From b82dff169f9c53238b2a2949f2393e76245f3fcd Mon Sep 17 00:00:00 2001 From: Pennek Date: Wed, 29 Apr 2020 06:12:51 +0200 Subject: [PATCH 1/8] Add C lettered article stubs from glossary --- wiki/Beatmapping/Colourhaxing/en.md | 13 ++++++++ wiki/Beatmapping/Combo/en.md | 29 +++--------------- wiki/Glossary/Changelog/en.md | 13 ++++++++ wiki/Glossary/Choke/en.md | 11 +++++++ wiki/Glossary/Combo_Colour/en.md | 25 +++++++++++++++ wiki/Glossary/Combo_Fire/en.md | 16 ++++++++++ wiki/Glossary/Combo_Milestone/en.md | 12 ++++++++ wiki/Glossary/Combo_Multiplier_Effect/en.md | 14 +++++++++ wiki/Glossary/Combo_Score_Multiplier/en.md | 21 +++++++++++++ wiki/Glossary/Combobreak/en.md | 13 ++++++++ wiki/Glossary/Comboburst/en.md | 20 ++++++++++++ wiki/Glossary/Cookie/en.md | 16 ++++++++++ wiki/Glossary/Cookie/img/Pippi_corruption.jpg | Bin 0 -> 39435 bytes 13 files changed, 178 insertions(+), 25 deletions(-) create mode 100644 wiki/Beatmapping/Colourhaxing/en.md create mode 100644 wiki/Glossary/Changelog/en.md create mode 100644 wiki/Glossary/Choke/en.md create mode 100644 wiki/Glossary/Combo_Colour/en.md create mode 100644 wiki/Glossary/Combo_Fire/en.md create mode 100644 wiki/Glossary/Combo_Milestone/en.md create mode 100644 wiki/Glossary/Combo_Multiplier_Effect/en.md create mode 100644 wiki/Glossary/Combo_Score_Multiplier/en.md create mode 100644 wiki/Glossary/Combobreak/en.md create mode 100644 wiki/Glossary/Comboburst/en.md create mode 100644 wiki/Glossary/Cookie/en.md create mode 100644 wiki/Glossary/Cookie/img/Pippi_corruption.jpg diff --git a/wiki/Beatmapping/Colourhaxing/en.md b/wiki/Beatmapping/Colourhaxing/en.md new file mode 100644 index 000000000000..9d2dc8edbb09 --- /dev/null +++ b/wiki/Beatmapping/Colourhaxing/en.md @@ -0,0 +1,13 @@ +--- +tags: + - colourhacking + - colorhacking +--- + +# Colourhaxing + +**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours, and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all the following combos as well. + + + + diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md index 56ba48864efa..4f30b0ffd23b 100644 --- a/wiki/Beatmapping/Combo/en.md +++ b/wiki/Beatmapping/Combo/en.md @@ -1,45 +1,24 @@ --- tags: - - colorhaxing - - colourhaxing - - color haxing - - colour haxing - combo color - combo colour - NC - new combo + - comboset --- # Combo -*Not to be confused with the [score multiplier](/wiki/Score).* +*Not to be confused with [Combo (score multiplier)](/wiki/Glossary/Combo_Score_Multiplier).* -**Combos** are groups of related [hit objects](/wiki/Hit_Objects) in [beatmaps](/wiki/Beatmaps) that share the same colour and award bonus health when completed successfully. Groupings are most commonly done according to verses, measures, melodies, or visual patterns. Each combo starts with an object marked as a **new combo** (***NC***). - -The `New Combo` button (or the shortcut `Q`) is on the right of the `Compose` tab of the [beatmap editor](/wiki/Beatmap_Editor). - -## Combo colour - -*For regulations surrounding combo colours, see: [Ranking criteria](/wiki/Ranking_Criteria)* - -When a new combo is started, the current combo colour changes. Combo colours are defined by a mapper, and apply to all hit objects in a beatmap. Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel, with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a beatmapper does not define any combo colours, or when the player overrides it in their settings. +*Combo* or **comboset** refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. [osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. ## osu!standard -In [osu!standard](/wiki/Game_Modes/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up, and spinners also force the next object to start a new combo. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo. +In [osu!standard](/wiki/Game_Modes/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up, and spinners also force the next object to start a new combo. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo. Grouping of combos in osu!standard is most commonly done according to verses, measures, melodies, or visual patterns. ## osu!catch In [osu!catch](/wiki/Game_Modes/osu!catch), each type of fruit is coloured in the order given. Droplets and fruits at the end of sliders will always have the same colour as the start fruit, however bananas will always have a tint of yellow. When a combo is completed, the fruits stacked on the catcher's plate will explode outwards. -## Other game modes - -[osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. - -## Colourhaxing - -**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order like default. This allows for full control over combo colours, and can be used to make different sections of a beatmap stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. - -Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all the following combos as well. - diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md new file mode 100644 index 000000000000..4b54cee14b3b --- /dev/null +++ b/wiki/Glossary/Changelog/en.md @@ -0,0 +1,13 @@ +--- +tags: + - history +--- + +# Changelog + +The *changelog* is a page where peppy and the osu!dev team detail their day-by-day improvements, additions and bug fixes to the game. All changes from prior releases are recorded here for future browsers to view. + +To see the changelog, see the [Changelog Listing](https://osu.ppy.sh/home/changelog). + + + \ No newline at end of file diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md new file mode 100644 index 000000000000..c72f87f34a0f --- /dev/null +++ b/wiki/Glossary/Choke/en.md @@ -0,0 +1,11 @@ +--- +tags: + - reverse choke +--- + +# Choke + +A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/beatmaps), but combobreaks near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. + + + \ No newline at end of file diff --git a/wiki/Glossary/Combo_Colour/en.md b/wiki/Glossary/Combo_Colour/en.md new file mode 100644 index 000000000000..2d0f6a21747e --- /dev/null +++ b/wiki/Glossary/Combo_Colour/en.md @@ -0,0 +1,25 @@ +--- +tags: + - colours + - NC +--- + +# Combo colour + +*For regulations surrounding combo colours, see: [Ranking criteria](/wiki/Ranking_Criteria)* + +*Combo colours* are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_Objects) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor). + +Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel, with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a mapper does not define any combo colours, or when the player overrides it in their settings. + +## osu!standard + +In [osu!standard](/wiki/Game_Modes/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_Objects) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's `skin.ini` file defines). + +## osu!catch + +In [osu!catch](/wiki/Game_Modes/osu!catch), each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow. + + + + diff --git a/wiki/Glossary/Combo_Fire/en.md b/wiki/Glossary/Combo_Fire/en.md new file mode 100644 index 000000000000..b8c62f9e025b --- /dev/null +++ b/wiki/Glossary/Combo_Fire/en.md @@ -0,0 +1,16 @@ +--- +tags: + - Combo Flame +--- + +# Combo Fire + +![Ancient screenshot of the combo fire](/wiki/shared/combo-fire.jpg "R.I.P. combo fire") + +*Combo fire* was a background gameplay element originally integrated into osu! from the DS games. