diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md deleted file mode 100644 index 2552bbde29ce..000000000000 --- a/wiki/Game_Modifiers/Summary/en.md +++ /dev/null @@ -1,80 +0,0 @@ ---- -needs_cleanup: true -outdated: true ---- - - -# Summary of game modifiers - -*Note: All mods used in osu!mania will never increase the score multiplier.* - -| Mod | Name (Abbr.) | Multiplier | Effect | -| :-- | :-- | :-- | :-- | -| ![Easy](/wiki/shared/mods/EZ.png) | Easy (EZ) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | Everything, but *easier*. | -| ![No Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | You can't fail, no matter what. | -| ![Half Time](/wiki/shared/mods/HT.png) | Half Time (HT) | ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x | Slow the beatmap down by 25%. | -| ![Hard Rock](/wiki/shared/mods/HR.png) | Hard Rock (HR) | ![][o!s] ![][o!t]: 1.06x • ![][o!c]: 1.12x • ![][o!m]: 1.00x (unrankable) | Everything, but harder. | -| ![Sudden Death](/wiki/shared/mods/SD.png) | Sudden Death (SD) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | Combo break = Game over | -| ![Perfect](/wiki/shared/mods/PF.png) | Perfect (PF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | SS (100%) or quit | -| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | ![][o!s] ![][o!t]: 1.12x • ![][o!c]: 1.06x • ![][o!m]: 1.00x | Speed the beatmap up by 50%. | -| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | ![][o!s] ![][o!t]: 1.12x • ![][o!c]: 1.06x • ![][o!m]: 1.00x | Increase pitch and add a constant beat. | -| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | ![][o!s] ![][o!t] ![][o!c]: 1.06x • ![][o!m]: 1.00x | Hit objects will fade out. | -| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | ![][o!m]: 1.00x | Keys will fade in. | -| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | ![][o!s] ![][o!t] ![][o!c]: 1.12x • ![][o!m]: 1.00x | Limited play field viewing. | -| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | ![][o!s] ![][o!t] ![][o!c]: 0.00x (unrankable) | Just use the mouse. | -| ![Auto Pilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | ![][o!s]: 0.00x (unrankable) | Just tap. | -| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | ![][o!s]: 0.90x | Spinners will be spun for you. | -| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Watch a perfect replay. | -| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Watch the video and/or storyboard. | -| ![4K](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (see [chart below](#xk-mod-score-multipliers)) | Use the selected `x` key count. | -| ![Co-Op](/wiki/shared/mods/COOP.png) | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | Use two stages. | -| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | ![][o!m]: 1.00x | Shuffle the columns around. | - -## xK mod score multipliers - -*Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!* - -| | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | -| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: | -| 4K | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 5K | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | -| 6K | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 | -| 7K | 0.66 | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | - -### xK mod with CO-OP score multipliers - -*Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!* - -The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. - -| | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | -| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: | -| 4K | 0.82 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 5K | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 6K | 0.74 | 0.82 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 7K | 0.70 | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | - -## Inverse mods - -*Note: To prevent the following table from growing outrageously large, the reverse is also true.* - -| These mods... | ...cancels out these mods. | -| :-- | :-- | -| ![Hard Rock](/wiki/shared/mods/HR.png) | ![Easy](/wiki/shared/mods/EZ.png) | -| ![Double Time](/wiki/shared/mods/DT.png) ![Nightcore](/wiki/shared/mods/NC.png) | ![Half Time](/wiki/shared/mods/HT.png) | -| ![No Fail](/wiki/shared/mods/NF.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![Relax](/wiki/shared/mods/RL.png) ![Auto Pilot](/wiki/shared/mods/AP.png) | -| ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) | ![No Fail](/wiki/shared/mods/NF.png) ![Relax](/wiki/shared/mods/RL.png) ![Auto Pilot](/wiki/shared/mods/AP.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | -| ![Relax](/wiki/shared/mods/RL.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![No Fail](/wiki/shared/mods/NF.png) ![Auto Pilot](/wiki/shared/mods/AP.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | -| ![Auto Pilot](/wiki/shared/mods/AP.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![No Fail](/wiki/shared/mods/NF.png) ![Relax](/wiki/shared/mods/RL.png) ![Spun Out](/wiki/shared/mods/SO.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | -| ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![Relax](/wiki/shared/mods/RL.png) ![Auto Pilot](/wiki/shared/mods/AP.png) ![Spun Out](/wiki/shared/mods/SO.png) | - -### osu!mania - -| These mods... | ...cancels out these mods. | -| :-- | :-- | -| ![Hidden](/wiki/shared/mods/HD.png) ![Fade In](/wiki/shared/mods/FI.png) | ![Flashlight](/wiki/shared/mods/FL.png) | - -[o!s]: /wiki/shared/mode/osu.png "osu!standard" -[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" -[o!c]: /wiki/shared/mode/catch.png "osu!catch" -[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md deleted file mode 100644 index 39b939612381..000000000000 --- a/wiki/Game_Modifiers/en.md +++ /dev/null @@ -1,613 +0,0 @@ ---- -outdated: true ---- - - -# Game modifiers - -![Mods screen of all four modes (Left-to-Right from Top-to-Bottom: osu!standard, osu!taiko, osu!catch, and osu!mania)](img/GM_Main.jpg "Mods screen of all four modes (Left-to-Right from Top-to-Bottom: (osu!standard, osu!taiko, osu!catch, and osu!mania)") - -Game modifiers (mods) are optional modifications to a beatmap's elements and settings that the player can enable at will. A mod effect can range from simple gameplay changes like changing the beatmap's settings to automation such as allowing osu! to do a perfect replay (Auto), on a condition of possible Score Multiplier changes to making the play unrankable. When multiple mods are enabled, the Score Multiplier is the product of the enabled mods' Score Multiplier. For example, when Hidden and Flashlight are applied at the same time, the Score Multiplier will be 1.19x (1.06 * 1.12 = 1.1872; 1.19 by rounding up to nearest hundredths). - -Players can change the shortcut keys used to enable mods by clicking `Change keyboard bindings` under the Keyboard header inside the Options menu. The shortcut keys will only work while the mod selection screen is open. - -The mod selection screen can be accessed by pressing `F1` in the song selection screen or by clicking the `Mods` button near the lower left corner of the screen. - -![Song Selection's Toolbox](img/Toolbox_Mods.jpg "Song Selection's Toolbox") - -## Difficulty Reduction - -These mods can make the game easier at the cost of decreasing the Score Multiplier. - -### Easy - -![Easy (EZ) mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") - -- Score Multiplier: 0.50x -- Shortcut key: `Q` - -Easy mod halves all difficulty settings of the selected beatmap. - -The Easy mod also grants the player two additional "lives"; if the [life bar](/wiki/Glossary#life-bar) is exhausted completely, the play will pause and refills the life bar slowly to about 80% with no sound in-between at a cost of one "life" of the play. The refill is signaled by the ready sound (`readys.wav`) instead of the typical fail sound (`failsound.wav`) for failing the beatmap with an empty life bar. The beatmap will resume once the refill is successful signaled by playing the go sound (`gos.wav`). The play will fail instead if there are no "lives" remain when the life bar has been exhausted completely again. - -When watching a replay where an extra "life" is used, the health refill animation will be ignored and the replay will continue as if playing with [No Fail](#no-fail) mod on. - -In [Multi](/wiki/Multi) mode, the effect of "lives" will not work in [Tag Coop / Tag Team Vs](/wiki/Multi#tag-coop-tag-team-vs) team mode. - ---- - -- Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required. - -In [osu!standard](/wiki/Game_Modes/osu!) mode, the Easy mod decreases [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate](/wiki/Beatmapping/Approach_rate) (AR), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) as well as [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP); each of these by a huge amount (half of the current amount set). - -![Easy decreases the difficulty in many ways.](img/GM_EZ1.jpg "Easy decreases the difficulty in many ways.") - -![Sometimes, though, Easy just causes a headache.](img/GM_EZ2.jpg "Sometimes, though, Easy just causes a headache.") - ---- - -- Reduces overall difficulty - notes move slower, less accuracy required. - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the Easy mod decreases the [slider velocity](/wiki/Glossary#slider-velocity) (same as reducing AR in osu!standard mode), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) and [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) by half. Note that the amount of hits which are required to finish a spinner is reduced due to the reduction of [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). Unlike the other game modes, the reduced note score requirement to gain health in [osu!taiko](/wiki/Game_Modes/osu!taiko) makes the life bar fill up much more faster to replace the two additional "lives" as it is impossible to fail in the middle of the song. - ---- - -- Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required. - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the effects are the same as in osu!standard mode - all fruits fall slower (same as reducing AR in osu!standard mode), the camera is zoomed in (increased CS in osu!standard mode) and two additional "lives" are granted. Despite only using one axis, the fruits' larger size and slower falling rate may cause them to clump together, creating the same alleged problems as in osu!standard mode. - ---- - -- Reduces overall difficulty - more forgiving HP drain, less accuracy required. - -In [osu!mania](/wiki/Game_Modes/osu!mania) mode, the effects are the same as in osu!taiko mode except two additional "lives" are granted, and slider velocity and the default key count will still be the same. - -### No Fail - -![No Fail (NF) mod icon](/wiki/shared/mods/NF.png "No Fail (NF) mod icon") - -- Score Multiplier: 0.50x -- Shortcut key: `W` -- You can't fail, no matter what. - -No Fail mod makes the player incapable of failing when the [life bar](/wiki/Glossary#life-bar) hits zero. - -If the player has not scored any points during the map, the beatmap will fail instead even if No Fail is used. - -Do note that the usage of No Fail mod reduces the amount of possible [Performance Points](/wiki/Performance_Points) gain by 10%. Since this mod allows submitting scores with a very high miss-to-hit ratio, playing many beatmaps with this mod can drastically lower one's [accuracy](/wiki/Accuracy). - -### Half Time - -![Half Time (HT) mod icon](/wiki/shared/mods/HT.png "Half Time (HT) mod icon") - -- Score Multiplier: 0.30x (osu!standard, osu!taiko, osu!catch), 0.50x (osu!mania) -- Shortcut key: `E` -- Less zoom. ("Zoom" refers to the beatmap's BPM) - -![Length of the song is increased by 1/3; BPM decreased by 1/4](img/GM_HT.jpg "Length of the song is increased by 1/3; BPM decreased by 1/4") - -Half Time mod decreases the overall beatmap's speed (BPM) to 75% of the original, increases the length of the song by 33%, and decreases AR, OD, and HP by a small amount (signified by the superscript inverted triangle). - -The method used to slow down may cause the song to sound "muddy" but vocals may sound similar. - ---- - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the slowed song and BPM causes note density becoming denser due to decreased approach rate. However, due to the way dendens are calculated in osu!taiko, dendens now take more hits to clear and cause *the dendens to award a higher total value than without the mod* (since each denden hits are not affected by Score Multiplier except the ending denden hit). This leads to the **increase** in maximum possible score when Half Time is enabled for maps with very low combos and many long dendens, and the effect is more significant when Hard Rock mod is turned on simultaneously (which boost the number of hit required per denden as well). - ---- - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the BPM is lowered by the same factor as in other modes. This mod *also* decreases the player character's speed so normal fruits without any mods *may* turned into *hyperdash* fruits in Half Time. In addition, the leniency for hyperdashes are increased, making it much easier to stop underneath the next fruit when doing a hyperdash. - -## Difficulty Increasing - -These mods introduce new elements to make the game harder and rewards the player in terms of an increase in Score Multiplier. - -### Hard Rock - -![Hard Rock (HR) mod icon.png](/wiki/shared/mods/HR.png "Hard Rock (HR) mod icon.png") - -- Score Multiplier: 1.06x (osu!standard, osu!taiko), 1.12x (osu!catch), 1.00x (osu!mania; unranked) -- Shortcut key: `A` -- Everything just got a bit harder... - -Hard Rock (named after the hardest difficulty of the DS game [Elite Beat Agents](/wiki/Glossary#eba)) raises [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size) by 30% and the rest of the difficulty settings by 40%. - ---- - -![Hard Rock increases the difficulty in many ways (osu!standard).](img/GM_HR_O.jpg "Hard Rock increases the difficulty in many ways (osu!standard).") - -In [osu!standard](/wiki/Game_Modes/osu!) mode, Hard Rock mod also flips the beatmap on the X axis, so that elements that were at the bottom of the map are now at the top and vice versa. - ---- - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, Hard Rock mod increases [slider velocity](/wiki/Glossary#slider-velocity) as well as [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). This is the most commonly used mod in osu!taiko due to it being the only difficulty increasing mod that does not require memorization or super-fast hitting on hard/insane maps. - -Note that hit required to finish a denden is increased due to the increase of overall difficulty. Therefore, the maximum possible score of osu!taiko difficulties with Hard Rock on is larger than that of Hidden mod. However, this effect is insignificant in most cases because each hit in denden gives a static score of 300, which is even smaller than a typical score difference between a GREAT hit and a GOOD hit (550 points at 100 combo or above). - ---- - -![Hard Rock increases the difficulty in many ways (osu!catch).](img/GM_HR_C.jpg "Hard Rock increases the difficulty in many ways (osu!catch).") - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Hard Rock mod has a multitude of effects. In addition to making the player character and fruits smaller (CS) and increasing how fast they fall (AR), this mod can cause ordinary fruits to veer slightly to the left or right of where they were placed on the grid, requiring the player to make more chaotic movements and to use hyperdash. - -As this mod increases difficulty in a huge way compared to the other two modes, it is worth a 1.12x multiplier rather than 1.06x. - ---- - -In [osu!mania](/wiki/Game_Modes/osu!mania) mode, only the judgement difficulty (OD) and the [approach rate](/wiki/Beatmapping/Approach_rate) (AR) values are increased. - -Hard Rock mod will not affect the note placement. For mod that will change the note placement, see [Random](#random) mod under Special. - -Using this mod on osu!mania will result in an unranked play. - -### Sudden Death - -![Sudden Death (SD) mod icon](/wiki/shared/mods/SD.png "Sudden Death (SD) mod icon") - -- Score Multiplier: 1.00x -- Shortcut key: `S` (from unselected) -- Miss a note and fail. - -Sudden Death mod causes the player to fail the map if the [combo](/wiki/Glossary#combo) is ever broken, resulting in an extra large miss figure (osu!standard mode only) and a full HP drain. - -Combo can be broken by missing a note, not clicking on a starting slider circle (osu!standard only), not collecting a slider tick, or failing to complete a spinner. However, combo will not be broken by missing a slider end (result in getting 100 score value instead for that slider completion; osu!standard only) or not holding/collecting on the empty slider path. - -#### Perfect - -![Perfect (PF) mod icon](/wiki/shared/mods/PF.png "Perfect (PF) mod icon") - -Click on Sudden Death again to activate Perfect mod. - -- Score Multiplier: 1.00x -- Shortcut key: `SS` (from unselected) or `Shift`+`S` -- SS or quit. - -Perfect mod causes *any* imperfect hit (as in, any score values that does not give 