diff --git a/osu.Game/Database/StandardisedScoreMigrationTools.cs b/osu.Game/Database/StandardisedScoreMigrationTools.cs index 403e73ab77..0594c80390 100644 --- a/osu.Game/Database/StandardisedScoreMigrationTools.cs +++ b/osu.Game/Database/StandardisedScoreMigrationTools.cs @@ -365,6 +365,17 @@ namespace osu.Game.Database + bonusProportion) * modMultiplier); } + // see similar check above. + // if there is no legacy combo score, all combo conversion operations below + // are either pointless or wildly wrong. + if (maximumLegacyComboScore + maximumLegacyBonusScore == 0) + { + return (long)Math.Round(( + 500000 * comboProportion // as above, zero if mods result in zero multiplier, one otherwise + + 500000 * Math.Pow(score.Accuracy, 5) + + bonusProportion) * modMultiplier); + } + // Assumptions: // - sliders and slider ticks are uniformly distributed in the beatmap, and thus can be ignored without losing much precision. // We thus consider a map of hit-circles only, which gives objectCount == maximumCombo.