From 33ecff15c99cad4dd8ece6a75430a9441b4dfd18 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 14:45:06 -0700 Subject: [PATCH 01/72] Rewrite "Game Modifiers" Rewrites the entirety of the "Game Modifiers" article. Resolves Issue #2572. --- wiki/Game_Modifiers/en.md | 638 ++++---------------------------------- 1 file changed, 52 insertions(+), 586 deletions(-) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index 39b939612381..ec4ccb34f7c4 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -1,613 +1,79 @@ ---- -outdated: true ---- - + # Game modifiers -![Mods screen of all four modes (Left-to-Right from Top-to-Bottom: osu!standard, osu!taiko, osu!catch, and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)") +*Not to be confused with [modding](/wiki/Modding)* -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. +**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. -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. +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 i 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. -![Song Selection's Toolbox](img/Toolbox_Mods.jpg "Song Selection's Toolbox") +On the selection screen, mods are seperated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the `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`). -## Difficulty Reduction + -These mods can make the game easier at the cost of decreasing the Score Multiplier. +## List of Mods -### Easy + -![Easy (EZ) mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") +*See also: [Summary (Game Modifiers)](/wiki/Game_Modifiers/Summary)* -- Score Multiplier: 0.50x -- Shortcut key: `Q` +Each of the following mods listed will have the compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it. -Easy mod halves all difficulty settings of the selected beatmap. +**Difficulty Reduction:** -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. +- [Easy (EZ)](/wiki/Game_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [No-Fail (NF)](/wiki/Game_Modifiers/NoFail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Half-Time (HT)](/wiki/Game_Modifiers/HalfTime) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -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. +**Difficulty Increase:** -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. +- [Hard Rock (HR)](/wiki/Game_Modifiers/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Sudden Death (SD)](/wiki/Game_Modifiers/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Perfect (PF)](/wiki/Game_Modifiers/Perfect) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Double Time (DT)](/wiki/Game_Modifiers/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Nightcore (NC)](/wiki/Game_Modifiers/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Hidden (HD)](/wiki/Game_Modifiers/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Fade-in (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] +- [Flashlight (FL)](/wiki/Game_Modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ---- +**Special:** -- Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required. +- [Relax (RX)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] +- [Auto Pilot (AP)](/wiki/Game_Modifiers/Auto_Pilot) ![][o!s] ![][o!t] ![][o!c] +- [Spun Out (SO)](/wiki/Game_Modifiers/SpunOut) ![][o!s] +- [4k (xK)](/wiki/Game_Modifiers/4k) ![][o!m] +- [Co-op (COOP)](/wiki/Game_Modifiers/Coop) ![][o!m] +- [Random (RD)](/wiki/Game_Modifiers/Random) ![][o!m] +- [Auto (AT)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Cinema (CM)](/wiki/Game_Modifiers/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** -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). +**Old Mods:** -![Easy decreases the difficulty in many ways.](img/GM_EZ1.jpg "Easy decreases the difficulty in many ways.") +*Note: these mods were used and available some time ago, but are now unavailable.* -![Sometimes, though, Easy just causes a headache.](img/GM_EZ2.jpg "Sometimes, though, Easy just causes a headache.") +- [10k](/wiki/Game_Modifiers/10k) ![][o!m] +- [Fade-out](/wiki/Game_Modifiers/Fadeout) ![][o!m] +- [No Video](/wiki/Game_Modifiers/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ---- - -- 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. +- 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. +- Some (if not, most) players argue that the Easy mod fails to make beatmaps easier to play. Many claim that the circles become comically large and that the low [AR](/wiki/Beatmapping/Approach_rate) makes the beatmap nearly impossible to read. This is most prevalent on more difficult beatmaps. + - These points are elaborated upon in the "[Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606)" feature request to improve the mod, by Lybydose. +- 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. +- Nightcore 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). + - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039) +- By using the Co-op mod, it is entirely possible to increase the key count in osu!mania to 18 Keys (9K mod -> 9K + 9K = 18K). Though this is only applied to non-specific difficulties. From eaf89916f71b2ab89f2de26f458cb32a760b6bb0 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 14:49:52 -0700 Subject: [PATCH 02/72] Replace bold with headers Replaces the bold formatting in the list of mods section with headers (###) --- wiki/Game_Modifiers/en.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index ec4ccb34f7c4..de17744494ec 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -26,13 +26,13 @@ On the selection screen, mods are seperated into three categories: `Difficulty R Each of the following mods listed will have the compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it. -**Difficulty Reduction:** +### Difficulty Reduction: - [Easy (EZ)](/wiki/Game_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [No-Fail (NF)](/wiki/Game_Modifiers/NoFail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Half-Time (HT)](/wiki/Game_Modifiers/HalfTime) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -**Difficulty Increase:** +### Difficulty Increase: - [Hard Rock (HR)](/wiki/Game_Modifiers/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Sudden Death (SD)](/wiki/Game_Modifiers/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] @@ -43,7 +43,7 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [Fade-in (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] - [Flashlight (FL)](/wiki/Game_Modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -**Special:** +### Special: - [Relax (RX)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] - [Auto Pilot (AP)](/wiki/Game_Modifiers/Auto_Pilot) ![][o!s] ![][o!t] ![][o!c] @@ -56,7 +56,7 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** -**Old Mods:** +### Old Mods: *Note: these mods were used and available some time ago, but are now unavailable.* From ef3d29f35037f2f6e8d144b9beb23bd34ed132ea Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 14:55:08 -0700 Subject: [PATCH 03/72] Fix refs --- wiki/Game_Modifiers/en.md | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index de17744494ec..801115be2ca8 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -77,3 +77,8 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [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 the Co-op mod, it is entirely possible to increase the key count in osu!mania to 18 Keys (9K mod -> 9K + 9K = 18K). Though this is only applied to non-specific difficulties. + +[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" From ccb48b11bfb5529b85a85a1cd1487aec8ec1b2e3 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 14:57:34 -0700 Subject: [PATCH 04/72] Update Summary Updates the "Summary" article under "Game Modifiers." Resolves #2752 --- wiki/Game_Modifiers/Summary/en.md | 71 ++++++++++++++++++------------- 1 file changed, 42 insertions(+), 29 deletions(-) diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 2552bbde29ce..70c07aff2825 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -1,36 +1,49 @@ ---- -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 | +| Mod | Name (Abbr.) | Multiplier | Caption | | :-- | :-- | :-- | :-- | -| ![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 +| ![Easy](/wiki/shared/mods/EZ.png) | Easy (EZ) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | +| ![No-Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | +| ![Half Time](/wiki/shared/mods/HT.png) | Half Time (HT) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | +| ![Hard Rock](/wiki/shared/mods/HR.png) | Hard Rock (HR) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | . | +| ![Sudden Death](/wiki/shared/mods/SD.png) | Sudden Death (SD) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | +| ![Perfect](/wiki/shared/mods/PF.png) | Perfect (PF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | +| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | +| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | +| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | +| ![Fade-in](/wiki/shared/mods/FI.png) | Fade In (FI) | ![][o!m]: | | +| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | +| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | ![][o!s] ![][o!t] ![][o!c]: | | +| ![Auto Pilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | ![][o!s]: | | +| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | ![][o!s]: | | +| ![4K (*x*K)](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: | | +| ![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)) | | +| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | ![][o!m]: | | +| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | +| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | +| ![ScoreV2](/wiki/shared/mods/SV2.png) | ScoreV2 (SV2) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | +| ![Target Practice](/wiki/shared/mods/TP.png) | Target Practice (TP) | ![][o!s]: | | + +## *x*K mod score multipliers *Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!* @@ -41,7 +54,7 @@ outdated: true | 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 +### *x*K 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!* @@ -58,7 +71,7 @@ The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. *Note: To prevent the following table from growing outrageously large, the reverse is also true.* -| These mods... | ...cancels out these mods. | +| These mods... | ...cancel 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) | @@ -70,7 +83,7 @@ The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. ### osu!mania -| These mods... | ...cancels out these mods. | +| These mods... | ...cancel out these mods. | | :-- | :-- | | ![Hidden](/wiki/shared/mods/HD.png) ![Fade In](/wiki/shared/mods/FI.png) | ![Flashlight](/wiki/shared/mods/FL.png) | From aa4f28c577101fc089e6250831e829deddabaf7e Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:02:43 -0700 Subject: [PATCH 05/72] Create Easy mod stub --- wiki/Game_Modifiers/Easy/en.md | 86 ++++++++++++++++++++++++++++++++++ 1 file changed, 86 insertions(+) create mode 100644 wiki/Game_Modifiers/Easy/en.md diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md new file mode 100644 index 000000000000..95b3e6049d0e --- /dev/null +++ b/wiki/Game_Modifiers/Easy/en.md @@ -0,0 +1,86 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: EZ +- Type: Difficulty Reduction +- Score Multiplier: +- Default shortcut key: `Q` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Easy** mod is a [game modifier](/wiki/Game_Modifiers) 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 wil 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 singaled again but with the go sound (`gos.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. + +### 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_Modifiers/NoFail) 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_Modifiers/Hard_Rock) mod, and vice-versa. + +## osu!standard + +**Reduces overall difficulty: larger circles, more forgiving [HP](/wiki/Beatmapping/Health), less accuracy required.** + +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. + + + + + +## osu!taiko + +**Reduces overall difficulty: notes move slower, less accuracy required.** + +In 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 reduction of the OD.* + +Unlike the other game modes the reudces 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 + +**Reduces overall difficulty: more forgiving HP drain, less accuracy required.** + +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 + +**Reduces overall difficulty: more forgiving HP drain, less accuracy required.** + +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. + +[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" From e0cb0ad3a1ff2126b7e4abd1bc34550858ba31ef Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:05:05 -0700 Subject: [PATCH 06/72] Create No-Fail mod stub --- wiki/Game_Modifiers/NoFail/en.md | 40 ++++++++++++++++++++++++++++++++ 1 file changed, 40 insertions(+) create mode 100644 wiki/Game_Modifiers/NoFail/en.md diff --git a/wiki/Game_Modifiers/NoFail/en.md b/wiki/Game_Modifiers/NoFail/en.md new file mode 100644 index 000000000000..c9e3caf57d8d --- /dev/null +++ b/wiki/Game_Modifiers/NoFail/en.md @@ -0,0 +1,40 @@ +--- +tags: + - no fail + - NF + - mod + - game modifier +--- + + + + + +# No-Fail (mod) + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +![NF mod icon](/wiki/shared/mods/NF.png "No-Fail (NF) mod icon") + +## About + +- Abbreviation: NF +- Type: Difficulty Reduction +- Score Multiplier: +- Default shortcut key: `W` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +## Description + +*Notice: the usage of the No-Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* + +The **No-Fail** mod is a [game modifier](/wiki/Game_Modifiers) 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" From be2c054e8dd99f7d288ff1acafc2e79434447fb9 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:05:52 -0700 Subject: [PATCH 07/72] eh --- wiki/Game_Modifiers/NoFail/en.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/wiki/Game_Modifiers/NoFail/en.md b/wiki/Game_Modifiers/NoFail/en.md index c9e3caf57d8d..883814238b97 100644 --- a/wiki/Game_Modifiers/NoFail/en.md +++ b/wiki/Game_Modifiers/NoFail/en.md @@ -12,12 +12,13 @@ tags: - replace placeholders - fact-check all information--> -# No-Fail (mod) - -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +# 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 Modifiers](/wiki/Game_Modifiers)* + ## About - Abbreviation: NF From e879cdb484db13d3cf007c7b0ebd6a94e350478c Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:07:03 -0700 Subject: [PATCH 08/72] Create Half-Time mod stub --- wiki/Game_Modifiers/HalfTime/en.md | 63 ++++++++++++++++++++++++++++++ 1 file changed, 63 insertions(+) create mode 100644 wiki/Game_Modifiers/HalfTime/en.md diff --git a/wiki/Game_Modifiers/HalfTime/en.md b/wiki/Game_Modifiers/HalfTime/en.md new file mode 100644 index 000000000000..14dd169de83d --- /dev/null +++ b/wiki/Game_Modifiers/HalfTime/en.md @@ -0,0 +1,63 @@ +--- +tags: + - half time + - mod + - game modifier + - HR +--- + + + + + +# 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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: HT +- Type: Difficulty Reduction +- Score Multiplier: +- Default shortcut key: `E` +- Caption: +- 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_Modifiers) 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. + +### 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. + - 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. + + + + + +## 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. + +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_Modifiers/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. + +[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" From 6291fb81d680d39ec67964fd499c56a88d059ba4 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:07:37 -0700 Subject: [PATCH 09/72] Create Hard Rock mod stub --- wiki/Game_Modifiers/Hard_Rock/en.md | 76 +++++++++++++++++++++++++++++ 1 file changed, 76 insertions(+) create mode 100644 wiki/Game_Modifiers/Hard_Rock/en.md diff --git a/wiki/Game_Modifiers/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md new file mode 100644 index 000000000000..b50d044937fb --- /dev/null +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -0,0 +1,76 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: HR +- Type: Difficulty Increase +- Score Multiplier: +- Default shortcut key: `A` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Hard Rock** mod is a [game modifier](/wiki/Game_Modifiers) 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%. + +### Trivia + +- The Hard Rock mod is named after the hardest difficulty of the DS game "[Elite Beat Angents](/wiki/Glossary#eba)" +- The Hard Rock mod will cancel out the [Easy](/wiki/Game_Modifiers/Easy) mod. And vice-versa. + +## 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 gotten used-to the movements and patterns of the beatmap, switching to the Hard Rock mod can break that memorization and cause a sort of artificial difficulty. + +## 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 super-fast hitting on harder difficulties. + +Although 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_Modifiers/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 palyer 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. + +## 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. + +[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" From fc0f626cd184775be3f344fa35aa99bf607f282d Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:08:47 -0700 Subject: [PATCH 10/72] Create Sudden Death mod stub --- wiki/Game_Modifiers/Sudden_Death/en.md | 57 ++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) create mode 100644 wiki/Game_Modifiers/Sudden_Death/en.md diff --git a/wiki/Game_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md new file mode 100644 index 000000000000..b0bd7e7b7390 --- /dev/null +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -0,0 +1,57 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*See also: [Perfect (mod)](/wiki/Game_Modifiers/Perfect)* + +## About + +- Abbreviation: SD +- Type: Difficulty Increasing +- Score Multiplier: +- Default shortcut key: `S` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Perfect](/wiki/Game_Modifiers/Perfect) + +## Description + +The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) 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), though 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. + +To be more specific, the Sudden Death mod will only fail the beatmap if any of the following happen: +- Missing a note (circle, [sliderhead](/wiki/Hit_object/Sliderhead)) +- 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_Modifiers/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!) + +[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" From 9140f514284b127ac5e0de2db6b518a4f209020c Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:20:11 -0700 Subject: [PATCH 11/72] Create Perfect mod stub --- wiki/Game_Modifiers/Perfect/en.md | 58 +++++++++++++++++++++++++++++++ 1 file changed, 58 insertions(+) create mode 100644 wiki/Game_Modifiers/Perfect/en.md diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md new file mode 100644 index 000000000000..92766203e5a0 --- /dev/null +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -0,0 +1,58 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*See also: [Sudden Death (mod)](/wiki/Game_Modifiers/Sudden_Death)* + +## About + +- Abbreviation: PF +- Type: Difficulty Increase +- Score Multiplier: +- Default shortcut key: `S``S` or `Shift`+`S` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Sudden Death](/wiki/Game_Modifiers/Sudden_Death) + +## Description + +The **Perfect** mod is a [game modifier](/wiki/Game_Modifiers) 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/)) +- 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-restart. +- The Perfect mod is a variant of the [Sudden Death](/wiki/Game_Modifiers/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" From 8769de99824aa1a1f35570961a3d66bb76dc5ef2 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:20:40 -0700 Subject: [PATCH 12/72] Minor formatting fix --- wiki/Game_Modifiers/Perfect/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index 92766203e5a0..7bc920d64e0a 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -24,7 +24,7 @@ tags: - Abbreviation: PF - Type: Difficulty Increase - Score Multiplier: -- Default shortcut key: `S``S` or `Shift`+`S` +- Default shortcut key: `S` `S` or `Shift`+`S` - Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] - Variant: [Sudden Death](/wiki/Game_Modifiers/Sudden_Death) From 57fec98e3fc7f4b4b0b7ec26b764a8572edc3acf Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:21:47 -0700 Subject: [PATCH 13/72] Create Double Time mod stub --- wiki/Game_Modifiers/Double_Time/en.md | 66 +++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 wiki/Game_Modifiers/Double_Time/en.md diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_Modifiers/Double_Time/en.md new file mode 100644 index 000000000000..4a837398113e --- /dev/null +++ b/wiki/Game_Modifiers/Double_Time/en.md @@ -0,0 +1,66 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*See also: [Nightcore (mod)](/wiki/Game_Modifiers/Nightcore)* + +## About + +- Abbreviation: DT +- Type: Difficulty Increasing +- Score Multiplier: +- Default shortcut key: `D` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant: [Nightcore](/wiki/Game_Modifiers/Nightcore) + +## Description + +*Note: the method used to increased the speed does not increase the pitch of the song.* + +The **Double Time** mod is a [game modifier](/wiki/Game_Modifiers) 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!). + +### Trivia + +- When the Double Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light red with the new values. + - The `Objects` value will be 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. +- Many top "DT scores" are typically accompanied by the [Hidden](/wiki/Game_Modifiers/Hidden) mod. + + + + + +## 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!taikos 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 apoosed 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. + +[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" From 60838a902ef6a28e4317770c5b99415850e71c11 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:22:40 -0700 Subject: [PATCH 14/72] Create Nightcore mod stub --- wiki/Game_Modifiers/Nightcore/en.md | 51 +++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 wiki/Game_Modifiers/Nightcore/en.md diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md new file mode 100644 index 000000000000..829f3e2b0d11 --- /dev/null +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -0,0 +1,51 @@ +--- +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_Modifiers)* + +*Not to be confused with [Nightcore (genre)](https://en.wikipedia.org/wiki/Nightcore "Wikipedia")* + +*See also: [Double Time (mod)](/wiki/Game_Modifiers/Double_Time)* + +## About + +- Abbreviation: NC +- Type: Difficulty Increasing +- Score Multiplier: +- Default shortcut key: `D` `D` or `Shift`+`D` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c]![][o!m] +- Sister mod: [Double Time](/wiki/Game_Modifiers/Double_Time) + +## Description + +The **Nightcore** [mod](/wiki/Game_Modifiers) is a game modifier that works in the exact same way as it's sister 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 stays the same as it would with Double Time enabled, and the beatmap itself is unaffected beyond what Double Time will do. + +This mod has the same effect across all gamemodes. + +### Trivia + +- The Nightcore mod was originally an [April Fools joke]([April Fools joke](https://osu.ppy.sh/community/forums/topics/49733) but was then added into the game as an actual playable mod. +- The mod gets it name from the genre (or in some cases, 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" From cfa40282f5926e25a78a4917a3770914a4264fec Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:23:49 -0700 Subject: [PATCH 15/72] Create Hidden mod stub --- wiki/Game_Modifiers/Hidden/en.md | 84 ++++++++++++++++++++++++++++++++ 1 file changed, 84 insertions(+) create mode 100644 wiki/Game_Modifiers/Hidden/en.md diff --git a/wiki/Game_Modifiers/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md new file mode 100644 index 000000000000..b8321ddf313b --- /dev/null +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -0,0 +1,84 @@ +--- +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_Modifiers)* + +*Not to be confused with [Fade-in (mod)](/wiki/Game_Modifiers/Fadein) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* + +## About + +- Abbreviation: HD +- Type: Difficulty Increasing +- Score Multiplier: +- Default shortcut key: `F` + - Default shortcut key ([osu!mania](/wiki/Game_Modes/osu!catch)): `F` `F` or `Shift`+`F` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- Variant (osu!mania): [Fade-in](/wiki/Game_Modifiers/Fadein) + +## Description + +The **Hidden** mod is a [game modifier](/wiki/Game_Modifiers) 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. + +### 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_Modes/Fadein) mod. +- The current version of the Hidden mod in osu!mania used to be a seperate mod called "Fade-out." + +## 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. + + + +## 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 Hiddenmod is used by experienced players to increase score instead of the [Hard Rock (HR)](/wiki/Game_Modififers/Hard_Rock) 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. + + + +## 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. + + + +## osu!mania + +In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inverse of the Fade-in mod: the notes will fade out before you are supposed to hit them. + + + + + +[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" From f7788d10ae1bb4af79fc293c9ce2eaaebb6535d8 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:25:11 -0700 Subject: [PATCH 16/72] Create Fade-in mod stub --- wiki/Game_Modifiers/Fadein/en.md | 49 ++++++++++++++++++++++++++++++++ 1 file changed, 49 insertions(+) create mode 100644 wiki/Game_Modifiers/Fadein/en.md diff --git a/wiki/Game_Modifiers/Fadein/en.md b/wiki/Game_Modifiers/Fadein/en.md new file mode 100644 index 000000000000..0b39c9d25b0f --- /dev/null +++ b/wiki/Game_Modifiers/Fadein/en.md @@ -0,0 +1,49 @@ +--- +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_Modifiers)* + +*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Fadein) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* + +## About + +- Abbreviation: FI +- Type: Difficulty Increasing +- Score Multiplier: +- Default shortcut key: `F` +- Caption: +- Compatible game modes: ![][o!m] +- Variant: [Hidden](/wiki/Game_Modifiers/Hidden) + +## Description + +The **Fade-in** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes to fade-in as they approach the judgement bar. Hence the name. + +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. In simpler terms, 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). + +### Trivia + +- If a beatmap is passedwith an S or SS grade with the Fade-in mod enabled, said beatmap will award the silver variant of the grade instead. + +[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" From 73be5ed930ae6dad08d5becec7db3702b5b2e444 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:26:18 -0700 Subject: [PATCH 17/72] Create en.md --- wiki/Game_Modifiers/Flashlight/en.md | 77 ++++++++++++++++++++++++++++ 1 file changed, 77 insertions(+) create mode 100644 wiki/Game_Modifiers/Flashlight/en.md diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md new file mode 100644 index 000000000000..2fca649e4679 --- /dev/null +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -0,0 +1,77 @@ +--- +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_Modifiers)* + +*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* + +## About + +- Abbreviation: FL +- Type: Difficulty Increase +- Score Multiplier: +- Default shortcut key: `G` +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/Flashlight) that aims to artificially increase the difficulty of a beatmap by limiting the visible area of the screen. This mod does not affect any difficulty settings. + + + + + +## 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, the visible are 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. + +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 regarded 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. + +When paired with the Hidden mod, the "flashlight's" visible area becomes a moot point because notes are technically "invisible:" the notes fade out completely upon reaching the visible area. This also requires complete memorization of the beatmap. + +## osu!catch + + + +In [osu!catchj](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Though this does not mean it is any less challenging. + +When paired with Hidden, the fruits are visible momentarily 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_Modifiers/Fadein) mod combined (that is, without the changing sizes of the visible area. + +[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" From 5623d755f1c54c1d741b53a3f4ec301321a19399 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:28:18 -0700 Subject: [PATCH 18/72] Create Relax mod stub --- wiki/Game_Modifiers/Relax/en.md | 60 +++++++++++++++++++++++++++++++++ 1 file changed, 60 insertions(+) create mode 100644 wiki/Game_Modifiers/Relax/en.md diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md new file mode 100644 index 000000000000..d254bc449550 --- /dev/null +++ b/wiki/Game_Modifiers/Relax/en.md @@ -0,0 +1,60 @@ +--- +tags: + - relax + - RX + - mod + - game modifier +--- + + + + + +# Relax (mod) + +![RX mod icon](/wiki/shared/mods/RL.png "Relax (RX) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: RX +- Type: Special +- Score Multiplier: +- Default shortcut key: `Z` +- Caption: +- 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_Modifiers) 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 a player wants to take a breakfrom osu! without actually taking a break. + + + + + +## 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 or RPM) value will be doubled, allowing the player to spin much faster and thus obtain a higher score than would in a regualr 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* dispka 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" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" From 424859abae32a68cb23765c04b39094bf373f7b4 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:29:25 -0700 Subject: [PATCH 19/72] Create Auto Pilot mod stub --- wiki/Game_Modifiers/Auto_Pilot/en.md | 45 ++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 wiki/Game_Modifiers/Auto_Pilot/en.md diff --git a/wiki/Game_Modifiers/Auto_Pilot/en.md b/wiki/Game_Modifiers/Auto_Pilot/en.md new file mode 100644 index 000000000000..2b7470d63651 --- /dev/null +++ b/wiki/Game_Modifiers/Auto_Pilot/en.md @@ -0,0 +1,45 @@ +--- +tags: + - auto pilot + - autopilot + - AP + - mod + - game modifiers +--- + + + + + +# Auto Pilot (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_Modifiers)* + +*Not to be confused with [Auto (mod)](/wiki/Game_Modifiers/Auto)* + +## About + +- Abbreviation: AP +- Type: Special +- Score Multiplier: +- Default shortcut key: `X` +- Caption: +- Compatible game modes: ![][o!s] + +## Description + +*Notice: enabling the Auto Pilot mod will cause the play to be unranked and will not be saved to the local leaderboards.