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Rizline:Scoring system
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== Score == ''Score'' is a value from 0 to around 1000000. It is the simpler of the two scoring systems of ''Rizline''. The exact maximum depends on the chart (see the [[#Max Score]] section). This value measures ''Hits'' and ''Perfect Hits''. It is calculated as a sum of two parts: ''Base Score'' and ''Bonus Score''. === Base Score === ''Base Score'' is a value from 0 to 1000000 that is not displayed anywhere in-game. This value is calculated by taking the ''Hits'' and dividing it by ''Max Hits'' - the total amount of hits in a song. The value is then scaled by 1000000 and rounded. This value is most similar to a normal "accuracy" value in other rhythm games, except this system doesn't take ''Bad''/''Early''/''Perfect''/''Late'' judgements into account. <pre>BaseScore = ROUND((Hits / MaxHits) * 1000000)</pre> === Bonus Score === ''Bonus Score'' is a value that is not displayed anywhere in-game. This value is calculated by taking the amount of ''Perfect Hits'' and scaling it by 100. The minimum value of ''Bonus Score'' is 0, and the maximum value depends on the chart and is equal to <code>100 * MaxRiztimeHits</code>. <pre>BonusScore = PerfectHits * 100</pre> === Final Score === Now that we have the ''Base Score'' and the ''Bonus Score'', we can calculate the total ''Score'' that is displayed on the screen, by adding the two together: <pre>Score = BaseScore + BonusScore</pre> This can also be written as: <pre>Score = ROUND((Hits / MaxHits) * 1000000) + (PerfectHits * 100)</pre> === Calculating Perfect Hits from Score === We can rearrange the formula for ''Score'' to solve for ''Perfect Hits'', since ''Perfect Hits'' is not shown anywhere in-game. ''Score'', ''Hits'' and ''Max Hits'' are all shown on the detailed stats screen, therefore ''Perfect Hits'' can be calculated with the following formula: <pre>PerfectHits = (Score - ROUND((Hits / MaxHits) * 1000000)) / 100</pre> We can also calculate ''Riztime Hits'' by adding ''Early Hits'', ''Late Hits'', and ''Perfect Hits''. <pre>RiztimeHits = EarlyHits + LateHits + PerfectHits RiztimeHits = EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)</pre> === Max Score === The maximum possible ''Score'' achievable on a chart is displayed, and can be calculated as: <pre>MaxScore = 1000000 + (100 * MaxRiztimeHits)</pre> We can rearrange this formula to calculate the amount of ''Max Riztime Hits'' in a chart: <pre>MaxRiztimeHits = (MaxScore - 1000000) / 100</pre> The ''Max Riztime Hits'' value is quite easy to calculate in your head; just look at the maximum score of the chart, ignore the <code>10</code> at the beginning of the number and the <code>00</code> at the end, and that's the ''Max Riztime Hits'' value. <code>MaxScore = 1037800</code> -> <code>MaxRiztimeHits = 378</code>
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