Improve Tech Finesse Lock and add some other minor things (#950)

* Fix VK and overhang detection in Tech Finesse Lock

* Make Tech Finesse Lock overhang logic more lenient

* Add finesse kill to Tech Finesse Lock
(at this point if you still make a finesse error even after getting limited inputs then you have a huge skill issue)

* Disable O rotation in Tech Finesse Lock if no O-spin
+ Added RS name (RS.name, P.RS.name)
+ Added hook_spawn and hook_hold

* Update Zframework

* Fix weird backfire location
This commit is contained in:
NOT_A_ROBOT
2023-09-19 00:15:16 +07:00
committed by GitHub
parent 337293dbe1
commit 009858e2f8
6 changed files with 205 additions and 29 deletions

View File

@@ -345,6 +345,7 @@ function Player:act_hold()
if self.cur then
if self:hold() then
self.keyPressing[8]=false
self:_triggerEvent('hook_hold')
end
end
end
@@ -382,6 +383,7 @@ function Player:act_insLeft(auto)
else
self.ctrlCount=self.ctrlCount+1
end
if auto then self:_triggerEvent('hook_left_auto') end
end
function Player:act_insRight(auto)
if not self.control then return end
@@ -408,6 +410,7 @@ function Player:act_insRight(auto)
else
self.ctrlCount=self.ctrlCount+1
end
if auto then self:_triggerEvent('hook_right_auto') end
end
function Player:act_insDown()
if not self.control then return end
@@ -1495,7 +1498,9 @@ function Player:popNext(ifhold)-- Pop nextQueue to hand
self:hold(true,true)
else-- Next queue is empty, force lose
self:lose(true)
return
end
self:_triggerEvent('hook_spawn')
end
function Player:willDieWith(B)
return B and self:ifoverlap(B.bk,self:getSpawnX(B),self:getSpawnY(B))