Update document_en.txt
Fix a few bugs that MattMaguya didn't catch
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@@ -1,5 +1,5 @@
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Gameplay:
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The system will provide you with tetrominoes (4-block pieces, with a total of 7 types, and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), and each row filled with the field will be cleared, and depending on the line clear type, an attack will be sent (if there is an opponent)
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The system will provide you with tetrominoes (4-block pieces), with a total of 7 types, and the player needs to control them (move left and right, rotate 90, 180 or 270 degrees), and each row filled with the field will be cleared, and depending on the line clear type, an attack will be sent (if there is an opponent)
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Play until the end or achieve the level's goal to win.
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Rotation system:
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@@ -23,7 +23,7 @@ Attack system:
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- Minis reduces the attack to 25% (x0.25 multiplier)
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Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 blocking
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Special line clears will the increase B2B gauge, making later special line clears have either a B2B or B2B2B bonus (see below)
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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
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@@ -35,12 +35,12 @@ Score system:
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The better you play, the higher the score.
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Attack delay:
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Attacks from Doubles/Triples take effect the faster, followed by Techrash, Spins, which send slow attacks, and high combos are the slowest
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B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase the delay.
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Attacks from Doubles/Triples take effect the fastest, followed by Techrash, Spins, which send slow attacks, and high combos are the slowest
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For B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase the delay.
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Countering:
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When you send attacks, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
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Any extra blocking you didn't use will be discarded, and the last remaining attack power will be sent to your opponent.
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Any extra blocking you didn't use will be discarded, and finally the remaining attack power will be sent to your opponent.
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Back to Back (B2B) gauge:
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The B2B gauge ranges from 0 to 1,200. Special line clears are B2B if the gauge is >=40, B2B2B if >1,000.
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@@ -48,7 +48,7 @@ Back to Back (B2B) gauge:
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Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/1000/1200 (x25% if Mini)
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Techrash/Techrash+ +100/200
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Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 1000 using this method.
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When gauge is above 1,000, a drop without clearing lines decreases it by 4, but cannot drop below 1,000
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When gauge is above 1,000, a drop without clearing lines decreases it by 40, but cannot drop below 1,000
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Battle Royale modes:
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Many players play a game at the same time (against AI bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. Eliminate other players to gain a badge and the player's badge to increase your attack power.
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