User:RiceEmpress

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Revision as of 19:30, 23 June 2025 by RiceEmpress (talk | contribs)


Chapter Characters Song Level Requirements
Chapter 0.I

Grace KamenashiBeyond (NOISZ STΔRLIVHT)Sera Hoshikawa???ProducerHakuno NekodaSumire Hitori

First Star*
1 1 1 1
Chapter 0.II

ProducerAsuka FujitaSumire HitoriHikari AokiGrace KamenashiSera HoshikawaHakuno NekodaBeyond (NOISZ STΔRLIVHT)

1 1 1 1
Chapter 0.III

Grace KamenashiSera HoshikawaLily KamenashiToumaProducerBeyond (NOISZ STΔRLIVHT)

1 1 1 1
Chapter 0.IV

ProducerHakuno NekodaSera HoshikawaGrace KamenashiSumire Hitori???Beyond (NOISZ STΔRLIVHT)

1 1 1 1

*Used as the song present in the tutorial. Not unlocked for Free Play after chapter completion.

Chapter Characters Song Level Requirements
VS Prelude

Grace KamenashiStornelSera HoshikawaShion NekodaAsuka FujitaHikari AokiHakuno NekodaFirebird???Beyond (NOISZ STΔRLIVHT)

48
48
48
48
40


Chapter VS.1

???Beyond (NOISZ STΔRLIVHT)Producer (TH)Sumire HitoriSera HoshikawaHakuno NekodaGrace Kamenashi

i'm the hero
48
48
48
48
41


Chapter VS.2

Grace KamenashiSera HoshikawaStornel

For All Time
49
49
48
48
42


Chapter VS.3

Hakuno NekodaFirebird

It's My Rebellion
49
49
48
48
43


Chapter VS.4

Hakuno NekodaFirebird

HINOTORI
49
49
49
49
44


VS Postlude

Producer (TH)Sera HoshikawaGrace KamenashiHakuno NekodaSumire HitoriHitoriRhymeShion NekodaHikari AokiLily Kamenashi
Setsuna HoshikawaYumi HitoriHeather ValentineAsuka FujitaAkiraYoko HinamoriRiseAiStornelGaius Antiphon

49
49
49
49
45


12 Jul 2025 14:52 +0000
In vague connection with the game's updated difficulty scale, PROJEKT GODHAND 0.3 will allow setting ratings up to 20000 GHZ.

Playing CoURSE CHALLENGE with extremely high GHZ values is not advised, but you can try it...? #PK_GODHAND

30 Jun 2025 17:42 +0000
The 0.3 update will also feature our HIT EM contest winner, May, alongside our first collab song, grode (Wyvren's Remix) from fellow Girls Kissing Rhythm Game vivid/stasis!

Both will be added as free unlocks to CORE APPEND! #PK_GODHAND

30 Jun 2025 03:23 +0000
PROJEKT GODHAND 0.24 is now available! This version fixes an issue where the game may lock when attempting to import saves from demo 1. #PK_GODHAND

26 Jun 2025 18:04 +0000
PROJEKT GODHAND 0.3 will feature a new mode "CoURSE CHALLENGE"! Play multiple stages in a row while afflicted with terrifying curses!

Adjust the CoURSE difficulty by setting your GHZ rating--brave greater horrors for a slightly better prize! #PK_GODHAND

[contains quote post or other embedded content]

28 Jun 2025 21:18 +0000
Beat the heat with EVEN MORE HEAT(????) PROJEKT GODHAND is 10% off for the Steam Summer Sale, mirroring its EA launch discount! #PK_GODHAND

(Please note that when this sale ends, the base price will also increase.) https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/

14 Jun 2025 01:37 +0000
PROJEKT GODHAND 0.3 is coming next month! This update brings the first DLC pack GALACTIC EXPEDITION... plus a challenging new mode??

Two new songs will also be added to CORE APPEND! Keep an eye out for more details soon... #PK_GODHAND

04 Jun 2025 15:00 +0000
PROJEKT GODHAND 0.23 is now available! This version fixes a rare issue that prevents saves from being loaded under certain conditions. #PK_GODHAND

03 Jun 2025 00:26 +0000
PROJEKT GODHAND 0.22 is now available! This is a bugfix build that fixes some rare or minor issues. Thank you for playing! #PK_GODHAND

02 Jun 2025 02:32 +0000
PROJEKT GODHAND 0.21 is now available! You can now get a substantial discount on chart unlocks by increasing a song's level. Unlocks from 0.20 will refund a quantity of Kelvins based on the current song level and number of charts unlocked! #PK_GODHAND

02 Jun 2025 02:13 +0000
You can now play 君のもとへ, Luxrant, and M1LLI0N PP in PROJEKT GODHAND 0.20!! Who's ready for Luxrant?? (we won't even ask about M1LLI0N PP, just find out for yourself) #PK_GODHAND

