Help-Readme.txt

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======================   Ho/Po System details:   ======================
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Ho/Po is short for Hammer On / Pull-off
A Note which is marked differently than usual is a Ho/Po-note.
This means that the note is tappable and doesn't require a strum/pick.

Thanks to Myfingershurt, Alarian mod has several options for the Ho/Po-
system:

*"None" = No tappable notes at all.  
-Every note (or chord) requires a strum.

*"RF-Mod" = Original Ho/Po system from RF-Mod 4.15.
-The first note in a string of the same notes can NOT be tapped.   
-The note before a chord can NOT be tapped.  
-You can NOT strum a tappable note while holding a lower fret.
-You can NOT tap an incorrect fret in between Ho/Pos
-You CAN hold a higher fret and tap a lower fret
-You can NOT tap a note after a chord.

*"GH2 Strict" = Guitar Hero 2-like Ho/Po system with strict rules.
-The first note in a string of the same notes CAN be tapped.   
-The note before a chord CAN be tapped.  
-You CAN strum a tappable note while holding a lower fret.
-You can NOT tap an incorrect fret in between Ho/Pos
-You can NOT hold a higher fret and tap a lower fret
-You CAN tap a note after a chord (if the option is enabled)

*"GH2 Sloppy" = Guitar Hero 2-like Ho/Po system with sloppy rules.
-The first note in a string of the same notes CAN be tapped.   
-The note before a chord CAN be tapped.  
-You CAN strum a tappable note while holding a lower fret.
-You CAN tap an incorrect fret in between Ho/Pos
-You CAN hold a higher fret and tap a lower fret
-You CAN tap a note after a chord (if the option is enabled)

Basic premise: tappable note after chord
-You CAN pull off any other fingers from a 3-or-4-note chord to "tap" a Ho/Po.
-You CAN pull a finger off a higher fret from the chord to "tap" a Ho/Po.
-You CAN pull a finger off a lower fret from the chord to "tap" a Ho/Po.

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========================  Neckspeed details:   ========================
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Neck speed is calculated like this:

example bpm = 150
example speedpercent = 90% (which is 0,9)

A lower value on the Neck's speed results in a Faster Neck

By BPM:
(340-bpm)/speedpercent -> (340-150)/0,9 = 211,1... on all difficulties
Board speed by BPM will always be fastest on all difficulties (Also tightest hitwindows)

By Difficulty+BPM:
Expert:
Constant = 226
(Constant-(bpm/10))/speedpercent -> (226-(150/10))/0,9 = 234,4...
Hard:
Constant = Expert Constant + 30 = 256
Gives neckspeed = 267,8...
Normal:
Constant = Hard Constant + 30 = 286
Gives neckspeed = 301,1...
Easy:
Constant = Easy Constant + 20 = 306
Gives neckspeed = 323,3...
Boardspeed by BPM+Difficulty will always be the second fastest choice, same goes for hitwindows

By Difficulty:
All Constants are 6 less than in Difficulty+BPM. 220, 250, 280 and 300
Expert:
Constant/speedpercent -> 220/0.9 = 244,4...
Hard/Medium/Easy: 277,7.../311,1.../333,3...

Naturally the Neckspeed and hitwindows will be the slowest (and widest) for Boardspeed by Difficulty.
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