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Make drum rolls and swells optional with Classic
mod
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@ -144,7 +144,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (countHit >= HitObject.RequiredGoodHits)
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{
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ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok);
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ApplyResult(r =>
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{
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// With the Classic mod, don't award points for a finished drum roll, only for ticks.
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if (r.Judgement.MaxResult == HitResult.LargeBonus)
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r.Type = HitResult.IgnoreMiss;
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else
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r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok;
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});
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}
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else
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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@ -201,7 +201,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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if (numHits == HitObject.RequiredHits)
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ApplyResult(r => r.Type = HitResult.Great);
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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else
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{
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@ -222,7 +222,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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tick.TriggerResult(false);
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}
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ApplyResult(r => r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.Ok : r.Judgement.MinResult);
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ApplyResult(r =>
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{
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// With the Classic mod, don't award combo or accuracy for a finished swell.
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if (r.Judgement.MaxResult == HitResult.LargeBonus)
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r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.LargeBonus : r.Judgement.MinResult;
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else
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r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.Ok : r.Judgement.MinResult;
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});
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}
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}
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