* + +The **Auto Pilot** mod is a [game modifier](/wiki/Game_Modifiers) 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. + +The Auto Pilot 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 done by Auto Pilot is similar to the spins per minute done by the [Spun Out](/wiki/Game_Modifiers/Spun_Out) mod, thus the player cannot increase the SPM by spinning it. + +[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" From 5745f1fcdeb7a9c88a42f02923e76d2754858c31 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:30:07 -0700 Subject: [PATCH 20/72] Create Spun Out mod stub --- wiki/Game_Modifiers/Spun_Out/en.md | 39 ++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) create mode 100644 wiki/Game_Modifiers/Spun_Out/en.md diff --git a/wiki/Game_Modifiers/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md new file mode 100644 index 000000000000..03f85668a6e3 --- /dev/null +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -0,0 +1,39 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: SO +- Type: Special +- Score Multiplier: +- Default shortcut key: `C` +- Caption: +- Compatible game modes: ![][o!s] + +## Description + +The **Spun Out** mod is a [game modifier](/wiki/Game_Modifiers) 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" +[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" From e68aa7ca66201a17312748dcaf4899d445a7e7fb Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:31:37 -0700 Subject: [PATCH 21/72] Create 4K mod stub --- wiki/Game_Modifiers/4K/en.md | 51 ++++++++++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 wiki/Game_Modifiers/4K/en.md diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md new file mode 100644 index 000000000000..391fc1d2eeec --- /dev/null +++ b/wiki/Game_Modifiers/4K/en.md @@ -0,0 +1,51 @@ +--- +tags: + - xK + - 4K + - mod + - game modifier +--- + + + + + +# 4K (*x*K) (mod) + +![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") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: *x*K +- Type: Special +- Score Multiplier: +- Default shortcut key: `Z` (each click/key press goes from 4K to 9K, then back to 1K until 3K before being disabled) +- Caption: +- Compatible game modes: ![][o!m] + +## Description + +*Notice: using the 1K, 2K, or 3K mod will result in an unranked play.* + +*Notice: this mod does not work on osu!mania-specific beatmaps.* + +The **4K** or ***x*K** mod is a [game modifier](/wiki/Game_Modifiers) 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 Score Multplier will apply as follows: + +| 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 | + +[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" From 20c06e6bcaeec01ba6c554b9af6ad0df71f02e8f Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:32:43 -0700 Subject: [PATCH 22/72] Create Co-op mod stub --- wiki/Game_Modifiers/Coop/en.md | 57 ++++++++++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) create mode 100644 wiki/Game_Modifiers/Coop/en.md diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Coop/en.md new file mode 100644 index 000000000000..338cbebab4f9 --- /dev/null +++ b/wiki/Game_Modifiers/Coop/en.md @@ -0,0 +1,57 @@ +--- +tags: + - co op + - COOP + - mod + - game modifier +--- + + + + + +# Co-op (mod) + +![Co-op mod icon](/wiki/shared/mods/COOP.png "Co-op mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: N/A +- Type: Special +- Score Multiplier: +- Default shortcut key: +- Caption: +- 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_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield with a second set of controls basd 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). + +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 | 0.82 | - | 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 | + +**The Co-opmod 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](https://osu.ppy.sh/home/changelog) + +[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" From 6d658dc112ad644845cf7216b7d54c36fb4775fa Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:33:34 -0700 Subject: [PATCH 23/72] Create Random mod stub --- wiki/Game_Modifiers/Random/en.md | 36 ++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 wiki/Game_Modifiers/Random/en.md diff --git a/wiki/Game_Modifiers/Random/en.md b/wiki/Game_Modifiers/Random/en.md new file mode 100644 index 000000000000..1d075c128903 --- /dev/null +++ b/wiki/Game_Modifiers/Random/en.md @@ -0,0 +1,36 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: RD +- Type: Special +- Score Multiplier: +- Default shortcut key: `X` +- Caption: +- Compatible game modes: ![][o!m] + +## Description + + + +The **Random** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by randomizing the note placement. Although it will not change the length of the notes, and it is not shuffled every time Random is 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" From a9670d2a72c72028f6b151ddaa56976f55c38401 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:34:34 -0700 Subject: [PATCH 24/72] Create Auto mod stub --- wiki/Game_Modifiers/Auto/en.md | 65 ++++++++++++++++++++++++++++++++++ 1 file changed, 65 insertions(+) create mode 100644 wiki/Game_Modifiers/Auto/en.md diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md new file mode 100644 index 000000000000..f8c205659bbc --- /dev/null +++ b/wiki/Game_Modifiers/Auto/en.md @@ -0,0 +1,65 @@ +--- +tags: + - auto + - AO + - mod + - game modifier +--- + + + + + +# Auto (mod) + +![AO mod icon](/wiki/shared/mods/AT.png "Auto (AO) mod icon") + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +*Not to be confused with [Auto Pilot (mod)](/wiki/Game_Modifiers/Auto_Pilot)* + +## About + +- Abbreviation: AO +- Type: Special +- Score Multiplier: +- Default shortcut key: +- Caption: +- 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 the player to watch a perfect playthrough of a 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 mode like normal. The Auto mod will always get an SS grade, with the exception of a few special cases. + +### Trivia + +- When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." + - For osu!taiko, the username will be "" + - For osu!catch, the username will be "" + - For osu!mania, the username will be "" + +## 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 beyon 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). + +[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" From ba8c0532a7ef2a93c1260f2571e033a25a5a59e1 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:35:54 -0700 Subject: [PATCH 25/72] Create Cinema mod stub --- wiki/Game_Modifiers/Cinema/en.md | 49 ++++++++++++++++++++++++++++++++ 1 file changed, 49 insertions(+) create mode 100644 wiki/Game_Modifiers/Cinema/en.md diff --git a/wiki/Game_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md new file mode 100644 index 000000000000..52cb785ec9bd --- /dev/null +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -0,0 +1,49 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*Not to be confused with [Cinematography](https://en.wikipedia.org/wiki/Cinematography "Wikipedia")* + +## About + +- Abbreviation: CM +- Type: Special +- Score Multiplier: +- Default shortcut key: `V` `V` or `Shift`+`V` (or hold `Ctrl`+`Shift` when selecting a [beatmap](/wiki/Beatmaps)) +- Caption: +- 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_Modifiers) that aims to allow players to just relax and watch the video or storyboards from a beatmap without the appearance of any [hit objects](/wiki/Hit_object). This will result in an [Auto](/wiki/Game_Modifiers/Auto) mod play but with **only the background and storyboard being displayed**. + +The hitsounds will still be heard due to the Cinema mod being just a varaiation of the Auto mod. Although the replay elements and result screen will be disabled along with the background dim being set to 0%. + +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" From 1c815aab0e9e4543ce84fa20e175c531fbd5a094 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:36:39 -0700 Subject: [PATCH 26/72] Create ScoreV2 mod stub --- wiki/Game_Modifiers/ScoreV2/en.md | 48 +++++++++++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 wiki/Game_Modifiers/ScoreV2/en.md diff --git a/wiki/Game_Modifiers/ScoreV2/en.md b/wiki/Game_Modifiers/ScoreV2/en.md new file mode 100644 index 000000000000..a5681ef3dc42 --- /dev/null +++ b/wiki/Game_Modifiers/ScoreV2/en.md @@ -0,0 +1,48 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*Not to be confused with [Score](/wiki/Score) or [ScoreV1](/wiki/Score/ScoreV1)* + +## About + +- Abbreviation: SV2 +- Type: Special +- Score Multiplier: +- Default shortcut key: +- Caption: +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + +## Description + +*Notice: enabling the ScoreV2 mod will result in an unranked play.* + +*For full 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, teh 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" From 380e659910828bd332bb0338f42b016ba1e88a7c Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:37:31 -0700 Subject: [PATCH 27/72] Create Target Practice mod stub --- wiki/Game_Modifiers/Target_Practice/en.md | 52 +++++++++++++++++++++++ 1 file changed, 52 insertions(+) create mode 100644 wiki/Game_Modifiers/Target_Practice/en.md diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md new file mode 100644 index 000000000000..09c86fb95808 --- /dev/null +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -0,0 +1,52 @@ +--- +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_Modifiers)* + +*Notice: the Target Practice mod is only accessible in the `Cutting Edge` build.* + +## About + +- Abbreviation: TP +- Type: Special (Experimental) +- Score Multiplier: +- Default shortcut key: n/a +- Caption: +- 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_Modifiers) that removes all the mapped [hit objects](/wiki/Hit_object) and replaces them with a simplfieid 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 mode's use is mostly for fun, but is also used to practice maintaining a consistent tempo. + +### 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. + +[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" From 9a32da049782a5debfa925aaeee6e7025bf0a0d6 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:38:00 -0700 Subject: [PATCH 28/72] Create 10K mod stub --- wiki/Game_Modifiers/10K/en.md | 46 +++++++++++++++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 wiki/Game_Modifiers/10K/en.md diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md new file mode 100644 index 000000000000..0a375c023199 --- /dev/null +++ b/wiki/Game_Modifiers/10K/en.md @@ -0,0 +1,46 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +*Not to be confused with [4K (*x*K) (mod)](/wiki/Game_Modifiers/4K)* + +## About + +- Abbreviation: n/a +- Type: Special +- Score Multiplier: +- Default shortcut key: `Z` +- Caption: +- Compatible game modes: ![][o!m] + +## Description + +*Notice: this mod is no longer available for use.* + + + +The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, but was removed due to . + + + + + +[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" From 94263da754dde517b839beb1ae0a3ead7a2cf11f Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:38:47 -0700 Subject: [PATCH 29/72] Create Fade-out mod stub --- wiki/Game_Modifiers/10K/Fadeout/en.md | 43 +++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 wiki/Game_Modifiers/10K/Fadeout/en.md diff --git a/wiki/Game_Modifiers/10K/Fadeout/en.md b/wiki/Game_Modifiers/10K/Fadeout/en.md new file mode 100644 index 000000000000..5b24dcdfa929 --- /dev/null +++ b/wiki/Game_Modifiers/10K/Fadeout/en.md @@ -0,0 +1,43 @@ +--- +tags: + - 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 Modifiers](/wiki/Game_Modifiers)* + +*Not to be confused with [Fade-in (mod)](/wiki/Game_Modifiers/Fadein) or [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* + +## About + +- Abbreviation: FO +- Type: Difficulty Increase +- Score Multiplier: +- Default shortcut key: `F` `F` or `Shift`+`F` +- Caption: +- 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_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_Modifiers/Fadeout) 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!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" From 3411b5cfeca62a466e280e9c269760060ec77425 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:39:33 -0700 Subject: [PATCH 30/72] Create No Video mod stub --- wiki/Game_Modifiers/No_Video/en.md | 40 ++++++++++++++++++++++++++++++ 1 file changed, 40 insertions(+) create mode 100644 wiki/Game_Modifiers/No_Video/en.md diff --git a/wiki/Game_Modifiers/No_Video/en.md b/wiki/Game_Modifiers/No_Video/en.md new file mode 100644 index 000000000000..48dd328eee0c --- /dev/null +++ b/wiki/Game_Modifiers/No_Video/en.md @@ -0,0 +1,40 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +## About + +- Abbreviation: NV +- Type: Special +- Score Multiplier: +- Default shortcut key: n/ +- Caption: +- 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_Modifiers) 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); the icon is 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" From cab12f0a3e3fb8d660111847bfcbb648d4592809 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:53:44 -0700 Subject: [PATCH 31/72] Remove unused ref --- wiki/Game_Modifiers/10K/Fadeout/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/10K/Fadeout/en.md b/wiki/Game_Modifiers/10K/Fadeout/en.md index 5b24dcdfa929..fdf50c1acca6 100644 --- a/wiki/Game_Modifiers/10K/Fadeout/en.md +++ b/wiki/Game_Modifiers/10K/Fadeout/en.md @@ -37,7 +37,4 @@ The **Fade-out** mod was a [game modifier](/wiki/Game_Modifiers) for [osu!mania] The Hidden mod and the Fade-out mod have the same functionality. -[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" From 748931e4cd83aba6b4b15774394ff34d9a71b221 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:56:00 -0700 Subject: [PATCH 32/72] Remove unused defs --- wiki/Game_Modifiers/10K/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md index 0a375c023199..052fdffd96f6 100644 --- a/wiki/Game_Modifiers/10K/en.md +++ b/wiki/Game_Modifiers/10K/en.md @@ -40,7 +40,4 @@ The **10K** mod was a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wik -[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" From b752461f2bc70d5874dd7ca5681d5a6bfd6e1e13 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:56:36 -0700 Subject: [PATCH 33/72] Remove unused defs (the sequel) --- wiki/Game_Modifiers/4K/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index 391fc1d2eeec..742e5f958c56 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -45,7 +45,4 @@ The Score Multplier will apply as follows: | 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 | -[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" From b285e845192bf41a35e139d2129abe8f5f6b56f8 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 15:59:18 -0700 Subject: [PATCH 34/72] Remarkjs bs --- wiki/Game_Modifiers/Easy/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index 95b3e6049d0e..b81028c6b4f9 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -39,7 +39,7 @@ This refill event will be signaled to the player with the ready sound (`readysou ### 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_Modifiers/NoFail) 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. +- 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_Modifiers/Hard_Rock) mod, and vice-versa. ## osu!standard From fc6dfb541ad3272323e852f6c1a220175f58d82f Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:03:21 -0700 Subject: [PATCH 35/72] Remarkjs bs (the sequel)s --- wiki/Game_Modifiers/HalfTime/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/HalfTime/en.md b/wiki/Game_Modifiers/HalfTime/en.md index 14dd169de83d..04b5dc3ebc94 100644 --- a/wiki/Game_Modifiers/HalfTime/en.md +++ b/wiki/Game_Modifiers/HalfTime/en.md @@ -40,7 +40,7 @@ The **Half-Time** mod is a [game modifier](/wiki/Game_Modifiers) that decreaes t - When the Half-Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light blue with the new values. - 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. - + From 5e706044645e9556d60ec67a56ef5f9b936e81bf Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:05:40 -0700 Subject: [PATCH 36/72] Remarkjs bs (the ERR strikes back) --- wiki/Game_Modifiers/Nightcore/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index 829f3e2b0d11..5617e0876f0c 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -42,7 +42,7 @@ This mod has the same effect across all gamemodes. ### Trivia -- The Nightcore mod was originally an [April Fools joke]([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 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 mod gets it name from the genre (or in some cases, 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" From 496a2d1da5ef13806e1ba54afa1739cb63f42d5b Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:08:19 -0700 Subject: [PATCH 37/72] Remarkjs bs (return of the commits) --- wiki/Game_Modifiers/Perfect/en.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index 7bc920d64e0a..7c3188f94832 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -34,12 +34,14 @@ tags: The **Perfect** mod is a [game modifier](/wiki/Game_Modifiers) 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/)) From 421e78b86db7ef3a110b05efd6e4778a9253ebc1 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:15:01 -0700 Subject: [PATCH 38/72] Remarkjs bs: endgame --- wiki/Game_Modifiers/NoFail/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/NoFail/en.md b/wiki/Game_Modifiers/NoFail/en.md index 883814238b97..608a13dd2bc2 100644 --- a/wiki/Game_Modifiers/NoFail/en.md +++ b/wiki/Game_Modifiers/NoFail/en.md @@ -16,7 +16,6 @@ tags: ![NF mod icon](/wiki/shared/mods/NF.png "No-Fail (NF) mod icon") - *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* ## About @@ -27,6 +26,7 @@ tags: - Default shortcut key: `W` - Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] + ## Description *Notice: the usage of the No-Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* From a2e304fe43fe73fd15801e7d8394f2b654775c01 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:16:58 -0700 Subject: [PATCH 39/72] Remarkjs bs: commit of the wild --- wiki/Game_Modifiers/Sudden_Death/en.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/wiki/Game_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md index b0bd7e7b7390..88ad25a46234 100644 --- a/wiki/Game_Modifiers/Sudden_Death/en.md +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -35,11 +35,13 @@ tags: The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) 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), though 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. To be more specific, the Sudden Death mod will only fail the beatmap if any of the following happen: + - Missing a note (circle, [sliderhead](/wiki/Hit_object/Sliderhead)) - 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 From 0f0de111f46f5b4cc9161494afd294c679857621 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:18:54 -0700 Subject: [PATCH 40/72] Remarkjs bs (the sequel) 2 --- wiki/Game_Modifiers/en.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index 801115be2ca8..cf400c4d7c12 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -26,13 +26,13 @@ On the selection screen, mods are seperated into three categories: `Difficulty R Each of the following mods listed will have the compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it. -### Difficulty Reduction: +### Difficulty Reduction - [Easy (EZ)](/wiki/Game_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [No-Fail (NF)](/wiki/Game_Modifiers/NoFail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Half-Time (HT)](/wiki/Game_Modifiers/HalfTime) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -### Difficulty Increase: +### Difficulty Increase - [Hard Rock (HR)](/wiki/Game_Modifiers/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Sudden Death (SD)](/wiki/Game_Modifiers/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] @@ -43,7 +43,7 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [Fade-in (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] - [Flashlight (FL)](/wiki/Game_Modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -### Special: +### Special - [Relax (RX)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] - [Auto Pilot (AP)](/wiki/Game_Modifiers/Auto_Pilot) ![][o!s] ![][o!t] ![][o!c] From ca139bd195b58fc8cd01025c5f1bab099c71c46f Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:19:31 -0700 Subject: [PATCH 41/72] woops --- wiki/Game_Modifiers/en.md | 1 - 1 file changed, 1 deletion(-) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index cf400c4d7c12..7d628fbdf561 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -64,7 +64,6 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [Fade-out](/wiki/Game_Modifiers/Fadeout) ![][o!m] - [No Video](/wiki/Game_Modifiers/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - ## 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. From e40a953c974e37f37ab19804fd0aa46afa1b6336 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:22:17 -0700 Subject: [PATCH 42/72] Remarkjs bs 2 electric boogalo --- wiki/Game_Modifiers/Auto_Pilot/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Auto_Pilot/en.md b/wiki/Game_Modifiers/Auto_Pilot/en.md index 2b7470d63651..b191783cc73d 100644 --- a/wiki/Game_Modifiers/Auto_Pilot/en.md +++ b/wiki/Game_Modifiers/Auto_Pilot/en.md @@ -40,6 +40,3 @@ The Auto Pilot mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmappin Additionally, the spins per minute (SPM) value done by Auto Pilot is similar to the spins per minute done by the [Spun Out](/wiki/Game_Modifiers/Spun_Out) mod, thus the player cannot increase the SPM by spinning it. [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" From e7f2ae9ee3b5b1ee80759a7603b947175582a667 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:24:33 -0700 Subject: [PATCH 43/72] Remove unused def 3: aquatic bee --- wiki/Game_Modifiers/Coop/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Coop/en.md index 338cbebab4f9..b1eadee592fb 100644 --- a/wiki/Game_Modifiers/Coop/en.md +++ b/wiki/Game_Modifiers/Coop/en.md @@ -51,7 +51,4 @@ A detailed explanation about the second playfield can be found in the [osu!mania - The Co-op mod was introduced on [March 5, 2015](https://osu.ppy.sh/home/changelog) -[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" From e96cf5ad8bcb3a7748d3a21fbf7222e80a75bd23 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:25:58 -0700 Subject: [PATCH 44/72] Remove unused def 4: solid boar --- wiki/Game_Modifiers/Fadein/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Fadein/en.md b/wiki/Game_Modifiers/Fadein/en.md index 0b39c9d25b0f..497706414df1 100644 --- a/wiki/Game_Modifiers/Fadein/en.md +++ b/wiki/Game_Modifiers/Fadein/en.md @@ -43,7 +43,4 @@ The fading size only stops when a 500x combo milestone is reached (at which poin - If a beatmap is passedwith an S or SS grade with the Fade-in mod enabled, said beatmap will award the silver variant of the grade instead. -[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" From 23bf84f129ae3e4266785bb36d7636ff3c228a43 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:33:26 -0700 Subject: [PATCH 45/72] Fix unused def 5: why why why --- wiki/Game_Modifiers/Random/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Random/en.md b/wiki/Game_Modifiers/Random/en.md index 1d075c128903..0381c442bfc4 100644 --- a/wiki/Game_Modifiers/Random/en.md +++ b/wiki/Game_Modifiers/Random/en.md @@ -30,7 +30,4 @@ tags: The **Random** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by randomizing the note placement. Although it will not change the length of the notes, and it is not shuffled every time Random is 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" From df03c07f6e65b6d04a40a6af261b1a7539180acc Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:34:35 -0700 Subject: [PATCH 46/72] FIx Unused Def 6: don't try me, nick --- wiki/Game_Modifiers/Relax/en.md | 1 - 1 file changed, 1 deletion(-) diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md index d254bc449550..1cf96d4679c8 100644 --- a/wiki/Game_Modifiers/Relax/en.md +++ b/wiki/Game_Modifiers/Relax/en.md @@ -57,4 +57,3 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Relax mod allows the character t [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" From 21d32b720130f681c136c035907a2296e3749fce Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:35:39 -0700 Subject: [PATCH 47/72] Fix Unused Def 7 --- wiki/Game_Modifiers/Spun_Out/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md index 03f85668a6e3..11a533d42e20 100644 --- a/wiki/Game_Modifiers/Spun_Out/en.md +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -34,6 +34,3 @@ The **Spun Out** mod is a [game modifier](/wiki/Game_Modifiers) that is aims to 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" -[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" From 53d17037c68b358ce7a2ed801b58a18edaebe740 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:36:23 -0700 Subject: [PATCH 48/72] Remove Unused Def 8 --- wiki/Game_Modifiers/Target_Practice/en.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index 09c86fb95808..39f525ce6edd 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -47,6 +47,3 @@ The mode's use is mostly for fun, but is also used to practice maintaining a con - 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. [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" From cc7b704ee14ca04ad191b4cf3f421d8a430d3cfb Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 2 Jul 2020 16:37:04 -0700 Subject: [PATCH 49/72] Remarkjs Fix --- wiki/Game_Modifiers/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index 7d628fbdf561..0e25d5d37812 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -56,7 +56,7 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** -### Old Mods: +### Old Mods *Note: these mods were used and available some time ago, but are now unavailable.* From c00fe8772c7ded9a606889399b7219e9c9577059 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Mon, 6 Jul 2020 14:03:19 -0700 Subject: [PATCH 50/72] Update Casing Updates casing and fixes some minor mistakes across all articles --- wiki/Game_Modifiers/4K/en.md | 2 +- wiki/Game_Modifiers/Auto/en.md | 27 ++++++++++--------- .../{Auto_Pilot => Autopilot}/en.md | 18 ++++++------- wiki/Game_Modifiers/Cinema/en.md | 12 ++++----- wiki/Game_Modifiers/Coop/en.md | 18 ++++++------- wiki/Game_Modifiers/Double_Time/en.md | 12 ++++----- wiki/Game_Modifiers/Easy/en.md | 16 +++++------ wiki/Game_Modifiers/{Fadein => Fade_In}/en.md | 21 +++++++-------- .../{10K/Fadeout => Fade_Out}/en.md | 12 ++++----- wiki/Game_Modifiers/Flashlight/en.md | 12 ++++----- .../{HalfTime => Half_Time}/en.md | 24 ++++++++--------- wiki/Game_Modifiers/Hard_Rock/en.md | 18 ++++++------- wiki/Game_Modifiers/Hidden/en.md | 22 +++++++-------- wiki/Game_Modifiers/Nightcore/en.md | 15 +++++------ wiki/Game_Modifiers/{NoFail => No_Fail}/en.md | 20 +++++++------- wiki/Game_Modifiers/No_Video/en.md | 12 ++++----- wiki/Game_Modifiers/Perfect/en.md | 12 ++++----- wiki/Game_Modifiers/Random/en.md | 2 +- wiki/Game_Modifiers/Relax/en.md | 18 ++++++------- wiki/Game_Modifiers/ScoreV2/en.md | 14 +++++----- wiki/Game_Modifiers/Spun_Out/en.md | 10 +++---- wiki/Game_Modifiers/Sudden_Death/en.md | 14 +++++----- wiki/Game_Modifiers/Summary/en.md | 16 +++++------ wiki/Game_Modifiers/Summary/fr.md | 4 +++ wiki/Game_Modifiers/Summary/zh.md | 4 +++ wiki/Game_Modifiers/Target_Practice/en.md | 11 ++++---- wiki/Game_Modifiers/en.md | 14 +++++----- wiki/Game_Modifiers/fr.md | 2 ++ 28 files changed, 195 insertions(+), 187 deletions(-) rename wiki/Game_Modifiers/{Auto_Pilot => Autopilot}/en.md (50%) rename wiki/Game_Modifiers/{Fadein => Fade_In}/en.md (78%) rename wiki/Game_Modifiers/{10K/Fadeout => Fade_Out}/en.md (76%) rename wiki/Game_Modifiers/{HalfTime => Half_Time}/en.md (92%) rename wiki/Game_Modifiers/{NoFail => No_Fail}/en.md (74%) diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index 742e5f958c56..eb42dd56996d 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -36,7 +36,7 @@ tags: The **4K** or ***x*K** mod is a [game modifier](/wiki/Game_Modifiers) 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 Score Multplier will apply as follows: +The table below explains how the Score Multiplier will be applied across all *x*K mods: | Default/Modifier | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index f8c205659bbc..22eed1311a79 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -6,24 +6,19 @@ tags: - game modifier --- - - - - # Auto (mod) -![AO mod icon](/wiki/shared/mods/AT.png "Auto (AO) mod icon") +![AT mod icon](/wiki/shared/mods/AT.png "Auto (AT) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* -*Not to be confused with [Auto Pilot (mod)](/wiki/Game_Modifiers/Auto_Pilot)* +*Not to be confused with [Autopilot (mod)](/wiki/Game_Modifiers/Autopilot)* ## About -- Abbreviation: AO +- Abbreviation: AT - Type: Special -- Score Multiplier: +- Score Multiplier: - Default shortcut key: - Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] @@ -32,12 +27,13 @@ tags: *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 the player to watch a perfect playthrough of a selected beatmap. +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 mode like normal. The Auto mod will always get an SS grade, with the exception of a few special cases. +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. -### Trivia +### Trivia + - When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." - For osu!taiko, the username will be "" - For osu!catch, the username will be "" @@ -49,7 +45,7 @@ In [osu!standard](/wiki/Game_Modes/osu!), when encountered with a spinner, the A ## 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. +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 @@ -63,3 +59,8 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the Auto mod will attempt a perfect [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/Auto_Pilot/en.md b/wiki/Game_Modifiers/Autopilot/en.md similarity index 50% rename from wiki/Game_Modifiers/Auto_Pilot/en.md rename to wiki/Game_Modifiers/Autopilot/en.md index b191783cc73d..092808fb92c5 100644 --- a/wiki/Game_Modifiers/Auto_Pilot/en.md +++ b/wiki/Game_Modifiers/Autopilot/en.md @@ -7,12 +7,7 @@ tags: - game modifiers --- - - - - -# Auto Pilot (mod) +# Autopilot (mod) ![(AP mod icon](/wiki/shared/mods/AP.png "Auto Pilot (AP) mod icon") @@ -31,12 +26,17 @@ tags: ## Description -*Notice: enabling the Auto Pilot mod will cause the play to be unranked and will not be saved to the local leaderboards.* +*Notice: enabling the Autopilot mod will cause the play to be unranked and will not be saved to the local leaderboards.* -The **Auto Pilot** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **Autopilot** mod is a [game modifier](/wiki/Game_Modifiers) 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 Auto Pilot 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 done by Auto Pilot is similar to the spins per minute done by the [Spun Out](/wiki/Game_Modifiers/Spun_Out) mod, thus the player cannot increase the SPM by spinning it. +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_Modifiers/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_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md index 52cb785ec9bd..92a5610f5767 100644 --- a/wiki/Game_Modifiers/Cinema/en.md +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -6,10 +6,6 @@ tags: - game modifier --- - - - - # Cinema (mod) ![CM mod icon](/wiki/shared/mods/CM.png "Cinema (CM) mod icon") @@ -33,9 +29,9 @@ tags: -The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) that aims to allow players to just relax and watch the video or storyboards from a beatmap without the appearance of any [hit objects](/wiki/Hit_object). This will result in an [Auto](/wiki/Game_Modifiers/Auto) mod play but with **only the background and storyboard being displayed**. +The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) 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 an [Auto](/wiki/Game_Modifiers/Auto) mod play but with **only the background and storyboard being displayed**. -The hitsounds will still be heard due to the Cinema mod being just a varaiation of the Auto mod. Although the replay elements and result screen will be disabled along with the background dim being set to 0%. +The hitsounds will still be heard due to the Cinema mod being a varaiation of the Auto mod. Although the replay elements and result screen will be disabled along with the background dim being set to 0%. This mod has the same effect across all game modes @@ -43,6 +39,10 @@ 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" diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Coop/en.md index b1eadee592fb..b6e8a9de09f7 100644 --- a/wiki/Game_Modifiers/Coop/en.md +++ b/wiki/Game_Modifiers/Coop/en.md @@ -6,20 +6,15 @@ tags: - game modifier --- - - - - # Co-op (mod) -![Co-op mod icon](/wiki/shared/mods/COOP.png "Co-op mod icon") +![Co-op mod icon](/wiki/shared/mods/COOP.png "Co-op (CO) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* ## About -- Abbreviation: N/A +- Abbreviation: CO - Type: Special - Score Multiplier: - Default shortcut key: @@ -43,12 +38,17 @@ The following table only affects beatmaps converted from [osu!standard](/wiki/Ga | 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 | -**The Co-opmod gives no penalty on osu!mania-specific beatmaps.