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https://github.com/ppy/osu
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Buff slower edge dashes, nerf faster ones
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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{
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private const float absolute_player_positioning_error = 16f;
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private const float absolute_player_positioning_error = 16f;
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private const float normalized_hitobject_radius = 41.0f;
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private const float normalized_hitobject_radius = 41.0f;
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private const double direction_change_bonus = 9.5;
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private const double direction_change_bonus = 9.8;
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private const double antiflow_bonus = 26.0;
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private const double antiflow_bonus = 26.0;
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protected override double SkillMultiplier => 860;
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protected override double SkillMultiplier => 860;
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@ -76,18 +76,18 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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distanceAddition += 10.0 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
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}
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}
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// Big bonus for edge hyperdashes
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// Big bonus for edge dashes
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if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH)
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if (catchCurrent.LastObject.DistanceToHyperDash <= 14.0f / CatchPlayfield.BASE_WIDTH)
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{
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{
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if (!catchCurrent.LastObject.HyperDash)
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if (!catchCurrent.LastObject.HyperDash)
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bonus += 5.0;
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bonus += 4.5;
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else
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else
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{
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{
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// After a hyperdash we ARE in the correct position. Always!
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// After a hyperdash we ARE in the correct position. Always!
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playerPosition = catchCurrent.NormalizedPosition;
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playerPosition = catchCurrent.NormalizedPosition;
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}
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}
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distanceAddition *= 1.0 + bonus * (14 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 14 * (Math.Min(catchCurrent.StrainTime, 180) / 180); // Edge dashes are easier at lower ms values
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distanceAddition *= 1.0 + bonus * (14.0f - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 14.0f * (Math.Min(catchCurrent.StrainTime, 250) / 250); // Edge dashes are easier at lower ms values
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}
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}
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// Prevent wide, dense stacks of notes which fit on the catcher from greatly increasing SR
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// Prevent wide, dense stacks of notes which fit on the catcher from greatly increasing SR
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