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BMS (7K) Support

This game has the internal GPTString of bms:7K.

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 EX Score. This should be between 0 and the maximum possible EX on this chart.
lamp "NO PLAY", "FAILED", "ASSIST CLEAR", "EASY CLEAR", "CLEAR", "HARD CLEAR", "EX HARD CLEAR", "FULL COMBO" The type of clear this was.

Derived Metrics

Metric Name Type Description
grade "F", "E", "D", "C", "B", "A", "AA", "AAA", "MAX-", "MAX" Grades as they are in BMS. We also add MAX- (94.44...%) and MAX (100%) as their own grades for convenience.
percent Decimal EX Score divided by the maximum possible EX Score on this chart.

Optional Metrics

Metric Name Type Description
fast Integer The amount of mistakes in this score that were a result of hitting early.
slow Integer The amount of mistakes in this score that were a result of hitting late.
maxCombo Integer The largest combo in this score.
bp Integer The total bads + poors in this score.
gauge Decimal The life in percent (between 0 and 100) that was on the gauge at the end of the chart.
gaugeHistory Array<Decimal> A snapshot of the gauge percent throughout the chart. The values should be null from the point the user dies until the end of the chart.
epg Integer The amount of early PGreats in this score.
egr Integer The amount of early greats in this score.
egd Integer The amount of early goods in this score.
ebd Integer The amount of early bads in this score.
epr Integer The amount of early poors in this score.
lpg Integer The amount of late PGreats in this score.
lgr Integer The amount of late greats in this score.
lgd Integer The amount of late goods in this score.
lbd Integer The amount of late bads in this score.
lpr Integer The amount of late poors in this score.

Judgements

The folowing judgements are defined:

  • pgreat
  • great
  • good
  • bad
  • poor

Rating Algorithms

Score Rating Algorithms

Name Description
sieglinde A clearing algorithm that rewards you points based on how difficult an easy clear or hard clear was.

Session Rating Algorithms

Name Description
sieglinde The average of your best 10 sieglinde ratings this session.

Profile Rating Algorithms

Name Description
sieglinde The average of your best 20 sieglinde ratings.

Difficulties

  • CHART

Classes

Name Type Values
genocideDan PROVIDED NORMAL_1, NORMAL_2, NORMAL_3, NORMAL_4, NORMAL_5, NORMAL_6, NORMAL_7, NORMAL_8, NORMAL_9, NORMAL_10, INSANE_1, INSANE_2, INSANE_3, INSANE_4, INSANE_5, INSANE_6, INSANE_7, INSANE_8, INSANE_9, INSANE_10, INSANE_KAIDEN, OVERJOY
stslDan PROVIDED SL0, SL1, SL2, SL3, SL4, SL5, SL6, SL7, SL8, SL9, SL10, SL11, SL12, ST0, ST1, ST2, ST3, ST4, ST5, ST6, ST7, ST8, ST9, ST10, ST11
newGenerationDan PROVIDED NORMAL_1, NORMAL_2, NORMAL_3, NORMAL_4, NORMAL_5, NORMAL_6, NORMAL_7, NORMAL_8, NORMAL_9, NORMAL_10, INSANE_0, INSANE_1, INSANE_2, INSANE_3, INSANE_4, INSANE_5, INSANE_6, INSANE_7, INSANE_8, INSANE_9, INSANE_10, INSANE_KAIDEN
lnDan PROVIDED DAN_1, DAN_2, DAN_3, DAN_4, DAN_5, DAN_6, DAN_7, DAN_8, DAN_9, DAN_10, KAIDEN, OVERJOY, UDON
scratchDan PROVIDED KYU_7, KYU_6, KYU_5, KYU_4, KYU_3, KYU_2, KYU_1, DAN_1, DAN_2, DAN_3, DAN_4, DAN_5, DAN_6, DAN_7, DAN_8, DAN_9, DAN_10, KAIDEN

Versions

This game has no versions, and presumably doesn't need to disambiguate its IDs.

Supported Match Types

  • bmsChartHash
  • tachiSongID