.
Beat: The targets jerk back and forth, going to the tempo of the song. The frequency of the beat gets cut in half if the song is 300 BPM or more.
Invert: The order of the targets gets switched around, so that LDUR becomes DLRU. NOTE: This mod is not normally accessible through the options menu.
Hope you like it.
To get rid of that incredibly annoying sound whenever a mod is activated/stopped: go t o program folder then the themes, then too whatever theme you are using, then to "sounds". Delete the following files, and nothing else: "Player battle attack ending", "Player battle attack launch", "Player course attack launch, and "Player course attack ending".
Go to "courses" in you program file.
Make a new folder.
Go into that folder, right click, and create a new text document.
Open the text document and go to file, then "save as", put .crs at the end of the file name.
A course file should appear in that folder, delete the text file.
Ok, now that you know how to make a course file, OPEN IT!!
This is basic scripting for stepmania courses.
There are spaces to prevent smiley faces, take them out of your course file.
#COURSE: (name of course)
#MODS:TIME=(start of mod):END=(end of mod):MOD=(name of mod)
#SONG: (name of song), you may have some problems with the song, so do this: #SONG: (name of group the song is in)/(name of song)
NOTE: If you want to make the mods activate faster do this: MODS=*10 (name of mod), that would make the mod start 10 times faster.
Ending mods faster would go like this:
#MODS:TIME=10.000:END=15.000:MODS=dizzy (the mod will start at 10 seconds and end at 15 seconds)
#MODS:TIME=15.000:END=16.000:MODS=*10 no dizzy
This will cause the mod to end 10 times as fast.
NOTE: For more than one song, you have to CONTINUE the timing, you cannot start the mods at the first second of the 2nd song, you have to add on all the time from the previous song.
Mods will be easier to place when you have the stepmania editor up while the .crs file is open, because on the top right corner of the editor, there is something that tells you the current second you are on.
To test the mods, go to options, and reload songs and courses (only has to be done once)
And when you in the editor at the song you are putting the mods in. press "c", and a window will pop up, choose your course.
PS: you have to SAVE the .crs file to have the mods work.
Glossary of mods:
Perspective Mods
Overhead: This is the standard scroll for most people. The arrows appear as if you were looking at them from directly above.
Hallway: This is the default perspective for ITG. The arrows appear as if they are coming toward you from the distance.
Incoming: Same as Hallway, but at a slight angle away from the center of the screen.
Distant: The arrows appear as if they are coming from the foreground, and going into the distance. (think Star Wars text at the beginning of each movie)
Space: Same as Distant, but at a slight angle away from the center of the screen.
Scroll Mods
Reverse: Arrows scroll from top to bottom.
Split: The Left and Down columns' arrows scroll from bottom to top, while the Up and Right columns' arrows scroll from top to bottom. For Double, the entire 1P (left) side scrolls from bottom to top, while the entire 2P side (right) scrolls from top to bottom.
Alternate: The Left and Up columns' arrows scroll from bottom to top, while the Down and Right columns' arrows scroll from top to bottom. For Double, every other column scrolls from top to bottom.
Cross: The Left and Right columns' arrows scroll from bottom to top, while the Down and Up columns' arrows scroll from top to bottom. For Double, the middle four columns scroll from top to bottom.
Centered: The targets are in the vertical center of the screen. This is usually used as a combination with Split, Alternate, or Cross, so that while the targets stay in the same place, the arrows come from different sides.
Acceleration Mods
Accel: The arrows start off slow, then progressively speed up as they reach the targets. NOTE: You have to name this mod "Boost" when making a marathon.
Decel: The arrows start off fast, then progressively slow down as they reach the targets. NOTE: You have to name this mod "Brake" when making a marathon.
Wave: The arrows slow down for a brief moment at certain parts in the stepzone, creating a wave-like pattern. Where the arrows slow down depends on your speed mod.
Expand: Kind of like Wave, except that Expand affects the entire field all at once. Think of it as an oscillating speed mod. This happens at a fixed rate.
Boomerang: The arrows come from behind the targets, travel away, then go back toward the targets. Where the arrows stop and change direction depends on your speed mod. C-mods affect how fast the whole process happens.
Bumpy: The arrows appear to go over hills, taking a bumpy path to the targets. (sorry for the ****py explanation, I couldn't think of anything better)
Effect Mods
Drift: The targets sway back and forth, and the arrows take a smooth zigzag-like pattern to the targets. NOTE: You have to name this mod "Drunk" when making a marathon.
Dizzy: The arrows spin as they go towards the targets. The speed of the spinning is affected by the BPM.
Mini: The entire field shrinks, making everything appear small. NOTE: Mini is now Tiny on SM 4.0.
Flip: The order of the targets is exactly opposite to the standard layout. (LDUR becomes RUDL). NOTE: On double, the sides are flipped as well, so the 1P side is now on the 2P side, and vice versa.
Tornado: The arrows take a helix-like path and leave their columns completely as they reach the targets. (taken from this page)
Float: The targets slowly float up and down at a fixed rate, all individual of each other. NOTE: You have to name this mod "Tipsy" when making a marathon.
Beat: The targets jerk back and forth, going to the tempo of the song. The frequency of the beat gets cut in half if the song is 300 BPM or more.
Invert: The order of the targets gets switched around, so that LDUR becomes DLRU. NOTE: This mod is not normally accessible through the options menu.
Hope you like it.

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