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2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Mania/Mods/ManiaModPerfect.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModPerfect : ModPerfect
{
[SettingSource("Require perfect hits")]
[SettingSource("Require perfect hits", "Also fail when getting a GREAT hit.")]
public BindableBool RequirePerfectHits { get; } = new BindableBool();

protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
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2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Osu/Mods/OsuModSuddenDeath.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ public class OsuModSuddenDeath : ModSuddenDeath
typeof(OsuModTargetPractice),
}).ToArray();

[SettingSource("Also fail when missing a slider tail")]
[SettingSource("Require perfect combo", "Also fail when missing a slider tail.")]

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Uncertain whether this is better than master.

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In my opinion this makes sense because it's more consistent with Require perfect hits and "perfect combo" is well-known terminology.

But of course it's just a suggestion.

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Isn't it "perfect full combo"? It's documented in https://osu.ppy.sh/wiki/en/Gameplay/Full_combo.

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Oh yeah, you're right. I was thinking "perfect combo" because lazer displays them as something like 1000/1000 PERFECT on the result screen.
But then I guess Require perfect full combo works.

public BindableBool FailOnSliderTail { get; } = new BindableBool();

protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
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