** +**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). +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](https://osu.ppy.sh/home/changelog) [o!m]: /wiki/shared/mode/mania.png "osu!mania" + + + + diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_Modifiers/Double_Time/en.md index 4a837398113e..6025d67f7a04 100644 --- a/wiki/Game_Modifiers/Double_Time/en.md +++ b/wiki/Game_Modifiers/Double_Time/en.md @@ -7,12 +7,6 @@ tags: - game modifier --- - - - - # Double Time (mod) ![DT mod icon](/wiki/shared/mods/DT.png "Double Time (DT) mod icon") @@ -64,3 +58,9 @@ Although this mod does greatly increase the hyperdash leniency, making fruits re [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/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index b81028c6b4f9..2952534a77d6 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -6,13 +6,6 @@ tags: - game modifier --- - - - - # Easy (mod) ![EZ mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") @@ -38,7 +31,7 @@ This refill event will be signaled to the player with the ready sound (`readysou ### 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_Modifiers/NoFail) mod on. +- 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_Modifiers/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_Modifiers/Hard_Rock) mod, and vice-versa. @@ -84,3 +77,10 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the effects are the same as in osu!t [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/Fadein/en.md b/wiki/Game_Modifiers/Fade_In/en.md similarity index 78% rename from wiki/Game_Modifiers/Fadein/en.md rename to wiki/Game_Modifiers/Fade_In/en.md index 497706414df1..2943297857b4 100644 --- a/wiki/Game_Modifiers/Fadein/en.md +++ b/wiki/Game_Modifiers/Fade_In/en.md @@ -1,25 +1,18 @@ --- tags: - fade in - - fade-in - FI - mod - game modifier --- - - - - -# Fade-in (mod) +# Fade In (mod) -![FI mod icon](/wiki/shared/mods/FI.png "Fade-in (FI) mod icon") +![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_Modifiers)* -*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Fadein) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* +*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Hidden) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* ## About @@ -41,6 +34,12 @@ The fading size only stops when a 500x combo milestone is reached (at which poin ### Trivia -- If a beatmap is passedwith an S or SS grade with the Fade-in mod enabled, said beatmap will award the silver variant of the grade instead. +- 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 the grade instead. [o!m]: /wiki/shared/mode/mania.png "osu!mania" + + + + diff --git a/wiki/Game_Modifiers/10K/Fadeout/en.md b/wiki/Game_Modifiers/Fade_Out/en.md similarity index 76% rename from wiki/Game_Modifiers/10K/Fadeout/en.md rename to wiki/Game_Modifiers/Fade_Out/en.md index fdf50c1acca6..a0ee16730b8b 100644 --- a/wiki/Game_Modifiers/10K/Fadeout/en.md +++ b/wiki/Game_Modifiers/Fade_Out/en.md @@ -1,6 +1,6 @@ --- tags: - - fade-out + - fade out - FO - mod - game modifier @@ -12,13 +12,13 @@ tags: - replace placeholders - add images --> -# Fade-out (mod) +# Fade Out (mod) -![FO mod icon](/wiki/shared/mods/FO.png "Fade-out (FO) mod icon") +![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* -*Not to be confused with [Fade-in (mod)](/wiki/Game_Modifiers/Fadein) or [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* +*Not to be confused with [Fade In (mod)](/wiki/Game_Modifiers/Fadein) or [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* ## About @@ -33,8 +33,8 @@ tags: *Notice: this mod is no longer available for use.* -The **Fade-out** mod was a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_Modifiers/Fadeout) 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 **Fade Out** mod was a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_Modifiers/Fadeout) 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. +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_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index 2fca649e4679..cb8e3855f0d8 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -6,10 +6,6 @@ tags: - game modifier --- - - - - # Flashlight (mod) ![FL mod icon](/wiki/shared/mods/FL.png "Flashlight (FL) mod icon") @@ -41,7 +37,7 @@ The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/Flashlight) tha 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, the visible are will partially darken until the slider is completed. +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. @@ -55,7 +51,7 @@ The Flashlight mod is regarded as the hardest mod in osu!standard and scores obt 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. -When paired with the Hidden mod, the "flashlight's" visible area becomes a moot point because notes are technically "invisible:" the notes fade out completely upon reaching the visible area. This also requires complete memorization of the beatmap. +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 @@ -75,3 +71,7 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the visible area is restricted to a [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/HalfTime/en.md b/wiki/Game_Modifiers/Half_Time/en.md similarity index 92% rename from wiki/Game_Modifiers/HalfTime/en.md rename to wiki/Game_Modifiers/Half_Time/en.md index 04b5dc3ebc94..5597a8510678 100644 --- a/wiki/Game_Modifiers/HalfTime/en.md +++ b/wiki/Game_Modifiers/Half_Time/en.md @@ -6,17 +6,9 @@ tags: - HR --- - - - - -# Half-Time (mod) +# Half Time (mod) -![HT mod icon](/wiki/shared/mods/HT.png "Half-Time (HT) mod icon") +![HT mod icon](/wiki/shared/mods/HT.png "Half Time (HT) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* @@ -37,7 +29,7 @@ The **Half-Time** mod is a [game modifier](/wiki/Game_Modifiers) that decreaes t ### 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. +- When the Half Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light blue with the new values. - 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. @@ -49,7 +41,7 @@ The **Half-Time** mod is a [game modifier](/wiki/Game_Modifiers) that decreaes t 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. -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_Modifiers/Hard_Rock) is turned on simultaneously. +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_Modifiers/Hard_Rock) is turned on simultaneously. ## osu!catch @@ -61,3 +53,11 @@ In addition to this, the leniency for hyperdashes are increases, making it much [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/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index b50d044937fb..a8aa0674f435 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -6,14 +6,6 @@ tags: - HR --- - - - - # Hard Rock (mod) @@ -33,7 +25,7 @@ tags: ## Description -The **Hard Rock** mod is a [game modifier](/wiki/Game_Modifiers) 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%. +The **Hard Rock** mod is a [game modifier](/wiki/Game_Modifiers) 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%. ### Trivia @@ -74,3 +66,11 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), only the judgement difficulty (OD) a [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/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md index b8321ddf313b..ae890a07cf53 100644 --- a/wiki/Game_Modifiers/Hidden/en.md +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -6,20 +6,13 @@ tags: - 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_Modifiers)* -*Not to be confused with [Fade-in (mod)](/wiki/Game_Modifiers/Fadein) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* +*Not to be confused with [Fade In (mod)](/wiki/Game_Modifiers/Fade_In) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* ## About @@ -41,7 +34,7 @@ The **Hidden** mod is a [game modifier](/wiki/Game_Modifiers) that increases the - 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_Modes/Fadein) mod. +- In osu!mania, the Hidden mod is a variant of the [Fade In](/wiki/Game_Modes/Fade_In) mod. - The current version of the Hidden mod in osu!mania used to be a seperate mod called "Fade-out." ## osu!standard @@ -56,7 +49,7 @@ Although it should be noted that the Hidden mod is considered the easiest diffic 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 Hiddenmod is used by experienced players to increase score instead of the [Hard Rock (HR)](/wiki/Game_Modififers/Hard_Rock) because HR occasinally makes the timing window too small. +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_Modififers/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. @@ -72,7 +65,7 @@ The effects on difficulty for osu!catch regarding the use of the Hidden mod vary ## osu!mania -In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inverse of the Fade-in mod: the notes will fade out before you are supposed to hit them. +In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inverse of the Fade In mod as the notes will fade out before you are supposed to hit them. @@ -82,3 +75,10 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inve [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/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index 5617e0876f0c..ea41808a89ed 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -6,12 +6,6 @@ tags: - game modifier --- - - - - # Nightcore (mod) ![NC mod icon](/wiki/shared/mods/NC.png "Nightcore (NC) mod icon") @@ -30,11 +24,11 @@ tags: - Default shortcut key: `D` `D` or `Shift`+`D` - Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c]![][o!m] -- Sister mod: [Double Time](/wiki/Game_Modifiers/Double_Time) +- Varaint: [Double Time](/wiki/Game_Modifiers/Double_Time) ## Description -The **Nightcore** [mod](/wiki/Game_Modifiers) is a game modifier that works in the exact same way as it's sister 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 **Nightcore** mod is a [game modifier](/wiki/Game_Modifiers) 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 stays the same as it would with Double Time enabled, and the beatmap itself is unaffected beyond what Double Time will do. @@ -49,3 +43,8 @@ This mod has the same effect across all gamemodes. [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/NoFail/en.md b/wiki/Game_Modifiers/No_Fail/en.md similarity index 74% rename from wiki/Game_Modifiers/NoFail/en.md rename to wiki/Game_Modifiers/No_Fail/en.md index 608a13dd2bc2..a0d972466bf0 100644 --- a/wiki/Game_Modifiers/NoFail/en.md +++ b/wiki/Game_Modifiers/No_Fail/en.md @@ -6,15 +6,9 @@ tags: - game modifier --- - - - - -# No-Fail (mod) +# No Fail (mod) -![NF mod icon](/wiki/shared/mods/NF.png "No-Fail (NF) mod icon") +![NF mod icon](/wiki/shared/mods/NF.png "No Fail (NF) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* @@ -29,9 +23,9 @@ tags: ## Description -*Notice: the usage of the No-Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* +*Notice: usage of the No Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* -The **No-Fail** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **No Fail** mod is a [game modifier](/wiki/Game_Modifiers) 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). @@ -39,3 +33,9 @@ This mod has the same effect across all [game modes](/wiki/Game_Modes). [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/No_Video/en.md b/wiki/Game_Modifiers/No_Video/en.md index 48dd328eee0c..0a940905ad78 100644 --- a/wiki/Game_Modifiers/No_Video/en.md +++ b/wiki/Game_Modifiers/No_Video/en.md @@ -6,11 +6,6 @@ tags: - game modifier --- - - - - # No Video (mod) ![NV mod icon](/wiki/shared/mods/NV.png "No Video (NV) mod icon") @@ -32,9 +27,14 @@ tags: The **No Video** mod was a [game modifier](/wiki/Game_Modifiers) 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); the icon is no longer being used. +The mod's functionality was replaced with an option in [Visual Settings](/wiki/Visual_Settings) and thus the icon is 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_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index 7c3188f94832..a7f6ba29a626 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -6,11 +6,6 @@ tags: - PF --- - - - - # Perfect (mod) ![PF mod icon](/wiki/shared/mods/PF.png "Perfect (PF) mod icon") @@ -34,7 +29,7 @@ tags: The **Perfect** mod is a [game modifier](/wiki/Game_Modifiers) 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: - +d - Missing a note - Obtaining a `100` or `50` - Failing a spinner @@ -58,3 +53,8 @@ This mod has the same effect across all [game modes](/wiki/Game_Modes) [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/Random/en.md b/wiki/Game_Modifiers/Random/en.md index 0381c442bfc4..f7640d959342 100644 --- a/wiki/Game_Modifiers/Random/en.md +++ b/wiki/Game_Modifiers/Random/en.md @@ -28,6 +28,6 @@ tags: -The **Random** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by randomizing the note placement. Although it will not change the length of the notes, and it is not shuffled every time Random is used. +The **Random** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by randomizing the note placement. The Random mod will not change the length of the notes, and it is not shuffled every time Random is used. [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md index 1cf96d4679c8..b57b2c54687a 100644 --- a/wiki/Game_Modifiers/Relax/en.md +++ b/wiki/Game_Modifiers/Relax/en.md @@ -6,20 +6,15 @@ tags: - game modifier --- - - - - # Relax (mod) -![RX mod icon](/wiki/shared/mods/RL.png "Relax (RX) mod icon") +![RL mod icon](/wiki/shared/mods/RL.png "Relax (RL) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* ## About -- Abbreviation: RX +- Abbreviation: RL - Type: Special - Score Multiplier: - Default shortcut key: `Z` @@ -30,7 +25,7 @@ tags: *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_Modifiers) 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 a player wants to take a breakfrom osu! without actually taking a break. +The **Relax** mod is a [game modifier](/wiki/Game_Modifiers) 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. @@ -48,7 +43,7 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Relax mod removes colour judgeme 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* dispka score, combo, and misses. +Unlike osu!standard, in osu!taiko, the Relax mod *will* display score, combo, and misses. ## osu!catch @@ -57,3 +52,8 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Relax mod allows the character t [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_Modifiers/ScoreV2/en.md b/wiki/Game_Modifiers/ScoreV2/en.md index a5681ef3dc42..8ca03acfeb3b 100644 --- a/wiki/Game_Modifiers/ScoreV2/en.md +++ b/wiki/Game_Modifiers/ScoreV2/en.md @@ -6,11 +6,6 @@ tags: - game modifier --- - - - - # ScoreV2 (mod) ![SV2 mod icon](/wiki/shared/mods/SV2.png "ScoreV2 (SV2) mod icon") @@ -34,11 +29,11 @@ tags: *For full 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, teh 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). +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 +### 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) @@ -46,3 +41,8 @@ This mod has the same effect across all game modes. [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/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md index 11a533d42e20..b4f5eceed33c 100644 --- a/wiki/Game_Modifiers/Spun_Out/en.md +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -7,11 +7,6 @@ tags: - game modifier --- - - - - # Spun Out (mod) ![SO mod icon](/wiki/shared/mods/SO.png "Spun Out (SO) mod icon") @@ -34,3 +29,8 @@ The **Spun Out** mod is a [game modifier](/wiki/Game_Modifiers) that is aims to 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_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md index 88ad25a46234..4ec5e3224a85 100644 --- a/wiki/Game_Modifiers/Sudden_Death/en.md +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -6,12 +6,6 @@ tags: - SD --- - - - - # Sudden Death (mod) ![SD mod icon](/wiki/shared/mods/SD.png "Sudden Death (SD) mod icon") @@ -32,7 +26,7 @@ tags: ## Description -The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) 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), though 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. +The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) 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: @@ -57,3 +51,9 @@ This mod has the same effect across all [game modes](/wiki/Game_Modes). [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/en.md b/wiki/Game_Modifiers/Summary/en.md index 70c07aff2825..5a9edffefddf 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -22,7 +22,7 @@ | Mod | Name (Abbr.) | Multiplier | Caption | | :-- | :-- | :-- | :-- | | ![Easy](/wiki/shared/mods/EZ.png) | Easy (EZ) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | -| ![No-Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | +| ![No Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | | ![Half Time](/wiki/shared/mods/HT.png) | Half Time (HT) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | | ![Hard Rock](/wiki/shared/mods/HR.png) | Hard Rock (HR) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | . | | ![Sudden Death](/wiki/shared/mods/SD.png) | Sudden Death (SD) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | @@ -30,10 +30,10 @@ | ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | | ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | | ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | -| ![Fade-in](/wiki/shared/mods/FI.png) | Fade In (FI) | ![][o!m]: | | +| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | ![][o!m]: | | | ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | | ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | ![][o!s] ![][o!t] ![][o!c]: | | -| ![Auto Pilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | ![][o!s]: | | +| ![Autopilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | ![][o!s]: | | | ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | ![][o!s]: | | | ![4K (*x*K)](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: | | | ![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)) | | @@ -75,11 +75,11 @@ The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. | :-- | :-- | | ![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) | +| ![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 diff --git a/wiki/Game_Modifiers/Summary/fr.md b/wiki/Game_Modifiers/Summary/fr.md index 12b64b8b9866..205082f17760 100644 --- a/wiki/Game_Modifiers/Summary/fr.md +++ b/wiki/Game_Modifiers/Summary/fr.md @@ -1,3 +1,7 @@ +--- +outdated: true +--- + # Sommaire *Note: Tous les mods changeant la difficulté sur osu!mania n'augmenteront jamais le multiplicateur de score.* diff --git a/wiki/Game_Modifiers/Summary/zh.md b/wiki/Game_Modifiers/Summary/zh.md index 187276c629fc..1259d0da867b 100644 --- a/wiki/Game_Modifiers/Summary/zh.md +++ b/wiki/Game_Modifiers/Summary/zh.md @@ -1,3 +1,7 @@ +--- +outdated: true +--- + # 摘要 *主页面: [Game Modifiers](/wiki/Game_Modifiers)* diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index 39f525ce6edd..dafc26f295da 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -7,12 +7,6 @@ tags: - cutting edge --- - - - - # Target Practice (mod) ![TP mod icon](/wiki/shared/mods/TP.png "Target Practice (TP) mod icon") @@ -47,3 +41,8 @@ The mode's use is mostly for fun, but is also used to practice maintaining a con - 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. [o!s]: /wiki/shared/mode/osu.png "osu!standard" + + + diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index 0e25d5d37812..8bfc0f86f012 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -29,8 +29,8 @@ Each of the following mods listed will have the compitable game modes' icon (![] ### Difficulty Reduction - [Easy (EZ)](/wiki/Game_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [No-Fail (NF)](/wiki/Game_Modifiers/NoFail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Half-Time (HT)](/wiki/Game_Modifiers/HalfTime) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [No Fail (NF)](/wiki/Game_Modifiers/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Half Time (HT)](/wiki/Game_Modifiers/Half_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ### Difficulty Increase @@ -40,18 +40,18 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [Double Time (DT)](/wiki/Game_Modifiers/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Nightcore (NC)](/wiki/Game_Modifiers/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Hidden (HD)](/wiki/Game_Modifiers/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - - [Fade-in (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] + - [Fade In (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] - [Flashlight (FL)](/wiki/Game_Modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ### Special -- [Relax (RX)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] -- [Auto Pilot (AP)](/wiki/Game_Modifiers/Auto_Pilot) ![][o!s] ![][o!t] ![][o!c] -- [Spun Out (SO)](/wiki/Game_Modifiers/SpunOut) ![][o!s] +- [Relax (RL)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] +- [Autopilot (AP)](/wiki/Game_Modifiers/Autopilot) ![][o!s] ![][o!t] ![][o!c] +- [Spun Out (SO)](/wiki/Game_Modifiers/Spun_Out) ![][o!s] - [4k (xK)](/wiki/Game_Modifiers/4k) ![][o!m] - [Co-op (COOP)](/wiki/Game_Modifiers/Coop) ![][o!m] - [Random (RD)](/wiki/Game_Modifiers/Random) ![][o!m] -- [Auto (AT)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Auto (AO)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Cinema (CM)](/wiki/Game_Modifiers/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** diff --git a/wiki/Game_Modifiers/fr.md b/wiki/Game_Modifiers/fr.md index 1c49d7fa3400..4bc67ce885cf 100644 --- a/wiki/Game_Modifiers/fr.md +++ b/wiki/Game_Modifiers/fr.md @@ -1,4 +1,6 @@ --- +outdated: true + no_native_review: true --- From c49b19963dea0d0725bd1b7c7c043bf43341834a Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Thu, 9 Jul 2020 12:18:39 -0600 Subject: [PATCH 51/72] Create Freemod, Nomod, and Score Multiplier stubs --- wiki/Game_Modifiers/Free_Mod/en.md | 35 ++++++++++++++++++++++ wiki/Game_Modifiers/No_Mod/en.md | 35 ++++++++++++++++++++++ wiki/Game_Modifiers/Score_Multiplier/en.md | 27 +++++++++++++++++ 3 files changed, 97 insertions(+) create mode 100644 wiki/Game_Modifiers/Free_Mod/en.md create mode 100644 wiki/Game_Modifiers/No_Mod/en.md create mode 100644 wiki/Game_Modifiers/Score_Multiplier/en.md diff --git a/wiki/Game_Modifiers/Free_Mod/en.md b/wiki/Game_Modifiers/Free_Mod/en.md new file mode 100644 index 000000000000..23850fd18452 --- /dev/null +++ b/wiki/Game_Modifiers/Free_Mod/en.md @@ -0,0 +1,35 @@ +--- +stub: true +tags: + - free mod + - free-mod + - freemod + - FM + - tournament category + - tournament +--- + +# Free mod (tournament category) + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +*See also: [No mod](/wiki/Game_Modifiers/No_mod)* + +## About + +- Abbreviation: FM +- Alternative spellings: `Free-mod`, `Freemod` + +## Description + +**Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_Modifiers) that they wish (exlcuding unranked mods). + +"Free mod" may also be used within organized [Multiplayer]() parties/matches to describe similar circumstances: (players/teams playing the selected [beatmap](/wiki/Beatmaps) with whatever mods they wish) + +### Trivia + + + + + + diff --git a/wiki/Game_Modifiers/No_Mod/en.md b/wiki/Game_Modifiers/No_Mod/en.md new file mode 100644 index 000000000000..11a2b7f0e83c --- /dev/null +++ b/wiki/Game_Modifiers/No_Mod/en.md @@ -0,0 +1,35 @@ +--- +stub: true +tags: + - no mod + - nomod + - no-mod + - NM + - normal + - normal mod +--- + +# No mod (term) + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +*See also: [Free mod](/wiki/Game_Modifiers/Free_mod)* + +## About + +- Abbreviation: NM +- Alternative spellings: `NoMod`, `No-mod`, `Normal Mod` + +## Description + +**No mod** (NM) is a term used to describe a play that does not use any [Game Modifiers](/wiki/Game_Modifiers). The term is most commonly used in [tournaments]() to distinguish certain categories or restrictions. But "No Mod" is also used to distinguish certain "types" of players or plays. + +## Use + +### Tournaments + + + +### Regular players + +"No mod" is also very common term amongst regular players. For example, a player who typically enjoys playing with no game modifiers enabled, and has many of their top plays use no mods, they would typically be called a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_Modifiers/Score_Multiplier/en.md b/wiki/Game_Modifiers/Score_Multiplier/en.md new file mode 100644 index 000000000000..e16c5d74de57 --- /dev/null +++ b/wiki/Game_Modifiers/Score_Multiplier/en.md @@ -0,0 +1,27 @@ +--- +stub: true +tags: + - score multiplier + - score +--- + + + +# Score Multiplier + +*See also: [Game Modifiers](/wiki/Game_Modifiers)* + +## 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_Modifiers). + +For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_Modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is x. The formula below describes how the values are multiplied. + + + +However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_Modifiers/Half_Time) mod are enabled, the final value will be x. (Calculated as ) + +### Trivia + + From 2f68e4c3e27377294eda01949cd6ccf8af380956 Mon Sep 17 00:00:00 2001 From: paper-toaster <66349361+paper-toaster@users.noreply.github.com> Date: Fri, 10 Jul 2020 16:45:29 -0500 Subject: [PATCH 52/72] Remarkjs Fixes: Game Modifiers --- wiki/Game_Modifiers/Auto/en.md | 1 + wiki/Game_Modifiers/Nightcore/en.md | 2 +- wiki/Game_Modifiers/Perfect/en.md | 5 ++--- wiki/Game_Modifiers/Target_Practice/en.md | 2 +- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index 22eed1311a79..e79b7cb9c47b 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -34,6 +34,7 @@ The mod functions exactly like a [replay](/wiki/Replay), with the options for 0. ### Trivia + - When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." - For osu!taiko, the username will be "" - For osu!catch, the username will be "" diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index ea41808a89ed..c4938ce29d12 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - nightcore - NC @@ -43,7 +44,6 @@ This mod has the same effect across all gamemodes. [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/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index dafc26f295da..b1d06154ee66 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - target practice - TP @@ -41,7 +42,6 @@ The mode's use is mostly for fun, but is also used to practice maintaining a con - 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. [o!s]: /wiki/shared/mode/osu.png "osu!standard" - -# 4K (*x*K) (mod) +# *x*K (mod) -![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") +![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 Modifiers](/wiki/Game_Modifiers)* @@ -23,7 +22,7 @@ tags: - Abbreviation: *x*K - Type: Special -- Score Multiplier: +- Score Multiplier: - Default shortcut key: `Z` (each click/key press goes from 4K to 9K, then back to 1K until 3K before being disabled) - Caption: - Compatible game modes: ![][o!m] diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 5a9edffefddf..601f1a333d88 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -1,6 +1,6 @@ - | . | -| ![No Fail](/wiki/shared/mods/NF.png) | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | . | -| ![Half Time](/wiki/shared/mods/HT.png) | Half Time (HT) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | -| ![Hard Rock](/wiki/shared/mods/HR.png) | Hard Rock (HR) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | . | -| ![Sudden Death](/wiki/shared/mods/SD.png) | Sudden Death (SD) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | -| ![Perfect](/wiki/shared/mods/PF.png) | Perfect (PF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | -| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | -| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | ![][o!s] ![][o!t]: • ![][o!c]: • ![][o!m]: | | -| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | -| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | ![][o!m]: | | -| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | ![][o!s] ![][o!t] ![][o!c]: • ![][o!m]: | | -| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | ![][o!s] ![][o!t] ![][o!c]: | | -| ![Autopilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | ![][o!s]: | | -| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | ![][o!s]: | | -| ![4K (*x*K)](/wiki/shared/mods/4K.png) | xK (xK) | ![][o!m]: | | -| ![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)) | | -| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | ![][o!m]: | | -| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | -| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | -| ![ScoreV2](/wiki/shared/mods/SV2.png) | ScoreV2 (SV2) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: | | -| ![Target Practice](/wiki/shared/mods/TP.png) | Target Practice (TP) | ![][o!s]: | | +| ![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 | `SS or quit.` | +| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | | | +| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | | | +| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | | | +| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | | | +| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | | | +| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | | | +| ![Autopilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | | | +| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | | | +| ![4K (*x*K)](/wiki/shared/mods/4K.png) | xK (xK) | 0.66x–1.00x (see [chart below](#xk-mod-score-multipliers)) | | +| ![Co-op](/wiki/shared/mods/COOP.png) | Co-Op (COOP) | 0.70x–1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | | +| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | | | +| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | | | +| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | | | +| ![ScoreV2](/wiki/shared/mods/SV2.png) | ScoreV2 (SV2) | | | +| ![Target Practice](/wiki/shared/mods/TP.png) | Target Practice (TP) | | | ## *x*K mod score multipliers From 8e7f43de8110b608db4af02c319427a6f0f991e4 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Fri, 17 Jul 2020 16:50:15 -0500 Subject: [PATCH 54/72] Update Summary --- wiki/Game_Modifiers/Summary/en.md | 84 ++++++++++++-------------- wiki/shared/mods/{COOP.png => CP.png} | Bin wiki/shared/mods/MR.png | Bin 0 -> 17952 bytes 3 files changed, 39 insertions(+), 45 deletions(-) rename wiki/shared/mods/{COOP.png => CP.png} (100%) create mode 100644 wiki/shared/mods/MR.png diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 601f1a333d88..4895ba6d52ff 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -1,21 +1,15 @@ - - - - + # Summary of game modifiers - - - - - + *Note: All mods used in osu!mania will never increase the score multiplier.