From df1e0b22d124a11a38b12a8b41d11fd4108ac143 Mon Sep 17 00:00:00 2001 From: kj415j45 Date: Mon, 25 Dec 2017 18:35:30 +0000 Subject: [PATCH 01/14] zh: Game_Modes - Init translations --- wiki/Game_Modes/osu!/zh.md | 379 ++++++++++++++++++++++++++++ wiki/Game_Modes/osu!catch/zh.md | 281 +++++++++++++++++++++ wiki/Game_Modes/osu!mania/zh.md | 435 ++++++++++++++++++++++++++++++++ wiki/Game_Modes/osu!taiko/zh.md | 335 ++++++++++++++++++++++++ wiki/Game_Modes/zh.md | 44 ++++ 5 files changed, 1474 insertions(+) create mode 100644 wiki/Game_Modes/osu!/zh.md create mode 100644 wiki/Game_Modes/osu!catch/zh.md create mode 100644 wiki/Game_Modes/osu!mania/zh.md create mode 100644 wiki/Game_Modes/osu!taiko/zh.md create mode 100644 wiki/Game_Modes/zh.md diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md new file mode 100644 index 000000000000..c877bb42cf96 --- /dev/null +++ b/wiki/Game_Modes/osu!/zh.md @@ -0,0 +1,379 @@ + +[Game_Modes wikilink]: ../ "Game Modes" +[Play_Styles#osu! wikilink]: /wiki/Play_Styles/ "more info can be found on Play Styles under osu!" +[Score#osu!SV wikilink]: /wiki/Score/#osu "more info can be found on Score under osu! Scoring Values" +[Options#Keyboard wikilink]: /wiki/Options/ "more info can be found on Options under Keyboard" +[Skinning#osu! wikilink]: /wiki/Skinning/osu!/ "osu! Skinning" +[Mascots#pippi wikilink]: /wiki/Mascots/#pippi "more info can be found on Mascots under pippi" +[Auto wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto" +[Hidden wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Hidden" +[Flashlight wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Flashlight" +[Relax wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Relax" +[Auto Pilot wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto Pilot" +[Spun Out wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Spun Out" +[Beatmapping wikilink]: /wiki/Beatmapping "Beatmapping" +[CS wikilink]: /wiki/Beatmap_Editor/Song_Setup "more info can be found on Song Setup under Circle Size" +[HP wikilink]: /wiki/Beatmap_Editor/Song_Setup "more info can be found on Song Setup under HP Drain" +[OD wikilink]: /wiki/Beatmap_Editor/Song_Setup "more info can be found on Song Setup under Overall Difficulty" + + +[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" +[osu!tutorial basic]: https://osu.ppy.sh/s/3756 "Installer's osu!tutorial by peppy" +[osu!tutorial rank]: https://osu.ppy.sh/s/19928 "Ranked osu!tutorial by Sushi" + + +[ouendan image]: /wiki/shared/Ouendan.jpg "Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS" +[osu! icon link]: /wiki/shared/mode/osu.png "osu! icon" +[osu_hit circles image]: /wiki/shared/osu_hitcircles.jpg "osu! hit circles" +[osu_slider image]: /wiki/shared/osu_slider.jpg "osu! Slider" +[osu_spinner image]: /wiki/shared/osu_spinner.jpg "osu! Spinner" +[osu! Interface image]: /wiki/shared/Interface_osu.jpg "osu! Interface" +[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" +[Slider ticks image]: /wiki/shared/Sliderticks.png "Image showing a slider with slider ticks, with top part during Edit and bottom part during play" +[osu_smoke image]: /wiki/shared/osu_smoke.jpg "Smoke Usage" +[osu_smoke_set image]: /wiki/shared/osu_smoke_set.jpg "Smoke in key bindings" +[Combo Fire image]: /wiki/shared/combo-fire.jpg "Combo Fire" + + +# osu! + +**[Click to return to Game Modes page][Game_Modes wikilink]** + + + + +![Gameplay of osu!][osu! Interface image] + +The first game mode and namesake which was based from the ouendan series. + +## What is "Ouendan"? + +_[Osu! Tatakae! Ouendan][ouendan wikipedia]_ is a rhythm game for the _Nintendo DS_. +The gameplay consists of only three elements: tapping circles on the touchscreen, dragging a ball across a fixed path and rotating a spinner very fast. +All these elements are timed to (covers of) popular Japanese songs. +It looks like this on the _DS_:- + +![Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS][ouendan image] + +_Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS_ + +The gameplay circles can be seen on the bottom screen, and the story on the top screen. +Each stage is basically a self-contained story about a person in trouble. +That is where the _Ouendan_ (Cheer squad) comes in. +Through the magical power of male cheerleading, the player have to help the people in trouble. + +## ![osu! icon][osu! icon link] Gameplay + +_Tutorial: [(Bundled with PC osu!) Original tutorial][osu!tutorial basic], [Ranked beatmap version][osu!tutorial rank]_ + +The gameplay puts emphasis on:- + +- Adaptability and reaction to stimuli (that is, the hittable objects appearing all over the screen at lightning speed). +- Understanding of the song's beat and design. +- Input device control. +- Timing of hits on the object that appeared on the screen. +- Ability to spin the mouse (or pen for tablet) on spinners. +- Physical stamina and mental fortitude (especially longer, marathon-type songs). +- Proper positioning and hand-eye coordination. + +These are some of the vital skills to become an _osu! rhythm master_. + +The first step to begin the journey is to learn the basics (and theories) of the hittable objects (referred as _hit objects_ from here onwards). + +### Song Selection + +To access the osu! game mode, press `Ctrl`+`1` at the same time. + +Alternatively, click on the `Mode` button and select `osu!`. + +### Gameplay Basics + +#### Playfield + +![osu! interface][osu! Interface image] + +_In-game interface of osu!_ + +The top-left bar is the health bar, which will decrease at a steady rate (depending on the beatmap's difficulty settings), but can be replenished by tapping notes at the right time or spinning the spinner. +A perfectly timed hit (a 300 or Geki) will recover health more than a badly timed hit (50). +A total miss will take a good chunk of health out of the health bar. + +On the right of the health bar is the total score. +Below that is the accuracy. +The circle beside the accuracy (and below the score) is a timer for the duration of the beatmap. + +The number on the bottom left is the combo counter/score multiplier. + +#### Hit circles +![Hit circles][osu_hit circles image] + +_Some hit circles placed in a path to tap to the beat_ + +A thin, similarly-coloured approach circle on the outside of the hit circle will shrink over time. +Tap on the note at the exact point when it touches the white border of the hit circle. +A score burst will appear after tapping the hit circle, showing the score and health changes depending on timing of the tap to the beat. +The hit circle will disappear after the score burst. + +To understand the hidden charm of hit circles, do not rely on perception only; feel the beatmap's beats and rhythm. +It will help in juggling some of the visually-complex hit circles patterns found in later difficulties. + +#### Sliders +![Sliders][osu_slider image] + +_A single-repeat straight slider with active orange followcircle surrounding the slider ball and a slider tick inside the slider (small white circle)_ + +First, tap on it at the right moment, however, it does not end there. +A ball will begin to move across the path. +Hold the mouse/keyboard-button (or keep the pen onto the tablet) and follow the ball within the thick orange circle, surrounding the ball, as it moves. +The orange outer circle, called the follow circle, will appear if when holding onto the slider's ball, but will disappear when released. + +Sometimes, as seen in the screenshot above, the ball may reverse its direction and the player must follow the ball back to the start of the path or vice versa. +The visual cue is a reverse arrow at the ending/starting circle of the path. + +#### Spinners +![Spinner][osu_spinner image] + +_A cleared spinner with spinner bonus_ + +Hold on the mouse/keyboard-button (or keep the pen onto the tablet). +From there, use the mouse (or pen) and spin the spinner in a circular motion (in either direction) until the spinner circle grows outwards completely. +A _Clear_ notice will appear to indicate that the spinner was completed. +If the spinner was cleared early, continue spinning to collect score bonus and gain some health back. + +The outer white circle shows how much time left to complete the spinner. +This circle will turn red to notify that time is almost out. +Older beatmaps, using _skin version 1.0_, will have a meter/gauge to indicate how close to clearing the spinner. + +The small box below the spinner shows spins per minute. +The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. +If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin. + +On the _DS_, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. +In osu!, spinners have been toned down as to not be such a nuisance to complete. +The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto][Auto wikilink] game modifier spins while the [Spun Out][Spun Out wikilink] game modifier spins slower at 287 spins per minute. + +## Play Styles + +**[Refer to Play Styles page under osu!.][Play_Styles#osu! wikilink]** + +## Controls + +The default controls for osu! are:- + +Mouse|Keyboard|Tablet/Touchscreen +---|---|---| +Left click(M1) / Right click(M2)|`Z`(K1) / `X`(K2)|Touching the screen(M1) + +The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time. + +If [Relax][Relax wikilink] game modifer was used, only the in-game cursor will work. +Use the in-game cursor to follow the hit objects with automated tap. +Spinners must still be completed. + +If [Auto Pilot][Auto Pilot wikilink] game modifier was used, only the input from the input device will work. +Time the tap on the hit objects with automated cursor movement. +Spinners will follow the [Spun Out][Spun Out wikilink] mod speed. + +## Scoring + +_[Scoring Values can be found in Score under osu! Scoring Values section][Score#osu!SV wikilink]_ + +Scoring section details all the intricacies of scoring, including mathematical formula. + +### Grades + +Grade| Condition +:---:|:--- +SS | 100% accuracy +S | Over 90% 300s, less than 1% 50s and no misses +A | Over 80% 300s and no misses **OR** over 90% 300s +B | Over 70% 300s and no misses **OR** over 80% 300s +C | Over 60% 300s +D | Anything else + +A silver S or SS can be obtained by using the _[Hidden][Hidden wikilink]_ and/or _[Flashlight][Flashlight wikilink]_ mod. + +### Accuracy + +Accuracy is calculated by weighting the judgement gained on each note by its value and dividing by the maximum possible amount. + +In other words: `Accuracy = Total points of hits / (Total number of hits * 300p)` + +Term | Formula +:---:|:--- +**Total points of hits** | (50s * 50p) + (100s * 100p) + (300s * 300p) +**Total number of hits** | (Misses + 50s + 100s + 300s) * 300 +**s** | Number of +**p** | points + +In other words, each _Miss_ counts as 0 points, each _50_ counts as 50 points, each _100_ as 100 points and each _300_ as 300 points. + +Add them all together and divide the sum with the number of hits multiplied by 300. + +- If only 300s: a result of 1.00, which means 100% accuracy. +- If only 100s: a result of 0.3333 (i.e. 100/300), which means 33.33% accuracy. + +### Score + +The score given by each hit circle and end of a slider is calculated with the following formula:- + +`Score = Hit Value + (Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25))` + +Term | Meaning +:---:|:--- +**Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus +**Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher +**Difficulty multiplier** | The difficulty setting for the beatmap (see next header) +**Mod multiplier** | The multiplier of the selected mods + +Additionally each slider start, end and repeat tick awards 30 points, each slider middle tick awards 10 points and each spin of a spinner awards 100 points. + +Additional bonus of 1,000 points given for each spin of a spinner after the spinner meter is full. + +#### How to calculate the Difficulty multiplier + +[Circle Size (CS)][CS wikilink], [HP Drain (HP)][HP wikilink] and [Overall Difficulty (OD)][OD wikilink] each give a tick on _difficulty point_. + +The accumulated _difficulty points_ affect the **Difficulty multiplier** as so:- + +Difficulty points range | Difficulty multiplier +:---:|--- +0 - 5 | 2x multiplier +6 - 12 | 3x multiplier +13 - 17 | 4x multiplier +18 - 24 | 5x multiplier +25 - 30 | 6x multiplier + +The limited highest is 27 difficulty points with CS7, OD10 and HP10. +The limited lowest is 2 difficulty points with CS2, OD0 and HP0. + +CS cannot normally go below 2 or above 7 (requires direct modification to the `.osu` file). + +Note that game modifiers (like Hard Rock/Easy) will not change the **Difficulty multiplier**. +It will only account for original values only. + +### Hit objects judgement + +**Hit circles** + +- A 300, 100 or 50 given from a normal hit circle depending on how accurately the player tap on it. +- A miss given if the player do not click on the hit circle at all or click on it way too early. + +**Sliders** + +- The judgement for sliders does not depend on the accuracy of the initial hit. +- Sliders consist of slider ticks, which include the start, end and repeat points of the slider. +- A 300 given if the player successfully gets all slider ticks, a 100 given if the player gets at least half of them, and a 50 given if the player manages to collect even one of the ticks. +- Tapping a slider **too early** does not incur a miss but will **reset** the score multiplier to **0**. + - Not collecting the slider ticks, shown or otherwise, will not incur a miss, but will **reset** the score multiplier to **0**. + - Missing the slider end does not incur a miss but will **not** increment the score multiplier. +- A miss given if the player collects none of the slider ticks. + +**Spinner** + +- A 300, 100 or 50 given depending on the number of spins done compared to the length of the spinner. +- A miss if the player unable to expand the spinner circle to a satisfactory limit for a 50 to be given. + - v1 skin behaviour: A miss if the player unable to fill the meter shown on both sides of the spinner to a satisfactory limit for a 50 to be given. + +### Score/Combo Multiplier + +**The following each add a point to the score/combo multiplier:-** + +- A successful tap on the hit circle. +- A successful tap at the start of a slider. +- The slider ball collected a slider tick successfully. +- The slider ball touched the end or a reverse arrow of a slider successfully. +- A successful completed/semi-completed spinner. + +**The following will reset the score multiplier to zero:-** + +- Missing a hit circle. +- Tapping a slider start early. +- Missing a slider start or slider tick. +- Failed to expand the spinner circle to a satisfactory size. + - v1 skin behaviour: Failed to fill up at least half the gauge of a spinner. + +**The following will not increase or reset the score multiplier:-** + +- Missing a slider end (will result in getting Katu or 100/50 Hit). +- Spinner: 1,000 Bonus + +## Health bar + +The system used to calculate health drain and health gain is complicated so it will not be explained in detail. +It all revolves around the HP difficulty setting which can only be set by the mapper itself. + +**The following will result in health recovery:-** + +- A successful tap on the hit circle (better judgement leads to more health gain; the last hit circle in a color combo awards more health). +- A successful tap on a slider start. +- The slider ball collected a slider tick successfully. +- The slider ball touched the end or a reverse arrow of a slider successfully (better judgement at the end tick leads to more health gain). +- Completing a spinner and continuous spinning in the spinner duration (better judgement at the end of the spinner leads to more health gain). + +**The following will result in health loss:-** + +- Constant health drain. +- Miss was given. +- Missing a hit circle. +- Tapping a slider start early. +- Missing a slider tick, or slider reverse arrow. +- Failed to complete a spinner for a 50 to be given. + +**The following will reserve health in the health bar:-** + +- Break time. + +## Skinning + +**[Refer to Skinning page of osu! for full information.][Skinning#osu! wikilink]** + +## Beatmapping + +**[Refer to Beatmapping page for full information.][Beatmapping wikilink]** + +## Trivia + +### Gameplay + +![osu! smoke effect][osu_smoke image] + +_Usage of Smoke_ + +![osu! smoke settings][osu_smoke_set image] + +_Smoke in key bindings settings; hold `C` key to trigger by default in osu!_ + +- Depending on difficulty setting and the timing tolerance, tapping on the hit object _way too early_ will heavily vibrate the hit object instead. +- Releasing slider ball on empty slider path without hidden or visible slider ticks does not result in combo break nor any score given. + Slider judgement only check for whether the starting circle was clicked, the slider ticks was collected, and ending circle was completed successfully or not. +- Changing spin direction in the middle of a spin will cause the spinner to slow down (spins per minute will go down to 0 to reset the spin orientation), then spin in the correct direction. + The spin progress will not be lost during the reorientation (it will not increase instead), and will continue to increase on reverse spin. +- Not spinning around the centre core of the spinner will **not** be considered as a valid spin. +- Smoke last longer than default in-game cursor trail. + Apply smoke effects sparsely to prevent old smoke effects disappearing too quickly. +- Mascot for osu! is [pippi][Mascots#pippi wikilink]. +- When played by [Auto][Auto wikilink], the player name will be _osu!_. + +### History + +![Combo Fire][Combo Fire image] + +_Combo Fire_ + +- Older version of osu! used to emulate some of the elements from the _ouendan_ series before being removed or replaced. + - Combo fire when hitting new combo milestones. + - Removed on 05 March 2013 (2013-03-05), due to performance issues. + - The first version of default skin using v1 skin behaviour, which was _osu!default by peppy_ skin, provides an almost identical copy of the _ouendan_ interface. + - It was replaced by nicer current default skin using v2 skin behaviour. + - The most notable feature difference between v1 and v2 skin behaviour is the spinner. + - The v1 skin behaviour for a spinner would increment the spinner meter from bottom to top in levels until it is full as per _ouendan_ series. + - The timer is a circle inside the spinner which will converge to the centre core of the spinner. The spinner ends when the timer circle reached the centre core of the spinner. + - The v2 skin behaviour for a spinner would slowly expand the spinner circle to full size and glows when it is completed. + - The timer is the outer circle of the spinner which changes colour. The spinner ends when the timer circle colour changed completely. +- The first three beatmaps ranked on the same day (07 October 2007, 2007-10-07) when the online leaderboard went live were:- + - [Kenji Ninuma - DISCO PRINCE (peppy)](https://osu.ppy.sh/s/1 "Kenji Ninuma - DISCO PRINCE (peppy)"), or `discoprince`; which was apparently mapped in around an hour. + - [Ni-Ni - 1,2,3,4, 007 \[Wipeout Series\] (MCXD)](https://osu.ppy.sh/s/3 "Ni-Ni - 1,2,3,4, 007 [Wipeout Series] (MCXD)") , or `Ni-Ni - 1,2,3,4, 007 [Wipeout Series]`. + - [Brandy - Love Fighter (FFFanatic)](https://osu.ppy.sh/s/16 "Brandy - Love Fighter (FFFanatic)"), or `Brandy - Love Fighter`. +- Notably, the older folders have their own naming convention (the folder names can only be found in _ancient_ beatmap packs) and does not strictly follow the current enforced `{BeatmapSetID} {ArtistName} - {BeatmapName}` format. + - Downloading directly from the osu!website beatmaplist does follow the current enforced naming format regardless. diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md new file mode 100644 index 000000000000..df7138b1cd39 --- /dev/null +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -0,0 +1,281 @@ + +[Game_Modes wikilink]: ../ "Game Modes" +[Play_Styles#osu!catch wikilink]: /wiki/Play_Styles/ "more info can be found on Play Styles under osu!catch" +[Score#osu!catchSV wikilink]: /wiki/Score/#osu-catch "more info can be found on Score under osu!catch Scoring Values" +[Options#Keyboard wikilink]: /wiki/Options/ "more info can be found on Options under Keyboard" +[Skinning#osu!catch wikilink]: /wiki/Skinning/osu!catch/ "osu!catch Skinning" +[Mascots#Yuzu wikilink]: /wiki/Mascots/#yuzu "more info can be found on Mascots under Yuzu" +[Auto wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto" +[Hidden wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Hidden" +[Flashlight wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Flashlight" +[Relax wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Relax" +[osu! wikilink]: /wiki/Game_Modes/osu!