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Change Convert Bonuses to Performance

This commit is contained in:
Jay Lawton 2024-10-31 10:15:29 +10:00
parent 101a4028fa
commit 85aa2ea8af

View File

@ -47,11 +47,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden))
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
multiplier *= 1.075;
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;
multiplier *= 0.950;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
@ -81,16 +81,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985;
difficultyValue *= 0.90;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.10;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.050 * lengthBonus;
difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
if (estimatedUnstableRate == null)
return 0;