* @@ -27,51 +21,51 @@ | ![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 | `SS or quit.` | -| ![Double Time](/wiki/shared/mods/DT.png) | Double Time (DT) | | | -| ![Nightcore](/wiki/shared/mods/NC.png) | Nightcore (NC) | | | -| ![Hidden](/wiki/shared/mods/HD.png) | Hidden (HD) | | | -| ![Fade In](/wiki/shared/mods/FI.png) | Fade In (FI) | | | -| ![Flashlight](/wiki/shared/mods/FL.png) | Flashlight (FL) | | | -| ![Relax](/wiki/shared/mods/RL.png) | Relax (RL) | | | -| ![Autopilot](/wiki/shared/mods/AP.png) | Auto Pilot (AP) | | | -| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | | | -| ![4K (*x*K)](/wiki/shared/mods/4K.png) | xK (xK) | 0.66x–1.00x (see [chart below](#xk-mod-score-multipliers)) | | -| ![Co-op](/wiki/shared/mods/COOP.png) | Co-Op (COOP) | 0.70x–1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | | -| ![Random](/wiki/shared/mods/RD.png) | Random (RD) | | | -| ![Auto](/wiki/shared/mods/AT.png) | Auto (AT) | | | -| ![Cinema](/wiki/shared/mods/CM.png) | Cinema (CM) | | | -| ![ScoreV2](/wiki/shared/mods/SV2.png) | ScoreV2 (SV2) | | | -| ![Target Practice](/wiki/shared/mods/TP.png) | Target Practice (TP) | | | +| ![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 Katy'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 | `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` | +| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | • ![][o!s]: 0.90x | `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)) | `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 | `Try the future scoring system. ** UNRANKED **` | + + + + ## *x*K mod score multipliers -*Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!* +*Notice: 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 | +| 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 -*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. +*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.* | | 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 | +| 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: To prevent the following table from growing outrageously large, the reverse is also true.* - -| These mods... | ...cancel out these mods. | +| 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) | @@ -83,7 +77,7 @@ The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps. ### osu!mania -| These mods... | ...cancel out these mods. | +| These mods... | ...cancel out these mods. (and vice-cersa) | | :-- | :-- | | ![Hidden](/wiki/shared/mods/HD.png) ![Fade In](/wiki/shared/mods/FI.png) | ![Flashlight](/wiki/shared/mods/FL.png) | 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 0000000000000000000000000000000000000000..46b9cc4c2e07e6ec99af7f0531675da9e593a815 GIT binary patch literal 17952 zcmV(>K-j;DP) zaB^>EX>4U6ba`-PAZ2)IW&i+q+O3>vk{mgbrT^m;eFSWZLp)mh^-PQHIPWxWy`;8wLOuDmf_I+Rb zUMR)S>*4!v*S|kE@^6px{k_h+gb&|~{`KFvG8x-=F+~?o;&uLPx=Z@}9{jHS8B*m< zAr<}}lf6Il-_M=<`PaWp-fe$BcYb`|k^YxbH*x?utB+@pIL_tNQ1vg}(6^l8r;#Dg^Ku4{aZz1QXmD8H}9!Uy|tXeQF&JJ2JRxqCs?S`Lg z_iN?;aowEd|7hLfzgsz{rThP}a!yP4UAccT)V>4I{FTFte-qC)00+bgeliMR?u57;rZSf zxMI{5$B!$H3hj4SYLD}bpEnPGxwY4|x-Rl=eDA-xtNV3Zy;Xm{H~+gE|J(bzzufqH z+yDG=-G6l3e|TK?&$s>8#|7N`i>mv=iO_hZ4`BwgAJ>AoHJxMQd 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e0b3acf08cd5e55019169e600be23ac61fb09ffb Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Sun, 19 Jul 2020 21:59:09 -0500 Subject: [PATCH 55/72] Create MR stub, add stub tag to all articles --- wiki/Game_Modifiers/10K/en.md | 14 ++------- wiki/Game_Modifiers/4K/en.md | 9 ++---- wiki/Game_Modifiers/Auto/en.md | 8 +---- wiki/Game_Modifiers/Autopilot/en.md | 6 +--- wiki/Game_Modifiers/Cinema/en.md | 11 ++----- wiki/Game_Modifiers/Coop/en.md | 6 +--- wiki/Game_Modifiers/Double_Time/en.md | 6 ---- wiki/Game_Modifiers/Easy/en.md | 8 +---- wiki/Game_Modifiers/Fade_In/en.md | 7 +---- wiki/Game_Modifiers/Fade_Out/en.md | 7 +---- wiki/Game_Modifiers/Flashlight/en.md | 11 ++----- wiki/Game_Modifiers/Free_Mod/en.md | 8 ----- wiki/Game_Modifiers/Half_Time/en.md | 9 +----- wiki/Game_Modifiers/Hard_Rock/en.md | 9 +----- wiki/Game_Modifiers/Hidden/en.md | 12 ++------ wiki/Game_Modifiers/Mirror/en.md | 34 ++++++++++++++++++++++ wiki/Game_Modifiers/Nightcore/en.md | 4 --- wiki/Game_Modifiers/No_Fail/en.md | 7 +---- wiki/Game_Modifiers/No_Mod/en.md | 4 ++- wiki/Game_Modifiers/No_Video/en.md | 1 + wiki/Game_Modifiers/Perfect/en.md | 3 -- wiki/Game_Modifiers/Random/en.md | 6 +--- wiki/Game_Modifiers/Relax/en.md | 10 +------ wiki/Game_Modifiers/ScoreV2/en.md | 8 ++--- wiki/Game_Modifiers/Score_Multiplier/en.md | 4 +-- wiki/Game_Modifiers/Spun_Out/en.md | 1 + wiki/Game_Modifiers/Sudden_Death/en.md | 9 ++---- wiki/Game_Modifiers/Target_Practice/en.md | 4 --- wiki/Game_Modifiers/en.md | 25 +++++++--------- 29 files changed, 76 insertions(+), 175 deletions(-) create mode 100644 wiki/Game_Modifiers/Mirror/en.md diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md index 052fdffd96f6..b1a943c196dc 100644 --- a/wiki/Game_Modifiers/10K/en.md +++ b/wiki/Game_Modifiers/10K/en.md @@ -1,16 +1,11 @@ --- +stub: true tags: - 10K - mod - game modifier --- - - - - # 10K (mod) ![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") @@ -21,7 +16,6 @@ tags: ## About -- Abbreviation: n/a - Type: Special - Score Multiplier: - Default shortcut key: `Z` @@ -34,10 +28,6 @@ tags: -The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, but was removed due to . - - - - +The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, but was removed due to . [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index 01c295ef96fa..a348d2e40cd2 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - xK - 4K @@ -6,12 +7,6 @@ tags: - game modifier --- - - - - # *x*K (mod) ![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") @@ -44,4 +39,4 @@ The table below explains how the Score Multiplier will be applied across all *x* | 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 | -[o!m]: /wiki/shared/mode/mania.png "osu!mania" +[o!m]: /wiki/shared/mode/mania.png "osu!mania" \ No newline at end of file diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index e79b7cb9c47b..339cd1e7996f 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - auto - AO @@ -33,8 +34,6 @@ The mod functions exactly like a [replay](/wiki/Replay), with the options for 0. ### Trivia - - - When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." - For osu!taiko, the username will be "" - For osu!catch, the username will be "" @@ -60,8 +59,3 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the Auto mod will attempt a perfect [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/Autopilot/en.md b/wiki/Game_Modifiers/Autopilot/en.md index 092808fb92c5..407bc561a66d 100644 --- a/wiki/Game_Modifiers/Autopilot/en.md +++ b/wiki/Game_Modifiers/Autopilot/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - auto pilot - autopilot @@ -35,8 +36,3 @@ The Auto Pilot mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmappin 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_Modifiers/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_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md index 92a5610f5767..b708981d44fa 100644 --- a/wiki/Game_Modifiers/Cinema/en.md +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - cinema - CM @@ -33,15 +34,7 @@ The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) that aims to allow The hitsounds will still be heard due to the Cinema mod being a varaiation of the Auto mod. Although the replay elements and result screen will be disabled along with the background dim being set to 0%. -This mod has the same effect across all game modes - - - - - - - - +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" diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Coop/en.md index b6e8a9de09f7..155a69581768 100644 --- a/wiki/Game_Modifiers/Coop/en.md +++ b/wiki/Game_Modifiers/Coop/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - co op - COOP @@ -47,8 +48,3 @@ A detailed explanation about the second playfield can be found in the [osu!mania - The Co-op mod was introduced on [March 5, 2015](https://osu.ppy.sh/home/changelog) [o!m]: /wiki/shared/mode/mania.png "osu!mania" - - - - diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_Modifiers/Double_Time/en.md index 6025d67f7a04..1a6a8641596e 100644 --- a/wiki/Game_Modifiers/Double_Time/en.md +++ b/wiki/Game_Modifiers/Double_Time/en.md @@ -58,9 +58,3 @@ Although this mod does greatly increase the hyperdash leniency, making fruits re [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/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index 2952534a77d6..9183e0ca2aac 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - EZ - Easy @@ -77,10 +78,3 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the effects are the same as in osu!t [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/Fade_In/en.md b/wiki/Game_Modifiers/Fade_In/en.md index 2943297857b4..d409ca933577 100644 --- a/wiki/Game_Modifiers/Fade_In/en.md +++ b/wiki/Game_Modifiers/Fade_In/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - fade in - FI @@ -37,9 +38,3 @@ The fading size only stops when a 500x combo milestone is reached (at which poin - 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 the grade instead. [o!m]: /wiki/shared/mode/mania.png "osu!mania" - - - - diff --git a/wiki/Game_Modifiers/Fade_Out/en.md b/wiki/Game_Modifiers/Fade_Out/en.md index a0ee16730b8b..98194d5b6fa9 100644 --- a/wiki/Game_Modifiers/Fade_Out/en.md +++ b/wiki/Game_Modifiers/Fade_Out/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - fade out - FO @@ -6,12 +7,6 @@ tags: - game modifier --- - - - - # Fade Out (mod) ![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index cb8e3855f0d8..a66d33fa3105 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - flashlight - FL @@ -27,9 +28,7 @@ tags: The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/Flashlight) that aims to artificially increase the difficulty of a beatmap by limiting the visible area of the screen. This mod does not affect any difficulty settings. - - - + ## osu!standard @@ -57,7 +56,7 @@ When paired with the Hidden mod, the "flashlight's" visible area becomes a moot -In [osu!catchj](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Though this does not mean it is any less challenging. +In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Though this does not mean it is any less challenging. When paired with Hidden, the fruits are visible momentarily 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. @@ -71,7 +70,3 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the visible area is restricted to a [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/Free_Mod/en.md b/wiki/Game_Modifiers/Free_Mod/en.md index 23850fd18452..69932a6cf0c9 100644 --- a/wiki/Game_Modifiers/Free_Mod/en.md +++ b/wiki/Game_Modifiers/Free_Mod/en.md @@ -25,11 +25,3 @@ tags: **Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_Modifiers) that they wish (exlcuding unranked mods). "Free mod" may also be used within organized [Multiplayer]() parties/matches to describe similar circumstances: (players/teams playing the selected [beatmap](/wiki/Beatmaps) with whatever mods they wish) - -### Trivia - - - - - - diff --git a/wiki/Game_Modifiers/Half_Time/en.md b/wiki/Game_Modifiers/Half_Time/en.md index 5597a8510678..dd341f7b3d58 100644 --- a/wiki/Game_Modifiers/Half_Time/en.md +++ b/wiki/Game_Modifiers/Half_Time/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - half time - mod @@ -53,11 +54,3 @@ In addition to this, the leniency for hyperdashes are increases, making it much [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/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index a8aa0674f435..7c8b311226df 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - hard rock - mod @@ -66,11 +67,3 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), only the judgement difficulty (OD) a [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/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md index ae890a07cf53..fa6df4c71b99 100644 --- a/wiki/Game_Modifiers/Hidden/en.md +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - hidden - HD @@ -65,9 +66,7 @@ The effects on difficulty for osu!catch regarding the use of the Hidden mod vary ## 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 will fade out before you are supposed to hit them. - - +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. @@ -75,10 +74,3 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inve [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/Mirror/en.md b/wiki/Game_Modifiers/Mirror/en.md new file mode 100644 index 000000000000..063264c5ae5b --- /dev/null +++ b/wiki/Game_Modifiers/Mirror/en.md @@ -0,0 +1,34 @@ +--- +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 Modifiers](/wiki/Game_Modifiers)* + +- Abbreviation: MR +- Type: Special +- Score Multiplier: 1.00x +- Compatible game modes: ![][o!m] + +## Description + +The **Mirror** mod is [game modifier](/wiki/Game_Modifiers) 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, but was due to the Mirror mod's nature of 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_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index c4938ce29d12..0f7b70dd7bd0 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -44,7 +44,3 @@ This mod has the same effect across all gamemodes. [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/No_Fail/en.md b/wiki/Game_Modifiers/No_Fail/en.md index a0d972466bf0..f963a5a64c4a 100644 --- a/wiki/Game_Modifiers/No_Fail/en.md +++ b/wiki/Game_Modifiers/No_Fail/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - no fail - NF @@ -33,9 +34,3 @@ This mod has the same effect across all [game modes](/wiki/Game_Modes). [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/No_Mod/en.md b/wiki/Game_Modifiers/No_Mod/en.md index 11a2b7f0e83c..960c6f694bf0 100644 --- a/wiki/Game_Modifiers/No_Mod/en.md +++ b/wiki/Game_Modifiers/No_Mod/en.md @@ -9,6 +9,8 @@ tags: - normal mod --- + + # No mod (term) *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* @@ -32,4 +34,4 @@ tags: ### Regular players -"No mod" is also very common term amongst regular players. For example, a player who typically enjoys playing with no game modifiers enabled, and has many of their top plays use no mods, they would typically be called a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. +"No mod" is also very common term amongst regular players. For example, a player who typically enjoys playing with no game modifiers enabled, and has many of their top plays use no mods, they would typically be called a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_Modifiers/No_Video/en.md b/wiki/Game_Modifiers/No_Video/en.md index 0a940905ad78..fb16e6338087 100644 --- a/wiki/Game_Modifiers/No_Video/en.md +++ b/wiki/Game_Modifiers/No_Video/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - no video - NV diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index d89ec0297a4f..ad8aaf4463b0 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -54,6 +54,3 @@ This mod has the same effect across all [game modes](/wiki/Game_Modes) [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/Random/en.md b/wiki/Game_Modifiers/Random/en.md index f7640d959342..acf20a20a08e 100644 --- a/wiki/Game_Modifiers/Random/en.md +++ b/wiki/Game_Modifiers/Random/en.md @@ -1,14 +1,10 @@ --- +stub: true tags: - random - RD --- - - - - # Random (mod) ![RD mod icon](/wiki/shared/mods/RD.png "Random (RD) mod icon") diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md index b57b2c54687a..dedf38bf6f9e 100644 --- a/wiki/Game_Modifiers/Relax/en.md +++ b/wiki/Game_Modifiers/Relax/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - relax - RX @@ -27,10 +28,6 @@ tags: The **Relax** mod is a [game modifier](/wiki/Game_Modifiers) 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!. @@ -52,8 +49,3 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Relax mod allows the character t [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_Modifiers/ScoreV2/en.md b/wiki/Game_Modifiers/ScoreV2/en.md index 8ca03acfeb3b..f0eea192bedb 100644 --- a/wiki/Game_Modifiers/ScoreV2/en.md +++ b/wiki/Game_Modifiers/ScoreV2/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - scorev2 - SV2 @@ -40,9 +41,4 @@ 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" - - - - +[o!m]: /wiki/shared/mode/mania.png "osu!mania" \ No newline at end of file diff --git a/wiki/Game_Modifiers/Score_Multiplier/en.md b/wiki/Game_Modifiers/Score_Multiplier/en.md index e16c5d74de57..33ce74dbc5b5 100644 --- a/wiki/Game_Modifiers/Score_Multiplier/en.md +++ b/wiki/Game_Modifiers/Score_Multiplier/en.md @@ -22,6 +22,4 @@ For example, if a player plays a map with no mods enabled, and gains a final sco However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_Modifiers/Half_Time) mod are enabled, the final value will be x. (Calculated as ) -### Trivia - - + \ No newline at end of file diff --git a/wiki/Game_Modifiers/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md index b4f5eceed33c..d9bdd3bf734b 100644 --- a/wiki/Game_Modifiers/Spun_Out/en.md +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - spun-out - spun out diff --git a/wiki/Game_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md index 4ec5e3224a85..392d2ea4ea1d 100644 --- a/wiki/Game_Modifiers/Sudden_Death/en.md +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - sudden death - mod @@ -50,10 +51,4 @@ 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" - - - - +[o!m]: /wiki/shared/mode/mania.png "osu!mania" \ No newline at end of file diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index b1d06154ee66..fc09575c723a 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -42,7 +42,3 @@ The mode's use is mostly for fun, but is also used to practice maintaining a con - 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. [o!s]: /wiki/shared/mode/osu.png "osu!standard" - - diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md index 8bfc0f86f012..f71276589d07 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_Modifiers/en.md @@ -1,32 +1,24 @@ - - # Game modifiers *Not to be confused with [modding](/wiki/Modding)* - + **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 i 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 seperated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the `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`). - - +On the selection screen, mods are seperated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the `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 Modifiers)](/wiki/Game_Modifiers/Summary)* -Each of the following mods listed will have the compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it. +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 +### Difficulty Reduction - [Easy (EZ)](/wiki/Game_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [No Fail (NF)](/wiki/Game_Modifiers/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] @@ -49,9 +41,10 @@ Each of the following mods listed will have the compitable game modes' icon (![] - [Autopilot (AP)](/wiki/Game_Modifiers/Autopilot) ![][o!s] ![][o!t] ![][o!c] - [Spun Out (SO)](/wiki/Game_Modifiers/Spun_Out) ![][o!s] - [4k (xK)](/wiki/Game_Modifiers/4k) ![][o!m] -- [Co-op (COOP)](/wiki/Game_Modifiers/Coop) ![][o!m] +- [Co-op (CP)](/wiki/Game_Modifiers/Coop) ![][o!m] +- [Mirror](/wiki/Game_Modifiers/Mirror) ![][o!m] - [Random (RD)](/wiki/Game_Modifiers/Random) ![][o!m] -- [Auto (AO)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Auto (AT)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Cinema (CM)](/wiki/Game_Modifiers/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** @@ -66,6 +59,8 @@ Each of the following mods listed will have the compitable game modes' icon (![] ## 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. - Some (if not, most) players argue that the Easy mod fails to make beatmaps easier to play. Many claim that the circles become comically large and that the low [AR](/wiki/Beatmapping/Approach_rate) makes the beatmap nearly impossible to read. This is most prevalent on more difficult beatmaps. - These points are elaborated upon in the "[Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606)" feature request to improve the mod, by Lybydose. From 10aeceb5e819ac3799a75e3a417ad98b250ab2e3 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Mon, 20 Jul 2020 20:36:09 -0500 Subject: [PATCH 56/72] Add images part 1 --- wiki/Game_Modifiers/10K/en.md | 2 -- wiki/Game_Modifiers/Auto/en.md | 2 ++ wiki/Game_Modifiers/Cinema/en.md | 2 +- wiki/Game_Modifiers/Coop/en.md | 4 ++-- wiki/Game_Modifiers/Easy/en.md | 10 ++++----- wiki/Game_Modifiers/Fade_In/en.md | 4 +++- wiki/Game_Modifiers/Flashlight/en.md | 32 +++++++++++++++++----------- wiki/Game_Modifiers/Hard_Rock/en.md | 10 ++++----- wiki/Game_Modifiers/Hidden/en.md | 16 +++++++------- 9 files changed, 45 insertions(+), 37 deletions(-) diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md index b1a943c196dc..4676421aa30b 100644 --- a/wiki/Game_Modifiers/10K/en.md +++ b/wiki/Game_Modifiers/10K/en.md @@ -26,8 +26,6 @@ tags: *Notice: this mod is no longer available for use.* - - The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, but was removed due to . [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index 339cd1e7996f..e381d033050c 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -32,6 +32,8 @@ The **Auto** mod is a [game modifier](/wiki/Game_Modifier) that allows players t 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. + + ### Trivia - When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." diff --git a/wiki/Game_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md index b708981d44fa..5a305e7f3586 100644 --- a/wiki/Game_Modifiers/Cinema/en.md +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -28,7 +28,7 @@ tags: *Notice: enabling the Cinema mod will result in an unranked play.* - +![Auto vs. Cinema gameplay](/img/GM_Cinema.jpg) The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) 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 an [Auto](/wiki/Game_Modifiers/Auto) mod play but with **only the background and storyboard being displayed**. diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Coop/en.md index 155a69581768..b93266132c2c 100644 --- a/wiki/Game_Modifiers/Coop/en.md +++ b/wiki/Game_Modifiers/Coop/en.md @@ -26,9 +26,9 @@ tags: *Notice: enabling the Co-op mod will result in an unranked play.* - +The **Co-op** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield 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). -The **Co-op** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield with a second set of controls basd 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") The following table only affects beatmaps converted from [osu!standard](/wiki/Game_Modes) to osu!mania with the Co-op mod on: diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index 9183e0ca2aac..930bee9fbf95 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -42,9 +42,11 @@ This refill event will be signaled to the player with the ready sound (`readysou 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 making maps easier](/img/GM_EZ1.jpg "Comparison of a normal play vs. play with the Easy mod") - +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 (dispalayed below) + + ## osu!taiko @@ -56,8 +58,6 @@ In osu!taiko, the Easy mod decreases the [slider velocity](/wiki/Glossary#slider Unlike the other game modes the reudces 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 **Reduces overall difficulty: more forgiving HP drain, less accuracy required.** @@ -66,7 +66,7 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the effects the same as in osu!stand 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 diff --git a/wiki/Game_Modifiers/Fade_In/en.md b/wiki/Game_Modifiers/Fade_In/en.md index d409ca933577..89a5b1765b40 100644 --- a/wiki/Game_Modifiers/Fade_In/en.md +++ b/wiki/Game_Modifiers/Fade_In/en.md @@ -27,12 +27,14 @@ tags: ## Description -The **Fade-in** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes to fade-in as they approach the judgement bar. Hence the name. +The **Fade In** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes to fade-in as they approach the judgement bar. Hence the name. 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. In simpler terms, 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 "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 the grade instead. diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index a66d33fa3105..90ebff610793 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -26,19 +26,17 @@ tags: ## Description -The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/Flashlight) that aims to artificially increase the difficulty of a beatmap by limiting the visible area of the screen. This mod does not affect any difficulty settings. - - +The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/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. +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. @@ -46,25 +44,33 @@ The Flashlight mod is regarded as the hardest mod in osu!standard and scores obt ## 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. -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. +![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 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. Although this does not mean it is any less challenging. -In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Though this does not mean it is any less challenging. +![FL gameplay o!c](/img/GM_FL_C.jpg "Gameplay of osu!catch with the Flashlight mod") When paired with Hidden, the fruits are visible momentarily 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_Modifiers/Fadein) 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 -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_Modifiers/Fadein) mod combined (that is, without the changing sizes of the visible area. +- 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. [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index 7c8b311226df..bd92250a0809 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -35,12 +35,12 @@ The **Hard Rock** mod is a [game modifier](/wiki/Game_Modifiers) that aims to in ## 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 gotten used-to 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 super-fast hitting on harder difficulties. @@ -51,15 +51,15 @@ However, this effect is insignificant in most cases because each hit in a denden ## osu!catch - - In osu!catch, the Hard Rock mod has several effects. In addition to making the palyer 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. +![](/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.* +*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. diff --git a/wiki/Game_Modifiers/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md index fa6df4c71b99..361f1fb81295 100644 --- a/wiki/Game_Modifiers/Hidden/en.md +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -30,14 +30,6 @@ tags: The **Hidden** mod is a [game modifier](/wiki/Game_Modifiers) 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. -### 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_Modes/Fade_In) mod. -- The current version of the Hidden mod in osu!mania used to be a seperate mod called "Fade-out." - ## 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. @@ -70,6 +62,14 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the Hidden mod functions as the inve +## 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_Modes/Fade_In) mod. +- The current version of the Hidden mod in osu!mania used to be a seperate mod called "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" From cfba1282b9064e109f0e200f8e4ad35393fef6a2 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Fri, 24 Jul 2020 13:51:44 -0500 Subject: [PATCH 57/72] Misc. edits --- wiki/Game_Modifiers/Auto/en.md | 13 ++++--------- wiki/Game_Modifiers/Easy/en.md | 4 ++-- wiki/Game_Modifiers/Flashlight/en.md | 4 ---- wiki/Game_Modifiers/Hard_Rock/en.md | 10 ++++------ 4 files changed, 10 insertions(+), 21 deletions(-) diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index e381d033050c..6e71020d8a2b 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -19,9 +19,9 @@ tags: - Abbreviation: AT - Type: Special -- Score Multiplier: -- Default shortcut key: -- Caption: +- 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 @@ -32,14 +32,9 @@ The **Auto** mod is a [game modifier](/wiki/Game_Modifier) that allows players t 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. - - ### Trivia -- When watching an Auto replay in osu!standard, the username displayed in the leaderboard will be "osu!." - - For osu!taiko, the username will be "" - - For osu!catch, the username will be "" - - For osu!mania, the username will be "" +- When watching an Auto replay, the username displayed in the leaderboard will be "osu!." ## osu!standard diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index 930bee9fbf95..f7e90ce113b9 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -17,9 +17,9 @@ tags: - Abbreviation: EZ - Type: Difficulty Reduction -- Score Multiplier: +- Score Multiplier: 0.50x - Default shortcut key: `Q` -- Caption: +- 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 diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index 90ebff610793..cf5a77adb25b 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -50,8 +50,6 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the position of visible area is fixe 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 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. Although this does not mean it is any less challenging. @@ -60,8 +58,6 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod behaviour is the When paired with Hidden, the fruits are visible momentarily 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_Modifiers/Fadein) mod combined. (That is, without the changing sizes of the visible area.) diff --git a/wiki/Game_Modifiers/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index bd92250a0809..cadbd46db6aa 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -7,8 +7,6 @@ tags: - HR --- - - # Hard Rock (mod) ![HR mod icon](/wiki/shared/mods/HR.png "Hard Rock (HR) mod icon") @@ -19,9 +17,9 @@ tags: - Abbreviation: HR - Type: Difficulty Increase -- Score Multiplier: +- Score Multiplier: ![][o!s] ![][o!t]: 1.06x ![][o!c]: 1.12x ![][o!m]:1.00x - Default shortcut key: `A` -- Caption: +- Caption: `Everything just got a bit harder…` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description @@ -43,7 +41,7 @@ And if a player has memorized or gotten used-to the movements and patterns of th ## 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 super-fast hitting on harder difficulties. +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. Although 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_Modifiers/Hidden) mod. @@ -55,7 +53,7 @@ In osu!catch, the Hard Rock mod has several effects. In addition to making the p 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. -![](/img/GM_HR_C.jpg "Gameplay of osu!catch with the Hard Rock mod") +![HR Gameplay (osu!catch)](/img/GM_HR_C.jpg "Gameplay of osu!catch with the Hard Rock mod") ## osu!mania From 91e6eddb7dc9fe9890d380f6f4073e67c4a8099a Mon Sep 17 00:00:00 2001 From: MilkyIQ <66349361+paper-toaster@users.noreply.github.com> Date: Sat, 25 Jul 2020 18:25:09 -0500 Subject: [PATCH 58/72] Organize all stubs, update misc. info., replace 90% of the placeholders chromebook fuck --- wiki/Game_Modifiers/10K/en.md | 9 ++-- wiki/Game_Modifiers/4K/en.md | 21 ++++----- wiki/Game_Modifiers/Auto/en.md | 16 +++---- wiki/Game_Modifiers/Autopilot/en.md | 4 +- wiki/Game_Modifiers/Cinema/en.md | 9 ++-- wiki/Game_Modifiers/{Coop => Co-op}/en.md | 25 +++++----- wiki/Game_Modifiers/Double_Time/en.md | 28 ++++++----- wiki/Game_Modifiers/Easy/en.md | 42 ++++++++--------- wiki/Game_Modifiers/Fade_In/en.md | 11 ++--- wiki/Game_Modifiers/Fade_Out/en.md | 6 ++- wiki/Game_Modifiers/Flashlight/en.md | 21 +++++---- .../{Free_Mod => Free_mod}/en.md | 0 wiki/Game_Modifiers/Half_Time/en.md | 29 ++++++------ wiki/Game_Modifiers/Hard_Rock/en.md | 26 +++++------ wiki/Game_Modifiers/Hidden/en.md | 14 +++--- wiki/Game_Modifiers/Mirror/en.md | 2 +- wiki/Game_Modifiers/Nightcore/en.md | 10 ++-- wiki/Game_Modifiers/No_Fail/en.md | 4 +- wiki/Game_Modifiers/No_Mod/en.md | 37 --------------- wiki/Game_Modifiers/No_Video/en.md | 13 ++---- wiki/Game_Modifiers/No_mod/en.md | 30 ++++++++++++ wiki/Game_Modifiers/Perfect/en.md | 12 ++--- wiki/Game_Modifiers/Random/en.md | 8 ++-- wiki/Game_Modifiers/Relax/en.md | 10 ++-- wiki/Game_Modifiers/ScoreV2/en.md | 9 ++-- wiki/Game_Modifiers/Score_Multiplier/en.md | 13 +++--- wiki/Game_Modifiers/Spun_Out/en.md | 9 +--- wiki/Game_Modifiers/Sudden_Death/en.md | 9 ++-- wiki/Game_Modifiers/Summary/en.md | 18 ++++---- wiki/Game_Modifiers/Target_Practice/en.md | 12 ++--- wiki/{Game_Modifiers => Game_modifiers}/en.md | 46 +++++++++---------- 31 files changed, 238 insertions(+), 265 deletions(-) rename wiki/Game_Modifiers/{Coop => Co-op}/en.md (66%) rename wiki/Game_Modifiers/{Free_Mod => Free_mod}/en.md (100%) delete mode 100644 wiki/Game_Modifiers/No_Mod/en.md create mode 100644 wiki/Game_Modifiers/No_mod/en.md rename wiki/{Game_Modifiers => Game_modifiers}/en.md (52%) diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md index 4676421aa30b..12b1d3f3f472 100644 --- a/wiki/Game_Modifiers/10K/en.md +++ b/wiki/Game_Modifiers/10K/en.md @@ -6,6 +6,10 @@ tags: - game modifier --- + + # 10K (mod) ![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") @@ -17,15 +21,12 @@ tags: ## About - Type: Special -- Score Multiplier: -- Default shortcut key: `Z` -- Caption: - Compatible game modes: ![][o!m] ## Description *Notice: this mod is no longer available for use.