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_Score_Multiplier) of 500, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken but would be reobtainable if combo was regained. + +Combo fire was disabled 5th of March, 2013 due to performance concerns. + + + + \ No newline at end of file diff --git a/wiki/Glossary/Combo_Milestone/en.md b/wiki/Glossary/Combo_Milestone/en.md new file mode 100644 index 000000000000..8a6dc973a0e6 --- /dev/null +++ b/wiki/Glossary/Combo_Milestone/en.md @@ -0,0 +1,12 @@ +--- +tags: + - comboburst +--- + +# Combo Milestone + +*Combo milestones* are a specific set of [combos](/wiki/Glossary/Combo_Score_Multiplier) which will trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30, 60, 100, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. + + + + \ No newline at end of file diff --git a/wiki/Glossary/Combo_Multiplier_Effect/en.md b/wiki/Glossary/Combo_Multiplier_Effect/en.md new file mode 100644 index 000000000000..effd7c8449ae --- /dev/null +++ b/wiki/Glossary/Combo_Multiplier_Effect/en.md @@ -0,0 +1,14 @@ +--- +tags: + - score v1 +--- + +# Combo Multiplier Effect + +The *combo multiplier effect* is a bug with scoreV1 which allows [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once the cap is reached score will begin to count backwards. ScoreV2 fixes this problem by capping score at 1 million points, not accounting modifiers. + +The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because said game modes use the player's current [combo](/wiki/Glossary/Combo_Score_Multiplier) as a part of the score calculations. Meaning that a player would get a higher score, if they had gotten a full combo, than someone who played the same map with a broken combo. + + + + \ No newline at end of file diff --git a/wiki/Glossary/Combo_Score_Multiplier/en.md b/wiki/Glossary/Combo_Score_Multiplier/en.md new file mode 100644 index 000000000000..16266aea5825 --- /dev/null +++ b/wiki/Glossary/Combo_Score_Multiplier/en.md @@ -0,0 +1,21 @@ +--- +tags: + - max combo +--- + +# Combo (Score multiplier) + +*Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).* + +**Combo** refers to the number of [objects](/wiki/Hit_Objects) a player has hit consecutively without missing or sliderbreaking once. This number is displayed in various places during gameplay: + +- Bottom-left in [osu!standard](/wiki/Game_Modes/osu!). +- On the drums in [osu!taiko](/wiki/Game_Modes/osu!taiko). +- Above the fruit catcher in [osu!catch](/wiki/Game_Modes/osu!catch). +- Centre of the stage in [osu!mania](/wiki/Game_Modes/osu!mania) (vertical height varies by skin). + +*Max combo* is the player's highest achieved combo throughout the play. + + + + diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md new file mode 100644 index 000000000000..6ec7e6ec8946 --- /dev/null +++ b/wiki/Glossary/Combobreak/en.md @@ -0,0 +1,13 @@ +--- +tags: + - miss + - combo miss +--- + +# Combobreak + +*Combobreak* is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier/) during any part of a [beatmap](/wiki/Beatmaps). + + + + \ No newline at end of file diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md new file mode 100644 index 000000000000..4a8ec05a0fdb --- /dev/null +++ b/wiki/Glossary/Comboburst/en.md @@ -0,0 +1,20 @@ +--- +tags: + - +--- + +# Comboburst + +*Combobursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone). + +- For [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), a character will *burst* out from either the left or right side of the window. +- For [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will *burst* behind pippidon. +- For [osu!mania](/wiki/Game_Modes/osu!mania), a character will *burst* from the right side of the stage (or left side or both if specified in the `skin.ini`). + +In addition to this, for osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield, for combos less than 100, then both sides for combos 100 or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage. + +Combobursts can be disabled in the options. + + + + \ No newline at end of file diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md new file mode 100644 index 000000000000..986e3e7a0a36 --- /dev/null +++ b/wiki/Glossary/Cookie/en.md @@ -0,0 +1,16 @@ +--- +tags: + - logo +--- + +# Cookie + +*For cookie usage guidelines, see: [Brand identity guidelines](/wiki/Brand_identity_guidelines)* + +*Cookie* is another word for the osu! logo and refers to its shape. The cookie appears many times in the osu! client. It can be seen in the main menu, solo mode, and previously in old crash reports as seen below. + +![Window dialog of osu! crashing](img/Pippi_corruption.jpg) + + + + \ No newline at end of file diff --git a/wiki/Glossary/Cookie/img/Pippi_corruption.jpg b/wiki/Glossary/Cookie/img/Pippi_corruption.jpg new file mode 100644 index 0000000000000000000000000000000000000000..f5f40ff787e29e2d191004be7eb5895da19728ed GIT binary patch literal 39435 zcmd?RbzEJ`vMxGtC%BUY0>KIH?(XjH?h+sn+->6S?ykWdf=pb32M8_!g4{{gT6?c^ z&OUPAyYG+tdp(-bUsttMSC6i)A(Q9D=WhTsDKSYg00aaCzyN#zo>u_E07wXkm-uIZ zf`NJou+Y#@FmSMNa4&!G2uKL<@QCnmaEK^~h)Brb0EdA33I!SU1-~@%QvIbCI3mNt z!M~LF-wV&Z0CaeWL0SyZS_q+^1h5|FupwPfgwCB~`Qnc^L*36C5uGxNw^`=Qr49djkHTUm3>yr2( zrr3aQSm_AtKGyH1T;x)~$NRY}YP!t?Sqq{I;6_ihg)F(iOdqz=hII6_@hnfNhtHtL zsE5a`lP5Z|@sO_*=rHqcS6oc}+|$@;fm_gT3cJ&$; zznW~4#pdn=Rb~VpLzLVG(_veDCqlttTR4&iqTsK;A)XVVn9iU0Z{$B=*$=6cHE&Ky zRdvx-W5!UawHtr(h@UXxNzApc55maGYbGrn#!oxjjFmXs9d=7&n@81+q(g%S4b!EG z@mX{!sCf+{ 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z#r0rs(N23Ij3iEOkN=7#;kSU5k-36>i}T?3ra&hjB)&u&QG0&_o#^ssGr>=?y6!A4 z?KOiW_NqrNL6&8Gyvb#YtIuk5pQ-n^-+W>6GSX^wG*d7(b`MW&(~diH$SaZBXSaU< zU6Ze_J74=+U({3(9NSgwk~{j#Bj-ozFQnh66)dn`$WNAaL&yz<5udb2-|PTbtc)|0 zSMjxVw`{AlhDH}W`ny7*Nug~msyHxYPbC&Lp;JixnQeB>%MX4 zzzPgJUM3c^hFr*#hF9C$+)aKqg8I;8V**3OIW0BAQtcvA(Jy5?