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Basic Events
- Read about beatmap objects first.
- You should understand how basic events work before jumping into this: https://bsmg.wiki/mapping/map-format/lightshow.html#basic-events
| Raw JSON | ReMapper |
|---|---|
et |
type |
i |
value |
f |
floatValue |
customData.color |
chromaColor |
"Basic events" refer to what is basically known as "V2 events". They are considered legacy but the current modcharting paradigm still requires them for certain functions such as the ILightWithId functionality of Environment and Geometry.
All deprecated basic events that have an equivalent V3 event in the actual beatmap (e.g. BPMEvent, BoostEvent) are converted on load to their V3 counterpart.
All the builder functions for basic events in ReMapper are stored under a basicEvent namespace for organization purposes:

All basic events can be created either using the object constructor:
rm.basicEvent.rightLaserSpeed(map, {
beat: 4,
speed: 2,
direction: rm.SpinDirection.CLOCKWISE
})or by using their own special builder function with relevant parameters:
rm.basicEvent.rightLaserSpeed(map, 4, 2, rm.SpinDirection.CLOCKWISE)there's also an abstract builder function which can be used to make any basic event, but it is typically unsafe.
rm.basicEvent.abstract(map, {
beat: 4,
customData: {
speed: 2,
direction: rm.SpinDirection.CLOCKWISE
}
})- Info
- Difficulty
- Beatmap Objects
- Gameplay Objects
- Walls
- Basic Notemods
- Note Iterators
- Basic Events
- V3 Events
- Custom Events
- Heck Tracks and Animation
- Easings
- Point Types
- Point Utilities
- Heck Animation Baking
- Heck Animation Settings
Non-Vivify Models
Vivify