* -The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, but was removed due to . +The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, and thus was not rankable. [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index a348d2e40cd2..15b23b63a78e 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -17,26 +17,23 @@ tags: - Abbreviation: *x*K - Type: Special -- Score Multiplier: +- 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) -- Caption: - Compatible game modes: ![][o!m] ## Description -*Notice: using the 1K, 2K, or 3K mod will result in an unranked play.* +*Notice: all *x*K mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* -*Notice: this mod does not work on osu!mania-specific beatmaps.* - -The **4K** or ***x*K** mod is a [game modifier](/wiki/Game_Modifiers) 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 **4K** (collectively called ***x*K**) is a [game modifier](/wiki/Game_Modifiers) 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 *x*K mods: -| Default/Modifier | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k | +| 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 | +| 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" \ No newline at end of file +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index 6e71020d8a2b..d915ed0d2252 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -32,26 +32,26 @@ The **Auto** mod is a [game modifier](/wiki/Game_Modifier) that allows players t 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. -### Trivia - -- When watching an Auto replay, the username displayed in the leaderboard will be "osu!." - -## osu!standard +### 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 +### 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 +### osu!catch In [osu!catch](/wiki/Game_Modes/osu!catch), the Auto mod will actually go beyon 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 +### 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" diff --git a/wiki/Game_Modifiers/Autopilot/en.md b/wiki/Game_Modifiers/Autopilot/en.md index 407bc561a66d..22a26199f195 100644 --- a/wiki/Game_Modifiers/Autopilot/en.md +++ b/wiki/Game_Modifiers/Autopilot/en.md @@ -20,9 +20,9 @@ tags: - Abbreviation: AP - Type: Special -- Score Multiplier: +- Score Multiplier: 0.00x - Default shortcut key: `X` -- Caption: +- Caption: `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` - Compatible game modes: ![][o!s] ## Description diff --git a/wiki/Game_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md index 5a305e7f3586..c6f6f8165932 100644 --- a/wiki/Game_Modifiers/Cinema/en.md +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -19,20 +19,19 @@ tags: - Abbreviation: CM - Type: Special -- Score Multiplier: +- Score Multiplier: 1.00x - Default shortcut key: `V` `V` or `Shift`+`V` (or hold `Ctrl`+`Shift` when selecting a [beatmap](/wiki/Beatmaps)) -- Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description *Notice: enabling the Cinema mod will result in an unranked play.* -![Auto vs. Cinema gameplay](/img/GM_Cinema.jpg) +The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) 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_Modifiers/Auto) mod, but with **only the background and storyboard being displayed**. -The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) 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 an [Auto](/wiki/Game_Modifiers/Auto) mod play 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%. -The hitsounds will still be heard due to the Cinema mod being a varaiation of the Auto mod. 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. diff --git a/wiki/Game_Modifiers/Coop/en.md b/wiki/Game_Modifiers/Co-op/en.md similarity index 66% rename from wiki/Game_Modifiers/Coop/en.md rename to wiki/Game_Modifiers/Co-op/en.md index b93266132c2c..02d8ef0908ca 100644 --- a/wiki/Game_Modifiers/Coop/en.md +++ b/wiki/Game_Modifiers/Co-op/en.md @@ -3,23 +3,26 @@ stub: true tags: - co op - COOP + - CP - mod - game modifier + - playing with a friend --- # Co-op (mod) -![Co-op mod icon](/wiki/shared/mods/COOP.png "Co-op (CO) mod icon") +![Co-op mod icon](/wiki/shared/mods/CP.png "Co-op (CO) mod icon") *For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*Not to be confused with [Multiplayer](/wiki/Multi)* + ## About -- Abbreviation: CO +- Abbreviation: CP - Type: Special -- Score Multiplier: -- Default shortcut key: -- Caption: +- Score Multiplier: 0.70x–1.00x +- Caption: `Double the key amount, double the fun!` - Compatible game modes: ![][o!m] ## Description @@ -32,14 +35,14 @@ The **Co-op** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wi 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 | +| 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 | +| 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 | -**The Co-op mod gives no penalty on osu!mania-specific beatmaps.** +*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). diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_Modifiers/Double_Time/en.md index 1a6a8641596e..628eb8f56906 100644 --- a/wiki/Game_Modifiers/Double_Time/en.md +++ b/wiki/Game_Modifiers/Double_Time/en.md @@ -19,9 +19,9 @@ tags: - Abbreviation: DT - Type: Difficulty Increasing -- Score Multiplier: +- Score Multiplier: • ![][o!s]: 1.06x • ![][o!t]: 1.12x ![][o!c]: 1.06x • ![][o!m]: 1.00x - Default shortcut key: `D` -- Caption: +- Caption: `Zoooooooooom.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] - Variant: [Nightcore](/wiki/Game_Modifiers/Nightcore) @@ -33,27 +33,25 @@ The **Double Time** mod is a [game modifier](/wiki/Game_Modifiers) that attempts 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!). -### Trivia - -- When the Double Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light red with the new values. - - The `Objects` value will be 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. -- Many top "DT scores" are typically accompanied by the [Hidden](/wiki/Game_Modifiers/Hidden) mod. - - - - - -## osu!taiko +### 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!taikos 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 +### 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 apoosed 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%). + + + [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_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index f7e90ce113b9..adab6267a69f 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -28,39 +28,29 @@ The **Easy** mod is a [game modifier](/wiki/Game_Modifiers) that attempts to eas In all [game modes](/wiki/Game_Modes) except [osu!taiko](/wiki/Game_Modes/osu!taiko), the Easy mod wil 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 singaled again but with the go sound (`gos.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. +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 singaled 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. -### 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_Modifiers/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_Modifiers/Hard_Rock) mod, and vice-versa. - -## osu!standard - -**Reduces overall difficulty: larger circles, more forgiving [HP](/wiki/Beatmapping/Health), less accuracy required.** +### 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 making maps easier](/img/GM_EZ1.jpg "Comparison of a normal play vs. play with the Easy mod") - -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 (dispalayed below) - -## osu!taiko +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 (dispalayed 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. -**Reduces overall difficulty: notes move slower, less accuracy required.** + -In osu!taiko, the Easy mod decreases the [slider velocity](/wiki/Glossary#slider-velocity), overall difficulty (OD) and HP drain by half. +### osu!taiko -*Note: The amount of hits that are required to finish a [spinner](/wiki/Hit_object/Spinner) is reduced to the reduction of the OD.* +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. -Unlike the other game modes the reudces 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. +*Note: The amount of hits that are required to finish a [spinner](/wiki/Hit_object/Spinner) is reduced to the value of the OD.* -## osu!catch +Unlike the other game modes, using the Easy mod in osu!taiko reudces 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. -**Reduces overall difficulty: more forgiving HP drain, less accuracy required.** +### 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. @@ -68,11 +58,15 @@ Despite only using one axis, the fruits' larger size and slower falling rate may -## osu!mania +### 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. -**Reduces overall difficulty: more forgiving HP drain, less accuracy required.** +## Trivia -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. +- 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_Modifiers/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_Modifiers/Hard_Rock) mod, and vice-versa. [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Fade_In/en.md b/wiki/Game_Modifiers/Fade_In/en.md index 89a5b1765b40..79372ae47a85 100644 --- a/wiki/Game_Modifiers/Fade_In/en.md +++ b/wiki/Game_Modifiers/Fade_In/en.md @@ -19,24 +19,23 @@ tags: - Abbreviation: FI - Type: Difficulty Increasing -- Score Multiplier: +- Score Multiplier: 1.00x - Default shortcut key: `F` -- Caption: - Compatible game modes: ![][o!m] - Variant: [Hidden](/wiki/Game_Modifiers/Hidden) ## Description -The **Fade In** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes to fade-in as they approach the judgement bar. Hence the name. +The **Fade In** mod is a [game modifier](/wiki/Game_Modifiers) 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 they fade is based on the combo, with higher combo causing the notes to fade in later and remain invisible longer. In simpler terms, the notes fade in later and later the higher and higher a player increases their combo. +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 "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 +## 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 the grade instead. +- 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/Fade_Out/en.md b/wiki/Game_Modifiers/Fade_Out/en.md index 98194d5b6fa9..9d05c1872ecf 100644 --- a/wiki/Game_Modifiers/Fade_Out/en.md +++ b/wiki/Game_Modifiers/Fade_Out/en.md @@ -7,6 +7,10 @@ tags: - game modifier --- + + # Fade Out (mod) ![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") @@ -19,9 +23,7 @@ tags: - Abbreviation: FO - Type: Difficulty Increase -- Score Multiplier: - Default shortcut key: `F` `F` or `Shift`+`F` -- Caption: - Compatible game modes: ![][o!m] ## Description diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index cf5a77adb25b..a4b6ab7e6738 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -19,16 +19,16 @@ tags: - Abbreviation: FL - Type: Difficulty Increase -- Score Multiplier: +- Score Multiplier: • ![][o!s] ![][o!t] ![][o!c]: 1.12x • ![][o!m]: 1.00x - Default shortcut key: `G` -- Caption: +- 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_Modifiers/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen. -## osu!standard +### 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. @@ -40,9 +40,9 @@ All of this adds up to an effect that looks like a virtual flashlight is being s 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 regarded as the hardest mod in osu!standard and scores obtained with it typically require players to memorize the entire beatmap. +The Flashlight mod is widley 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 +### 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. @@ -50,23 +50,26 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the position of visible area is fixe 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 +### osu!catch In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Although this does not mean it is any less challenging. ![FL gameplay o!c](/img/GM_FL_C.jpg "Gameplay of osu!catch with the Flashlight mod") -When paired with Hidden, the fruits are visible momentarily 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. +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 +### 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_Modifiers/Fadein) mod combined. (That is, without the changing sizes of the visible area.) +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_Modifiers/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 Hidden 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 forced the mod to be unranked until a patch was implemented to cover the Flashlight implementation loophole. + - [Flashlight is back!](https://osu.ppy.sh/community/forums/topics/41519) + - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039) [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Free_Mod/en.md b/wiki/Game_Modifiers/Free_mod/en.md similarity index 100% rename from wiki/Game_Modifiers/Free_Mod/en.md rename to wiki/Game_Modifiers/Free_mod/en.md diff --git a/wiki/Game_Modifiers/Half_Time/en.md b/wiki/Game_Modifiers/Half_Time/en.md index dd341f7b3d58..e62e008c78d1 100644 --- a/wiki/Game_Modifiers/Half_Time/en.md +++ b/wiki/Game_Modifiers/Half_Time/en.md @@ -4,7 +4,7 @@ tags: - half time - mod - game modifier - - HR + - HT --- # Half Time (mod) @@ -17,9 +17,9 @@ tags: - Abbreviation: HT - Type: Difficulty Reduction -- Score Multiplier: +- Score Multiplier: • ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x - Default shortcut key: `E` -- Caption: +- Caption: `Less zoom.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description @@ -28,28 +28,27 @@ tags: The **Half-Time** mod is a [game modifier](/wiki/Game_Modifiers) 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. -### 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. - - 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. - - - - - -## osu!taiko +### 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. 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_Modifiers/Hard_Rock) is turned on simultaneously. -## osu!catch +### 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%). + + + [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_Modifiers/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index cadbd46db6aa..be5101158086 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -19,48 +19,48 @@ tags: - 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…` +- 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_Modifiers) 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%. -### Trivia - -- The Hard Rock mod is named after the hardest difficulty of the DS game "[Elite Beat Angents](/wiki/Glossary#eba)" -- The Hard Rock mod will cancel out the [Easy](/wiki/Game_Modifiers/Easy) mod. And vice-versa. - -## osu!standard +### 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 gotten used-to the movements and patterns of the beatmap, switching to the Hard Rock mod can break that memorization and cause a sort of artificial 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 +### 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. -Although 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_Modifiers/Hidden) mod. +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_Modifiers/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 +### osu!catch -In osu!catch, the Hard Rock mod has several effects. In addition to making the palyer 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. +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 +### 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_Modifiers/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" diff --git a/wiki/Game_Modifiers/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md index 361f1fb81295..31d38222ec46 100644 --- a/wiki/Game_Modifiers/Hidden/en.md +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -19,18 +19,18 @@ tags: - Abbreviation: HD - Type: Difficulty Increasing -- Score Multiplier: +- 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: +- 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_Modifiers/Fadein) +- Variant (osu!mania): [Fade In](/wiki/Game_Modifiers/Fade_In) ## Description The **Hidden** mod is a [game modifier](/wiki/Game_Modifiers) 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 +### 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. @@ -38,7 +38,7 @@ Although it should be noted that the Hidden mod is considered the easiest diffic -## osu!taiko +### 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. @@ -48,7 +48,7 @@ Unlike osu!standard, the Hidden mod is typically regarded as much harder to read -## osu!catch +### osu!catch In [osu!catch](/wiki/Game_Modes/osu!catch), the Hidden mod causes the fruits to fade out about halfway down the screen. @@ -56,7 +56,7 @@ The effects on difficulty for osu!catch regarding the use of the Hidden mod vary -## osu!mania +### 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. diff --git a/wiki/Game_Modifiers/Mirror/en.md b/wiki/Game_Modifiers/Mirror/en.md index 063264c5ae5b..f0de423c9046 100644 --- a/wiki/Game_Modifiers/Mirror/en.md +++ b/wiki/Game_Modifiers/Mirror/en.md @@ -27,7 +27,7 @@ The reasoning behind this is that many osu!mania beatmaps are mapped by right-ha ## 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, but was due to the Mirror mod's nature of accessibilty, it was added into the Stable release of osu! at the time. + - 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. diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index 0f7b70dd7bd0..ef399e2deebc 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -21,10 +21,10 @@ tags: - Abbreviation: NC - Type: Difficulty Increasing -- Score Multiplier: +- 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: -- Compatible game modes: ![][o!s] ![][o!t] ![][o!c]![][o!m] +- Caption: `uguuuuuuuu` +- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] - Varaint: [Double Time](/wiki/Game_Modifiers/Double_Time) ## Description @@ -35,10 +35,10 @@ The Score Multiplier stays the same as it would with Double Time enabled, and th This mod has the same effect across all gamemodes. -### Trivia +## 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 mod gets it name from the genre (or in some cases, 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. +- 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" diff --git a/wiki/Game_Modifiers/No_Fail/en.md b/wiki/Game_Modifiers/No_Fail/en.md index f963a5a64c4a..5decd376ea3d 100644 --- a/wiki/Game_Modifiers/No_Fail/en.md +++ b/wiki/Game_Modifiers/No_Fail/en.md @@ -17,9 +17,9 @@ tags: - Abbreviation: NF - Type: Difficulty Reduction -- Score Multiplier: +- Score Multiplier: 0.50x - Default shortcut key: `W` -- Caption: +- Caption: `You can't fail. No matter what.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description diff --git a/wiki/Game_Modifiers/No_Mod/en.md b/wiki/Game_Modifiers/No_Mod/en.md deleted file mode 100644 index 960c6f694bf0..000000000000 --- a/wiki/Game_Modifiers/No_Mod/en.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -stub: true -tags: - - no mod - - nomod - - no-mod - - NM - - normal - - normal mod ---- - - - -# No mod (term) - -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* - -*See also: [Free mod](/wiki/Game_Modifiers/Free_mod)* - -## About - -- Abbreviation: NM -- Alternative spellings: `NoMod`, `No-mod`, `Normal Mod` - -## Description - -**No mod** (NM) is a term used to describe a play that does not use any [Game Modifiers](/wiki/Game_Modifiers). The term is most commonly used in [tournaments]() to distinguish certain categories or restrictions. But "No Mod" is also used to distinguish certain "types" of players or plays. - -## Use - -### Tournaments - - - -### Regular players - -"No mod" is also very common term amongst regular players. For example, a player who typically enjoys playing with no game modifiers enabled, and has many of their top plays use no mods, they would typically be called a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_Modifiers/No_Video/en.md b/wiki/Game_Modifiers/No_Video/en.md index fb16e6338087..981435872e11 100644 --- a/wiki/Game_Modifiers/No_Video/en.md +++ b/wiki/Game_Modifiers/No_Video/en.md @@ -7,6 +7,9 @@ tags: - game modifier --- + + # No Video (mod) ![NV mod icon](/wiki/shared/mods/NV.png "No Video (NV) mod icon") @@ -17,9 +20,6 @@ tags: - Abbreviation: NV - Type: Special -- Score Multiplier: -- Default shortcut key: n/ -- Caption: - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description @@ -28,14 +28,9 @@ tags: The **No Video** mod was a [game modifier](/wiki/Game_Modifiers) 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 is no longer being used. +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_Modifiers/No_mod/en.md b/wiki/Game_Modifiers/No_mod/en.md new file mode 100644 index 000000000000..74fd95f57c93 --- /dev/null +++ b/wiki/Game_Modifiers/No_mod/en.md @@ -0,0 +1,30 @@ +--- +stub: true +tags: + - no mod + - nomod + - no-mod + - NM + - normal + - normal mod +--- + + + +# No mod (term) + +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* + +*See also: [Free mod](/wiki/Game_Modifiers/Free_mod)* + +## About + +- Abbreviation: NM +- Alternative spellings: `NoMod`, `No-mod`, `Normal Mod` + +## Description + +**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_Modifiers). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. + +Regarding usage of the term among everyday, common players, it is used to define plays and players. For example, one could call a player who typically enjoys playing with no game modifiers enabled (and/or has many of their top plays use no mods) a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index ad8aaf4463b0..b22e9fd112ca 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -19,9 +19,9 @@ tags: - Abbreviation: PF - Type: Difficulty Increase -- Score Multiplier: +- Score Multiplier: 1.00x - Default shortcut key: `S` `S` or `Shift`+`S` -- Caption: +- Caption: `SS or quit.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] - Variant: [Sudden Death](/wiki/Game_Modifiers/Sudden_Death) @@ -29,14 +29,14 @@ tags: The **Perfect** mod is a [game modifier](/wiki/Game_Modifiers) 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: +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: +Any of the following acts **will not cause** the Perfect mod to restart the beatmap: - Obtaining a `300` - Completing a spinner @@ -45,9 +45,9 @@ Any of the following acts **will not** cause the Perfect mod to restart the beat This mod has the same effect across all [game modes](/wiki/Game_Modes) -### Trivia +## 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-restart. +- 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_Modifiers/Sudden_Death) mod. [o!s]: /wiki/shared/mode/osu.png "osu!standard" diff --git a/wiki/Game_Modifiers/Random/en.md b/wiki/Game_Modifiers/Random/en.md index acf20a20a08e..64296831717a 100644 --- a/wiki/Game_Modifiers/Random/en.md +++ b/wiki/Game_Modifiers/Random/en.md @@ -15,15 +15,15 @@ tags: - Abbreviation: RD - Type: Special -- Score Multiplier: +- Score Multiplier: 0.00x - Default shortcut key: `X` -- Caption: +- Caption: `Shuffle around the notes!` - Compatible game modes: ![][o!m] ## Description - +The **Random** mod is a [game modifier](/wiki/Game_Modifiers) 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. -The **Random** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aims to give players an interesting and fun experience for osu!mania by randomizing the note placement. The Random mod will not change the length of the notes, and it is not shuffled every time Random is used. + [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md index dedf38bf6f9e..60c635e6f360 100644 --- a/wiki/Game_Modifiers/Relax/en.md +++ b/wiki/Game_Modifiers/Relax/en.md @@ -17,9 +17,9 @@ tags: - Abbreviation: RL - Type: Special -- Score Multiplier: +- Score Multiplier: 0.00x - Default shortcut key: `Z` -- Caption: +- 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 Katy's. ** UNRANKED **` • ![][o!c]: `Use the mouse to control the catcher. ** UNRANKED **` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ## Description @@ -28,13 +28,13 @@ tags: The **Relax** mod is a [game modifier](/wiki/Game_Modifiers) 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 +### 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 or RPM) value will be doubled, allowing the player to spin much faster and thus obtain a higher score than would in a regualr play. -## osu!taiko +### 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. @@ -42,7 +42,7 @@ Along with this, the Relax mod will also give more lenient timing to collect the Unlike osu!standard, in osu!taiko, the Relax mod *will* display score, combo, and misses. -## osu!catch +### 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. diff --git a/wiki/Game_Modifiers/ScoreV2/en.md b/wiki/Game_Modifiers/ScoreV2/en.md index f0eea192bedb..81f91138e994 100644 --- a/wiki/Game_Modifiers/ScoreV2/en.md +++ b/wiki/Game_Modifiers/ScoreV2/en.md @@ -19,9 +19,8 @@ tags: - Abbreviation: SV2 - Type: Special -- Score Multiplier: -- Default shortcut key: -- Caption: +- Score Multiplier: 1.00x +- Caption: `Try the future scoring system. ** UNRANKED **` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] ## Description @@ -34,11 +33,11 @@ The **ScoreV2** mod is a mod that uses the prototype ScoreV2 value system instea This mod has the same effect across all game modes. -### Trivia +## 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" \ No newline at end of file +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Score_Multiplier/en.md b/wiki/Game_Modifiers/Score_Multiplier/en.md index 33ce74dbc5b5..6d7fd4b509b0 100644 --- a/wiki/Game_Modifiers/Score_Multiplier/en.md +++ b/wiki/Game_Modifiers/Score_Multiplier/en.md @@ -5,9 +5,6 @@ tags: - score --- - - # Score Multiplier *See also: [Game Modifiers](/wiki/Game_Modifiers)* @@ -16,10 +13,14 @@ tags: 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_Modifiers). -For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_Modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is x. The formula below describes how the values are multiplied. +For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_Modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. -However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_Modifiers/Half_Time) mod are enabled, the final value will be x. (Calculated as ) +However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_Modifiers/Half_Time) mod are enabled, the final value will be . (Calculated as ) + + + +## Trivia - \ No newline at end of file +- 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_Modifiers/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md index d9bdd3bf734b..bfb576373b3f 100644 --- a/wiki/Game_Modifiers/Spun_Out/en.md +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -18,9 +18,9 @@ tags: - Abbreviation: SO - Type: Special -- Score Multiplier: +- Score Multiplier: 0.90x - Default shortcut key: `C` -- Caption: +- Caption: `Spinners will be automatically completed.` - Compatible game modes: ![][o!s] ## Description @@ -30,8 +30,3 @@ The **Spun Out** mod is a [game modifier](/wiki/Game_Modifiers) that is aims to 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_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md index 392d2ea4ea1d..7a9c061cbf4a 100644 --- a/wiki/Game_Modifiers/Sudden_Death/en.md +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -19,9 +19,9 @@ tags: - Abbreviation: SD - Type: Difficulty Increasing -- Score Multiplier: +- Score Multiplier: 1.00x - Default shortcut key: `S` -- Caption: +- Caption: `Miss a note and fail.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] - Variant: [Perfect](/wiki/Game_Modifiers/Perfect) @@ -31,7 +31,7 @@ The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) that causes To be more specific, the Sudden Death mod will only fail the beatmap if any of the following happen: -- Missing a note (circle, [sliderhead](/wiki/Hit_object/Sliderhead)) +- Missing a note - Failing to collect a slider tick (osu!standard only) - Failing to complete a spinner @@ -47,8 +47,9 @@ 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" \ No newline at end of file +[o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 4895ba6d52ff..8f30de8f4c70 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -1,6 +1,6 @@ +- Add TP sections --> # Summary of game modifiers @@ -20,32 +20,30 @@ | ![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 | `SS or quit.` | +| ![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 Katy'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 | `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` | -| ![Spun Out](/wiki/shared/mods/SO.png) | Spun Out (SO) | • ![][o!s]: 0.90x | `Spinners will be automatically completed.` | +| ![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)) | `Double the key amount, double the fun!` | +| ![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 | `Try the future scoring system. ** UNRANKED **` | +| ![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 **` | - - ## *x*K mod score multipliers *Notice: 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 | +| 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 | @@ -56,7 +54,7 @@ *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.