Skinning

Skinning osu!taiko

You can override the osu!taiko playfield parts by creating a folder called taiko inside your skin folder.

If this approach is used, the user will need to explicitly enable this in the options (enable the Use Taiko skin for Taiko mode button) otherwise the default skin elements will be used.

Pippidon

pippidonclear.png (included images below)

pippidonclear0.png

pippidonclear1.png

pippidonclear2.png

pippidonclear3.png

pippidonclear4.png

pippidonclear5.png

pippidonclear6.png

pippidonclear7.png

pippidonclear8.png

Animatable Beatmap Skinnable
Yes (see notes) Yes

Notes:

  • Animation name: pippidonclear#.png, replace # with indexed count (start frame count at zero)
  • The animation rate is BPM dependent.
  • This animation plays when the player hits a combo milestone.

pippidonfail.png (included images below)

pippidonfail0.png

pippidonfail1.png

pippidonfail2.png

Animatable Beatmap Skinnable
Yes Yes

Notes:

  • Animation name: pippidonfail#.png, replace # with indexed count (start frame count at zero)
  • The animation rate is BPM dependent.
  • This animation plays when the player misses a note or does not have enough health during a break.
  • This overrides pippidonkiai if the player misses a note during kiai time.

pippidonidle.png (included images below)

Animatable Beatmap Skinnable
Yes Yes

Notes:

  • Animation name: pippidonidle#.png, replace # with indexed count (start frame count at zero)
  • The animation rate is BPM dependent.
  • This animation plays when doing nothing (during breaks or waiting for the player to hit the next note)

pippidonkiai.png (included images below)

pippidonkiai0.png

pippidonkiai1.png

Animatable Beatmap Skinnable
Yes Yes

Notes:

  • Animation name: pippidonkiai#.png, replace # with indexed count (start frame count at zero)
  • The animation rate is BPM dependent.
  • This animation plays during kiai time.
  • pippidonfail.png overrides this if the player misses a note during kiai time.

Hit Bursts

The following table is for all hit bursts but taiko-hit300g.

Animatable Beatmap Skinnable
Yes (see notes) Yes

Notes:

  • If the animation is not skinned, the original behavior is used.
    • The original behavior is a short bounce (or upscaling with particles).
    • If two or more frames are skinned, the animation is played.
  • These elements follow a fixed animation rate of 60 FPS.
  • The last frame persists until it is faded out.
  • The ranking screen will use the 0th frame or the static image.

taiko-hit0.png

Animatable Beatmap Skinnable
Yes (see notes) Yes

Note:

  • Animation name: taiko-hit0-#.png, replace # with indexed count (start frame count at zero)

taiko-hit100.png

Note:

  • Animation name: taiko-hit100-#.png, replace # with indexed count (start frame count at zero)

taiko-hit300.png

Note:

  • Animation name: taiko-hit300-#.png, replace # with indexed count (start frame count at zero)

taiko-hit100k.png

Note:

  • Animation name: taiko-hit100k-#.png, replace # with indexed count (start frame count at zero)

taiko-hit300k.png

Note:

  • Animation name: taiko-hit300k-#.png, replace # with indexed count (start frame count at zero)

taiko-hit300g.png

Animatable Beatmap Skinnable
No (see notes) Yes

Notes:

  • Animation name: taiko-hit300g-#.png, replace # with indexed count (start frame count at zero)
    • If this element is skinned as an animation, the zeroth frame is used.
  • This is only used on the ranking screen in place of taiko-hit300k on the ranking screen.