{H7g0ef|6^vTY|i zdiB9Z3VQK%VgNPUO=z(*x*sLwp}vLQ$PK$-gi?TIq*$1hm)VW~Z;;7-_3e+!VXp3a zgs*=nnh)YQ@N+P`fA7rhZ5=UzE|~l2du#cp;>^~oTi4f+ Date: Fri, 3 Jul 2020 02:43:58 +0200 Subject: [PATCH 2/8] apply milky review --- wiki/Beatmapping/Colourhaxing/en.md | 2 +- wiki/Beatmapping/Combo/en.md | 4 +++- wiki/Glossary/Changelog/en.md | 4 ++-- wiki/Glossary/Choke/en.md | 2 ++ wiki/Glossary/Combo_Colour/en.md | 6 +++--- wiki/Glossary/Combo_Fire/en.md | 4 ++-- wiki/Glossary/Combo_Milestone/en.md | 2 +- wiki/Glossary/Combo_Multiplier_Effect/en.md | 4 ++-- wiki/Glossary/Combo_Score_Multiplier/en.md | 2 +- wiki/Glossary/Combobreak/en.md | 4 +++- wiki/Glossary/Comboburst/en.md | 16 ++++++++-------- wiki/Glossary/Cookie/en.md | 2 +- 12 files changed, 29 insertions(+), 23 deletions(-) diff --git a/wiki/Beatmapping/Colourhaxing/en.md b/wiki/Beatmapping/Colourhaxing/en.md index 9d2dc8edbb09..4377bb19b766 100644 --- a/wiki/Beatmapping/Colourhaxing/en.md +++ b/wiki/Beatmapping/Colourhaxing/en.md @@ -6,7 +6,7 @@ tags: # Colourhaxing -**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours, and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all the following combos as well. +**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all of the following combos as well. diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md index 4f30b0ffd23b..cc663d730ab3 100644 --- a/wiki/Beatmapping/Combo/en.md +++ b/wiki/Beatmapping/Combo/en.md @@ -15,7 +15,9 @@ tags: ## osu!standard -In [osu!standard](/wiki/Game_Modes/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up, and spinners also force the next object to start a new combo. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo. Grouping of combos in osu!standard is most commonly done according to verses, measures, melodies, or visual patterns. +In [osu!standard](/wiki/Game_Modes/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo. Grouping of combos in osu!standard is most commonly done according to verses, measures, melodies, or visual patterns. + +*Note: Spinners also force the next object to start a new combo.* ## osu!catch diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md index 4b54cee14b3b..4f17c30260af 100644 --- a/wiki/Glossary/Changelog/en.md +++ b/wiki/Glossary/Changelog/en.md @@ -5,9 +5,9 @@ tags: # Changelog -The *changelog* is a page where peppy and the osu!dev team detail their day-by-day improvements, additions and bug fixes to the game. All changes from prior releases are recorded here for future browsers to view. +The [changelog](https://osu.ppy.sh/home/changelog) is a page where peppy and the osu!dev team detail their day-by-day improvements, additions, and bug fixes to the game. All changes from prior releases are recorded here for future browsers to view. -To see the changelog, see the [Changelog Listing](https://osu.ppy.sh/home/changelog). +*Note: the changelog was originally a series of forum posts in 2007 before becoming the official page it is today.* \ No newline at end of file diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md index c72f87f34a0f..47156a3e843a 100644 --- a/wiki/Glossary/Choke/en.md +++ b/wiki/Glossary/Choke/en.md @@ -7,5 +7,7 @@ tags: A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/beatmaps), but combobreaks near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. +The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*) + \ No newline at end of file diff --git a/wiki/Glossary/Combo_Colour/en.md b/wiki/Glossary/Combo_Colour/en.md index 2d0f6a21747e..cbbfad028190 100644 --- a/wiki/Glossary/Combo_Colour/en.md +++ b/wiki/Glossary/Combo_Colour/en.md @@ -8,13 +8,13 @@ tags: *For regulations surrounding combo colours, see: [Ranking criteria](/wiki/Ranking_Criteria)* -*Combo colours* are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_Objects) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor). +**Combo colours** are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_Objects) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor). -Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel, with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a mapper does not define any combo colours, or when the player overrides it in their settings. +Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a mapper does not define any combo colours, or when the player overrides it in their settings. ## osu!standard -In [osu!standard](/wiki/Game_Modes/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_Objects) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's `skin.ini` file defines). +In [osu!standard](/wiki/Game_Modes/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_Objects) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's [skin.ini](/wiki/Skinning/skin.ini) file defines). ## osu!catch diff --git a/wiki/Glossary/Combo_Fire/en.md b/wiki/Glossary/Combo_Fire/en.md index b8c62f9e025b..cae54089b632 100644 --- a/wiki/Glossary/Combo_Fire/en.md +++ b/wiki/Glossary/Combo_Fire/en.md @@ -7,9 +7,9 @@ tags: ![Ancient screenshot of the combo fire](/wiki/shared/combo-fire.jpg "R.I.P. combo fire") -*Combo fire* was a background gameplay element originally integrated into osu! from the DS games. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_Score_Multiplier) of 500, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken but would be reobtainable if combo was regained. +**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_Score_Multiplier) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained. -Combo fire was disabled 5th of March, 2013 due to performance concerns. +*Notice: Combo fire was disabled on March 5, 2013 due to performance concerns.* diff --git a/wiki/Glossary/Combo_Milestone/en.md b/wiki/Glossary/Combo_Milestone/en.md index 8a6dc973a0e6..5699d3006f18 100644 --- a/wiki/Glossary/Combo_Milestone/en.md +++ b/wiki/Glossary/Combo_Milestone/en.md @@ -5,7 +5,7 @@ tags: # Combo Milestone -*Combo milestones* are a specific set of [combos](/wiki/Glossary/Combo_Score_Multiplier) which will trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30, 60, 100, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. +**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_Score_Multiplier) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. diff --git a/wiki/Glossary/Combo_Multiplier_Effect/en.md b/wiki/Glossary/Combo_Multiplier_Effect/en.md index effd7c8449ae..364bfb8acd88 100644 --- a/wiki/Glossary/Combo_Multiplier_Effect/en.md +++ b/wiki/Glossary/Combo_Multiplier_Effect/en.md @@ -5,9 +5,9 @@ tags: # Combo Multiplier Effect -The *combo multiplier effect* is a bug with scoreV1 which allows [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once the cap is reached score will begin to count backwards. ScoreV2 fixes this problem by capping score at 1 million points, not accounting modifiers. +The **combo multiplier effect** is a bug with [scoreV1](/wiki/Score/ScoreV1) which allows the [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once that cap is reached, the score will begin to count backwards. [ScoreV2](/wiki/Score#scorev2) fixes this problem by capping the score at 1 million points, not accounting modifiers. -The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because said game modes use the player's current [combo](/wiki/Glossary/Combo_Score_Multiplier) as a part of the score calculations. Meaning that a player would get a higher score, if they had gotten a full combo, than someone who played the same map with a broken combo. +The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_Score_Multiplier) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo. diff --git a/wiki/Glossary/Combo_Score_Multiplier/en.md b/wiki/Glossary/Combo_Score_Multiplier/en.md index 16266aea5825..17014b6c05ae 100644 --- a/wiki/Glossary/Combo_Score_Multiplier/en.md +++ b/wiki/Glossary/Combo_Score_Multiplier/en.md @@ -7,7 +7,7 @@ tags: *Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).