Open Keoiki opened 1 month ago
You could just decrease HighScore.tallies.totalNotes
by one for every mine note generated. Not the most conventional solution, sure, but a solution nonetheless
You could just decrease
HighScore.tallies.totalNotes
by one for every mine note generated. Not the most conventional solution, sure, but a solution nonetheless
But that depends on the modder. I'm pretty sure there's a field that handles notes that are supposed to be missed, so whatever notes have that enabled should do that by default.
I'm pretty sure there's a field that handles notes that are supposed to be missed, so whatever notes have that enabled should do that by default.
That isn't a thing. Though you can make notes go past the strums without counting as a miss by cancelling the note miss event that is sent by the note.
That isn't a thing. Though you can make notes go past the strums without counting as a miss by cancelling the note miss event that is sent by the note.
That's strange. I saw a port of the Tricky mod, and missing those notes had the expected behavior but played the missing animation upon missing them, and this was FIXED to work properly in v0.5.0 without any changes on the mod's end at all
I played around with that Tricky port in 5.0 myself to see if I could figure out the issue a while back. The team did fix the visual/animation bug, but (as far as I’m aware) they are still factored into the accuracy calculation. It’s implemented just like how Keoiki describes it, where you cancel the miss event to prevent it from affecting the player. However, based on my rough reading of the code, I’m fairly sure the note is judged and added to the note tally before you get the chance to override it.
You need a scuffed fix to get around the accuracy calculation, like Kolosaki mentions. A more convenient means by which to mark a note as “not valid for accuracy calculation” could be useful, although I could see it being abused for weird results.
I feel like a solution to this would be a canMiss
or mustHit
param in the Note Kinds, which makes the note missable and not count towards the Total Notes.
I played around with that Tricky port in 5.0 myself to see if I could figure out the issue a while back. The team did fix the visual/animation bug, but (as far as I’m aware) they are still factored into the accuracy calculation. It’s implemented just like how Keoiki describes it, where you cancel the miss event to prevent it from affecting the player. However, based on my rough reading of the code, I’m fairly sure the note is judged and added to the note tally before you get the chance to override it.
You need a scuffed fix to get around the accuracy calculation, like Kolosaki mentions. A more convenient means by which to mark a note as “not valid for accuracy calculation” could be useful, although I could see it being abused for weird results.
You don't, actually. If it's a note being missed, then the NOTE_MISS
event could override the cancelEvent()
function to implement Kolosaki's solution, and also do super.cancelEvent();
to retain the actual cancellation.
Issue Checklist
What is your suggestion, and why should it be implemented?
If you were to make a note kind which acts as a mine, something you're not supposed to hit, you'd want them to not count towards the total number of notes in a song. However, there is currently no way to do this that I know of, unless you made a script specifically to do this. It'd be much better if there was a built-in way to exclude note kinds from the total notes tally.
Below is a picture that shows what would normally be a 100%, but instead it's a 98% because I purposefully missed two mines I have as tests in the beginning of the song.