Main Game
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"1-X" A Dance of Fire and Ice but the judgement limits are changing
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Extra parameters:
- {disallowed}
- The judgements that's not allowed, recolored in red -- you will be killed instantly by the curse.
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"1-X'1" A Dance of Fire and Ice but bends bends straights
- Replace each straight line that starts right after a bend to the repeated version of that bend which have the same tile count.
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"2-X" Offbeats but it is in another type of rhythm
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Extra parameters:
- {rhythm} (default: 3/4)
- The type of rhythm. can also be 7/8, 4/5, etc.
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"3-X" THE WIND-UP but each straight line makes you more laggy
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Every time you reached the end of a chain of 180° tiles,Extra parameters:
- {n} (default: 0)
- The initial value for extra 180° tile counts.
the tile right after the chain needs to hit {n} extra times;
After that, {n} increases by 1. -
"4-X" Love Letters but short
- Remove segments at any scale.
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"5-X" The Midnight Train but the april fools has come true
- The planets are in the wrong orientation, yet the chart plays the exact same as it did before.
- "5-X'1" The Midnight Train but internal→acute, external→obtuse
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For each tile, if its angle meets the condition above, set the value of
awith the value ofb. - "5-X'2" The Midnight Train but acute→internal, obtuse→external
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For each tile, if its angle meets the condition above, set the value of
bwith the value ofa. - "5-X'3" The Midnight Train but acute, obtuse ⇄ internal, external
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For each tile, if its angle meets the condition above, swap the value of
aand the value ofb. -
"6-X" PULSE but there is a 1 beat PAUSE on every tile
- Doubling the BPM and increasing paused beat counts by 1.
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"B-X" Thanks For Playing My Game but every tile is doubled
- Both ends of the track are excluded.
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"7-X" Spin 2 Win but each reflex angled tile will speed you up & vice versa
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Extra parameters:
- {reflex}
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A BPM-to-BPM function that would be used on tiles which its angle is >180°.
THE OUTPUT MUST BE BIGGER FOR ANY INPUT. - {inferior}
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A BPM-to-BPM function that would be used on tiles which its angle is <180°.
THE OUTPUT MUST BE SMALLER FOR ANY INPUT.
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"8-X" Jungle City but every successive same-angled tile segments has 1 additional tile
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(0° and 360° may also counts, it depends)
(this effect can also adding or removing twirls without changing the rhythm for better readability) -
"9-X" Classic Pursuit but every tile that its angle isn't τθ/4 (θ∈ℤ) has a twirl on it
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In case you don't know,
τ = 360°, andτ/4 = 90°. -
"10-X" Butterfly Planet but no more reflex angles for you
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Twirls will be added on tiles thats its angle is >180°, therefore as result, all the tiles should now be <180°.
(this effect can also adding or removing twirls without changing the rhythm for better readability) -
"11-X" Heracles but the twirls can change the speed
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(twirls can change the speed even if it wasn't displayed)Extra parameters:
- {red}
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A BPM-to-BPM function that would be used on tiles with red twirl.
THE OUTPUT MUST BE BIGGER FOR ANY INPUT. - {blue}
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A BPM-to-BPM function that would be used on tiles with blue twirl.
THE OUTPUT MUST BE SMALLER FOR ANY INPUT.
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"12-X" Artificial Chariot but the acute angles and the obtuse angles are swapped
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The angle of each tile is now its supplementary angle.
(integer multiples of 180° will bypass this curse)
(angles >180° will be moduled by 180° when processing)
(this effect can also adding or removing twirls without changing the rhythm for better readability)
For each angle θ that θ % 90° ≠ 0° ,
it can be expressed in the form of x + a * 90° + b * 180° ,
which 0° < x < 90° , a ∈ {0, 1} , b ∈ {0, 1} .
Xtra Island
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"XF-X" Third Wave Flip-Flop but you found the shortcuts
- If the center of two (or more) tiles was overlapped with each other, The planet could choose any path that's shorter (in time, not in tile count) than the current state to walk on.
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"XC-X" Credits but it's tutorial exclusive
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Replace the affected section (the length can be 0) to {section}.Extra parameters:
- {section}
- The level section for replacing. FROM TUTORIAL LEVEL ONLY.
- "XH-X" Final Hope but this is a DLC level
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Add DLC contents.
Additionally, Hold can replace 180° tiles by extra loops, and midspins cannot be created out of nothing. -
"PA-X" Distance but the midspins are taking over this level
- Replace some non-midspin tiles to midspin, without changing the rhythm.
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"XS-X" Party of spirits but each gameplay event is delayed by 1 tile
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This curse effect can only affects these type of events below:
- Set Speed, Twirl, Checkpoint
- Hold, Multi Planet
- Paused Beats, Timing Window Scale
- Hide Judgement/Floor Icons, AutoPlay tiles (if as a part of gameplay)
- Set Conditional Events, Set Input Event (if as a part of gameplay)
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"XR-X" Rose Garden but each 90° tile belongs to a triangle
- If and only if, any 90° tile wasn't a part of a right triangle, give it one.