100% accuracy) to be counted as a **miss** and will **forcefully restart the song automatically**, something Sudden Death does not do. - -While this mod gives no Score Multiplier, it is *more unforgiving* (100% accuracy or force auto-restart until the player gives up by quitting the beatmap manually) when compared to Sudden Death (as long as the combo did not break). There will not be any failed screen and if the beatmap has a skippable prologue, it will be played *again* since Perfect mod uses restart functionality (not quick-restart) the moment a miss (by Perfect's standard) is given. - ---- - -In [osu!mania](/wiki/Game_Modes/osu!mania) mode, Perfect mod accepts both Rainbow 300/MAX (the highest score value) and 300 score values as legitimate score values since both gives 100% accuracy score and everything else as miss. - -### Double Time - -![Double Time (DT) mod icon](/wiki/shared/mods/DT.png "Double Time (DT) mod icon") - -- Score Multiplier: 1.12x (osu!standard, osu!taiko) , 1.06x (osu!catch), 1.00x (osu!mania) -- Shortcut key: `D` (from unselected) -- Zoooooooooom - -![Length of the song is decreased by 1/3; BPM increases by 1/2](img/GM_DT.jpg "Length of the song is decreased by 1/3; BPM increases by 1/2") - -Double Time mod increases the overall beatmap's speed (BPM) to 150% of the original, reducing the length of the song by 33%, and increases AR, OD, and HP by a small amount (signified by the superscript triangle). - -The method used to increase the speed does not increase the pitch of the song, but can make it sound "muddy". - ---- - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, since the hit leniency is greatly reduced on top of osu!taiko's already strict overall difficulty, along with slider ticks being considerably more difficult to hit (and reducing the value of dendens), Double Time is usually regarded as the hardest mod in osu!taiko and is seldom used. - ---- - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, as there is no overall difficulty to increase, this mod does nothing more than a BPM and approach rate multiplier and is thus only worth a 1.06x multiplier. Being the opposite of Half Time, though, Double Time greatly decreases the hyperdash leniency, making fruits requiring hyperdashes nigh impossible to catch in some cases. - -#### Nightcore - -![Nightcore (NC) mod icon](/wiki/shared/mods/NC.png "Nightcore (NC) mod icon") - -Click on Double Time again to activate Nightcore mod. - -- Score Multiplier: 1.12x (osu!standard, osu!taiko) , 1.06x (osu!catch), 1.00x (osu!mania). -- Shortcut key: `DD` (from unselected) or `Shift`+`D` -- uguuuuuuuu - -Nightcore mod increases the pitch and adds a drum track to the background that (in 4/4 time) goes in the order of bass drum on beats 1 and 3, clap on beats 2 and 4, and crash on beat 1 every 4 measures. - -The multiplier stays the same, and the beatmap itself is unaffected beyond what Double Time would do because **Double Time will be automatically activated in order to use Nightcore mod**. - -### Hidden - -![Hidden (HD) mod icon](/wiki/shared/mods/HD.png "Hidden (HD) mod icon") - -- Score Multiplier: 1.06x (osu!standard, osu!taiko, osu!catch) , 1.00x (osu!mania) -- Shortcut key: `F` - -Hidden (debuted in Ouendan 2, the second Japanese DS game) mod removes the approach circles and causes the hit objects to fade after appearing on the screen. - -If the beatmap was passed with S or SS grade with Hidden mod enabled, the beatmap will award the sliver variant of the grade instead. - ---- - -- Play with no approach circles and fading notes for a slight score advantage. - -![Hidden play in osu!standard mode](img/GM_HD_O.jpg "Hidden play in osu!standard mode") - -In [osu!standard](/wiki/Game_Modes/osu!), it eliminates the approach circles and causes the hit objects to fade out shortly after appearing, forcing players to more or less memorize the timing and, to a lesser degree, the placement and the slider path. - -By default, the first hit object will have an approach circle. However, this behaviour can be safely disabled in Options under Gameplay General's as `Show approach circle on first "Hidden" object`. - ---- - -- The notes fade out before you hit them! - -![Hidden play in osu!taiko mode](img/GM_HD_T.jpg "Hidden play in osu!taiko mode") - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the notes fade out about halfway through the screen, requiring that the player remembers the timing and colour. However, sliders and dendens still cross the full timeline and do not fade out except that the denden has no approach circle to indicate when it times out. On beatmap with high overall difficulty, Hidden is used by experienced players to increase score instead of Hard Rock, because Hard Rock occasionally makes the timing window too small. - ---- - -- Play with no approach circles and fading notes for a slight score advantage. - -![Hidden play in osu!catch mode](img/GM_HD_C.jpg "Hidden play in osu!catch mode") - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Hidden causes the fruits to fade out about halfway down the screen. - ---- - -Click on Fade In again to activate Hidden mod. - -- Shortcut key: `FF` (from unselected) or `Shift`+`F` (osu!mania only) -- The notes fade out before you hit them! - -![Hidden play in osu!mania mode (Left: Normal; Right: DDR style)](img/GM_HD1_M.jpg "Hidden play in osu!mania mode (Left: (Normal; Right: (DDR style)") - -In [osu!mania](/wiki/Game_Modes/osu!mania) mode, Hidden can be used by pressing Fade In mod again, and functions as the inverse of Fade In. - -![Hidden combo milestone comparison](img/GM_HD2_M.jpg "Hidden combo milestone comparison") - -#### Fade In - -![Fade In (FI) mod icon](/wiki/shared/mods/FI.png "Fade In (FI) mod icon") - -- **osu!mania only** -- Score Multiplier: 1.00x (osu!mania only) -- Shortcut key: `F` - -![Fade In in osu!mania mode (Left: Normal; Right: DDR style)](img/GM_FI1.jpg "Fade In in osu!mania mode (Left: (Normal; Right: (DDR style)") - -Fade In mod causes notes to fade in as they approach the judgement bar. - -The speed at which they fade is based on the combo, with higher combo causing the notes to fade in later and remain invisible longer. The fading size only stops when 500 combo milestone (covers about 70% of the playfield) has been reached. The fading will be reverted to 0 combo size (covers about 20% of the playfield) when the combo is broken. - -If the beatmap was passed with S or SS grade with Fade In mod enabled, the beatmap will award the sliver variant of the grade instead. - -![Fade In combo milestone comparison](img/GM_FI2.jpg "Fade In combo milestone comparison") - -### Flashlight - -![Flashlight (FL) mod icon](/wiki/shared/mods/FL.png "Flashlight (FL) mod icon") - -- Score Multiplier: 1.12x (osu!standard, osu!taiko, osu!catch), 1.00x (osu!mania) -- Shortcut key: `G` -- Restricted view area. - -Flashlight mod limits and reduces the visible area of the screen. - -If the beatmap was passed with S or SS grade with Flashlight mod enabled, the beatmap will award the sliver variant of the grade instead. - ---- - -![Flashlight mod in osu!standard mode](img/GM_FL_O.jpg "Flashlight mod in osu!standard mode") - -In [osu!standard](/wiki/Game_Modes/osu!) mode, only a small, illuminated circle (visible area) surrounding the cursor is shown which will display the limited playfield and the hit objects. The visible area will become smaller at 100 combo and again at 200 combo; returning to its original size if the combo is broken. When holding the slider ball to a slider path, the visible area will also darken until the slider is completed. - -When paired with Hidden mod, the Flashlight's visible area barely matters (with limited vision, the fading of the hit objects may occur while the cursor is not focused to the hit object's appearance point) and may requires the player to memorize the entire beatmap. - ---- - -![Flashlight mod in osu!taiko mode](img/GM_FL_T.jpg "Flashlight mod in osu!taiko mode") - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the position of visible area is fixed at the hitting area. The visible area shrinks at the same combo intervals as in osu!standard mode (at 100 and 200 combo); returning to its original size if the combo is broken. - -When paired with Hidden, the Flashlight's visible area becomes a moot point since notes are technically *invisible* (the notes fade out completely upon reaching the visible area, even at 0 combo visible area size) and requires the player to memorize the entire beatmap instead. - ---- - -![Flashlight mod in osu!catch mode](img/GM_FL_C.jpg "Flashlight mod in osu!catch mode") - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the Flashlight mod behaviour is the same as osu!standard mode, except that the visible area follows the catcher instead. The visible area is notably larger than in osu!standard mode or in osu!taiko mode but is still quite a challenge as it disables the player entirely from seeing notes on the top or the other side of the screen. - -When paired with Hidden, fruits are visible momentarily if the catcher is *directly under* the fruits until reaching 100 combo, at which point the fruits become invisible by the time the fruits reach the visible area and requires player's memory of the beatmap's pattern to clear the beatmap instead. - ---- - -![Flashlight mod in osu!mania mode](img/GM_FL_M.jpg "Flashlight mod in osu!mania mode") - -In [osu!mania](/wiki/Game_Modes/osu!mania) mode, visible area is restricted to a relatively thin horizontal bar at the center of the screen with everything else obstructed. - -## Special - -The mods listed below cannot be used in conjunction with each other, except for Relax, Spun Out, and ScoreV2. Additionally, Auto cannot be used along with Sudden Death/Perfect. - -Only the usage of Relax, Auto Pilot, or Auto/Cinema will not save the replay and score to the local leaderboard after leaving the results screen. However, the player can export the replay and then loading it to the osu! client will cause the play to appear on the local scoreboard of the beatmap with the specified mods displayed. - -### Relax - -![Relax (RL) mod icon](/wiki/shared/mods/RL.png "Relax (RL) mod icon") - -- **osu!standard, osu!taiko, and osu!catch only** -- Score Multiplier: 0.00x (osu!standard, osu!taiko, osu!catch; unranked) -- Shortcut key: `Z` - ---- - -- You don't need to click. -- Give your clicking/tapping finger a break from the heat of things. -- \*\* UNRANKED \*\* - -In [osu!standard](/wiki/Game_Modes/osu!) mode, the player only needs to hover the cursor over the hit objects and the hit objects will be hit with perfect timing (or any later score values if the player reaches the hit object late). - -Relax mod also hides the score, combo, and misses (except in osu!taiko) and makes it impossible to fail the map, much like No Fail mod does. Also, spins per minute value will be doubled, allowing the player to spin much faster easily and obtain a higher score than in regular play. - ---- - -- Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's. -- \*\* UNRANKED \*\* - -![Relax mod in osu!taiko mode](img/GM_RL_T.jpg "Relax mod in osu!taiko mode") - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, Relax mod removes colour judgement; the correct colour for the note is hit regardless of the colour given, lenient timing to collect the slider ticks during drumrolls, and dendens can be cleared with any colour sequence instead of alternating the colour sequence. The animated mascot will also be removed in Relax mod. - ---- - -- Use the mouse to control the catcher. -- \*\* UNRANKED \*\* - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Relax mod allows the character to be moved freely at any speed with the mouse. - ---- - -Relax mod is not available for use in [osu!mania](/wiki/Game_Modes/osu!mania). - -### Auto Pilot - -![Auto Pilot (AP) mod icon](/wiki/shared/mods/AP.png "Auto Pilot (AP) mod icon") - -- **osu!standard only** -- Score Multiplier: 0.00x (osu!standard only; unranked) -- Shortcut key: `X` -- Automatic cursor movement - just follow the rhythm. -- \*\* UNRANKED \*\* - -Auto Pilot mod will take control of the cursor movement and systematically move to the exact centre of the next hit object, leaving the hit object timing to the player. - -Auto Pilot mod also hides the score, combo, and misses and makes it impossible to fail the map, much like No Fail mod does. Also, the spins per minute value done by Auto Pilot is similar to the spins per minute done by Spun Out mod and the player cannot increase the spins per minute by spinning it (the spinner will be darken and does not read the player's spin input). - ---- - -Auto Pilot is not available for use in [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), or [osu!mania](/wiki/Game_Modes/osu!mania). - -### Spun Out - -![Spun Out (SO) mod icon](/wiki/shared/mods/SO.png "Spun Out (SO) mod icon") - -- **osu!standard only** -- Score Multiplier: 0.90x (osu!standard only) -- Shortcut key: `C` -- Spinners will be automatically completed - -![Spun Out mod spinning in clockwise rotation on a darken spinner at 286 spins per minute](img/GM_SO.jpg "Spun Out mod spinning in clockwise rotation on a darken spinner at 286 spins per minute") - -Spun Out mod will clear all the beatmap's spinner(s) at 286.48 spins per minute (3/5 of Auto's 477.46 spins per minute) in clockwise rotation. - -Spinners will be disabled and the player cannot spin to increase the spins per minute value. - ---- - -Spun Out is not available for use in [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), or [osu!mania](/wiki/Game_Modes/osu!mania). - -### Auto - -![Auto mod icon](/wiki/shared/mods/AT.png "Auto mod icon") - -- Score Multiplier: 1.00x (unranked) -- Shortcut key: `V` / Hold `Ctrl` when selecting a beatmap -- Watch a perfect automated play through the song - -Auto mod allows the player to watch a perfect playthrough of the selected beatmap. - -This mod functions exactly like a [replay](/wiki/Replay), allowing 2x/0.5x speed to be used and comments on the beatmap to be seen and made. The Auto mod will always get an SS (100% accuracy) except in special cases. - -Since the player is not actively playing the beatmap and more to watching the replay, the play is considered unranked. - ---- - -In [osu!standard](/wiki/Game_Modes/osu!) mode, Auto mod will spin quickly to the maximum 477 spins per minute in counter-clockwise rotation for spinners. - ---- - -In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the Auto mod will attempt a perfect playthrough. It will occasionally misses a tick on drumrolls that do not start on a whole or half beat and will not always be able to complete dendens on maps with a very high overall difficulty. - ---- - -In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the Auto mod will actually go beyond perfect and use unlimited speed to catch *every* banana in a spinner, despite being impossible for a human player. - ---- - -In [osu!mania](/wiki/Game_Modes/osu!mania), the Auto mod will attempt a perfect playthrough, but may miss densely stacked notes (e.g. multiple key presses close together on a hold bar). - -#### Cinema - -![Cinema mod icon](/wiki/shared/mods/CM.png "Cinema mod icon") - -Click on Auto again to activate Cinema mod. - -- Score Multiplier: 1.00x (unranked) -- Shortcut key: `VV` (from unselected) / `Shift`+`V` / Hold `Ctrl`+`Shift` when selecting a beatmap - -![Comparison of Auto and Cinema mod](img/GM_Cinema.jpg "Comparison of Auto and Cinema mod") - -Cinema mod shows the **background and storyboard only** without the gameplay elements. - -Hitsounds can still be heard based on the selected beatmap. In addition, replay elements and the Results screen will be disabled and background dim will be set to 0%. - -Since the player is not actively playing the beatmap and more to watching the replay, the play is considered unranked. - -### xK - -![4K mod icon](/wiki/shared/mods/4K.png "4K mod icon")![5K mod icon](/wiki/shared/mods/5K.png "5K mod icon")![6K mod icon](/wiki/shared/mods/6K.png "6K mod icon")![7K mod icon](/wiki/shared/mods/7K.png "7K mod icon")![8K mod icon](/wiki/shared/mods/8K.png "8K mod icon")![9K mod icon](/wiki/shared/mods/9K.png "9K mod icon")![1K mod icon](/wiki/shared/mods/1K.png "1K mod icon")![2K mod icon](/wiki/shared/mods/2K.png "2K mod icon")![3K mod icon](/wiki/shared/mods/3K.png "3K mod icon") - -- **osu!mania only** -- Score Multiplier: 0.66x ~ 1.00x (osu!mania only; varies) -- Shortcut key: `Z` (each click goes from 4K to 9K then back to 1K until 3K and lastly disabled) - -This mod will force all *converted* osu!mania beatmaps to use the selected K setting, ignoring the supposed K setting of the beatmap at the cost of decreasing Score Multiplier depending on the K difference. - -Score Multiplier only applies within these conditions: - -- Using 1K, 2K, or 3K mod will result in an unranked play. -- The table only affects beatmaps converted from osu!standard mode to osu!mania mode. -- The mod does not work on osu!mania-specific beatmaps. - -| Default/Modifier | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k | -| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | -| 4k | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 5k | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 | 0.90 | -| 6k | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 | -| 7k | 0.66 | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | - -### Co-Op - -![Co-Op mod icon](/wiki/shared/mods/COOP.png "Co-Op mod icon") - -- **osu!mania only** -- Score Multiplier: 0.70x ~ 1.00x (osu!mania only; unranked) -- Shortcut key: - -- Double the key amount, double the fun! - -![Comparison between original (left) and Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.](img/GM_COOP.jpg "Comparison between original (left) and Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.") - -[Introduced in the 05 March 2015 (2015-03-05) build \[b20150305 (Stable)\]](https://osu.ppy.sh/home/changelog), Co-Op mod introduces a second playfield with a second set of controls based on the current xK count (7K -> 7K + 7K = 14K). For osu!mania specific maps, the xK is split to half (7K -> 4K + 3K = 7K). - -Score Multiplier only applies within these conditions: - -- Using Co-Op mod will result in an unranked play. -- The table only affects beatmaps converted from osu!standard mode to osu!mania with Co-Op mod on. -- The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. - -| Default | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k | -| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | -| 4k | 0.82 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 5k | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 6k | 0.74 | 0.82 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | -| 7k | 0.70 | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | - -A detailed explanation about the second playfield can be found in the [osu!mania page under Co-Op](/wiki/Game_Modes/osu!mania#co-op). - -### Random - -![Random (RD) mod icon](/wiki/shared/mods/RD.png "Random (RD) mod icon") - -- **osu!mania only** -- Score Multiplier: 1.00x (osu!mania only; unranked) -- Shortcut key: `X` -- Shuffle around the notes! - -![Comparison between original (left), Random only (middle), and Random with Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.](img/GM_Random.jpg "Comparison between original (left), Random only (middle), and Random with Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.") - -Random mod will **randomize the note placement** only. - -It does not affect the notes' timeline and is not shuffled every time Random mod is used. - -### ScoreV2 - -![ScoreV2 mod icon](/wiki/shared/mods/SV2.png "ScoreV2 mod icon") - -- Score Multiplier: 1.00x (unranked) -- Shortcut key: - -- Try the future scoring system. -- \*\* UNRANKED \*\* - -[Introduced in the 22 February 2017 (2017-02-22) build \[b20170222.3 (Stable)\]](https://osu.ppy.sh/home/changelog), ScoreV2 mod uses the prototype ScoreV2 system instead of the current scoring system used by the mode. ScoreV2 system attempts to scale *all* hit object scoring values to a hard limit of 1,000,000 (1 million) score limit at 1.00 score modifier excluding bonus spinner value of spinners in osu!standard mode, dendens in osu!taiko mode, and collected bananas (spinner equivalent) in osu!catch mode. - -Full information regarding ScoreV2 can be found at [the Score page under ScoreV2](/wiki/Score#scorev2). - -## Experimental - -**Notice:** These mods do not appear in the `Stable` build due to their experimental nature. Proceed at your own risk. - -### Special - -#### Target Practice - -![Target Practice (TP) mod icon](/wiki/shared/mods/TP.png "Target Practice (TP) mod icon") - -- **osu!standard only** -- Score Multiplier: 1.00x (unranked, osu!standard only) -- Shortcut key: ? -- ? - -![Comparison between original and Target Practice](img/GM_TP.jpg "Comparison between original and Target Practice") - -Target Practice mod removes all the mapped hit objects and replace it with a simplified and consistent "Target Practice" game. - -The play will immediately end if the player failed to hit *any* of the targets once. - -## Others - -### Inverse mods - -Not all mods can be applied at the same time. Some mods are the inverse of others and will be deactivated if the inverse mod is selected. - -These are a few notable examples: - -- Hard Rock is the inverse of Easy -- Sudden Death/Perfect is the inverse of No Fail, Relax, Auto Pilot, and Auto/Cinema -- Double Time/Nightcore is the inverse of Half Time - -### Unranked - -All of the special mods (except 4K, 5K, 6K, 7K, 8K, 9K, and Spun Out) will cause any plays with them activated to be **unranked** and ineligible for addition to ranked or online stats. - -## Removed - -These mods were used some time ago, but are now resting here in peace. - -### 10K - -![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") - -- **osu!mania only** -- Score Multiplier: 0.90x (osu!mania only) -- Shortcut key: `Z` (from 9K) - -This mod used to enable the player to use 10 keys for a single playfield in osu!mania. - -### Fade Out - -![Fade Out (FO) mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") - -- **osu!mania only** -- Score Multiplier: 1.00x (osu!mania only, unranked). -- Shortcut key: `FF` (from unselected) or `Shift`+`F` (osu!mania only) -- The notes fade out before you hit them! - -[See Hidden mod for osu!mania for the Fade Out functionality](#hidden). - -### No Video - -![No Video mod icon](/wiki/shared/mods/NV.png "No Video mod icon") - -- Score Multiplier: 1.00x -- Shortcut key: - -- A handy mod to disable video temporarily when required. - -No Video mod disables background video of the beatmap. - -The mod functionality was moved to [Visual Settings](/wiki/Visual_Settings) and the icon is no longer being used. - -## Trivia - -![Example of a rare case of surviving Sudden Death. The player managed to grab a slider tick that filled up the HP bar before depleting completely.](img/GM_SD_Rarecase.jpg "Example of a rare case of surviving Sudden Death. Player managed to grab a slider tick that filled up the HP bar before depleting completely.") - -- osu! used to round down Score Multiplier to the nearest hundredth (0.01). Thankfully, a patch fixed the rounding problem by rounding up if the thousandths value is 0.005 or higher and rounding down otherwise. -- Some (if not, most) argue that Easy mod fails to make beatmaps easier to play. The claim is that circles become comically large, and AR becomes ridiculously slower. The mod has the potential of making the play area much more cluttered and harder to read, especially on more difficult beatmaps. - - These points are elaborated upon in [Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606) feature request to improve the mod, by [Lybydose](https://osu.ppy.sh/users/64501). -- When playing with Sudden Death mod enabled in osu!standard mode, there are *rare cases* where the player *may* survives from a full life bar drain for breaking the combo count. If the player managed to preserve at least a sliver of health by getting a slider tick in a very short time-margin right after the combo broke and *before* the life bar is drained completely, the player can continue playing the beatmap as is and no large miss figure will be imposed. - - Since the slider tick health gain must be sufficient enough to outlast the natural health drain over time, it may be impossible to continue at higher difficulty settings even when the player survives the full life bar drain. -- [Nightcore was originated from an April Fools joke.](https://osu.ppy.sh/community/forums/topics/49733) -- Flashlight mod was subjected to heavy controversy regarding the implementation in 2010 for being the *easiest* mod to hack on forced the mod to be unranked until a patch was implemented to cover the Flashlight implementation loophole. Further information regarding this incident can be found at the two threads below. - - [Flashlight is back!](https://osu.ppy.sh/community/forums/topics/41519) - - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039) -- By using Co-Op mod, it is entirely possible to increase the key count to *18 Keys* (9K mod -> 9K + 9K = 18K, applied to non-specific difficulties only). diff --git a/wiki/Game_modifier/10K/en.md b/wiki/Game_modifier/10K/en.md new file mode 100644 index 000000000000..f2406560f6ea --- /dev/null +++ b/wiki/Game_modifier/10K/en.md @@ -0,0 +1,31 @@ +--- +stub: true +tags: + - 10K + - mod + - game modifier +--- + + + +# 10K (mod) + +![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*Not to be confused with [xK (mod)](/wiki/Game_modifier/xK).* + +## About + +- Type: Special +- Compatible game modes: ![][o!m] + +## Description + +*Notice: This mod is no longer available for use.* + +The **10K** mod was a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that enabled the player to use 10 keys for a single playfield on all *converted* osu!mania [beatmaps](/wiki/Beatmaps). It functions exactly the same as the rest of the [xK](/wiki/Game_modifier/xK) mods, and thus was not rankable. + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Auto/en.md b/wiki/Game_modifier/Auto/en.md new file mode 100644 index 000000000000..c1333b0fd323 --- /dev/null +++ b/wiki/Game_modifier/Auto/en.md @@ -0,0 +1,60 @@ +--- +stub: true +tags: + - auto + - autoplay + - auto play + - AT + - AO + - mod + - game modifier +--- + +# Auto (mod) + +![AT mod icon](/wiki/shared/mods/AT.png "Auto (AT) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Autopilot (mod)](/wiki/Game_modifier/Autopilot).* + +## About + +- Abbreviation: AT or AO +- Type: Special +- Score Multiplier: 1.00x +- Default shortcut key: `V` +- Caption: `Watch a perfect automated play through the song.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: Enabling the Auto mod will cause the play to be unranked and will not be saved to the local leaderboards.* + +The **Auto** mod is a [game modifier](/wiki/Game_modifier) that allows players to watch a perfect playthrough of the selected beatmap. + +The mod functions exactly like a [replay](/wiki/Replay), with the options for 0.5x/1.0x/2.0x speed playback to be used and comments on the beatmap to be seen and made like normal. The Auto mod will always get an SS grade, with the exception of a few special cases. + +### osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), when encountered with a spinner, the Auto mod will spin to a maximum of 477 spins per minute (SPM) in a counter-clockwise rotation. + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Auto mod will attempt a perfect playthrough, but won't always get an SS grade. It will occasionally miss a tick on drumrolls that do not start on a whole or half beat and will not always be able to complete dendens on maps with a very high overall difficulty. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the Auto mod will actually go beyond perfect and use unlimited speed to catch *every single banana* in a spinner, despite such a feat being impossible for a human player. + +### osu!mania + +In [osu!mania](/wiki/Game_Modes/osu!mania), the Auto mod will attempt a perfect playthrough, but may miss densely-stacked notes (e.g., multiple key presses close together on a hold bar). + +## Trivia + +- When watching an Auto replay, the username displayed in the leaderboard will be "osu!." + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Autopilot/en.md b/wiki/Game_modifier/Autopilot/en.md new file mode 100644 index 000000000000..a0f7a191d1fb --- /dev/null +++ b/wiki/Game_modifier/Autopilot/en.md @@ -0,0 +1,37 @@ +--- +stub: true +tags: + - auto pilot + - autopilot + - AP + - mod + - game modifiers +--- + +# Autopilot (mod) + +![AP mod icon](/wiki/shared/mods/AP.png "Auto Pilot (AP) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\ +*Not to be confused with [Auto (mod)](/wiki/Game_modifier/Auto).* + +## About + +- Abbreviation: AP +- Type: Special +- Score Multiplier: 0.00x +- Default shortcut key: `X` +- Caption: `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` +- Compatible game modes: ![][o!s] + +## Description + +*Notice: Enabling the Autopilot mod will cause the play to be unranked and will not be saved to the local leaderboards.* + +The **Autopilot** mod is a [game modifier](/wiki/Game_modifier) for [osu!standard](/wiki/Game_Modes/osu!) that will take control of the cursor movement and systematically move to the exact centre of the next [hit object](/wiki/Hit_object), leaving the tapping to to the player. During a play with the Autopilot mod enabled, the player will not be able to move their cursor, unless they are on the pause screen. + +The Autopilot mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmapping/Combo), and misses, as well as makes it impossible to fail the [beatmap](/wiki/Beatmaps). + +Additionally, the spins per minute (SPM) value performed by the Autopilot mod is similar to the spins per minute performed by the [Spun Out](/wiki/Game_modifier/Spun_out) mod, thus the player cannot increase the SPM by spinning the spinner with their cursor. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" diff --git a/wiki/Game_modifier/Cinema/en.md b/wiki/Game_modifier/Cinema/en.md new file mode 100644 index 000000000000..b563ba9b1ef2 --- /dev/null +++ b/wiki/Game_modifier/Cinema/en.md @@ -0,0 +1,40 @@ +--- +stub: true +tags: + - cinema + - CM + - mod + - game modifier +--- + +# Cinema (mod) + +![CM mod icon](/wiki/shared/mods/CM.png "Cinema (CM) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Cinematography](https://en.wikipedia.org/wiki/Cinematography "Wikipedia").* + +## About + +- Abbreviation: CM +- Type: Special +- Score Multiplier: 1.00x +- Default shortcut key: `V` `V` or `Shift`+`V` (or hold `Ctrl`+`Shift` when selecting a [beatmap](/wiki/Beatmaps)) +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: Enabling the Cinema mod will result in an unranked play.* + +The **Cinema** mod is a [game modifier](/wiki/Game_modifier) that aims to allow players to simply relax and watch the video or storyboards from a beatmap without the appearance of any [hit objects](/wiki/Hit_object). This will result in a play using the [Auto](/wiki/Game_modifier/Auto) mod, but with **only the background and storyboard being displayed**. + +Due to the Cinema mod being a varaiation of the Auto mod, the hitsounds caused by hit objects will still be heard. Although the replay elements and result screen will be disabled along with the background dim being set to 0%. + +![Auto vs. Cinema gameplay](img/GM_Cinema.jpg) + +This mod has the same effect across all game modes. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_Cinema.jpg b/wiki/Game_modifier/Cinema/img/GM_Cinema.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_Cinema.jpg rename to wiki/Game_modifier/Cinema/img/GM_Cinema.jpg diff --git a/wiki/Game_modifier/Co-op/en.md b/wiki/Game_modifier/Co-op/en.md new file mode 100644 index 000000000000..fcbf71f42410 --- /dev/null +++ b/wiki/Game_modifier/Co-op/en.md @@ -0,0 +1,55 @@ +--- +stub: true +tags: + - co op + - COOP + - CP + - CO + - mod + - game modifier + - playing with a friend +--- + +# Co-op (mod) + +![Co-op mod icon](/wiki/shared/mods/CP.png "Co-op (CO) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Multiplayer](/wiki/Multi).* + +## About + +- Abbreviation: CP or CO +- Type: Special +- Score Multiplier: 0.70x–1.00x (see [table below](#score-multiplier)) +- Caption: `Double the key amount, double the fun!` +- Compatible game modes: ![][o!m] + +## Description + +*Notice: Enabling the Co-op mod will result in an unranked play.* + +The **Co-op** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a second playfield with a second set of controls based on the current *x*K count (7K -> 7K + 7K = 14K). For osu!mania-specific [beatmaps](/wiki/Beatmaps), the *x*K is split to half (7K -> 4K + 3K = 7K). + +![Co-op gameplay comparison](img/GM_COOP.jpg "Comparisons between a normal play (top-left) vs. a co-op play (top-right) of an osu!mania-specific beatmaps, and a normal play (bottom-left) vs. a co-op play (bottom-right) of an non–osu!mania-specific beatmap") + +### Score multiplier + +The following table only affects beatmaps converted from [osu!standard](/wiki/Game_Modes) to osu!mania with the Co-op mod on: + +| Default | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | +| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | +| 4K | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 5K | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 6K | 0.74x | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 7K | 0.70x | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | + +*Note: The Co-op mod gives no penalty on osu!mania-specific beatmaps.** + +A detailed explanation about the second playfield can be found in the [osu!mania page under "Co-op"](/wiki/Game_Modes/osu!mania#co-op). + +### Trivia + +- The Co-op mod was introduced on March 5, 2015 + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_COOP.jpg b/wiki/Game_modifier/Co-op/img/GM_COOP.