читы для osu mania

Osu Ainu cheat client

читы для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu mania

читы для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu mania

Last Version: 29/05/2021

Developers: Ainu Report Cheat

This is Osu Ainu cheat client! client that has a couple of cheats built in to it.
It’s currently undetected but I can’t guarantee it will stay that way in the future. You are putting your account in risk by using this cheat client, I’m not responsible for anything that may happen to it.
It’s very easy to be blatant with these hacks. Don’t forget that all of your replays are public and people can suspect you and report you anytime, so try to play legit as possible.

If you need support join our discord server ( Click Here )

1) Download the ainu-cheat.zip file
2) Extract it anywhere you like
3) Now you can either run ainu-cheat.exe directly or uninstall osu! completely and then run ainu.cheat.exe
If you chose to run it directly, it will override some of your original osu! files and open itself. But you will have to run ainu-cheat.exe everytime in order to use the modified client. Running osu! will open the normal client.
If you uninstall osu! and run ainu-cheat.exe, it will do a complete install and when you open osu! itself next time, it will run the modified client automatically.
4) Run ainu-cheat.exe or osu! depending on how you installed it
5) Go into settings and you should see a paw icon like this on the left side читы для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu mania(If you don’t see it, you probably didn’t install the client properly, go back to step 3)
6) Click on the paw and there is the cheat section
7) Have fun and don’t get caught!

Features
– osu!direct
– Perfect ReplayCopy
– Timewarp
– Normal AR for EZ
– Fake Hidden
– Fake Flashlight
– AR Changer
– Disable Score Submission
– Prefer “original” osu! Discord RPC (Ainu client has its own RPC)
– Nameprotect (Changes your name locally for the client and for the RPC)
– Custom Rank (Same thing but for your rank)
– Relax
– Save Me
– Multiaccount Mode
– Spoof MAC Adress
– Spoof Disk Signature
– Spoof Uninstall ID

Screenshots
osu!direct panel
читы для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu mania

Cheat features
читы для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu maniaчиты для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu maniaчиты для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu maniaчиты для osu mania. Смотреть фото читы для osu mania. Смотреть картинку читы для osu mania. Картинка про читы для osu mania. Фото читы для osu mania

Источник

[osu!mania] Quick change of speed in osu!mania.

Нет аккаунта?

[osu!mania] Quick change of speed in osu!mania.

peppy wrote:

i’m not sure this is a good way forward. BPM changes shouldn’t be allowed to be cancelled by changing the drop speed, in my opinion. the complete ability to adjust fall rate should be limited to the first 10% of the beatmap or so.

1) If, for instance, play multiplayer and I forgot to set a comfortable speed for myself before the game? This could end up for me not so good, because the first 10% of the songs I can not set their own pace. And if II play a marathon?

2) Even if I put each time convenient for speed, it will not reduce the fault-finding game for the accuracy of my keystrokes which increases with the increase of BPM and, conversely, decreases is lowered.

As far as I know, accuracy is based on ms, and not on how «near» the notes are on the judgement line. Unless you mean a different thing.

My opinion to this: I agree with peppy. Scroll speed shouldn’t be possible to change in the middle of the song. As how Bites said it, BPM changes are part of the game.

Entozer wrote:

As far as I know, accuracy is based on ms, and not on how «near» the notes are on the judgement line. Unless you mean a different thing.

My opinion to this: I agree with peppy. Scroll speed shouldn’t be possible to change in the middle of the song. As how Bites said it, BPM changes are part of the game.

[Dellirium] wrote:

Just don’t change anything, everything’s fine now with speed.

Archangel Tirael wrote:

Entozer wrote:

As far as I know, accuracy is based on ms, and not on how «near» the notes are on the judgement line. Unless you mean a different thing.

My opinion to this: I agree with peppy. Scroll speed shouldn’t be possible to change in the middle of the song. As how Bites said it, BPM changes are part of the game.

Then, in that case, why bother to osu!mania is a function of speed control? Personally, I see it only one function- setting speed for comfortable playing. No other purpose I can not see.