* -**Combo** refers to the number of [objects](/wiki/Hit_Objects) a player has hit consecutively without missing or sliderbreaking once. This number is displayed in various places during gameplay: +**Combo** refers to the number of [hit objects](/wiki/Hit_Objects) a player has hit consecutively without missing or [sliderbreaking](/wiki/Glossary#sliderbreak) once. This number is displayed in various places during gameplay: - Bottom-left in [osu!standard](/wiki/Game_Modes/osu!). - On the drums in [osu!taiko](/wiki/Game_Modes/osu!taiko). diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md index 6ec7e6ec8946..744a9e92e1b1 100644 --- a/wiki/Glossary/Combobreak/en.md +++ b/wiki/Glossary/Combobreak/en.md @@ -6,7 +6,9 @@ tags: # Combobreak -*Combobreak* is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier/) during any part of a [beatmap](/wiki/Beatmaps). +**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier/) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). + +*Notice: there is no in-game option to disable combobreak sound effects. But players who do not want to hear combobreak sounds may replace the `combobreak.wav` file with a `.wav` audio file that is 0 seconds long and/or use an audio file editor to make the audio completely silent.* diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md index 4a8ec05a0fdb..583b9aceac58 100644 --- a/wiki/Glossary/Comboburst/en.md +++ b/wiki/Glossary/Comboburst/en.md @@ -1,19 +1,19 @@ --- tags: - - + - milestone --- -# Comboburst +# Combo burst -*Combobursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone). +*Combo bursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone) by flashing a combo burst image. Said images are different for each game mode. -- For [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), a character will *burst* out from either the left or right side of the window. -- For [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will *burst* behind pippidon. -- For [osu!mania](/wiki/Game_Modes/osu!mania), a character will *burst* from the right side of the stage (or left side or both if specified in the `skin.ini`). +- In [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), a character will burst out from either the left or right side of the window. By default, said character will be [pippi](/wiki/Mascots#-pippi). +- In [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will burst behind pippidon. . +- In [osu!mania](/wiki/Game_Modes/osu!mania), a character will burst from the right side of the stage by default. -In addition to this, for osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield, for combos less than 100, then both sides for combos 100 or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage. +For osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield for combos less than 100x, then both sides simultaneously for combos 100x or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage. -Combobursts can be disabled in the options. +*Notice: Combo bursts can be disabled in the options.* diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md index 986e3e7a0a36..ac6157fbe5cb 100644 --- a/wiki/Glossary/Cookie/en.md +++ b/wiki/Glossary/Cookie/en.md @@ -7,7 +7,7 @@ tags: *For cookie usage guidelines, see: [Brand identity guidelines](/wiki/Brand_identity_guidelines)* -*Cookie* is another word for the osu! logo and refers to its shape. The cookie appears many times in the osu! client. It can be seen in the main menu, solo mode, and previously in old crash reports as seen below. +**Cookie** is another word for the osu! logo and refers to its shape. The cookie appears many times in the osu! client. It can be seen in the main menu, solo mode, and previously in old crash reports as seen below. ![Window dialog of osu! crashing](img/Pippi_corruption.jpg) From 25918e8e7c6db90708ac29e2bdbaa2eec0a354bf Mon Sep 17 00:00:00 2001 From: Pennek Date: Sun, 5 Jul 2020 02:16:50 +0200 Subject: [PATCH 3/8] hand remark its annual sacrifice --- wiki/Glossary/Changelog/en.md | 3 ++- wiki/Glossary/Choke/en.md | 3 ++- wiki/Glossary/Combo_Fire/en.md | 2 +- wiki/Glossary/Combo_Milestone/en.md | 2 +- wiki/Glossary/Combo_Multiplier_Effect/en.md | 2 +- wiki/Glossary/Combobreak/en.md | 2 +- wiki/Glossary/Comboburst/en.md | 2 +- wiki/Glossary/Cookie/en.md | 2 +- 8 files changed, 10 insertions(+), 8 deletions(-) diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md index 4f17c30260af..e322ff139395 100644 --- a/wiki/Glossary/Changelog/en.md +++ b/wiki/Glossary/Changelog/en.md @@ -10,4 +10,5 @@ The [changelog](https://osu.ppy.sh/home/changelog) is a page where peppy and the *Note: the changelog was originally a series of forum posts in 2007 before becoming the official page it is today.* - \ No newline at end of file + + diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md index 47156a3e843a..c90a4e2513c8 100644 --- a/wiki/Glossary/Choke/en.md +++ b/wiki/Glossary/Choke/en.md @@ -10,4 +10,5 @@ A term used when a player almost obtains a full combo while playing a [beatmap]( The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*) - \ No newline at end of file + + diff --git a/wiki/Glossary/Combo_Fire/en.md b/wiki/Glossary/Combo_Fire/en.md index cae54089b632..6f36125e868c 100644 --- a/wiki/Glossary/Combo_Fire/en.md +++ b/wiki/Glossary/Combo_Fire/en.md @@ -13,4 +13,4 @@ tags: - \ No newline at end of file + diff --git a/wiki/Glossary/Combo_Milestone/en.md b/wiki/Glossary/Combo_Milestone/en.md index 5699d3006f18..b3b8f4b1c928 100644 --- a/wiki/Glossary/Combo_Milestone/en.md +++ b/wiki/Glossary/Combo_Milestone/en.md @@ -9,4 +9,4 @@ tags: - \ No newline at end of file + diff --git a/wiki/Glossary/Combo_Multiplier_Effect/en.md b/wiki/Glossary/Combo_Multiplier_Effect/en.md index 364bfb8acd88..a9f3bae957e1 100644 --- a/wiki/Glossary/Combo_Multiplier_Effect/en.md +++ b/wiki/Glossary/Combo_Multiplier_Effect/en.md @@ -11,4 +11,4 @@ The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [os - \ No newline at end of file + diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md index 744a9e92e1b1..4e751500665f 100644 --- a/wiki/Glossary/Combobreak/en.md +++ b/wiki/Glossary/Combobreak/en.md @@ -12,4 +12,4 @@ tags: - \ No newline at end of file + diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md index 583b9aceac58..520792835ea4 100644 --- a/wiki/Glossary/Comboburst/en.md +++ b/wiki/Glossary/Comboburst/en.md @@ -17,4 +17,4 @@ For osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the - \ No newline at end of file + diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md index ac6157fbe5cb..ea150501d71a 100644 --- a/wiki/Glossary/Cookie/en.md +++ b/wiki/Glossary/Cookie/en.md @@ -13,4 +13,4 @@ tags: - \ No newline at end of file + From f8a5fa5bee64bdcbbefb19674724dc3997398388 Mon Sep 17 00:00:00 2001 From: Pennek <20502902+Pennek@users.noreply.github.com> Date: Thu, 9 Jul 2020 22:37:23 +0200 Subject: [PATCH 4/8] link --- wiki/Glossary/Choke/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md index c90a4e2513c8..a1d21619d5f9 100644 --- a/wiki/Glossary/Choke/en.md +++ b/wiki/Glossary/Choke/en.md @@ -5,7 +5,7 @@ tags: # Choke -A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/beatmaps), but combobreaks near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. +A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/beatmaps), but [combobreaks](/wiki/Glossary/Combobreak) near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*) From bb034762bafd771577bf0c1153a6db0871af1d67 Mon Sep 17 00:00:00 2001 From: Pennek <20502902+Pennek@users.noreply.github.com> Date: Thu, 9 Jul 2020 22:39:30 +0200 Subject: [PATCH 5/8] remove slash --- wiki/Glossary/Combobreak/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md index 4e751500665f..4a309d3f8de7 100644 --- a/wiki/Glossary/Combobreak/en.md +++ b/wiki/Glossary/Combobreak/en.md @@ -6,7 +6,7 @@ tags: # Combobreak -**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier/) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). +**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). *Notice: there is no in-game option to disable combobreak sound effects. But players who do not want to hear combobreak sounds may replace the `combobreak.wav` file with a `.wav` audio file that is 0 seconds long and/or use an audio file editor to make the audio completely silent.* From 1a59781379947713038c83e0c6c3e94ba569b831 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Sun, 12 Jul 2020 09:39:36 -0500 Subject: [PATCH 6/8] Add stub mark, fix article titles/folder names, other cleanup --- wiki/Beatmapping/Colourhaxing/en.md | 3 +-- wiki/Beatmapping/Combo/en.md | 2 +- wiki/Glossary/Changelog/en.md | 3 +-- wiki/Glossary/Choke/en.md | 3 +-- .../en.md | 5 ++--- wiki/Glossary/Combo_Milestone/en.md | 12 ------------ wiki/Glossary/{Combo_Colour => Combo_colour}/en.md | 3 +-- wiki/Glossary/{Combo_Fire => Combo_fire}/en.md | 9 ++++----- wiki/Glossary/Combo_milestone/en.md | 11 +++++++++++ .../en.md | 7 +++---- wiki/Glossary/Combobreak/en.md | 5 ++--- wiki/Glossary/Comboburst/en.md | 11 +++++------ wiki/Glossary/Cookie/en.md | 3 +-- 13 files changed, 33 insertions(+), 44 deletions(-) rename wiki/Glossary/{Combo_Score_Multiplier => Combo_(score_multiplier)}/en.md (93%) delete mode 100644 wiki/Glossary/Combo_Milestone/en.md rename wiki/Glossary/{Combo_Colour => Combo_colour}/en.md (98%) rename wiki/Glossary/{Combo_Fire => Combo_fire}/en.md (64%) create mode 100644 wiki/Glossary/Combo_milestone/en.md rename wiki/Glossary/{Combo_Multiplier_Effect => Combo_multiplier_effect}/en.md (73%) diff --git a/wiki/Beatmapping/Colourhaxing/en.md b/wiki/Beatmapping/Colourhaxing/en.md index 4377bb19b766..4dc4acee9873 100644 --- a/wiki/Beatmapping/Colourhaxing/en.md +++ b/wiki/Beatmapping/Colourhaxing/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - colourhacking - colorhacking @@ -8,6 +9,4 @@ tags: **Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all of the following combos as well. - - diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md index cc663d730ab3..6211a8447a41 100644 --- a/wiki/Beatmapping/Combo/en.md +++ b/wiki/Beatmapping/Combo/en.md @@ -9,7 +9,7 @@ tags: # Combo -*Not to be confused with [Combo (score multiplier)](/wiki/Glossary/Combo_Score_Multiplier).* +*Not to be confused with [Combo (score multiplier)](/wiki/Glossary/Combo_(score_multiplier)).* *Combo* or **comboset** refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. [osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md index e322ff139395..f597a6de0ef0 100644 --- a/wiki/Glossary/Changelog/en.md +++ b/wiki/Glossary/Changelog/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - history --- @@ -9,6 +10,4 @@ The [changelog](https://osu.ppy.sh/home/changelog) is a page where peppy and the *Note: the changelog was originally a series of forum posts in 2007 before becoming the official page it is today.* - - diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md index a1d21619d5f9..0986895b1be5 100644 --- a/wiki/Glossary/Choke/en.md +++ b/wiki/Glossary/Choke/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - reverse choke --- @@ -9,6 +10,4 @@ A term used when a player almost obtains a full combo while playing a [beatmap]( The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*) - - diff --git a/wiki/Glossary/Combo_Score_Multiplier/en.md b/wiki/Glossary/Combo_(score_multiplier)/en.md similarity index 93% rename from wiki/Glossary/Combo_Score_Multiplier/en.md rename to wiki/Glossary/Combo_(score_multiplier)/en.md index 17014b6c05ae..f45bab1580a1 100644 --- a/wiki/Glossary/Combo_Score_Multiplier/en.md +++ b/wiki/Glossary/Combo_(score_multiplier)/en.md @@ -1,9 +1,10 @@ --- +stub: true tags: - max combo --- -# Combo (Score multiplier) +# Combo (score multiplier) *Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).* @@ -16,6 +17,4 @@ tags: *Max combo* is the player's highest achieved combo throughout the play. - - diff --git a/wiki/Glossary/Combo_Milestone/en.md b/wiki/Glossary/Combo_Milestone/en.md deleted file mode 100644 index b3b8f4b1c928..000000000000 --- a/wiki/Glossary/Combo_Milestone/en.