The Mirin Template

The NotITG Mirin Template. Easily create modfiles using Lua.


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Splines

Splines are a list of points on each column of each player (measured in time away from receptors, in beats), that are paired up with a list of mod values for those points. These are a feature of NotITG and aren’t specific to the Mirin Template.

Arrow properties/axes that can be spline’d:

How to Apply

Call it on a player as follows:

P1:SetXSpline(
	point #, 
	column, --(-1 for all columns)
	mod percentage, 
	offset, --(distance from receptors in beats)
	activation speed --(set -1 for instant)
)

For activation speed, it’s just 1 divided by the amount of time you want it to take in seconds. So 1 second would be 100, 2 seconds would be 50, and half a second would be 200.

Due to the way this is set up, it’s easy to apply large amounts of splines using a for loop. Note that there is a limit of 40 splines, per property, per column. Setting more will not do anything.

How to Reset all

Call the method “Reset”..axis..”Spline(col)” on a player, “axis” being one of the aforementioned axes, and “col” being the column number. Put it inside a func to control what beat it gets applied on. Examples:

--resets X splines on the 'up' column
func{4, function()
	P1:ResetXSplines(2)
	P2:ResetXSplines(2)
end}

--resets X splines on all columns
func{4, function()
	for col = 0, 3 do 
		P1:ResetXSplines(col)
		P2:ResetXSplines(col)
	end
end}

(See also: for loops and funcs)

It activates immediately and instantly resets all splines in that column and axis.

Alternatively, you can apply the mod “spline”..axis..”reset” or “spline”..col..axis..”reset”, but it may mess up your splines when playing your file in edit mode, due to persisting. (The axes are x, y, z, rotx, roty, rotz, size, stealth, and skew, case-insensitive).

Quirks of splines