* -| | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K | +| 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 | diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index fc09575c723a..2500c508c3de 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -20,24 +20,22 @@ tags: - Abbreviation: TP - Type: Special (Experimental) -- Score Multiplier: -- Default shortcut key: n/a -- Caption: +- 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_Modifiers) that removes all the mapped [hit objects](/wiki/Hit_object) and replaces them with a simplfieid 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 mode's use is mostly for fun, but is also used to practice maintaining a consistent tempo. +The mod's use is mostly for fun, but is also used to practice maintaining a consistent tempo. + + -### Trivia +## 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. diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_modifiers/en.md similarity index 52% rename from wiki/Game_Modifiers/en.md rename to wiki/Game_modifiers/en.md index f71276589d07..91cfef4c02c9 100644 --- a/wiki/Game_Modifiers/en.md +++ b/wiki/Game_modifiers/en.md @@ -1,3 +1,18 @@ +--- +tags: + - mod + - game modifier + - overview + - list of mods +--- + + + + + # Game modifiers *Not to be confused with [modding](/wiki/Modding)* @@ -8,11 +23,9 @@ 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 i 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 seperated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the `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 +On the selection screen, mods are seperated 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 Modifiers)](/wiki/Game_Modifiers/Summary)* @@ -40,8 +53,8 @@ Each of the mods below listed will have their compitable game modes' icon (![][o - [Relax (RL)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] - [Autopilot (AP)](/wiki/Game_Modifiers/Autopilot) ![][o!s] ![][o!t] ![][o!c] - [Spun Out (SO)](/wiki/Game_Modifiers/Spun_Out) ![][o!s] -- [4k (xK)](/wiki/Game_Modifiers/4k) ![][o!m] -- [Co-op (CP)](/wiki/Game_Modifiers/Coop) ![][o!m] +- [4K (xK)](/wiki/Game_Modifiers/4k) ![][o!m] +- [Co-op (CP)](/wiki/Game_Modifiers/Co-op) ![][o!m] - [Mirror](/wiki/Game_Modifiers/Mirror) ![][o!m] - [Random (RD)](/wiki/Game_Modifiers/Random) ![][o!m] - [Auto (AT)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] @@ -49,29 +62,14 @@ Each of the mods below listed will have their compitable game modes' icon (![][o - [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** -### Old Mods +### Other *Note: these mods were used and available some time ago, but are now unavailable.* -- [10k](/wiki/Game_Modifiers/10k) ![][o!m] -- [Fade-out](/wiki/Game_Modifiers/Fadeout) ![][o!m] +- [10K](/wiki/Game_Modifiers/10k) ![][o!m] +- [Fade Out](/wiki/Game_Modifiers/Fad_Out) ![][o!m] - [No Video](/wiki/Game_Modifiers/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -## 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. -- Some (if not, most) players argue that the Easy mod fails to make beatmaps easier to play. Many claim that the circles become comically large and that the low [AR](/wiki/Beatmapping/Approach_rate) makes the beatmap nearly impossible to read. This is most prevalent on more difficult beatmaps. - - These points are elaborated upon in the "[Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606)" feature request to improve the mod, by Lybydose. -- 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 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 the Co-op mod, it is entirely possible to increase the key count in osu!mania to 18 Keys (9K mod -> 9K + 9K = 18K). Though this is only applied to non-specific difficulties. - [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" From b20790641768c4d37f31af33c597959d76a46d42 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Mon, 27 Jul 2020 19:02:58 -0500 Subject: [PATCH 59/72] Add existing images; update file names almost ready --- wiki/Game_Modifiers/10K/en.md | 6 +-- wiki/Game_Modifiers/4K/en.md | 4 +- wiki/Game_Modifiers/Auto/en.md | 4 +- wiki/Game_Modifiers/Autopilot/en.md | 8 +-- wiki/Game_Modifiers/Cinema/en.md | 4 +- wiki/Game_Modifiers/Co-op/en.md | 4 +- wiki/Game_Modifiers/Double_Time/en.md | 10 ++-- wiki/Game_Modifiers/Easy/en.md | 8 +-- wiki/Game_Modifiers/Fade_In/en.md | 8 +-- wiki/Game_Modifiers/Fade_Out/en.md | 6 +-- wiki/Game_Modifiers/Flashlight/en.md | 8 +-- wiki/Game_Modifiers/Free_mod/en.md | 6 +-- wiki/Game_Modifiers/Half_Time/en.md | 8 +-- wiki/Game_Modifiers/Hard_Rock/en.md | 8 +-- wiki/Game_Modifiers/Hidden/en.md | 16 +++--- wiki/Game_Modifiers/Mirror/en.md | 4 +- wiki/Game_Modifiers/Nightcore/en.md | 8 +-- wiki/Game_Modifiers/No_Fail/en.md | 4 +- wiki/Game_Modifiers/No_Video/en.md | 4 +- wiki/Game_Modifiers/No_mod/en.md | 6 +-- wiki/Game_Modifiers/Perfect/en.md | 10 ++-- wiki/Game_Modifiers/Random/en.md | 6 +-- wiki/Game_Modifiers/Relax/en.md | 4 +- wiki/Game_Modifiers/ScoreV2/en.md | 2 +- wiki/Game_Modifiers/Score_Multiplier/en.md | 8 +-- wiki/Game_Modifiers/Spun_Out/en.md | 4 +- wiki/Game_Modifiers/Sudden_Death/en.md | 10 ++-- wiki/Game_Modifiers/Summary/en.md | 6 +-- wiki/Game_Modifiers/Target_Practice/en.md | 4 +- wiki/Game_modifiers/en.md | 58 +++++++++++----------- 30 files changed, 122 insertions(+), 124 deletions(-) diff --git a/wiki/Game_Modifiers/10K/en.md b/wiki/Game_Modifiers/10K/en.md index 12b1d3f3f472..8412bcb246ef 100644 --- a/wiki/Game_Modifiers/10K/en.md +++ b/wiki/Game_Modifiers/10K/en.md @@ -14,9 +14,9 @@ tags: ![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [4K (*x*K) (mod)](/wiki/Game_Modifiers/4K)* +*Not to be confused with [4K (*x*K) (mod)](/wiki/Game_modifiers/4K)* ## About @@ -27,6 +27,6 @@ tags: *Notice: this mod is no longer available for use.* -The **10K** mod was a [game modifier](/wiki/Game_Modifiers) 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 [*x*K](/wiki/Game_Modifiers/4K) mods, and thus was not rankable. +The **10K** mod was a [game modifier](/wiki/Game_modifiers) 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 [*x*K](/wiki/Game_modifiers/4K) mods, and thus was not rankable. [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index 15b23b63a78e..cdf5ef578b6e 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -11,7 +11,7 @@ tags: ![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 Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -25,7 +25,7 @@ tags: *Notice: all *x*K mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* -The **4K** (collectively called ***x*K**) is a [game modifier](/wiki/Game_Modifiers) 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 **4K** (collectively called ***x*K**) is a [game modifier](/wiki/Game_modifiers) 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 *x*K mods: diff --git a/wiki/Game_Modifiers/Auto/en.md b/wiki/Game_Modifiers/Auto/en.md index d915ed0d2252..e520584d8a22 100644 --- a/wiki/Game_Modifiers/Auto/en.md +++ b/wiki/Game_Modifiers/Auto/en.md @@ -11,9 +11,9 @@ tags: ![AT mod icon](/wiki/shared/mods/AT.png "Auto (AT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Autopilot (mod)](/wiki/Game_Modifiers/Autopilot)* +*Not to be confused with [Autopilot (mod)](/wiki/Game_modifiers/Autopilot)* ## About diff --git a/wiki/Game_Modifiers/Autopilot/en.md b/wiki/Game_Modifiers/Autopilot/en.md index 22a26199f195..d765605b0986 100644 --- a/wiki/Game_Modifiers/Autopilot/en.md +++ b/wiki/Game_Modifiers/Autopilot/en.md @@ -12,9 +12,9 @@ tags: ![(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_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Auto (mod)](/wiki/Game_Modifiers/Auto)* +*Not to be confused with [Auto (mod)](/wiki/Game_modifiers/Auto)* ## About @@ -29,10 +29,10 @@ tags: *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_Modifiers) 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 is a [game modifier](/wiki/Game_modifiers) 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 Auto Pilot 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_Modifiers/Spun_Out) mod, thus the player cannot increase the SPM by spinning the spinner with their cursor. +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_modifiers/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_Modifiers/Cinema/en.md b/wiki/Game_Modifiers/Cinema/en.md index c6f6f8165932..aaefa02d18ea 100644 --- a/wiki/Game_Modifiers/Cinema/en.md +++ b/wiki/Game_Modifiers/Cinema/en.md @@ -11,7 +11,7 @@ tags: ![CM mod icon](/wiki/shared/mods/CM.png "Cinema (CM) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* *Not to be confused with [Cinematography](https://en.wikipedia.org/wiki/Cinematography "Wikipedia")* @@ -27,7 +27,7 @@ tags: *Notice: enabling the Cinema mod will result in an unranked play.* -The **Cinema** mod is a [game modifier](/wiki/Game_Modifiers) 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_Modifiers/Auto) mod, but with **only the background and storyboard being displayed**. +The **Cinema** mod is a [game modifier](/wiki/Game_modifiers) 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_modifiers/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%. diff --git a/wiki/Game_Modifiers/Co-op/en.md b/wiki/Game_Modifiers/Co-op/en.md index 02d8ef0908ca..16e91b61b402 100644 --- a/wiki/Game_Modifiers/Co-op/en.md +++ b/wiki/Game_Modifiers/Co-op/en.md @@ -13,7 +13,7 @@ tags: ![Co-op mod icon](/wiki/shared/mods/CP.png "Co-op (CO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* *Not to be confused with [Multiplayer](/wiki/Multi)* @@ -29,7 +29,7 @@ tags: *Notice: enabling the Co-op mod will result in an unranked play.* -The **Co-op** mod is a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield 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). +The **Co-op** mod is a [game modifier](/wiki/Game_modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield 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") diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_Modifiers/Double_Time/en.md index 628eb8f56906..e10037018248 100644 --- a/wiki/Game_Modifiers/Double_Time/en.md +++ b/wiki/Game_Modifiers/Double_Time/en.md @@ -11,9 +11,9 @@ tags: ![DT mod icon](/wiki/shared/mods/DT.png "Double Time (DT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*See also: [Nightcore (mod)](/wiki/Game_Modifiers/Nightcore)* +*See also: [Nightcore (mod)](/wiki/Game_modifiers/Nightcore)* ## About @@ -23,13 +23,13 @@ tags: - Default shortcut key: `D` - Caption: `Zoooooooooom.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- Variant: [Nightcore](/wiki/Game_Modifiers/Nightcore) +- Variant: [Nightcore](/wiki/Game_modifiers/Nightcore) ## Description *Note: the method used to increased the speed does not increase the pitch of the song.* -The **Double Time** mod is a [game modifier](/wiki/Game_Modifiers) 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 a [game modifier](/wiki/Game_modifiers) 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!). @@ -50,7 +50,7 @@ Although this mod does greatly increase the hyperdash leniency, making fruits re - 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](/wiki/Game_modifiers/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" diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index adab6267a69f..737568c0a35a 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -11,7 +11,7 @@ tags: ![EZ mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -24,7 +24,7 @@ tags: ## Description -The **Easy** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **Easy** mod is a [game modifier](/wiki/Game_modifiers) 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 wil 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. @@ -64,9 +64,9 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the effects are the same as in osu!t ## 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_Modifiers/No_Fail) mod on. +- 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_modifiers/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_Modifiers/Hard_Rock) mod, and vice-versa. +- The Easy mod will cancel out the [Hard Rock](/wiki/Game_modifiers/Hard_Rock) mod, and vice-versa. [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Fade_In/en.md b/wiki/Game_Modifiers/Fade_In/en.md index 79372ae47a85..c00bc8f81a48 100644 --- a/wiki/Game_Modifiers/Fade_In/en.md +++ b/wiki/Game_Modifiers/Fade_In/en.md @@ -11,9 +11,9 @@ tags: ![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_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Hidden) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* +*Not to be confused with [Hidden (mod)](/wiki/Game_modifiers/Hidden) or [Flashlight (mod)](/wiki/Game_modifiers/Flashlight)* ## About @@ -22,11 +22,11 @@ tags: - Score Multiplier: 1.00x - Default shortcut key: `F` - Compatible game modes: ![][o!m] -- Variant: [Hidden](/wiki/Game_Modifiers/Hidden) +- Variant: [Hidden](/wiki/Game_modifiers/Hidden) ## Description -The **Fade In** mod is a [game modifier](/wiki/Game_Modifiers) 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 **Fade In** mod is a [game modifier](/wiki/Game_modifiers) 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. diff --git a/wiki/Game_Modifiers/Fade_Out/en.md b/wiki/Game_Modifiers/Fade_Out/en.md index 9d05c1872ecf..e71813d4dbb7 100644 --- a/wiki/Game_Modifiers/Fade_Out/en.md +++ b/wiki/Game_Modifiers/Fade_Out/en.md @@ -15,9 +15,9 @@ tags: ![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Fade In (mod)](/wiki/Game_Modifiers/Fadein) or [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* +*Not to be confused with [Fade In (mod)](/wiki/Game_modifiers/Fadein) or [Hidden (mod)](/wiki/Game_modifiers/Hidden)* ## About @@ -30,7 +30,7 @@ tags: *Notice: this mod is no longer available for use.* -The **Fade Out** mod was a [game modifier](/wiki/Game_Modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_Modifiers/Fadeout) 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 **Fade Out** mod was a [game modifier](/wiki/Game_modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_modifiers/Fadeout) 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. diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_Modifiers/Flashlight/en.md index a4b6ab7e6738..dc721f57f39b 100644 --- a/wiki/Game_Modifiers/Flashlight/en.md +++ b/wiki/Game_Modifiers/Flashlight/en.md @@ -11,9 +11,9 @@ tags: ![FL mod icon](/wiki/shared/mods/FL.png "Flashlight (FL) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Hidden (mod)](/wiki/Game_Modifiers/Hidden)* +*Not to be confused with [Hidden (mod)](/wiki/Game_modifiers/Hidden)* ## About @@ -26,7 +26,7 @@ tags: ## Description -The **Flashlight** mod is a [game modifier](/wiki/Game_Modifiers/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen. +The **Flashlight** mod is a [game modifier](/wiki/Game_modifiers/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen. ### osu!standard @@ -60,7 +60,7 @@ When paired with the Hidden mod, the fruits are momentarily visible if the catch ### 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_Modifiers/Fade-In) mod combined. (That is, without the changing sizes of the visible area.) +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_modifiers/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") diff --git a/wiki/Game_Modifiers/Free_mod/en.md b/wiki/Game_Modifiers/Free_mod/en.md index 69932a6cf0c9..59fd35d80b94 100644 --- a/wiki/Game_Modifiers/Free_mod/en.md +++ b/wiki/Game_Modifiers/Free_mod/en.md @@ -11,9 +11,9 @@ tags: # Free mod (tournament category) -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*See also: [No mod](/wiki/Game_Modifiers/No_mod)* +*See also: [No mod](/wiki/Game_modifiers/No_mod)* ## About @@ -22,6 +22,6 @@ tags: ## Description -**Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_Modifiers) that they wish (exlcuding unranked mods). +**Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_modifiers) that they wish (exlcuding unranked mods). "Free mod" may also be used within organized [Multiplayer]() parties/matches to describe similar circumstances: (players/teams playing the selected [beatmap](/wiki/Beatmaps) with whatever mods they wish) diff --git a/wiki/Game_Modifiers/Half_Time/en.md b/wiki/Game_Modifiers/Half_Time/en.md index e62e008c78d1..c5af3750e8c4 100644 --- a/wiki/Game_Modifiers/Half_Time/en.md +++ b/wiki/Game_Modifiers/Half_Time/en.md @@ -11,7 +11,7 @@ tags: ![HT mod icon](/wiki/shared/mods/HT.png "Half Time (HT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -26,13 +26,13 @@ tags: *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_Modifiers) 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. +The **Half-Time** mod is a [game modifier](/wiki/Game_modifiers) 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. -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_Modifiers/Hard_Rock) is turned on simultaneously. +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_modifiers/Hard_Rock) is turned on simultaneously. ### osu!catch @@ -47,7 +47,7 @@ In addition to this, the leniency for hyperdashes are increases, making it much - 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](/wiki/Game_modifiers/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" diff --git a/wiki/Game_Modifiers/Hard_Rock/en.md b/wiki/Game_Modifiers/Hard_Rock/en.md index be5101158086..f3d10293bd11 100644 --- a/wiki/Game_Modifiers/Hard_Rock/en.md +++ b/wiki/Game_Modifiers/Hard_Rock/en.md @@ -11,7 +11,7 @@ tags: ![HR mod icon](/wiki/shared/mods/HR.png "Hard Rock (HR) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -24,7 +24,7 @@ tags: ## Description -The **Hard Rock** mod is a [game modifier](/wiki/Game_Modifiers) 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%. +The **Hard Rock** mod is a [game modifier](/wiki/Game_modifiers) 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 @@ -38,7 +38,7 @@ And if a player has memorized or become familiar with the movements and patterns 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_Modifiers/Hidden) mod. +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_modifiers/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). @@ -59,7 +59,7 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), only the judgement difficulty (OD) a ## 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_Modifiers/Easy) mod. And vice-versa. +- The Hard Rock mod will cancel out the [Easy](/wiki/Game_modifiers/Easy) mod. And vice-versa. [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Hidden/en.md b/wiki/Game_Modifiers/Hidden/en.md index 31d38222ec46..430886b67a5c 100644 --- a/wiki/Game_Modifiers/Hidden/en.md +++ b/wiki/Game_Modifiers/Hidden/en.md @@ -11,9 +11,9 @@ tags: ![HD mod icon](/wiki/shared/mods/HD.png "Hidden (HD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*Not to be confused with [Fade In (mod)](/wiki/Game_Modifiers/Fade_In) or [Flashlight (mod)](/wiki/Game_Modifiers/Flashlight)* +*Not to be confused with [Fade In (mod)](/wiki/Game_modifiers/Fade_In) or [Flashlight (mod)](/wiki/Game_modifiers/Flashlight)* ## About @@ -24,11 +24,11 @@ tags: - 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_Modifiers/Fade_In) +- Variant (osu!mania): [Fade In](/wiki/Game_modifiers/Fade_In) ## Description -The **Hidden** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **Hidden** mod is a [game modifier](/wiki/Game_modifiers) 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 @@ -36,7 +36,7 @@ In [osu!standard](/wiki/Game_Modes/osu!), the Hidden mod eliminates the approach 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](/wiki/Game_modifiers/img/GM_HD_O.jpg "Screenshot of osu!standard gameplay with the Hidden mod") ### osu!taiko @@ -46,7 +46,7 @@ On beatmaps with high overall difficulty, the Hidden mod is used by experienced 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](/wiki/Game_modifiers/img/GM_HD_T.jpg "Screenshot of osu!taiko gameplay with the Hidden mod") ### osu!catch @@ -54,13 +54,13 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Hidden mod causes the fruits to 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](/wiki/Game_modifiers/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](/wiki/Game_modifiers/img/GM_HD2_M.jpg "Screenshots of osu!mania gameplay with the Hidden mod, at different combo milestones") ## Trivia diff --git a/wiki/Game_Modifiers/Mirror/en.md b/wiki/Game_Modifiers/Mirror/en.md index f0de423c9046..70b6ff21d2f5 100644 --- a/wiki/Game_Modifiers/Mirror/en.md +++ b/wiki/Game_Modifiers/Mirror/en.md @@ -9,7 +9,7 @@ tags: ![MR mod icon](/wiki/shared/mods/MR.png "Mirror (MR) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - Abbreviation: MR - Type: Special @@ -18,7 +18,7 @@ tags: ## Description -The **Mirror** mod is [game modifier](/wiki/Game_Modifiers) 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 **Mirror** mod is [game modifier](/wiki/Game_modifiers) 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: diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_Modifiers/Nightcore/en.md index ef399e2deebc..906d78cfbdd1 100644 --- a/wiki/Game_Modifiers/Nightcore/en.md +++ b/wiki/Game_Modifiers/Nightcore/en.md @@ -11,11 +11,11 @@ tags: ![NC mod icon](/wiki/shared/mods/NC.png "Nightcore (NC) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* *Not to be confused with [Nightcore (genre)](https://en.wikipedia.org/wiki/Nightcore "Wikipedia")* -*See also: [Double Time (mod)](/wiki/Game_Modifiers/Double_Time)* +*See also: [Double Time (mod)](/wiki/Game_modifiers/Double_Time)* ## About @@ -25,11 +25,11 @@ tags: - 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_Modifiers/Double_Time) +- Varaint: [Double Time](/wiki/Game_modifiers/Double_Time) ## Description -The **Nightcore** mod is a [game modifier](/wiki/Game_Modifiers) 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 **Nightcore** mod is a [game modifier](/wiki/Game_modifiers) 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 stays the same as it would with Double Time enabled, and the beatmap itself is unaffected beyond what Double Time will do. diff --git a/wiki/Game_Modifiers/No_Fail/en.md b/wiki/Game_Modifiers/No_Fail/en.md index 5decd376ea3d..b0e9967be4d4 100644 --- a/wiki/Game_Modifiers/No_Fail/en.md +++ b/wiki/Game_Modifiers/No_Fail/en.md @@ -11,7 +11,7 @@ tags: ![NF mod icon](/wiki/shared/mods/NF.png "No Fail (NF) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -26,7 +26,7 @@ tags: *Notice: usage of the No Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* -The **No Fail** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **No Fail** mod is a [game modifier](/wiki/Game_modifiers) 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). diff --git a/wiki/Game_Modifiers/No_Video/en.md b/wiki/Game_Modifiers/No_Video/en.md index 981435872e11..da65ff6ae65b 100644 --- a/wiki/Game_Modifiers/No_Video/en.md +++ b/wiki/Game_Modifiers/No_Video/en.md @@ -14,7 +14,7 @@ tags: ![NV mod icon](/wiki/shared/mods/NV.png "No Video (NV) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -26,7 +26,7 @@ tags: *Notice: this mod is no longer available for use.* -The **No Video** mod was a [game modifier](/wiki/Game_Modifiers) that enabled players to disable the background video of a [beatmap](/wiki/Beatmaps). This was used to help improve framerate and game performance. +The **No Video** mod was a [game modifier](/wiki/Game_modifiers) 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. diff --git a/wiki/Game_Modifiers/No_mod/en.md b/wiki/Game_Modifiers/No_mod/en.md index 74fd95f57c93..7c8ba41d344c 100644 --- a/wiki/Game_Modifiers/No_mod/en.md +++ b/wiki/Game_Modifiers/No_mod/en.md @@ -14,9 +14,9 @@ tags: # No mod (term) -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*See also: [Free mod](/wiki/Game_Modifiers/Free_mod)* +*See also: [Free mod](/wiki/Game_modifiers/Free_mod)* ## About @@ -25,6 +25,6 @@ tags: ## Description -**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_Modifiers). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. +**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_modifiers). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. Regarding usage of the term among everyday, common players, it is used to define plays and players. For example, one could call a player who typically enjoys playing with no game modifiers enabled (and/or has many of their top plays use no mods) a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_Modifiers/Perfect/en.md index b22e9fd112ca..06424755b423 100644 --- a/wiki/Game_Modifiers/Perfect/en.md +++ b/wiki/Game_Modifiers/Perfect/en.md @@ -11,9 +11,9 @@ tags: ![PF mod icon](/wiki/shared/mods/PF.png "Perfect (PF) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*See also: [Sudden Death (mod)](/wiki/Game_Modifiers/Sudden_Death)* +*See also: [Sudden Death (mod)](/wiki/Game_modifiers/Sudden_Death)* ## About @@ -23,11 +23,11 @@ tags: - 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_Modifiers/Sudden_Death) +- Variant: [Sudden Death](/wiki/Game_modifiers/Sudden_Death) ## Description -The **Perfect** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **Perfect** mod is a [game modifier](/wiki/Game_modifiers) 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: @@ -48,7 +48,7 @@ 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_Modifiers/Sudden_Death) mod. +- The Perfect mod is a variant of the [Sudden Death](/wiki/Game_modifiers/Sudden_Death) mod. [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_Modifiers/Random/en.md b/wiki/Game_Modifiers/Random/en.md index 64296831717a..dc0eabfb8825 100644 --- a/wiki/Game_Modifiers/Random/en.md +++ b/wiki/Game_Modifiers/Random/en.md @@ -9,7 +9,7 @@ tags: ![RD mod icon](/wiki/shared/mods/RD.png "Random (RD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -22,8 +22,8 @@ tags: ## Description -The **Random** mod is a [game modifier](/wiki/Game_Modifiers) 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. +The **Random** mod is a [game modifier](/wiki/Game_modifiers) 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](/wiki/Game_modifiers/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/Relax/en.md b/wiki/Game_Modifiers/Relax/en.md index 60c635e6f360..9f4c0d987a15 100644 --- a/wiki/Game_Modifiers/Relax/en.md +++ b/wiki/Game_Modifiers/Relax/en.md @@ -11,7 +11,7 @@ tags: ![RL mod icon](/wiki/shared/mods/RL.png "Relax (RL) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -26,7 +26,7 @@ tags: *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_Modifiers) 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. +The **Relax** mod is a [game modifier](/wiki/Game_modifiers) 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 diff --git a/wiki/Game_Modifiers/ScoreV2/en.md b/wiki/Game_Modifiers/ScoreV2/en.md index 81f91138e994..dd33b514ea21 100644 --- a/wiki/Game_Modifiers/ScoreV2/en.md +++ b/wiki/Game_Modifiers/ScoreV2/en.md @@ -11,7 +11,7 @@ tags: ![SV2 mod icon](/wiki/shared/mods/SV2.png "ScoreV2 (SV2) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* *Not to be confused with [Score](/wiki/Score) or [ScoreV1](/wiki/Score/ScoreV1)* diff --git a/wiki/Game_Modifiers/Score_Multiplier/en.md b/wiki/Game_Modifiers/Score_Multiplier/en.md index 6d7fd4b509b0..c65bca493272 100644 --- a/wiki/Game_Modifiers/Score_Multiplier/en.md +++ b/wiki/Game_Modifiers/Score_Multiplier/en.md @@ -7,17 +7,17 @@ tags: # Score Multiplier -*See also: [Game Modifiers](/wiki/Game_Modifiers)* +*See also: [Game Modifiers](/wiki/Game_modifiers)* ## 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_Modifiers). +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_modifiers). -For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_Modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. +For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. -However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_Modifiers/Half_Time) mod are enabled, the final value will be . (Calculated as ) +However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifiers/Half_Time) mod are enabled, the final value will be . (Calculated as ) diff --git a/wiki/Game_Modifiers/Spun_Out/en.md b/wiki/Game_Modifiers/Spun_Out/en.md index bfb576373b3f..7f35ff071ac6 100644 --- a/wiki/Game_Modifiers/Spun_Out/en.md +++ b/wiki/Game_Modifiers/Spun_Out/en.md @@ -12,7 +12,7 @@ tags: ![SO mod icon](/wiki/shared/mods/SO.png "Spun Out (SO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* ## About @@ -25,7 +25,7 @@ tags: ## Description -The **Spun Out** mod is a [game modifier](/wiki/Game_Modifiers) 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 **Spun Out** mod is a [game modifier](/wiki/Game_modifiers) 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. diff --git a/wiki/Game_Modifiers/Sudden_Death/en.md b/wiki/Game_Modifiers/Sudden_Death/en.md index 7a9c061cbf4a..b7fddcd3217e 100644 --- a/wiki/Game_Modifiers/Sudden_Death/en.md +++ b/wiki/Game_Modifiers/Sudden_Death/en.md @@ -11,9 +11,9 @@ tags: ![SD mod icon](/wiki/shared/mods/SD.png "Sudden Death (SD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_Modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* -*See also: [Perfect (mod)](/wiki/Game_Modifiers/Perfect)* +*See also: [Perfect (mod)](/wiki/Game_modifiers/Perfect)* ## About @@ -23,11 +23,11 @@ tags: - 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_Modifiers/Perfect) +- Variant: [Perfect](/wiki/Game_modifiers/Perfect) ## Description -The **Sudden Death** mod is a [game modifier](/wiki/Game_Modifiers) 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, +The **Sudden Death** mod is a [game modifier](/wiki/Game_modifiers) 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: @@ -40,7 +40,7 @@ The Sudden Death mod **will not** fail the beatmap if any of the following happe - 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_Modifiers/Perfect), the beatmap will not automatically retry the map. Instead, the player will be left with a normal failure screen upon missing. +Unlike the Sudden Death mod's variant [Perfect](/wiki/Game_modifiers/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). diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 8f30de8f4c70..868172b4ad49 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -1,9 +1,7 @@ - - - # Summary of game modifiers +*Main page: [Game modifiers](/wiki/Game_modifiers)* + +- [ ] Add Daycore mod --> +![Mod selection screen](/wiki/Game_modifiers/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. @@ -27,48 +27,48 @@ On the selection screen, mods are seperated into three categories: `Difficulty R ## List of mods -*See also: [Summary (Game Modifiers)](/wiki/Game_Modifiers/Summary)* +*See also: [Summary (Game Modifiers)](/wiki/Game_modifiers/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_Modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [No Fail (NF)](/wiki/Game_Modifiers/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Half Time (HT)](/wiki/Game_Modifiers/Half_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Easy (EZ)](/wiki/Game_modifiers/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [No Fail (NF)](/wiki/Game_modifiers/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Half Time (HT)](/wiki/Game_modifiers/Half_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ### Difficulty Increase -- [Hard Rock (HR)](/wiki/Game_Modifiers/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Sudden Death (SD)](/wiki/Game_Modifiers/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - - [Perfect (PF)](/wiki/Game_Modifiers/Perfect) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Double Time (DT)](/wiki/Game_Modifiers/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - - [Nightcore (NC)](/wiki/Game_Modifiers/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Hidden (HD)](/wiki/Game_Modifiers/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - - [Fade In (FI)](/wiki/Game_Modifiers/Fadein) ![][o!m] -- [Flashlight (FL)](/wiki/Game_Modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Hard Rock (HR)](/wiki/Game_modifiers/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Sudden Death (SD)](/wiki/Game_modifiers/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Perfect (PF)](/wiki/Game_modifiers/Perfect) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Double Time (DT)](/wiki/Game_modifiers/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Nightcore (NC)](/wiki/Game_modifiers/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Hidden (HD)](/wiki/Game_modifiers/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Fade In (FI)](/wiki/Game_modifiers/Fade_In) ![][o!m] +- [Flashlight (FL)](/wiki/Game_modifiers/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m] ### Special -- [Relax (RL)](/wiki/Game_Modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] -- [Autopilot (AP)](/wiki/Game_Modifiers/Autopilot) ![][o!s] ![][o!t] ![][o!c] -- [Spun Out (SO)](/wiki/Game_Modifiers/Spun_Out) ![][o!s] -- [4K (xK)](/wiki/Game_Modifiers/4k) ![][o!m] -- [Co-op (CP)](/wiki/Game_Modifiers/Co-op) ![][o!m] -- [Mirror](/wiki/Game_Modifiers/Mirror) ![][o!m] -- [Random (RD)](/wiki/Game_Modifiers/Random) ![][o!m] -- [Auto (AT)](/wiki//Game_Modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] - - [Cinema (CM)](/wiki/Game_Modifiers/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [ScoreV2 (SV2)](/wiki/Game_Modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- [Target Practice (TP)](/wiki/Game_Modifiers/Target_Practice) ![][o!s] **Cutting Edge only** +- [Relax (RL)](/wiki/Game_modifiers/Relax) ![][o!s] ![][o!t] ![][o!c] +- [Autopilot (AP)](/wiki/Game_modifiers/Autopilot) ![][o!s] ![][o!t] ![][o!c] +- [Spun Out (SO)](/wiki/Game_modifiers/Spun_Out) ![][o!s] +- [4K (xK)](/wiki/Game_modifiers/4k) ![][o!m] +- [Co-op (CP)](/wiki/Game_modifiers/Co-op) ![][o!m] +- [Mirror](/wiki/Game_modifiers/Mirror) ![][o!m] +- [Random (RD)](/wiki/Game_modifiers/Random) ![][o!m] +- [Auto (AT)](/wiki//Game_modifiers/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m] + - [Cinema (CM)](/wiki/Game_modifiers/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [ScoreV2 (SV2)](/wiki/Game_modifiers/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [Target Practice (TP)](/wiki/Game_modifiers/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_Modifiers/10k) ![][o!m] -- [Fade Out](/wiki/Game_Modifiers/Fad_Out) ![][o!m] -- [No Video](/wiki/Game_Modifiers/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m] +- [10K](/wiki/Game_modifiers/10k) ![][o!m] +- [Fade Out](/wiki/Game_modifiers/Fad_Out) ![][o!m] +- [No Video](/wiki/Game_modifiers/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" From 69bf017604943b4ef90ebbd9d75ed9a0cb5b1c70 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Mon, 27 Jul 2020 19:09:13 -0500 Subject: [PATCH 60/72] Update Target Practice; fix remarkjs errors --- wiki/Game_Modifiers/4K/en.md | 4 ++-- wiki/Game_Modifiers/Target_Practice/en.md | 8 ++++++-- 2 files changed, 8 insertions(+), 4 deletions(-) diff --git a/wiki/Game_Modifiers/4K/en.md b/wiki/Game_Modifiers/4K/en.md index cdf5ef578b6e..9f01851985d2 100644 --- a/wiki/Game_Modifiers/4K/en.md +++ b/wiki/Game_Modifiers/4K/en.md @@ -15,7 +15,7 @@ tags: ## About -- Abbreviation: *x*K +- 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) @@ -23,7 +23,7 @@ tags: ## Description -*Notice: all *x*K mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* +*Notice: all xK mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* The **4K** (collectively called ***x*K**) is a [game modifier](/wiki/Game_modifiers) 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. diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index c0ed33f71dd5..544c7b211695 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -8,6 +8,9 @@ tags: - cutting edge --- + + # Target Practice (mod) ![TP mod icon](/wiki/shared/mods/TP.png "Target Practice (TP) mod icon") @@ -19,7 +22,7 @@ tags: ## About - Abbreviation: TP -- Type: Special (Experimental) +- Type: Special - Score Multiplier: 1.00x - Compatible game modes: ![][o!s] @@ -31,12 +34,13 @@ The **Target Practice** mod is an experimental [game modifier](/wiki/Game_modifi 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 is also used to practice maintaining a consistent tempo. +The mod's use is mostly for fun, but can also be used to practice maintaining a consistent tempo. ## 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" From 8aec4caa67318abf2124cfe468177ff9649f8ef7 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Mon, 27 Jul 2020 19:15:05 -0500 Subject: [PATCH 61/72] Update Summary --- wiki/Game_Modifiers/Summary/en.md | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md index 868172b4ad49..5b1d238354ad 100644 --- a/wiki/Game_Modifiers/Summary/en.md +++ b/wiki/Game_Modifiers/Summary/en.md @@ -3,11 +3,9 @@ *Main page: [Game modifiers](/wiki/Game_modifiers)* +- Mods are listed in order of appearance on the Mod Selection screen. + - osu!standard is treated as the default and will be displayed before osu!mania specific mods; with exception to "experimental" mods. + - SV2, TP, and DC are listed last because they are considered "experimental". --> *Note: All mods used in osu!mania will never increase the score multiplier.