Any plans for 6 keys / extra keys / multi keys? #996
Replies: 3 comments 17 replies
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I don't know if this exists and i didn't see it if it does. I heard something about it being internal, like an internal variable, but i couldn't find it in the editor itself or anything online about it i only found this lol (https://gamebanana.com/mods/613535) which doesn't show it in the editor. |
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There is a key count variable associated with each strumline. You can set it in the chart editor under each strumline. However, as far as I'm aware, you will need to handle controls and chart importing on your own, as Codename prioritizes four-key charts and standard Psych imports (I don't entirely know myself how you would go about this, as I've never had the need to do this). |
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No good system is currently built in, but one viable option is to make a separate strumline in which you put the 2 extra notes. Then, after you save, iterate through every "id" in the "notes" section of that temp strumline and replace 0 with 4 and 1 with 5. Then, cut and paste those notes from the temp strumline into the main strumline, and change the "keyCount" attribute to 6. Then, when you go into the editor, if you save, it should work. Just remember to also set up a script/system that changes the animations of each strum and note, otherwise it'll be Left-Down-Up-Right-Left-Down which looks weird |

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I like making 6 key charts and it would be nice if it was supported, it would be even nicer if i could convert my 6 key psych charts to the new engine and if changing mania didn't shift things to the side.
(That's mostly because notes are determined by number in the array and not shape of the note or index, so if you change mania the enemies chart gets messed up as it gets shifted into the players.)
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