* docs: migrate from mkdocs to mdbook - Rename old mkdocs docs/ to old-docs/ for reference - Set up new docs/ with mdbook (book.toml + src/ tree) - Mirror full nav structure from mkdocs.yml into SUMMARY.md - Add Justfile-docs with docs-serve, docs-build, docs-check, docs-install recipes - Import Justfile-docs from root Justfile - Rewrite .github/workflows/docs.yml: build step uses taiki-e/install-action to install mdbook, split into separate build + deploy jobs, PR builds run the check step too * ci(docs): pin actions to SHAs, install mdbook via release binary * ci(docs): install mdbook from apt instead of curling a release binary * dev: replace mkdocs python stack with mdbook in dev image * ci(docs): apt only works on Debian; restore release binary install for Ubuntu CI * docs: fix duplicate file entries in SUMMARY.md * docs: remove docs-install recipe * docs: remove site-url from book.toml to fix asset loading * dev: install mdbook from upstream release binary, not Debian apt The Debian package (0.4.x+ds) strips bundled font assets, leaving the built site without fonts/fonts.css. Use the upstream tarball (same as CI) so the theme is complete. Handles x86_64 and aarch64. * docs: vendor mdbook tarballs in dev/mdbook/, install from there Dockerfile.dev uses COPY + tar to install the right arch at build time. CI extracts the x86_64 tarball directly from the checkout. No network access required for either — and no stripped-fonts Debian package. * fix: unwritten
5.6 KiB
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.
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)hitmiss
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
BASICADVANCEDEXPERTMASTERLUNATICRe: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
songTitletachiSongID– deprecated; don't use thisinGameID
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