* @@ -34,8 +32,7 @@ | ![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 | | ## *x*K mod score multipliers @@ -61,6 +58,8 @@ ## 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) | @@ -73,7 +72,7 @@ ### osu!mania -| These mods... | ...cancel out these mods. (and vice-cersa) | +| 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) | From 27e53039cc633390f81283e0507f1da5c92271f8 Mon Sep 17 00:00:00 2001 From: paper-toaster Date: Mon, 27 Jul 2020 19:25:03 -0500 Subject: [PATCH 62/72] Ok last commit my bad --- wiki/Game_Modifiers/Easy/en.md | 6 ++---- wiki/Game_Modifiers/Mirror/en.md | 5 ++++- wiki/Game_Modifiers/Target_Practice/en.md | 2 +- 3 files changed, 7 insertions(+), 6 deletions(-) diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_Modifiers/Easy/en.md index 737568c0a35a..f409c7a21e13 100644 --- a/wiki/Game_Modifiers/Easy/en.md +++ b/wiki/Game_Modifiers/Easy/en.md @@ -34,14 +34,12 @@ This refill event will be signaled to the player with the ready sound (`readysou 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](/wiki/Game_modifiers/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 (dispalayed 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. @@ -56,7 +54,7 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the effects the same as in osu!stand 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 diff --git a/wiki/Game_Modifiers/Mirror/en.md b/wiki/Game_Modifiers/Mirror/en.md index 70b6ff21d2f5..f9e3bbb0c74e 100644 --- a/wiki/Game_Modifiers/Mirror/en.md +++ b/wiki/Game_Modifiers/Mirror/en.md @@ -5,6 +5,9 @@ tags: - MR --- + + # Mirror (mod) ![MR mod icon](/wiki/shared/mods/MR.png "Mirror (MR) mod icon") @@ -20,7 +23,7 @@ tags: The **Mirror** mod is [game modifier](/wiki/Game_modifiers) 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. diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_Modifiers/Target_Practice/en.md index 544c7b211695..bdffff509fe1 100644 --- a/wiki/Game_Modifiers/Target_Practice/en.md +++ b/wiki/Game_Modifiers/Target_Practice/en.md @@ -36,7 +36,7 @@ During a play with the Target Practice mod enabled, players will be presented wi The mod's use is mostly for fun, but can also be used to practice maintaining a consistent tempo. - +![TP Gameplay](/wiki/Game_modifiers/img/GM_TP.jpg "Gameplay of osu!standard with the Target Practice mod enabled") ## Trivia From 4d7c9625e1d90f1b102e4c65e6a96c0cd7d488aa Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Tue, 18 Aug 2020 19:34:26 -0500 Subject: [PATCH 63/72] Move files from 'Game_Modifiers' and 'Game_modifiers' to 'Game_modifier' --- .../10K/en.md | 0 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b/wiki/Game_modifier/Auto/en.md similarity index 100% rename from wiki/Game_Modifiers/Auto/en.md rename to wiki/Game_modifier/Auto/en.md diff --git a/wiki/Game_Modifiers/Autopilot/en.md b/wiki/Game_modifier/Autopilot/en.md similarity index 100% rename from wiki/Game_Modifiers/Autopilot/en.md rename to wiki/Game_modifier/Autopilot/en.md diff --git a/wiki/Game_Modifiers/Cinema/en.md b/wiki/Game_modifier/Cinema/en.md similarity index 100% rename from wiki/Game_Modifiers/Cinema/en.md rename to wiki/Game_modifier/Cinema/en.md diff --git a/wiki/Game_Modifiers/Co-op/en.md b/wiki/Game_modifier/Co-op/en.md similarity index 100% rename from wiki/Game_Modifiers/Co-op/en.md rename to wiki/Game_modifier/Co-op/en.md diff --git a/wiki/Game_Modifiers/Double_Time/en.md b/wiki/Game_modifier/Double_Time/en.md similarity index 100% rename from wiki/Game_Modifiers/Double_Time/en.md rename to wiki/Game_modifier/Double_Time/en.md diff --git a/wiki/Game_Modifiers/Easy/en.md b/wiki/Game_modifier/Easy/en.md similarity index 100% rename from wiki/Game_Modifiers/Easy/en.md rename to wiki/Game_modifier/Easy/en.md diff --git a/wiki/Game_Modifiers/Fade_In/en.md b/wiki/Game_modifier/Fade_In/en.md similarity index 100% rename from wiki/Game_Modifiers/Fade_In/en.md rename to wiki/Game_modifier/Fade_In/en.md diff --git a/wiki/Game_Modifiers/Fade_Out/en.md b/wiki/Game_modifier/Fade_Out/en.md similarity index 100% rename from wiki/Game_Modifiers/Fade_Out/en.md rename to wiki/Game_modifier/Fade_Out/en.md diff --git a/wiki/Game_Modifiers/Flashlight/en.md b/wiki/Game_modifier/Flashlight/en.md similarity index 100% rename from wiki/Game_Modifiers/Flashlight/en.md rename to wiki/Game_modifier/Flashlight/en.md diff --git a/wiki/Game_Modifiers/Free_mod/en.md b/wiki/Game_modifier/Free_mod/en.md similarity index 100% rename from wiki/Game_Modifiers/Free_mod/en.md rename to wiki/Game_modifier/Free_mod/en.md diff --git a/wiki/Game_Modifiers/Half_Time/en.md b/wiki/Game_modifier/Half_Time/en.md similarity index 100% rename from wiki/Game_Modifiers/Half_Time/en.md rename to wiki/Game_modifier/Half_Time/en.md diff --git a/wiki/Game_Modifiers/Hard_Rock/en.md b/wiki/Game_modifier/Hard_Rock/en.md similarity index 100% rename from wiki/Game_Modifiers/Hard_Rock/en.md rename to wiki/Game_modifier/Hard_Rock/en.md diff --git a/wiki/Game_Modifiers/Hidden/en.md b/wiki/Game_modifier/Hidden/en.md similarity index 100% rename from wiki/Game_Modifiers/Hidden/en.md rename to wiki/Game_modifier/Hidden/en.md diff --git a/wiki/Game_Modifiers/Mirror/en.md b/wiki/Game_modifier/Mirror/en.md similarity index 100% rename from wiki/Game_Modifiers/Mirror/en.md rename to wiki/Game_modifier/Mirror/en.md diff --git a/wiki/Game_Modifiers/Nightcore/en.md b/wiki/Game_modifier/Nightcore/en.md similarity index 100% rename from wiki/Game_Modifiers/Nightcore/en.md rename to wiki/Game_modifier/Nightcore/en.md diff --git a/wiki/Game_Modifiers/No_Fail/en.md b/wiki/Game_modifier/No_Fail/en.md similarity index 100% rename from wiki/Game_Modifiers/No_Fail/en.md rename to wiki/Game_modifier/No_Fail/en.md diff --git a/wiki/Game_Modifiers/No_Video/en.md b/wiki/Game_modifier/No_Video/en.md similarity index 100% rename from wiki/Game_Modifiers/No_Video/en.md rename to wiki/Game_modifier/No_Video/en.md diff --git a/wiki/Game_Modifiers/No_mod/en.md b/wiki/Game_modifier/No_mod/en.md similarity index 100% rename from wiki/Game_Modifiers/No_mod/en.md rename to wiki/Game_modifier/No_mod/en.md diff --git a/wiki/Game_Modifiers/Perfect/en.md b/wiki/Game_modifier/Perfect/en.md similarity index 100% rename from wiki/Game_Modifiers/Perfect/en.md rename to wiki/Game_modifier/Perfect/en.md diff --git a/wiki/Game_Modifiers/Random/en.md b/wiki/Game_modifier/Random/en.md similarity index 100% rename from wiki/Game_Modifiers/Random/en.md rename to wiki/Game_modifier/Random/en.md diff --git a/wiki/Game_Modifiers/Relax/en.md b/wiki/Game_modifier/Relax/en.md similarity index 100% rename from wiki/Game_Modifiers/Relax/en.md rename to wiki/Game_modifier/Relax/en.md diff --git a/wiki/Game_Modifiers/ScoreV2/en.md b/wiki/Game_modifier/ScoreV2/en.md similarity index 100% rename from wiki/Game_Modifiers/ScoreV2/en.md rename to wiki/Game_modifier/ScoreV2/en.md diff --git a/wiki/Game_Modifiers/Score_Multiplier/en.md b/wiki/Game_modifier/Score_Multiplier/en.md similarity index 100% rename from wiki/Game_Modifiers/Score_Multiplier/en.md rename to wiki/Game_modifier/Score_Multiplier/en.md diff --git a/wiki/Game_Modifiers/Spun_Out/en.md b/wiki/Game_modifier/Spun_Out/en.md similarity index 100% rename from wiki/Game_Modifiers/Spun_Out/en.md rename to wiki/Game_modifier/Spun_Out/en.md diff --git a/wiki/Game_Modifiers/Sudden_Death/en.md b/wiki/Game_modifier/Sudden_Death/en.md similarity index 100% rename from wiki/Game_Modifiers/Sudden_Death/en.md rename to wiki/Game_modifier/Sudden_Death/en.md diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_modifier/Summary/en.md similarity index 100% rename from wiki/Game_Modifiers/Summary/en.md rename to wiki/Game_modifier/Summary/en.md diff --git a/wiki/Game_Modifiers/Summary/fr.md b/wiki/Game_modifier/Summary/fr.md similarity index 100% rename from wiki/Game_Modifiers/Summary/fr.md rename to wiki/Game_modifier/Summary/fr.md diff --git a/wiki/Game_Modifiers/Summary/zh.md b/wiki/Game_modifier/Summary/zh.md similarity index 100% rename from wiki/Game_Modifiers/Summary/zh.md rename to wiki/Game_modifier/Summary/zh.md diff --git a/wiki/Game_Modifiers/Target_Practice/en.md b/wiki/Game_modifier/Target_Practice/en.md similarity index 100% rename from wiki/Game_Modifiers/Target_Practice/en.md rename to wiki/Game_modifier/Target_Practice/en.md diff --git a/wiki/Game_modifiers/en.md b/wiki/Game_modifier/en.md similarity index 99% rename from wiki/Game_modifiers/en.md rename to wiki/Game_modifier/en.md index 637a0e40dd12..eda0d7a24bf9 100644 --- a/wiki/Game_modifiers/en.md +++ b/wiki/Game_modifier/en.md @@ -13,7 +13,7 @@ tags: - Mods under "List of Mods" are listed by order of appearance on the Mod Selection Screen; same order as /Summary - Updates to this article should be accompanied with appropriate updates to /Summary --> -# Game modifiers +# Game modifier *Not to be confused with [modding](/wiki/Modding)* diff --git a/wiki/Game_Modifiers/fr.md b/wiki/Game_modifier/fr.md similarity index 100% rename from wiki/Game_Modifiers/fr.md rename to wiki/Game_modifier/fr.md diff --git a/wiki/Game_Modifiers/img/GM_COOP.jpg b/wiki/Game_modifier/img/GM_COOP.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_COOP.jpg rename to wiki/Game_modifier/img/GM_COOP.jpg diff --git a/wiki/Game_Modifiers/img/GM_Cinema.jpg b/wiki/Game_modifier/img/GM_Cinema.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_Cinema.jpg rename to wiki/Game_modifier/img/GM_Cinema.jpg diff --git a/wiki/Game_Modifiers/img/GM_DT.jpg b/wiki/Game_modifier/img/GM_DT.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_DT.jpg rename to wiki/Game_modifier/img/GM_DT.jpg 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_EZ2.jpg b/wiki/Game_modifier/img/GM_EZ2.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_EZ2.jpg rename to wiki/Game_modifier/img/GM_EZ2.jpg diff --git a/wiki/Game_Modifiers/img/GM_FI1.jpg b/wiki/Game_modifier/img/GM_FI1.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FI1.jpg rename to wiki/Game_modifier/img/GM_FI1.jpg diff --git a/wiki/Game_Modifiers/img/GM_FI2.jpg b/wiki/Game_modifier/img/GM_FI2.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FI2.jpg rename to wiki/Game_modifier/img/GM_FI2.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_C.jpg b/wiki/Game_modifier/img/GM_FL_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_C.jpg rename to wiki/Game_modifier/img/GM_FL_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_M.jpg b/wiki/Game_modifier/img/GM_FL_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_M.jpg rename to wiki/Game_modifier/img/GM_FL_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_O.jpg b/wiki/Game_modifier/img/GM_FL_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_O.jpg rename to wiki/Game_modifier/img/GM_FL_O.jpg diff --git a/wiki/Game_Modifiers/img/GM_FL_T.jpg b/wiki/Game_modifier/img/GM_FL_T.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_FL_T.jpg rename to wiki/Game_modifier/img/GM_FL_T.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD1_M.jpg b/wiki/Game_modifier/img/GM_HD1_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD1_M.jpg rename to wiki/Game_modifier/img/GM_HD1_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD2_M.jpg b/wiki/Game_modifier/img/GM_HD2_M.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD2_M.jpg rename to wiki/Game_modifier/img/GM_HD2_M.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_C.jpg b/wiki/Game_modifier/img/GM_HD_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_C.jpg rename to wiki/Game_modifier/img/GM_HD_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_O.jpg b/wiki/Game_modifier/img/GM_HD_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_O.jpg rename to wiki/Game_modifier/img/GM_HD_O.jpg diff --git a/wiki/Game_Modifiers/img/GM_HD_T.jpg b/wiki/Game_modifier/img/GM_HD_T.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HD_T.jpg rename to wiki/Game_modifier/img/GM_HD_T.jpg diff --git a/wiki/Game_Modifiers/img/GM_HR_C.jpg b/wiki/Game_modifier/img/GM_HR_C.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HR_C.jpg rename to wiki/Game_modifier/img/GM_HR_C.jpg diff --git a/wiki/Game_Modifiers/img/GM_HR_O.jpg b/wiki/Game_modifier/img/GM_HR_O.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HR_O.jpg rename to wiki/Game_modifier/img/GM_HR_O.jpg diff --git a/wiki/Game_Modifiers/img/GM_HT.jpg b/wiki/Game_modifier/img/GM_HT.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_HT.jpg rename to wiki/Game_modifier/img/GM_HT.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_Random.jpg b/wiki/Game_modifier/img/GM_Random.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_Random.jpg rename to wiki/Game_modifier/img/GM_Random.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/GM_TP.jpg b/wiki/Game_modifier/img/GM_TP.jpg similarity index 100% rename from wiki/Game_Modifiers/img/GM_TP.jpg rename to wiki/Game_modifier/img/GM_TP.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/redirect.yaml b/wiki/redirect.yaml index 6f12462a7e75..8f1816e6ac41 100644 --- a/wiki/redirect.yaml +++ b/wiki/redirect.yaml @@ -105,80 +105,80 @@ "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" +"auto_pilot": "Game_modifier#auto-pilot" +"auto-pilot": "Game_modifier#auto-pilot" +"autopilot": "Game_modifier#auto-pilot" +"ap": "Game_modifier#auto-pilot" +"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" +"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" +"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" +"xk": "Game_modifier#xk" "acc": "Glossary#accuracy" "accuracy_glossary": "Glossary#accuracy" From 3bec7abe5a3da2952e6324d55a29431f9240e8a0 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Tue, 18 Aug 2020 21:43:20 -0500 Subject: [PATCH 64/72] Formatting and spelling fixes, other cleanup --- wiki/Game_modifier/10K/en.md | 9 ++- wiki/Game_modifier/4K/en.md | 18 +++-- wiki/Game_modifier/Auto/en.md | 16 +++-- wiki/Game_modifier/Autopilot/en.md | 15 ++-- wiki/Game_modifier/Cinema/en.md | 11 ++- .../{ => Cinema}/img/GM_Cinema.jpg | Bin wiki/Game_modifier/Co-op/en.md | 12 ++-- .../Game_modifier/{ => Co-op}/img/GM_COOP.jpg | Bin wiki/Game_modifier/Double_Time/en.md | 15 ++-- .../{ => Double_Time}/img/GM_DT.jpg | Bin wiki/Game_modifier/Easy/en.md | 18 ++--- wiki/Game_modifier/{ => Easy}/img/GM_EZ2.jpg | Bin wiki/Game_modifier/Fade_In/en.md | 15 ++-- .../{ => Fade_In}/img/GM_FI1.jpg | Bin .../{ => Fade_In}/img/GM_FI2.jpg | Bin wiki/Game_modifier/Fade_Out/en.md | 10 +-- wiki/Game_modifier/Flashlight/en.md | 21 +++--- .../{ => Flashlight}/img/GM_FL_C.jpg | Bin .../{ => Flashlight}/img/GM_FL_M.jpg | Bin .../{ => Flashlight}/img/GM_FL_O.jpg | Bin .../{ => Flashlight}/img/GM_FL_T.jpg | Bin wiki/Game_modifier/Free_mod/en.md | 7 +- wiki/Game_modifier/Half_Time/en.md | 16 ++--- .../{ => Half_Time}/img/GM_HT.jpg | Bin wiki/Game_modifier/Hard_Rock/en.md | 16 ++--- .../{ => Hard_Rock}/img/GM_HR_C.jpg | Bin .../{ => Hard_Rock}/img/GM_HR_O.jpg | Bin wiki/Game_modifier/Hidden/en.md | 29 ++++---- .../{ => Hidden}/img/GM_HD1_M.jpg | Bin .../{ => Hidden}/img/GM_HD2_M.jpg | Bin .../{ => Hidden}/img/GM_HD_C.jpg | Bin .../{ => Hidden}/img/GM_HD_O.jpg | Bin .../{ => Hidden}/img/GM_HD_T.jpg | Bin wiki/Game_modifier/Mirror/en.md | 6 +- wiki/Game_modifier/Nightcore/en.md | 16 ++--- wiki/Game_modifier/No_Fail/en.md | 6 +- wiki/Game_modifier/No_Video/en.md | 10 +-- wiki/Game_modifier/No_mod/en.md | 7 +- wiki/Game_modifier/Perfect/en.md | 15 ++-- wiki/Game_modifier/Random/en.md | 6 +- .../{ => Random}/img/GM_Random.jpg | Bin wiki/Game_modifier/Relax/en.md | 15 ++-- wiki/Game_modifier/ScoreV2/en.md | 7 +- .../en.md | 10 +-- wiki/Game_modifier/Spun_Out/en.md | 4 +- wiki/Game_modifier/Sudden_Death/en.md | 11 ++- wiki/Game_modifier/Summary/en.md | 10 +-- wiki/Game_modifier/Target_Practice/en.md | 11 ++- .../{ => Target_Practice}/img/GM_TP.jpg | Bin wiki/Game_modifier/en.md | 64 +++++++++--------- wiki/Game_modifier/fr.md | 2 +- 51 files changed, 213 insertions(+), 215 deletions(-) rename wiki/Game_modifier/{ => Cinema}/img/GM_Cinema.jpg (100%) rename wiki/Game_modifier/{ => Co-op}/img/GM_COOP.jpg (100%) rename wiki/Game_modifier/{ => Double_Time}/img/GM_DT.jpg (100%) rename wiki/Game_modifier/{ => Easy}/img/GM_EZ2.jpg (100%) rename wiki/Game_modifier/{ => Fade_In}/img/GM_FI1.jpg (100%) rename wiki/Game_modifier/{ => Fade_In}/img/GM_FI2.jpg (100%) rename wiki/Game_modifier/{ => Flashlight}/img/GM_FL_C.jpg (100%) rename wiki/Game_modifier/{ => Flashlight}/img/GM_FL_M.jpg (100%) rename wiki/Game_modifier/{ => Flashlight}/img/GM_FL_O.jpg (100%) rename wiki/Game_modifier/{ => Flashlight}/img/GM_FL_T.jpg (100%) rename wiki/Game_modifier/{ => Half_Time}/img/GM_HT.jpg (100%) rename wiki/Game_modifier/{ => Hard_Rock}/img/GM_HR_C.jpg (100%) rename wiki/Game_modifier/{ => Hard_Rock}/img/GM_HR_O.jpg (100%) rename wiki/Game_modifier/{ => Hidden}/img/GM_HD1_M.jpg (100%) rename wiki/Game_modifier/{ => Hidden}/img/GM_HD2_M.jpg (100%) rename wiki/Game_modifier/{ => Hidden}/img/GM_HD_C.jpg (100%) rename wiki/Game_modifier/{ => Hidden}/img/GM_HD_O.jpg (100%) rename wiki/Game_modifier/{ => Hidden}/img/GM_HD_T.jpg (100%) rename wiki/Game_modifier/{ => Random}/img/GM_Random.jpg (100%) rename wiki/Game_modifier/{Score_Multiplier => Score_multiplier}/en.md (70%) rename wiki/Game_modifier/{ => Target_Practice}/img/GM_TP.jpg (100%) diff --git a/wiki/Game_modifier/10K/en.md b/wiki/Game_modifier/10K/en.md index 8412bcb246ef..4672eff6cde8 100644 --- a/wiki/Game_modifier/10K/en.md +++ b/wiki/Game_modifier/10K/en.md @@ -14,9 +14,8 @@ tags: ![10K mod icon](/wiki/shared/mods/10K.png "10K mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [4K (*x*K) (mod)](/wiki/Game_modifiers/4K)* +*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 @@ -25,8 +24,8 @@ tags: ## Description -*Notice: this mod is no longer available for use.* +*Notice: This mod is no longer available for use.* -The **10K** mod was a [game modifier](/wiki/Game_modifiers) 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 [*x*K](/wiki/Game_modifiers/4K) mods, and thus was not rankable. +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/4K) mods, and thus was not rankable. [o!m]: /wiki/shared/mode/mania.png "osu!mania" diff --git a/wiki/Game_modifier/4K/en.md b/wiki/Game_modifier/4K/en.md index 9f01851985d2..eb5f708437e6 100644 --- a/wiki/Game_modifier/4K/en.md +++ b/wiki/Game_modifier/4K/en.md @@ -2,16 +2,24 @@ stub: true tags: - xK + - 1K + - 2K + - 3K - 4K + - 5K + - 6K + - 7K + - 8K + - 9K - mod - game modifier --- -# *x*K (mod) +# xK (mod) -![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") +![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 Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* ## About @@ -23,9 +31,9 @@ tags: ## Description -*Notice: all xK mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* +*Notice: All xK mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* -The **4K** (collectively called ***x*K**) is a [game modifier](/wiki/Game_modifiers) 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 **4K** mod (collectively called ***x*K**) is a [game modifier](/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 *x*K mods: diff --git a/wiki/Game_modifier/Auto/en.md b/wiki/Game_modifier/Auto/en.md index e520584d8a22..9fd6d1658157 100644 --- a/wiki/Game_modifier/Auto/en.md +++ b/wiki/Game_modifier/Auto/en.md @@ -2,6 +2,9 @@ stub: true tags: - auto + - autoplay + - auto play + - AT - AO - mod - game modifier @@ -11,9 +14,8 @@ tags: ![AT mod icon](/wiki/shared/mods/AT.png "Auto (AT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Autopilot (mod)](/wiki/Game_modifiers/Autopilot)* +*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 @@ -21,14 +23,14 @@ tags: - Type: Special - Score Multiplier: 1.00x - Default shortcut key: `V` -- Caption: `Watch a perfect automated play through the song.` +- 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.* +*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 **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. @@ -42,7 +44,7 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Auto mod will attempt a perfect ### osu!catch -In [osu!catch](/wiki/Game_Modes/osu!catch), the Auto mod will actually go beyon perfect and use unlimited speed to catch *every single banana* in a spinner, despite such a feat being impossible for a human player. +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 diff --git a/wiki/Game_modifier/Autopilot/en.md b/wiki/Game_modifier/Autopilot/en.md index d765605b0986..a0f7a191d1fb 100644 --- a/wiki/Game_modifier/Autopilot/en.md +++ b/wiki/Game_modifier/Autopilot/en.md @@ -10,11 +10,10 @@ tags: # Autopilot (mod) -![(AP mod icon](/wiki/shared/mods/AP.png "Auto Pilot (AP) mod icon") +![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_modifiers)* - -*Not to be confused with [Auto (mod)](/wiki/Game_modifiers/Auto)* +*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 @@ -27,12 +26,12 @@ tags: ## Description -*Notice: enabling the Autopilot mod will cause the play to be unranked and will not be saved to the local leaderboards.* +*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_modifiers) 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 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 Auto Pilot 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). +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_modifiers/Spun_Out) mod, thus the player cannot increase the SPM by spinning the spinner with their cursor. +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 index aaefa02d18ea..b563ba9b1ef2 100644 --- a/wiki/Game_modifier/Cinema/en.md +++ b/wiki/Game_modifier/Cinema/en.md @@ -11,9 +11,8 @@ tags: ![CM mod icon](/wiki/shared/mods/CM.png "Cinema (CM) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Cinematography](https://en.wikipedia.org/wiki/Cinematography "Wikipedia")* +*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 @@ -25,13 +24,13 @@ tags: ## Description -*Notice: enabling the Cinema mod will result in an unranked play.* +*Notice: Enabling the Cinema mod will result in an unranked play.* -The **Cinema** mod is a [game modifier](/wiki/Game_modifiers) 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_modifiers/Auto) mod, but with **only the background and storyboard being displayed**. +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) +![Auto vs. Cinema gameplay](img/GM_Cinema.jpg) This mod has the same effect across all game modes. diff --git a/wiki/Game_modifier/img/GM_Cinema.jpg b/wiki/Game_modifier/Cinema/img/GM_Cinema.jpg similarity index 100% rename from wiki/Game_modifier/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 index 16e91b61b402..fe9d8e311652 100644 --- a/wiki/Game_modifier/Co-op/en.md +++ b/wiki/Game_modifier/Co-op/en.md @@ -4,6 +4,7 @@ tags: - co op - COOP - CP + - CO - mod - game modifier - playing with a friend @@ -13,9 +14,8 @@ tags: ![Co-op mod icon](/wiki/shared/mods/CP.png "Co-op (CO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Multiplayer](/wiki/Multi)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*Not to be confused with [Multiplayer](/wiki/Multi).* ## About @@ -27,11 +27,11 @@ tags: ## Description -*Notice: enabling the Co-op mod will result in an unranked play.* +*Notice: Enabling the Co-op mod will result in an unranked play.* -The **Co-op** mod is a [game modifier](/wiki/Game_modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that introduces a secondplayfield 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). +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") +![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") The following table only affects beatmaps converted from [osu!standard](/wiki/Game_Modes) to osu!mania with the Co-op mod on: diff --git a/wiki/Game_modifier/img/GM_COOP.jpg b/wiki/Game_modifier/Co-op/img/GM_COOP.jpg similarity index 100% rename from wiki/Game_modifier/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 index e10037018248..265cb1bb09b9 100644 --- a/wiki/Game_modifier/Double_Time/en.md +++ b/wiki/Game_modifier/Double_Time/en.md @@ -11,9 +11,8 @@ tags: ![DT mod icon](/wiki/shared/mods/DT.png "Double Time (DT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*See also: [Nightcore (mod)](/wiki/Game_modifiers/Nightcore)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [Nightcore (mod)](/wiki/Game_modifier/Nightcore)* ## About @@ -23,13 +22,13 @@ tags: - Default shortcut key: `D` - Caption: `Zoooooooooom.` - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] -- Variant: [Nightcore](/wiki/Game_modifiers/Nightcore) +- Variant: [Nightcore](/wiki/Game_modifier/Nightcore) ## Description -*Note: the method used to increased the speed does not increase the pitch of the song.* +*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_modifiers) 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 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!). @@ -39,7 +38,7 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the hit leniency is greatly reduced ### 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 apoosed to 1.12x multiplier for every other mod. +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. @@ -50,7 +49,7 @@ Although this mod does greatly increase the hyperdash leniency, making fruits re - 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](/wiki/Game_modifiers/img/GM_DT.jpg "Screenshot of beatmap values being changed by the Double Time mod") +![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" diff --git a/wiki/Game_modifier/img/GM_DT.jpg b/wiki/Game_modifier/Double_Time/img/GM_DT.jpg similarity index 100% rename from wiki/Game_modifier/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 index f409c7a21e13..1a8d3f441288 100644 --- a/wiki/Game_modifier/Easy/en.md +++ b/wiki/Game_modifier/Easy/en.md @@ -11,7 +11,7 @@ tags: ![EZ mod icon](/wiki/shared/mods/EZ.png "Easy (EZ) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* ## About @@ -24,19 +24,19 @@ tags: ## Description -The **Easy** mod is a [game modifier](/wiki/Game_modifiers) 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. +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 wil 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. +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 singaled 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. +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](/wiki/Game_modifiers/img/GM_EZ2.jpg "osu!standard gameplay with the Easy mod enabled") +![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 (dispalayed below). +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. @@ -46,7 +46,7 @@ In [osu!taiko](/wiki/Game_Modes/osu!taiko), the Easy mod decreases the [slider v *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 reudces 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. +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 @@ -62,9 +62,9 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the effects are the same as in osu!t ## 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_modifiers/No_Fail) mod on. +- 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_modifiers/Hard_Rock) mod, and vice-versa. +- 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" diff --git a/wiki/Game_modifier/img/GM_EZ2.jpg b/wiki/Game_modifier/Easy/img/GM_EZ2.jpg similarity index 100% rename from wiki/Game_modifier/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 index c00bc8f81a48..83457a8b7602 100644 --- a/wiki/Game_modifier/Fade_In/en.md +++ b/wiki/Game_modifier/Fade_In/en.md @@ -2,6 +2,7 @@ stub: true tags: - fade in + - fade-in - FI - mod - game modifier @@ -11,9 +12,9 @@ tags: ![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_modifiers)* +*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)* -*Not to be confused with [Hidden (mod)](/wiki/Game_modifiers/Hidden) or [Flashlight (mod)](/wiki/Game_modifiers/Flashlight)* +*Not to be confused with [Hidden (mod)](/wiki/Game_modifier/Hidden) or [Flashlight (mod)](/wiki/Game_modifier/Flashlight).