(ENG ver. below)
游戏方法:
	系统会提供的一个个四联骨牌("方块",总共7种),玩家需要控制(左右移动和旋转90,180,270度),每填满场地的一行就会将其消除,根据消除方式会给对手攻击（如果有对手的话）
	活到最后或者完成目标即胜利.

旋转系统:
	使用Techmino专属旋转系统,细节懒得写(

spin判定:
	结合了不可移动判定和三角判定,是否为mini也与判定过程数据有关,细节也懒得写(

攻击系统:
	普通消除:
		消1/2/3/4攻击0.5/1.5/2.5/4
	特殊消除:
		spin1/2/3攻击2/4/6,若mini则减至一半
		B2B:加1(techrash/spin1/spin2)或2(spin3)攻击
		B3B:在B2B效果之上消四再加1,spin再加0.5*消行数攻击,二者都+1额外抵挡
		连击:给予上述攻击[连击数*20%]的加成,上限200%,连消3次之后额外加1攻击
	特殊消除会增加B2B点数,让之后的特殊消除获得B2B(B3B)增益(详细说明见下文)
	半全消("下方有剩余方块"的全消,如果是I消1行则必须不剩余玩家放置的方块):伤害+2,额外抵挡+2
	全消:将上述伤害之和减半，再+6~12(本局内递增)+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
	根据上述规则计算后，向下取整，攻击打出

分数系统:
	操作越牛逼得分越高嗷(

攻击延迟:
	消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
	B2B或者B3B增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度

抵消逻辑:
	发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
	没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手

back to back(B2B)点数说明:
	B2B点数的范围在0~1200,在点数>=40时进行特殊消除为B2B,>1000时特殊消除为B3B
	普通消除-250
	spin1/2/3:+50/100/180(mini变为原来25%)
	消四:+100
	空spin:+20,此法得到的点数不能超过1000
	当点数在1000以上时空放一块-40(不减到低于1000)

混战模式说明:
	许多玩家同时进行一局游戏（对手都是AI,不是真人）.随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
	玩家可选四个攻击模式:
		1.随机:每次攻击后10%随机挑选一个玩家锁定
		2.最多徽章:攻击后或者锁定玩家死亡时锁定徽章最多的玩家
		3.最高:攻击后或者锁定玩家死亡时锁定场地最高的玩家（每秒刷新）
		4.反击:攻击所有锁定自己的玩家（攻击AOE）,若未被任何人锁定则攻击随机玩家(不锁定)
	坚持到最后的玩家就是胜利者.

自定义模式说明:
	玩家可以自由调整大多数参数(不包括上述各种游戏模式的特殊效果),也可以画一个场地去消除或者是作为提示模板来进行拼图模式.
	在拼图模式下,按功能键切换是否展示提示.其中打"X"的格子不允许有方块,空的格子可以是任何状态,普通的七种彩色方块必须颜色对应,垃圾行方块的为止只要有方块就可以,但是不能是空气,玩家拼出自己画的图后就会判定胜利.

Gameplay:
	System will offer a series of tetrominoes ("Pieces". There are 7 types), and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), filling a row on the play field will clear it, attack will be sent depending on the type of the line clear (if there is an opponent)
	Survive till the last or complete the level's goal to win.

Rotation system:
	Uses Techmino's custom rotation system. Too lazy to write the details

Spin detection:
	Combines immobile and 3-corner detection, and whether a spin is mini also depends on the data used for detection. Also too lazy to write the details

Attack system:
	Regular line clears:
		Single/Double/Triple/Techrash sends 0.5/1.5/2.5/4
	Special line clears:
		Spin Single/Double/Triple sends 2/4/6, half if Mini
		B2B: +1 (Techrash/Spin Single/Spin Double) or +2 (Spin Triple)
		B2B2B/B3B: In addition to B2B, +1 if Techrash, +(0.5 * lines cleared) if Spin, and in both cases +1 additional blocking
		Combo: each combo gives 20% more attack (capped at 200%), extra 1 attack after 3 combo
	Special line clears will increase B2B gauge, making later special line clears have B2B or B2B2B bonus (see below)
	Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2
	Perfect Clear: half all damage above, then +6 to +12 attack (increases within a round) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
	After calculating all above, the damage value will be rounded down then sent

Score system:
	The more impressive you play, the more score you get

Attack delay:
	Attack from Doubles/Triples take effect the faster, then Techrash, Spins send rather slow attack, and high combos will send the slowest
	B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase delay.

Countering:
	When you send attack, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
	Unused extra blocking will be discarded, then remaining attack will be sent to your opponent.

Back to Back (B2B) gauge:
	The B2B gauge ranges from 0 to 1,200. Special line clears are B2B if the gauge is >=40, B2B2B if >1,000.
	A regular line clear -250
	Spin Single/Double/Triple +50/100/180 (x25% if Mini)
	Techrash +100
	Spin without clearing lines +20, but gauge cannot exceed 1,000 with this method
	When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method)

Battle Royale modes:
	Many players play within one game (all opponents are bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. KO-ing another player grants you one badge plus all badge that player has, increasing your attack power.
	Players can select one of 4 attack modes:
		1. Random: Every time you attack, 10% chance to lock onto a random player.
		2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
		3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
		4. Counter: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
	The last survivor wins.

Custom mode:
	You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.
	In build (puzzle) mode, you can toggle template display with Function key. Cells with a X cannot have blocks; empty cells can be in any state; regular colored cells have to be made of the corresponding block; garbage-colored cells can be any block but not air. Once you make the shape, you will win.

附录Appendix:
ZXC's cool O-spin map:XY0BCgAwCAIR7v9vHtUSt8AS0xKqgpnNGyXkrmFNePf6qi3BbQPrHT2Owxe6D66NeKi86dwB