/ "osu!" + + +[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" + + +[osu!catch logo]: /wiki/shared/CtB_logo.jpg "Catch the Beat logo in Special Mode" + + +[osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch icon" +[osu!catch Playfield]: /wiki/shared/Catch_Playfield_27.jpg "osu!catch playfield difference based on CS" +[Fruits image]: /wiki/shared/Catch_fruits.jpg "osu!catch fruits" +[Fruit trails image]: /wiki/shared/Catch_trails.jpg "osu!catch fruit trails" +[Bananas image]: /wiki/shared/Catch_bananas.jpg "osu!catch bananas" +[Hyperfruit image]: /wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits" +[osu!catch Interface image]: /wiki/shared/Interface_ctb.jpg "osu!catch Interface" +[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" + + + +# osu!catch + +**[Click to return to Game Modes page][Game_Modes wikilink]** + + + + +![Gameplay of osu!catch][osu!catch Interface image] + +osu!catch, formerly known as _Catch the Beat_ or _CtB_, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat. + +## ![osu!catch icon][osu!catch icon link] Gameplay + +### Song Selection + +To access the osu!catch game mode, press `Ctrl`+`3` at the same time. + +Alternatively, click on the `Mode` button and select `osu!catch`. + +### Gameplay Basics + +#### Playfield + +![osu!catch playfield difference between CS2 and CS7][osu!catch Playfield] + +_Left is CS2 playfield and right is CS7 playfield_ + +The zoom size of the playfield is based on CS (Circle Size) settings, with lower CS means much more zoomed in and smaller space, while higher CS means much more zoomed out and larger movement space. + +The catcher can move from left to right, with the fruits falling from top to bottom. +The catcher cannot move pass the left and right walls of the playfield. + +All fruits will stay at the plate until its combo ends, which the fruits will bounce out of the plate. +Timing and where it falls on the plate does not matter; either a full score for successful catch or miss. + +#### Fruits + +![Fruits][Fruits image] + +_Fruits are the hit circles of osu!catch, and it rains down from top of the screen_ + +To catch these fruits, make sure it falls to the plate and not over the plate. +Collected fruits will always give 300 points each, increment combo by 1, and treated as 300 in result screen. + +#### Fruit trails + +![Fruit trails][Fruit trails image] + +_Fruit trails are the sliders of osu!catch_ + +A typical fruit trail will contains two fruits (start and end), droplets (slider path), juice drop (slider ticks), and more fruits for each reverse arrow points along with a reversed slider path. +Droplet gives 10 points each and treated as 50 in result screen. +Juice drop gives 30 points each, increment combo by 1, and treated as 100 in result screen. + +Missing the juice drop will break the combo (as it is a slider tick), but missing the droplet will not break the combo. +However, missed droplets will not be shown in the local result screen, but will be shown in the website's leaderboard as _Miss Droplet_, which notably affects accuracy (missed out the droplet, which is a 50) and score (10 points for each droplet missed). + +#### Bananas + +![Bananas][Bananas image] + +_Bananas serves as spinners in osu!catch._ + +Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). +Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier. + +The bananas can be ignored with no health penalty. +However, it can cost the extra points and health recovery from collecting the bananas. +Notably, [Auto][Auto wikilink] mod will go above and beyond to catch _all_ of the bananas without fail. + +#### Hyperfruits + +![Hyperfruits, and catcher hyperdashing from collecting previous hyperfruit][Hyperfruit image] + +_Left: Before collecting the hyperfruit. Right: Catcher hyperdash to the next fruit and leaving an afterimage._ + +Hyperfruits are special fruits that will appear to help the catcher to catch the next fruit when normal dash is considered impossible to catch it in a strict timespan allocated. +All hyperfruits have a signature red colour surrounding the hyperfruit itself by default. + +Collecting the hyperfruit will make the catcher's dash upgraded to _hyperdash_ (just fast enough to catch the next fruit), glows red, and leaves a temporary red _afterimage_ at the collection point, until the next one fruit was caught or dropped, which the catcher will then be back to normal. + +## Play Styles + +**[Refer to Play Styles page under osu!catch.][Play_Styles#osu!catch wikilink]** + +## Controls + +![Options keyboard section][Options keyboard image] + +_[Refer to Options->Input under Keyboard section, specifically the Change keyboard bindings button to adjust the key settings][Options#Keyboard wikilink]_ + +### Catcher control + +- By default, the left `<-`(L) and right `->`(R) arrow keys to move the catcher. +- Press and hold the `leftShift`(D) key with one of the arrow keys will make the catcher _dash_ in that direction at x2.0 speed (indicated with a **bright glow** from the catcher). + - Alternatively, press and hold the Left Click(D) button on the mouse to trigger the dash. + +The placement of in-game cursor does not matter when playing normally. +If [Relax][Relax wikilink] mod was enabled, the control of the catcher will be the in-game cursor instead. +However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control). + +## Scoring + +_[Scoring Values can be found in Score under osu!catch Scoring Values section][Score#osu!catchSV wikilink]_ + +Scoring section details all the intricacies of scoring, including mathematical formula. + +### Grades + +Grade| Condition +:---:|:--- +SS | 100.00% Accuracy +S | 98.01% to 99.99% Accuracy (an 'S' rank is possible even with several misses, like in _osu!mania_). +A | 94.01% to 98.00% Accuracy +B | 90.01% to 94.00% Accuracy +C | 85.01% to 90.00% Accuracy +D | Any other accuracy under 85.00%. + +A silver S or SS can be obtained by using the _[Hidden][Hidden wikilink]_ and/or _[Flashlight][Flashlight wikilink]_ mod. + +### Accuracy + +Accuracy is defined by how much caught over how much missed, excluding spinner's bananas. + +In other words: `Accuracy = Total numbers of fruits caught / Total number of fruits` + +Term | Formula +:---:|:--- +**Total numbers of fruits caught** | Droplets + Drops + Fruits +**Total numbers of fruits** | Misses + Miss droplets + Droplets + Drops + Fruits + +**Exception:-** + +- Note that bananas (or spinner fruit) are considered to be bonus or extra points obtainable and does not count towards accuracy. + +Note that if using the API to calculate the accuracy, number of droplets is under **count50** and number of miss droplets is under **countkatu**. + +### Score + +Scoring for osu!catch follows the same multiplier as in [osu!standard][osu! wikilink]. +However, the fruit that adds up the score is different from osu!standard. + +- A regular sized fruit gives a score of 300 times the multiplier. +- A large juice drop (slider tick) gives a score of 100. +- The smallest drop (also called "droplet", or slider trail/path) gives a score of 10. +- Each collected bananas (collected during spinner duration) will give a static score of 1,100 regardless of mod and combo multiplier. + +Combo will not be lost for missing droplets (considered as _Miss Droplet_ in server leaderboard) in this mode but a drop of Accuracy and score gain from it. + +`Score = Hit Value + [Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25)]` + +Term | Meaning +:---:|:--- +**Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks, and spinner's bonus +**Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher +**Difficulty multiplier** | The difficulty setting for the beatmap +**Mod multiplier** | The multiplier of the selected mods + +**Note:** There is a difference between osu!standard and osu!catch's scoring methods:- + +- 300s and a combo increment are not given to a finished spinner +- reverse slider ticks are counted as a full score of a hit + - note that in osu!standard, a reverse tick only gives 30 points + +### Hit objects judgement + +**All except bananas** + +- Full score when collected. +- Miss when failed. + +**Bananas** + +- Constant score of 1,100 per banana collected. +- Nothing happens for missed bananas. + +### Score/Combo Multiplier + +**The following each add a point to the score/combo multiplier:-** + +- Collecting the fruits. +- Collecting the juice drops. + +**The following will reset the score multiplier to zero:-** + +- Missed the fruits. +- Missed the juice drops. + +**The following will not increase or reset the score multiplier:-** + +- Collecting the droplets. +- Collecting the bananas. + +## Health bar + +The system used to calculate health drain and health gain is complicated so it will not be explained in detail. +It all revolves around the HP difficulty setting which can only be set by the mapper itself. + +**The following will result in health recovery:-** + +- Collecting any fruits, juice drops, or bananas. + +**The following will result in health loss:-** + +- Constant life drain. +- Not collecting any fruits or juice drops. + +**The following will reserve health in the health bar:-** + +- Break time. + +## Skinning + +**[Refer to Skinning page of osu!catch for full information.][Skinning#osu!catch wikilink]** + +## Beatmapping + +### osu!standard conversion notes + +- Horizontal-axis placement determines the falling point of the fruits(hit circle) or fruit trails(slider). +- The appearance is based on the timing set to clear it, as usual. +- Speed of fruit trail is similar to slider ball speed. +- Spinner creates a banana rain. + +**Note:** Hyperfruits are automatically generated. + +## Trivia + +### Gameplay + +- [Auto][Auto wikilink] will _always_ collect all the bananas. +- If `Hit-error` was enabled, it will always use `Colour`. +- The catcher can be moved around during any break. +- The catcher has a Miss animation, much like osu!taiko pippidon's Miss animation. +- The first default catcher was a chibified version of Ryuuta Ippongi (from [ouendan series][ouendan wikipedia]) until 2014, which was replaced by current catcher and mascot, [Yuzu][Mascots#Yuzu wikilink]. +- When played by [Auto][Auto wikilink], the player name will be _salad!_. + +### History + +[first catch link]:https://osu.ppy.sh/s/13676 "Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin), with the osu!catch beatmap guest mapped by Uran" + +![osu!catch logo in the Special Modes][osu!catch logo] + +_osu!catch (Catch the Beat) logo in deprecated Special Mode_ + +- Until 10 April 2012 (2012-04-10), osu!catch maps could not be ranked or be included in ranked maps. + However, this has now changed, and mappers may now make osu!catch-specific difficulties, provided they follow the guidelines. + These guidelines are very much a work in progress, but as more osu!catch maps are ranked and feedback is given from their players, the guidelines will evolve to be as thorough and comprehensive as the osu!standard guidelines. +- The first ranked beatmapset which contains at least one osu!catch-specific beatmap is [Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin), with the osu!catch beatmap guest mapped by Uran][first catch link] +- The first ranked osu!catch-only beatmapset is [Rita - Hajimari no Toki (Deif)](https://osu.ppy.sh/s/91485 "Rita - Hajimari no Toki (Deif)") diff --git a/wiki/Game_Modes/osu!mania/zh.md b/wiki/Game_Modes/osu!mania/zh.md new file mode 100644 index 000000000000..11abe995ba14 --- /dev/null +++ b/wiki/Game_Modes/osu!mania/zh.md @@ -0,0 +1,435 @@ + +[Game_Modes wikilink]: ../ "Game Modes" +[osu! wikilink]: /wiki/Game_Modes/osu! "osu!" +[osu!taiko wikilink]: /wiki/Game_Modes/osu!taiko/ "osu!taiko" +[Play_Styles#osu!mania wikilink]: /wiki/Play_Styles/#osu-mania "more info can be found on Play Styles under osu!mania" +[Co-Op wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Co-Op" +[xK wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under xK" +[Score#osu!maniaSV wikilink]: /wiki/Score/#osu-mania "more info can be found on Score under osu!mania Scoring Values" +[Options#Keyboard wikilink]: /wiki/Options/#keyboard "more info can be found on Options under Keyboard" +[Skinning#osu!mania wikilink]: /wiki/Skinning/osu!mania/ "osu!mania Skinning" +[Hidden wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Hidden" +[Fade In wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Fade In" +[Flashlight wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Flashlight" +[Mascots#Maria wikilink]: /wiki/Mascots/#maria "more info can be found on Mascots under Maria" +[Auto wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto" + + +[osu!mania logo]: ./img/Mania_logo.png "osu!mania logo in Special Mode" +[osu!mania SC image]: ./img/Mania_SC.jpg "Speed Change value is located at the top-right" +[osu!mania SCDiff image]: ./img/Mania_SCDifference.png "A difference Speed Change can make depending on beatmap's density" +[set fixed scaling image]: ./img/Mania_Scale.png "Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM` at the Options sidebar" + + +[osu!mania icon link]: /wiki/shared/mode/mania.png "osu!mania icon" +[osu!mania playfield image]: /wiki/shared/Mania_playfield.jpg "osu!mania playfield" +[osu!mania notes image]: /wiki/shared/Mania_notes.jpg "osu!mania notes" +[osu!mania holdnotes image]: /wiki/shared/Mania_holdnotes.jpg "osu!mania hold notes" +[osu!mania Interface image]: /wiki/shared/Interface_mania.jpg "osu!mania Interface" +[osu!mania key layout image]: /wiki/shared/Mania_key_layouts.jpg "osu!mania key layout" +[osu!mania key layout2 image]: /wiki/shared/Mania_key_layouts2.jpg "osu!mania key layout (Co-Op)" +[osu!mania editor image]: /wiki/shared/Editor_Mania.png "osu!mania-specific Editor" +[osu!mania SSD image]: /wiki/shared/Song_Setup_Difficulty_Mania.jpg "osu!mania-specific Difficulty setup" +[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" + + + +# osu!mania + +**[Click to return to Game Modes page][Game_Modes wikilink]** + + + + +![Gameplay of osu!mania][osu!mania Interface image] + +The mode has been widely used in almost all of the major rhythm games. +It require good hand and/or leg coordination where the notes (with their quantity depending on BPM and difficulty) move on a conveyer. +The player will have to press the correct key for that specific note in time. +Though the game mode was originally made as an imitation of the _Beatmania_ style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this means that it can be made to look more like _Guitar Hero_ \[5 keys\] or _Dance Dance Revolution_ \[4 keys\] and so on). + +It is somewhat similar to [osu!taiko][osu!taiko wikilink], but with more buttons notes moving vertically rather than moving horizontally. + +## ![osu!mania icon][osu!mania icon link] Gameplay explanation + +### Song Selection + +To access the osu!mania game mode, press `Ctrl`+`4` at the same time. + +Alternatively, click on the `Mode` button and select `osu!mania`. + +#### Keys and Judgement + +In the song selection screen, the number next to the _K_ shows how many keys will be used for the play. +The beatmap will be played with looser judgement if "↓" symbol was appended at the end of _K_. + +For example, _4K↓_ means that it will be played with four(4) keys with a looser judgement timing than usual. + +Do note that the judgement of a beatmap is determined automatically. + +#### osu!specific beatmaps and conversion from osu! beatmap difference + +When converting a non-specific beatmap, the default key range would be around 4 to 7 keys. + +With the [xK][xK wikilink] game modifier, the player can manually set the number of keys from 1 to a total of 9 keys with a score multiplier reduction. +However, the game modifier will not work with osu!mania-specific beatmaps. + +With the [Co-Op][Co-Op wikilink] game modifier, the stage will be split in two, use Co-Op's control scheme, and will allows the player to play from 2 to a total of 18 keys with a score multiplier reduction. +Do note that while the preset number of keys will not be doubled on osu!mania-specific beatmaps, it will split the stage in two (left stage priority if odd-numbered), use Co-Op's control scheme, and no score multiplier reduction. + +#### Speed Change + +![Speed Change value is located at the top-right][osu!mania SC image] + +_The upper-right corner displays the scroll speed. +The image shows the difference between the BPM scaling and fixed scroll speeds respectively._ + +**Scrolling speed of the beat notes** can be changed by pressing `Ctrl` (or `Shift`) with `+` (faster) / `-` (slower). + +The lowest limit is 1 and the highest limit is 40. + +##### BPM scaling and Fixed scroll speed. + +![A difference Speed Change can make depending on beatmap's density][osu!mania SCDiff image] + +_A difference Speed Change can make depending on beatmap's density, BPM, and scaling system used (image above use Speed Change value of 1)_ + +**BPM scaling** is the current default old scaling system which scale the scroll speed relative to the current BPM played. +There will be a difference in scroll speed when playing a 100BPM (scrolls slower) and 200BPM (scrolls faster) beatmap with the same scaling speed. + +![Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM`][set fixed scaling image] + +_Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM`_ + +**Fixed** scroll speed is the new system that enforce a constant scroll speed along with the current BPM speed. +[A very simple introduction post by Blazier in 29 October 2014 (2014-10-29) about the fixed scaling](https://osu.ppy.sh/forum/t/254145). + +Do note that both scaling system will still be affected by speed up/down by BPM changes, with the changes ranging from drastic (usually for BPM scaling to higher BPM with speedy notes; very low BPM for fixed scaling with condensed notes) to minor (usually fixed scaling on most BPM spectrum) depending on Speed Change settings used. + +### Gameplay + +#### Playfield + +![osu!mania playfield][osu!mania playfield image] + +_In-game playfield interface of osu!mania_ + +By default, the flow of the notes falls from top to bottom of the conveyor (the starting arrow will show where notes will flow to), with the key control at the bottom and the judgement line above the key control. +To change the flow of the playfield from bottom-to-top instead, it can be changed in the `Options` sidebar; click on `osu!mania layout` button to set osu!mania keys settings and enable `Vertically flip playfield (DDR style)` for this key setting manually. + +Health bar is located at the right side of the conveyor belt. +Please note that health drain is disabled in osu!mania, so only the hit objects will affect the health bar. +Combo will not break when playing the keys on empty judgement line. + +**Scrolling speed of the beat notes** can be changed by pressing `Ctrl` (or `Shift`) with `+` (faster) / `-` (slower) or just `F3` (faster) / `F4` (slower). + +#### Notes + +![osu!mania's notes][osu!mania notes image] + +_A typical play with consecutive and simultaneous notes_ + +Notes are the hit circles of osu!mania. +The falling notes must be tapped on the judgement line, with correct key corresponding to each of the note it falls to. +More keys corresponding to the falling notes must be tapped simultaneously if the notes fall simultaneously. + +A score burst will be given when tapped a correct key corresponding to the note in the judgement line. + +#### Hold notes + +![osu!mania's hold notes][osu!mania holdnotes image] + +_A typical play with some hold notes_ + +Hold notes are the sliders and spinners of osu!mania. +When the hold note reaches the judgement line, tap the starting note in time with correct key, hold, and release it at the ending note of the hold note. + +Health bar regeneration occurs slowly while holding the hold note(s). +Depending on the song and mapping quirks, it is possible that other notes or hold notes to appear while holding the previous hold note(s). + +## Play Styles + +**[Refer to Play Styles page under osu!mania.][Play_Styles#osu!mania wikilink]** + +## Controls + +![Options keyboard section][Options keyboard image] + +_[Refer to Options->Input under Keyboard section, specifically the `osu!mania layout` button to adjust the key settings][Options#Keyboard wikilink]_ + +Do note that the controls information provided below refers to the _old_ key settings used in Options where the keys are mapped relatively and applied to all key settings. + +The new key settings require the player to manually set it using the `osu!mania layout` button provided above for _every_ key layout (unmapped key layouts will use the default key settings instead). + +The current default key settings is based on _Symmetrical_ style. + +### Normal + +![Default Key layouts of osu!mania (Options->Input)][osu!mania key layout image] + +There _used to be_ two different binding-styles, _Symmetrical_ and _Left to Right_:- + +- _Symmetrical_ style mimics the button placement of _DJMAX_, in which the center key is `Spacebar` to simulate a feeling of stepping the pedal similar to the arcade version. + Centre key matches the middle column (odd numbered keys only) and the other column matches the keys in its corresponding place. +- _Left to Right_ style mimics the button placement of _Beatmania IIDX_, where the first column matches to the _key1_, then the second column matches the _key2_ and so on. + - However, the option to pick had been removed and the current style is based on "Symmetrical" style. + For legacy reason, "Left to Right" style is kept here. + +_Symmetrical_ key binding (For _DJMAX_ style) +- For _left_ hand buttons — (K1)`A`, (K2)`S`, (K3)`D`, (K4)`F` +- For _right_ hand buttons — (K6)`J`, (K7)`K`, (K8)`L`, (K9)`;`. +- _Center_ button — (K5)`Spacebar`. \[odd numbered keys only\] +- The _Special_ button — `leftShift` \[Using special style\] and `leftCtrl` \[Alternate binding\]. + +Key | L | C | R +:---:|:---|:---:|---: +1K|-|K5| +2K|K4|-|K6 +3K|K4|K5|K6 +4K|K3, K4|-|K6, K7 +5K|K3, K4|K5|K6, K7 +6K|K2, K3, K4|-|K6, K7, K8 +6K(L)|**S1**, K3, K4|K5|K6, K7 +6K(R)|K3, K4|K5|K6, K7, **S1** +7K|K2, K3, K4|K5|K6, K7, K8 +8K|K1, K2, K3, K4|-|K6, K7, K8, K9 +8K(L)|**S1**, K2, K3, K4|K5|K6, K7, K8 +8K(R)|K2, K3, K4|K5|K6, K7, K8, **S1** +9K|K1, K2, K3, K4|K5|K6, K7, K8, K9 + +_Left to Right_ key binding (For _Beatmania IIDX_ style) +- From down to up then down to up again: (K1)`Z`, (K2)`S`, (K3)`X`, (K4)`D`, (K5)`C`, (K6)`F`, (K7)`V`, (K8)`G`, (K9)`B` \[K9 is not used\] +- The _Special_ button — `leftShift` and `leftCtrl`. + +Key | Bindings +:---:|:--- +4K|K1, K2, -, K4, K5 +5K|K1, K2, K3, K4, K5 +6K|K1, K2, K3, K4, K5, K6 +7K|K1, K2, K3, K4, K5, K6, K7 +8K|K1, K2, K3, K4, K5, K6, K7, K8 +8K(L)|**S1**, K1, K2, K3, K4, K5, K6, K7 +8K(R)|K1, K2, K3, K4, K5, K6, K7, **S1** + +- Note: Please refer to the picture based on style used. + +### Co-Op + +![Default Key layouts of osu!mania (Co-Op)][osu!mania key layout2 image] + +The **[05 March 2015 (2015-03-05) update](http://osu.ppy.sh/p/changelog?v=b20150305)** gave osu!mania a new mod called [Co-Op][Co-Op wikilink]. +With this mod enabled, a second different set of keys will be given along with the primary set of keys as above. + +_Symmetrical_ key binding for second set. + +- For _left_ hand buttons — (B1)`Q`, (B2)`W`, (B3)`E`, (B4)`R` +- For _right_ hand buttons — (B6)`U`, (B7)`I`, (B8)`O`, (B9)`P`. +- _Center_ button — (B5)`rightAlt`. \[odd numbered keys only\] +- _Special_ button - (X1)`rightShift` \[Using special style\] or `rightCtrl` \[Alternate binding\]. + +**Table below is based on xK mod used in conjunction with Co-Op mod.