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_COOP.jpg rename to wiki/Game_modifier/Co-op/img/GM_COOP.jpg diff --git a/wiki/Game_modifier/Double_Time/en.md b/wiki/Game_modifier/Double_Time/en.md new file mode 100644 index 000000000000..5b10ba95a730 --- /dev/null +++ b/wiki/Game_modifier/Double_Time/en.md @@ -0,0 +1,61 @@ +--- +tags: + - double time + - double-time + - DT + - mod + - game modifier +--- + +# Double Time (mod) + +![DT mod icon](/wiki/shared/mods/DT.png "Double Time (DT) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [Nightcore (mod)](/wiki/Game_modifier/Nightcore)* + +## About + +- Abbreviation: DT +- Type: Difficulty Increasing +- Score Multiplier: + - ![][o!s]: 1.06x + - ![][o!t]: 1.12x + - ![][o!c]: 1.06x + - ![][o!m]: 1.00x +- Default shortcut key: `D` +- Caption: `Zoooooooooom.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Nightcore](/wiki/Game_modifier/Nightcore) + +## Description + +*Note: The method used to increase the speed does not increase the pitch of the song.* + +The **Double Time** mod is a [game modifier](/wiki/Game_modifier) that attempts to increase the difficulty of a [beatmap](/wiki/Beatmaps) by increasing their overall speed (BPM) by 150% (1.5x), reducing the length of the song by 33%, and increasing the [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty), and [health (HP)](/wiki/Beatmapping/Health). + +The Double Time mod is widely regarded as one of the best mods used for gaining large amounts of [performance points](/wiki/Performance_points) on eaiser difficulties in [osu!standard](/wiki/Game_Modes/osu!). + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the hit leniency is greatly reduced when the Double Time mod is enabled due to osu!taiko's already strict overall difficulty along with its considerbaly more difficulty-to-hit slider ticks. Because of this, the Double Time mod is widely regarded as the hardest mod in osu!taiko and is seldom used. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), there is no overall difficulty to increase. Thus this mod only increases the BPM and AR. As a result, it is only worth a 1.06x multiplier (as apposed to 1.12x multiplier for every other mod). + +Although this mod does greatly increase the hyperdash leniency, making fruits require hyperdashes that are near impossible to catch in some cases. + +## Trivia + +- When the Double Time mod is enabled, the `Length`, `BPM`, and `Objects` values are colored in a light red with the new values. (Pictured below.) + - The `Objects` value is colored a light red even though no change in value is actually made. +- The `CS`, `AR`, and `HP` values will have a superscript triangle next to their values indicate a small increase in their values. (Pictured below.) +- The name "Double Time" could be labeled as a misnomer, as the DT mod does not actually increase the speed of a beatmap by two times (200%); it speeds up beatmaps by 1.5x (150%). + +![Changed values](img/GM_DT.jpg "Screenshot of beatmap values being changed by the Double Time mod") + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_DT.jpg b/wiki/Game_modifier/Double_Time/img/GM_DT.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_DT.jpg rename to wiki/Game_modifier/Double_Time/img/GM_DT.jpg diff --git a/wiki/Game_modifier/Easy/en.md b/wiki/Game_modifier/Easy/en.md new file mode 100644 index 000000000000..6a59e51d7e05 --- /dev/null +++ b/wiki/Game_modifier/Easy/en.md @@ -0,0 +1,76 @@ +--- +stub: true +tags: + - EZ + - Easy + - mod + - game modifier +--- + +# Easy (mod) + +![EZ mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: EZ +- Type: Difficulty Reduction +- Score Multiplier: 0.50x +- Default shortcut key: `Q` +- Caption: + - ![][o!s]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` + - ![][o!t]: `Reduces overall difficulty - notes move slower, less accuracy required.` + - ![][o!c]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` + - ![][o!m]: `Reduces overall difficulty - more forgiving HP drain, less accuracy required.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Easy** mod is a [game modifier](/wiki/Game_modifier) that attempts to ease the difficulty of a [beatmap](/wiki/Beatmaps). It sets out to do this by halving all of the difficulty settings of a selected beatmap. + +In all [game modes](/wiki/Game_Modes) except [osu!taiko](/wiki/Game_Modes/osu!taiko), the Easy mod will grant the player two additional "lives" during a play if the [life bar](/wiki/Glossary#life-bar) drops to zero. In the case that this does happen, the game will pause to slowly refill the life bar to about 80% and remove one "life" from the player's life count. No sound will be played during this effect. + +This refill event will be signaled to the player with the ready sound (`readysound.wav`). Once the life bar has been finished being refilled, the player will be signaled again but with the go sound (`gosound.wav`). After which the beatmap will then resume play and let the player continue. If the player has no remaining lives and the life bar has dropped to zero, the play will fail like normal. + +### osu!standard + +In [osu!standard](wiki/Game_Modes/osu!), the Easy mod decreases [circle size (CS)](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty), and [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) by half. + +![EZ Gameplay o!s](img/GM_EZ2.jpg "osu!standard gameplay with the Easy mod enabled") + +Although, it is worth mentioning that many players do not find the use of the Easy mod to be helpful in decreasing the relative difficulty of beatmaps, especially high-intensity ones. The argument for this goes that the decreased approach rate creates a messy, difficulty-to-read situation where the actual speed of the beatmap is not very well reflected visually (displayed below). + +*Note: The points mentioned above are elaborated upon in the "[Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606)" feature request to improve the mod. + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Easy mod decreases the [slider velocity](/wiki/Glossary#slider-velocity), overall difficulty (OD) and HP drain by half. + +*Note: The amount of hits that are required to finish a [spinner](/wiki/Hit_object/Spinner) is reduced to the value of the OD.* + +Unlike the other game modes, using the Easy mod in osu!taiko reduces note score requirement to gain health in osu!taiko makes the life bar fill up much more quickly to replace the two additional "lives" as it impossible to fail in the middle of a song in taiko. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the effects the same as in osu!standard with a few parallels and adjustments: all fruits fall slower (increased AR), the camera is "zoomed in" (increased CS), the two additional "lives" are granted. + +Despite only using one axis, the fruits' larger size and slower falling rate may cause them to clump together, creating the same common issues with difficulty as in osu!standard. + + + +### osu!mania + +In [osu!mania](/wiki/Game_Modes/osu!mania), the effects are the same as in osu!taiko, except for the fact that the two additional lives *are* granted to the player, and that the slider velocity and default key count will still be the same. + +## Trivia + +- When watching a replay where an extra life is used, the health refill animation will be ignored and the replay will continue as if the player was playing with the [No Fail](/wiki/Game_modifier/No_fail) mod on. +- In [Multi](/wiki/Multi) mode, the effect of "lives" will not work in [Tag Co-op or Tag Team Vs.](/wiki/Multi#tag-coop-tag-team-vs) team mode. +- The Easy mod will cancel out the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod, and vice-versa. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_EZ2.jpg b/wiki/Game_modifier/Easy/img/GM_EZ2.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_EZ2.jpg rename to wiki/Game_modifier/Easy/img/GM_EZ2.jpg diff --git a/wiki/Game_modifier/Fade_In/en.md b/wiki/Game_modifier/Fade_In/en.md new file mode 100644 index 000000000000..83457a8b7602 --- /dev/null +++ b/wiki/Game_modifier/Fade_In/en.md @@ -0,0 +1,42 @@ +--- +stub: true +tags: + - fade in + - fade-in + - FI + - mod + - game modifier +--- + +# Fade In (mod) + +![FI mod icon](/wiki/shared/mods/FI.png "Fade In (FI) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)* + +*Not to be confused with [Hidden (mod)](/wiki/Game_modifier/Hidden) or [Flashlight (mod)](/wiki/Game_modifier/Flashlight).* + +## About + +- Abbreviation: FI +- Type: Difficulty Increasing +- Score Multiplier: 1.00x +- Default shortcut key: `F` +- Compatible game modes: ![][o!m] +- Variant: [Hidden](/wiki/Game_modifier/Hidden) + +## Description + +The **Fade In** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes disappear and then fade in as they approach the judgement bar. Hence the name. + +The speed at which the notes fade in is based on the combo, with higher combo causing the notes to fade in later and remain invisible longer. I.e., the notes fade in later and later the higher and higher a player increases their combo. + +The fading size only stops when a 500x combo milestone is reached (at which point it covers about 70% of the playfield). If a combo is broken at any point, the fading size will revert to 0x combo size (which is about 20% of the playfield). + +![FI gameplay comparisons](img/GM_FI2.jpg "Gameplay with the Fade In mod at 89x combo (top-left), at 313x combo (top-middle), at 517x combo (top-right/bottom-left), and at 894x combo (bottom-right)") + +## Trivia + +- If a beatmap is passed with an S or SS grade with the Fade In mod enabled, said beatmap will award the silver variant of that grade instead. + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_FI1.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI1.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FI1.jpg rename to wiki/Game_modifier/Fade_In/img/GM_FI1.jpg diff --git a/wiki/Game_Modifiers/img/GM_FI2.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI2.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FI2.jpg rename to wiki/Game_modifier/Fade_In/img/GM_FI2.jpg diff --git a/wiki/Game_modifier/Fade_Out/en.md b/wiki/Game_modifier/Fade_Out/en.md new file mode 100644 index 000000000000..fb2127efcfb6 --- /dev/null +++ b/wiki/Game_modifier/Fade_Out/en.md @@ -0,0 +1,37 @@ +--- +stub: true +tags: + - fade out + - fade-out + - FO + - mod + - game modifier +--- + + + +# Fade Out (mod) + +![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Fade In (mod)](/wiki/Game_modifier/Fade_In) or [Hidden (mod)](/wiki/Game_modifier/Hidden).* + +## About + +- Abbreviation: FO +- Type: Difficulty Increase +- Default shortcut key: `F` `F` or `Shift`+`F` +- Compatible game modes: ![][o!m] + +## Description + +*Notice: This mod is no longer available for use.* + +The **Fade Out** mod was a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade In](/wiki/Game_modifier/Fade_In) mod, with the notes fading *out* before being hit (as apposed to fading *in*). The mod was replaced in-favor of the [Hidden](/wiki/Game_Modifier/Hidden) mod. + +The Hidden mod and the Fade Out mod have the same functionality. + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Flashlight/en.md b/wiki/Game_modifier/Flashlight/en.md new file mode 100644 index 000000000000..2e7c90503ab1 --- /dev/null +++ b/wiki/Game_modifier/Flashlight/en.md @@ -0,0 +1,78 @@ +--- +stub: true +tags: + - flashlight + - FL + - mod + - game modifier +--- + +# Flashlight (mod) + +![FL mod icon](/wiki/shared/mods/FL.png "Flashlight (FL) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\ +*Not to be confused with [Hidden (mod)](/wiki/Game_modifier/Hidden).* + +## About + +- Abbreviation: FL +- Type: Difficulty Increase +- Score Multiplier: + - ![][o!s] ![][o!t] ![][o!c]: 1.12x + - ![][o!m]: 1.00x +- Default shortcut key: `G` +- Caption: `Restricted view area` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Flashlight** mod is a [game modifier](/wiki/Game_modifier/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen. + +### osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), only a small, illuminated cricle (i.e., the visible area) surrounding the cursor is shown which will display the parts of the playfield that are contained within that circle. The size of this circle will change depending on the player's current combo. + +The visible area will become smaller at 100x combo and again at 200x combo. If the player's combo is broken at any point, the visible area will return to its original size. Additionally, when sliding a [slider](/wiki/Hit_object/Slider), the visible area will partially darken until the slider is completed. + +All of this adds up to an effect that looks like a virtual flashlight is being shone on the player's cursor: + +![FL gameplay](img/GM_FL_O.jpg "Gameplay of osu!standard with the Flashlight mod") + +It should be noted that when paired with the Hidden mod, the "flashlight's" visible area barely matters: with limited vision, the fading of the hit objects may occur while the cursor is not focused to the hit object's appearance point. + +The Flashlight mod is widely regarded by many as the hardest mod in osu!standard, and scores obtained with it typically require players to memorize the entire beatmap. + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the position of visible area is fixed at the hitting area. And similarly to osu!standard, the visible area shrinks as the combo increases: shrinking at 100x and 200x combo while returning to its original size if the combo breaks. + +![FL gameplay o!t](img/GM_FL_T.jpg "Gameplay of osu!taiko with the Flashlight mod") + +When paired with the Hidden mod, the "flashlight's" visible area becomes a moot point because notes are technically "invisible" because the notes fade out completely upon reaching the visible area. This also requires complete memorization of the beatmap. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod's behaviour is the same as in osu!standard, except for the fact that the visible area follows the catcher instead of the cursor. And due to the nature of osu!catch, the visible area is notably larger than in osu!standard or osu!taiko. + +![FL gameplay o!c](img/GM_FL_C.jpg "Gameplay of osu!catch with the Flashlight mod") + +When paired with the Hidden mod, the fruits are momentarily visible if the catcher is *directly under* the fruits. That is, up until the player reaches 100x combo, at which point the fruits become completely invisible by the time the fruits reach the visible area. Much like osu!standard and osu!taiko, this also requires complete memorization of the beatmap. + +### osu!mania + +In [osu!mania](/wiki/Game_Modes/osu!mania), the visible area is restricted to a relatively thin horizontal bar at the center of the screen whilst everything else is obstructed from view. Thus this could be thought of the Hidden mod and [Fade In](/wiki/Game_modifier/Fade_In) mod combined. (That is, without the changing sizes of the visible area.) + +![FL gameplay o!m](img/GM_FL_M.jpg "Gameplay of osu!mania with the Flashlight mod") + +## Trivia + +- If a beatmap is passed with an S or SS grade with the Flashlight mod enabled, the beatmap will award the silver variant of the grade instead. +- The Flashlight mod was originally subjected to heavy controversy regarding the implementation in 2010 for being the easiest mod to hack on; subsequently forcing the mod to be unranked until a patch was implemented to cover the Flashlight mod implementation loophole. + - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039) + - [Flashlight is back!](https://osu.ppy.sh/community/forums/topics/41519) + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_FL_C.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_C.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_M.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_M.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_O.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_O.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_T.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_T.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg diff --git a/wiki/Game_modifier/Half_Time/en.md b/wiki/Game_modifier/Half_Time/en.md new file mode 100644 index 000000000000..3ccb1871c762 --- /dev/null +++ b/wiki/Game_modifier/Half_Time/en.md @@ -0,0 +1,57 @@ +--- +stub: true +tags: + - half time + - mod + - game modifier + - HT +--- + +# Half Time (mod) + +![HT mod icon](/wiki/shared/mods/HT.png "Half Time (HT) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: HT +- Type: Difficulty Reduction +- Score Multiplier: + - ![][o!s] ![][o!t] ![][o!c]: 0.30x + - ![][o!m]: 0.50x +- Default shortcut key: `E` +- Caption: `Less zoom.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Note: The method used to slow down the song may cause it sound muddy or robotic.* + +The **Half Time** mod is a [game modifier](/wiki/Game_modifier) that decreaes the overall [beatmap](/wiki/Beatmaps)'s speed (BPM) to 75% of the original, increases the length of the song by 33%, and decreases the [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty), [and health (HP)](/wiki/Beatmapping/Health) by a small amount. + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the slowed song and BPM causes the notes to become very dense due to the decrease in AR. However, due to the way dendens are calculated in osu!taiko, they now take more hits to clear and cause them to award a **higher total value than without the mod** because denden hits are not affected by the [score multiplier](/wiki/Game_modifier/Score_multiplier). + +As a result, using the Half Time mod will lead to an increase in maximum possible score for maps with very low combos and many long dendens. This effect will be even more significant when [Hard Rock](/wiki/Game_modifier/Hard_Rock) is turned on simultaneously. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the BPM is lowered by the same factor as in other modes. Though it *also* decreases the player character's speed so normal fruits without any mods *may* turn into hyperdash fruits. + +In addition to this, the leniency for hyperdashes are increases, making it much to stop underneath the next fruit when doing a hyperdash. + +## Trivia + +- When the Half Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light blue with the new values. (Pictured below.) + - The `Objects` value will still be colored light blue even though no change in value is actually made. +- The `CS`, `AR`, and `HP` values will have a superscript triangle next to their values indicate a small decrease in their values. (Pictured below.) +- The name "Half Time" could be labeled as a misnomer, as the HT mod does not actually decrease the speed of a beatmap by 0.5x times (50%); it decreases the speed of beatmaps by 0.75x (75%). + +![Changed values](img/GM_HT.jpg "Screenshot of beatmap values being changed by the Half Time mod") + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_HT.jpg b/wiki/Game_modifier/Half_Time/img/GM_HT.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HT.jpg rename to wiki/Game_modifier/Half_Time/img/GM_HT.jpg diff --git a/wiki/Game_modifier/Hard_Rock/en.md b/wiki/Game_modifier/Hard_Rock/en.md new file mode 100644 index 000000000000..12e7b6cded4a --- /dev/null +++ b/wiki/Game_modifier/Hard_Rock/en.md @@ -0,0 +1,70 @@ +--- +stub: true +tags: + - hard rock + - mod + - game modifier + - HR +--- + +# Hard Rock (mod) + +![HR mod icon](/wiki/shared/mods/HR.png "Hard Rock (HR) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: HR +- Type: Difficulty Increase +- Score Multiplier: + - ![][o!s] ![][o!t]: 1.06x + - ![][o!c]: 1.12x + - ![][o!m]: 1.00x +- Default shortcut key: `A` +- Caption: `Everything just got a bit harder...` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Hard Rock** mod is a [game modifier](/wiki/Game_modifier) that aims to increase the difficulty over most (if not all) aspects of a [beatmap](/wiki/Beatmaps). It achieves this goal by raising the [circle size (CS)](/wiki/Beatmap_Editor/Song_Setup#circle-size) by 30%, and all other difficulty settings by 40%. + +### osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), (along with the increase in difficulty settings) the Hard Rock mod flips the beatmap on it's X-axis (shown above). This can make sometimes make certain [patterns](/wiki/Beatmaps/Pattern) feel unnatural thus increasing difficulty. + +And if a player has memorized or become familiar with the movements and patterns of the beatmap, switching to the Hard Rock mod can break that memorization and cause a sort of artificial difficulty. + +![HR Gameplay](img/GM_HR_O.jpg "Gameplay of osu!standard with the Hard Rock mod") + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Hard Rock mod increases the [slider velocity](/wiki/Glossary#slider-velocity) as well as the [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty). This mod is widely regarded as the most commonly used mod in osu!taiko due to it being the only difficulty increasing mod that does not require some sort of memorization or extremely fast hitting on harder difficulties. + +The hits required to finish a denden is increased due to the increase in OD. Therefore, the maximum possible score for osu!taiko difficulties with the Hard Rock mod on is larger than that of the [Hidden](/wiki/Game_modifier/Hidden) mod. + +However, this effect is insignificant in most cases because each hit in a denden gives a static score of 300. Which is even smaller than a typical score deifference between a `GREAT` and `GOOD` hit (550 points at 100x combo or above). + +### osu!catch + +In osu!catch, the Hard Rock mod has several effects. In addition to making the player character and fruits smaller and increasing how fast they fall, this mod can cause ordinary fruits to veer slightly to the left or right of where they were places on the grid. This change requires players to make more chaotic movements and to use hyperdashes more frequently. + +Due to this much larger spike in difficulty compared to other [game modes](/wiki/Game_Modes), the Hard Rock mod is worth 1.12x multiplier as apposed to 1.06x on all other game modes. + +![HR Gameplay (osu!catch)](img/GM_HR_C.jpg "Gameplay of osu!catch with the Hard Rock mod") + +### osu!mania + +*Notice: Using this mod on osu!mania will result in an unranked play.* + +In [osu!mania](/wiki/Game_Modes/osu!mania), only the judgement difficulty (OD) and the AR values are increased. All other difficulty settings are left as-is. Note placement is not affected. + +## Trivia + +- The Hard Rock mod is named after the hardest difficulty of the [Nintendo DS](https://en.wikipedia.org/wiki/Nintendo_DS "Wikipedia") game "[Elite Beat Angents](/wiki/Glossary#eba)" +- The Hard Rock mod will cancel out the [Easy](/wiki/Game_modifier/Easy) mod. And vice-versa. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_HR_C.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HR_C.jpg rename to wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_HR_O.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HR_O.jpg rename to wiki/Game_modifier/Hard_Rock/img/GM_HR_O.jpg diff --git a/wiki/Game_modifier/Hidden/en.md b/wiki/Game_modifier/Hidden/en.md new file mode 100644 index 000000000000..68173081871f --- /dev/null +++ b/wiki/Game_modifier/Hidden/en.md @@ -0,0 +1,81 @@ +--- +stub: true +tags: + - hidden + - HD + - mod + - game modifier +--- + +# Hidden (mod) + +![HD mod icon](/wiki/shared/mods/HD.png "Hidden (HD) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\ +*Not to be confused with [Fade In (mod)](/wiki/Game_modifier/Fade_In) or [Flashlight (mod)](/wiki/Game_modifier/Flashlight).* + +## About + +- Abbreviation: HD +- Type: Difficulty Increasing +- Score Multiplier: + - ![][o!s] ![][o!t] ![][o!c]: 1.06x + - ![][o!m]: 1.00x +- Default shortcut key: `F` + - Default shortcut key ([osu!mania](/wiki/Game_Modes/osu!catch)): `F` `F` or `Shift`+`F` +- Caption: + - ![][o!s]: `Play with no approach circles and fading notes for a slight score advantage.` + - ![][o!t]: `The notes fade out before you hit them!` + - ![][o!c] `Play with no approach circles and fading notes for a slight score advantage.` + - ![][o!m]: `The notes fade out before you hit them!` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant (osu!mania): [Fade In](/wiki/Game_modifier/Fade_In) + +## Description + +The **Hidden** mod is a [game modifier](/wiki/Game_modifier) that increases the difficulty of beatmaps by removing the approach circles and causing the [hit objects](/wiki/Hit_object) to fade after appearing on the screen. + +### osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), the Hidden mod eliminates the approach circles and causes the hit objects to fade out shortly after appearing, forcing players to more or less memorize the timing, and—to a lesser degree—the placement and slider path. + +Although it should be noted that the Hidden mod is considered the easiest difficulty increasing mod amongst top players due to the consistency of when hit objects appear and disappear. As a result of this consistency, it is very much possible to learn when to tap objects based on when they fade out alone. + +![Gameplay of HD in osu!standard](img/GM_HD_O.jpg "Screenshot of osu!standard gameplay with the Hidden mod") + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the notes fade out at around halfway through the screen, requiring players to remember the timing and colour. However, sliders and dendens still cross the full timeline and do not fade out (with the condition that the denden has no approach circle to indicate whenit times out. + +On beatmaps with high overall difficulty, the Hidden mod is used by experienced players to increase score instead of the [Hard Rock (HR)](/wiki/Game_modififer/Hard_Rock) mod because HR occasinally makes the timing window too small. + +Unlike osu!standard, the Hidden mod is typically regarded as much harder to read or "get used-to" due to requiring th eplayer to memorize which color comes next. + +![Gameplay of HD in osu!taiko](img/GM_HD_T.jpg "Screenshot of osu!taiko gameplay with the Hidden mod") + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the Hidden mod causes the fruits to fade out about halfway down the screen. + +The effects on difficulty for osu!catch regarding the use of the Hidden mod vary from beatmap-to-beatmap, but it is generally considered that maps with an [approach rate (AR)](/wiki/Beatmapping/Approach_rate) of 9 or higher makes very little difference in increase of difficulty. + +![Gameplay of HD in osu!catch](img/GM_HD_C.jpg "Screenshot of osu!catch gameplay with the Hidden mod") + +### osu!mania + +In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inverse of the Fade In mod as the notes, and thus, it will cause the notes ot fade out before you are supposed to hit them. + +![Gameplay of HD in osu!mania](img/GM_HD2_M.jpg "Screenshots of osu!mania gameplay with the Hidden mod, at different combo milestones") + +## Trivia + +- The Hidden mod debuted in Ouendan 2, which was the second Japanese DS game in the [Osu! Tatake! Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") series (the series that osu! is based on). +- If a beatmap is passed with an S or SS grade with the Hidden mod enabled, the beatmap will award the silver variant of the grade instead. +- By default, in [osu!standard](/wiki/Game_Modes/osu!) the first [hit object](/wiki/Hit_object)'s [approach circle](/wiki/Hit_object/Approach_circle) will be temporarily visible at the start of a map so as to help players better gauge when to tap said hit object. This may be turned off in the Options under `Gameplay`. +- In osu!mania, the Hidden mod is a variant of the [Fade In](/wiki/Game_modififer/Fade_In) mod. +- The current version of the Hidden mod in osu!mania used to be a separate mod called [Fade Out](/wiki/Game_modifier/Fade_Out). + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_HD1_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD1_M.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD2_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD2_M.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_C.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_C.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_O.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_O.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD_O.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_T.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_T.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_T.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD_T.jpg diff --git a/wiki/Game_modifier/Mirror/en.md b/wiki/Game_modifier/Mirror/en.md new file mode 100644 index 000000000000..cc3664f68ed7 --- /dev/null +++ b/wiki/Game_modifier/Mirror/en.md @@ -0,0 +1,37 @@ +--- +stub: true +tags: + - mod + - MR +--- + + + +# Mirror (mod) + +![MR mod icon](/wiki/shared/mods/MR.png "Mirror (MR) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* + +- Abbreviation: MR +- Type: Special +- Score Multiplier: 1.00x +- Compatible game modes: ![][o!m] + +## Description + +The **Mirror** mod is [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that attempts to aid left-hand-dominant players in playing [beatmaps](/wiki/Beatmaps) that were originally mapped with right-handed patterns in-mind. The mod achieves this by reflecting the notes across a virtual y-axis that runs down the middle of the osu!mania keyboard. I.e., it "mirrors" the notes. Specifically, the mirroring of notes is as follows: + + + +The reasoning behind this is that many osu!mania beatmaps are mapped by right-hand-dominant creators, and thus many of the beatmaps patterns are made to be more comfortable to right-hand-dominant osu!mania players. Thus, many left-hand-dominant players—particularly higher-ranking ones—feel that the mirrored note placement caused by the mod allows their left-hand to be utilized more effectively. + +## Trivia + +- The Mirror mod was added in September 2019, in response to a [feature request](https://osu.ppy.sh/community/forums/topics/956618) by user [Kamuy](https://osu.ppy.sh/users/7439226). + - At the time of the feature request's posting, there was already a Mirror-like mod that was implemented in [osu!lazer](https://github.com/ppy/osu#osu "GitHub"), but due to the Mirror mod's nature of increasing accessibilty, it was added into the Stable release of osu! at the time. + - The current Mirror mod had actually been requested multiple times, and years before Kamuy's feature request, but Kamuy's was the only post that actually gained enough attention for the mod to actually be added. +- The Mirror mod is the only game modifier in the "Special" category that affects neither the amount of [performance points (pp)](/wiki/Performance_Points) nor [score](/wiki/Score) that a player gains, whilst still being rankable. + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Nightcore/en.md b/wiki/Game_modifier/Nightcore/en.md new file mode 100644 index 000000000000..fc7e7a97f21b --- /dev/null +++ b/wiki/Game_modifier/Nightcore/en.md @@ -0,0 +1,48 @@ +--- +stub: true +tags: + - nightcore + - NC + - mod + - game modifier +--- + +# Nightcore (mod) + +![NC mod icon](/wiki/shared/mods/NC.png "Nightcore (NC) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\ +*Not to be confused with [Nightcore (genre)](https://en.wikipedia.org/wiki/Nightcore "Wikipedia").*\ +*See also: [Double Time (mod)](/wiki/Game_modifier/Double_Time)* + +## About + +- Abbreviation: NC +- Type: Difficulty Increasing +- Score Multiplier: + - ![][o!s]: 1.06x + - ![][o!t]: 1.12x + - ![][o!c]: 1.06x + - ![][o!m]: 1.00x +- Default shortcut key: `D` `D` or `Shift`+`D` +- Caption: `uguuuuuuuu` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Varaint: [Double Time](/wiki/Game_modifier/Double_Time) + +## Description + +The **Nightcore** mod is a [game modifier](/wiki/Game_modifier) that works in the exact same way as it's varaint mod, Double Time, but also increases the pitch and adds a drum track to the background that—in 4/4 time—goes in the order of a bass drum on beats 1 and 3, clap on beats 2 and 4, and crash on beat 1 every 4 measures. + +The [score multiplier](/wiki/Game_modifier/Score_multiplier) stays the same as it would with the Double Time mod enabled, and the beatmap itself is unaffected beyond what the Double Time mod will do. + +This mod has the same effect across all game modes. + +## Trivia + +- The Nightcore mod was originally an [April Fools joke](https://osu.ppy.sh/community/forums/topics/49733) but was then added into the game as an actual playable mod. +- The Nightcore mod gets its name from the genre (or to some, sub-genre) "Nightcore" in which songs are edited or created to be sped-up by about 10–30% and have higher pitched vocals. Though the validity and history of this type of music is controversial. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/No_Fail/en.md b/wiki/Game_modifier/No_Fail/en.md new file mode 100644 index 000000000000..307dd1e0a435 --- /dev/null +++ b/wiki/Game_modifier/No_Fail/en.md @@ -0,0 +1,36 @@ +--- +stub: true +tags: + - no fail + - NF + - mod + - game modifier +--- + +# No Fail (mod) + +![NF mod icon](/wiki/shared/mods/NF.png "No Fail (NF) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: NF +- Type: Difficulty Reduction +- Score Multiplier: 0.50x +- Default shortcut key: `W` +- Caption: `You can't fail. No matter what.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: Usage of the No Fail mod reduces the amount of possible [Performance Points](/wiki/Performance_Points) gain by 10%.* + +The **No Fail** mod is a [game modifier](/wiki/Game_modifier) that prevents the player from failing on [beatmaps](/wiki/Beatmaps). Enabling the No Fail mod makes the player incapable of failing a [beatmap](/wiki/Beatmaps) even if the [life bar](/wiki/Glossary#life-bar) drops to zero. Although, if the player has not scored any points during the beatmap, the play *will* fail instead. + +This mod has the same effect across all [game modes](/wiki/Game_Modes). + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/No_Video/en.md b/wiki/Game_modifier/No_Video/en.md new file mode 100644 index 000000000000..1e4571792075 --- /dev/null +++ b/wiki/Game_modifier/No_Video/en.md @@ -0,0 +1,36 @@ +--- +stub: true +tags: + - no video + - NV + - mod + - game modifier +--- + + + +# No Video (mod) + +![NV mod icon](/wiki/shared/mods/NV.png "No Video (NV) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: NV +- Type: Special +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: This mod is no longer available for use.