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"RJ-X" Fear Grows but the multitaps has been changed to midspins
- (any angle for the midspin is acceptable, including for those that cause the planet to spin extra loops)
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"RJ-X'1" Fear Grows but the multitaps and the twirls are swapped
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For each tile be affected, swap the value of its twirl event count
Tand its extra tap countM.Although editor cannot put multiple twirl events on a single tile, editing
*.adofaifile directly can.Multitwirl works as intended: odd number of twirls changes the rotation direction of the planet rotation, even number of twirls doesn't.
For situations that don't want to stack twirl events (for example the latter curses' definition aren't well-defined to deal with stacked twirls), change odd number of twirls to 1 twirl, even number of twirls to no twirls.
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"XN-X" Trans-Neptunian Object but it's a three-body problem
- Change the planet counts to 3, without changing the shape of the chart, and the duration for 180° tiles.
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"XM-X" Miko Skip but i swapped the u-turns and the midspins
- Continuously midspins is possible, and they will follow ADOFAI's default behavior.
- "AR-X" Libertas but closed bends end at where they bends to π
Challenge Worlds
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"XO-X" One Forgotten Night but its curse effect is defined as the combination of "XO-1" and "XO-2"
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- "XO-1" U-turn Road but all the existence states of swirls on u-turns are inverted
- For each 360° tiles, if there is no swirl on it, add one; otherwise remove the swirl.
- "XO-2" Back-to-back Loops but all the existence states of swirls on 180° tiles are inverted
- Same as XO-1, but it's for 180° (instead of 360°).
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"XI-X" It Go but the planet would pause for 2 extra beats for each tile with icon on it, iff possible
- Add 2 extra paused beats to each tile with icon, except hold starts (the game refused to do that) and portal (no perceptible changes for that).
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"XT-X" Options but all the straight tiles are missing
- Planet will skip them, rather than waiting.
Muse Dash Collaboration
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"MN-X" Night Wander (cnsouka Remix) but it is in the "midspin not found" state
- Replace each midspin to non-midspin tile, without changing the rhythm.
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"MN-X'1" Night Wander (cnsouka Remix) but each midspin cancel out an later tile facing the same direction
- Each midspin will remove an later tile that facing the same direction as the midspin faces, if such a tile exists.
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"ML-X" La nuit de vif but the time of notes in each beat is equalized
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(notes that span multiple parts belongs to the first part)
(it's possible to have no notes in a part)
("beats" can also be section, 2 beats, etc.)
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"MO-X" EMOMOMO but after you meet a tile thats >180° the speed should be doubled compared to tiles <180°
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When you hit a tile which its angle is >180°, your current speed will be doubled for once,
until you hit a tile which its angle is <180°, which will halved your current speed for once,
until you hit a tile which its angle is >180°, which will doubled your current speed for once,
until you hit a tile which its angle is <180°... okay i'll shut up.
(your current speed can also be doubled or halved when curse effect starts for difficulty balancing)
NEO COSMOS DLC
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"T1-X" NEW LIFE but every hold is now with 0 extra loops
- Add holds if there is no holds, then changes every hold to have 0 extra loops.
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"T1EX-X" NEW LIFE but every hold is now 1 loop longer
- Add holds if there is no holds, then add 1 extra loops to every hold.
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"T2-X" sing sing red indigo but the special midspins can change the speed
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Extra parameters:
- {fire} (default:
lambda f: f + originalBPM * 0.1) -
A BPM-to-BPM function that would be used on fire tiles.
THE OUTPUT MUST BE BIGGER FOR ANY INPUT. - {ice} (default:
lambda f: max(f - originalBPM * 0.1, originalBPM * 0.1)) -
A BPM-to-BPM function that would be used on ice tiles.
THE OUTPUT MUST BE SMALLER FOR ANY INPUT. - {wind} (default:
lambda f: f) - A BPM-to-BPM function that would be used on midspins that's right at the middle.
- {fire} (default:
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"T2EX-X" sing sing red indigo but the special midspins can change the planet count
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Fire Midspin = Triple Planets,
Ice Midspin = Double Planets,
"Yellow" Midspin = Swap To Another Count For Planets. -
"T3-X" No Hints Here! but the ending is destined (aka Hints Here!)
- Remove uncertain factors, such as free roam, in any way.
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"T3EX-X" No Hints Here! but the affected sections are separated to multiple levels
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- "T3EX-1" Warm Up!! but the given curse effects are halved
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Each curse effect should be halved individually, even for those with repeations.Parameters:
- {curses}
- curse effect(s) to be halved.
(affection from this curse effect should be equalized as much as possible) - "T3EX-2" Holds & midspins!! but the 1st one makes your speed slower & the 2nd one faster
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Extra parameters:
- {holds}
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A BPM-to-BPM function that would be used when hold starts.