Yes, you set it for comfortable playing, but like how we said, BPM changes are «part» of the game. Some songs are classified as «hard» because of the BPM changes. If the bpm changes were somehow nullified, those songs wouldn’t be different from other songs with no bpm changes. (Theoretically speaking).

Some songs have the BPM changes as part of the difficulty. Take Death Moon 2 from o2jam for example.

Entozer wrote:

Yes, you set it for comfortable playing, but like how we said, BPM changes are «part» of the game. Some songs are classified as «hard» because of the BPM changes. If the bpm changes were somehow nullified, those songs wouldn’t be different from other songs with no bpm changes. (Theoretically speaking).

Some songs have the BPM changes as part of the difficulty. Take Death Moon 2 from o2jam for example.

Archangel Tirael wrote:

[Dellirium] wrote:

Just don’t change anything, everything’s fine now with speed.

About the very speed and its logic here, no one says. Personally, I wish that I (and probably many other fans of the new mode) did not press hysterically F3/F4/Ctrl- / Ctrl + during abrupt change BPM. This is awkward! Adding binds can do o! M much more comfortable.

[Dellirium] wrote:

I change speed sometines only at start so ¯\_(ツ)_/¯

I agree with peppy. I don’t understand how allowing us to change the chartspeed doesn’t directly affect the difficulty of hitting the notes. It seems the lower the mania speed, the more like it seems like the mania equivalent to Easy mod only fully adjustable in game.

Balancing concerns aside, I think it should be only adjusted during break periods, because I don’t believe that the player should be changing speeds during gametime. It’s just not the way a song is intended to be played.

TheVileOne wrote:

I agree with peppy. I don’t understand how allowing us to change the chartspeed doesn’t directly affect the difficulty of hitting the notes. It seems the lower the mania speed, the more like it seems like the mania equivalent to Easy mod only fully adjustable in game.

Balancing concerns aside, I think it should be only adjusted during break periods, because I don’t believe that the player should be changing speeds during gametime. It’s just not the way a song is intended to be played.

I’m also in favour to set a limit into the change time. It is not the purpose of a bpm change to adapt the speedmod, because it is more to see as an competition.

i disagree with all of u.
there are many people that have a weak vision for the ability to play at such fast speed. the only way for players with poor vision to get better at a song is with practice. and the Only way to get good at songs is by playing a song at a comfortable speed to Gradually be able to play it at «regular speed» and «Faster»

how can all of u disregard the phisical fit of those players who can’t play with such flasy lights from the screen and fast beat for their own experiences? that’s not fair at all. there’s many potential players who could join this play and become great. but that will only be if u let them be.

ALLOW CHANGE OF BPM
We have the right to change the BPM.

everyboy has the right to Practice and have Online Practice matches for fun with their friends as well.

Источник

osu!mania

The mode has been widely used in almost all of the major rhythm games. It require good hand and/or leg coordination where the notes (with their quantity depending on BPM and difficulty) move on a conveyer. The player will have to press the correct key for that specific note in time. Though the game mode was originally made as an imitation of the Beatmania style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this means that it can be made to look more like Guitar Hero [5 keys] or Dance Dance Revolution [4 keys] and so on).

It is somewhat similar to osu!taiko, but with more buttons notes moving vertically rather than moving horizontally.

Gameplay explanation

Song Selection

To access the osu!mania game mode, press Ctrl + 4 at the same time.

Keys and Judgement

In the song selection screen, the number next to the K shows how many keys will be used for the play. The beatmap will be played with looser judgement if «↓» symbol was appended at the end of K.

For example, 4K↓ means that it will be played with four(4) keys with a looser judgement timing than usual.

Do note that the judgement of a beatmap is determined automatically.

osu!specific beatmaps and conversion from osu! beatmap difference

When converting a non-specific beatmap, the default key range would be around 4 to 7 keys.

With the xK game modifier, the player can manually set the number of keys from 1 to a total of 9 keys with a score multiplier reduction. However, the game modifier will not work with osu!mania-specific beatmaps.

