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Add L-M lettered article stubs from glossary #3840

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3 changes: 2 additions & 1 deletion wiki/Beatmapping/Health/en.md
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- health points
- hit points
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# Health

**Health**, or *HP*, is the value that determines if a player has passed or failed a [beatmap](/wiki/Beatmaps). Health can be seen in the health bar,<!-- TODO: link --> which updates as gameplay progresses. The [HP drain rate](/wiki/Beatmapping/HP_drain_rate) difficulty setting determines how difficult it is to keep a high health value.
**Health** or *HP*, is the value that determines if a player has passed or failed a [beatmap](/wiki/Beatmaps). Health can be seen in the [health bar](/wiki/Glossary/Health_bar), which updates as gameplay progresses. The [HP drain rate](/wiki/Beatmapping/HP_drain_rate) difficulty setting determines how difficult it is to keep a high health value.

## osu!standard

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17 changes: 17 additions & 0 deletions wiki/Beatmaps/Marathon/en.md
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# Marathon

**Marathon** is a term used to describe [beatmaps](/wiki/Beatmaps) that are five minutes in length or longer. They are often collaborative efforts, as mapping longer songs can be tiring when done alone.

## History

When marathon beatmaps were first introduced, they were originally defined to be at least *six* minutes long, and could only include a single difficulty (with the exception that each beatmapset could include a single [osu!taiko](/wiki/Game_mode/osu!taiko) difficulty as well).

Marathon beatmaps also had to have their single difficulty be named "Marathon" to bypass the Beatmap Submission System at the time and prevent the beatmapset from entering the [Pending](/wiki/Beatmaps#pending) category. Upon ranking, marathon beatmaps would enter the Approved category instead of the [Ranked](/wiki/Beatmaps#ranked) category to signal that these were marathon maps. The category was later abandoned in favor of the Ranked category.

Marathon maps were later changed to include maps with five minute drain times and allowing custom difficulty naming. This lasted up until the more lenient spread rules were introduced in 2019.

<!-- TODO: Add links and stuff -->
24 changes: 24 additions & 0 deletions wiki/Glossary/Health_bar/en.md
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- life
- life bar
- hp bar
- healthbar
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# Health bar

*For health as a mechanic, see: [Health](/wiki/Beatmapping/Health)*

The **health bar** (also known as the *HP bar*) is a bar which displays a player's remaining [health](/wiki/Beatmapping/Health). In all [game modes](/wiki/Game_mode) expect [osu!mania](/wiki/Game_mode/osu!mania), there is an indicator moving along the health bar that shows a player's current health.

In [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch), if the health bar drains completely, the player will fail the current [beatmap](/wiki/Beatmaps) (assuming no special game modifiers are enabled).

In [osu!taiko](/wiki/Game_mode/osu!taiko), it is impossible to fail a beatmap *during* play, but it is possible to fail after the beatmap has ended if the player has not filled the health bar enough.

In osu!standard, osu!catch, and osu!taiko, the health bar is displayed in the top-left corner of the screen. Whereas in osu!mania, it is rotated 90 degrees counterclockwise, and is placed to the right of the playfield.

In osu!standard and osu!catch, the health bar will drain at a constant rate throughout the course of a beatmap, with the exception of breaks. This effect is known as [health drain](/wiki/Beatmapping/Health_drain).

<!-- TODO: Add links and stuff -->
12 changes: 12 additions & 0 deletions wiki/Glossary/Lead-in/en.md
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- leadin
- lead in
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# Lead-in

The **lead-in** is a three second period of silence that is occasionally inserted at the beginning of a [beatmap](/wiki/Beatmaps). This is done to give players time to react to incoming [hit objects](/wiki/Hit_object) if a creator has placed them close to the start of the song.

<!-- TODO: Add links and stuff -->
20 changes: 20 additions & 0 deletions wiki/Glossary/Local_song_offset/en.md
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# Local song offset

*For offset while beatmapping, see: [Offset](/wiki/Beatmapping/Offset)*

**Local song offset** is an offset which moves the appearance of [hit objects](/wiki/Hit_object) in relation to the audio of individual [beatmaps](/wiki/Beatmaps). This can be helpful for players who experience auditory or visual delays. Local song offset works alongside the global offset to calculate a total offset.

At the start of gameplay, the local song offset can be changed by pressing:

- `+` to increase the offset by 5 milliseconds
- `-` to decrease the offset by 5 milliseconds
- `Alt` + `+` to increase the offset by 1 milliseconds
- `Alt` + `-` to decrease the offset by 1 milliseconds

If a local offset is defined, osu! will display the local offset in the interface above the scoreboard<!-- TODO: add image of the local offset in the interface -->. osu! will also notify you of the local offset before starting gameplay.

<!-- TODO: Add links and stuff -->
15 changes: 15 additions & 0 deletions wiki/Glossary/Loved/en.md
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- heart
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# Loved

*See also: [Project Loved](/wiki/Project_Loved) and [Beatmaps § Loved](/wiki/Beatmaps#loved)*

**Loved** is a state given to [beatmaps](/wiki/Beatmaps) that do not follow the [ranking criteria](/wiki/Ranking_Criteria), but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not gain them any [performance points](/wiki/Performance_points). All scores on a Loved beatmap will be deleted if it moves out of the Loved category. This usually only happens upon the creator's request.

Loved beatmaps use the heart icon ![](/wiki/shared/status/loved.png) in the song selection screen, and are regularly added through Project Loved which is handled by the [Project Loved Team](/wiki/People/The_Team/Project_Loved_Team).

<!-- TODO: Add links and stuff -->
15 changes: 15 additions & 0 deletions wiki/Modding/Mod_for_mod/en.md
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# Mod for mod

**Mod for mod** (also known as *M4M*) is a term that describes a trade between two or more creators. It requires each creator to [mod](/wiki/Modding) the other's [beatmap](/wiki/Beatmaps).

This term is usually found on the [forums](https://osu.ppy.sh/community/forums/60) where users review each other's maps, but may also be found on user profiles and external sites.

Mod for mods have historically been favoured over regular mods since both parties benefit from this deal, though have become less common in recent years.

<!-- TODO: Add links and stuff -->
9 changes: 9 additions & 0 deletions wiki/Modding/Mod_request/en.md
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# Mod request

**Mod request** is a term used when a creator is in need of help and wants to improve their [beatmap](/wiki/Beatmaps). This can be done in a multitude of ways but is most commonly done by requesting a normal mod or [mod for mod](/wiki/Modding/Mod_for_mod) in one of the [forum modding queues](https://osu.ppy.sh/community/forums/60). Once the mod request has been accepted, the [modding](/wiki/Modding) process starts and the beatmap will be checked for potential mistakes and improvements.

<!-- TODO: Add links and stuff -->
9 changes: 9 additions & 0 deletions wiki/Modding/Modder/en.md
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# Modder

A **modder** is a user who helps other beatmap creators improve their [beatmaps](/wiki/Beatmaps) through [modding](/wiki/Modding). Successful posts on a beatmap discussion awards the modder [Kudosu!](/wiki/Modding/Kudosu) which can be seen on the user's profile page.

<!-- TODO: Add links and stuff -->