01 Jun 2025 19:06 +0000
PROJEKT GODHAND 0.20 #PK_GODHAND


there is only rice

HI i'm ruby! this is my testbed

Event Cycle

The countdown timers are all based on the countdown clock extension for Fandom. A typical template for the countdowns looks something like:

{{NOISZ SL Recursive Events|cyclestart=2023-03-15 04:00 +0000}}

Where cyclestart is a variable determining the beginning of an 8-week cycle. The widgets use this 8-week cycle to determine what events are currently running - or rather, how far it is into an 8-week cycle. Synthetic and Recursive events currently run on the same clock. If you look at the NOISZ SL Recursive Events, it may look daunting, but a lot of it is just text operations; the only variable here is the currenly running, event, seen in things such as {{CurrentNoiszSLEvent|cyclestart={{{cyclestart|}}}}}, {{EventCountdown|eventstyle=Nuclear Drip|cyclestart={{{cyclestart|}}}|countdown=True}} and {{EventTimeLeft|cyclestart={{{cyclestart|}}}}}. Note that {{{cyclestart|}}} sets a variable within the template, and whatever goes after the pipe at the end is set as the default for that variable if nothing is entered.

CurrentNoiszSLEvent uses that 8-week cycle to determine what events are running. EventCountdown uses the Countdown widget until a certain mark in that 8-week timer, and EventTimeLeft does the same, but for a mark 2 weeks after that.

If you look at CurrentNoiszSLEvent, it uses a case/switch statement depending on EventCycleTime, which returns how many seconds we are into an 8-week cycle.

EventCycleTime is simply: {{#expr:({{#time:U|now}} -{{#time:U|{{{cyclestart|2023-04-01 04:00 +0000}}}}})mod4838400}} ie, it looks at the time between now and any past date set as the beginning of a cycle, which is defined as the moment Recursive Event 01 goes live. It uses mod4838400 to divide that time elapsed by the total number of seconds in an 8-week cycle, and returns the remainder, which is how many seconds we are.

To recap, it does that, and CurrentNoiszSLEvent uses that time to determine where in an 8-week cycle we are in seconds; if we are less than 1209600 seconds into a cycle, which is two weeks, it determines the currently running Recursive Event is Attitude Mint. If it's more than that, the case switch moves onto the next statement, and so, if we're more than 1209600 seconds but less than 2419200 (4 weeks) in, then the current event is Blue Moon, and so on.

Countdown Clocks

EventTimeLeft

EventTimeLeftUnix: {{#expr:1209600 - {{EventCycleTime|cyclestart={{{cyclestart|}}}}}mod1209600}}
243903


The countdown clocks for EventTimeLeft and EventCountdown use markers to count down to. EventTimeLeftUnix looks at how many seconds we are into a cycle and divides it by 1209600, and returns a remainder. It subtracts that from 1209600, the amount of seconds in two weeks; this returns the amount of seconds left in this mini 2-week cycle within the greater 8-week cycle.

EventTimeLeft is the countdown clock itself, and is:

<includeonly><span class="countdown" data-end="stop" data-callback="myFunction" data-options="short-format" style="display:none;">Ends: <span class="countdowndate">{{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}</span></span>

The time it's counting down to is {{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}, which adds the seconds left in the 2-week cycle that is a single event to the current time, and then counts down to it.

EventCountdown

EventTimeCountdownUnix looks at where we are in the 8-week cycle and accordingly counts down to the next 2-week marker using a case/switch. The "if time > 0" condition in there is to deal with the possibility that a date in the future was set to determine the 8-week cycle.


EventCountdown is the clock itself: {{#if: {{{countdown|}}} | <span class="countdown" data-options="short-format" style="display:none;" data-end="stop" data-callback="console.log('countdown ended!')">Starts: <span class="countdowndate">{{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}</span></span> | Starts: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}} }}

Where the time it counts down to is: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}

This adds the time left until the next two-week marker to now, and tells the clock to count down to it. If nothing is defined, it decides the next style will be Attitude Mint.

Countdown clock end

If you look at the dev.fandom.com link above, you can see that a countdown clock ends many ways. One problem with the clocks currently is that the wiki does not update its own internal clock until something forces it to wake up, usually in the form of an edit or a null edit. Once an event ends, the event cycle doesn't update until null edits are made to the relevant pages, forcing it to recalculate everything.

If you look at the clocks' codes, you can see the "data-callback"; this calls the relevant Javascript function defined by this variable. The function is defined in MediaWiki/Common.js. EventCountdown is where it's properly used; you can see it uses the "selfNullEdit" defined in common.js, where the function finds the element with id "ca-null-edit" - the Null Edit Button - and clicks it using jQuery. corn chip