* + +The **No Video** mod was a [game modifier](/wiki/Game_modifier) that enabled players to disable the background video of a [beatmap](/wiki/Beatmaps). This was used to help improve framerate and game performance. + +The mod's functionality was replaced with an option in [Visual Settings](/wiki/Visual_Settings), and thus the icon and its mod are no longer being used. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Perfect/en.md b/wiki/Game_modifier/Perfect/en.md new file mode 100644 index 000000000000..65360319fae1 --- /dev/null +++ b/wiki/Game_modifier/Perfect/en.md @@ -0,0 +1,55 @@ +--- +stub: true +tags: + - perfect + - mod + - game modifier + - PF +--- + +# Perfect (mod) + +![PF mod icon](/wiki/shared/mods/PF.png "Perfect (PF) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*See also: [Sudden Death (mod)](/wiki/Game_modifier/Sudden_Death)* + +## About + +- Abbreviation: PF +- Type: Difficulty Increase +- Score Multiplier: 1.00x +- Default shortcut key: `S` `S` or `Shift`+`S` +- Caption: `SS or quit.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Sudden Death](/wiki/Game_modifier/Sudden_Death) + +## Description + +The **Perfect** mod is a [game modifier](/wiki/Game_modifier) that aims to aid players who are going for an SS grade by automatically failing and retrying [beatmaps](/wiki/Beatmaps) upon missing a note or obtaining any score on a [hit object](/wiki/Hit_object) other than 300 or more. + +Any of the following acts **will cause** the Perfect mod to restart the beatmap: + +- Missing a note +- Obtaining a `100` or `50` +- Failing a spinner +- Sliderbreaking + +Any of the following acts **will not cause** the Perfect mod to restart the beatmap: + +- Obtaining a `300` +- Completing a spinner +- Obtaining a Rainbow 300/MAX score ([osu!mania](/wiki/Game_Modes/osu!mania)) +- Obtaining a 300 score value (osu!mania) + +This mod has the same effect across all [game modes](/wiki/Game_Modes) + +## Trivia + +- If there is a skippable prologue, the Perfect mod will not automatically skip it because it uses restart functionality as opposed to a quick-retry. +- The Perfect mod is a variant of the [Sudden Death](/wiki/Game_modifier/Sudden_Death) mod. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Random/en.md b/wiki/Game_modifier/Random/en.md new file mode 100644 index 000000000000..d687f82c67aa --- /dev/null +++ b/wiki/Game_modifier/Random/en.md @@ -0,0 +1,29 @@ +--- +stub: true +tags: + - random + - RD +--- + +# Random (mod) + +![RD mod icon](/wiki/shared/mods/RD.png "Random (RD) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: RD +- Type: Special +- Score Multiplier: 0.00x +- Default shortcut key: `X` +- Caption: `Shuffle around the notes!` +- Compatible game modes: ![][o!m] + +## Description + +The **Random** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by shuffling the note placement. The Random mod will not change the length of the notes, and it is not shuffled every time Random is used. + +![RD gameplay](img/GM_Random.jpg "Comparison between original (left), Random mod only (middle), and Random mod with Co-Op mod (right) for osu!mania-specific (top) and non-specific (bottom) beatmaps") + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/img/GM_Random.jpg b/wiki/Game_modifier/Random/img/GM_Random.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_Random.jpg rename to wiki/Game_modifier/Random/img/GM_Random.jpg diff --git a/wiki/Game_modifier/Relax/en.md b/wiki/Game_modifier/Relax/en.md new file mode 100644 index 000000000000..e3b796c6713c --- /dev/null +++ b/wiki/Game_modifier/Relax/en.md @@ -0,0 +1,55 @@ +--- +stub: true +tags: + - relax + - RL + - RX + - mod + - game modifier +--- + +# Relax (mod) + +![RL mod icon](/wiki/shared/mods/RL.png "Relax (RL) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: RL or RX +- Type: Special +- Score Multiplier: 0.00x +- Default shortcut key: `Z` +- Caption: + - ![][o!s]: `You don't need to click. Give your clicking/tapping fingers a break from the heat of things. ** UNRANKED **` + - ![][o!t]: `Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's. ** UNRANKED **` + - ![][o!c]: `Use the mouse to control the catcher. ** UNRANKED **` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] + +## Description + +*Notice: Enabling the Relax mod will cause the play to be unranked and will not be saved to the local leaderboards.* + +The **Relax** mod is a [game modifier](/wiki/Game_modifier) that aims to allow a relaxing experience to players. Due to its nature, the mod is typically utilised to analyze/practice difficult [patterns](/wiki/Beatmaps/Pattern) on [beatmaps](/wiki/Beatmaps), or for when players want to give their tapping hands a rest. + +### osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), enabling the Relax mod only requires ther player to hover their cursor over [hit objects](/wiki/Hit_object); all hit objects will be automatically tapped by osu!. + +The Relax mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmapping/Combo), and misses and makes it impossible to fail a beatmap. Additionally, the spins per minute (SPM) value will be doubled, allowing the player to spin much faster and thus obtain a higher score than would in a regular play. + +### osu!taiko + +In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Relax mod removes colour judgement: the correct colour for the note is hit regardless of the colour given. Although the colours of the notes will not be changed. + +Along with this, the Relax mod will also give more lenient timing to collect the slider ticks during drumrolls, while dendens can be cleared with any colour sequence instead of alternating the colour sequence. The animated mascot will also be removed. + +Unlike osu!standard, in osu!taiko, the Relax mod *will* display score, combo, and misses. + +### osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), the Relax mod allows the character to be moved freely at any speed with the mouse or other cursor-moving peripheral. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" diff --git a/wiki/Game_modifier/ScoreV2/en.md b/wiki/Game_modifier/ScoreV2/en.md new file mode 100644 index 000000000000..6a48c36040b2 --- /dev/null +++ b/wiki/Game_modifier/ScoreV2/en.md @@ -0,0 +1,42 @@ +--- +stub: true +tags: + - scorev2 + - SV2 + - mod + - game modifier +--- + +# ScoreV2 (mod) + +![SV2 mod icon](/wiki/shared/mods/SV2.png "ScoreV2 (SV2) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Score](/wiki/Score) or [ScoreV1](/wiki/Score/ScoreV1).* + +## About + +- Abbreviation: SV2 +- Type: Special +- Score Multiplier: 1.00x +- Caption: `Try the future scoring system. ** UNRANKED **` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: Enabling the ScoreV2 mod will result in an unranked play.* + +*For information regarding the ScoreV2 scoring system, see: [ScoreV2](/wiki/Score#scorev2)* + +The **ScoreV2** mod is a mod that uses the prototype ScoreV2 value system instead of the current scoring system for each respective [game mode](/wiki/Game_Modes). In a nutshell, the ScoreV2 system attemps to scale all [hit object](/wiki/Hit_object) scoring values to a hard limit of 1 million at 1.00 Score Multiplier (excluding bonus spinner values in [osu!standard](/wiki/Game_Modes/osu!), dendens in [osu!taiko](/wiki/Game_Modes/osu!taiko), and collected bananas in [osu!catch](/wiki/Game_Modes/osu!catch). + +This mod has the same effect across all game modes. + +## Trivia + +- The ScoreV2 mod was introduced in the February 22 (2017-02-22) build [b20170222.3 (Stable)](https://osu.ppy.sh/home/changelog/stable40/20170222.3) + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Score_multiplier/en.md b/wiki/Game_modifier/Score_multiplier/en.md new file mode 100644 index 000000000000..bf93aea73315 --- /dev/null +++ b/wiki/Game_modifier/Score_multiplier/en.md @@ -0,0 +1,24 @@ +--- +stub: true +tags: + - score multiplier + - score +--- + +# Score multiplier + +*See also: [Game modifier](/wiki/Game_modifier)* + + + +## Description + +The **Score Multiplier** is a value used to determine how much osu! should multiply the [score](/wiki/Score) recieved from each individual [hit object](/wiki/Hit_object) throughout a play. By default, the Score Multiplier will be 1.00x, but this value can be changed through the use of [game modifiers](/wiki/Game_modifier). + +For example, if a player plays a [beatmap](/wiki/Beatmaps) on osu!standard with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. However, if that same player achieved the *exact same play* on the *exact same beatmap*, with the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod enabled, then the final score would be 106,000 because the Hard Rock mod's Score Multiplier value is 1.06x. During a play, the score multiplier value is multiplied with the current score in real-time, although it is possible to calculate the final score after-the-fact by simply multiplying the two values together: `finalScore * scoreMultiplier`. + +However, if multiple mods are enabled, the score multiplier value would be the two score multiplier values of each mod, multiplies together. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifier/Half_Time) mod are enabled simultaneously in osu!standard, the final value would be approximately 0.32x. + +## Trivia + +- osu! used to round down the Score Multiplier to the nearest hundredth until a patch fixed the rounding problem by only rounding up if the thousandths value is 0.005 or higher. diff --git a/wiki/Game_modifier/Spun_Out/en.md b/wiki/Game_modifier/Spun_Out/en.md new file mode 100644 index 000000000000..6dbf6dc407fa --- /dev/null +++ b/wiki/Game_modifier/Spun_Out/en.md @@ -0,0 +1,32 @@ +--- +stub: true +tags: + - spun-out + - spun out + - SO + - mod + - game modifier +--- + +# Spun Out (mod) + +![SO mod icon](/wiki/shared/mods/SO.png "Spun Out (SO) mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: SO +- Type: Special +- Score Multiplier: 0.90x +- Default shortcut key: `C` +- Caption: `Spinners will be automatically completed.` +- Compatible game modes: ![][o!s] + +## Description + +The **Spun Out** mod is a [game modifier](/wiki/Game_modifier) that is aims to aid [osu!standard](/wiki/Game_Modes/osu!) players in successfully spin spinners in a [beatmap](/wiki/Beatmaps). The mod will clear all of the beatmap's spinner(s) at exactly 286.48 spins per minute (SPM) in a clockwise rotation, which is 3/5 of Auto's 477.26 SPM. + +The spinner(s) will be disabled and the player cannot spin to increase the SPM value. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" diff --git a/wiki/Game_modifier/Sudden_Death/en.md b/wiki/Game_modifier/Sudden_Death/en.md new file mode 100644 index 000000000000..1d60903c4bde --- /dev/null +++ b/wiki/Game_modifier/Sudden_Death/en.md @@ -0,0 +1,54 @@ +--- +stub: true +tags: + - sudden death + - mod + - game modifier + - SD +--- + +# Sudden Death (mod) + +![SD mod icon](/wiki/shared/mods/SD.png "Sudden Death (SD) mod icon") + +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [Perfect (mod)](/wiki/Game_modifier/Perfect)* + +## About + +- Abbreviation: SD +- Type: Difficulty Increasing +- Score Multiplier: 1.00x +- Default shortcut key: `S` +- Caption: `Miss a note and fail.` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Perfect](/wiki/Game_modifier/Perfect) + +## Description + +The **Sudden Death** mod is a [game modifier](/wiki/Game_modifier) that causes players to fail a [beatmap](/wiki/Beatmaps) upon missing a [hit object](/wiki/Hit_Objects) or failing to collect a slider tick. This is useful for players who are going for an [full combo (FC)](/wiki/Glossary#fc). Although there is some debate as to whether the use of the Sudden Death mod or the act of retrying at the first [combo break](/wiki/Glossary#combobreak) is helpul or harmful for players wanting to improve quickly, + +To be more specific, the Sudden Death mod will only fail the beatmap if any of the following happen: + +- Missing a note +- Failing to collect a slider tick (osu!standard only) +- Failing to complete a spinner + +The Sudden Death mod **will not** fail the beatmap if any of the following happen: + +- Missing a [sliderend](/wiki/Hit_object/Slidertail) (i.e. a sliderbreak) +- Not holding/collecting on the enmpty slider path + +Unlike the Sudden Death mod's variant [Perfect](/wiki/Game_modifier/Perfect), the beatmap will not automatically retry the map. Instead, the player will be left with a normal failure screen upon missing. + +This mod has the same effect across all [game modes](/wiki/Game_Modes). + +### Trivia + +- Missing a note with the Sudden Death mod enabled will result in an extra large miss figure to appear in [osu!standard](/wiki/Game_Modes/osu!) +- When playing with Sudden Death mod enabled in osu!standard mode, there are rare cases where the player may survives from a full life bar drain for breaking the combo count. If the player managed to preserve at least a sliver of health by getting a slider tick in a very short time-margin right after the combo broke and before the life bar is drained completely, the player can continue playing the beatmap as is and no large miss figure will be imposed. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/Summary/en.md b/wiki/Game_modifier/Summary/en.md new file mode 100644 index 000000000000..a6fb5d8e1946 --- /dev/null +++ b/wiki/Game_modifier/Summary/en.md @@ -0,0 +1,82 @@ +# Summary of game modifiers + +*Main page: [Game modifiers](/wiki/Game_modifier)* + + + +*Note: All mods used in osu!mania will never increase the score multiplier.* + +| Mod | Name (Abbr.) | Multiplier | Caption | +| :-- | :-- | :-- | :-- | +| ![Easy](/wiki/shared/mods/EZ.png) | Easy (EZ) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | • ![][o!s]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` • ![][o!t]: `Reduces overall difficulty - notes move slower, less accuracy required.` • ![][o!c]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` • ![][o!m]: `Reduces overall difficulty - more forgiving HP drain, less accuracy required.` | +| ![No Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `You can't fail. No matter what.` | +| ![Half Time](/wiki/shared/mods/HT.png) | Half Time (HT) | • ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Less zoom.` | +| ![Hard Rock](/wiki/shared/mods/HR.png) | Hard Rock (HR) | • ![][o!s]: 1.12x ![][o!t]: 1.06x • ![][o!c]: 1.12x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Everything just got a bit harder…` | +| ![Sudden Death](/wiki/shared/mods/SD.png) | Sudden Death (SD) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Miss a note and fail.` | +| ![Perfect](/wiki/shared/mods/PF.png) | Perfect (PF) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `SS or quit.` | +| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | • ![][o!s]: 1.06x • ![][o!t]: 1.12x ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Zoooooooooom.` | +| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | • ![][o!s]: 1.06x • ![][o!t]: 1.12x ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `uguuuuuuuu` | +| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | • ![][o!s] ![][o!t] ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s]: `Play with no approach circles and fading notes for a slight score advantage.` • ![][o!t]: `The notes fade out before you hit them!` • ![][o!c] `Play with no approach circles and fading notes for a slight score advantage.` • ![][o!m]: `The notes fade out before you hit them!` | +| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | • ![][o!m]: 1.00x | | +| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | • ![][o!s] ![][o!t] ![][o!c]: 1.12x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Restricted view area` | +| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | • ![][o!s] ![][o!t] ![][o!c]: 0.00x | • ![][o!s]: `You don't need to click. Give your clicking/tapping fingers a break from the heat of things. ** UNRANKED **` • ![][o!t]: `Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's. ** UNRANKED **` • ![][o!c]: `Use the mouse to control the catcher. ** UNRANKED **` | +| ![Autopilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | • ![][o!s]: 0.00x | • ![][o!s]: `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` | +| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | • ![][o!s]: 0.90x | • ![][o!s]: `Spinners will be automatically completed.` | +| ![4K (*x*K)](/wiki/shared/mods/4K.png) | 4K (*x*K) | 0.66x–1.00x (see [chart below](#xk-mod-score-multipliers)) | | +| ![Co-op](/wiki/shared/mods/CP.png) | Co-op (CP) | 0.70x–1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | • ![][o!m]: `Double the key amount, double the fun!` | +| ![Mirror](/wiki/shared/mods/MR.png) | Mirror (MR) | • ![][o!m]: 1.00x | | +| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | • ![][o!m]: 0.00x | • ![][o!m]: `Shuffle around the notes!` | +| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Watch a perfect automated play through the song.` | +| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | | +| ![ScoreV2](/wiki/shared/mods/SV2.png) | ScoreV2 (SV2) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Try the future scoring system. ** UNRANKED **` | +| ![Target Practice](/wiki/shared/mods/TP.png) | Target Practice (TP) | • ![][o!s]: 1.00x | | + +## xK mod score multipliers + +*Notice: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!