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Add C lettered article stubs from glossary #3505

Merged
merged 10 commits into from
Aug 30, 2020
13 changes: 13 additions & 0 deletions wiki/Beatmapping/Colourhaxing/en.md
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tags:
- colourhacking
- colorhacking
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# 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.

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29 changes: 4 additions & 25 deletions wiki/Beatmapping/Combo/en.md
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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<!-- TODO: link --> 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)<!-- TODO: link --> 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.

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13 changes: 13 additions & 0 deletions wiki/Glossary/Changelog/en.md
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tags:
- history
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# 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).

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11 changes: 11 additions & 0 deletions wiki/Glossary/Choke/en.md
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tags:
- reverse choke
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# 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.

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25 changes: 25 additions & 0 deletions wiki/Glossary/Combo_Colour/en.md
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tags:
- colours
- NC
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# 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.

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16 changes: 16 additions & 0 deletions wiki/Glossary/Combo_Fire/en.md
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tags:
- Combo Flame
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# 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.

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12 changes: 12 additions & 0 deletions wiki/Glossary/Combo_Milestone/en.md
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- comboburst
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# 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.

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14 changes: 14 additions & 0 deletions wiki/Glossary/Combo_Multiplier_Effect/en.md
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tags:
- score v1
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# 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.

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21 changes: 21 additions & 0 deletions wiki/Glossary/Combo_Score_Multiplier/en.md
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tags:
- max combo
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# 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.

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13 changes: 13 additions & 0 deletions wiki/Glossary/Combobreak/en.md
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tags:
- miss
- combo miss
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# 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).

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20 changes: 20 additions & 0 deletions wiki/Glossary/Comboburst/en.md
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# 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.

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16 changes: 16 additions & 0 deletions wiki/Glossary/Cookie/en.md
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tags:
- logo
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# 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)

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Binary file added wiki/Glossary/Cookie/img/Pippi_corruption.jpg
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