** + +Key | PL | PC | PR | SL | SC | SR +:---:|:---|:---:|---:|:---|:---:|---: +1K Co-op|-|K5|-|-|B5|- +2K Co-op|K4|-|K6|B4|-|B6 +3K Co-op|K4|K5|K6|B4|B5|B6 +4K Co-op|K3, K4|-|K6, K7|B3, B4|-|B6, B7 +5K Co-op|K3, K4|K5|K6, K7|B3, B4|B5|B6, B7 +6K Co-op|K2, K3, K4|-|K6, K7, K8|B2, B3, B4|-|B6, B7, B8 +6K(L) Co-op|**S1**, K3, K4|K5|K6, K7|B3, B4|B5|B6, B7, **X1** +6K(R) Co-op|K3, K4|K5|K6, K7, **S1**|**X1**, B3, B4|B5|B6, B7 +7K Co-op|K2, K3, K4|K5|K6, K7, K8|B2, B3, B4|B5|B6, B7, B8 +8K Co-op|K1, K2, K3, K4|-|K6, K7, K8, K9|B1, B2, B3, B4|-|B6, B7, B8, B9 +8K(L) Co-op|**S1**, K2, K3, K4|K5|K6, K7, K8|B2, B3, B4|B5|B6, B7, B8, **X1** +8K(R) Co-op|K2, K3, K4|K5|K6, K7, K8, **S1**|**X1**, B2, B3, B4|B5|B6, B7, B8 +9K Co-op|K1, K2, K3, K4|K5|K6, K7, K8, K9|B1, B2, B3, B4|B5|B6, B7, B8, B9 + +**Table below only applies to osu!mania-specific beatmaps. +Only odd-numbered xK specifics are mentioned. +Refer to first table for even number xK specific (For 4K specific, refer to 2K Co-op and so on).** + +Key | PL | PC | PR | SL | SC | SR +:---:|:---|:---:|---:|:---|:---:|---: +3K|K4|-|K6|-|B5|- +5K|K4|K5|K6|B4|-|B6 +7K|K3, K4|-|K6, K7|B4|B5|B6 +9K|K3, K4|-|K6, K7|B3, B4|B5|B6, B7 + +## Scoring + +_[Scoring Values can be found in Score under osu!mania Scoring Values section][Score#osu!maniaSV wikilink]_ + +Scoring section details all the intricacies of scoring, including mathematical formula. + +### Grades + +Grade| Condition +:---:|:--- +SS | 100% Accuracy (only MAX and/or 300). +S | Over 95% Accuracy (an 'S' rank is possible even with several misses, like in _osu!catch_). +A | Over 90% Accuracy. +B | Over 80% Accuracy. +C | Over 70% Accuracy. +D | Anything else. + +It is possible to obtain SSH or SH ranks (silver S or SS) with [Hidden][Hidden wikilink]/[Fade In][Fade In wikilink] or [Flashlight][Flashlight wikilink] mod. + +### Accuracy + +Accuracy is calculated similarly to [osu!standard][osu! wikilink] in this mode. + +In other words: `Accuracy = Total points of hits / (Total number of hits * 300)` + +Term | Formula +:---:|:--- +**Total points of hits** | (Number of 50s * 50 + Number of 100s * 100 + Number of 200s * 200 + Number of 300s * 300 + Number of rainbow 300s * 300) +**Total number of hits** | (Number of misses + Number of 50s + Number of 100s + Number of 200s + Number of 300s + Number of rainbow 300s) + +Note that MAX (or rainbow 300) and 300 are both worth the maximum for calculating accuracy, despite a MAX being worth more in terms of score than a 300. + +### Score + +Each beatmap has the same maximum total score of 1 million (1,000,000). + +The score is given in two parts, base score and bonus score, each contributing 50% of total score. + +- Base score is based on hit judgement. + - A rainbow 300 is worth a bit more than 300. +- Bonus score is based on hit judgement and a floating bonus multiplier. + - The multiplier increases with a rainbow 300 or 300, while it decreases with a 200 or below. + - The better judgement, the more multiplier increase/less punishment. + - There's an upper limit for the multiplier. + +The score given by each note is calculated with the following formula:- + +``` +Score = BaseScore + BonusScore + +BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitValue / 320) + +BonusScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitBonusValue * Sqrt(Bonus) / 320) +Bonus = Bonus before this hit + HitBonus - HitPunishment / ModDivider +Bonus is limited to [0, 100], initially 100. + +MaxScore = 1 000 000 +ModMultiplier = The score multiplier of the selected mods (difficulty reduction and/or nK) +ModDivider = The punishment divider of the selected mods (difficulty increase) + +Judgement HitValue HitBonusValue HitBonus HitPunishment + MAX 320 32 2 + 300 300 32 1 + 200 200 16 8 + 100 100 8 24 + 50 50 4 44 + Miss 0 0 ∞ + + Mod ModMultiplier ModDivider + Easy 0.5 + NoFail 0.5 + HalfTime 0.5 + HardRock 1.08 +DoubleTime 1.1 + NightCore 1.1 + FadeIn 1.06 + Hidden 1.06 +Flashlight 1.06 +``` + +### Hit objects judgement + +**Notes** + +- MAX (rainbow 300), 300, 200, 100 or 50 from a note depending on timing of hit. +- A Miss given when missing a note or hit it way too early. + +**Hold notes** + +- The judgement for hold notes depends on both starting hold and ending release points. +- Keep holding till end of note, with initial and final with perfect timing: MAX +- Keep holding till end of note, without releasing the note: 200 +- Do a _NG_ and not recover the hold note: Miss +- Do a _NG_ and even hold back the note: 50 + +NG: _Not Good_, a term in _StepMania/DDR_, which happens when the hold note was released during hold timing. + +### Score/Combo Multiplier + +**The following each add a point to the score/combo multiplier:-** + +- Completing the note with correct key. +- Holding the hold note with correct key. + +**The following will reset the score multiplier to zero:-** + +- Not completing the note. +- Releasing the hold note during the hold period. + +**The following will not increase or reset the score multiplier:-** + +- Releasing the hold note on the ending note of the hold. + +## Health bar + +The system used to calculate health gain is complicated so it will not be explained in detail. +It all revolves around the HP difficulty setting which can only be set by the mapper itself. + +**The following will result in health recovery:-** + +- Getting Rainbow 300, 300, or 200. +- Holding the hold note with correct key. + +**The following will result in health loss:-** + +- Getting 50 or Miss. + +**The following will reserve health in the health bar:-** + +- None. + +## Skinning + +**[Refer to Skinning page of osu!mania for full information.][Skinning#osu!mania wikilink]** + +## Beatmapping + +### osu!mania-specific Editor + +![The osu!mania editor][osu!mania editor image] + +_The osu!mania-specific editor_ + +To access osu!mania-specific editor, change the beatmap to osu!mania-specific in Song Setup under Advanced tab. +Do note that the beatmap will be locked to osu!mania only when the settings was changed from _All_ to _osu!mania_. + +![Changing the key counts][osu!mania SSD image] + +_Changing the enforced key count_ + +To change the enforce key count, go to Song Setup under Difficulty tab and adjust the _Key Count_. +Enable the `Co-op mode` button to force _Co-Op_ game modifier when played, with doubled _Key Count_ to map on. + +## Trivia + +### Gameplay + +- If the key count is the same after using the xK or Co-Op modifier, no score reduction will be given. + - For example, for a 4K beatmap, using 2K and Co-Op modifier will not incur any score reduction. + - Respectively, for a 5K beatmap, using 5K modifier will also not incur any score reduction. + - Using xK or Co-Op modifier on osu!mania-specific beatmap will not incur any score reduction, too. +- Mascot for osu!mania is [Maria][Mascots#Maria wikilink]. +- When played by [Auto][Auto wikilink], the player name will be _osu!topus_. + +### History + +![osu!mania logo in the Special Modes][osu!mania logo] + +_osu!mania logo in the deprecated Special Modes_ + +- osu!mania was released on [**08 October 2012 (2012-10-08)**, chiefly implemented by **woc2006**](http://osu.ppy.sh/forum/p/1825880). +- The old osu!mania editor _used_ to require the beatmapper to place hit circles/sliders onto a osu! playfield, where it will then be transcribed onto the stage as proper notes based on position placed and hit objects used. +- The first osu!mania-only beatmapset to be officially ranked is [fripSide - only my railgun (TV Size) (DJPop)](https://osu.ppy.sh/s/63089 "fripSide - only my railgun (TV Size) (DJPop)"). + +## References + +- [Announcement post](http://osu.ppy.sh/forum/p/1825880) diff --git a/wiki/Game_Modes/osu!taiko/zh.md b/wiki/Game_Modes/osu!taiko/zh.md new file mode 100644 index 000000000000..a58a1b5f8bb6 --- /dev/null +++ b/wiki/Game_Modes/osu!taiko/zh.md @@ -0,0 +1,335 @@ + +[Game_Modes wikilink]: ../ "Game Modes" +[Play_Styles#osu!taiko wikilink]: /wiki/Play_Styles/ "more info can be found on Play Styles under osu!taiko" +[Score#osu!taikoSV wikilink]: /wiki/Score/#osu-taiko "more info can be found on Score under osu!taiko Scoring Values" +[Options#Keyboard wikilink]: /wiki/Options/ "more info can be found on Options under Keyboard" +[Skinning#osu!taiko wikilink]: /wiki/Skinning/osu!taiko/ "osu!taiko Skinning" +[Mascots#pippi wikilink]: /wiki/Mascots/#pippi "more info can be found on Mascots under pippi" +[Auto wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto" +[Hidden wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Hidden" +[Flashlight wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Flashlight" +[Relax wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Relax" +[osu! wikilink]: /wiki/Game_Modes/osu!/ "osu!" +[osu!catch wikilink]: /wiki/Game_Modes/osu!catch/ "osu!catch" + + +[Taiko no Tatsujin wikipedia]: https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia entry for Taiko no Tatsujin" +[Skin Compendium link]: https://osu.ppy.sh/forum/t/180864 "Skin Compendium by deadbeat" +[Taiko by LuigiHann link]: https://osu.ppy.sh/forum/t/41319 "Taiko Skin version 6.0 by LuigiHann" + + +[osu!taiko logo]: ./img/Taiko_logo.jpg "Taiko logo in Special Mode" + + +[osu!taiko icon link]: /wiki/shared/mode/taiko.png "osu!taiko icon" +[Taiko playfield image]: /wiki/shared/Taiko_playfield.jpg "osu!taiko playfield" +[Taiko hit circles image]: /wiki/shared/Taiko_hitcircles.jpg "osu!taiko hit circles" +[Taiko drumroll image]: /wiki/shared/Taiko_drumroll.jpg "osu!taiko drumroll" +[Taiko spinner image]: /wiki/shared/Taiko_spinner.jpg "osu!taiko spinner (denden)" +[osu!taiko Interface image]: /wiki/shared/Interface_taiko.jpg "osu!taiko Interface" +[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" + + +# osu!taiko + +**[Click to return to Game Modes page][Game_Modes wikilink]** + + + + +![Gameplay of osu!taiko][osu!taiko Interface image] + +osu!taiko is a game mode in osu! that borrows _some_ elements from the Japanese rhythm game, [Taiko no Tatsujin][Taiko no Tatsujin wikipedia] (released as [Taiko: Drum Master](http://en.wikipedia.org/wiki/Taiko:_Drum_Master "Taiko: Drum Master wikipedia page") in North America). + +## ![osu!taiko icon][osu!taiko icon link] Gameplay + +### Song Selection + +To access the osu!taiko game mode, press `Ctrl`+`2` at the same time. + +Alternatively, click on the `Mode` button and select `osu!taiko`. + +### Gameplay Basics + +#### Playfield + +![Taiko playfield][Taiko playfield image] + +_In-game playfield interface of osu!taiko_ + +For players with prior _Taiko no Tatsujin_ experience:- + +- No chibi dancers at the bottom (must be storyboarded) +- The health bar must be at least 50% full to pass the song (which is not really obvious using the default skin; please look in the [Skin Compendium][Skin Compendium link] for a decent osu!taiko skin) +- _Kiai Time_ triggers the _"Go-Go Time"_ + - Gameplay gimmicks like the hit balloons or forked paths are not implemented (only the barebone basics) +- Background display difference + - osu!taiko-specific beatmap usually has its own custom background, leaving upper section empty + - A video or static background image-only beatmap will take the lower portion only + - If there is an element of storyboard, it will take over all the available screen space except the gameplay-important parts + +For newcomers of osu!taiko mode, the screen is split to two different sections; the upper section contains the gameplay elements while the lower section contains an image or video for the beatmap. +At the upper section, there is the health bar, which unlike other game modes, starts off empty and must be filled up to at least 50% full or half-full to pass the difficulty. +At the top-middle part below the health bar, a taiko drum is located at the left-side and a moving conveyor belt which carries the hit objects from right to left passing through a double white circles which serves as judgement circle near the taiko drum. +Above the taiko drum is the animated taiko mascot which will react based on judgement received along with upper background colour changes. +Lastly, there is the usual score, accuracy, and timer of the beatmap at the upper-right. + +Please note that health drain is disabled in osu!taiko, so only the hit objects will affect the health bar. +Combo will not break when playing on an empty field. +Unlike osu!, the combo milestone celebration is every 50 consecutive hits. +The base score will be boosted after obtaining a combo that is a multiple of 10, but stops at 100 (max combo limit for the boost). +If the combo is broken, the boost resets back to the base score. +During _Kiai Time_, every successful hit will give the player 20% more points over the current score amount. +Score gained from a hit can be checked below the accuracy at the upper-right corner in red. + +#### Taiko notes +![Taiko hit circles][Taiko hit circles image] + +_osu!taiko notes of various colour and size_ + +Each taiko notes (or notes, for brevity) will appear as either a red or a pale-blue circle. +Those coloured circles were named Don (red notes) and Katu (blue notes), respectively. + +If it is a small red note, press the button bound to the inner portion of the taiko drum or hit the large flat area (center) of the _TaTaCon_. +If it is a small blue note, press the button bound to the outer ring of the taiko drum or hit the sides of the _TaTaCon_. +If the note is a **LARGE** circle, press or hit both of either inner or outer drum depending on the colour of the note for double point (a single correct hit will give single point instead). + +The notes must be pressed or hit in the small white judgement circle next to the drum. +Hitting the wrong colour, or both red and blue colours at the same time, will be considered a miss. + +#### Drumrolls +![Taiko drumroll][Taiko drumroll image] + +_Drumrolls appears as yellow bar with a starting yellow circle in the playfield with tiny white/yellow hit circles evenly-spaced inside_ + +Hit the inner (or outer) drum continuously for points until the end of the drumroll. +For **LARGE** note, hit both buttons on the inner (or outer) drum simultaneously and continuously until it is done. +Do note that drumrolls hits were hardcapped and only counted when hitting on the tiny hit circles, rather than drumrolling as fast as possible as in _Taiko no Tatsujin_. + +Drumrolls can be ignored with no health penalty, as it does not recover the health bar at all. +However, it will cost possible points gained from the drumroll. +Each successful hit on the tiny hit circle gives a static 300 score. + +#### Dendens/Shaker +![Taiko spinner][Taiko spinner image] + +_These appear as spinners, with a countdown displaying the number of hits remaining (denden counter) to clear it, and a shirking blue circle showing the time left to clear it_ + +Hit the inner and outer drum **in order** (like red, blue, red, blue, red, blue, ...) until the denden counter reached 0. +Starting colour does not matter (allowed to start with blue if desired), and failing to complete it will incur miss health penalty but no combo break. +Hitting the same colour will not decrement the denden counter, until a different colour is hit instead. + +It does not increment the combo counter, and does not recover the health bar in any way. +Each successful denden hit only gives a static 300 score, and denden completion will give a perfect(GREAT) large note score. + +## Play Styles + +**[Refer to Play Styles page under osu!taiko.][Play_Styles#osu!taiko wikilink]** + +## Controls +The default controls for osu!taiko are:- + +Type | Mouse | Keyboard | TaTaCon +---|---|---|--- +Red |Left click(L)|`X`(L) / `C`(R)|Flat surface of the drum +Blue|Right click(L)|`Z`(L) / `V`(R)|Outer surface of the drum + +The placement of in-game cursor does not matter when playing. + +If [Relax][Relax wikilink] mod was used, the score judgement only account for hit timing only (automatically rectify wrong colour hit with correct colour). + +_TaTaCon_ drum controller were primarily made for the home ports of _Taiko no Tatsujin_ and _Taiko: Drum Master_. + +## Scoring + +_[Scoring Values can be found in Score under osu!taiko Scoring Values section][Score#osu!taikoSV wikilink]_ + +Scoring section details all the intricacies of scoring, including mathematical formula. + +The scoring terms in osu!taiko use the same terms used in _Taiko no Tatsujin_ as shown below:- + +- GREAT (良), or 300 +- GOOD (可), or 100 +- MISS/BAD (不可), or Miss + +## Grading + +Grade| Condition +:---:|:--- +SS | 100% Accuracy. +S | Over 95% Accuracy (90+% GREATs, or less than 1 GOOD for every 10 notes). +A | Over 90% Accuracy (80+% GREATs, or less than 1 GOOD for every 5 notes). +B | Over 80% Accuracy (70+% GREATs, or less than 1 GOOD for every 3.33 notes). + +## Accuracy + +The song accuracy is calculated by sum of all note accuracy divided by number of notes. +A GREAT (良) counts as 100%, a GOOD (可) as 50% (half) and a MISS/BAD (不可) as 0% (which breaks the combo). +Drumrolls and spinners do not influence the accuracy. + +In other words: `Accuracy = Total points of hits / (Total number of hits * 300)` + +Term | Formula +:---:|:--- +**Total points of hits** | ((Misses * 0) + (100s\[GOOD\] * 0.5) + 300s\[GREAT\]) * 300 +**Total number of hits** | Misses + 100s\[GOOD\] + 300s\[GREAT\] +**s** | Number of + +Unlike osu!standard or osu!catch, a miss in Taiko will not reduce the score from maximum possible score greatly. +Instead, constantan score is reduced per miss if each miss is separated by more than 100 combos (with the existence of shaker and large notes, score loss would be larger). + +For example, in a typical difficulty, breaking a combo in the middle of a song, without accounting for large notes and spinners, would result in a maximum loss of 44,000 points (to bring the combo back up to 100). + +### Score + +Each GREAT (excluding Kiai Time's 1.2x bonus) is worth _300 + RoundDown(Combo / 10)_ times _n_ up to a maximum of _300+10n_ points, in which _n_ depends on the difficulty rating of the song. + +Each _GOOD_ gives half of the score as _GREAT_ does, while zero score is given for _MISS/BAD_. + +Double score is given for _successful hit_ on large notes (different from _Taiko no Tatsujin_, left and right drum must be hit at the same time very precisely in order to allow a successful hit of large notes). + +For yellow long notes (drumroll), 300 is given per hit in the small one while 600 per hit is given to the large one. + +For denden/shaker notes, each strike/shake gives 300 and finishing the denden/shaker gives score twice as much as a GREAT of the current combo. + +A typical value of _n_ (4.5-5 star difficulties in old 5 star ratings system) is 80, which gives a maximum score of 1,100/2,200 at 100 combo and later combos. +For 4 - 4.5 star difficulties, _n_ is equal to 64 in which the maximum score per hit is 940/1,880. +In the hardest case, _n_ is equal to 96 in which the maximum score per hit is 1,260/2,520. +There are lower value of _n_ for even easier difficulties. + +Unlike [osu!standard][osu! wikilink]/[osu!catch][osu!catch wikilink], a miss in osu!taiko will not cause a _drastic_ score difference from the maximum possible score (in osu!standard/osu!catch, score deviation damage from a miss grows _wider_ the higher the maximum combo and especially breaking in around half combo of the maximum combo). +Instead, a constant score of _n_ (explained above) is reduced per miss if each miss is separated by more than 100 combos. +With the existence of shaker and large notes, score loss would be larger. + +For example, in a typical difficulty (80), breaking a combo in the middle of a song without accounting for large notes and spinners, would result in a maximum loss of 44,000 points (to bring the combo back up to 100, all GREAT score value). + +Also unlike the other game modes, Kiai Time has an effect on scores because it refers to the _"Go-Go Time"_ in _Taiko no Tatsujin_. +While Kiai Time is active, the drum in the upper left changes animation, the playfield has a background gradient and the hit area gains a fire graphic around it. +Additionally, all hit notes gain a 1.2x score multiplier, long yellow notes (drumroll) included, except for hits on a denden/shaker (the final hit is still multiplied). + +In short: `Score = {ScoreValue + [min(RoundDown(Combo / 10), 10) * RoundDown(taiko score multiplier * raw mod multiplier)]} * Kiai Time` + +Term | Meaning +:---:|:--- +**ScoreValue** | The Score Value gained from the hit (300/600, 150/300, or 0/0). +**Combo** | (Combo before this hit - 1) or 0; whichever is higher +**taiko score multiplier** | \[Depends on difficulty rating\] Possible values are: 32, 48, 64, 80, 96 +**raw mod multiplier** | The _raw_ multiplier of the selected mods (shown multipliers are usually rounded up) +**RoundDown** | Round down this value to a whole number instead, removing all the decimal values. +**min(x, y)** | Always pick the lowest value between _x_ or _y_. +**Kiai Time** | If Kiai Time was active, this value is 1.2. Otherwise, the value is 1.0. + +**Exceptions:-** + +- Each successful drumroll hit gives a constant GREAT Score Value (300/600 for small/large drumroll respectively) with Kiai Time bonus only. +- Each denden hits/shaker shakes gives a constant GREAT Score Value (300) without Kiai Time bonus except for last denden hit/shaker shake, which gives a large GREAT Score Value (600) with current combo multiplier. + +### Hit objects judgement + +**Small/Large Notes** + +- _GREAT_ given if drummed inside the judgement circle perfectly with correct colour. +- _GOOD_ given if drummed slightly away from the judgement circle with correct colour. +- _MISS/BAD_ given if drummed too early, too late, missed the judgement circle, or drummed the wrong colour. + +**Drumroll** + +- Constant 300/600 score with Kiai Time bonus when available given per small notes drummed successfully in the drumroll with any colour. +- No score given when drummed on the gap of the small notes. +- No _MISS/BAD_ for not doing the drumroll as per _Taiko no Tatsujin_ style. + +**Denden/Shaker** + +- Constant 300 score given per hit/shake until completed. +- _GREAT_ given on the last hit/shake. +- _MISS/BAD_ damage given (not considered a miss) if failed to complete the Denden/Shaker successfully. + +### Score/Combo Multiplier + +**The following each add a point to the score/combo multiplier:-** + +- Getting _GREAT_ or _GOOD_ on small/large notes. + +**The following will reset the score multiplier to zero:-** + +- Getting _MISS/BAD_ on small/large notes + +**The following will not increase or reset the score multiplier:-** + +- Doing the drumroll. +- Not doing the drumroll. +- Completing the Denden/Shaker +- Not completing the Denden/Shaker + +## Health bar + +The system used to calculate health gain is complicated so it will not be explained in detail. +It all revolves around the HP difficulty setting which can only be set by the mapper itself. + +**Note:** The health bar must be at least **50% full** to pass the beatmap. + +**The following will result in health recovery:-** + +- Getting _GREAT_ or _GOOD_ on small/large notes. + +**The following will result in health loss:-** + +- Getting _MISS/BAD_ on small/large notes +- Not completing the Denden/Shaker + +**The following does nothing to the health bar:-** + +- Doing the drumroll. +- Not doing the drumroll. +- Completing the Denden/Shaker + +**Note:** It is entirely possible for a beatmap to _never pass by design_ due to the beatmap containing drumrolls and/or dendens/shakers only. + +## Skinning + +**[Refer to Skinning page of osu!taiko for full information.][Skinning#osu!taiko wikilink]** + +## osu!taiko Mapping + +- The red notes refer to normal hit circle, + - large red notes needs a finish hit sound. +- The blue notes needs to have a whistle/clap hitsound on that hit circle, + - large blue notes need both finish and whistle together. +- The sliders represents the long yellow note (also known as drumroll) +- The spinner represents a shaker. + +Design placement of the notes does not matter. + +### osu!standard conversion notes + +When a map conversion happens (playing an osu!standard map in osu!taiko mode), very short sliders (usually less than a beat) are automatically converted to red or blue notes, depending on the hit sound used. + +For maps with 125BPM or lower, 1/8 drumrolls are given instead of 1/4 drumrolls. + +Do note that 1/8 rhythms are not often used in music. +It is not suggested to place slider when in 1/8 rhythm. + +Also note that 1/6 drumrolls are given if the slider tick rate of **3** was used. + +## Trivia + +### Gameplay + +- Playing on an empty playfield does not incur any miss. +- Drumroll: The upper limit on number of hits on the slider is:- + - 4 times of the length of slider, or + - 8 times of the length of the slider in songs that is equal or lower than 125BPM. +- Unlike the other game modes, _Kiai Time_ has an effect on scores because it refers to the _"Go-Go Time"_ in _Taiko no Tatsujin_. While _Kiai Time_ is active, the drum in the upper-left changes animation (named _pippidon_ or _Don_/_Katsu_ in _Taiko no Tatsujin_), the playfield has a background gradient and the hit area gains a fire graphic around it. + - Additionally, all hit notes gain a 1.2x score multiplier, long yellow notes included, except for hits on a shaker (the final hit is still multiplied). +- Mascot for osu!taiko is [pippidon][Mascots#pippi wikilink]. +- When played by [Auto][Auto wikilink], the player name will be _mekkadosu!_. + +### History + +![osu!taiko logo in the Special Modes][osu!taiko logo] + +_osu!taiko logo in deprecated Special Mode_ + +- The `Use Taiko skin for Taiko mode` in Options sidebar under Skin section will use the `taiko` folder's skin elements when playing in osu!taiko, regardless of current skin's taiko elements. The folder used to hold _[Taiko by LuiginHann][Taiko by LuigiHann link]_ skin, which could be downloaded from the now-deprecated `osume.exe` (an _osu!_ updater when _osu!_ need to update) under `Skin` tab. +- The first ranked beatmapset which contains at least one osu!taiko-specific beatmap is [Taiko no Tatsujin - Saitama2000 (Kharl)](https://osu.ppy.sh/s/210 "Taiko no Tatsujin - Saitama2000 (Kharl)") +- The first ranked osu!taiko-only beatmapset is [Mutsuhiko Izumi - Red Goose (lepidopodus)](https://osu.ppy.sh/s/55920 "Mutsuhiko Izumi - Red Goose (lepidopodus)") diff --git a/wiki/Game_Modes/zh.md b/wiki/Game_Modes/zh.md new file mode 100644 index 000000000000..2a79291ab9d0 --- /dev/null +++ b/wiki/Game_Modes/zh.md @@ -0,0 +1,44 @@ + +[FAQ wikilink]: /wiki/FAQ/ "FAQ" +[osu! wikilink]: ./osu!/ "osu!" +[osu!taiko wikilink]: ./osu!taiko/ "osu!taiko" +[osu!catch wikilink]: ./osu!catch/ "osu!catch" +[osu!mania wikilink]: ./osu!mania/ "osu!mania" +[External Ports wikilink]: ./External_Ports "External Ports" + + +[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" +[Taiko no Tatsujin wikipedia]: https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia entry for Taiko no Tatsujin" + + +[osu! icon link]: /wiki/shared/mode/osu.png "osu! icon" +[osu!taiko icon link]: /wiki/shared/mode/taiko.png "osu!taiko icon" +[osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch icon" +[osu!mania icon link]: /wiki/shared/mode/mania.png "osu!mania icon" + +# Game Modes + +## Official game modes + +Here are the available game modes in osu!:- + +- ![osu! icon][osu! icon link] _[osu!standard/osu!][osu! wikilink]_: + Based on _[Osu! Tatakae! Ouendan][ouendan wikipedia]_. + Tap, slide, and spin to the beat. +- ![osu!taiko icon][osu!taiko icon link] _[osu!taiko][osu!taiko wikilink]_: + Based on _[Taiko no Tatsujin][Taiko no Tatsujin wikipedia]_. + Drum, and roll the taiko drumroll to the beat. +- ![osu!catch icon][osu!catch icon link] _[osu!catch][osu!catch wikilink]_: + Collect falling fruits by moving the catcher with a plate. + Keep dancing and do not miss the step of the beat. +- ![osu!mania icon][osu!mania icon link] _[osu!mania][osu!mania wikilink]_: + Based on conveyor-type rhythm games, chiefly introduced and implemented by **woc2006**. + Make the notes play a melody of the beat. + +For a general explanation of the game modes above, see [FAQ][FAQ wikilink]. + +## External ports + +Playable ports of osu! game modes. + +[Click here to visit the External Ports page][External Ports wikilink] From 53cf883d350c8015614d968225b11805eab86cad Mon Sep 17 00:00:00 2001 From: SK-la <1245661240@qq.com> Date: Fri, 29 Dec 2017 16:56:11 +0000 Subject: [PATCH 02/14] zh: Game_Modes - Add osu!mania part's translations --- wiki/Game_Modes/osu!mania/zh.md | 423 ++++++++++++++++---------------- 1 file changed, 211 insertions(+), 212 deletions(-) diff --git a/wiki/Game_Modes/osu!mania/zh.md b/wiki/Game_Modes/osu!mania/zh.md index 11abe995ba14..a868d6083a58 100644 --- a/wiki/Game_Modes/osu!mania/zh.md +++ b/wiki/Game_Modes/osu!mania/zh.md @@ -1,5 +1,5 @@ -[Game_Modes wikilink]: ../ "Game Modes" +[Game_Modes wikilink]: ../ "游戏模式" [osu! wikilink]: /wiki/Game_Modes/osu! "osu!" [osu!taiko wikilink]: /wiki/Game_Modes/osu!taiko/ "osu!taiko" [Play_Styles#osu!mania wikilink]: /wiki/Play_Styles/#osu-mania "more info can be found on Play Styles under osu!mania" @@ -16,170 +16,169 @@ [osu!mania logo]: ./img/Mania_logo.png "osu!mania logo in Special Mode" -[osu!mania SC image]: ./img/Mania_SC.jpg "Speed Change value is located at the top-right" -[osu!mania SCDiff image]: ./img/Mania_SCDifference.png "A difference Speed Change can make depending on beatmap's density" -[set fixed scaling image]: ./img/Mania_Scale.png "Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM` at the Options sidebar" +[osu!mania SC image]: ./img/Mania_SC.jpg "速度值位于右上方" +[osu!mania SCDiff image]: ./img/Mania_SCDifference.png "调整速度可以根据谱面密度" +[设置通配]: ./img/Mania_Scale.png "在选项栏禁用此项来开启通配`按BPM调整 osu!mania 下落速度`" -[osu!mania icon link]: /wiki/shared/mode/mania.png "osu!mania icon" -[osu!mania playfield image]: /wiki/shared/Mania_playfield.jpg "osu!mania playfield" -[osu!mania notes image]: /wiki/shared/Mania_notes.jpg "osu!mania notes" -[osu!mania holdnotes image]: /wiki/shared/Mania_holdnotes.jpg "osu!mania hold notes" -[osu!mania Interface image]: /wiki/shared/Interface_mania.jpg "osu!mania Interface" -[osu!mania key layout image]: /wiki/shared/Mania_key_layouts.jpg "osu!mania key layout" -[osu!mania key layout2 image]: /wiki/shared/Mania_key_layouts2.jpg "osu!mania key layout (Co-Op)" -[osu!mania editor image]: /wiki/shared/Editor_Mania.png "osu!mania-specific Editor" -[osu!mania SSD image]: /wiki/shared/Song_Setup_Difficulty_Mania.jpg "osu!mania-specific Difficulty setup" -[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" +[osu!mania icon link]: /wiki/shared/mode/mania.png "osu!mania 图标" +[osu!mania 游戏区]: /wiki/shared/Mania_playfield.jpg "osu!mania 游戏区" +[osu!mania 音符]: /wiki/shared/Mania_notes.jpg "osu!mania 音符" +[osu!mania 长压音符]: /wiki/shared/Mania_holdnotes.jpg "osu!mania 长压音符" +[osu!mania 界面]: /wiki/shared/Interface_mania.jpg "osu!mania 界面" +[osu!mania 按键输入]: /wiki/shared/Mania_key_layouts.jpg "osu!mania 按键输入" +[osu!mania 按键输入2]: /wiki/shared/Mania_key_layouts2.jpg "osu!mania 按键输入(Co-Op)" +[osu!mania 专用编辑器]: /wiki/shared/Editor_Mania.png "osu!mania 专用编辑器" +[osu!mania SSD image]: /wiki/shared/Song_Setup_Difficulty_Mania.jpg "osu!mania 专用难度设置" +[设置键位]: /wiki/shared/Options_keyboard.jpg "设置键盘键位" # osu!mania -**[Click to return to Game Modes page][Game_Modes wikilink]** +**[单击返回游戏模式页][Game_Modes wikilink]** -![Gameplay of osu!mania][osu!mania Interface image] +![osu!mania玩法][osu!mania 界面] -The mode has been widely used in almost all of the major rhythm games. -It require good hand and/or leg coordination where the notes (with their quantity depending on BPM and difficulty) move on a conveyer. -The player will have to press the correct key for that specific note in time. -Though the game mode was originally made as an imitation of the _Beatmania_ style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this means that it can be made to look more like _Guitar Hero_ \[5 keys\] or _Dance Dance Revolution_ \[4 keys\] and so on). +这个模式在几乎所有的节奏游戏中都得到了广泛的应用。 +音符(其数量取决于BPM和困难)移动在轨道上需要良好的手和/或腿协调。 +玩家必须在特定的时间内按下正确的键。 +虽然这个游戏模式最初是模仿狂热节拍风格的玩法,但是osu!mania允许改变键数或垂直翻转轨道运动的方向(这意味着它可以看起来更像吉他英雄【5键】或热舞革命【4键】等。 -It is somewhat similar to [osu!taiko][osu!taiko wikilink], but with more buttons notes moving vertically rather than moving horizontally. +这有点类似于[osu!taiko][osu!taiko wikilink], 但它有更多的按钮音符垂直移动而不是水平移动。 -## ![osu!mania icon][osu!mania icon link] Gameplay explanation +## ![osu!mania 图标][osu!mania icon link] 游戏说明 -### Song Selection +### 选择歌曲 -To access the osu!mania game mode, press `Ctrl`+`4` at the same time. +按下`Ctrl`+`4`即可选择【osu!mania】模式。 -Alternatively, click on the `Mode` button and select `osu!mania`. +或者点击`模式`按钮并选择`osu!mania`。 -#### Keys and Judgement +#### 按键和判定 -In the song selection screen, the number next to the _K_ shows how many keys will be used for the play. -The beatmap will be played with looser judgement if "↓" symbol was appended at the end of _K_. +在歌曲选择页面,旁边的_K_ 数字表示有多少个键可玩。 +如果在_K_后面有"↓"符号,意味着它比一般情况下的判定时机宽松。 -For example, _4K↓_ means that it will be played with four(4) keys with a looser judgement timing than usual. +比如,_4K↓_ 表示它比一般情况下的4K判定时机宽松。 -Do note that the judgement of a beatmap is determined automatically. +请注意,谱面的判定是自动确定的。 -#### osu!specific beatmaps and conversion from osu! beatmap difference +#### osu!专谱与由osu!谱面转换的转谱之间的差异 -When converting a non-specific beatmap, the default key range would be around 4 to 7 keys. +当选择转谱时,默认的按键范围为4k-7k。 -With the [xK][xK wikilink] game modifier, the player can manually set the number of keys from 1 to a total of 9 keys with a score multiplier reduction. -However, the game modifier will not work with osu!mania-specific beatmaps. +使用[xK][xK wikilink] 游戏MOD,玩家可以手动设置1-9K按键数,并且分数乘数减少 +然而游戏MOD不能修改osu!mania专谱的按键数 -With the [Co-Op][Co-Op wikilink] game modifier, the stage will be split in two, use Co-Op's control scheme, and will allows the player to play from 2 to a total of 18 keys with a score multiplier reduction. -Do note that while the preset number of keys will not be doubled on osu!mania-specific beatmaps, it will split the stage in two (left stage priority if odd-numbered), use Co-Op's control scheme, and no score multiplier reduction. +使用[Co-Op][Co-Op wikilink]游戏MOD,这将使面板分成两个来进行合作控制,并允许玩家玩2-18K同时得分乘数减少 +请注意,专谱的预置键数不会被翻倍,而是拆分两个部分(如果按键数是奇数则左面板优先,比如7K将拆分成4+3),使用Co-Op的情况下没有得分乘数还原。 -#### Speed Change +#### 速度的调整 -![Speed Change value is located at the top-right][osu!mania SC image] +![速度值位于右上方][osu!mania SC image] -_The upper-right corner displays the scroll speed. -The image shows the difference between the BPM scaling and fixed scroll speeds respectively._ +_右上角显示下落速度。 +该图像显示了BPM比例倍速(适配速度)和固定倍速(通配速度)之间的区别。_ -**Scrolling speed of the beat notes** can be changed by pressing `Ctrl` (or `Shift`) with `+` (faster) / `-` (slower). +**音符的滚动速度**可以通过`Ctrl`(或`Shift`)和`+`(加速)/`-`(减速)命令来改变。 -The lowest limit is 1 and the highest limit is 40. +最低是1,最高是40。 -##### BPM scaling and Fixed scroll speed. +##### BPM比例倍速(适配速度)和固定倍速(通配速度)。 -![A difference Speed Change can make depending on beatmap's density][osu!mania SCDiff image] +![调整速度可以根据谱面密度][osu!mania SCDiff image] -_A difference Speed Change can make depending on beatmap's density, BPM, and scaling system used (image above use Speed Change value of 1)_ +_速度的调整可以根据谱面的密度、BPM和缩放系统来使用(上图使用的速度值为1)_ -**BPM scaling** is the current default old scaling system which scale the scroll speed relative to the current BPM played. -There will be a difference in scroll speed when playing a 100BPM (scrolls slower) and 200BPM (scrolls faster) beatmap with the same scaling speed. +**BPM 适配** 是当前默认的倍速系统,它相对于谱面的BPM进行倍速调整。 +使用相同的适配倍速时,100BPM(更慢)与200BPM(更快)的下落速度是不同的 -![Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM`][set fixed scaling image] +![禁用此项来开启通配`按BPM调整 osu!mania 下落速度`][设置通配] -_Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM`_ +_禁用此项来开启通配`按BPM调整 osu!mania 下落速度`_ -**Fixed** scroll speed is the new system that enforce a constant scroll speed along with the current BPM speed. -[A very simple introduction post by Blazier in 29 October 2014 (2014-10-29) about the fixed scaling](https://osu.ppy.sh/forum/t/254145). +**通配** 是一种新的系统,它将对当前BPM强制使用固定速度。 +[在2014年10月29日,Blazier对固定速度做了一个非常简单的介绍](https://osu.ppy.sh/forum/t/254145). -Do note that both scaling system will still be affected by speed up/down by BPM changes, with the changes ranging from drastic (usually for BPM scaling to higher BPM with speedy notes; very low BPM for fixed scaling with condensed notes) to minor (usually fixed scaling on most BPM spectrum) depending on Speed Change settings used. +请注意,这两种倍速系统仍然会受到BPM变速/速度的影响, 范围由强(通常是BPM过度到一个更高的BPM和更快的音符;更低的BPM用于固定音符密度)到弱(通常用于固定大多数BPM范围) -### Gameplay +### 游戏玩法 -#### Playfield +#### 游戏区 -![osu!mania playfield][osu!mania playfield image] +![osu!mania 游戏区][osu!mania 游戏区] -_In-game playfield interface of osu!mania_ +_在osu!mania的游戏区界面_ -By default, the flow of the notes falls from top to bottom of the conveyor (the starting arrow will show where notes will flow to), with the key control at the bottom and the judgement line above the key control. -To change the flow of the playfield from bottom-to-top instead, it can be changed in the `Options` sidebar; click on `osu!mania layout` button to set osu!mania keys settings and enable `Vertically flip playfield (DDR style)` for this key setting manually. +默认情况下,音符是从轨道的上下开始滚动(开始箭头显示音符的运动方向),通过底部的按键和按键面板上面的判定线来控制。可以在`Options`里更改成自下而上的方向;点击`输入`区的`osu!mania键位排列`,开启`上下颠倒(DDR风格)`。 -Health bar is located at the right side of the conveyor belt. -Please note that health drain is disabled in osu!mania, so only the hit objects will affect the health bar. -Combo will not break when playing the keys on empty judgement line. +血量槽位于轨道面板的右侧。 +请注意,在osu!mania中血量自动流失是禁用的,所以只有命中音符才会影响血量槽。 +连击不会在无音符时被空判定打断。 -**Scrolling speed of the beat notes** can be changed by pressing `Ctrl` (or `Shift`) with `+` (faster) / `-` (slower) or just `F3` (faster) / `F4` (slower). +**音符的滚动速度**可以用`Ctrl`(或`Shift`)和`+` (加速) / `-` (减速)或者只按`F3`(更快)/`F4`(更慢)。 -#### Notes +#### 音符 -![osu!mania's notes][osu!mania notes image] +![osu!mania的音符][osu!mania 音符] -_A typical play with consecutive and simultaneous notes_ +_有连续音符与多压音符的经典玩法_ -Notes are the hit circles of osu!mania. -The falling notes must be tapped on the judgement line, with correct key corresponding to each of the note it falls to. -More keys corresponding to the falling notes must be tapped simultaneously if the notes fall simultaneously. +音符是osu!mania的打击圈。 +落下的音符必须在判定线上敲击,对于每一个音符都要与正确的按键相对应。 +当同时落下多个音符时,必须同时敲击与音符相对应的键。 -A score burst will be given when tapped a correct key corresponding to the note in the judgement line. +当按下正确的键在判定区时,会得到一个判定得分图。 -#### Hold notes +#### 长压音符(面条) -![osu!mania's hold notes][osu!mania holdnotes image] +![osu!mania的长压音符][osu!mania 长压音符] -_A typical play with some hold notes_ +_有长压音符(面条)的经典玩法_ -Hold notes are the sliders and spinners of osu!mania. -When the hold note reaches the judgement line, tap the starting note in time with correct key, hold, and release it at the ending note of the hold note. +面条相当于osu!mania的滑条和转盘。 +当面条到达判定线时,用正确的键按住面条头,并在面条尾准确松开。 -Health bar regeneration occurs slowly while holding the hold note(s). -Depending on the song and mapping quirks, it is possible that other notes or hold notes to appear while holding the previous hold note(s). +血槽会在按住面条时缓慢上升。 +在一些怪异谱面中,会出现音符重叠到已经按住的面条里面的情况。 -## Play Styles +## 游戏方式 -**[Refer to Play Styles page under osu!mania.][Play_Styles#osu!mania wikilink]** +**[参考osu!mania下的游戏方式][Play_Styles#osu!mania wikilink]** -## Controls +## 控制 -![Options keyboard section][Options keyboard image] +![设置键位][设置键位] -_[Refer to Options->Input under Keyboard section, specifically the `osu!mania layout` button to adjust the key settings][Options#Keyboard wikilink]_ +_[参考 Options→输入 下的键盘设置, 特别是`osu!mania 键位排列` 按钮来调整按键设置][Options#Keyboard wikilink]_ -Do note that the controls information provided below refers to the _old_ key settings used in Options where the keys are mapped relatively and applied to all key settings. +请注意,以下提供的预置信息是指默认用于将按键映射到所有按键的设置。 -The new key settings require the player to manually set it using the `osu!mania layout` button provided above for _every_ key layout (unmapped key layouts will use the default key settings instead). +新的键位需要玩家手动设置,使用`osu!mania 键位排列`按钮 -The current default key settings is based on _Symmetrical_ style. +当前默认的按键设置是基于_对称_风格。 -### Normal +### 一般 -![Default Key layouts of osu!mania (Options->Input)][osu!mania key layout image] +![osu!mania的默认按键(Options→输入)][osu!mania 按键输入] -There _used to be_ two different binding-styles, _Symmetrical_ and _Left to Right_:- +_过去_有两种不同的布局风格, _对称_和_从左到右_ -- _Symmetrical_ style mimics the button placement of _DJMAX_, in which the center key is `Spacebar` to simulate a feeling of stepping the pedal similar to the arcade version. - Centre key matches the middle column (odd numbered keys only) and the other column matches the keys in its corresponding place. -- _Left to Right_ style mimics the button placement of _Beatmania IIDX_, where the first column matches to the _key1_, then the second column matches the _key2_ and so on. - - However, the option to pick had been removed and the current style is based on "Symmetrical" style. - For legacy reason, "Left to Right" style is kept here. +- _对称_风格是模仿_DJMAX_的按键位置,中心控制键是模拟踩踏板类街机音游的感觉。 + 中心键匹配轨道中心(仅限奇数键),其他轨道匹配其对应的键。 +- _从左到右_风格模仿_Beatmania IIDX_的按键位置,第一列轨道匹配_key1_,然后第二列轨道匹配_key2_,以此类推。 + - 不管怎样,设置选项已被删除,目前的风格是基于“对称”风格。 + 出于遗产的原因,“从左到右”的风格保存在这里。 -_Symmetrical_ key binding (For _DJMAX_ style) -- For _left_ hand buttons — (K1)`A`, (K2)`S`, (K3)`D`, (K4)`F` -- For _right_ hand buttons — (K6)`J`, (K7)`K`, (K8)`L`, (K9)`;`. -- _Center_ button — (K5)`Spacebar`. \[odd numbered keys only\] -- The _Special_ button — `leftShift` \[Using special style\] and `leftCtrl` \[Alternate binding\]. +_对称_按键布局(_DJMAX_风格) +- _左手_键位 — (K1)`A`, (K2)`S`, (K3)`D`, (K4)`F` +- _右手_键位 — (K6)`J`, (K7)`K`, (K8)`L`, (K9)`;`。 +- _中心_键位 — (K5)`Spacebar`,【仅限奇数键】 +- _特殊_键位 — `leftShift`【使用特殊风格】和`leftCtrl`【切换绑定】。 Key | L | C | R :---:|:---|:---:|---: @@ -197,11 +196,11 @@ Key | L | C | R 8K(R)|K2, K3, K4|K5|K6, K7, K8, **S1** 9K|K1, K2, K3, K4|K5|K6, K7, K8, K9 -_Left to Right_ key binding (For _Beatmania IIDX_ style) -- From down to up then down to up again: (K1)`Z`, (K2)`S`, (K3)`X`, (K4)`D`, (K5)`C`, (K6)`F`, (K7)`V`, (K8)`G`, (K9)`B` \[K9 is not used\] -- The _Special_ button — `leftShift` and `leftCtrl`. +_从左到右_按键布局(_Beatmania IIDX_风格) +- 从下到上再从下到上:(K1)`Z`, (K2)`S`, (K3)`X`, (K4)`D`, (K5)`C`, (K6)`F`, (K7)`V`, (K8)`G`, (K9)`B` 【K9未被使用】 +- _特殊_键位 — `leftShift`和`leftCtrl`。 -Key | Bindings +键数 | 布局 :---:|:--- 4K|K1, K2, -, K4, K5 5K|K1, K2, K3, K4, K5 @@ -211,23 +210,23 @@ Key | Bindings 8K(L)|**S1**, K1, K2, K3, K4, K5, K6, K7 8K(R)|K1, K2, K3, K4, K5, K6, K7, **S1** -- Note: Please refer to the picture based on style used. +- 注释:请参考图片使用的风格。 -### Co-Op +### Co-Op合作 -![Default Key layouts of osu!mania (Co-Op)][osu!mania key layout2 image] +![osu!mania的默认按键(Co-Op)][osu!mania 按键输入2] -The **[05 March 2015 (2015-03-05) update](http://osu.ppy.sh/p/changelog?v=b20150305)** gave osu!mania a new mod called [Co-Op][Co-Op wikilink]. -With this mod enabled, a second different set of keys will be given along with the primary set of keys as above. +**[2015年3月5日(2015-03-05)更新](http://osu.ppy.sh/p/changelog?v=b20150305)**给osu!mania添加了一个新MOD——合作[Co-Op][Co-Op wikilink]. +开启这个MOD后,将添加一个含有一套不同音符的新面板。 -_Symmetrical_ key binding for second set. +_对称_布局的第二套方案 -- For _left_ hand buttons — (B1)`Q`, (B2)`W`, (B3)`E`, (B4)`R` -- For _right_ hand buttons — (B6)`U`, (B7)`I`, (B8)`O`, (B9)`P`. -- _Center_ button — (B5)`rightAlt`. \[odd numbered keys only\] -- _Special_ button - (X1)`rightShift` \[Using special style\] or `rightCtrl` \[Alternate binding\]. +- _左手_键位 — (B1)`Q`, (B2)`W`, (B3)`E`, (B4)`R` +- _右手_键位 — (B6)`U`, (B7)`I`, (B8)`O`, (B9)`P`。 +- _中心_键位 — (B5)`rightAlt`。【仅限奇数键】 +- _特殊_键位 - (X1)`rightShift` 【使用特殊风格】或`rightCtrl`【切换绑定】。 -**Table below is based on xK mod used in conjunction with Co-Op mod.** +**下表是基于XK MOD配合Co-Op MOD。** Key | PL | PC | PR | SL | SC | SR :---:|:---|:---:|---:|:---|:---:|---: @@ -245,9 +244,9 @@ Key | PL | PC | PR | SL | SC | SR 8K(R) Co-op|K2, K3, K4|K5|K6, K7, K8, **S1**|**X1**, B2, B3, B4|B5|B6, B7, B8 9K Co-op|K1, K2, K3, K4|K5|K6, K7, K8, K9|B1, B2, B3, B4|B5|B6, B7, B8, B9 -**Table below only applies to osu!mania-specific beatmaps. -Only odd-numbered xK specifics are mentioned. -Refer to first table for even number xK specific (For 4K specific, refer to 2K Co-op and so on).** +**下表只适用于osu!mania专谱。 +只描述奇数xK的详情。 +指的是第一个表中偶数xK那部分(对于具体的4K参考2K Co-op,等等)。** Key | PL | PC | PR | SL | SC | SR :---:|:---|:---:|---:|:---|:---:|---: @@ -256,67 +255,67 @@ Key | PL | PC | PR | SL | SC | SR 7K|K3, K4|-|K6, K7|B4|B5|B6 9K|K3, K4|-|K6, K7|B3, B4|B5|B6, B7 -## Scoring +## 评分 -_[Scoring Values can be found in Score under osu!mania Scoring Values section][Score#osu!maniaSV wikilink]_ +_[得分值可以在osu!mania得分值部分找到][Score#osu!maniaSV wikilink]_ -Scoring section details all the intricacies of scoring, including mathematical formula. +计分部分详述了包括数学公式的所有得分的复杂性。 -### Grades +### 得分评级 -Grade| Condition +评级| 条件 :---:|:--- -SS | 100% Accuracy (only MAX and/or 300). -S | Over 95% Accuracy (an 'S' rank is possible even with several misses, like in _osu!catch_). -A | Over 90% Accuracy. -B | Over 80% Accuracy. -C | Over 70% Accuracy. -D | Anything else. +SS | 100% 准度 (只有 MAX 和/或 300). +S | 超过 95% 准度(一个'S'评级甚至可能有几次失误,比如 _osu!catch_)。 +A | 超过 90% 准度。 +B | 超过 80% 准度。 +C | 超过 70% 准度。 +D | 其他任何情况。 -It is possible to obtain SSH or SH ranks (silver S or SS) with [Hidden][Hidden wikilink]/[Fade In][Fade In wikilink] or [Flashlight][Flashlight wikilink] mod. +可以用过开启[Hidden][Hidden wikilink]/[Fade In][Fade In wikilink] 或者[Flashlight][Flashlight wikilink] MOD来获得SSH or SH 评级(银色 S 或 SS)。 -### Accuracy +### 准确度 -Accuracy is calculated similarly to [osu!standard][osu! wikilink] in this mode. +这个模式的准度计算类似于[osu!standard][osu! wikilink]。 -In other words: `Accuracy = Total points of hits / (Total number of hits * 300)` +换句话说:`准确度 = 命中总分数 / (命中总数)` -Term | Formula +术语 | 公式 :---:|:--- -**Total points of hits** | (Number of 50s * 50 + Number of 100s * 100 + Number of 200s * 200 + Number of 300s * 300 + Number of rainbow 300s * 300) -**Total number of hits** | (Number of misses + Number of 50s + Number of 100s + Number of 200s + Number of 300s + Number of rainbow 300s) +**命中总分数** | (50数 * 50 + 100数 * 100 + 200数 * 200 + 300数 * 300 + 彩300数 * 300) +**命中总数** | (miss数 + 50数 + 100数 + 200数 + 300数 + 彩300数) -Note that MAX (or rainbow 300) and 300 are both worth the maximum for calculating accuracy, despite a MAX being worth more in terms of score than a 300. +请注意,MAX(彩300)和300都是计算判定的最大值,尽管在得分方面彩300的值大于300。 -### Score +### 得分 -Each beatmap has the same maximum total score of 1 million (1,000,000). +每谱面都具有相同的总得分,最高为100万(1000000)。 -The score is given in two parts, base score and bonus score, each contributing 50% of total score. +得分分为两个部分——基础得分和加成得分,每种得分占总分的50%。 -- Base score is based on hit judgement. - - A rainbow 300 is worth a bit more than 300. -- Bonus score is based on hit judgement and a floating bonus multiplier. - - The multiplier increases with a rainbow 300 or 300, while it decreases with a 200 or below. - - The better judgement, the more multiplier increase/less punishment. - - There's an upper limit for the multiplier. +- 基础得分是基于命中判定。 + - 彩300的值比300多一点。 +- 加成分数是基于命中判定和浮动加成乘数。 + - 加成由彩虹300或300增加,由200或以下减少。 + - 判定越好,加成越大/惩罚越少。 + - 加成有一个上限。 -The score given by each note is calculated with the following formula:- +每个音符的分数用下面的公式计算:- ``` -Score = BaseScore + BonusScore +得分 = 基础得分 + 加成得分 -BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitValue / 320) +基础得分 = (最大分数 * MOD加成 * 0.5 / 总音符数) * (命中值 / 320) -BonusScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitBonusValue * Sqrt(Bonus) / 320) -Bonus = Bonus before this hit + HitBonus - HitPunishment / ModDivider -Bonus is limited to [0, 100], initially 100. +加成得分 = (最大分数 * MOD加成 * 0.5 / 总音符数) * (命中加成值 * 平方根(加成) / 320) +加成 = 命中前的加分 + 命中加分 - 命中惩罚 / MOD规则 +加分限制在[0, 100],开始于100。 -MaxScore = 1 000 000 -ModMultiplier = The score multiplier of the selected mods (difficulty reduction and/or nK) -ModDivider = The punishment divider of the selected mods (difficulty increase) +最大分数 = 1000000 +MOD乘数 = 被选中的MODS的得分加成 (难度降低和/或nK) +MOD规则 = 被选中的MODS的惩罚规则 (难度增加) -Judgement HitValue HitBonusValue HitBonus HitPunishment + 判定 命中值 命中加成值 命中加分 命中惩罚 MAX 320 32 2 300 300 32 1 200 200 16 8 @@ -324,7 +323,7 @@ Judgement HitValue HitBonusValue HitBonus HitPunishment 50 50 4 44 Miss 0 0 ∞ - Mod ModMultiplier ModDivider + MOD MOD加成 MOD规则 Easy 0.5 NoFail 0.5 HalfTime 0.5 @@ -336,100 +335,100 @@ DoubleTime 1.1 Flashlight 1.06 ``` -### Hit objects judgement +### 命中的判定 -**Notes** +**音符** -- MAX (rainbow 300), 300, 200, 100 or 50 from a note depending on timing of hit. -- A Miss given when missing a note or hit it way too early. +- 一个音符的MAX (rainbow 300), 300, 200, 100 或 50 取决于击中的时机。 +- 当错过一个音符或是按下过早时会出现一个MISS。 -**Hold notes** +**面条** -- The judgement for hold notes depends on both starting hold and ending release points. -- Keep holding till end of note, with initial and final with perfect timing: MAX -- Keep holding till end of note, without releasing the note: 200 -- Do a _NG_ and not recover the hold note: Miss -- Do a _NG_ and even hold back the note: 50 +- 面条的判定取决于开头长压和结尾释放。 +- 保持长压到面条结尾,在首尾都完美命中:MAX(彩300)。 +- 长压到最后没有释放音符:200 +- 出现_NG_并且没有重新按住音符:Miss +- 出现_NG_并且按迟面条:50 -NG: _Not Good_, a term in _StepMania/DDR_, which happens when the hold note was released during hold timing. +NG: _非Good_,在_StepMania/DDR_术语中,它表示面条按中状态时中途松开。即断面。 -### Score/Combo Multiplier +### 分数/连击 加成 -**The following each add a point to the score/combo multiplier:-** +**下面每一步为分数加上一个乘数:-** -- Completing the note with correct key. -- Holding the hold note with correct key. +- 按下对应音符的正确的键。 +- 用正确的键按住面条。 -**The following will reset the score multiplier to zero:-** +**下面将把分数乘数重置为零:-** -- Not completing the note. -- Releasing the hold note during the hold period. +- 未完成音符 +- 按住面条中途释放 -**The following will not increase or reset the score multiplier:-** +**以下不会增加或重置分数乘数:-** -- Releasing the hold note on the ending note of the hold. +- 在面条尾释放 -## Health bar +## 血量槽 -The system used to calculate health gain is complicated so it will not be explained in detail. -It all revolves around the HP difficulty setting which can only be set by the mapper itself. +血量计算系统是很复制的,这里不会详细解释。 +这依据HP难度设置,只能由谱面本身设置。 -**The following will result in health recovery:-** +**以下会使血量恢复:-** -- Getting Rainbow 300, 300, or 200. -- Holding the hold note with correct key. +- 打出彩300,300,200。 +- 正确按住面条。 -**The following will result in health loss:-** +**以下会使血量下降:-** -- Getting 50 or Miss. +- 打出50或Miss。 -**The following will reserve health in the health bar:-** +**以下将保持血量在血量槽内:-** -- None. +- 无。 -## Skinning +## 皮肤 -**[Refer to Skinning page of osu!mania for full information.][Skinning#osu!mania wikilink]** +**[参考osu!mania皮肤的全部信息][Skinning#osu!mania wikilink]** -## Beatmapping +## 作图 -### osu!mania-specific Editor +### osu!mania 专用编辑器 -![The osu!mania editor][osu!mania editor image] +![osu!mania 专用编辑器][osu!mania 专用编辑器] -_The osu!mania-specific editor_ +_osu!mania 专用编辑器_ -To access osu!mania-specific editor, change the beatmap to osu!mania-specific in Song Setup under Advanced tab. -Do note that the beatmap will be locked to osu!mania only when the settings was changed from _All_ to _osu!mania_. +访问 osu!mania 专用编辑器改变Advanced选项卡下的歌曲设置为 osu!mania 模式。 +请注意,只有将 _All_ 更改为 _osu!mania_ 时谱面才会锁定为 osu!mania。 -![Changing the key counts][osu!mania SSD image] +![更改按键数][osu!mania SSD image] -_Changing the enforced key count_ +_更改强制按键数_ -To change the enforce key count, go to Song Setup under Difficulty tab and adjust the _Key Count_. -Enable the `Co-op mode` button to force _Co-Op_ game modifier when played, with doubled _Key Count_ to map on. +在Song Setup下设置下难度标签并调整_Key数_以更改强制按键数。 +开启`Co-op 模式`强制游戏变成双倍_Key数_。 -## Trivia +## 碎碎念 -### Gameplay +### 玩法 -- If the key count is the same after using the xK or Co-Op modifier, no score reduction will be given. - - For example, for a 4K beatmap, using 2K and Co-Op modifier will not incur any score reduction. - - Respectively, for a 5K beatmap, using 5K modifier will also not incur any score reduction. - - Using xK or Co-Op modifier on osu!mania-specific beatmap will not incur any score reduction, too. -- Mascot for osu!mania is [Maria][Mascots#Maria wikilink]. -- When played by [Auto][Auto wikilink], the player name will be _osu!topus_. +- 当Key数和开启的xK或者Co-Op MOD后的Key数相同时,将不给予减分。 + - 例如,一个4K谱面,使用2K+Co-Op后不会导致任何减分。 + - 同理,对于5K谱面使用5K MOD时也不会减分。 + - 在osu!mania中使用xK 或者 Co-Op MOD也将不会导致任何减分。 +- osu!mania的吉祥物是[Maria][Mascots#Maria wikilink]。 +- 当使用[Auto][Auto wikilink]游戏时,玩家的名字将变成_osu!topus_。 -### History +### 历史 -![osu!mania logo in the Special Modes][osu!mania logo] +![特殊模式中的osu!mania logo][osu!mania logo] -_osu!mania logo in the deprecated Special Modes_ +_ 在弃置的特殊模式中的osu!mania logo_ -- osu!mania was released on [**08 October 2012 (2012-10-08)**, chiefly implemented by **woc2006**](http://osu.ppy.sh/forum/p/1825880). -- The old osu!mania editor _used_ to require the beatmapper to place hit circles/sliders onto a osu! playfield, where it will then be transcribed onto the stage as proper notes based on position placed and hit objects used. -- The first osu!mania-only beatmapset to be officially ranked is [fripSide - only my railgun (TV Size) (DJPop)](https://osu.ppy.sh/s/63089 "fripSide - only my railgun (TV Size) (DJPop)"). +- osu!mania 发布于 [**2012年10月08日(2012-10-08)**,主要由**woc2006**实现](http://osu.ppy.sh/forum/p/1825880). +- 旧osu!mania 编辑器 _曾_要求谱面在osu!游戏页面放置打击圈/滑条,然后根据位置和打击对象用适当的音符将其转换到适当位置。 +- 第一张被正式ranked的osu!mania专谱谱面的是[fripSide - only my railgun (TV Size) (DJPop)](https://osu.ppy.sh/s/63089 "fripSide - only my railgun (TV Size) (DJPop)"). -## References +## 查询标记 -- [Announcement post](http://osu.ppy.sh/forum/p/1825880) +- [公告栏](http://osu.ppy.sh/forum/p/1825880) From 6fbc904541a64f8bf34d7da1cce42ba708616099 Mon Sep 17 00:00:00 2001 From: Unknown Date: Mon, 18 Jun 2018 10:23:53 +0800 Subject: [PATCH 03/14] zh: finish translation - Game_Modes/Index --- wiki/Game_Modes/zh.md | 42 +++++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/wiki/Game_Modes/zh.md b/wiki/Game_Modes/zh.md index 2a79291ab9d0..28472c47b1b9 100644 --- a/wiki/Game_Modes/zh.md +++ b/wiki/Game_Modes/zh.md @@ -7,8 +7,8 @@ [External Ports wikilink]: ./External_Ports "External Ports" -[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" -[Taiko no Tatsujin wikipedia]: https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia entry for Taiko no Tatsujin" +[押忍!战斗!应援团 维基百科]: https://zh.wikipedia.org/wiki/%E6%8A%BC%E5%BF%8D%EF%BC%81%E6%88%B0%E9%AC%A5%EF%BC%81%E6%87%89%E6%8F%B4%E5%9C%98 "押忍!战斗!应援团的维基百科页面" +[太鼓达人 维基百科]: https://zh.wikipedia.org/wiki/%E5%A4%AA%E9%BC%93%E4%B9%8B%E9%81%94%E4%BA%BA%E7%B3%BB%E5%88%97 "太鼓达人的维基百科页面" [osu! icon link]: /wiki/shared/mode/osu.png "osu! icon" @@ -16,29 +16,29 @@ [osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch icon" [osu!mania icon link]: /wiki/shared/mode/mania.png "osu!mania icon" -# Game Modes +# 游戏模式 -## Official game modes +## 官方游戏模式 -Here are the available game modes in osu!:- +以下是 osu! 中所有游戏模式: -- ![osu! icon][osu! icon link] _[osu!standard/osu!][osu! wikilink]_: - Based on _[Osu! Tatakae! Ouendan][ouendan wikipedia]_. - Tap, slide, and spin to the beat. -- ![osu!taiko icon][osu!taiko icon link] _[osu!taiko][osu!taiko wikilink]_: - Based on _[Taiko no Tatsujin][Taiko no Tatsujin wikipedia]_. - Drum, and roll the taiko drumroll to the beat. -- ![osu!catch icon][osu!catch icon link] _[osu!catch][osu!catch wikilink]_: - Collect falling fruits by moving the catcher with a plate. - Keep dancing and do not miss the step of the beat. -- ![osu!mania icon][osu!mania icon link] _[osu!mania][osu!mania wikilink]_: - Based on conveyor-type rhythm games, chiefly introduced and implemented by **woc2006**. - Make the notes play a melody of the beat. +- ![osu! icon][osu! icon link] _[osu!standard/osu!][osu! wikilink]_: + 玩法源于 _[押忍!战斗!应援团][押忍!战斗!应援团 维基百科]_。 + 跟着节奏点击,滑动,旋转。 +- ![osu!taiko icon][osu!taiko icon link] _[osu!taiko][osu!taiko wikilink]_: + 玩法源于 _[太鼓达人][太鼓达人 维基百科]_。 + 跟着节奏敲击太鼓。 +- ![osu!catch icon][osu!catch icon link] _[osu!catch][osu!catch wikilink]_: + 通过移动角色用盘子接住下落的水果。 + 保持移动,不要错过每一个节拍。 +- ![osu!mania icon][osu!mania icon link] _[osu!mania][osu!mania wikilink]_: + 玩法源于传送带式的节奏游戏,由 **woc2006** 引入和实现。 + 让音符奏出节拍的旋律。 -For a general explanation of the game modes above, see [FAQ][FAQ wikilink]. +有关上述游戏模式的一般说明,请参阅 [FAQ][FAQ wikilink]。 -## External ports +## 社区项目 -Playable ports of osu! game modes. +与 osu! 有关的社区项目。 -[Click here to visit the External Ports page][External Ports wikilink] +[点击这里访问社区项目页面][External Ports wikilink] From a0f6aa9e416a6d74e3cd2de556d4dde09ea17f1b Mon Sep 17 00:00:00 2001 From: Unknown Date: Tue, 19 Jun 2018 18:52:47 +0800 Subject: [PATCH 04/14] zh: apply @inkydragon 's review - Game_Modes/Index --- wiki/Game_Modes/zh.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/wiki/Game_Modes/zh.md b/wiki/Game_Modes/zh.md index 28472c47b1b9..4c4a29220f07 100644 --- a/wiki/Game_Modes/zh.md +++ b/wiki/Game_Modes/zh.md @@ -29,10 +29,10 @@ 玩法源于 _[太鼓达人][太鼓达人 维基百科]_。 跟着节奏敲击太鼓。 - ![osu!catch icon][osu!catch icon link] _[osu!catch][osu!catch wikilink]_: - 通过移动角色用盘子接住下落的水果。 - 保持移动,不要错过每一个节拍。 + 移动角色,用盘子接住下落的水果。 + 保持移动,不要错过任何节拍。 - ![osu!mania icon][osu!mania icon link] _[osu!mania][osu!mania wikilink]_: - 玩法源于传送带式的节奏游戏,由 **woc2006** 引入和实现。 + 玩法源于传送带式的节奏游戏,由 **woc2006** 引入并实现。 让音符奏出节拍的旋律。 有关上述游戏模式的一般说明,请参阅 [FAQ][FAQ wikilink]。 From 0bd2423adcdccd1b63aa6ab8a65522ac39e532f6 Mon Sep 17 00:00:00 2001 From: deardrops Date: Fri, 11 Jan 2019 12:09:18 +0800 Subject: [PATCH 05/14] zh: Init Game_Modes/osu! translation --- wiki/Game_Modes/osu!/zh.md | 70 ++++++++++++++++++-------------------- 1 file changed, 34 insertions(+), 36 deletions(-) diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md index c877bb42cf96..bfc27b9de01c 100644 --- a/wiki/Game_Modes/osu!/zh.md +++ b/wiki/Game_Modes/osu!/zh.md @@ -37,8 +37,6 @@ # osu! -**[Click to return to Game Modes page][Game_Modes wikilink]** - @@ -64,7 +62,7 @@ Through the magical power of male cheerleading, the player have to help the peop ## ![osu! icon][osu! icon link] Gameplay -_Tutorial: [(Bundled with PC osu!) Original tutorial][osu!tutorial basic], [Ranked beatmap version][osu!tutorial rank]_ +_Tutorial: [(Bundled with PC osu!) Original tutorial][osu!tutorial basic], [Ranked beatmap version][osu!tutorial rank]_ The gameplay puts emphasis on:- @@ -76,7 +74,7 @@ The gameplay puts emphasis on:- - Physical stamina and mental fortitude (especially longer, marathon-type songs). - Proper positioning and hand-eye coordination. -These are some of the vital skills to become an _osu! rhythm master_. +These are some of the vital skills to become an _osu! rhythm champion_. The first step to begin the journey is to learn the basics (and theories) of the hittable objects (referred as _hit objects_ from here onwards). @@ -160,9 +158,9 @@ The maximum number of spins per minute achievable is 477 which is also the rate The default controls for osu! are:- -Mouse|Keyboard|Tablet/Touchscreen ----|---|---| -Left click(M1) / Right click(M2)|`Z`(K1) / `X`(K2)|Touching the screen(M1) +| Mouse | Keyboard | Tablet/Touchscreen | +|:---------------------------------|:------------------|:------------------------| +| Left click(M1) / Right click(M2) | `Z`(K1) / `X`(K2) | Touching the screen(M1) | The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time. @@ -182,14 +180,14 @@ Scoring section details all the intricacies of scoring, including mathematical f ### Grades -Grade| Condition -:---:|:--- -SS | 100% accuracy -S | Over 90% 300s, less than 1% 50s and no misses -A | Over 80% 300s and no misses **OR** over 90% 300s -B | Over 70% 300s and no misses **OR** over 80% 300s -C | Over 60% 300s -D | Anything else +| Grade | Condition | +|:-----:|:-------------------------------------------------| +| SS | 100% accuracy | +| S | Over 90% 300s, less than 1% 50s and no misses | +| A | Over 80% 300s and no misses **OR** over 90% 300s | +| B | Over 70% 300s and no misses **OR** over 80% 300s | +| C | Over 60% 300s | +| D | Anything else | A silver S or SS can be obtained by using the _[Hidden][Hidden wikilink]_ and/or _[Flashlight][Flashlight wikilink]_ mod. @@ -199,12 +197,12 @@ Accuracy is calculated by weighting the judgement gained on each note by its val In other words: `Accuracy = Total points of hits / (Total number of hits * 300p)` -Term | Formula -:---:|:--- -**Total points of hits** | (50s * 50p) + (100s * 100p) + (300s * 300p) -**Total number of hits** | (Misses + 50s + 100s + 300s) * 300 -**s** | Number of -**p** | points +| Term | Formula | +|:------------------------:|:--------------------------------------------| +| **Total points of hits** | (50s * 50p) + (100s * 100p) + (300s * 300p) | +| **Total number of hits** | (Misses + 50s + 100s + 300s) * 300 | +| **s** | Number of | +| **p** | points | In other words, each _Miss_ counts as 0 points, each _50_ counts as 50 points, each _100_ as 100 points and each _300_ as 300 points. @@ -219,12 +217,12 @@ The score given by each hit circle and end of a slider is calculated with the fo `Score = Hit Value + (Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25))` -Term | Meaning -:---:|:--- -**Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus -**Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher -**Difficulty multiplier** | The difficulty setting for the beatmap (see next header) -**Mod multiplier** | The multiplier of the selected mods +| Term | Meaning | +|:-------------------------:|:--------------------------------------------------------------------------------| +| **Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus | +| **Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher | +| **Difficulty multiplier** | The difficulty setting for the beatmap (see next header) | +| **Mod multiplier** | The multiplier of the selected mods | Additionally each slider start, end and repeat tick awards 30 points, each slider middle tick awards 10 points and each spin of a spinner awards 100 points. @@ -236,13 +234,13 @@ Additional bonus of 1,000 points given for each spin of a spinner after the spin The accumulated _difficulty points_ affect the **Difficulty multiplier** as so:- -Difficulty points range | Difficulty multiplier -:---:|--- -0 - 5 | 2x multiplier -6 - 12 | 3x multiplier -13 - 17 | 4x multiplier -18 - 24 | 5x multiplier -25 - 30 | 6x multiplier +| Difficulty points range | Difficulty multiplier | +|:-----------------------:|:----------------------| +| 0 - 5 | 2x multiplier | +| 6 - 12 | 3x multiplier | +| 13 - 17 | 4x multiplier | +| 18 - 24 | 5x multiplier | +| 25 - 30 | 6x multiplier | The limited highest is 27 difficulty points with CS7, OD10 and HP10. The limited lowest is 2 difficulty points with CS2, OD0 and HP0. @@ -305,7 +303,7 @@ It all revolves around the HP difficulty setting which can only be set by the ma **The following will result in health recovery:-** -- A successful tap on the hit circle (better judgement leads to more health gain; the last hit circle in a color combo awards more health). +- A successful tap on the hit circle (better judgement leads to more health gain; the last hit circle in a colour combo awards more health). - A successful tap on a slider start. - The slider ball collected a slider tick successfully. - The slider ball touched the end or a reverse arrow of a slider successfully (better judgement at the end tick leads to more health gain). @@ -353,7 +351,7 @@ _Smoke in key bindings settings; hold `C` key to trigger by default in osu!