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. |
Difficulties¶
BASICADVANCEDEXPERTMASTERLUNATIC
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¶
songTitletachiSongIDinGameID
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.