* ## About @@ -22,20 +23,20 @@ tags: - Score Multiplier: 1.00x - Default shortcut key: `F` - Compatible game modes: ![][o!m] -- Variant: [Hidden](/wiki/Game_modifiers/Hidden) +- Variant: [Hidden](/wiki/Game_modifier/Hidden) ## Description -The **Fade In** mod is a [game modifier](/wiki/Game_modifiers) 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 **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). +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 "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)") +![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. +- 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_modifier/img/GM_FI1.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI1.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_FI1.jpg rename to wiki/Game_modifier/Fade_In/img/GM_FI1.jpg diff --git a/wiki/Game_modifier/img/GM_FI2.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI2.jpg similarity index 100% rename from wiki/Game_modifier/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 index e71813d4dbb7..a12a48081cf4 100644 --- a/wiki/Game_modifier/Fade_Out/en.md +++ b/wiki/Game_modifier/Fade_Out/en.md @@ -2,6 +2,7 @@ stub: true tags: - fade out + - fade-out - FO - mod - game modifier @@ -15,9 +16,8 @@ tags: ![FO mod icon](/wiki/shared/mods/FO.png "Fade Out (FO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Fade In (mod)](/wiki/Game_modifiers/Fadein) or [Hidden (mod)](/wiki/Game_modifiers/Hidden)* +*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 @@ -28,9 +28,9 @@ tags: ## Description -*Notice: this mod is no longer available for use.* +*Notice: This mod is no longer available for use.* -The **Fade Out** mod was a [game modifier](/wiki/Game_modifiers) for [osu!mania](/wiki/Game_Modes/osu!mania) that aimed to create an experience similar to the [Fade-out](/wiki/Game_modifiers/Fadeout) 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 **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-out](/wiki/Game_modifier/Fade_Out) 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. diff --git a/wiki/Game_modifier/Flashlight/en.md b/wiki/Game_modifier/Flashlight/en.md index dc721f57f39b..0ceeb3aa2cdf 100644 --- a/wiki/Game_modifier/Flashlight/en.md +++ b/wiki/Game_modifier/Flashlight/en.md @@ -11,9 +11,8 @@ tags: ![FL mod icon](/wiki/shared/mods/FL.png "Flashlight (FL) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Hidden (mod)](/wiki/Game_modifiers/Hidden)* +*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 @@ -26,27 +25,27 @@ tags: ## Description -The **Flashlight** mod is a [game modifier](/wiki/Game_modifiers/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen. +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. +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") +![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 widley regarded by many as the hardest mod in osu!standard, and scores obtained with it typically require players to memorize the entire beatmap. +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") +![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. @@ -54,15 +53,15 @@ When paired with the Hidden mod, the "flashlight's" visible area becomes a moot In [osu!catch](/wiki/Game_Modes/osu!catch), the Flashlight mod 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. Although this does not mean it is any less challenging. -![FL gameplay o!c](/img/GM_FL_C.jpg "Gameplay of osu!catch with the Flashlight mod") +![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_modifiers/Fade-In) mod combined. (That is, without the changing sizes of the visible area.) +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") +![FL gameplay o!m](img/GM_FL_M.jpg "Gameplay of osu!mania with the Flashlight mod") ## Trivia diff --git a/wiki/Game_modifier/img/GM_FL_C.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_FL_C.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg diff --git a/wiki/Game_modifier/img/GM_FL_M.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_FL_M.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg diff --git a/wiki/Game_modifier/img/GM_FL_O.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_FL_O.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg diff --git a/wiki/Game_modifier/img/GM_FL_T.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_FL_T.jpg rename to wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg diff --git a/wiki/Game_modifier/Free_mod/en.md b/wiki/Game_modifier/Free_mod/en.md index 59fd35d80b94..167fc964396c 100644 --- a/wiki/Game_modifier/Free_mod/en.md +++ b/wiki/Game_modifier/Free_mod/en.md @@ -11,9 +11,8 @@ tags: # Free mod (tournament category) -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*See also: [No mod](/wiki/Game_modifiers/No_mod)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [No mod](/wiki/Game_modifier/No_mod)* ## About @@ -22,6 +21,6 @@ tags: ## Description -**Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_modifiers) that they wish (exlcuding unranked mods). +**Free mod** is a tournament category used to describe plays where competing teams may use whatever combination of [game modifiers (mods)](/wiki/Game_modifier) that they wish (exlcuding unranked mods). "Free mod" may also be used within organized [Multiplayer]() parties/matches to describe similar circumstances: (players/teams playing the selected [beatmap](/wiki/Beatmaps) with whatever mods they wish) diff --git a/wiki/Game_modifier/Half_Time/en.md b/wiki/Game_modifier/Half_Time/en.md index c5af3750e8c4..95a352b6ba41 100644 --- a/wiki/Game_modifier/Half_Time/en.md +++ b/wiki/Game_modifier/Half_Time/en.md @@ -11,11 +11,11 @@ tags: ![HT mod icon](/wiki/shared/mods/HT.png "Half Time (HT) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* ## About -- Abbreviation: HT +- Abbreviation: HT - Type: Difficulty Reduction - Score Multiplier: • ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x - Default shortcut key: `E` @@ -24,19 +24,19 @@ tags: ## Description -*Note: the method used to slow down the song may cause it sound muddy or robotic.* +*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_modifiers) 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. +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. +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. -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_modifiers/Hard_Rock) is turned on simultaneously. +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 [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. @@ -47,7 +47,7 @@ In addition to this, the leniency for hyperdashes are increases, making it much - 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](/wiki/Game_modifiers/GM_HT.jpg "Screenshot of beatmap values being changed by the Half Time mod") +![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" diff --git a/wiki/Game_modifier/img/GM_HT.jpg b/wiki/Game_modifier/Half_Time/img/GM_HT.jpg similarity index 100% rename from wiki/Game_modifier/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 index f3d10293bd11..76fe66a6cb09 100644 --- a/wiki/Game_modifier/Hard_Rock/en.md +++ b/wiki/Game_modifier/Hard_Rock/en.md @@ -11,7 +11,7 @@ tags: ![HR mod icon](/wiki/shared/mods/HR.png "Hard Rock (HR) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* ## About @@ -24,7 +24,7 @@ tags: ## Description -The **Hard Rock** mod is a [game modifier](/wiki/Game_modifiers) 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%. +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 @@ -32,34 +32,34 @@ In [osu!standard](/wiki/Game_Modes/osu!), (along with the increase in 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") +![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_modifiers/Hidden) mod. +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. +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") +![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.* +*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_modifiers/Easy) mod. And vice-versa. +- 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" diff --git a/wiki/Game_modifier/img/GM_HR_C.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_HR_C.jpg rename to wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg diff --git a/wiki/Game_modifier/img/GM_HR_O.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_O.jpg similarity index 100% rename from wiki/Game_modifier/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 index 430886b67a5c..5a9114e33613 100644 --- a/wiki/Game_modifier/Hidden/en.md +++ b/wiki/Game_modifier/Hidden/en.md @@ -11,9 +11,8 @@ tags: ![HD mod icon](/wiki/shared/mods/HD.png "Hidden (HD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Fade In (mod)](/wiki/Game_modifiers/Fade_In) or [Flashlight (mod)](/wiki/Game_modifiers/Flashlight)* +*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 @@ -24,29 +23,29 @@ tags: - 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_modifiers/Fade_In) +- Variant (osu!mania): [Fade In](/wiki/Game_modifier/Fade_In) ## Description -The **Hidden** mod is a [game modifier](/wiki/Game_modifiers) 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. +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. +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](/wiki/Game_modifiers/img/GM_HD_O.jpg "Screenshot of osu!standard gameplay with the Hidden mod") +![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. +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_Modififers/Hard_Rock) mod because HR occasinally makes the timing window too small. +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](/wiki/Game_modifiers/img/GM_HD_T.jpg "Screenshot of osu!taiko gameplay with the Hidden mod") +![Gameplay of HD in osu!taiko](img/GM_HD_T.jpg "Screenshot of osu!taiko gameplay with the Hidden mod") ### osu!catch @@ -54,21 +53,21 @@ In [osu!catch](/wiki/Game_Modes/osu!catch), the Hidden mod causes the fruits to 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](/wiki/Game_modifiers/img/GM_HD_C.jpg "Screenshot of osu!catch gameplay with the Hidden mod") +![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. +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](/wiki/Game_modifiers/img/GM_HD2_M.jpg "Screenshots of osu!mania gameplay with the Hidden mod, at different combo milestones") +![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_Modes/Fade_In) mod. -- The current version of the Hidden mod in osu!mania used to be a seperate mod called "Fade-out." +- 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 seperate mod called "Fade-out." [o!s]: /wiki/shared/mode/osu.png "osu!standard" [o!t]: /wiki/shared/mode/taiko.png "osu!taiko" diff --git a/wiki/Game_modifier/img/GM_HD1_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_HD1_M.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg diff --git a/wiki/Game_modifier/img/GM_HD2_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_HD2_M.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg diff --git a/wiki/Game_modifier/img/GM_HD_C.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_C.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_HD_C.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD_C.jpg diff --git a/wiki/Game_modifier/img/GM_HD_O.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_O.jpg similarity index 100% rename from wiki/Game_modifier/img/GM_HD_O.jpg rename to wiki/Game_modifier/Hidden/img/GM_HD_O.jpg diff --git a/wiki/Game_modifier/img/GM_HD_T.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_T.jpg similarity index 100% rename from wiki/Game_modifier/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 index f9e3bbb0c74e..cc3664f68ed7 100644 --- a/wiki/Game_modifier/Mirror/en.md +++ b/wiki/Game_modifier/Mirror/en.md @@ -12,7 +12,7 @@ tags: ![MR mod icon](/wiki/shared/mods/MR.png "Mirror (MR) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* - Abbreviation: MR - Type: Special @@ -21,7 +21,7 @@ tags: ## Description -The **Mirror** mod is [game modifier](/wiki/Game_modifiers) 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 **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: @@ -29,7 +29,7 @@ The reasoning behind this is that many osu!mania beatmaps are mapped by right-ha ## 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). +- 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. diff --git a/wiki/Game_modifier/Nightcore/en.md b/wiki/Game_modifier/Nightcore/en.md index 906d78cfbdd1..71edb83cc448 100644 --- a/wiki/Game_modifier/Nightcore/en.md +++ b/wiki/Game_modifier/Nightcore/en.md @@ -11,11 +11,9 @@ tags: ![NC mod icon](/wiki/shared/mods/NC.png "Nightcore (NC) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Nightcore (genre)](https://en.wikipedia.org/wiki/Nightcore "Wikipedia")* - -*See also: [Double Time (mod)](/wiki/Game_modifiers/Double_Time)* +*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 @@ -25,15 +23,15 @@ tags: - 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_modifiers/Double_Time) +- Varaint: [Double Time](/wiki/Game_modifier/Double_Time) ## Description -The **Nightcore** mod is a [game modifier](/wiki/Game_modifiers) 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 **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 stays the same as it would with Double Time enabled, and the beatmap itself is unaffected beyond what Double Time will do. +The Score Multiplier stays the same as it would with Double Time enabled, and the beatmap itself is unaffected beyond what Double Time will do. -This mod has the same effect across all gamemodes. +This mod has the same effect across all game modes. ## Trivia diff --git a/wiki/Game_modifier/No_Fail/en.md b/wiki/Game_modifier/No_Fail/en.md index b0e9967be4d4..307dd1e0a435 100644 --- a/wiki/Game_modifier/No_Fail/en.md +++ b/wiki/Game_modifier/No_Fail/en.md @@ -11,7 +11,7 @@ tags: ![NF mod icon](/wiki/shared/mods/NF.png "No Fail (NF) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* ## About @@ -24,9 +24,9 @@ tags: ## Description -*Notice: usage of the No Fail mod reduces the amount of possilbe [Performance Points](/wiki/Performance_Points) gain by 10%.* +*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_modifiers) 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. +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). diff --git a/wiki/Game_modifier/No_Video/en.md b/wiki/Game_modifier/No_Video/en.md index da65ff6ae65b..1e4571792075 100644 --- a/wiki/Game_modifier/No_Video/en.md +++ b/wiki/Game_modifier/No_Video/en.md @@ -14,7 +14,7 @@ tags: ![NV mod icon](/wiki/shared/mods/NV.png "No Video (NV) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* ## About @@ -22,13 +22,13 @@ tags: - Type: Special - Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m] -## Description +## Description -*Notice: this mod is no longer available for use.* +*Notice: This mod is no longer available for use.* -The **No Video** mod was a [game modifier](/wiki/Game_modifiers) that enabled players to disable the background video of a [beatmap](/wiki/Beatmaps). This was used to help improve framerate and game performance. +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. +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" diff --git a/wiki/Game_modifier/No_mod/en.md b/wiki/Game_modifier/No_mod/en.md index 7c8ba41d344c..74e890088056 100644 --- a/wiki/Game_modifier/No_mod/en.md +++ b/wiki/Game_modifier/No_mod/en.md @@ -14,9 +14,8 @@ tags: # No mod (term) -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*See also: [Free mod](/wiki/Game_modifiers/Free_mod)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [Free mod](/wiki/Game_modifier/Free_mod)* ## About @@ -25,6 +24,6 @@ tags: ## Description -**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_modifiers). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. +**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_modifier). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. Regarding usage of the term among everyday, common players, it is used to define plays and players. For example, one could call a player who typically enjoys playing with no game modifiers enabled (and/or has many of their top plays use no mods) a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_modifier/Perfect/en.md b/wiki/Game_modifier/Perfect/en.md index 06424755b423..65360319fae1 100644 --- a/wiki/Game_modifier/Perfect/en.md +++ b/wiki/Game_modifier/Perfect/en.md @@ -11,9 +11,8 @@ tags: ![PF mod icon](/wiki/shared/mods/PF.png "Perfect (PF) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*See also: [Sudden Death (mod)](/wiki/Game_modifiers/Sudden_Death)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\ +*See also: [Sudden Death (mod)](/wiki/Game_modifier/Sudden_Death)* ## About @@ -23,11 +22,11 @@ tags: - 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_modifiers/Sudden_Death) +- Variant: [Sudden Death](/wiki/Game_modifier/Sudden_Death) ## Description -The **Perfect** mod is a [game modifier](/wiki/Game_modifiers) 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. +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: @@ -40,15 +39,15 @@ Any of the following acts **will not cause** the Perfect mod to restart the beat - Obtaining a `300` - Completing a spinner -- Obtaining a Rainbow 300/MAX score ([osu!mania](/wiki/Game_Modes/)) +- 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 +## 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_modifiers/Sudden_Death) mod. +- 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" diff --git a/wiki/Game_modifier/Random/en.md b/wiki/Game_modifier/Random/en.md index dc0eabfb8825..d687f82c67aa 100644 --- a/wiki/Game_modifier/Random/en.md +++ b/wiki/Game_modifier/Random/en.md @@ -9,7 +9,7 @@ tags: ![RD mod icon](/wiki/shared/mods/RD.png "Random (RD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* ## About @@ -22,8 +22,8 @@ tags: ## Description -The **Random** mod is a [game modifier](/wiki/Game_modifiers) 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. +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](/wiki/Game_modifiers/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") +![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_modifier/img/GM_Random.jpg b/wiki/Game_modifier/Random/img/GM_Random.jpg similarity index 100% rename from wiki/Game_modifier/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 index 9f4c0d987a15..c2c48008768b 100644 --- a/wiki/Game_modifier/Relax/en.md +++ b/wiki/Game_modifier/Relax/en.md @@ -2,6 +2,7 @@ stub: true tags: - relax + - RL - RX - mod - game modifier @@ -11,7 +12,7 @@ tags: ![RL mod icon](/wiki/shared/mods/RL.png "Relax (RL) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)* ## About @@ -24,27 +25,27 @@ tags: ## Description -*Notice: enabling the Relax mod will cause the play to be unranked and will not be saved to the local leaderboards.* +*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_modifiers) 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. +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!. +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 or RPM) value will be doubled, allowing the player to spin much faster and thus obtain a higher score than would in a regualr play. +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 or RPM) 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. +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. +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" diff --git a/wiki/Game_modifier/ScoreV2/en.md b/wiki/Game_modifier/ScoreV2/en.md index dd33b514ea21..f59c21081e6e 100644 --- a/wiki/Game_modifier/ScoreV2/en.md +++ b/wiki/Game_modifier/ScoreV2/en.md @@ -11,9 +11,8 @@ tags: ![SV2 mod icon](/wiki/shared/mods/SV2.png "ScoreV2 (SV2) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*Not to be confused with [Score](/wiki/Score) or [ScoreV1](/wiki/Score/ScoreV1)* +*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 @@ -25,7 +24,7 @@ tags: ## Description -*Notice: enabling the ScoreV2 mod will result in an unranked play.* +*Notice: Enabling the ScoreV2 mod will result in an unranked play.* *For full information regarding the ScoreV2 scoring system, see: [ScoreV2](/wiki/Score#scorev2)* diff --git a/wiki/Game_modifier/Score_Multiplier/en.md b/wiki/Game_modifier/Score_multiplier/en.md similarity index 70% rename from wiki/Game_modifier/Score_Multiplier/en.md rename to wiki/Game_modifier/Score_multiplier/en.md index c65bca493272..da1699baf73e 100644 --- a/wiki/Game_modifier/Score_Multiplier/en.md +++ b/wiki/Game_modifier/Score_multiplier/en.md @@ -5,19 +5,19 @@ tags: - score --- -# Score Multiplier +# Score multiplier -*See also: [Game Modifiers](/wiki/Game_modifiers)* +*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_modifiers). +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 map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_modifiers/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. +For example, if a player plays a map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. -However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifiers/Half_Time) mod are enabled, the final value will be . (Calculated as ) +However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifier/Half_Time) mod are enabled, the final value will be . (Calculated as ) diff --git a/wiki/Game_modifier/Spun_Out/en.md b/wiki/Game_modifier/Spun_Out/en.md index 7f35ff071ac6..6dbf6dc407fa 100644 --- a/wiki/Game_modifier/Spun_Out/en.md +++ b/wiki/Game_modifier/Spun_Out/en.md @@ -12,7 +12,7 @@ tags: ![SO mod icon](/wiki/shared/mods/SO.png "Spun Out (SO) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* +*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)* ## About @@ -25,7 +25,7 @@ tags: ## Description -The **Spun Out** mod is a [game modifier](/wiki/Game_modifiers) 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 **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. diff --git a/wiki/Game_modifier/Sudden_Death/en.md b/wiki/Game_modifier/Sudden_Death/en.md index b7fddcd3217e..1d60903c4bde 100644 --- a/wiki/Game_modifier/Sudden_Death/en.md +++ b/wiki/Game_modifier/Sudden_Death/en.md @@ -11,9 +11,8 @@ tags: ![SD mod icon](/wiki/shared/mods/SD.png "Sudden Death (SD) mod icon") -*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifiers)* - -*See also: [Perfect (mod)](/wiki/Game_modifiers/Perfect)* +*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ +*See also: [Perfect (mod)](/wiki/Game_modifier/Perfect)* ## About @@ -23,11 +22,11 @@ tags: - 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_modifiers/Perfect) +- Variant: [Perfect](/wiki/Game_modifier/Perfect) ## Description -The **Sudden Death** mod is a [game modifier](/wiki/Game_modifiers) 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, +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: @@ -40,7 +39,7 @@ The Sudden Death mod **will not** fail the beatmap if any of the following happe - 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_modifiers/Perfect), the beatmap will not automatically retry the map. Instead, the player will be left with a normal failure screen upon missing. +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). diff --git a/wiki/Game_modifier/Summary/en.md b/wiki/Game_modifier/Summary/en.md index 5b1d238354ad..89e09db5ec28 100644 --- a/wiki/Game_modifier/Summary/en.md +++ b/wiki/Game_modifier/Summary/en.md @@ -1,6 +1,6 @@ # Summary of game modifiers -*Main page: [Game modifiers](/wiki/Game_modifiers)* +*Main page: [Game modifiers](/wiki/Game_modifier)* - -"Free mod" may also be used within organized [Multiplayer]() parties/matches to describe similar circumstances: (players/teams playing the selected [beatmap](/wiki/Beatmaps) with whatever mods they wish) diff --git a/wiki/Game_modifier/No_mod/en.md b/wiki/Game_modifier/No_mod/en.md deleted file mode 100644 index 74e890088056..000000000000 --- a/wiki/Game_modifier/No_mod/en.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -stub: true -tags: - - no mod - - nomod - - no-mod - - NM - - normal - - normal mod ---- - - - -# No mod (term) - -*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\ -*See also: [Free mod](/wiki/Game_modifier/Free_mod)* - -## About - -- Abbreviation: NM -- Alternative spellings: `NoMod`, `No-mod`, `Normal Mod` - -## Description - -**No mod** (NM) is a term used to describe a play that does not use any [game modifiers](/wiki/Game_modifier). The term is most commonly used in [tournaments](/wiki/Tournaments) to distinguish certain categories or restrictions, but can also be used to distinguish certain types of players or plays. - -Regarding usage of the term among everyday, common players, it is used to define plays and players. For example, one could call a player who typically enjoys playing with no game modifiers enabled (and/or has many of their top plays use no mods) a "no mod player" (similar to calling a player a "DT player"). While in other instances, some other players may use the term to say that they are "good at no mod" as a way to say that they typically obtain better scores without the use of mods. diff --git a/wiki/Game_modifier/Score_multiplier/en.md b/wiki/Game_modifier/Score_multiplier/en.md index da1699baf73e..bf93aea73315 100644 --- a/wiki/Game_modifier/Score_multiplier/en.md +++ b/wiki/Game_modifier/Score_multiplier/en.md @@ -9,17 +9,15 @@ tags: *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 map with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. But if that same player achieved the *exact same play* on the *exact same [beatmap](/wiki/Beatmaps)*, with the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod enabled, then the final score would be because the Hard Rock mod's Score Multiplier value is . The formula below describes how the values are multiplied. - - - -However, if multiple mods are enabled, the Score Multiplier value is calculated by multiplying the respective values of the two mods to get the final Score Multiplier value. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifier/Half_Time) mod are enabled, the final value will be . (Calculated as ) +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 diff --git a/wiki/Game_modifier/en.md b/wiki/Game_modifier/en.md index 40002b513a02..29171fe45279 100644 --- a/wiki/Game_modifier/en.md +++ b/wiki/Game_modifier/en.md @@ -6,9 +6,6 @@ tags: - list of mods --- - - @@ -23,7 +20,7 @@ tags: 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`). +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 From cc9801e33e7e2c2312d34bda9d58277cd3495806 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Wed, 19 Aug 2020 18:42:01 -0500 Subject: [PATCH 70/72] Consistency fixes, last pass for other cleanup --- wiki/Game_modifier/10K/en.md | 2 +- wiki/Game_modifier/Co-op/en.md | 2 +- wiki/Game_modifier/Fade_Out/en.md | 2 +- wiki/Game_modifier/Nightcore/en.md | 2 +- wiki/Game_modifier/en.md | 6 +++--- wiki/Game_modifier/xK/en.md | 8 ++++---- 6 files changed, 11 insertions(+), 11 deletions(-) diff --git a/wiki/Game_modifier/10K/en.md b/wiki/Game_modifier/10K/en.md index 4672eff6cde8..f2406560f6ea 100644 --- a/wiki/Game_modifier/10K/en.md +++ b/wiki/Game_modifier/10K/en.md @@ -26,6 +26,6 @@ tags: *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/4K) mods, and thus was not rankable. +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/Co-op/en.md b/wiki/Game_modifier/Co-op/en.md index b63c7b52b7af..fcbf71f42410 100644 --- a/wiki/Game_modifier/Co-op/en.md +++ b/wiki/Game_modifier/Co-op/en.md @@ -19,7 +19,7 @@ tags: ## About -- Abbreviation: CP +- 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!` diff --git a/wiki/Game_modifier/Fade_Out/en.md b/wiki/Game_modifier/Fade_Out/en.md index 889ecea96f50..fb2127efcfb6 100644 --- a/wiki/Game_modifier/Fade_Out/en.md +++ b/wiki/Game_modifier/Fade_Out/en.md @@ -10,7 +10,7 @@ tags: +- Add information on when and why the Fade Out mod was removed --> # Fade Out (mod) diff --git a/wiki/Game_modifier/Nightcore/en.md b/wiki/Game_modifier/Nightcore/en.md index 77c34ec6f7ef..fc7e7a97f21b 100644 --- a/wiki/Game_modifier/Nightcore/en.md +++ b/wiki/Game_modifier/Nightcore/en.md @@ -31,7 +31,7 @@ tags: ## 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 **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. diff --git a/wiki/Game_modifier/en.md b/wiki/Game_modifier/en.md index 29171fe45279..cc4a4942d9b8 100644 --- a/wiki/Game_modifier/en.md +++ b/wiki/Game_modifier/en.md @@ -49,10 +49,10 @@ Each of the mods below listed will have their compitable game modes' icon (![][o - [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] -- [4K (xK)](/wiki/Game_modifier/4K) ![][o!m] +- [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](/wiki/Game_modifier/Mirror) ![][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] diff --git a/wiki/Game_modifier/xK/en.md b/wiki/Game_modifier/xK/en.md index c8e7a4cfe4c3..27e8f670b2bc 100644 --- a/wiki/Game_modifier/xK/en.md +++ b/wiki/Game_modifier/xK/en.md @@ -17,7 +17,7 @@ tags: # xK (mod) -*Notice: `xK` is the collective term for the key modifiers: `1K`, `2K`, `3K`, `4K`, `5K`, `6K`, `7K`, `8K`, and `9K`* +*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") @@ -33,11 +33,11 @@ tags: ## Description -*Notice: All xK mods do not work on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.* +*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. +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 *x*K mods: +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 | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | From 376f00b3a23b674cee81d9daffc281a325992e29 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Wed, 19 Aug 2020 18:43:50 -0500 Subject: [PATCH 71/72] Update game modifier redirects --- wiki/redirect.yaml | 141 +++++++++++++++++++++++---------------------- 1 file changed, 73 insertions(+), 68 deletions(-) diff --git a/wiki/redirect.yaml b/wiki/redirect.yaml index 2d9431ccd55e..462d967a7834 100644 --- a/wiki/redirect.yaml +++ b/wiki/redirect.yaml @@ -109,83 +109,88 @@ "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" -"auto_pilot": "Game_modifier#auto-pilot" -"auto-pilot": "Game_modifier#auto-pilot" -"autopilot": "Game_modifier#auto-pilot" -"ap": "Game_modifier#auto-pilot" -"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" -"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" -"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" +"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" -"game_modifier/1k": "Game_modifier/xk" "2k": "Game_modifier/xk" -"game_modifier/2k": "Game_modifier/xk" "3k": "Game_modifier/xk" -"game_modifier/3k": "Game_modifier/xk" "4k": "Game_modifier/xk" -"game_modifier/4k": "Game_modifier/xk" "5k": "Game_modifier/xk" -"game_modifier/5k": "Game_modifier/xk" "6k": "Game_modifier/xk" -"game_modifier/6k": "Game_modifier/xk" "7k": "Game_modifier/xk" -"game_modifier/7k": "Game_modifier/xk" "8k": "Game_modifier/xk" -"game_modifier/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" From 695842f2cd23ffb7ba0c21d77390138a1c8b6e42 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Wed, 19 Aug 2020 18:52:41 -0500 Subject: [PATCH 72/72] Fix copy mistake in Flashlight article, arrange thread link in post order I'm pretty sure that thread ID implies order --- wiki/Game_modifier/Flashlight/en.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/wiki/Game_modifier/Flashlight/en.md b/wiki/Game_modifier/Flashlight/en.md index 16c1401da3b6..2e7c90503ab1 100644 --- a/wiki/Game_modifier/Flashlight/en.md +++ b/wiki/Game_modifier/Flashlight/en.md @@ -67,10 +67,10 @@ In [osu!mania](/wiki/Game_Modes/osu!mania), the visible area is restricted to a ## Trivia -- 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. -- 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 is back!](https://osu.ppy.sh/community/forums/topics/41519) +- 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"