_ - Smoke last longer than default in-game cursor trail. Apply smoke effects sparsely to prevent old smoke effects disappearing too quickly. - Mascot for osu! is [pippi][Mascots#pippi wikilink]. -- When played by [Auto][Auto wikilink], the player name will be _osu!_. +- When played by [Auto][Auto wikilink], the player name will be osu!. ### History From a371c5768ebcf3f84ecc4270e5ad8e1c831ed4df Mon Sep 17 00:00:00 2001 From: deardrops Date: Fri, 11 Jan 2019 12:21:14 +0800 Subject: [PATCH 06/14] zh: finished Game_Modes / osu! --- wiki/Game_Modes/osu!/zh.md | 456 ++++++++++++++++++------------------- 1 file changed, 228 insertions(+), 228 deletions(-) diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md index bfc27b9de01c..c758f4c97103 100644 --- a/wiki/Game_Modes/osu!/zh.md +++ b/wiki/Game_Modes/osu!/zh.md @@ -40,338 +40,338 @@ -![Gameplay of osu!][osu! Interface image] +![osu! 的游戏界面][osu! Interface image] -The first game mode and namesake which was based from the ouendan series. +第一个游戏模式和 osu! 同名,源于应援团系列游戏。 -## What is "Ouendan"? +## 什么是“应援团”? -_[Osu! Tatakae! Ouendan][ouendan wikipedia]_ is a rhythm game for the _Nintendo DS_. -The gameplay consists of only three elements: tapping circles on the touchscreen, dragging a ball across a fixed path and rotating a spinner very fast. -All these elements are timed to (covers of) popular Japanese songs. -It looks like this on the _DS_:- +_[押忍!战斗!应援团][ouendan wikipedia]_ 是 _任天堂 DS_ 的节奏游戏。 +游戏只包含三种物件:点击触摸屏上的圆圈,将球拖过固定的路径,快速旋转转盘。 +所有这些物件都与歌曲节奏同步,游戏中的歌曲多为流行的日本歌曲或其翻唱。 +_DS_ 上看起来是这样的: -![Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS][ouendan image] +![任天堂 DS 上押忍!战斗!应援团的游戏界面示例][ouendan image] -_Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS_ +_任天堂 DS 上押忍!战斗!应援团的游戏界面示例_ -The gameplay circles can be seen on the bottom screen, and the story on the top screen. -Each stage is basically a self-contained story about a person in trouble. -That is where the _Ouendan_ (Cheer squad) comes in. -Through the magical power of male cheerleading, the player have to help the people in trouble. +游戏的圆圈圈可以在底部屏幕上看到,故事可以在顶部屏幕上看到。 +每个阶段基本上都是关于一个遇到麻烦的人的独立小故事。 +这就是 _应援团_(啦啦队)的游戏初衷。 +借助男性应援团的神奇力量,玩家帮助遇到困难的人。 -## ![osu! icon][osu! icon link] Gameplay +## ![osu! 图标][osu! icon link] 游戏界面 -_Tutorial: [(Bundled with PC osu!) Original tutorial][osu!tutorial basic], [Ranked beatmap version][osu!tutorial rank]_ +_教程: [(桌面版 osu! 自带的) 教程谱面][osu!tutorial basic], [Ranked 谱面版本][osu!tutorial rank]_ -The gameplay puts emphasis on:- +游戏强调: -- Adaptability and reaction to stimuli (that is, the hittable objects appearing all over the screen at lightning speed). -- Understanding of the song's beat and design. -- Input device control. -- Timing of hits on the object that appeared on the screen. -- Ability to spin the mouse (or pen for tablet) on spinners. -- Physical stamina and mental fortitude (especially longer, marathon-type songs). -- Proper positioning and hand-eye coordination. +- 对刺激的适应性和反应力(也就是说,可击中的物件以闪电般的速度出现在屏幕上)。 +- 理解这首歌的节奏和设计。 +- 控制输入设备。 +- 屏幕上出现的物件的点击时间。 +- 能够在转盘上旋转鼠标(或数位板笔)。 +- 身体耐力和意志力(尤其是更长的马拉松式歌曲)。 +- 正确定位屏幕上的物件和手眼协调。 -These are some of the vital skills to become an _osu! rhythm champion_. +这些是成为 _osu! 大触_ 的一些关键技能 。 -The first step to begin the journey is to learn the basics (and theories) of the hittable objects (referred as _hit objects_ from here onwards). +开始旅程的第一步是学习可击中的物件(从这里开始称为 _击打物件_)的基础知识(和理论)。 -### Song Selection +### 歌曲选择 -To access the osu! game mode, press `Ctrl`+`1` at the same time. +要进入 osu! 模式,请同时按下 `Ctrl`+`1`。 -Alternatively, click on the `Mode` button and select `osu!`. +或者,点击 `Mode` 然后选择 `osu!`。 -### Gameplay Basics +### 游戏基础 -#### Playfield +#### 游戏界面 -![osu! interface][osu! Interface image] +![osu! 界面][osu! Interface image] -_In-game interface of osu!_ +_osu! 的游戏内界面_ -The top-left bar is the health bar, which will decrease at a steady rate (depending on the beatmap's difficulty settings), but can be replenished by tapping notes at the right time or spinning the spinner. -A perfectly timed hit (a 300 or Geki) will recover health more than a badly timed hit (50). -A total miss will take a good chunk of health out of the health bar. +左上角是血条,血条将以稳定的速度下降(取决于谱面的难度设置),但可以通过在正确的时间点击音符或转转盘来补充。 +一次完美的命中(300 或 Geki)比一次糟糕的命中(50)更能恢复血量。 +一次 miss 会让血条失去很多血量。 -On the right of the health bar is the total score. -Below that is the accuracy. -The circle beside the accuracy (and below the score) is a timer for the duration of the beatmap. +血条的右边是总分。 +下面是精确度。 +准确度旁边的圆圈(分数的下方)是谱面的进度条。 -The number on the bottom left is the combo counter/score multiplier. +左下角的数字是连击计数/分数系数。 -#### Hit circles -![Hit circles][osu_hit circles image] +#### 打击圈 +![打击圈][osu_hit circles image] -_Some hit circles placed in a path to tap to the beat_ +_一些打击圈被放置在一条路径上,以敲击节拍_ -A thin, similarly-coloured approach circle on the outside of the hit circle will shrink over time. -Tap on the note at the exact point when it touches the white border of the hit circle. -A score burst will appear after tapping the hit circle, showing the score and health changes depending on timing of the tap to the beat. -The hit circle will disappear after the score burst. +一个薄的、颜色相似的接近圆在打击圈的外侧随着时间的推移而缩小。 +当音符接触到打击圈的白色边框时,在准确的点上点击音符。 +敲击打击圈后会出现一个得分提示,根据敲击节拍的时间显示得分和健康状况的变化。 +得分显示后,打击圈将消失。 -To understand the hidden charm of hit circles, do not rely on perception only; feel the beatmap's beats and rhythm. -It will help in juggling some of the visually-complex hit circles patterns found in later difficulties. +要理解打击圈的潜在魅力,不要只依赖于视觉感知;感受谱面的节拍和节奏。 +这将有助于处理在以后的难度中发现的一些视觉上复杂的音符摆放模式。 -#### Sliders -![Sliders][osu_slider image] +#### 滑条 +![滑条][osu_slider image] -_A single-repeat straight slider with active orange followcircle surrounding the slider ball and a slider tick inside the slider (small white circle)_ +_单次重复的直线滑条,滑块球周围有活动的橙色跟随圆,滑块内部有滑块点(白色小圆)_ -First, tap on it at the right moment, however, it does not end there. -A ball will begin to move across the path. -Hold the mouse/keyboard-button (or keep the pen onto the tablet) and follow the ball within the thick orange circle, surrounding the ball, as it moves. -The orange outer circle, called the follow circle, will appear if when holding onto the slider's ball, but will disappear when released. +首先,在适当的时候点击它,然而,它并没有就此结束。 +一个球将开始穿过这条路径。 +按住鼠标/键盘按钮(或将笔按在数位板上),在球移动时,跟随球在跟随圆的橙色圆圈内。 +橙色外圆,称为跟随圆,如果抓住滑块的球,将会出现,但释放后会消失。 -Sometimes, as seen in the screenshot above, the ball may reverse its direction and the player must follow the ball back to the start of the path or vice versa. -The visual cue is a reverse arrow at the ending/starting circle of the path. +有时,如上面的截图所示,球可能会反转方向,玩家必须跟随球回到路径的起点,反之亦然。 +视觉提示是路径结束/开始圈处的反向箭头。 -#### Spinners -![Spinner][osu_spinner image] +#### 转盘 +![转盘][osu_spinner image] -_A cleared spinner with spinner bonus_ +_带有转盘奖励分数的转盘_ -Hold on the mouse/keyboard-button (or keep the pen onto the tablet). -From there, use the mouse (or pen) and spin the spinner in a circular motion (in either direction) until the spinner circle grows outwards completely. -A _Clear_ notice will appear to indicate that the spinner was completed. -If the spinner was cleared early, continue spinning to collect score bonus and gain some health back. +按住鼠标/键盘按钮(或将笔按在数位板上)。 +使用鼠标(或笔)以圆周运动旋转转盘(任一方向),直到转盘内圈完全向外扩张。 +一条 _明显_ 的通知将会出现,表明转盘已经完成。 +如果转盘被提前完成,继续旋转以获得分数奖励并恢复血条。 -The outer white circle shows how much time left to complete the spinner. -This circle will turn red to notify that time is almost out. -Older beatmaps, using _skin version 1.0_, will have a meter/gauge to indicate how close to clearing the spinner. +外部白色圆圈显示完成转盘还有多少时间。 +这个圆圈会变成红色时,通知时间快到了。 +使用 _皮肤版本1.0_ 的谱面皮肤会有一个米/计量器来指示离清理转盘还有多少时间。 -The small box below the spinner shows spins per minute. -The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. -If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin. +转盘下方的小方框显示每分钟旋转数。 +如果继续以这种速度旋转一分钟,总旋转次数即方框中的数字。 +如果鼠标/键盘按钮在旋转中被提前释放(或者笔没有接触到数位板),转盘将停止旋转。 -On the _DS_, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. -In osu!, spinners have been toned down as to not be such a nuisance to complete. -The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto][Auto wikilink] game modifier spins while the [Spun Out][Spun Out wikilink] game modifier spins slower at 287 spins per minute. +在 _DS_ 上,经常导致触摸屏(或屏幕膜)磨损,尤其是在难度较高的情况下。 +在 osu!,转盘难度已经被调小了,以至于完成起来不会那么麻烦。 +每分钟可实现的最大旋转速度为477,这也是 [Auto][Auto wikilink] Mod 旋转的速度,而 [Spun Out][Spun Out wikilink] Mod 以每分钟 287 的速率较慢地旋转。 -## Play Styles +## 玩法风格 -**[Refer to Play Styles page under osu!.][Play_Styles#osu! wikilink]** +**[参见玩法风格文章中的 osu! 部分][Play_Styles#osu! wikilink]** -## Controls +## 控制 -The default controls for osu! are:- +osu! 的默认按键为: -| Mouse | Keyboard | Tablet/Touchscreen | -|:---------------------------------|:------------------|:------------------------| -| Left click(M1) / Right click(M2) | `Z`(K1) / `X`(K2) | Touching the screen(M1) | +| 鼠标 | 键盘 | 数位板/触摸屏 | +|:--------------------|:------------------|:--------------| +| 左键(M1) / 右键(M2) | `Z`(K1) / `X`(K2) | 触摸屏幕(M1) | -The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time. +osu! 的打击圈将接受来自输入设备的任何输入,只要每个命中对象都被及时点击。 -If [Relax][Relax wikilink] game modifer was used, only the in-game cursor will work. -Use the in-game cursor to follow the hit objects with automated tap. -Spinners must still be completed. +如果使用了 [Relax][Relax wikilink] Mod,则只有游戏中的光标会起作用。 +玩家使用光标移动并跟踪目标,游戏会自动点击物件。 +转盘仍然需要转。 -If [Auto Pilot][Auto Pilot wikilink] game modifier was used, only the input from the input device will work. -Time the tap on the hit objects with automated cursor movement. -Spinners will follow the [Spun Out][Spun Out wikilink] mod speed. +如果使用了 [Auto Pilot][Auto Pilot wikilink] Mod,则只有来自输入设备的输入才会起作用。 +光标会自动移动,玩家需要在恰当的时间点击物件。 +转盘会使用 [Spun Out][Spun Out wikilink] Mod 的转盘速度。 -## Scoring +## 评分 -_[Scoring Values can be found in Score under osu! Scoring Values section][Score#osu!SV wikilink]_ +_[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikilink]_ -Scoring section details all the intricacies of scoring, including mathematical formula. +评分部分详细说明了评分的所有细节,包括数学公式。 -### Grades +### 判断 -| Grade | Condition | -|:-----:|:-------------------------------------------------| -| SS | 100% accuracy | -| S | Over 90% 300s, less than 1% 50s and no misses | -| A | Over 80% 300s and no misses **OR** over 90% 300s | -| B | Over 70% 300s and no misses **OR** over 80% 300s | -| C | Over 60% 300s | -| D | Anything else | +| 判定 | 条件 | +|:----:|:-------------------------------------------------| +| SS | 100% 准确率 | +| S | 超过 90% 300, 少于 1% 50s 同时没有 miss | +| A | 超过 80% 300 同时没有 miss **或者** 超过 90% 300 | +| B | 超过 70% 300 同时没有 miss **或者** 超过 80% 300 | +| C | 超过 60% 300 | +| D | 其他 | -A silver S or SS can be obtained by using the _[Hidden][Hidden wikilink]_ and/or _[Flashlight][Flashlight wikilink]_ mod. +银 S 或 SS 可以通过使用 _[Hidden][Hidden wikilink]_ Mod 和/或 _[Flashlight][Flashlight wikilink]_ Mod 获得。 -### Accuracy +### 准确率 -Accuracy is calculated by weighting the judgement gained on each note by its value and dividing by the maximum possible amount. +精确度是通过将每张音符上的判断值加权,除以总音符分数来计算的。 -In other words: `Accuracy = Total points of hits / (Total number of hits * 300p)` +换句话说:`准确率 = 总点击分数 / (总音符数量 * 300)` -| Term | Formula | -|:------------------------:|:--------------------------------------------| -| **Total points of hits** | (50s * 50p) + (100s * 100p) + (300s * 300p) | -| **Total number of hits** | (Misses + 50s + 100s + 300s) * 300 | -| **s** | Number of | -| **p** | points | +| 名称 | 公式 | +|:--------------:|:--------------------------------------------| +| **总点击分数** | (50s * 50p) + (100s * 100p) + (300s * 300p) | +| **总音符分数** | (Misses + 50s + 100s + 300s) * 300 | +| **s** | 数量 | +| **p** | 分数 | -In other words, each _Miss_ counts as 0 points, each _50_ counts as 50 points, each _100_ as 100 points and each _300_ as 300 points. +换句话说,每个 _Miss_ 算作 0 分,每个 _50_ 算作 50 分,每个 _100_ 算作 100 分,每个 _300_ 算作 300 分。 -Add them all together and divide the sum with the number of hits multiplied by 300. +将他们加起来除以总音符与 300 的乘积。 -- If only 300s: a result of 1.00, which means 100% accuracy. -- If only 100s: a result of 0.3333 (i.e. 100/300), which means 33.33% accuracy. +- 如果只有 300s: 结果为 1.00, 意味着 100% 准确率。 +- 如果只有 100s: 结果为 0.3333 (= 100/300),意味着 33.33% 准确率。 -### Score +### 分数 -The score given by each hit circle and end of a slider is calculated with the following formula:- +分数由打击圈和滑条尾计算,公式如下: -`Score = Hit Value + (Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25))` +`分数 = 打击分数 + (打击分数 * ((连击系数 * 难度系数 * Mod 系数) / 25))` -| Term | Meaning | -|:-------------------------:|:--------------------------------------------------------------------------------| -| **Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus | -| **Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher | -| **Difficulty multiplier** | The difficulty setting for the beatmap (see next header) | -| **Mod multiplier** | The multiplier of the selected mods | +| 名称 | 含义 | +|:------------:|:----------------------------------------------------| +| **打击分数** | 打击圈的判定(50,100或300),滑条白点和转盘奖励分 | +| **连击系数** | (这个音符前的连击数 - 1)或者 0;取两者中更高的一个 | +| **难度系数** | 谱面的难度 (见下一节) | +| **Mod 系数** | 所选 Mod 的系数 | -Additionally each slider start, end and repeat tick awards 30 points, each slider middle tick awards 10 points and each spin of a spinner awards 100 points. +此外,每个滑块开始、结束和折返点奖励 30 分,每个滑块中间的白点奖励 10 分,转盘的每转一圈奖励 100 分。 -Additional bonus of 1,000 points given for each spin of a spinner after the spinner meter is full. +转盘完成后,每多旋转一次,额外奖励1000分。 -#### How to calculate the Difficulty multiplier +#### 如何计算难度系数 -[Circle Size (CS)][CS wikilink], [HP Drain (HP)][HP wikilink] and [Overall Difficulty (OD)][OD wikilink] each give a tick on _difficulty point_. +[物件大小(CS)][CS wikilink], [掉血速度(HP)][HP wikilink]和[整体难度(OD)][OD wikilink]三者都会影响 _难度值_. -The accumulated _difficulty points_ affect the **Difficulty multiplier** as so:- +累计的 _难度值_ 会影响 **难度系数**,如下所示: -| Difficulty points range | Difficulty multiplier | -|:-----------------------:|:----------------------| -| 0 - 5 | 2x multiplier | -| 6 - 12 | 3x multiplier | -| 13 - 17 | 4x multiplier | -| 18 - 24 | 5x multiplier | -| 25 - 30 | 6x multiplier | +| 难度值的范围 | 难度系数 | +|:------------:|:---------| +| 0 - 5 | 2x 系数 | +| 6 - 12 | 3x 系数 | +| 13 - 17 | 4x 系数 | +| 18 - 24 | 5x 系数 | +| 25 - 30 | 6x 系数 | -The limited highest is 27 difficulty points with CS7, OD10 and HP10. -The limited lowest is 2 difficulty points with CS2, OD0 and HP0. +最大值是 CS7、OD10 和 HP10 的 27 个难度值。 +最小值是 CS2、OD0 和 HP0 的 2 个难度值。 -CS cannot normally go below 2 or above 7 (requires direct modification to the `.osu` file). +CS通常不能低于 2 或高于 7 (需要直接修改 osu! 文件)。 -Note that game modifiers (like Hard Rock/Easy) will not change the **Difficulty multiplier**. -It will only account for original values only. +请注意,游戏修改量(如 Hard Rock/Easy)不会改变难度乘数。 +它将只考虑原始值。 -### Hit objects judgement +### 打击物件的判定 -**Hit circles** +**打击圈** -- A 300, 100 or 50 given from a normal hit circle depending on how accurately the player tap on it. -- A miss given if the player do not click on the hit circle at all or click on it way too early. +- 一个普通打击圈的判定有 300、100 或 50,取决于玩家点击的准确程度。 +- 如果玩家根本不点击打击圈或者过早点击,会判定为 Miss。 -**Sliders** +**滑条** -- The judgement for sliders does not depend on the accuracy of the initial hit. -- Sliders consist of slider ticks, which include the start, end and repeat points of the slider. -- A 300 given if the player successfully gets all slider ticks, a 100 given if the player gets at least half of them, and a 50 given if the player manages to collect even one of the ticks. -- Tapping a slider **too early** does not incur a miss but will **reset** the score multiplier to **0**. - - Not collecting the slider ticks, shown or otherwise, will not incur a miss, but will **reset** the score multiplier to **0**. - - Missing the slider end does not incur a miss but will **not** increment the score multiplier. -- A miss given if the player collects none of the slider ticks. +- 滑块的判定与滑条头的命中的准确性无关。 +- 滑块由滑块点组成,滑块点包括滑块的起点、终点和折返点。 +- 如果玩家成功收集了所有滑条点,给 300 分;如果玩家至少完成了一半,给 100 分;如果玩家成功收集了其中一个滑条点,给 50 分。 +- **过早** 点击滑条点不会导致失误,但会将分数乘数 **重置** 为 **0**。 + - 不收集滑条点,无论显示与否,都不会导致 Miss,但会将分数乘数 **重置** 为 **0**。 + - 错过滑条尾不会导致失误,但 **不会** 增加分数乘数。 +- 如果玩家没有收集到任何滑条点,就会出现一次 Miss 。 -**Spinner** +**转盘** -- A 300, 100 or 50 given depending on the number of spins done compared to the length of the spinner. -- A miss if the player unable to expand the spinner circle to a satisfactory limit for a 50 to be given. - - v1 skin behaviour: A miss if the player unable to fill the meter shown on both sides of the spinner to a satisfactory limit for a 50 to be given. +- 判定有 300,100 或 50,取决于与转盘长度相比旋转的次数。 +- 如果玩家不能将内转盘扩大到满足条件的 50,则会 Miss。 + - v1 皮肤行为:如果玩家不能将转盘两侧显示的计量器加注到满足条件的 50,则会 Miss。 -### Score/Combo Multiplier +### 分数/连击系数 -**The following each add a point to the score/combo multiplier:-** +**以下每条会为分数/连击系数添加一分:** -- A successful tap on the hit circle. -- A successful tap at the start of a slider. -- The slider ball collected a slider tick successfully. -- The slider ball touched the end or a reverse arrow of a slider successfully. -- A successful completed/semi-completed spinner. +- 成功地点击了打击圈。 +- 滑块开始处的成功敲击。 +- 滑块球成功收集了滑块点。 +- 滑块球成功接触到滑块的末端或反向箭头。 +- 成功完成/半完成转盘。 -**The following will reset the score multiplier to zero:-** +**以下每条会将分数系数重置为 0:** -- Missing a hit circle. -- Tapping a slider start early. -- Missing a slider start or slider tick. -- Failed to expand the spinner circle to a satisfactory size. - - v1 skin behaviour: Failed to fill up at least half the gauge of a spinner. +- Miss 了一个击球圈。 +- 过早点击滑条。 +- 在滑块起点或滑条白点处 Miss 。 +- 无法将转盘内圆扩大到足够的大小。 + - v1皮肤行为:未能完成至少一半的转盘。 -**The following will not increase or reset the score multiplier:-** +**以下每条既不会增加也不会重置分数系数:** -- Missing a slider end (will result in getting Katu or 100/50 Hit). -- Spinner: 1,000 Bonus +- Miss 了滑条尾(会导致判定为 Katu 或 100/50)。 +- 转盘:1000 奖励分 -## Health bar +## 血条 -The system used to calculate health drain and health gain is complicated so it will not be explained in detail. -It all revolves around the HP difficulty setting which can only be set by the mapper itself. +用于计算血量增减的系统是复杂的,因此将不会详细详细解释。 +这一切都围绕着 HP 难度设置展开,只能由作图者自己设定。 -**The following will result in health recovery:-** +**以下每条会使血条增加:** -- A successful tap on the hit circle (better judgement leads to more health gain; the last hit circle in a colour combo awards more health). -- A successful tap on a slider start. -- The slider ball collected a slider tick successfully. -- The slider ball touched the end or a reverse arrow of a slider successfully (better judgement at the end tick leads to more health gain). -- Completing a spinner and continuous spinning in the spinner duration (better judgement at the end of the spinner leads to more health gain). +- 成功点击了打击圈(更好的判定会带来更多的健康收益;每个颜色连击中的最后一个打击圈会增加更多血量)。 +- 成功点击了滑条头。 +- 滑条球成功收集了滑条点。 +- 滑条球成功接触到滑条尾或折返箭头(在滑条尾更好的判定会带来更多健康收益)。 +- 完成一个转盘,并在转盘持续时间内继续旋转(转盘结束时更好的判定会带来更多血量收益)。 -**The following will result in health loss:-** +**以下每条会使血条减少:** -- Constant health drain. -- Miss was given. -- Missing a hit circle. -- Tapping a slider start early. -- Missing a slider tick, or slider reverse arrow. -- Failed to complete a spinner for a 50 to be given. +- 血量随时间自然减少。 +- 各种 Miss。 +- Miss 了一个打击圈。 +- 过早地点击了滑条头。 +- Miss 了滑条白点或滑条折返箭头。 +- 未能完成转盘,判定为 50。 -**The following will reserve health in the health bar:-** +**以下这条会保持血量不变:** -- Break time. +- Break 时间。 -## Skinning +## 皮肤 -**[Refer to Skinning page of osu! for full information.][Skinning#osu! wikilink]** +**[参见皮肤文章中的 osu! 部分了解更多信息。][Skinning#osu! wikilink]** -## Beatmapping +## 作图 -**[Refer to Beatmapping page for full information.][Beatmapping wikilink]** +**[参见作图部分了解更多信息。][Beatmapping wikilink]** -## Trivia +## 其他 -### Gameplay +### 游戏 -![osu! smoke effect][osu_smoke image] +![osu! 涂鸦效果][osu_smoke image] -_Usage of Smoke_ +_涂鸦(Smoke)的使用_ -![osu! smoke settings][osu_smoke_set image] +![osu! 涂鸦设定][osu_smoke_set image] -_Smoke in key bindings settings; hold `C` key to trigger by default in osu!_ +_按键设定中涂鸦(Smoke);osu! 中的默认按键是 `C`_ -- Depending on difficulty setting and the timing tolerance, tapping on the hit object _way too early_ will heavily vibrate the hit object instead. -- Releasing slider ball on empty slider path without hidden or visible slider ticks does not result in combo break nor any score given. - Slider judgement only check for whether the starting circle was clicked, the slider ticks was collected, and ending circle was completed successfully or not. -- Changing spin direction in the middle of a spin will cause the spinner to slow down (spins per minute will go down to 0 to reset the spin orientation), then spin in the correct direction. - The spin progress will not be lost during the reorientation (it will not increase instead), and will continue to increase on reverse spin. -- Not spinning around the centre core of the spinner will **not** be considered as a valid spin. -- Smoke last longer than default in-game cursor trail. - Apply smoke effects sparsely to prevent old smoke effects disappearing too quickly. -- Mascot for osu! is [pippi][Mascots#pippi wikilink]. -- When played by [Auto][Auto wikilink], the player name will be osu!. +- 根据设置的难度和时间差,**过早点击** 打击物件将会严重震动打击物件。 +- 在没有隐藏或可见滑条点的空滑条路径上释放滑条球不会导致连击中断或获得分数。 + 滑条判定只检查是否点击了滑条头,是否收集了滑块白点,是否完成了滑条尾。 +- 在旋转过程中改变旋转方向会导致转盘变慢(每分钟的旋转会降到0以重置旋转方向),然后朝正确的方向旋转。 + 转盘进度条不会在改变旋转方向时丢失(也不会增加),在反向后继续旋转会继续增加转盘进度条。 +- 不围绕转盘的中心的旋转将不被视为有效旋转。 +- 涂鸦持续的时间超过默认的游戏光标轨迹。 + 少量地使用烟雾效果,以防止旧的烟雾效果消失得太快。 +- osu! 的吉祥物是 [pippi][Mascots#pippi wikilink]。 +- 当使用 [Auto][Auto wikilink] Mod 时,玩家的名字将是 osu!。 -### History +### 历史 -![Combo Fire][Combo Fire image] +![连击火花][Combo Fire image] -_Combo Fire_ +_连击火花_ -- Older version of osu! used to emulate some of the elements from the _ouendan_ series before being removed or replaced. - - Combo fire when hitting new combo milestones. - - Removed on 05 March 2013 (2013-03-05), due to performance issues. - - The first version of default skin using v1 skin behaviour, which was _osu!default by peppy_ skin, provides an almost identical copy of the _ouendan_ interface. - - It was replaced by nicer current default skin using v2 skin behaviour. - - The most notable feature difference between v1 and v2 skin behaviour is the spinner. - - The v1 skin behaviour for a spinner would increment the spinner meter from bottom to top in levels until it is full as per _ouendan_ series. - - The timer is a circle inside the spinner which will converge to the centre core of the spinner. The spinner ends when the timer circle reached the centre core of the spinner. - - The v2 skin behaviour for a spinner would slowly expand the spinner circle to full size and glows when it is completed. - - The timer is the outer circle of the spinner which changes colour. The spinner ends when the timer circle colour changed completely. -- The first three beatmaps ranked on the same day (07 October 2007, 2007-10-07) when the online leaderboard went live were:- - - [Kenji Ninuma - DISCO PRINCE (peppy)](https://osu.ppy.sh/s/1 "Kenji Ninuma - DISCO PRINCE (peppy)"), or `discoprince`; which was apparently mapped in around an hour. - - [Ni-Ni - 1,2,3,4, 007 \[Wipeout Series\] (MCXD)](https://osu.ppy.sh/s/3 "Ni-Ni - 1,2,3,4, 007 [Wipeout Series] (MCXD)") , or `Ni-Ni - 1,2,3,4, 007 [Wipeout Series]`. - - [Brandy - Love Fighter (FFFanatic)](https://osu.ppy.sh/s/16 "Brandy - Love Fighter (FFFanatic)"), or `Brandy - Love Fighter`. -- Notably, the older folders have their own naming convention (the folder names can only be found in _ancient_ beatmap packs) and does not strictly follow the current enforced `{BeatmapSetID} {ArtistName} - {BeatmapName}` format. - - Downloading directly from the osu!website beatmaplist does follow the current enforced naming format regardless. +- 旧版本的 osu! 模拟 _应援团_ 系列中的游戏元素,其中部分已经被移除或替换。 + - 当连击达到一定数量时,出现连击火花。 + - 由于性能问题,于 2013 年 3 月 5 日移除。 + - 默认皮肤的第一个版本使用 v1 皮肤行为,osu! 默认为 _peppy 皮肤_,模仿 _应援团_ 界面的皮肤。 + - 它被使用 v2 皮肤行为的新默认皮肤所取代。 + - v1 和 v2 皮肤行为之间最显著的特征差异是转盘。 + - 转盘的 v1 表皮行为将使转盘计量器从底部到顶部水平递增,直到将 _应援团_ 充满为止。 + - 计时器是转盘内部的一个圆,它将汇聚到转盘的中心。当计时器圆到达转盘的中心时,转盘结束。 + - 转盘的 v2 皮肤行为会慢慢地将转盘内圈扩展到最大尺寸,并在完成时发光。 + - 计时器是转盘的外圈。计时器圆圈颜色完全改变时,转盘结束。 +- 在线排行榜上线的同一天(2007年10月7日,2007年10月10日),最早的三张谱面是: + - [Kenji Ninuma - DISCO PRINCE (peppy)](https://osu.ppy.sh/s/1 "Kenji Ninuma - DISCO PRINCE (peppy)"),或 `discoprince`;大约一小时做成。 + - [Ni-Ni - 1,2,3,4, 007 \[Wipeout Series\] (MCXD)](https://osu.ppy.sh/s/3 "Ni-Ni - 1,2,3,4, 007 [Wipeout Series] (MCXD)"),或 `Ni-Ni - 1,2,3,4, 007 [Wipeout Series]`。 + - [Brandy - Love Fighter (FFFanatic)](https://osu.ppy.sh/s/16 "Brandy - Love Fighter (FFFanatic)"),或 `Brandy - Love Fighter`。 +- 值得注意的是,较旧的文件夹有自己的命名约定(文件夹名称只能在古老的谱面集中找到),并且没有严格遵循当前强制要求的 `{BeatmapSetID} {ArtistName} - {BeatmapName}` 格式。 + - 直接从 osu! 网站的谱面列表中下载的谱面,都会遵循当前强制要求的命名格式。 From f44794f34cef9baa002316063befda6f7146d99d Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Tue, 30 Jul 2019 22:53:58 +0800 Subject: [PATCH 07/14] Apply suggestions from code review Co-Authored-By: woclass --- wiki/Game_Modes/osu!/zh.md | 115 ++++++++++++++++++------------------- 1 file changed, 57 insertions(+), 58 deletions(-) diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md index c758f4c97103..57d3add5c2bf 100644 --- a/wiki/Game_Modes/osu!/zh.md +++ b/wiki/Game_Modes/osu!/zh.md @@ -58,7 +58,7 @@ _任天堂 DS 上押忍!战斗!应援团的游戏界面示例_ 游戏的圆圈圈可以在底部屏幕上看到,故事可以在顶部屏幕上看到。 每个阶段基本上都是关于一个遇到麻烦的人的独立小故事。 这就是 _应援团_(啦啦队)的游戏初衷。 -借助男性应援团的神奇力量,玩家帮助遇到困难的人。 +玩家要借助男性应援团的神奇力量,帮助遇到困难的人。 ## ![osu! 图标][osu! icon link] 游戏界面 @@ -66,17 +66,17 @@ _教程: [(桌面版 osu! 自带的) 教程谱面][osu!tutorial basic], [Ranke 游戏强调: -- 对刺激的适应性和反应力(也就是说,可击中的物件以闪电般的速度出现在屏幕上)。 -- 理解这首歌的节奏和设计。 -- 控制输入设备。 -- 屏幕上出现的物件的点击时间。 -- 能够在转盘上旋转鼠标(或数位板笔)。 -- 身体耐力和意志力(尤其是更长的马拉松式歌曲)。 -- 正确定位屏幕上的物件和手眼协调。 +- 对刺激的适应性和反应力。也就是说,打击物件可能会以闪电般的速度出现在屏幕上。 +- 对整首歌曲的节奏和编排的理解。 +- 对输入设备的控制。 +- 对屏幕上物件的打击时机的掌握。 +- 用鼠标或数位板笔转动转盘的能力。 +- 身体耐力和意志力(尤其在玩较长的马拉松式歌曲时) +- 精准的定位和手眼之间的协调。 这些是成为 _osu! 大触_ 的一些关键技能 。 -开始旅程的第一步是学习可击中的物件(从这里开始称为 _击打物件_)的基础知识(和理论)。 +成为大触的第一步是学习可击中的物件(从这里开始称为 _击打物件_)的基本操作(和理论知识)。 ### 歌曲选择 @@ -100,7 +100,7 @@ _osu! 的游戏内界面_ 下面是精确度。 准确度旁边的圆圈(分数的下方)是谱面的进度条。 -左下角的数字是连击计数/分数系数。 +左下角的数字是连击计数或分数系数。 #### 打击圈 ![打击圈][osu_hit circles image] @@ -108,25 +108,25 @@ _osu! 的游戏内界面_ _一些打击圈被放置在一条路径上,以敲击节拍_ 一个薄的、颜色相似的接近圆在打击圈的外侧随着时间的推移而缩小。 -当音符接触到打击圈的白色边框时,在准确的点上点击音符。 -敲击打击圈后会出现一个得分提示,根据敲击节拍的时间显示得分和健康状况的变化。 +当音符接触到打击圈的白色边框时,在准确的时间点上敲击音符。 +敲击打击圈后会出现一个得分提示,根据敲击节拍的时间得出分数和血条的变化。 得分显示后,打击圈将消失。 要理解打击圈的潜在魅力,不要只依赖于视觉感知;感受谱面的节拍和节奏。 -这将有助于处理在以后的难度中发现的一些视觉上复杂的音符摆放模式。 +在之后的难度中处理一堆看起来难以理解的谱面排列的时候,这一点非常有帮助。 #### 滑条 ![滑条][osu_slider image] _单次重复的直线滑条,滑块球周围有活动的橙色跟随圆,滑块内部有滑块点(白色小圆)_ -首先,在适当的时候点击它,然而,它并没有就此结束。 -一个球将开始穿过这条路径。 -按住鼠标/键盘按钮(或将笔按在数位板上),在球移动时,跟随球在跟随圆的橙色圆圈内。 -橙色外圆,称为跟随圆,如果抓住滑块的球,将会出现,但释放后会消失。 +首先,在适当的时候点击它,但并不是点一次就完了。 +一个球将开始沿这条路径滑过。 +按住鼠标或键盘按钮(或将笔按在数位板上),随着球的滑动,在球外的橙色圆圈的范围内移动。 +橙色外圆,称为跟随圆,在按住滑动的球时才会出现,但释放后会消失。 有时,如上面的截图所示,球可能会反转方向,玩家必须跟随球回到路径的起点,反之亦然。 -视觉提示是路径结束/开始圈处的反向箭头。 +视觉提示是路径结束 / 开始圆圈处的反向箭头。 #### 转盘 ![转盘][osu_spinner image] @@ -135,20 +135,20 @@ _带有转盘奖励分数的转盘_ 按住鼠标/键盘按钮(或将笔按在数位板上)。 使用鼠标(或笔)以圆周运动旋转转盘(任一方向),直到转盘内圈完全向外扩张。 -一条 _明显_ 的通知将会出现,表明转盘已经完成。 +然后就会出现 _明显_ 的提示,表明转盘已经完成。 如果转盘被提前完成,继续旋转以获得分数奖励并恢复血条。 -外部白色圆圈显示完成转盘还有多少时间。 -这个圆圈会变成红色时,通知时间快到了。 -使用 _皮肤版本1.0_ 的谱面皮肤会有一个米/计量器来指示离清理转盘还有多少时间。 +外部的白色大圆圈指示距离完成转盘还有多长时间。 +这个圆圈会变成红色时,表明转盘即将消失。 +使用 _1.0 版皮肤_ 的谱面会有一个指示器来指示离完成这个转盘还有多少时间。 转盘下方的小方框显示每分钟旋转数。 -如果继续以这种速度旋转一分钟,总旋转次数即方框中的数字。 -如果鼠标/键盘按钮在旋转中被提前释放(或者笔没有接触到数位板),转盘将停止旋转。 +保持此时的速度不变,继续旋转一分钟。转盘转过的圈数即为方框中的数字。 +转转盘时,如果没有一直按住鼠标/键盘/笔(或者笔没有接触到数位板),转盘将停止旋转。 -在 _DS_ 上,经常导致触摸屏(或屏幕膜)磨损,尤其是在难度较高的情况下。 -在 osu!,转盘难度已经被调小了,以至于完成起来不会那么麻烦。 -每分钟可实现的最大旋转速度为477,这也是 [Auto][Auto wikilink] Mod 旋转的速度,而 [Spun Out][Spun Out wikilink] Mod 以每分钟 287 的速率较慢地旋转。 +在 _DS_ 上,这经常导致触摸屏(或屏幕膜)磨损,尤其是在难度较高的情况下。 +在 osu! 中,转盘难度已经被调小了,完成起来不会那么麻烦。 +每分钟可实现的最大旋转速度为 477转 / 分,这也是 [Auto][Auto wikilink] Mod 旋转的速度,而 [Spun Out][Spun Out wikilink] Mod 则以较慢的每分钟 287 转的速率旋转。 ## 玩法风格 @@ -160,7 +160,7 @@ osu! 的默认按键为: | 鼠标 | 键盘 | 数位板/触摸屏 | |:--------------------|:------------------|:--------------| -| 左键(M1) / 右键(M2) | `Z`(K1) / `X`(K2) | 触摸屏幕(M1) | +| 左键 (M1) / 右键 (M2) | `Z`(K1) / `X`(K2) | 触摸屏幕 / 按下数位笔 (M1) | osu! 的打击圈将接受来自输入设备的任何输入,只要每个命中对象都被及时点击。 @@ -183,13 +183,13 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil | 判定 | 条件 | |:----:|:-------------------------------------------------| | SS | 100% 准确率 | -| S | 超过 90% 300, 少于 1% 50s 同时没有 miss | -| A | 超过 80% 300 同时没有 miss **或者** 超过 90% 300 | -| B | 超过 70% 300 同时没有 miss **或者** 超过 80% 300 | -| C | 超过 60% 300 | +| S | 300 的计数超过 90% ,50 的计数少于 1% 并且没有 miss | +| A | 300 的计数超过 80% 并且没有 miss ;**或者** 300 的计数超过 90% | +| B | 300 的计数超过 70% 并且没有 miss ;**或者** 300 的计数超过 80% | +| C | 300 的计数超过 60% | | D | 其他 | -银 S 或 SS 可以通过使用 _[Hidden][Hidden wikilink]_ Mod 和/或 _[Flashlight][Flashlight wikilink]_ Mod 获得。 +银 S 或 SS 可以通过附加 _[Hidden][Hidden wikilink]_ Mod 和 / 或 _[Flashlight][Flashlight wikilink]_ Mod 获得。 ### 准确率 @@ -206,14 +206,14 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil 换句话说,每个 _Miss_ 算作 0 分,每个 _50_ 算作 50 分,每个 _100_ 算作 100 分,每个 _300_ 算作 300 分。 -将他们加起来除以总音符与 300 的乘积。 +将它们加起来,然后除以总音符数与 300 的乘积。 -- 如果只有 300s: 结果为 1.00, 意味着 100% 准确率。 -- 如果只有 100s: 结果为 0.3333 (= 100/300),意味着 33.33% 准确率。 +- 如果只有 300 : 结果为 1.00 ,准确率就是 100% 。 +- 如果只有 100 :结果为 0.3333 ( = 100/300 ) ,准确率就是 33.33% 。 ### 分数 -分数由打击圈和滑条尾计算,公式如下: +分数在完成打击圈和滑条尾计算,公式如下: `分数 = 打击分数 + (打击分数 * ((连击系数 * 难度系数 * Mod 系数) / 25))` @@ -226,13 +226,13 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil 此外,每个滑块开始、结束和折返点奖励 30 分,每个滑块中间的白点奖励 10 分,转盘的每转一圈奖励 100 分。 -转盘完成后,每多旋转一次,额外奖励1000分。 +转盘完成后,每多旋转一次,额外奖励 1000 分。 #### 如何计算难度系数 -[物件大小(CS)][CS wikilink], [掉血速度(HP)][HP wikilink]和[整体难度(OD)][OD wikilink]三者都会影响 _难度值_. +[物件大小(CS)][CS wikilink]、[掉血速度(HP)][HP wikilink]和[整体难度(OD)][OD wikilink]三者都会影响 _难度值_ 。 -累计的 _难度值_ 会影响 **难度系数**,如下所示: +累计后的 _难度值_ 会影响 **难度系数**,如下所示: | 难度值的范围 | 难度系数 | |:------------:|:---------| @@ -242,13 +242,12 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil | 18 - 24 | 5x 系数 | | 25 - 30 | 6x 系数 | -最大值是 CS7、OD10 和 HP10 的 27 个难度值。 -最小值是 CS2、OD0 和 HP0 的 2 个难度值。 +最大难度值是由 CS7、OD10 和 HP10 算得的 27 。 +最小难度值是由 CS2、OD0 和 HP0 算得的 2 。 -CS通常不能低于 2 或高于 7 (需要直接修改 osu! 文件)。 +CS 通常不能低于 2 或高于 7 (否则就需要直接修改 `.osu` 谱面文件)。 -请注意,游戏修改量(如 Hard Rock/Easy)不会改变难度乘数。 -它将只考虑原始值。 +请注意,游戏 Mod(如 Hard Rock / Easy)不会改变难度乘数。此时它只取决于原始值。 ### 打击物件的判定 @@ -259,18 +258,18 @@ CS通常不能低于 2 或高于 7 (需要直接修改 osu! 文件)。 **滑条** -- 滑块的判定与滑条头的命中的准确性无关。 +- 滑块的判定与滑条头命中的准确性无关。 - 滑块由滑块点组成,滑块点包括滑块的起点、终点和折返点。 - 如果玩家成功收集了所有滑条点,给 300 分;如果玩家至少完成了一半,给 100 分;如果玩家成功收集了其中一个滑条点,给 50 分。 - **过早** 点击滑条点不会导致失误,但会将分数乘数 **重置** 为 **0**。 - 不收集滑条点,无论显示与否,都不会导致 Miss,但会将分数乘数 **重置** 为 **0**。 - 错过滑条尾不会导致失误,但 **不会** 增加分数乘数。 -- 如果玩家没有收集到任何滑条点,就会出现一次 Miss 。 +- 如果玩家没有收集到任何滑条点,就会导致一次 Miss 。 **转盘** - 判定有 300,100 或 50,取决于与转盘长度相比旋转的次数。 -- 如果玩家不能将内转盘扩大到满足条件的 50,则会 Miss。 +- 如果玩家不能将转盘转到 50 分,就会 Miss。 - v1 皮肤行为:如果玩家不能将转盘两侧显示的计量器加注到满足条件的 50,则会 Miss。 ### 分数/连击系数 @@ -289,7 +288,7 @@ CS通常不能低于 2 或高于 7 (需要直接修改 osu! 文件)。 - 过早点击滑条。 - 在滑块起点或滑条白点处 Miss 。 - 无法将转盘内圆扩大到足够的大小。 - - v1皮肤行为:未能完成至少一半的转盘。 + - 如果是 v1 版皮肤,则条件为未能完成至少一半的转盘。 **以下每条既不会增加也不会重置分数系数:** @@ -320,7 +319,7 @@ CS通常不能低于 2 或高于 7 (需要直接修改 osu! 文件)。 **以下这条会保持血量不变:** -- Break 时间。 +- 休息时间。 ## 皮肤 @@ -340,7 +339,7 @@ _涂鸦(Smoke)的使用_ ![osu! 涂鸦设定][osu_smoke_set image] -_按键设定中涂鸦(Smoke);osu! 中的默认按键是 `C`_ +_涂鸦(Smoke)的按键设置:osu! 默认是按住 `C` 来在游戏中涂鸦。_ - 根据设置的难度和时间差,**过早点击** 打击物件将会严重震动打击物件。 - 在没有隐藏或可见滑条点的空滑条路径上释放滑条球不会导致连击中断或获得分数。 @@ -360,14 +359,14 @@ _按键设定中涂鸦(Smoke);osu! 中的默认按键是 `C`_ _连击火花_ - 旧版本的 osu! 模拟 _应援团_ 系列中的游戏元素,其中部分已经被移除或替换。 - - 当连击达到一定数量时,出现连击火花。 - - 由于性能问题,于 2013 年 3 月 5 日移除。 - - 默认皮肤的第一个版本使用 v1 皮肤行为,osu! 默认为 _peppy 皮肤_,模仿 _应援团_ 界面的皮肤。 - - 它被使用 v2 皮肤行为的新默认皮肤所取代。 - - v1 和 v2 皮肤行为之间最显著的特征差异是转盘。 - - 转盘的 v1 表皮行为将使转盘计量器从底部到顶部水平递增,直到将 _应援团_ 充满为止。 + - 当连击达到一定数量时,就会出现连击火花。 + - 由于性能上的问题,该效果已于 2013 年 3 月 5 日移除。 + - 默认皮肤的第一个版本使用 v1 版的皮肤效果,osu! 默认使用 _peppy 皮肤_,它模仿 _应援团_ 的界面元素。 + - 它被使用了 v2 版皮肤效果的新默认皮肤所取代。 + - v1 版和 v2 版皮肤效果之间最显著的特征差异是转盘。 + - v1 版皮肤将使转盘计量器从底部到顶部水平递增,直到指示器充满,就像 _应援团_ 里那样。 - 计时器是转盘内部的一个圆,它将汇聚到转盘的中心。当计时器圆到达转盘的中心时,转盘结束。 - - 转盘的 v2 皮肤行为会慢慢地将转盘内圈扩展到最大尺寸,并在完成时发光。 + - 对于 v2 版皮肤效果,转盘内圈会逐渐扩展到最大尺寸,并在完成时发光。 - 计时器是转盘的外圈。计时器圆圈颜色完全改变时,转盘结束。 - 在线排行榜上线的同一天(2007年10月7日,2007年10月10日),最早的三张谱面是: - [Kenji Ninuma - DISCO PRINCE (peppy)](https://osu.ppy.sh/s/1 "Kenji Ninuma - DISCO PRINCE (peppy)"),或 `discoprince`;大约一小时做成。 From 67e9b1070e8cdf9cb62fc26053572688145ca8ba Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Tue, 30 Jul 2019 23:58:33 +0800 Subject: [PATCH 08/14] Apply suggestions from review by @huoyaoyuan Thanks for the review! --- wiki/Game_Modes/osu!/zh.md | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md index 57d3add5c2bf..e78a55a8559e 100644 --- a/wiki/Game_Modes/osu!/zh.md +++ b/wiki/Game_Modes/osu!/zh.md @@ -164,11 +164,11 @@ osu! 的默认按键为: osu! 的打击圈将接受来自输入设备的任何输入,只要每个命中对象都被及时点击。 -如果使用了 [Relax][Relax wikilink] Mod,则只有游戏中的光标会起作用。 -玩家使用光标移动并跟踪目标,游戏会自动点击物件。 +如果使用了 [Relax][Relax wikilink] Mod,则在游戏中只能移动光标。 +玩家要移动光标来跟踪目标,游戏会自动点击物件。 转盘仍然需要转。 -如果使用了 [Auto Pilot][Auto Pilot wikilink] Mod,则只有来自输入设备的输入才会起作用。 +如果使用了 [Auto Pilot][Auto Pilot wikilink] Mod,则玩家只能点击或按下按键。 光标会自动移动,玩家需要在恰当的时间点击物件。 转盘会使用 [Spun Out][Spun Out wikilink] Mod 的转盘速度。 @@ -178,7 +178,7 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil 评分部分详细说明了评分的所有细节,包括数学公式。 -### 判断 +### 判定 | 判定 | 条件 | |:----:|:-------------------------------------------------| @@ -193,9 +193,9 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil ### 准确率 -精确度是通过将每张音符上的判断值加权,除以总音符分数来计算的。 +精确度是通过将每张音符上的判定值加权,除以总音符分数来计算的。 -换句话说:`准确率 = 总点击分数 / (总音符数量 * 300)` +换句话说:`准确率 = 总判定值 / (总音符数量 * 300)` | 名称 | 公式 | |:--------------:|:--------------------------------------------| @@ -213,13 +213,13 @@ _[评分可以在 Score 文章的 osu! 得分值部分查阅][Score#osu!SV wikil ### 分数 -分数在完成打击圈和滑条尾计算,公式如下: +分数在完成打击圈时和滑条尾计算,公式如下: `分数 = 打击分数 + (打击分数 * ((连击系数 * 难度系数 * Mod 系数) / 25))` | 名称 | 含义 | |:------------:|:----------------------------------------------------| -| **打击分数** | 打击圈的判定(50,100或300),滑条白点和转盘奖励分 | +| **判定分数** | 打击圈的判定(50,100或300),滑条白点和转盘奖励分 | | **连击系数** | (这个音符前的连击数 - 1)或者 0;取两者中更高的一个 | | **难度系数** | 谱面的难度 (见下一节) | | **Mod 系数** | 所选 Mod 的系数 | @@ -261,16 +261,16 @@ CS 通常不能低于 2 或高于 7 (否则就需要直接修改 `.osu` 谱面 - 滑块的判定与滑条头命中的准确性无关。 - 滑块由滑块点组成,滑块点包括滑块的起点、终点和折返点。 - 如果玩家成功收集了所有滑条点,给 300 分;如果玩家至少完成了一半,给 100 分;如果玩家成功收集了其中一个滑条点,给 50 分。 -- **过早** 点击滑条点不会导致失误,但会将分数乘数 **重置** 为 **0**。 - - 不收集滑条点,无论显示与否,都不会导致 Miss,但会将分数乘数 **重置** 为 **0**。 +- **过早** 点击滑条点不会导致 Miss ,但会将连击数 **重置** 为 **0**。 + - 不收集滑条中间的点,无论显示与否,都不会导致 Miss,但会将连击计数 **重置** 为 **0**。 - 错过滑条尾不会导致失误,但 **不会** 增加分数乘数。 - 如果玩家没有收集到任何滑条点,就会导致一次 Miss 。 **转盘** -- 判定有 300,100 或 50,取决于与转盘长度相比旋转的次数。 +- 判定有 300,100 或 50,相应旋转的次数取决于转盘的持续时间。 - 如果玩家不能将转盘转到 50 分,就会 Miss。 - - v1 皮肤行为:如果玩家不能将转盘两侧显示的计量器加注到满足条件的 50,则会 Miss。 + - v1 皮肤行为:如果玩家不能将转盘两侧显示的计量器加注到满足 50 的条件,则会 Miss。 ### 分数/连击系数 @@ -292,7 +292,7 @@ CS 通常不能低于 2 或高于 7 (否则就需要直接修改 `.osu` 谱面 **以下每条既不会增加也不会重置分数系数:** -- Miss 了滑条尾(会导致判定为 Katu 或 100/50)。 +- Miss 了滑条尾(会导致判定为 Katu 或 100 )。 - 转盘:1000 奖励分 ## 血条 From 75b4be94a0627e1177ce97a14e542b59ee1b5910 Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Thu, 1 Aug 2019 19:41:51 +0800 Subject: [PATCH 09/14] GM/osu!: Fix mistakes in translation --- wiki/Game_Modes/osu!/zh.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wiki/Game_Modes/osu!/zh.md b/wiki/Game_Modes/osu!/zh.md index e78a55a8559e..e55890a2ec01 100644 --- a/wiki/Game_Modes/osu!/zh.md +++ b/wiki/Game_Modes/osu!/zh.md @@ -347,8 +347,8 @@ _涂鸦(Smoke)的按键设置:osu! 默认是按住 `C` 来在游戏中涂 - 在旋转过程中改变旋转方向会导致转盘变慢(每分钟的旋转会降到0以重置旋转方向),然后朝正确的方向旋转。 转盘进度条不会在改变旋转方向时丢失(也不会增加),在反向后继续旋转会继续增加转盘进度条。 - 不围绕转盘的中心的旋转将不被视为有效旋转。 -- 涂鸦持续的时间超过默认的游戏光标轨迹。 - 少量地使用烟雾效果,以防止旧的烟雾效果消失得太快。 +- 涂鸦的存在时间比默认皮肤光标轨迹的要长。 + 少量地点缀你的涂鸦,以防止之前的涂鸦过早消失。 - osu! 的吉祥物是 [pippi][Mascots#pippi wikilink]。 - 当使用 [Auto][Auto wikilink] Mod 时,玩家的名字将是 osu!。 From bfab14b32d8f0517f4d0467d08d9d0c0aef0e67e Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Thu, 1 Aug 2019 19:42:32 +0800 Subject: [PATCH 10/14] GM/osu!catch: 31% translated --- wiki/Game_Modes/osu!catch/zh.md | 66 ++++++++++++++++----------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md index df7138b1cd39..5520bf37a3b4 100644 --- a/wiki/Game_Modes/osu!catch/zh.md +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -1,6 +1,6 @@ -[Game_Modes wikilink]: ../ "Game Modes" -[Play_Styles#osu!catch wikilink]: /wiki/Play_Styles/ "more info can be found on Play Styles under osu!catch" +[Game_Modes wikilink]: ../ "游戏模式页面" +[Play_Styles#osu!catch wikilink]: /wiki/Play_Styles/ "更多信息可以在玩法风格页面下的 osu!catch 一节找到" [Score#osu!catchSV wikilink]: /wiki/Score/#osu-catch "more info can be found on Score under osu!catch Scoring Values" [Options#Keyboard wikilink]: /wiki/Options/ "more info can be found on Options under Keyboard" [Skinning#osu!catch wikilink]: /wiki/Skinning/osu!catch/ "osu!catch Skinning" @@ -15,11 +15,11 @@ [ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" -[osu!catch logo]: /wiki/shared/CtB_logo.jpg "Catch the Beat logo in Special Mode" +[osu!catch logo]: /wiki/shared/CtB_logo.jpg "特殊模式下的 Catch the Beat 图标" -[osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch icon" -[osu!catch Playfield]: /wiki/shared/Catch_Playfield_27.jpg "osu!catch playfield difference based on CS" +[osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch 图标" +[osu!catch Playfield]: /wiki/shared/Catch_Playfield_27.jpg "osu!catch 游戏场大小的差异" [Fruits image]: /wiki/shared/Catch_fruits.jpg "osu!catch fruits" [Fruit trails image]: /wiki/shared/Catch_trails.jpg "osu!catch fruit trails" [Bananas image]: /wiki/shared/Catch_bananas.jpg "osu!catch bananas" @@ -38,55 +38,55 @@ ![Gameplay of osu!catch][osu!catch Interface image] -osu!catch, formerly known as _Catch the Beat_ or _CtB_, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat. +osu!catch, 以前叫做 _Catch the Beat_ 或 _CtB_。这个游戏模式需要玩家控制游戏中的角色(接果人),让它能及时接住循节奏从上面掉下来的水果。 -## ![osu!catch icon][osu!catch icon link] Gameplay +## ![osu!catch icon][osu!catch icon link] 游玩 -### Song Selection +### 谱面选择界面 -To access the osu!catch game mode, press `Ctrl`+`3` at the same time. +要进入 osu!catch 模式,请同时按下 `Ctrl` + `3` 。 -Alternatively, click on the `Mode` button and select `osu!catch`. +或者,点击左下角的 `Mode` 然后选择 `osu!catch`. -### Gameplay Basics +### 游玩基础 -#### Playfield +#### 游戏场 -![osu!catch playfield difference between CS2 and CS7][osu!catch Playfield] +![osu!catch 游戏场大小在 CS2 与 CS7 之间的差异][osu!catch Playfield] -_Left is CS2 playfield and right is CS7 playfield_ +_图中左边是 CS 为 2 时的游戏场大小,右边是 CS 值为 7 时的游戏场大小。_ -The zoom size of the playfield is based on CS (Circle Size) settings, with lower CS means much more zoomed in and smaller space, while higher CS means much more zoomed out and larger movement space. +游戏场的缩放大小取决于谱面设定的 CS(即缩圈大小)值。CS 值越低,游戏场的缩放程度就越大,角色的移动空间就会越窄。反之亦然,CS 值越高就意味着游戏场缩放程度更小、角色的移动空间越宽。 -The catcher can move from left to right, with the fruits falling from top to bottom. -The catcher cannot move pass the left and right walls of the playfield. +接果人可以在屏幕底部左右移动,水果要从屏幕顶部逐渐掉落。 +但是接果人不能从屏幕右侧穿越到屏幕左侧。 -All fruits will stay at the plate until its combo ends, which the fruits will bounce out of the plate. -Timing and where it falls on the plate does not matter; either a full score for successful catch or miss. +所有接到的水果在当前的连击中断前都会一直盛在盘内。连击中断后,盘内的水果就会弹出盘外。 +接水果的时机和掉在盘中的位置不会造成影响,两种情况下都可以判定为满分或 Miss 。 -#### Fruits +#### 水果 -![Fruits][Fruits image] +![水果][Fruits image] -_Fruits are the hit circles of osu!catch, and it rains down from top of the screen_ +_水果就是 osu!catch 里的打击圆圈,它们要从屏幕顶部逐渐落下。_ -To catch these fruits, make sure it falls to the plate and not over the plate. -Collected fruits will always give 300 points each, increment combo by 1, and treated as 300 in result screen. +要接到这些水果,确保水果是正中水果盘,而不是掉在盘边上或者掉在盘外。 +每接到一个水果就会计 300 分并将连击数 +1 ,判定为结算界面中的 300 。 -#### Fruit trails +#### 水果轨迹 -![Fruit trails][Fruit trails image] +![水果轨迹][Fruit trails image] -_Fruit trails are the sliders of osu!catch_ +_水果轨迹就是 osu!catch 中的滑条。_ -A typical fruit trail will contains two fruits (start and end), droplets (slider path), juice drop (slider ticks), and more fruits for each reverse arrow points along with a reversed slider path. -Droplet gives 10 points each and treated as 50 in result screen. -Juice drop gives 30 points each, increment combo by 1, and treated as 100 in result screen. +普遍情况下水果轨迹包含两个水果(处于轨迹起始和结束)、水滴(滑条路径)、果汁液滴(滑条白点)。