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Add Mods/Attacks guide, wiki link in the readme#7

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moruzerinho6 merged 2 commits intoTeamRizu:mainfrom
48productions:main
May 9, 2021
Merged

Add Mods/Attacks guide, wiki link in the readme#7
moruzerinho6 merged 2 commits intoTeamRizu:mainfrom
48productions:main

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Inspired by someone asking on the discord about whether there was any documentation for attacks/mods, so here's a guide on how to get started with them, and links to a few resources in the community.

Let me know if you have any feedback!

(Also added a link to the wiki in the readme, so it's easier to get to it from the github repo.)

@moruzerinho6 moruzerinho6 requested a review from MrThatKid May 8, 2021 15:31
@moruzerinho6 moruzerinho6 added the documentation Improvements or additions to documentation label May 8, 2021
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Requesting review from @MrThatKid to check if there's any incorrect information

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Seems good for the most part. You've described everything (afaik) about how to make course attacks through the editor. There is one part that really strikes me as odd (and I made a comment on it), so you may want to re-check and define that section more.

Comment on lines 147 to 153
### Mod Strengths Across Different Themes

The mods you add will change strength depending on the internal resolution of whatever theme you're currently using.

If you switch between an HD theme (like the Outfox or SM5.1 default themes) and a non-HD theme (like SM5.0.12's default theme or PIU Infinity), you'll find **Mods will be stronger** on **non-HD themes**.

Plan accordingly if you plan on playing your simfiles/chart edits on different themes!
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So, this hasn't been true for a while now in OutFox (likely before the first public alpha, even). Modifiers like Drunk used to use SCREEN_HEIGHT in their calculations, but now they use a metric called "ModifierHeight". If you're making this for both OutFox and 5.x, be sure to specify where people which modifiers (and which version) have this oddity.

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our wiki should just be our version to prevent confusion, i'd say we can mention how it was in 5.x, but we should have this targeted for our version.

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Noted, and noted - ModifierHeight is new to me, and very good to know about - I see it in the metrics for the fallback theme now that you mention it.

I'll go ahead and put in a mention that it exists (and how it differs from 5.x,). If there ends up being a page in the future that lists the effects of all the mods (a la mainline SM's wiki), I figure that would be a good place to mention specific mods ModifierHeight applies to (aside from a few common examples, here).

(Sidenote: While I'm at it, is there a more proper term for the option to make mods take longer to take effect than "Application Speed"? I kinda took an educated guess, and if there's more official terminology I'd like to use it.)

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re: "Application Speed", I've called it "Approach Rate", but I don't know if that set of words makes sense to everyone.

- Talk about ModifierHeight, per Kid's feedback (thanks for mentioning this exists!)

 - Apply Speed -> Approach Rate

 - Worked around a bug where the section headers in the sidebar would duplicate themselves on a page refresh
@moruzerinho6 moruzerinho6 merged commit 409ded9 into TeamRizu:main May 9, 2021
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4 participants