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Expand Difficulty Increase mod articles #12629
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two more points:
- could you retake customization menus screenshots and save them as PNGs?
- please use period (
.
) as a decimal separator for clarity
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*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Accuracy Challenge** mod allows you to set a minimum accuracy that you can't exceed to avoid a failure. |
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The **Accuracy Challenge** mod allows you to set a minimum accuracy that you can't exceed to avoid a failure. | |
The **Accuracy Challenge** mod allows the player to set a minimum accuracy that they must maintain to avoid a failure. |
- **Minimum accuracy** (60%-99%, default 90%): Trigger a failure if your accuracy goes below this value. | ||
- **Accuracy mode** (default: Maximum achievable): The mode of accuracy that will trigger failure. | ||
- **Maximum achievable**: Fail if you can’t achieve an accuracy higher than the value when the map ends. | ||
- **Standard**: Fail if the accuracy strictly goes below the value. |
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- **Standard**: Fail if the accuracy strictly goes below the value. | |
- **Standard**: Fail if the accuracy goes strictly below the value. |
- **Accuracy mode** (default: Maximum achievable): The mode of accuracy that will trigger failure. | ||
- **Maximum achievable**: Fail if you can’t achieve an accuracy higher than the value when the map ends. | ||
- **Standard**: Fail if the accuracy strictly goes below the value. | ||
- Restart on fail (default disabled): Restart the map after the accuracy goes below the minimum value indicated. |
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- Restart on fail (default disabled): Restart the map after the accuracy goes below the minimum value indicated. | |
- Restart on fail (default: disabled): Restart the map when the accuracy goes below the minimum value specified. |
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*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses you get, the more the doors opens. In contrast, building a combo will have the opposite effect. |
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The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses you get, the more the doors opens. In contrast, building a combo will have the opposite effect. | |
The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses the player gets, the more the doors open. Building up a combo will have the opposite effect. |
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*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Cover** mod hides a part of the playfield similar to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)) but with the possibility of customising its size. |
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The **Cover** mod hides a part of the playfield similar to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)) but with the possibility of customising its size. | |
The **Cover** mod hides a part of the playfield similarly to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)), but with the possibility of customising the size of obscured area. |
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/img/customise/NC.jpg) | ||
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- **Speed increase** (1,01x-2,00x, default 1,50x): The speed at which the map is played. |
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- **Speed increase** (1,01x-2,00x, default 1,50x): The speed at which the map is played. | |
- **Speed increase** (1,01x-2,00x, default: 1,50x): The speed at which the map is played. |
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*For the osu!stable version of this article, see: [Perfect (mod)](/wiki/Gameplay/Game_modifier/Perfect)*\ | |||
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if you are no longer getting an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), and getting something other than a GREAT from any object. |
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The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if you are no longer getting an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), and getting something other than a GREAT from any object. | |
The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if the player no longer can get an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), or getting something other than a GREAT from any object. |
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/img/customise/PF.jpg) | ||
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- **Restart on fail** (default enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.* |
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- **Restart on fail** (default enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.* | |
- **Restart on fail** (default: enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.* |
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*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Strict Tracking** mod causes a miss every time you aren't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. The reasons for the miss can be missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path and being outside of the follow circle regardless of duration. |
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The **Strict Tracking** mod causes a miss every time you aren't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. The reasons for the miss can be missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path and being outside of the follow circle regardless of duration. | |
The **Strict Tracking** mod causes a miss every time the player isn't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. This includes missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path, and being outside of the follow circle for any amount of time. |
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*For the osu!stable version of this article, see: [Sudden Death (mod)](/wiki/Gameplay/Game_modifier/Sudden_Death)*\ | |||
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))* | |||
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<!-- TODO description and settings --> | |||
The **Sudden Death** mod triggers a failure if you miss an object from any [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make you fail, however missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) and not holding through an empty slider path won't trigger the effect as long as the combo has not been broken. |
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The **Sudden Death** mod triggers a failure if you miss an object from any [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make you fail, however missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) and not holding through an empty slider path won't trigger the effect as long as the combo has not been broken. | |
The **Sudden Death** mod triggers a failure on missing any object from a [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make the player fail, however, missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) or not holding through an empty slider path won't trigger the effect, as long as the combo has not been broken. |
It's done, although I noticed that all Spanish translations used comma ( |
@agatemosu do you folks use commas or periods for separating the decimals? |
we use commas |
Alright now it's done for real ― Let me know if I need to make any more changes! @TicClick |
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