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add difficulty adjustment mods
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@ -98,6 +98,12 @@ namespace osu.Game.Rulesets.Catch
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new CatchModFlashlight(),
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};
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case ModType.Conversion:
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return new Mod[]
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{
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new CatchModDifficultyAdjust(),
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};
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case ModType.Automation:
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return new Mod[]
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{
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51
osu.Game.Rulesets.Catch/Mods/CatchModDifficultyAdjust.cs
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51
osu.Game.Rulesets.Catch/Mods/CatchModDifficultyAdjust.cs
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@ -0,0 +1,51 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override the beatmap's set HP")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 1F,
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};
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[SettingSource("Fruit Size", "Override the beatmap's set CS")]
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public override BindableNumber<float> CircleSize { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Approach Rate", "Override the beatmap's set AR")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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public override void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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difficulty.DrainRate = DrainRate.Value;
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difficulty.CircleSize = CircleSize.Value;
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difficulty.ApproachRate = ApproachRate.Value;
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difficulty.OverallDifficulty = ApproachRate.Value;
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}
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}
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}
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@ -143,6 +143,7 @@ namespace osu.Game.Rulesets.Mania
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new ManiaModRandom(),
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new ManiaModDualStages(),
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new ManiaModMirror(),
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new ManiaModDifficultyAdjust(),
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};
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case ModType.Automation:
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22
osu.Game.Rulesets.Mania/Mods/ManiaModDifficultyAdjust.cs
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22
osu.Game.Rulesets.Mania/Mods/ManiaModDifficultyAdjust.cs
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@ -0,0 +1,22 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Overall Difficulty", "Override the beatmap's set OD")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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}
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}
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52
osu.Game.Rulesets.Osu/Mods/OsuModDifficultyAdjust.cs
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52
osu.Game.Rulesets.Osu/Mods/OsuModDifficultyAdjust.cs
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@ -0,0 +1,52 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override the beatmap's set HP")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Circle Size", "Override the beatmap's set CS")]
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public override BindableNumber<float> CircleSize { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Approach Rate", "Override the beatmap's set AR")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Overall Difficulty", "Override the beatmap's set OD")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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}
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}
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@ -121,6 +121,7 @@ namespace osu.Game.Rulesets.Osu
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return new Mod[]
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{
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new OsuModTarget(),
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new OsuModDifficultyAdjust(),
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};
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case ModType.Automation:
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42
osu.Game.Rulesets.Taiko/Mods/TaikoModDifficultyAdjust.cs
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42
osu.Game.Rulesets.Taiko/Mods/TaikoModDifficultyAdjust.cs
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@ -0,0 +1,42 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override the beatmap's set HP")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Approach Rate", "Override the beatmap's set AR")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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[SettingSource("Overall Difficulty", "Override the beatmap's set OD")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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}
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}
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@ -97,6 +97,12 @@ namespace osu.Game.Rulesets.Taiko
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new TaikoModFlashlight(),
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};
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case ModType.Conversion:
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return new Mod[]
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{
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new TaikoModDifficultyAdjust(),
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};
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case ModType.Automation:
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return new Mod[]
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{
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43
osu.Game/Rulesets/Mods/ModDifficultyAdjust.cs
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43
osu.Game/Rulesets/Mods/ModDifficultyAdjust.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using System;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModDifficultyAdjust : Mod, IApplicableToDifficulty
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{
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public override string Name => @"Difficulty Adjust";
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public override string Description => @"Override a beatmap's difficulty settings";
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public override string Acronym => "DA";
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public override ModType Type => ModType.Conversion;
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public override IconUsage Icon => FontAwesome.Solid.Hammer;
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public override double ScoreMultiplier => 1.0;
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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public virtual BindableNumber<float> DrainRate { get; }
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public virtual BindableNumber<float> CircleSize { get; }
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public virtual BindableNumber<float> ApproachRate { get; }
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public virtual BindableNumber<float> OverallDifficulty { get; }
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public virtual void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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difficulty.DrainRate = DrainRate != null ? DrainRate.Value : difficulty.DrainRate;
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difficulty.CircleSize = CircleSize != null ? CircleSize.Value : difficulty.CircleSize;
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difficulty.ApproachRate = ApproachRate != null ? ApproachRate.Value : difficulty.ApproachRate;
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difficulty.OverallDifficulty = OverallDifficulty != null ? OverallDifficulty.Value: difficulty.OverallDifficulty;
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}
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}
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}
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