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -tags: - - comboburst ---- - -# Combo Milestone - -**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_Score_Multiplier) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. - - - - diff --git a/wiki/Glossary/Combo_Colour/en.md b/wiki/Glossary/Combo_colour/en.md similarity index 98% rename from wiki/Glossary/Combo_Colour/en.md rename to wiki/Glossary/Combo_colour/en.md index cbbfad028190..4476b82f7cc1 100644 --- a/wiki/Glossary/Combo_Colour/en.md +++ b/wiki/Glossary/Combo_colour/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - colours - NC @@ -20,6 +21,4 @@ In [osu!standard](/wiki/Game_Modes/osu!), all [combosets](/wiki/Beatmapping/Comb In [osu!catch](/wiki/Game_Modes/osu!catch), each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow. - - diff --git a/wiki/Glossary/Combo_Fire/en.md b/wiki/Glossary/Combo_fire/en.md similarity index 64% rename from wiki/Glossary/Combo_Fire/en.md rename to wiki/Glossary/Combo_fire/en.md index 6f36125e868c..7cb3d9b36677 100644 --- a/wiki/Glossary/Combo_Fire/en.md +++ b/wiki/Glossary/Combo_fire/en.md @@ -1,16 +1,15 @@ --- +stub: true tags: - - Combo Flame + - combo flame --- -# Combo Fire +# Combo fire ![Ancient screenshot of the combo fire](/wiki/shared/combo-fire.jpg "R.I.P. combo fire") -**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_Score_Multiplier) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained. +**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_(score_multiplier)) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained. *Notice: Combo fire was disabled on March 5, 2013 due to performance concerns.* - - diff --git a/wiki/Glossary/Combo_milestone/en.md b/wiki/Glossary/Combo_milestone/en.md new file mode 100644 index 000000000000..c92ec3d95952 --- /dev/null +++ b/wiki/Glossary/Combo_milestone/en.md @@ -0,0 +1,11 @@ +--- +stub: true +tags: + - comboburst +--- + +# Combo milestone + +**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_(score_multiplier)) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. + + diff --git a/wiki/Glossary/Combo_Multiplier_Effect/en.md b/wiki/Glossary/Combo_multiplier_effect/en.md similarity index 73% rename from wiki/Glossary/Combo_Multiplier_Effect/en.md rename to wiki/Glossary/Combo_multiplier_effect/en.md index a9f3bae957e1..c5216725e74a 100644 --- a/wiki/Glossary/Combo_Multiplier_Effect/en.md +++ b/wiki/Glossary/Combo_multiplier_effect/en.md @@ -1,14 +1,13 @@ --- +stub: true tags: - score v1 --- -# Combo Multiplier Effect +# Combo multiplier effect The **combo multiplier effect** is a bug with [scoreV1](/wiki/Score/ScoreV1) which allows the [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once that cap is reached, the score will begin to count backwards. [ScoreV2](/wiki/Score#scorev2) fixes this problem by capping the score at 1 million points, not accounting modifiers. -The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_Score_Multiplier) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo. - - +The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_(score_multiplier)) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo. diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md index 4a309d3f8de7..d77fabfbb714 100644 --- a/wiki/Glossary/Combobreak/en.md +++ b/wiki/Glossary/Combobreak/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - miss - combo miss @@ -6,10 +7,8 @@ tags: # Combobreak -**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_Score_Multiplier) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). +**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_(score_multiplier)) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). *Notice: there is no in-game option to disable combobreak sound effects. But players who do not want to hear combobreak sounds may replace the `combobreak.wav` file with a `.wav` audio file that is 0 seconds long and/or use an audio file editor to make the audio completely silent.* - - diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md index 520792835ea4..68f95dc63147 100644 --- a/wiki/Glossary/Comboburst/en.md +++ b/wiki/Glossary/Comboburst/en.md @@ -1,20 +1,19 @@ --- +stub: true tags: - milestone --- -# Combo burst +# Comboburst -*Combo bursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone) by flashing a combo burst image. Said images are different for each game mode. +*Combobursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone) by flashing a comboburst image. Said images are different for each game mode. - In [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), a character will burst out from either the left or right side of the window. By default, said character will be [pippi](/wiki/Mascots#-pippi). -- In [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will burst behind pippidon. . +- In [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will burst behind pippidon.. - In [osu!mania](/wiki/Game_Modes/osu!mania), a character will burst from the right side of the stage by default. For osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield for combos less than 100x, then both sides simultaneously for combos 100x or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage. -*Notice: Combo bursts can be disabled in the options.* - - +*Notice: Combobursts can be disabled in the options.* diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md index ea150501d71a..809f28a27238 100644 --- a/wiki/Glossary/Cookie/en.md +++ b/wiki/Glossary/Cookie/en.md @@ -1,4 +1,5 @@ --- +stub: true tags: - logo --- @@ -11,6 +12,4 @@ tags: ![Window dialog of osu! crashing](img/Pippi_corruption.jpg) - - From 3c28c9dc177cbd80ad9d1012be6aeda5e995b9ce Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Sun, 30 Aug 2020 09:23:02 -0500 Subject: [PATCH 7/8] Apply review suggestions Co-authored-by: paper-toaster --- wiki/Beatmapping/Combo/en.md | 2 +- wiki/Glossary/Combo_(score_multiplier)/en.md | 11 ++++++----- 2 files changed, 7 insertions(+), 6 deletions(-) diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md index 329c4c71813d..02fa72fc08df 100644 --- a/wiki/Beatmapping/Combo/en.md +++ b/wiki/Beatmapping/Combo/en.md @@ -11,7 +11,7 @@ tags: *Not to be confused with [Score multiplier](/wiki/Game_modifier/Score_multiplier).* -*Combo* or **comboset** refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. [osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. +**Combo** (or **comboset**) refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. [osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. ## osu!standard diff --git a/wiki/Glossary/Combo_(score_multiplier)/en.md b/wiki/Glossary/Combo_(score_multiplier)/en.md index f45bab1580a1..8fec01efdec5 100644 --- a/wiki/Glossary/Combo_(score_multiplier)/en.md +++ b/wiki/Glossary/Combo_(score_multiplier)/en.md @@ -2,18 +2,19 @@ stub: true tags: - max combo + - combo multiplier effect --- # Combo (score multiplier) *Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).