Lighting Events
Not to be confused with custom events, these are vanilla lighting events that have extra data added to them.
Example
Chroma
Standard Lights
"lightID": int
Causes event to only affect specified ID. Can be an array."color": [r, g, b, a]
(floats) Array of RGB values (Alpha is optional and will default to 1 if not specified)."easing": string
Any easing from easings.net (with the addition of easeLinear and easeStep)."lerpType": string
Lerp asHSV
orRGB
.(Courtesy of The Secrets of Colour Interpolation).
Laser Speed
"lockRotation": bool
Set to true and the event it is attached to will not reset laser rotations."speed": float
Identical to just setting value, but allows for decimals. Will overwrite value (Because the game will randomize laser position on anything other than value 0, a small trick you can do is set value to 1 and _preciseSpeed to 0, creating 0 speed lasers with a randomized position)."direction": int
Set the spin direction (0 left lasers spin CCW, 1 left lasers spin CW).
Ring Rotation
"nameFilter": string
Causes event to only affect rings with a listed name (e.g. SmallTrackLaneRings, BigTrackLaneRings)."rotation": float
Dictates how far the first ring will spin."step": float
Dictates how much rotation is added between each ring."prop": float
Dictates the rate at which rings behind the first one have physics applied to them. High value makes all rings move simultaneously, low value gives them significant delay."speed": float
Dictates the speed multiplier of the rings."direction": int
Direction to spin the rings (1 spins clockwise, 0 spins counter-clockwise).
Ring Zoom
"step": float
Dictates how much position offset is added between each ring."speed": float
Dictates how quickly it will move to its new position.