* + +| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | +| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: | +| 4K | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 5K | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | +| 6K | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | +| 7K | 0.66x | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | + +### *x*K mod with Co-op score multipliers + +*Notice: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps. And as such, the Co-Op mod gives no penalty on osu!mania-specific beatmaps.* + +| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | +| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: | +| 4K | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 5K | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 6K | 0.74x | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 7K | 0.70x | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | + +## Inverse mods + +*Note: All mods cancel out the Target Practice mod.* + +| These mods... | ...cancel out these mods. (and vice-versa) | +| :-- | :-- | +| ![Hard Rock](/wiki/shared/mods/HR.png) | ![Easy](/wiki/shared/mods/EZ.png) | +| ![Double Time](/wiki/shared/mods/DT.png) ![Nightcore](/wiki/shared/mods/NC.png) | ![Half Time](/wiki/shared/mods/HT.png) | +| ![No Fail](/wiki/shared/mods/NF.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![Relax](/wiki/shared/mods/RL.png) ![Autopilot](/wiki/shared/mods/AP.png) | +| ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) | ![No Fail](/wiki/shared/mods/NF.png) ![Relax](/wiki/shared/mods/RL.png) ![Autopilot](/wiki/shared/mods/AP.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | +| ![Relax](/wiki/shared/mods/RL.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![No Fail](/wiki/shared/mods/NF.png) ![Autopilot](/wiki/shared/mods/AP.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | +| ![Autopilot](/wiki/shared/mods/AP.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![No Fail](/wiki/shared/mods/NF.png) ![Relax](/wiki/shared/mods/RL.png) ![Spun Out](/wiki/shared/mods/SO.png) ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | +| ![Auto](/wiki/shared/mods/AT.png) ![Cinema](/wiki/shared/mods/CM.png) | ![Sudden Death](/wiki/shared/mods/SD.png) ![Perfect](/wiki/shared/mods/PF.png) ![Relax](/wiki/shared/mods/RL.png) ![Autopilot](/wiki/shared/mods/AP.png) ![Spun Out](/wiki/shared/mods/SO.png) | + +### osu!mania + +| These mods... | ...cancel out these mods. (and vice-versa) | +| :-- | :-- | +| ![Hidden](/wiki/shared/mods/HD.png) ![Fade In](/wiki/shared/mods/FI.png) | ![Flashlight](/wiki/shared/mods/FL.png) | + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Summary/fr.md b/wiki/Game_modifier/Summary/fr.md similarity index 95% rename from wiki/Game_Modifiers/Summary/fr.md rename to wiki/Game_modifier/Summary/fr.md index 12b64b8b9866..79c8b60b89e9 100644 --- a/wiki/Game_Modifiers/Summary/fr.md +++ b/wiki/Game_modifier/Summary/fr.md @@ -1,3 +1,8 @@ +--- +outdated: true +outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0 +--- + # Sommaire *Note: Tous les mods changeant la difficulté sur osu!mania n'augmenteront jamais le multiplicateur de score.* @@ -21,7 +26,7 @@ | ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Regarde une partie parfaite. | | ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Regarde la vidéo et/ou le storyboard. | | ![4K](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (voir[chart below](#le-multiplicateur-de-score-du-mode-xk)) | Joue avec un nombre `x` de touches. | -| ![Co-Op](/wiki/shared/mods/COOP.png) | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x voir[chart below](#le-mod-xK-avec-le-multiplicateur-de-score-de-la-CO-OP)) | Un duo, ça vous dit ? | +| ![Co-Op](/wiki/shared/mods/CP.png) | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x voir[chart below](#le-mod-xK-avec-le-multiplicateur-de-score-de-la-CO-OP)) | Un duo, ça vous dit ? | | ![Random](/wiki/shared/mods/RD.png) | Random (RD) | ![][o!m]: 1.00x | Change les touches de colonnes. | ## Le multiplicateur de score du mod xK diff --git a/wiki/Game_Modifiers/Summary/zh.md b/wiki/Game_modifier/Summary/zh.md similarity index 95% rename from wiki/Game_Modifiers/Summary/zh.md rename to wiki/Game_modifier/Summary/zh.md index b54aab6ae41e..8f6b48730a64 100644 --- a/wiki/Game_Modifiers/Summary/zh.md +++ b/wiki/Game_modifier/Summary/zh.md @@ -1,6 +1,11 @@ +--- +outdated: true +outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0 +--- + # 摘要 -*主页面:[Game Modifiers](/wiki/Game_Modifiers)* +*主页面:[Game Modifiers](/wiki/Game_modifier)* *注意:所有的 Mods 在 osu!mania 模式不会增加分数加成。* @@ -23,7 +28,7 @@ | ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (不计入成绩) | 观看完美的回放。 | | ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (不计入成绩) | 观看视频 和/或 Storyboard。 | | ![4K](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (详见 [下面的表格](#xk-mod-score-multipliers)) | 使用选择的按键数。 | -| ![Co-Op](/wiki/shared/mods/COOP.png) | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (详见 [下面的表格](#xk-mod-with-co-op-score-multipliers)) | 使用两个游戏区。 | +| ![Co-Op](/wiki/shared/mods/CP.png) | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (详见 [下面的表格](#xk-mod-with-co-op-score-multipliers)) | 使用两个游戏区。 | | ![Random](/wiki/shared/mods/RD.png) | Random (RD) | ![][o!m]: 1.00x | 随机排列音符的位置。 | ## xK 分数加成 diff --git a/wiki/Game_modifier/Target_Practice/en.md b/wiki/Game_modifier/Target_Practice/en.md new file mode 100644 index 000000000000..9217f67b4297 --- /dev/null +++ b/wiki/Game_modifier/Target_Practice/en.md @@ -0,0 +1,45 @@ +--- +stub: true +tags: + - target practice + - TP + - mod + - game modifier + - cutting edge +--- + + + +# Target Practice (mod) + +![TP mod icon](/wiki/shared/mods/TP.png "Target Practice (TP) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\ +*Notice: the Target Practice mod is only accessible in the `Cutting Edge` build.* + +## About + +- Abbreviation: TP +- Type: Special +- Score Multiplier: 1.00x +- Compatible game modes: ![][o!s] + +## Description + +*Notice: Enabling the Target Practice mod will result in an unranked play.* + +The **Target Practice** mod is an experimental [game modifier](/wiki/Game_modifier) that removes all the mapped [hit objects](/wiki/Hit_object) and replaces them with a simplified and consistent set of "targets." + +During a play with the Target Practice mod enabled, players will be presented with a set of "targets" that slowly increase in size and brightness. The player is then expected to tap or click the targets when they are at full brightness and size and the time is right. A consistent metronome will be played in the background to indicate to players when they should tap the target. + +The mod's use is mostly for fun, but can also be used to practice maintaining a consistent tempo. + +![TP Gameplay](img/GM_TP.jpg "Gameplay of osu!standard with the Target Practice mod enabled") + +## Trivia + +- The Target Practice Mod will use the [combo colours](/wiki/Beatmapping/Combo#combo-colour) that are marked in the player's current [skin.ini](/wiki/Skinning/skin.ini) folder. +- Upon failing a play with the Target Practice mod enabled, the player will be brought to the Ranking Screen, instead of a fail screen. + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" diff --git a/wiki/Game_Modifiers/img/GM_TP.jpg b/wiki/Game_modifier/Target_Practice/img/GM_TP.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_TP.jpg rename to wiki/Game_modifier/Target_Practice/img/GM_TP.jpg diff --git a/wiki/Game_modifier/en.md b/wiki/Game_modifier/en.md new file mode 100644 index 000000000000..cc4a4942d9b8 --- /dev/null +++ b/wiki/Game_modifier/en.md @@ -0,0 +1,73 @@ +--- +tags: + - mod + - game modifier + - overview + - list of mods +--- + + + +# Game modifier + +*Not to be confused with [modding](/wiki/Modding).* + +![Mod selection screen](img/GM_Main.jpg) + +**Game modifiers** (or "mod" for short) are optional modifications to a [beatmap](/wiki/Beatmaps)'s elements and settings that players can enable from the `Mod Selection Screen` (above). Mods can make beatmaps easier, harder, or just plain fun. + +Players can access the `Mod Selection Screen` in the song selection screen by clicking the `Mods` button near the lower left corner of the screen or by pressing `F1` on their keyboard. Once in the `Mod Selection Screen`, there are also keyboard shortcuts that can be used to select specific mods. These shortcuts may be changed in the Options. + +On the selection screen, mods are separated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the [`Score Multiplier`](/wiki/Score_multiplier). When two mods are being used simultaneously, the mods' respective multiplier will be multiplied together (e.g., `1.06x * 1.12x = 1.1872x`). + +## List of mods + +*See also: [Summary (Game Modifier)](/wiki/Game_modifier/Summary)* + +Each of the mods below listed will have their compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it. + +### Difficulty reduction + +- [Easy (EZ)](/wiki/Game_modifier/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [No Fail (NF)](/wiki/Game_modifier/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Half Time (HT)](/wiki/Game_modifier/Half_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +### Difficulty increase + +- [Hard Rock (HR)](/wiki/Game_modifier/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Perfect (PF)](/wiki/Game_modifier/Perfect) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Double Time (DT)](/wiki/Game_modifier/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Nightcore (NC)](/wiki/Game_modifier/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Hidden (HD)](/wiki/Game_modifier/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Fade In (FI)](/wiki/Game_modifier/Fade_In) ![][o!m] +- [Flashlight (FL)](/wiki/Game_modifier/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +### Special + +- [Relax (RL)](/wiki/Game_modifier/Relax) ![][o!s] ![][o!t] ![][o!c] +- [Autopilot (AP)](/wiki/Game_modifier/Autopilot) ![][o!s] ![][o!t] ![][o!c] +- [Spun Out (SO)](/wiki/Game_modifier/Spun_Out) ![][o!s] +- [1K, 2K, 3K, 4K, 5K, 6K, 7K, 8K, 9K (xK)](/wiki/Game_modifier/xK) ![][o!m] +- [Co-op (CP)](/wiki/Game_modifier/Co-op) ![][o!m] +- [Mirror (MR)](/wiki/Game_modifier/Mirror) ![][o!m] +- [Random (RD)](/wiki/Game_modifier/Random) ![][o!m] +- [Auto (AT)](/wiki/Game_modifier/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Cinema (CM)](/wiki/Game_modifier/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [ScoreV2 (SV2)](/wiki/Game_modifier/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Target Practice (TP)](/wiki/Game_modifier/Target_Practice) ![][o!s] **Cutting Edge only** + +### Other + +*Note: These mods were used and available some time ago, but are now unavailable.* + +- [10K](/wiki/Game_modifier/10k) ![][o!m] +- [Fade Out](/wiki/Game_modifier/Fade_Out) ![][o!m] +- [No Video](/wiki/Game_modifier/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +[o!s]: /wiki/shared/mode/osu.png "osu!standard" +[o!t]: /wiki/shared/mode/taiko.png "osu!taiko" +[o!c]: /wiki/shared/mode/catch.png "osu!catch" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/fr.md b/wiki/Game_modifier/fr.md similarity index 94% rename from wiki/Game_Modifiers/fr.md rename to wiki/Game_modifier/fr.md index 1c49d7fa3400..1079166f15a1 100644 --- a/wiki/Game_Modifiers/fr.md +++ b/wiki/Game_modifier/fr.md @@ -1,4 +1,6 @@ --- +outdated: true +outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0 no_native_review: true --- @@ -41,7 +43,7 @@ Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), le mode Easy diminue ![La facilité diminue la difficulté de plusieurs façons.](img/GM_EZ1.jpg "La facilité diminue la difficulté de plusieurs façons.") -![Parfois, cependant, Easy provoque juste un mal de tête.](img/GM_EZ2.jpg "Parfois, cependant, Easy provoque juste un mal de tête.") +![Parfois, cependant, Easy provoque juste un mal de tête.](Easy/img/GM_EZ2.jpg "Parfois, cependant, Easy provoque juste un mal de tête.") --- @@ -83,7 +85,7 @@ Notez que l'utilisation du mod No Fail réduit la quantité de [Performance Poin - Touche de raccourci : `E` - Moins de zoom. ("Zoom" se réfère au BPM de la carte de rythme) -![La longueur du morceau est augmentée de 1/3 ; le BPM est diminué de 1/4](img/GM_HT.jpg "La longueur du morceau est augmentée de 1/3 ; le BPM est diminué de 1/4") +![La longueur du morceau est augmentée de 1/3 ; le BPM est diminué de 1/4](Half_Time/img/GM_HT.jpg "La longueur du morceau est augmentée de 1/3 ; le BPM est diminué de 1/4") Le mod Half Time diminue la vitesse globale du beatmap (BPM) à 75% de l'original, augmente la longueur du morceau de 33%, et diminue AR, OD, et HP d'une petite quantité (signifié par le triangle inversé en exposant). @@ -113,7 +115,7 @@ Hard Rock (nommé d'après la difficulté la plus difficile du jeu DS [Elite Bea --- -![Le Hard Rock augmente la difficulté de plusieurs façons (osu!standard).](img/GM_HR_O.jpg "Le Hard Rock augmente la difficulté de plusieurs façons (osu!standard).") +![Le Hard Rock augmente la difficulté de plusieurs façons (osu!standard).](Hard_Rock/img/GM_HR_O.jpg "Le Hard Rock augmente la difficulté de plusieurs façons (osu!standard).") Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), Hard Rock retourne également le beatmap sur l'axe X, de sorte que les éléments qui étaient en bas de la carte sont maintenant en haut et vice versa. @@ -125,7 +127,7 @@ Notez que le nombre de coups requis pour terminer un denden est augmenté en rai --- -![Le Hard Rock augmente la difficulté de plusieurs façons (osu!catch).](img/GM_HR_C.jpg "Le Hard Rock augmente la difficulté de plusieurs façons (osu!catch).") +![Le Hard Rock augmente la difficulté de plusieurs façons (osu!catch).](Hard_Rock/img/GM_HR_C.jpg "Le Hard Rock augmente la difficulté de plusieurs façons (osu!catch).") Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) Le mod Hard Rock dispose d'une multitude d'effets. En plus de rendre le personnage du joueur et les fruits plus petits (CS) et d'augmenter leur vitesse de chute (AR), ce mod peut faire dévier légèrement les fruits ordinaires vers la gauche ou la droite de leur emplacement sur la grille, obligeant le joueur à faire des mouvements plus chaotiques et à utiliser l'hyperlien. @@ -177,7 +179,7 @@ Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Le mod Perfect acce - Touche de raccourci : `D` (à partir de non sélectionné) - Zoooooooooom -![La longueur du morceau est diminuée de 1/3 ; le BPM augmente de 1/2](img/GM_DT.jpg "La longueur du morceau est diminuée de 1/3 ; le BPM augmente de 1/2") +![La longueur du morceau est diminuée de 1/3 ; le BPM augmente de 1/2](Double_Time/img/GM_DT.jpg "La longueur du morceau est diminuée de 1/3 ; le BPM augmente de 1/2") Le mod Double Time augmente la vitesse globale du beatmap (BPM) à 150% de l'original, réduisant la longueur du morceau de 33%, et augmente AR, OD, et HP d'une petite quantité (signifié par le triangle en exposant). @@ -220,7 +222,7 @@ Si le beatmap a été passé avec la note S ou SS avec le mod Hidden activé, le - Jouez sans cercles d'approche et sans notes fondues pour un léger avantage de score. -![Hidden en mode osu!standard](img/GM_HD_O.jpg "Mode Hidden en osu!standard") +![Hidden en mode osu!standard](Hidden/img/GM_HD_O.jpg "Mode Hidden en osu!standard") Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), il élimine les cercles d'approche et fait disparaître les objets touchés peu après leur apparition, obligeant les joueurs à mémoriser plus ou moins le timing et, dans une moindre mesure, le placement et la trajectoire du curseur. @@ -230,7 +232,7 @@ Par défaut, le premier objet touché aura un cercle d'approche. Cependant, ce c - Les notes s'effacent avant que vous ne les frappiez ! -![Hidden en mode osu!taiko](img/GM_HD_T.jpg "Mode Hidden en osu!taiko") +![Hidden en mode osu!taiko](Hidden/img/GM_HD_T.jpg "Mode Hidden en osu!taiko") Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), les notes s'effacent environ à la moitié de l'écran, ce qui exige que le joueur se souvienne du timing et de la couleur. Cependant, les curseurs et les dendens traversent toujours la ligne de temps complète et ne s'éteignent pas, sauf que le denden n'a pas de cercle d'approche pour indiquer le moment où il s'éteint. Sur une carte de rythme avec une difficulté globale élevée, Hidden est utilisé par les joueurs expérimentés pour augmenter le score au lieu de Hard Rock, parce que le Hard Rock rend parfois la fenêtre de temps trop petite. @@ -238,7 +240,7 @@ Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), les notes s'effacen - Jouez sans cercles d'approche et sans notes fondues pour un léger avantage de score. -![Hidden en mode osu!catch](img/GM_HD_C.jpg "Mode Hidden en osu!catch") +![Hidden en mode osu!catch](Hidden/img/GM_HD_C.jpg "Mode Hidden en osu!catch") Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch), Hidden fait que les fruits s'effacent environ à mi-chemin sur l'écran. @@ -249,11 +251,11 @@ Cliquez à nouveau sur Fade In pour activer le mode Hidden. - Touche de raccourci : `FF` (à partir de non sélectionné) ou `Shift`+`F` (osu!mania seulement) - Les notes s'effacent avant que vous ne les frappiez ! -![Lecture cachée en mode osu!mania (Gauche : Normal ; Droite : style DDR)](img/GM_HD1_M.jpg "Mode Hidden en osu!mania (Gauche : Normal ; Droite : style DDR)") +![Lecture cachée en mode osu!mania (Gauche : Normal ; Droite : style DDR)](Hidden/img/GM_HD1_M.jpg "Mode Hidden en osu!mania (Gauche : Normal ; Droite : style DDR)") Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Hidden peut être utilisé en appuyant à nouveau sur le mod Fade In, et fonctionne comme l'inverse du Fade In. -![Comparaison des jalons de combo cachés](img/GM_HD2_M.jpg "Comparaison des jalons de combo cachés") +![Comparaison des jalons de combo cachés](Hidden/img/GM_HD2_M.jpg "Comparaison des jalons de combo cachés") #### Fade In @@ -263,7 +265,7 @@ Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Hidden peut être u - Multiplicateur de score : 1.00x (osu!mania seulement) - Touche de raccourci : `F` -![Fondu en mode osu!mania (Gauche : Normal ; Droite : style DDR)](img/GM_FI1.jpg "Fondu en mode osu!mania (Gauche : Normal ; Droite : style DDR)") +![Fondu en mode osu!mania (Gauche : Normal ; Droite : style DDR)](Fade_In/img/GM_FI1.jpg "Fondu en mode osu!mania (Gauche : Normal ; Droite : style DDR)") Le mode Fade In provoque un fondu enchaîné des notes à l'approche de la barre de jugement. @@ -271,7 +273,7 @@ La vitesse à laquelle elles s'effacent est basée sur le combo, un combo plus Si le beatmap a été passé avec la note S ou SS avec le mod Fade In activé, le beatmap attribuera à la place la variante sliver de la note. -![Comparaison des étapes du combo Fade In](img/GM_FI2.jpg "Comparaison des étapes du combo Fade In") +![Comparaison des étapes du combo Fade In](Fade_In/img/GM_FI2.jpg "Comparaison des étapes du combo Fade In") ### Flashlight @@ -287,7 +289,7 @@ Si le beatmap a été passé avec la note S ou SS avec le mod Flashlight activé --- -![Mode lampe de poche en mode osu!standard](img/GM_FL_O.jpg "Mode lampe de poche en mode osu!standard") +![Mode lampe de poche en mode osu!standard](Flashlight/img/GM_FL_O.jpg "Mode lampe de poche en mode osu!standard") Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), seul un petit cercle éclairé (zone visible) entourant le curseur est affiché, ce qui permet de visualiser le champ de jeu limité et les objets touchés. La zone visible devient plus petite à 100 combo et à nouveau à 200 combo ; elle revient à sa taille originale si le combo est cassé. Lorsque vous tenez la boule glissante sur une trajectoire de glissière, la zone visible s'assombrit également jusqu'à ce que la glissière soit terminée. @@ -295,7 +297,7 @@ Lorsqu'elle est associée au mod Hidden, la zone visible de la Flashlight import --- -![Mode lampe de poche en mode osu!taiko](img/GM_FL_T.jpg "Mode lampe de poche en mode osu!taiko") +![Mode lampe de poche en mode osu!taiko](Flashlight/img/GM_FL_T.jpg "Mode lampe de poche en mode osu!taiko") Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), la position de la zone visible est fixée à la zone de frappe. La zone visible se rétrécit aux mêmes intervalles de combo qu'en mode osu!standard (à 100 et 200 combo) ; elle revient à sa taille d'origine si le combo est cassé. @@ -303,7 +305,7 @@ Lorsqu'elle est associée à Hidden, la zone visible de la Flashlight devient un --- -![Mode lampe de poche en mode osu!catch](img/GM_FL_C.jpg "Mode lampe de poche en mode osu!catch") +![Mode lampe de poche en mode osu!catch](Flashlight/img/GM_FL_C.jpg "Mode lampe de poche en mode osu!catch") Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) le comportement du mode Flashlight est le même que celui du mode osu!standard, sauf que la zone visible suit le receveur à la place. La zone visible est nettement plus grande qu'en mode osu!standard ou en mode osu!taiko mais reste un défi car elle empêche entièrement le joueur de voir les notes en haut ou de l'autre côté de l'écran. @@ -311,7 +313,7 @@ Lorsqu'il est associé à Hidden, les fruits sont visibles momentanément si le --- -![Mode lampe de poche en mode osu!mania](img/GM_FL_M.jpg "Mode lampe de poche en mode osu!mania") +![Mode lampe de poche en mode osu!mania](Flashlight/img/GM_FL_M.jpg "Mode lampe de poche en mode osu!mania") Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), La zone visible est limitée à une barre horizontale relativement mince au centre de l'écran, tout le reste étant obstrué. @@ -435,7 +437,7 @@ Cliquez à nouveau sur Auto pour activer le mode Cinéma. - Multiplicateur de score : 1.00x (non classé) - Touche de raccourci : `VV` (de non sélectionné) / `Shift`+`V` / Maintenir `Ctrl`+`Shift` lors de la sélection d'un beatmap -![Comparaison des modes Auto et Cinéma](img/GM_Cinema.jpg "Comparaison des modes Auto et Cinéma") +![Comparaison des modes Auto et Cinéma](Cinema/img/GM_Cinema.jpg "Comparaison des modes Auto et Cinéma") Le mod Cinema montre uniquement le **background et le storyboard** sans les éléments de gameplay. @@ -468,14 +470,14 @@ Le multiplicateur de score ne s'applique que dans ces conditions : ### Co-Op -![Icône du mod Co-Op](/wiki/shared/mods/COOP.png "Icône du mod Co-Op") +![Icône du mod Co-Op](/wiki/shared/mods/CP.png "Icône du mod Co-Op") - **osu!mania only** - Multiplicateur de score : 0.70x ~ 1.00x (osu!mania seulement ; non classé) - Touche de raccourci : - - Doublez le montant de la clé, doublez le plaisir ! -![Comparaison entre l'original (à gauche) et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).](img/GM_COOP.jpg "Comparaison entre l'original (à gauche) et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).") +![Comparaison entre l'original (à gauche) et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).](Co-op/img/GM_COOP.jpg "Comparaison entre l'original (à gauche) et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).") [Introduit dans la construction du 05 mars 2015 (2015-03-05) \[b20150305 (Stable)\]](https://osu.ppy.sh/home/changelog), Le mod Co-Op introduit un second terrain de jeu avec un second jeu de contrôles basé sur le nombre de xK actuel (7K -> 7K + 7K = 14K). Pour les maps spécifiques à osu!mania, le xK est divisé en deux (7K -> 4K + 3K = 7K). @@ -503,7 +505,7 @@ Une explication détaillée sur le deuxième terrain de jeu se trouve sur la pag - Touche de raccourci : `X` - Mélangez les notes ! -![Comparaison entre l'original (à gauche), Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).](img/GM_Random.jpg "Comparaison entre l'original (à gauche), Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania spécifique (en haut) et non spécifique (en bas).") +![Comparaison entre l'original (à gauche), Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).](Random/img/GM_Random.jpg "Comparaison entre l'original (à gauche), Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania spécifique (en haut) et non spécifique (en bas).") Le mod aléatoire va **randomiser le placement des notes** uniquement. @@ -537,7 +539,7 @@ Des informations complètes concernant ScoreV2 peuvent être trouvées à [the S - Touche de raccourci : ? - ? -![Comparaison entre la pratique originale et la pratique cible](img/GM_TP.jpg "Comparaison entre la pratique originale et la pratique cible") +![Comparaison entre la pratique originale et la pratique cible](Target_Practice/img/GM_TP.jpg "Comparaison entre la pratique originale et la pratique cible") Le mod Target Practice supprime tous les objets touchés cartographiés et les remplace par un jeu "Target Practice" simplifié et cohérent. diff --git a/wiki/Game_Modifiers/img/GM_EZ1.jpg b/wiki/Game_modifier/img/GM_EZ1.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_EZ1.jpg rename to wiki/Game_modifier/img/GM_EZ1.jpg diff --git a/wiki/Game_Modifiers/img/GM_Main.jpg b/wiki/Game_modifier/img/GM_Main.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_Main.jpg rename to wiki/Game_modifier/img/GM_Main.jpg diff --git a/wiki/Game_Modifiers/img/GM_RL_T.jpg b/wiki/Game_modifier/img/GM_RL_T.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_RL_T.jpg rename to wiki/Game_modifier/img/GM_RL_T.jpg diff --git a/wiki/Game_Modifiers/img/GM_SD_Rarecase.jpg b/wiki/Game_modifier/img/GM_SD_Rarecase.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_SD_Rarecase.jpg rename to wiki/Game_modifier/img/GM_SD_Rarecase.jpg diff --git a/wiki/Game_Modifiers/img/GM_SO.jpg b/wiki/Game_modifier/img/GM_SO.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_SO.jpg rename to wiki/Game_modifier/img/GM_SO.jpg diff --git a/wiki/Game_Modifiers/img/Toolbox_Mods.jpg b/wiki/Game_modifier/img/Toolbox_Mods.jpg similarity index 100% rename from wiki/Game_Modifiers/img/Toolbox_Mods.jpg rename to wiki/Game_modifier/img/Toolbox_Mods.jpg diff --git a/wiki/Game_modifier/xK/en.md b/wiki/Game_modifier/xK/en.md new file mode 100644 index 000000000000..27e8f670b2bc --- /dev/null +++ b/wiki/Game_modifier/xK/en.md @@ -0,0 +1,49 @@ +--- +stub: true +tags: + - xK + - 1K + - 2K + - 3K + - 4K + - 5K + - 6K + - 7K + - 8K + - 9K + - mod + - game modifier +--- + +# xK (mod) + +*Notice: xK is a collective term for the key modifiers: 1K, 2K, 3K, 4K, 5K, 6K, 7K, 8K, and 9K* + +![1K mod icon](/wiki/shared/mods/1K.png "1K mod icon") ![2K mod icon](/wiki/shared/mods/2K.png "2K mod icon") ![3K mod icon](/wiki/shared/mods/3K.png "3K mod icon") ![4K mod icon](/wiki/shared/mods/4K.png "4K mod icon") ![5K mod icon](/wiki/shared/mods/5K.png "5K mod icon") ![6K mod icon](/wiki/shared/mods/6K.png "6K mod icon") ![7K mod icon](/wiki/shared/mods/7K.png "7K mod icon") ![8K mod icon](/wiki/shared/mods/8K.png "8K mod icon") ![9K mod icon](/wiki/shared/mods/9K.png "9K mod icon") + +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* + +## About + +- Abbreviation: xK +- Type: Special +- Score Multiplier: 0.66x–1.00x +- Default shortcut key: `Z` (each click/key press goes from 4K to 9K, then back to 1K until 3K before being disabled) +- Compatible game modes: ![][o!m] + +## Description + +*Notice: All xK mods will be ignored on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* + +These are [game modifiers](/wiki/Game_modifier) that will force all *converted* [osu!mania](/wiki/Game_Modes/osu!mania) [beatmaps](/wiki/Beatmaps) to use the selected K setting. This ignores the supposed K setting of the beatmap at the cost of decreasing the score multiplier, depending on the K difference. + +The table below explains how the score multiplier will be applied across all xK mods: + +| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | +| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | +| 4K | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | +| 5K | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | +| 6K | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | +| 7K | 0.66x | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | + +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/redirect.yaml b/wiki/redirect.yaml index 6f12462a7e75..462d967a7834 100644 --- a/wiki/redirect.yaml +++ b/wiki/redirect.yaml @@ -105,80 +105,94 @@ "osu!taiko": "Game_Modes/osu!taiko" "taiko": "Game_Modes/osu!taiko" -"game_modifier": "Game_Modifiers" -"modifiers": "Game_Modifiers" -"modifier": "Game_Modifiers" -"game_mods/summary": "Game_Modifiers/Summary" -"10k": "Game_Modifiers#10k" -"auto": "Game_Modifiers#auto" -"autoplay": "Game_Modifiers#auto" -"at": "Game_Modifiers#auto" -"auto_pilot": "Game_Modifiers#auto-pilot" -"auto-pilot": "Game_Modifiers#auto-pilot" -"autopilot": "Game_Modifiers#auto-pilot" -"ap": "Game_Modifiers#auto-pilot" -"cinema": "Game_Modifiers#cinema" -"cm": "Game_Modifiers#cinema" -"co-op": "Game_Modifiers#co-op" -"co_op": "Game_Modifiers#co-op" -"coop": "Game_Modifiers#co-op" -"easy_mod": "Game_Modifiers#easy" -"easy_mode": "Game_Modifiers#easy" -"double_time": "Game_Modifiers#double-time" -"doubletime": "Game_Modifiers#double-time" -"dt": "Game_Modifiers#double-time" -"hard_rock": "Game_Modifiers#hard-rock" -"hardrock": "Game_Modifiers#hard-rock" -"hr": "Game_Modifiers#hard-rock" -"fade_in": "Game_Modifiers#fade-in" -"fade-in": "Game_Modifiers#fade-in" -"fadein": "Game_Modifiers#fade-in" -"fi": "Game_Modifiers#fade-in" -"fade_out": "Game_Modifiers#fade-out" -"fade-out": "Game_Modifiers#fade-out" -"fadeout": "Game_Modifiers#fade-out" -"fo": "Game_Modifiers#fade-out" -"flashlight": "Game_Modifiers#flashlight" -"fl": "Game_Modifiers#flashlight" -"half_time": "Game_Modifiers#half-time" -"half-time": "Game_Modifiers#half-time" -"halftime": "Game_Modifiers#half-time" -"ht": "Game_Modifiers#half-time" -"hidden": "Game_Modifiers#hidden" -"hd": "Game_Modifiers#hidden" -"nightcore": "Game_Modifiers#nightcore" -"nc": "Game_Modifiers#nightcore" -"no_fail": "Game_Modifiers#no-fail" -"nofail": "Game_Modifiers#no-fail" -"nf": "Game_Modifiers#no-fail" -"no_video": "Game_Modifiers#no-video" -"novideo": "Game_Modifiers#no-video" -"nv": "Game_Modifiers#no-video" -"perfect": "Game_Modifiers#perfect" -"pf": "Game_Modifiers#perfect" -"random": "Game_Modifiers#random" -"rd": "Game_Modifiers#random" -"relax": "Game_Modifiers#relax" -"rl": "Game_Modifiers#relax" -"spun_out": "Game_Modifiers#spun-out" -"spunout": "Game_Modifiers#spun-out" -"so": "Game_Modifiers#spun-out" -"sudden_death": "Game_Modifiers#sudden-death" -"suddendeath": "Game_Modifiers#sudden-death" -"sd": "Game_Modifiers#sudden-death" -"target_practice": "Game_Modifiers#target-practice" -"targetpractice": "Game_Modifiers#target-practice" -"tp": "Game_Modifiers#target-practice" -"1k": "Game_Modifiers#xk" -"2k": "Game_Modifiers#xk" -"3k": "Game_Modifiers#xk" -"4k": "Game_Modifiers#xk" -"5k": "Game_Modifiers#xk" -"6k": "Game_Modifiers#xk" -"7k": "Game_Modifiers#xk" -"8k": "Game_Modifiers#xk" -"9k": "Game_Modifiers#xk" -"xk": "Game_Modifiers#xk" +"game_modifiers": "Game_modifier" +"modifiers": "Game_modifier" +"modifier": "Game_modifier" +"game_mods/summary": "Game_modifier/Summary" +"10k": "Game_modifier/10K" +"auto": "Game_modifier/Auto" +"autoplay": "Game_modifier/Auto" +"at": "Game_modifier/Auto" +"ao": "Game_modifier/Auto" +"auto_pilot": "Game_modifier/Autopilot" +"auto-pilot": "Game_modifier/Autopilot" +"autopilot": "Game_modifier/Autopilot" +"ap": "Game_modifier/Autopilot" +"cinema": "Game_modifier/Cinema" +"cm": "Game_modifier/Cinema" +"co-op": "Game_modifier/Co-op" +"co_op": "Game_modifier/Co-op" +"coop": "Game_modifier/Co-op" +"cp": "Game_modifier/Co-op" +"co": "Game_modifier/Co-op" +"easy_mod": "Game_modifier/Easy" +"easy_mode": "Game_modifier/Easy" +"double_time": "Game_modifier/Double_Time" +"doubletime": "Game_modifier/Double_Time" +"dt": "Game_modifier/Double_Time" +"hard_rock": "Game_modifier/Hard_Rock" +"hardrock": "Game_modifier/Hard_Rock" +"hr": "Game_modifier/Hard_Rock" +"fade_in": "Game_modifier/Fade_In" +"fade-in": "Game_modifier/Fade_In" +"fadein": "Game_modifier/Fade_In" +"fi": "Game_modifier/Fade_In" +"fade_out": "Game_modifier/Fade_Out" +"fade-out": "Game_modifier/Fade_Out" +"fadeout": "Game_modifier/Fade_Out" +"fo": "Game_modifier/Fade_Out" +"flashlight": "Game_modifier/Flashlight" +"fl": "Game_modifier/Flashlight" +"half_time": "Game_modifier/Half_Time" +"half-time": "Game_modifier/Half_Time" +"halftime": "Game_modifier/Half_Time" +"ht": "Game_modifier/Half_Time" +"hidden": "Game_modifier/Hidden" +"hd": "Game_modifier/Hidden" +"nightcore": "Game_modifier/Nightcore" +"nc": "Game_modifier/Nightcore" +"no_fail": "Game_modifier/No_Fail" +"nofail": "Game_modifier/No_Fail" +"nf": "Game_modifier/No_Fail" +"no_video": "Game_modifier/No_Video" +"novideo": "Game_modifier/No_Video" +"nv": "Game_modifier/No_Video" +"perfect": "Game_modifier/Perfect" +"pf": "Game_modifier/Perfect" +"random": "Game_modifier/Random" +"rd": "Game_modifier/Random" +"relax": "Game_modifier/Relax" +"rl": "Game_modifier/Relax" +"rx": "Game_modifier/Relax" +"sv2": "Game_modifier/ScoreV2" +"spun_out": "Game_modifier/Spun_Out" +"spunout": "Game_modifier/Spun_Out" +"so": "Game_modifier/Spun_Out" +"sudden_death": "Game_modifier/Sudden_Death" +"suddendeath": "Game_modifier/Sudden_Death" +"sd": "Game_modifier/Sudden_Death" +"target_practice": "Game_modifier/Target_Practice" +"targetpractice": "Game_modifier/Target_Practice" +"tp": "Game_modifier/Target_Practice" +"1k": "Game_modifier/xk" +"2k": "Game_modifier/xk" +"3k": "Game_modifier/xk" +"4k": "Game_modifier/xk" +"5k": "Game_modifier/xk" +"6k": "Game_modifier/xk" +"7k": "Game_modifier/xk" +"8k": "Game_modifier/xk" +"9k": "Game_modifier/xk" +"game_modifier/1k": "Game_modifier/xk" +"game_modifier/2k": "Game_modifier/xk" +"game_modifier/3k": "Game_modifier/xk" +"game_modifier/4k": "Game_modifier/xk" +"game_modifier/5k": "Game_modifier/xk" +"game_modifier/6k": "Game_modifier/xk" +"game_modifier/7k": "Game_modifier/xk" +"game_modifier/8k": "Game_modifier/xk" +"game_modifier/9k": "Game_modifier/xk" +"xk": "Game_modifier/xk" "acc": "Glossary#accuracy" "accuracy_glossary": "Glossary#accuracy" diff --git a/wiki/shared/mods/COOP.png b/wiki/shared/mods/CP.png similarity index 100% rename from wiki/shared/mods/COOP.png rename to wiki/shared/mods/CP.png diff --git a/wiki/shared/mods/MR.png b/wiki/shared/mods/MR.png new file mode 100644 index 000000000000..46b9cc4c2e07 Binary files /dev/null and b/wiki/shared/mods/MR.png differ