* -**Combo** refers to the number of [hit objects](/wiki/Hit_Objects) a player has hit consecutively without missing or [sliderbreaking](/wiki/Glossary#sliderbreak) once. This number is displayed in various places during gameplay: +**Combo** refers to the number of [hit objects](/wiki/Hit_object) a player has hit consecutively without missing or [sliderbreaking](/wiki/Glossary#sliderbreak) once. This number is displayed in various places during gameplay: -- Bottom-left in [osu!standard](/wiki/Game_Modes/osu!). -- On the drums in [osu!taiko](/wiki/Game_Modes/osu!taiko). -- Above the fruit catcher in [osu!catch](/wiki/Game_Modes/osu!catch). -- Centre of the stage in [osu!mania](/wiki/Game_Modes/osu!mania) (vertical height varies by skin). +- Bottom-left in [osu!standard](/wiki/Game_mode/osu!). +- On the drums in [osu!taiko](/wiki/Game_mode/osu!taiko). +- Above the fruit catcher in [osu!catch](/wiki/Game_mode/osu!catch). +- Centre of the stage in [osu!mania](/wiki/Game_mode/osu!mania) (vertical height varies by skin). *Max combo* is the player's highest achieved combo throughout the play. From f6b3c2a183080d093068a2e593b91d9ee9b5beb2 Mon Sep 17 00:00:00 2001 From: MegaApple_Pi Date: Sun, 30 Aug 2020 10:05:53 -0500 Subject: [PATCH 8/8] Update links, adjust wording, other cleanup --- wiki/Beatmapping/Colourhaxing/en.md | 4 +++- wiki/Beatmapping/Combo/en.md | 6 ++++-- wiki/Glossary/Changelog/en.md | 2 +- wiki/Glossary/Choke/en.md | 2 +- wiki/Glossary/Combo_(score_multiplier)/en.md | 2 +- wiki/Glossary/Combo_colour/en.md | 8 ++++---- wiki/Glossary/Combo_fire/en.md | 4 ++-- wiki/Glossary/Combo_milestone/en.md | 2 +- wiki/Glossary/Combo_multiplier_effect/en.md | 2 +- wiki/Glossary/Combobreak/en.md | 4 ++-- wiki/Glossary/Comboburst/en.md | 13 +++++++------ wiki/Glossary/Cookie/en.md | 4 ++-- 12 files changed, 29 insertions(+), 24 deletions(-) diff --git a/wiki/Beatmapping/Colourhaxing/en.md b/wiki/Beatmapping/Colourhaxing/en.md index 4dc4acee9873..f2dae34dd259 100644 --- a/wiki/Beatmapping/Colourhaxing/en.md +++ b/wiki/Beatmapping/Colourhaxing/en.md @@ -7,6 +7,8 @@ tags: # Colourhaxing -**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all of the following combos as well. +**Colourhaxing** refers to creators setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out. + +A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all of the following combos as well. diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md index 02fa72fc08df..64096a79414a 100644 --- a/wiki/Beatmapping/Combo/en.md +++ b/wiki/Beatmapping/Combo/en.md @@ -11,7 +11,9 @@ tags: *Not to be confused with [Score multiplier](/wiki/Game_modifier/Score_multiplier).* -**Combo** (or **comboset**) refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. [osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos. +**Combo** (or **comboset**) refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo. + +[osu!taiko](/wiki/Game_mode/osu!taiko) and [osu!mania](/wiki/Game_mode/osu!mania) do not use combos. ## osu!standard @@ -19,6 +21,6 @@ In [osu!standard](/wiki/Game_mode/osu!), each hit object in a combo has its own ## osu!catch -In [osu!catch](/wiki/Game_mode/osu!catch), each type of fruit is coloured in the order given. Droplets and fruits at the end of sliders will always have the same colour as the start fruit, however bananas will always have a tint of yellow. When a combo is completed, the fruits stacked on the catcher's plate will explode outwards. +In [osu!catch](/wiki/Game_mode/osu!catch), each type of fruit is coloured in the order given. Juice streams and fruits at the end of sliders will always have the same colour as the start fruit, however bananas will always have a tint of yellow. When a combo is completed, the fruits stacked on the catcher's plate will explode outwards. diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md index f597a6de0ef0..22e63b870803 100644 --- a/wiki/Glossary/Changelog/en.md +++ b/wiki/Glossary/Changelog/en.md @@ -8,6 +8,6 @@ tags: The [changelog](https://osu.ppy.sh/home/changelog) is a page where peppy and the osu!dev team detail their day-by-day improvements, additions, and bug fixes to the game. All changes from prior releases are recorded here for future browsers to view. -*Note: the changelog was originally a series of forum posts in 2007 before becoming the official page it is today.* +*Note: The changelog was originally a series of forum posts in 2007 before becoming the official page it is today.* diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md index 0986895b1be5..e890d8ae8403 100644 --- a/wiki/Glossary/Choke/en.md +++ b/wiki/Glossary/Choke/en.md @@ -6,7 +6,7 @@ tags: # Choke -A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/beatmaps), but [combobreaks](/wiki/Glossary/Combobreak) near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. +A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/Beatmaps), but [combobreaks](/wiki/Glossary/Combobreak) near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap. The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*) diff --git a/wiki/Glossary/Combo_(score_multiplier)/en.md b/wiki/Glossary/Combo_(score_multiplier)/en.md index 8fec01efdec5..14c82cec1a6f 100644 --- a/wiki/Glossary/Combo_(score_multiplier)/en.md +++ b/wiki/Glossary/Combo_(score_multiplier)/en.md @@ -9,7 +9,7 @@ tags: *Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).* -**Combo** refers to the number of [hit objects](/wiki/Hit_object) a player has hit consecutively without missing or [sliderbreaking](/wiki/Glossary#sliderbreak) once. This number is displayed in various places during gameplay: +**Combo** refers to the number of [hit objects](/wiki/Hit_object) a player has hit consecutively without missing or [sliderbreaking](/wiki/Gameplay/Sliderbreak) once. This number is displayed in various places during gameplay: - Bottom-left in [osu!standard](/wiki/Game_mode/osu!). - On the drums in [osu!taiko](/wiki/Game_mode/osu!taiko). diff --git a/wiki/Glossary/Combo_colour/en.md b/wiki/Glossary/Combo_colour/en.md index 4476b82f7cc1..9bcd7d8fcb7c 100644 --- a/wiki/Glossary/Combo_colour/en.md +++ b/wiki/Glossary/Combo_colour/en.md @@ -7,18 +7,18 @@ tags: # Combo colour -*For regulations surrounding combo colours, see: [Ranking criteria](/wiki/Ranking_Criteria)* +*For combo colours beatmapping rules, see: [Ranking criteria/osu!](/wiki/Ranking_Criteria/osu!) and [Ranking criteria/osu!catch](/wiki/Ranking_Criteria/osu!catch)* -**Combo colours** are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_Objects) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor). +**Combo colours** are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_object) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor). Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a mapper does not define any combo colours, or when the player overrides it in their settings. ## osu!standard -In [osu!standard](/wiki/Game_Modes/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_Objects) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's [skin.ini](/wiki/Skinning/skin.ini) file defines). +In [osu!standard](/wiki/Game_mode/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_object) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's [skin.ini](/wiki/Skinning/skin.ini) file defines). ## osu!catch -In [osu!catch](/wiki/Game_Modes/osu!catch), each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow. +In [osu!catch](/wiki/Game_mode/osu!catch), each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow. diff --git a/wiki/Glossary/Combo_fire/en.md b/wiki/Glossary/Combo_fire/en.md index 7cb3d9b36677..ba49e74ebb04 100644 --- a/wiki/Glossary/Combo_fire/en.md +++ b/wiki/Glossary/Combo_fire/en.md @@ -8,8 +8,8 @@ tags: ![Ancient screenshot of the combo fire](/wiki/shared/combo-fire.jpg "R.I.P. combo fire") -**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_Milestone). If the player obtained a [combo](/wiki/Glossary/Combo_(score_multiplier)) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained. +**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_milestone). If the player obtained a [combo](/wiki/Glossary/Combo_(score_multiplier)) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained. -*Notice: Combo fire was disabled on March 5, 2013 due to performance concerns.* +Combo fire was disabled on March 5, 2013 due to performance concerns. diff --git a/wiki/Glossary/Combo_milestone/en.md b/wiki/Glossary/Combo_milestone/en.md index c92ec3d95952..500f2ad38e2a 100644 --- a/wiki/Glossary/Combo_milestone/en.md +++ b/wiki/Glossary/Combo_milestone/en.md @@ -6,6 +6,6 @@ tags: # Combo milestone -**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_(score_multiplier)) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/options)). The combo milestones for [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_Modes/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_Modes/osu!mania), the combo milestones are multiples of 100. +**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_(score_multiplier)) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/Options)). The combo milestones for [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_mode/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_mode/osu!mania), the combo milestones are multiples of 100. diff --git a/wiki/Glossary/Combo_multiplier_effect/en.md b/wiki/Glossary/Combo_multiplier_effect/en.md index c5216725e74a..8f9ab00429e9 100644 --- a/wiki/Glossary/Combo_multiplier_effect/en.md +++ b/wiki/Glossary/Combo_multiplier_effect/en.md @@ -8,6 +8,6 @@ tags: The **combo multiplier effect** is a bug with [scoreV1](/wiki/Score/ScoreV1) which allows the [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once that cap is reached, the score will begin to count backwards. [ScoreV2](/wiki/Score#scorev2) fixes this problem by capping the score at 1 million points, not accounting modifiers. -The combo multiplier effect occurs in [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_(score_multiplier)) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo. +The combo multiplier effect occurs in [osu!standard](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), and [osu!catch](/wiki/Game_mode/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_(score_multiplier)) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo. diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md index d77fabfbb714..93a2f01891ad 100644 --- a/wiki/Glossary/Combobreak/en.md +++ b/wiki/Glossary/Combobreak/en.md @@ -7,8 +7,8 @@ tags: # Combobreak -**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_(score_multiplier)) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_Multiplier_Effect). +**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_(score_multiplier)) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_milestone). -*Notice: there is no in-game option to disable combobreak sound effects. But players who do not want to hear combobreak sounds may replace the `combobreak.wav` file with a `.wav` audio file that is 0 seconds long and/or use an audio file editor to make the audio completely silent.* +There is no in-game option to disable the combobreak sound effect. Players who do not want to hear the combobreak sound may replace the `combobreak.wav` file with a blank or silenced `.wav` audio file. diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md index 68f95dc63147..f0584724fda8 100644 --- a/wiki/Glossary/Comboburst/en.md +++ b/wiki/Glossary/Comboburst/en.md @@ -2,18 +2,19 @@ stub: true tags: - milestone + - comboburst --- -# Comboburst +# Combo burst -*Combobursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_Milestone) by flashing a comboburst image. Said images are different for each game mode. +*Combo bursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_milestone) by flashing a combo burst image. Said images are different for each game mode. -- In [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), a character will burst out from either the left or right side of the window. By default, said character will be [pippi](/wiki/Mascots#-pippi). -- In [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will burst behind pippidon.. -- In [osu!mania](/wiki/Game_Modes/osu!mania), a character will burst from the right side of the stage by default. +- In [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch), a character will burst out from either the left or right side of the window. By default, said character will be [pippi](/wiki/Mascots#-pippi) and [Yuzu](/wiki/Mascots#-yuzu) respectively. +- In [osu!taiko](/wiki/Game_mode/osu!taiko), a collection of flowers will burst behind pippidon.. +- In [osu!mania](/wiki/Game_mode/osu!mania), a character will burst from the right side of the stage by default. For osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield for combos less than 100x, then both sides simultaneously for combos 100x or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage. -*Notice: Combobursts can be disabled in the options.* +*Note: Combo bursts can be disabled in the [options](/wiki/Options).* diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md index 809f28a27238..30667deb0328 100644 --- a/wiki/Glossary/Cookie/en.md +++ b/wiki/Glossary/Cookie/en.md @@ -6,9 +6,9 @@ tags: # Cookie -*For cookie usage guidelines, see: [Brand identity guidelines](/wiki/Brand_identity_guidelines)* +*See also: [Brand identity guidelines](/wiki/Brand_identity_guidelines)* -**Cookie** is another word for the osu! logo and refers to its shape. The cookie appears many times in the osu! client. It can be seen in the main menu, solo mode, and previously in old crash reports as seen below. +**Cookie** is another word for the osu! logo and refers to its shape. The cookie appears many times in the game client. It can be seen in the splash screen, main menu, solo mode, and previously in old crash reports as seen below. ![Window dialog of osu! crashing](img/Pippi_corruption.jpg)