THE OUTPUT MUST BE SMALLER FOR ANY INPUT. - {midspins}
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A BPM-to-BPM function that would be used when hitting the midspin tile.
THE OUTPUT MUST BE BIGGER FOR ANY INPUT.
- "T3EX-3" Don't miss a shot!! but i failed to figure out of the length of the straight segments
- Choose an arbitrary number as the new tile count (it can be the same as before) for each of the continuous 180° tiles.
- "T3EX-4" Tricky Triangles!! but it reverses the order for tiles in each loop
- Have a list of tiles in each loop, with additional informations including relative angles and gameplay events, then reverse it.
- "T3EX-5" High Fives!! but the midspins are mirrored
- (the order should also be mirrored)
- "T3EX-6" Collect 3!! but the freeroam isn't free anymore
- Unlike "T3-X", skipping the music isn't allowed for this curse. Please make an actual chart, or leave it by using paused beats for delay.
- "T3EX-7" Remember This!! but you should have remembered this a long time ago
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Hide all the charts until this point.
It does not change the default chart opacity though, means that every brand-new-created tiles after this effect should still be shown as the same as that this effect never takes place. - "T3EX-8" Warp Tiles!! but there's a hard limit to the value in minimum for angle of tiles
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Every tile that its angle is <{angle} is now ={angle}.Extra parameters:
- {angle}
- minimum value for tile's angle.
- "T3EX-9" Answer!! but the pauses has stopped functioning
- Remove all the pauses.
- "T3EX-10" Speedy Floors!! but there's a hidden twirl behind every setspeed with icon
- (this includes the lack of icons due to multiple events on a single tile that's in conflict with each other, but not due to the minor changes of BPM)
- "T3EX-11" Drifting Floors!! but it reverses the order for tiles between horizonal segments
- "T3EX-12" Drunk Rhythms!! but the amount of precision for tiles is π/4 (rounds up)
- "T3EX-13" Defend the Castle!! but the title can tell you what's going on here
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Append the but statement of {curse} to the current level title, according to the order of priority.Parameters:
- {curse}
- The curse effect that will be displayed on the title.
- "T3EX-14" Fog!! but there's an extra 180° tile for each amount of tile passed
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Extra parameters:
- {gap}
- The gap length between extra 180° tiles.
- "T3EX-15" Disappearing Floor!! but the planet would step on the 1st tile on its orbit as long as that tile is located after the tile it stays on
- "T3EX-16" Answer!! Again!! but each pause beat generates an 180° tile after it
- This curse wouldn't remove the pause itself -- please use "T3EX-9" for that.
- "T3EX-17" Avoid Being Spotted!! but each continuous turnarounds repeats the section until the next turnaround for each of turnarounds here
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(turnarounds themselves wouldn't be repeated)
Also, this curse uses the absolute angle as the reference system, that means the section being repeated must keep their rotation unchanged, therefore the angle of the tile at the end of the section could be changed caused by this rule.
(just realized that i used way too many "the", but whatever) - "T3EX-18" Tricky Triangles... Two!! but the 1st numerical value would be incresed by 1
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Parameters:
- {obj}
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The object to be affected.
If it's a level (or a level section), both of the world ID and level ID would be considered as numerical values, but not if it's a curse.
Every number inside the but statement, even in other forms ("5", "6", "3 Planets", "1 2 of"), DOES COUNTS.
(one of the exception is 0; it depends. same as 1, but it's more certainly to be counted)
- "T3EX-19" Almost there!! Don't get distracted!! but all the angles are multiplied by a number
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Angles should be modded by 360° to have more flexibility.Extra parameters:
- {multiplier}
- The multiplier to the angles.
(integer multiples of 360° should be transformed into turnarounds rather than midspins)
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"T4-X" Third Sun but it's a midspin party
- Add special midspins, and also change some of the midspins to special variants.
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"T4EX-X" Third Sun but the midspins are from australia
- For every tile with midspins, flip the midspins to another side, in the original (not reversed) order and the same ratio (for example, a midspin that divided the angle equally, should also divide the angle equally on the other side).
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"T5-X" Divine Intervention but its curse can change the description of any curse effect
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Remember when I said
Curse effects is a section-to-section mapping
?
This one is special: It's a curse-to-curse mapping!
As a result, T5-X adofai cannot be applied to level sections. It can only be applied to curses.
More specifically, T5-X takes 3... and return a new (and temporary) curse effect based on {curse}, with the but statement that all the {old} are replaced to {new}.Parameters:
- {old}
- The old substring (it basically means
text clip
) to be replaced; - {new}
- The new substring to be used for replacement;
- {curse}
- The curse effect that will be modified.
Current curse: "T5-X"( "judgement limits are", "title is", "1-X" )The actual effect of the return value is based on the reanalysis of the keyword-replaced but statement, and must be different between {curse} (even when they have the same but statement).
# "1-X" A Dance of Fire and Ice but the title is changing