如果有反向路径,就会有更多水果来充当滑条的反向箭头,水果轨迹就会按照相反方向掉落。 +接到水滴会记 10 分,判定为结算页中的 50 。 +接到果汁液滴会计 30 分并将连击数加 1,判定为结算页的 100 。 -Missing the juice drop will break the combo (as it is a slider tick), but missing the droplet will not break the combo. -However, missed droplets will not be shown in the local result screen, but will be shown in the website's leaderboard as _Miss Droplet_, which notably affects accuracy (missed out the droplet, which is a 50) and score (10 points for each droplet missed). +如果 Miss 了水果液滴就会重置连击数(因为它相当于滑条白点),而水滴就不会。 +然而 Miss 的水滴并不会显示在游戏的结算页中,但会显示在谱面页面的排行榜的 _Miss Droplet_ 上。很明显,它还会影响你的准确度(每 Miss 一个就相当于少一个判定)和总分数(每 Miss 一个就会少计 10 分)。 -#### Bananas +#### 香蕉 ![Bananas][Bananas image] From 3d3dbdab67a837816a9bfcf01cbc1dda1d35f5f1 Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Fri, 2 Aug 2019 23:25:05 +0800 Subject: [PATCH 11/14] GM/osu!catch: translation copmplete --- wiki/Game_Modes/osu!catch/zh.md | 297 ++++++++++++++++---------------- 1 file changed, 147 insertions(+), 150 deletions(-) diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md index 5520bf37a3b4..1a3bcf7570c1 100644 --- a/wiki/Game_Modes/osu!catch/zh.md +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -1,37 +1,37 @@ [Game_Modes wikilink]: ../ "游戏模式页面" [Play_Styles#osu!catch wikilink]: /wiki/Play_Styles/ "更多信息可以在玩法风格页面下的 osu!catch 一节找到" -[Score#osu!catchSV wikilink]: /wiki/Score/#osu-catch "more info can be found on Score under osu!catch Scoring Values" -[Options#Keyboard wikilink]: /wiki/Options/ "more info can be found on Options under Keyboard" -[Skinning#osu!catch wikilink]: /wiki/Skinning/osu!catch/ "osu!catch Skinning" -[Mascots#Yuzu wikilink]: /wiki/Mascots/#yuzu "more info can be found on Mascots under Yuzu" -[Auto wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Auto" -[Hidden wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Hidden" -[Flashlight wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Flashlight" -[Relax wikilink]: /wiki/Game_Modifiers "more info can be found on Game Modifiers under Relax" +[Score#osu!catchSV wikilink]: /wiki/Score/#osu-catch "评分部分的介绍可以在 Score 文章的 osu!catch 得分值部分找到" +[Options#Keyboard wikilink]: /wiki/Options/ "更多信息可以在设置中的键盘部分找到" +[Skinning#osu!catch wikilink]: /wiki/Skinning/osu!catch/ "osu!catch 皮肤制作" +[Mascots#Yuzu wikilink]: /wiki/Mascots/#yuzu "更多信息可以在吉祥物页面(英文)里的 Yuzu 部分找到" +[Auto wikilink]: /wiki/Game_Modifiers "更多信息可以在游戏 Mod 页面里的 Auto 部分找到" +[Hidden wikilink]: /wiki/Game_Modifiers "更多信息可以在游戏 Mod 页面里的 Hidden 部分找到" +[Flashlight wikilink]: /wiki/Game_Modifiers "更多信息可以在游戏 Mod 页面里的 FlashLight 部分找到" +[Relax wikilink]: /wiki/Game_Modifiers "更多信息可以在游戏 Mod 页面里的 Relax 部分找到" [osu! wikilink]: /wiki/Game_Modes/osu!/ "osu!" -[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia entry for Osu! Tatakae! Ouendan" +[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "维基百科中的「押忍!战斗!应援团」页面" [osu!catch logo]: /wiki/shared/CtB_logo.jpg "特殊模式下的 Catch the Beat 图标" [osu!catch icon link]: /wiki/shared/mode/catch.png "osu!catch 图标" -[osu!catch Playfield]: /wiki/shared/Catch_Playfield_27.jpg "osu!catch 游戏场大小的差异" -[Fruits image]: /wiki/shared/Catch_fruits.jpg "osu!catch fruits" -[Fruit trails image]: /wiki/shared/Catch_trails.jpg "osu!catch fruit trails" -[Bananas image]: /wiki/shared/Catch_bananas.jpg "osu!catch bananas" -[Hyperfruit image]: /wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits" -[osu!catch Interface image]: /wiki/shared/Interface_ctb.jpg "osu!catch Interface" -[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section" +[osu!catch Playfield]: /wiki/shared/Catch_Playfield_27.jpg "osu!catch 游戏区域大小的差异" +[Fruits image]: /wiki/shared/Catch_fruits.jpg "osu!catch 中的水果" +[Fruit trails image]: /wiki/shared/Catch_trails.jpg "osu!catch 中的水果轨迹" +[Bananas image]: /wiki/shared/Catch_bananas.jpg "osu!catch 中的香蕉雨" +[Hyperfruit image]: /wiki/shared/Catch_hyperfruits.jpg "osu!catch 中的超级水果" +[osu!catch Interface image]: /wiki/shared/Interface_ctb.jpg "osu!catch 的界面" +[Options keyboard image]: /wiki/shared/Options_keyboard.jpg "设置中的输入图标,键盘一节" # osu!catch -**[Click to return to Game Modes page][Game_Modes wikilink]** +**[点击返回到「游戏模式」页面][Game_Modes wikilink]** @@ -50,13 +50,13 @@ osu!catch, 以前叫做 _Catch the Beat_ 或 _CtB_。这个游戏模式需要玩 ### 游玩基础 -#### 游戏场 +#### 游戏区域 -![osu!catch 游戏场大小在 CS2 与 CS7 之间的差异][osu!catch Playfield] +![osu!catch 游戏区域大小在 CS2 与 CS7 之间的差异][osu!catch Playfield] -_图中左边是 CS 为 2 时的游戏场大小,右边是 CS 值为 7 时的游戏场大小。_ +_图中左边是 CS 为 2 时的游戏区域大小,右边是 CS 值为 7 时的游戏区域大小。_ -游戏场的缩放大小取决于谱面设定的 CS(即缩圈大小)值。CS 值越低,游戏场的缩放程度就越大,角色的移动空间就会越窄。反之亦然,CS 值越高就意味着游戏场缩放程度更小、角色的移动空间越宽。 +游戏区域的缩放大小取决于谱面设定的 CS(即缩圈大小)值。CS 值越低,游戏区域的缩放程度就越大,角色的移动空间就会越窄。反之亦然,CS 值越高就意味着游戏区域缩放程度更小、角色的移动空间越宽。 接果人可以在屏幕底部左右移动,水果要从屏幕顶部逐渐掉落。 但是接果人不能从屏幕右侧穿越到屏幕左侧。 @@ -64,218 +64,215 @@ _图中左边是 CS 为 2 时的游戏场大小,右边是 CS 值为 7 时的 所有接到的水果在当前的连击中断前都会一直盛在盘内。连击中断后,盘内的水果就会弹出盘外。 接水果的时机和掉在盘中的位置不会造成影响,两种情况下都可以判定为满分或 Miss 。 -#### 水果 +#### 水果(Fruits) ![水果][Fruits image] -_水果就是 osu!catch 里的打击圆圈,它们要从屏幕顶部逐渐落下。_ +_水果就是 osu!catch 里的打击圆圈,它们从屏幕顶部逐渐落下。_ -要接到这些水果,确保水果是正中水果盘,而不是掉在盘边上或者掉在盘外。 +要接到这些水果,确保水果正中水果盘,而不是掉在盘边上或者掉在盘外。 每接到一个水果就会计 300 分并将连击数 +1 ,判定为结算界面中的 300 。 -#### 水果轨迹 +#### 水果轨迹( Fruit Trails ) ![水果轨迹][Fruit trails image] _水果轨迹就是 osu!catch 中的滑条。_ -普遍情况下水果轨迹包含两个水果(处于轨迹起始和结束)、水滴(滑条路径)、果汁液滴(滑条白点)。如果有反向路径,就会有更多水果来充当滑条的反向箭头,水果轨迹就会按照相反方向掉落。 +普遍情况下水果轨迹包含两个水果(处于轨迹起始和结束)、水滴( Droplets -- 滑条路径)、果汁液滴(Juice Drops -- 滑条白点)。如果有反向路径,就会有更多水果来充当滑条的反向箭头;水果轨迹就会按照相反方向掉落。 接到水滴会记 10 分,判定为结算页中的 50 。 接到果汁液滴会计 30 分并将连击数加 1,判定为结算页的 100 。 -如果 Miss 了水果液滴就会重置连击数(因为它相当于滑条白点),而水滴就不会。 -然而 Miss 的水滴并不会显示在游戏的结算页中,但会显示在谱面页面的排行榜的 _Miss Droplet_ 上。很明显,它还会影响你的准确度(每 Miss 一个就相当于少一个判定)和总分数(每 Miss 一个就会少计 10 分)。 +如果 Miss 了水果液滴(Juice Drops)就会重置连击数(因为它相当于滑条白点),而水滴(Droplets)就不会。 +然而 Miss 的水滴(Droplets)尽管不会显示在游戏的结算页中,但会显示在谱面页面的排行榜的 _Miss Droplet_ 上。很明显,它还会影响你的准确度(每 Miss 一个就相当于少一个 50 判定)和总分数(每 Miss 一个就会少计 10 分)。 -#### 香蕉 +#### 香蕉雨(Bananas) -![Bananas][Bananas image] +![香蕉雨][Bananas image] -_Bananas serves as spinners in osu!catch._ +_香蕉雨就是 osu!catch 中的转盘。_ -Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). -Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier. +此时香蕉们会像下雨一样掉落,并随着掉落逐渐缩小到盘子大小。 +每接到一个香蕉就会加 1,100 分,Mod 和分数倍化器不影响该分数。 +它并不会减少血条,因此你可以忽略这场~~可以白嫖的~~香蕉雨。 +但收集香蕉可以增加额外的分数,并且可以帮你恢复血条。 +值得注意的是,[Auto][Auto wikilink] Mod 可以超越极限将香蕉全部收集,无任何遗漏。 -The bananas can be ignored with no health penalty. -However, it can cost the extra points and health recovery from collecting the bananas. -Notably, [Auto][Auto wikilink] mod will go above and beyond to catch _all_ of the bananas without fail. +#### 超级水果 -#### Hyperfruits +![超级水果和接果人接到前一个超级水果后激活的冲刺效果][Hyperfruit image] -![Hyperfruits, and catcher hyperdashing from collecting previous hyperfruit][Hyperfruit image] +_左图:接果人接到超级水果之前;右图:接果人冲刺到水果前并留下残影_ -_Left: Before collecting the hyperfruit. Right: Catcher hyperdash to the next fruit and leaving an afterimage._ +超级水果非常特殊,它可以帮助接果人在时间跨度非常严苛、平常的移动速度无法接到的情况下接到接下来的水果。 +超级水果有一个特征,它的周围有一圈明显的红色。 -Hyperfruits are special fruits that will appear to help the catcher to catch the next fruit when normal dash is considered impossible to catch it in a strict timespan allocated. -All hyperfruits have a signature red colour surrounding the hyperfruit itself by default. +接到超级水果后,接果人的移动速度就会升级为 _冲刺速度_ (仅仅够接到下一个水果),颜色变成红色,并且还会在接到水果的地方留下暂时的红色残影,到接到(或者错失)下一个水果之后,接果人就会恢复正常。 -Collecting the hyperfruit will make the catcher's dash upgraded to _hyperdash_ (just fast enough to catch the next fruit), glows red, and leaves a temporary red _afterimage_ at the collection point, until the next one fruit was caught or dropped, which the catcher will then be back to normal. +## 玩法风格 -## Play Styles +**[参考《玩法风格》文章的 osu!catch 一节。][Play_Styles#osu!catch wikilink]** -**[Refer to Play Styles page under osu!catch.][Play_Styles#osu!catch wikilink]** +## 控制 -## Controls +![设置中的键盘选项][Options keyboard image] -![Options keyboard section][Options keyboard image] +_[转到 设置 - 输入选项 中的 键盘设置,点击尽管更改按键绑定” 按钮来更改相应的按键。][Options#Keyboard wikilink]_ -_[Refer to Options->Input under Keyboard section, specifically the Change keyboard bindings button to adjust the key settings][Options#Keyboard wikilink]_ +### 控制接果人 -### Catcher control +- 默认情况下,按左方向键 `<-` 和右方向键 `->` 移动接果人。 +- 按住 `左 Shift`(或者 D )和方向键可以让接果人以更快的 2 倍速度 _冲_ 到指定方向(此时接果人会变得更加明亮)。 + - 你也可以按住鼠标左键来激活它。 -- By default, the left `<-`(L) and right `->`(R) arrow keys to move the catcher. -- Press and hold the `leftShift`(D) key with one of the arrow keys will make the catcher _dash_ in that direction at x2.0 speed (indicated with a **bright glow** from the catcher). - - Alternatively, press and hold the Left Click(D) button on the mouse to trigger the dash. +普通模式下游戏中的光标不会控制接果人左右移动。 +但如果激活了 [Relax][Relax wikilink] Mod ,你就可以用光标来控制接果人了。 +不过此时你的成绩不会被上传,因为这种控制方法让 osu!catch 的唯一挑战变得毫无意义(固定的移动速度和接果盘的控制方式)。 -The placement of in-game cursor does not matter when playing normally. -If [Relax][Relax wikilink] mod was enabled, the control of the catcher will be the in-game cursor instead. -However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control). +## 评分 -## Scoring +_[评分部分的介绍可以在 Score 文章的 osu!catch 得分值部分查阅][Score#osu!catchSV wikilink]_ -_[Scoring Values can be found in Score under osu!catch Scoring Values section][Score#osu!catchSV wikilink]_ +评分一节详细介绍了评分系统的所有细节,包括数学公式。 -Scoring section details all the intricacies of scoring, including mathematical formula. +### 等级 -### Grades - -Grade| Condition +等级 | 条件 :---:|:--- -SS | 100.00% Accuracy -S | 98.01% to 99.99% Accuracy (an 'S' rank is possible even with several misses, like in _osu!mania_). -A | 94.01% to 98.00% Accuracy -B | 90.01% to 94.00% Accuracy -C | 85.01% to 90.00% Accuracy -D | Any other accuracy under 85.00%. - -A silver S or SS can be obtained by using the _[Hidden][Hidden wikilink]_ and/or _[Flashlight][Flashlight wikilink]_ mod. +SS | 100.00% 准确度 +S | 98.01% 到 99.99% 准确度(像 _osu!mania_ 一样,即使有几个 Miss 还是可以达到 S 等级) +A | 94.01% 到 98.00% 准确度 +B | 90.01% 到 94.00% 准确度 +C | 85.01% 到 90.00% 准确度 +D | 85.00% 及以下准确度 -### Accuracy +你可以使用 _[Hidden][Hidden wikilink]_ 和 / 或 _[Flashlight][Flashlight wikilink]_ Mod 来获得银 S / SS 。 -Accuracy is defined by how much caught over how much missed, excluding spinner's bananas. +### 准确度判定 -In other words: `Accuracy = Total numbers of fruits caught / Total number of fruits` +准确度由接到的水果的多少决定。香蕉雨不会影响准确度。 +换句话说:`准确度 = 接到的水果总数 / 总水果数` -Term | Formula +名称 | 公式 :---:|:--- -**Total numbers of fruits caught** | Droplets + Drops + Fruits -**Total numbers of fruits** | Misses + Miss droplets + Droplets + Drops + Fruits +**接到的水果总数** | 水滴数 + 果汁液滴(Juice Drops)数 + 水果数 +**总水果数** | Miss 的水果数 + Miss 的水滴(Droplets)数 + 水滴数 + 果汁液滴(Juice Drops)数 + 水果数 -**Exception:-** +**例外情况:** -- Note that bananas (or spinner fruit) are considered to be bonus or extra points obtainable and does not count towards accuracy. +- 注意,香蕉(或者叫做转盘水果)作为可获得的额外奖励,并不会影响你的准确度。 +还有一点,如果使用 osu!API 计算准确度,水滴( Droplets )的判定计数会被计算在 **`count50`** 一项中;Miss 的水滴数会被计在 **`countkatu`** 一项。 -Note that if using the API to calculate the accuracy, number of droplets is under **count50** and number of miss droplets is under **countkatu**. +### 分数 -### Score +分数计算规则和 [osu!standard][osu! wikilink] 中的分数倍化规则是一样的 +但是和 osu!standard 不一样的是,水果的得分会不同于 osu!standard 。 -Scoring for osu!catch follows the same multiplier as in [osu!standard][osu! wikilink]. -However, the fruit that adds up the score is different from osu!standard. +- 普通水果的得分是 300 乘以分数倍化系数。 +- 水果液滴( Juice drops,滑条白点)计 100 分,不使用分数倍化器计算。 +- 最小的液滴( Droplet,滑条路径 )计 10 分,不使用分数倍化器计算。 +- 每个香蕉(即转盘的水果)得 1,100 分,Mod 和分数倍化器同样不影响计分。 -- A regular sized fruit gives a score of 300 times the multiplier. -- A large juice drop (slider tick) gives a score of 100. -- The smallest drop (also called "droplet", or slider trail/path) gives a score of 10. -- Each collected bananas (collected during spinner duration) will give a static score of 1,100 regardless of mod and combo multiplier. +osu!catch 中,连击不会因为 Miss 了水滴( Droplets,在谱面分数排行榜被计为 _Miss Droplet_ )而被打断,但通过接住水滴可以获得更高的精确度和分数。 -Combo will not be lost for missing droplets (considered as _Miss Droplet_ in server leaderboard) in this mode but a drop of Accuracy and score gain from it. +`分数 = 打击分数 + (打击分数 * ((连击系数 * 难度系数 * Mod 系数) / 25))` -`Score = Hit Value + [Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25)]` - -Term | Meaning -:---:|:--- -**Hit Value** | The hit circle judgement (50, 100 or 300), any slider ticks, and spinner's bonus -**Combo multiplier** | (Combo before this hit - 1) or 0; whichever is higher -**Difficulty multiplier** | The difficulty setting for the beatmap -**Mod multiplier** | The multiplier of the selected mods +| 名称 | 含义 | +|:------------:|:----------------------------------------------------| +| **判定分数** | 打击圈的判定(50,100或300),滑条白点和转盘奖励分 | +| **连击系数** | (这个音符前的连击数 - 1)或者 0;取两者中更高的一个 | +| **难度系数** | 谱面的难度 (见下一节) | +| **Mod 系数** | 所选 Mod 的系数 | -**Note:** There is a difference between osu!standard and osu!catch's scoring methods:- +**注意:** osu!standard 和 osu!catch 的分数计算方法有一些差别:There is a difference between osu!standard and osu!catch's scoring methods:- -- 300s and a combo increment are not given to a finished spinner -- reverse slider ticks are counted as a full score of a hit - - note that in osu!standard, a reverse tick only gives 30 points +- 完成的转盘不会计 300 分,也不会增加连击计数。 +- 反向箭头处的水果会像接到普通的水果一样计分。 + - 注意,反向箭头在 osu!standard 只计 30 分。 -### Hit objects judgement +### 打击物件的判定 -**All except bananas** +**除香蕉外的所有物件** -- Full score when collected. -- Miss when failed. +- 接到水果等,得满分。 +- Miss ,得零分。 -**Bananas** +**香蕉** -- Constant score of 1,100 per banana collected. -- Nothing happens for missed bananas. +- 每接到一个香蕉就会得 1,100 分(分值固定)。 +- 如果 Miss 了香蕉,不会影响任何判定。 -### Score/Combo Multiplier +### 分数 / 连击倍化器 -**The following each add a point to the score/combo multiplier:-** +**以下情况可以使分数 / 连击倍化器的系数增加:** -- Collecting the fruits. -- Collecting the juice drops. +- 收集到水果。 +- 收集到果汁液滴( Juice drops )。 -**The following will reset the score multiplier to zero:-** +**以下情况可以使分数 / 连击倍化器的系数重置为零:** -- Missed the fruits. -- Missed the juice drops. +- Miss 了任何一个水果。 +- Miss 了任何一个果汁液滴( Juice Drops )。 -**The following will not increase or reset the score multiplier:-** +**以下情况不会影响分数 / 连击倍化器:** -- Collecting the droplets. -- Collecting the bananas. +- 收集到小水滴( Droplets )。 +- 收集到香蕉。Yuzu -## Health bar +## 血条 -The system used to calculate health drain and health gain is complicated so it will not be explained in detail. -It all revolves around the HP difficulty setting which can only be set by the mapper itself. +用于计算血量增Yuzu +这一切都围绕着 HP 难度设置展开,只能由作图者自己设定。 -**The following will result in health recovery:-** +**以下情况会恢复一点血量:** -- Collecting any fruits, juice drops, or bananas. +- 收集到任何水果、果汁液滴( Juice Drops )、香蕉。 -**The following will result in health loss:-** +**以下情况可以导致血量减少:** -- Constant life drain. -- Not collecting any fruits or juice drops. +- 血量会随时间自然减少。 +- 不收集任何水果和果汁液滴( Juice Drops )。 -**The following will reserve health in the health bar:-** +**以下情况不会导致血量增加或减少:** -- Break time. +- 休息时段。 -## Skinning +## 皮肤 -**[Refer to Skinning page of osu!catch for full information.][Skinning#osu!catch wikilink]** +**[更多信息请参考皮肤页面下的 osu!catch 一节。][Skinning#osu!catch wikilink]** -## Beatmapping +## 作图 -### osu!standard conversion notes +### osu!standard 的转谱 -- Horizontal-axis placement determines the falling point of the fruits(hit circle) or fruit trails(slider). -- The appearance is based on the timing set to clear it, as usual. -- Speed of fruit trail is similar to slider ball speed. -- Spinner creates a banana rain. +- 打击物件的水平坐标决定水果(滑条水果、水滴、果汁液滴)的位置。 +- 打击物件的现身取决于使该物件消失的时间设定。 +- 水果轨迹通过的速度和 osu!standard 上滑条球移动的速度一致。 +- 转盘可以生成香蕉雨。 -**Note:** Hyperfruits are automatically generated. +**注意:** 超级水果由游戏自动生成。 -## Trivia +## 杂项 -### Gameplay +### 游戏 -- [Auto][Auto wikilink] will _always_ collect all the bananas. -- If `Hit-error` was enabled, it will always use `Colour`. -- The catcher can be moved around during any break. -- The catcher has a Miss animation, much like osu!taiko pippidon's Miss animation. -- The first default catcher was a chibified version of Ryuuta Ippongi (from [ouendan series][ouendan wikipedia]) until 2014, which was replaced by current catcher and mascot, [Yuzu][Mascots#Yuzu wikilink]. -- When played by [Auto][Auto wikilink], the player name will be _salad!_. +- [Auto][Auto wikilink] Mod _总会_ 收集全部的香蕉。 +- 如果分数计使用的是 `打击偏差` 模式,osu!catch 将一直使用 `色块模式`。 +- 在休息时段,玩家可以任意地移动游戏角色。 +- 和 osu!taiko 模式中的 pippidon 相似,接果人也有一个 Miss 动画。 +- 第一版的接果人是一个 Q 版的一本木龍太( Ryuuta Ippongi ,来自 [应援团系列][ouendan wikipedia])。在 2014 年以前它一直是默认的接水果角色,之后它被现在的接水果角色 [吉祥物 Yuzu][Mascots#Yuzu wikilink] 替代。 +- 如果使用了 [Auto][Auto wikilink] Mod,玩家的名字就会变成 _salad!_(~~水果~~沙拉)。 -### History +### 游戏的历史 -[first catch link]:https://osu.ppy.sh/s/13676 "Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin), with the osu!catch beatmap guest mapped by Uran" +[第一个 osu!catch 谱面的链接]:https://osu.ppy.sh/s/13676 "Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin),带有由 Uran 制作的 osu!catch 谱面" -![osu!catch logo in the Special Modes][osu!catch logo] +![特别模式的 osu!catch 图标][osu!catch logo] -_osu!catch (Catch the Beat) logo in deprecated Special Mode_ +_已废弃的特别模式下的 osu!catch (Catch the Beat) 图标_ -- Until 10 April 2012 (2012-04-10), osu!catch maps could not be ranked or be included in ranked maps. - However, this has now changed, and mappers may now make osu!catch-specific difficulties, provided they follow the guidelines. - These guidelines are very much a work in progress, but as more osu!catch maps are ranked and feedback is given from their players, the guidelines will evolve to be as thorough and comprehensive as the osu!standard guidelines. -- The first ranked beatmapset which contains at least one osu!catch-specific beatmap is [Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin), with the osu!catch beatmap guest mapped by Uran][first catch link] -- The first ranked osu!catch-only beatmapset is [Rita - Hajimari no Toki (Deif)](https://osu.ppy.sh/s/91485 "Rita - Hajimari no Toki (Deif)") +- 在 2012 年 4 月 10 日前,osu!catch 谱面不能被 Ranked 或出现在 Ranked 的谱面集中。 + 现在情况已经完全改变 ,只要玩家遵守作图规范,就可以针对 osu!catch 的难度进行作图。 + 尽管现在 osu!catch 的作图规范还在完善当中,但随着更多 Ranked 的 osu!catch 谱面出现,以及玩家对其所给予的反馈,osu!catch 的作图规范会慢慢向 osu!standard 靠拢,更加全面和广泛。 +- 第一个包含至少一个 osu!catch 的谱面是 [Yousei Teikoku - Dare so Ka no Gekka (TV Size) (NatsumeRin),带有 Uran 制作的 osu!catch 谱面][第一个 osu!catch 谱面的链接] +- 第一个仅包含 osu!catch 谱面的谱面集是 [Rita - Hajimari no Toki (Deif)](https://osu.ppy.sh/s/91485 "Rita - Hajimari no Toki (Deif)") 。 From 444ffd70a5b8571b3b582d8b193c93c46b356bc8 Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Sat, 3 Aug 2019 02:18:37 +0800 Subject: [PATCH 12/14] Hotfix from self review --- wiki/Game_Modes/osu!catch/zh.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md index 1a3bcf7570c1..eff14a506cec 100644 --- a/wiki/Game_Modes/osu!catch/zh.md +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -59,7 +59,7 @@ _图中左边是 CS 为 2 时的游戏区域大小,右边是 CS 值为 7 时 游戏区域的缩放大小取决于谱面设定的 CS(即缩圈大小)值。CS 值越低,游戏区域的缩放程度就越大,角色的移动空间就会越窄。反之亦然,CS 值越高就意味着游戏区域缩放程度更小、角色的移动空间越宽。 接果人可以在屏幕底部左右移动,水果要从屏幕顶部逐渐掉落。 -但是接果人不能从屏幕右侧穿越到屏幕左侧。 +但是接果人不能从屏幕一侧穿越到屏幕另一侧。 所有接到的水果在当前的连击中断前都会一直盛在盘内。连击中断后,盘内的水果就会弹出盘外。 接水果的时机和掉在盘中的位置不会造成影响,两种情况下都可以判定为满分或 Miss 。 @@ -117,7 +117,7 @@ _左图:接果人接到超级水果之前;右图:接果人冲刺到水果 ![设置中的键盘选项][Options keyboard image] -_[转到 设置 - 输入选项 中的 键盘设置,点击尽管更改按键绑定” 按钮来更改相应的按键。][Options#Keyboard wikilink]_ +_[转到 设置 - 输入选项 中的 键盘设置,点击 “更改按键绑定” 按钮来更改相应的按键。][Options#Keyboard wikilink]_ ### 控制接果人 @@ -184,7 +184,7 @@ osu!catch 中,连击不会因为 Miss 了水滴( Droplets,在谱面分数 | **难度系数** | 谱面的难度 (见下一节) | | **Mod 系数** | 所选 Mod 的系数 | -**注意:** osu!standard 和 osu!catch 的分数计算方法有一些差别:There is a difference between osu!standard and osu!catch's scoring methods:- +**注意:** osu!standard 和 osu!catch 的分数计算方法有一些差别: - 完成的转盘不会计 300 分,也不会增加连击计数。 - 反向箭头处的水果会像接到普通的水果一样计分。 From be516c32dc0349aafdb15916707404cf0a001d57 Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Sun, 4 Aug 2019 17:35:18 +0800 Subject: [PATCH 13/14] Where did these 'Yuzu's came from? --- wiki/Game_Modes/osu!catch/zh.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md index eff14a506cec..33c5dc779fdd 100644 --- a/wiki/Game_Modes/osu!catch/zh.md +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -217,11 +217,11 @@ osu!catch 中,连击不会因为 Miss 了水滴( Droplets,在谱面分数 **以下情况不会影响分数 / 连击倍化器:** - 收集到小水滴( Droplets )。 -- 收集到香蕉。Yuzu +- 收集到香蕉。 ## 血条 -用于计算血量增Yuzu +用于计算血量增减的系统是复杂的,因此将不会详细详细解释。 这一切都围绕着 HP 难度设置展开,只能由作图者自己设定。 **以下情况会恢复一点血量:** From 704535b8c8cba65ed570e456d00676bed819e84c Mon Sep 17 00:00:00 2001 From: Drickle Sotherman Date: Mon, 5 Aug 2019 22:16:46 +0800 Subject: [PATCH 14/14] Replace Chinese version of Osu! Wikipedia by @Zhai2333 --- wiki/Game_Modes/osu!catch/zh.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Game_Modes/osu!catch/zh.md b/wiki/Game_Modes/osu!catch/zh.md index 33c5dc779fdd..0647fbbb3709 100644 --- a/wiki/Game_Modes/osu!catch/zh.md +++ b/wiki/Game_Modes/osu!catch/zh.md @@ -12,7 +12,7 @@ [osu! wikilink]: /wiki/Game_Modes/osu!/ "osu!" -[ouendan wikipedia]: https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "维基百科中的「押忍!战斗!应援团」页面" +[ouendan wikipedia]: https://zh.wikipedia.org/wiki/%E6%8A%BC%E5%BF%8D%EF%BC%81%E6%88%B0%E9%AC%A5%EF%BC%81%E6%87%89%E6%8F%B4%E5%9C%98 "维基百科中的「押忍!战斗!应援团」页面" [osu!catch logo]: /wiki/shared/CtB_logo.jpg "特殊模式下的 Catch the Beat 图标"