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Add C lettered article stubs from glossary #3505

Merged
merged 10 commits into from
Aug 30, 2020
3 changes: 1 addition & 2 deletions wiki/Beatmapping/Colourhaxing/en.md
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stub: true
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- colourhacking
- colorhacking
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**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.

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2 changes: 1 addition & 1 deletion wiki/Beatmapping/Combo/en.md
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# 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)<!-- 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.

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3 changes: 1 addition & 2 deletions wiki/Glossary/Changelog/en.md
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- history
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Expand All @@ -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.*

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3 changes: 1 addition & 2 deletions wiki/Glossary/Choke/en.md
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Expand All @@ -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*)

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# Combo (Score multiplier)
# Combo (score multiplier)

*Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).*

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*Max combo* is the player's highest achieved combo throughout the play.

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

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Expand All @@ -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.

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- Combo Flame
- combo flame
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# 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.*

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11 changes: 11 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)) 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.

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# 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.

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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.

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5 changes: 2 additions & 3 deletions wiki/Glossary/Combobreak/en.md
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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). 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.*

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11 changes: 5 additions & 6 deletions wiki/Glossary/Comboburst/en.md
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# 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. <!-- TODO: stubless term "pippidon" -->.
- In [osu!taiko](/wiki/Game_Modes/osu!taiko), a collection of flowers will burst behind pippidon.<!-- TODO: stubless term "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.*

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*Notice: Combobursts can be disabled in the options.*

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3 changes: 1 addition & 2 deletions wiki/Glossary/Cookie/en.md
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![Window dialog of osu! crashing](img/Pippi_corruption.jpg)

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