diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/MonoStreak.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/MonoStreak.cs index c01a0f6686..014461c10b 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/MonoStreak.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/MonoStreak.cs @@ -1,9 +1,9 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System.Collections.Generic; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Objects; -using System.Collections.Generic; namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data { diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs index 2d45b5eed0..c2814df6c3 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs @@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills protected override double SkillMultiplier => 0.12; // This is set to decay slower than other skills, due to the fact that only the first note of each encoding class - // having any difficulty values, and we want to allow colour difficulty to be able to build up even on + // having any difficulty values, and we want to allow colour difficulty to be able to build up even on // slower maps. protected override double StrainDecayBase => 0.8;