# O.N.G.E.K.I. Support This game has the internal GPTString of `ongeki:Single`. !!! note For information on what each section means, please see [Common Config](../common-config/index.md). ## Metrics For more information on what metrics are and how they work, see [TODO]! ### Provided Metrics | Metric Name | Type | Description | | :: | :: | :: | | `score` | Integer | Known in-game as 'Technical Score'. It ranges between 0 and 1,010,000, where notes are worth 950,000, and bells 60,000. | | `noteLamp` | "LOSS", "CLEAR", "FULL COMBO", "ALL BREAK", "ALL BREAK+" | The primary lamp. A clear is a draw or a win in-game. | | `bellLamp` | "NONE", "FULL BELL" | Tracks whether all bells in the chart have been collected. | | `platinumScore` | Integer | The Platinum Score value. | ### Derived Metrics | Metric Name | Type | Description | | :: | :: | :: | | `grade` | "D", "C", "B", "BB", "BBB", "A", "AA", "AAA", "S", "SS", "SSS", "SSS+" | The grade this score was. | | `platinumStars` | Integer | The number of platinum stars of this score | ### Optional Metrics | Metric Name | Type | Description | | :: | :: | :: | | `fast` | Integer | The number of non-critical mistakes in this score that were a result of hitting early. | | `slow` | Integer | The number of non-critical mistakes in this score that were a result of hitting late. | | `maxCombo` | Integer | The largest combo in this score. | | `damage` | Integer | The number of damage ticks received. | | `bellCount` | Integer | The number of bells collected. | | `totalBellCount` | Integer | The maximum number of bells that could have been obtained at the time of the play's end. | | `scoreGraph` | Array<Decimal \| null > | The history of the projected score, queried in one-second intervals. | | `platinumGraph` | Array<Decimal \| null > | The Platinum Score history, queried in one-second intervals. | | `bellGraph` | Array<Decimal \| null > | The history of the number of bells missed, queried in one-second intervals. | | `lifeGraph` | Array<Decimal \| null > | The life gauge history, queried in one-second intervals. | ## Judgements The following judgements are defined: - `cbreak` (critical break) - `break` (red/regular break) - `hit` - `miss` ## Rating Algorithms ### Score Rating Algorithms The default rating algorithm is `rating`. | Name | Description | | :: | :: | | `rating` | A rating value of this score, capping at +2.0 at SSS+. This is identical to the system used in bright MEMORY and earlier versions. | | `scoreRating` | A rating value of this score, capping at +2.7 at 1,010,000. This is identical to the system used in Re:Fresh. | | `starRating` | A rating value of this score, based on stars derived from Platinum Score. This is identical to the system used in Re:Fresh. | ### Session Rating Algorithms The default rating algorithm is `naiveRating`. | Name | Description | | :: | :: | | `naiveRating` | The average of your best 10 classic ratings this session. | | `naiveScoreRating` | The average of your best 10 score ratings this session. | | `starRating` | The average of your best 10 star ratings this session. | ### Profile Rating Algorithms The default rating algorithm is `naiveRating`. | Name | Description | | :: | :: | | `naiveRating` | The average of your best 45 classic ratings. This is a simpler variant of the rating algorithm used in bright MEMORY and earlier versions, without distinguishing between new and old charts, and without taking recent scores into account. | | `naiveRatingRefresh` | A weighted sum of the average of your best 60 score ratings, and your best 50 star ratings. This is a simpler variant of the rating algorithm used in Re:Fresh, without distinguishing between new and old charts. | | `scoreRating` | The average of your best 60 score ratings. | | `starRating` | The average of your best 50 star ratings. | ## Difficulties - `BASIC` - `ADVANCED` - `EXPERT` - `MASTER` - `LUNATIC` - `Re:MASTER` The `LUNATIC`/`Re:MASTER` split is transparent; your import script must assume every "white" chart is `LUNATIC`. ## Classes | Name | Type | Values | | :: | :: | :: | | `colour` | DERIVED | BLUE, GREEN, ORANGE, RED, PURPLE, COPPER, SILVER, GOLD, PLATINUM, RAINBOW, RAINBOW_SHINY, RAINBOW_EX, RAINBOW_EX_TRUE ## Versions | ID | Pretty Name | | :: | :: | | `brightMemory2Omni` | bright MEMORY Act.II Omnimix | | `brightMemory3` | bright MEMORY Act.III | | `brightMemory3Omni` | bright MEMORY Act.III Omnimix | | `refresh` | Re:Fresh | | `refreshOmni` | Re:Fresh Omnimix | ## Supported Match Types - `songTitle` - `tachiSongID` – deprecated; don't use this - `inGameID` ### Song Title Matching There are several songs with non-unique names: - Singularity (technoplanet) `inGameID: 391` - Singularity (ETIA.「Arcaea」) `inGameID: 454` - Singularity (SEGA SOUND STAFF「セガNET麻雀 MJ」) `inGameID: 516` - Hand in Hand (livetune) `inGameID: 380` - Hand in Hand (ユーフィリア(CV:高橋 李依)「アンジュ・ヴィエルジュ」) `inGameID: 212` - Perfect_Shining!! LUNATIC 0 (Loctest chart) `inGameID: 8003` - Perfect_Shining!! LUNATIC 13+ (Re:Master) `inGameID: 8091` Most of these conflicts can be resolved by providing the `artist` field; the only exception is Perfect Shining, which uniquely has two LUNATIC charts and has to be matched by `inGameID`. There are numerous songs with non-unique names (e.g. Singularity, Singularity, Singularity and Xingularity), but this can be resolved by providing the `artist` field. The only exception is Perfect Shining!!, which uniquely has two LUNATIC charts and has to be matched by `inGameID`: - LUNATIC 0 (Loctest chart) `inGameID: 8003` - Re:MASTER 13+ `inGameID: 8091`