With the Co-Op game modifier, the stage will be split in two, use Co-Op’s control scheme, and will allows the player to play from 2 to a total of 18 keys with a score multiplier reduction. Do note that while the preset number of keys will not be doubled on osu!mania-specific beatmaps, it will split the stage in two (left stage priority if odd-numbered), use Co-Op’s control scheme, and no score multiplier reduction.

Speed Change

Speed Change value is located at the top-right

The lowest limit is 1 and the highest limit is 40.

BPM scaling and Fixed scroll speed

A difference Speed Change can make depending on beatmap’s density

BPM scaling is the current default old scaling system which scale the scroll speed relative to the current BPM played. There will be a difference in scroll speed when playing a 100BPM (scrolls slower) and 200BPM (scrolls faster) beatmap with the same scaling speed.

Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM` at the Options sidebar

Fixed scroll speed is the new system that enforce a constant scroll speed along with the current BPM speed. A very simple introduction post by Blazier in 29 October 2014 (2014-10-29) about the fixed scaling.

Do note that both scaling system will still be affected by speed up/down by BPM changes, with the changes ranging from drastic (usually for BPM scaling to higher BPM with speedy notes; very low BPM for fixed scaling with condensed notes) to minor (usually fixed scaling on most BPM spectrum) depending on Speed Change settings used.

Gameplay

Playfield

By default, the flow of the notes falls from top to bottom of the conveyor (the starting arrow will show where notes will flow to), with the key control at the bottom and the judgement line above the key control. To change the flow of the playfield from bottom-to-top instead, it can be changed in the Options sidebar; click on osu!mania layout button to set osu!mania keys settings and enable Vertically flip playfield (DDR style) for this key setting manually.

Health bar is located at the right side of the conveyor belt. Please note that health drain is disabled in osu!mania, so only the hit objects will affect the health bar. Combo will not break when playing the keys on empty judgement line.

Notes

Notes are the hit circles of osu!mania. The falling notes must be tapped on the judgement line, with correct key corresponding to each of the note it falls to. More keys corresponding to the falling notes must be tapped simultaneously if the notes fall simultaneously.

A score burst will be given when tapped a correct key corresponding to the note in the judgement line.

Hold notes

osu!mania hold notes

Hold notes are the sliders and spinners of osu!mania. When the hold note reaches the judgement line, tap the starting note in time with correct key, hold, and release it at the ending note of the hold note.

Health bar regeneration occurs slowly while holding the hold note(s). Depending on the song and mapping quirks, it is possible that other notes or hold notes to appear while holding the previous hold note(s).

Play Styles

Controls

Options Input icon, Keyboard section

Do note that the controls information provided below refers to the old key settings used in Options where the keys are mapped relatively and applied to all key settings.

The new key settings require the player to manually set it using the osu!mania layout button provided above for every key layout (unmapped key layouts will use the default key settings instead).

The current default key settings is based on Symmetrical style.

Normal

Input)» title=»osu!mania key layout» /> osu!mania key layout

There used to be two different binding-styles, Symmetrical and Left to Right:

Symmetrical key binding (For DJMAX style)

KeyLCR
1KK5
2KK4K6
3KK4K5K6
4KK3, K4K6, K7
5KK3, K4K5K6, K7
6KK2, K3, K4K6, K7, K8
6K(L)S1, K3, K4K5K6, K7
6K(R)K3, K4K5K6, K7, S1
7KK2, K3, K4K5K6, K7, K8
8KK1, K2, K3, K4K6, K7, K8, K9
8K(L)S1, K2, K3, K4K5K6, K7, K8
8K(R)K2, K3, K4K5K6, K7, K8, S1
9KK1, K2, K3, K4K5K6, K7, K8, K9

Left to Right key binding (For Beatmania IIDX style)

osu!mania key layout (Co-Op)

The 05 March 2015 (2015-03-05) update gave osu!mania a new mod called Co-Op. With this mod enabled, a second different set of keys will be given along with the primary set of keys as above.

Symmetrical key binding for second set.