Notes

taikobigcircle.png

Animatable Beatmap Skinnable
No Yes

Notes:

  • This is used for finisher/big notes.
    • This element is upscaled automatically.
  • This is also used on the hit position.

taikobigcircleoverlay.png

Animatable Beatmap Skinnable
Yes (see notes) Yes

Notes:

  • Animation name: taikobigcircleoverlay-#.png, replace # with indexed count (start frame count at zero)
    • 2 frames only (0 and 1)
      • animation speed depends on BPM
      • animation starts at combo 50
      • speeds up at combo 150
  • This is seen overlaying taikobigcircle.
    • This element is upscaled automatically.
  • This is also used on the hit position.

taikohitcircle.png

Animatable Beatmap Skinnable
No Yes

taikohitcircleoverlay.png

Animatable Beatmap Skinnable
Yes (see notes) Yes

Notes:

  • Animation name: taikohitcircleoverlay-#.png, replace # with indexed count (start frame count at zero)
    • 2 frames only (0 and 1)
      • animation speed depends on BPM
      • animation starts at 50 combo
      • speeds up at 150 combo
  • This is seen overlaying taikohitcircle.

approachcircle.png

Animatable Beatmap Skinnable
Yes Yes

Notes:

  • This is used on the hit position as a border.
  • This element is also used in osu!standard.

taiko-glow.png

Animatable Beatmap Skinnable
Yes No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This is tinted yellow.
  • This is behind the hit position during kiai time, expands when notes are hit

lighting.png

Animatable Beatmap Skinnable
No Yes

Notes:

= This is tinted orange-red.

  • There isn't a need to skin this element for osu!taiko.
    • This element is only visible when using a transparent taiko bar.
  • This pulsates behind the scrolling bar on the hit position during kiai time.

Playfield (upper half)

These parts are above the taiko bar, where the hit objects scroll through.


taiko-slider.png

Animatable Beatmap Skinnable
Yes No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This scrolls in a seamless loop, from the right side towards the left.
  • This is disbaled if the beatmap has a storyboard.

taiko-slider-fail.png

Animatable Beatmap Skinnable
Yes No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This appears when the player misses a note or if the health bar isn't filled up to 50% during a break.
  • This scrolls in a seamless loop, from the right side towards the left.
  • This is disbaled if the beatmap has a storyboard.

taiko-flower-group.png

Animatable Beatmap Skinnable
No (see notes) Yes

Notes:

  • Not an animation; instead, one of the frames will be used when a combo milestone is met
    • Animation name: taiko-flower-group-#.png, replace # with an indexed count (start frame count at zero)
  • This element is really the comboburst of osu!taiko.
    • Appears when combo milestone is met.
  • This image expands and fades in from behind pippidon when it changes to clear state.

Playfield (lower half)

These parts are parts of the drums and the taiko bar.


taiko-bar-left.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This is where the drum goes.

taiko-drum-inner.png

Animatable Beatmap Skinnable
No No (see notes)

Note:

  • Beatmap skinnable status is suspected to be a bug.

taiko-drum-outer.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.

taiko-bar-right.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This element will get stretched to fit screen width.
  • This is the normal state of the scrolling bar.

taiko-bar-right-glow.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This element will get stretched to fit screen width.
  • This is the kiai state of the scrolling bar.
  • This element overlays taiko-bar-right.

Drumrolls

Drumrolls are the equivalent of the osu!standard sliders.


taiko-roll-middle.png

Animatable Beatmap Skinnable
No Yes

Note:

  • This is the track of the roll where the sliderscorepoint are placed on.

taiko-roll-end.png

Animatable Beatmap Skinnable
No Yes

Note:

  • This is the end part of a roll.

sliderscorepoint.png

Animatable Beatmap Skinnable
No Yes

Note:

  • This is the ticks of the roll.

Shaker

Shakers are the equivalent of the osu!standard spinner.


spinner-warning.png

Animatable Beatmap Skinnable
No No

Notes:

  • This is an indicator for the spinner.

spinner-circle.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • For each hit in the spinner happens, the circle rotates anti-clockwise.

spinner-approachcircle.png

Animatable Beatmap Skinnable
No No (see notes)

Notes:

  • Beatmap skinnable status is suspected to be a bug.
  • This is the duration indicator of the spinner.
    • This shrinks over time.