Table below is based on xK mod used in conjunction with Co-Op mod.

KeyPLPCPRSLSCSR
1K Co-opK5B5
2K Co-opK4K6B4B6
3K Co-opK4K5K6B4B5B6
4K Co-opK3, K4K6, K7B3, B4B6, B7
5K Co-opK3, K4K5K6, K7B3, B4B5B6, B7
6K Co-opK2, K3, K4K6, K7, K8B2, B3, B4B6, B7, B8
6K(L) Co-opS1, K3, K4K5K6, K7B3, B4B5B6, B7, X1
6K(R) Co-opK3, K4K5K6, K7, S1X1, B3, B4B5B6, B7
7K Co-opK2, K3, K4K5K6, K7, K8B2, B3, B4B5B6, B7, B8
8K Co-opK1, K2, K3, K4K6, K7, K8, K9B1, B2, B3, B4B6, B7, B8, B9
8K(L) Co-opS1, K2, K3, K4K5K6, K7, K8B2, B3, B4B5B6, B7, B8, X1
8K(R) Co-opK2, K3, K4K5K6, K7, K8, S1X1, B2, B3, B4B5B6, B7, B8
9K Co-opK1, K2, K3, K4K5K6, K7, K8, K9B1, B2, B3, B4B5B6, B7, B8, B9

Table below only applies to osu!mania-specific beatmaps. Only odd-numbered xK specifics are mentioned. Refer to first table for even number xK specific (For 4K specific, refer to 2K Co-op and so on).

KeyPLPCPRSLSCSR
3KK4K6B5
5KK4K5K6B4B6
7KK3, K4K6, K7B4B5B6
9KK3, K4K6, K7B3, B4B5B6, B7

Scoring

Scoring section details all the intricacies of scoring, including mathematical formula.

Grades

GradeCondition
SS100% Accuracy (only MAX and/or 300).
SOver 95% Accuracy (an ‘S’ rank is possible even with several misses, like in osu!catch).
AOver 90% Accuracy.
BOver 80% Accuracy.
COver 70% Accuracy.
DAnything else.

It is possible to obtain SSH or SH ranks (silver S or SS) with Hidden/Fade In or Flashlight mod.

Accuracy

Accuracy is calculated similarly to osu! in this mode.

In other words: Accuracy = Total points of hits / (Total number of hits * 300)

TermFormula
Total points of hits(Number of 50s * 50 + Number of 100s * 100 + Number of 200s * 200 + Number of 300s * 300 + Number of rainbow 300s * 300)
Total number of hits(Number of misses + Number of 50s + Number of 100s + Number of 200s + Number of 300s + Number of rainbow 300s)

Note that MAX (or rainbow 300) and 300 are both worth the maximum for calculating accuracy, despite a MAX being worth more in terms of score than a 300.

Score

Each beatmap has the same maximum total score of 1 million (1,000,000).

The score is given in two parts, base score and bonus score, each contributing 50% of total score.

The score given by each note is calculated with the following formula:

Hit objects judgement

Notes:

Hold notes:

NG: Not Good, a term in StepMania/DDR, which happens when the hold note was released during hold timing.

Score/Combo Multiplier

The following each add a point to the score/combo multiplier:

The following will reset the score multiplier to zero:

The following will not increase or reset the score multiplier:

Health bar

The system used to calculate health gain is complicated so it will not be explained in detail. It all revolves around the HP difficulty setting which can only be set by the mapper itself.

The following will result in health recovery:

The following will result in health loss:

The following will reserve health in the health bar:

Skinning

Beatmapping

osu!mania-specific Editor

To access osu!mania-specific editor, change the beatmap to osu!mania-specific in Song Setup under Advanced tab.
Do note that the beatmap will be locked to osu!mania only when the settings was changed from All to osu!mania.

osu!mania-specific Difficulty setup

To change the enforce key count, go to Song Setup under Difficulty tab and adjust the Key Count.
Enable the Co-op mode button to force Co-Op game modifier when played, with doubled Key Count to map on.

Источник

Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *