Add easier Classic modes (#302)
* Remove SDARR limitation on Rhythm
* Remove SDARR limitation on Rhythm
* Remove SDARR limitation on Rhythm
* Revert "Remove SDARR limitation on Rhythm"
This reverts commit 1a0a56bbf6.
* Add classic modes: easy and normal
(Easy: lvl9 start, Normal: lvl15 start)
* fixed typos
* Updated map
This commit is contained in:
committed by
MrZ626
parent
6f715a663a
commit
30ed4179d6
54
parts/eventsets/classic_e.lua
Normal file
54
parts/eventsets/classic_e.lua
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@@ -0,0 +1,54 @@
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return{
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das=16,
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arr=6,
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sddas=2,
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sdarr=2,
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irs=false,
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ims=false,
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drop=6,
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lock=6,
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wait=10,
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fall=25,
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freshLimit=0,
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fieldH=19,
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nextCount=1,
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holdCount=0,
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RS='Classic',
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sequence='rnd',
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noTele=true,
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keyCancel={5,6},
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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mStr(r<11 and 9 or r<22 and r or("%02x"):format(r*10-220),63,210)
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mText(drawableText.speedLV,63,290)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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task=function(P)
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P.modeData.target=10
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end,
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dropPiece=function(P)
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local D=P.modeData
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if P.stat.row>=D.target then
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D.target=D.target+10
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if D.target==110 then
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P.gameEnv.drop,P.gameEnv.lock=5,5
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SFX.play('blip_1')
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elseif D.target==140 then
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P.gameEnv.drop,P.gameEnv.lock=4,4
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SFX.play('blip_1')
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elseif D.target==170 then
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P.gameEnv.drop,P.gameEnv.lock=3,3
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SFX.play('blip_1')
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elseif D.target==200 then
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P.gameEnv.drop,P.gameEnv.lock=2,2
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SFX.play('blip_1')
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elseif D.target==300 then
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P.gameEnv.drop,P.gameEnv.lock=1,1
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SFX.play('blip_1')
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else
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SFX.play('reach')
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end
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end
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end,
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}
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48
parts/eventsets/classic_n.lua
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48
parts/eventsets/classic_n.lua
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@@ -0,0 +1,48 @@
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return{
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das=16,
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arr=6,
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sddas=2,
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sdarr=2,
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irs=false,
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ims=false,
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drop=4,
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lock=4,
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wait=10,
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fall=25,
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freshLimit=0,
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fieldH=19,
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nextCount=1,
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holdCount=0,
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RS='Classic',
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sequence='rnd',
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noTele=true,
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keyCancel={5,6},
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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mStr(r<11 and 15 or r<22 and r+5 or("%02x"):format(r*10-220),63,210)
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mText(drawableText.speedLV,63,290)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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task=function(P)
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P.modeData.target=10
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end,
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dropPiece=function(P)
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local D=P.modeData
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if P.stat.row>=D.target then
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D.target=D.target+10
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if D.target==110 then
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P.gameEnv.drop,P.gameEnv.lock=3,3
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SFX.play('blip_1')
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elseif D.target==140 then
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P.gameEnv.drop,P.gameEnv.lock=2,2
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SFX.play('blip_1')
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elseif D.target==240 then
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P.gameEnv.drop,P.gameEnv.lock=1,1
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SFX.play('blip_1')
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else
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SFX.play('reach')
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end
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end
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end,
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}
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@@ -789,6 +789,8 @@ return{
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['blind_l']= {"Invisible", "SUDDEN+", "For professionals."},
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['blind_u']= {"Invisible", "?", "Are you ready?"},
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['blind_wtf']= {"Invisible", "WTF", "You're not ready."},
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['classic_e']= {"Classic", "EASY", "A very low-speed recreation from the 80s."},
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['classic_n']= {"Classic", "NORMAL", "A low-speed recreation from the 80s."},
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['classic_h']= {"Classic", "HARD", "A medium speed recreation from the 80s."},
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['classic_l']= {"Classic", "LUNATIC", "A high-speed recreation from the 80s."},
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['classic_u']= {"Classic", "ULTIMATE", "A very high-speed recreation from the 80s."},
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@@ -21,7 +21,7 @@ return{
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{name='dig_100l', x=-600, y=-200, size=40,shape=1,icon="dig_sprint", unlock={'dig_400l'}},
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{name='dig_400l', x=-800, y=-200, size=40,shape=1,icon="dig_sprint"},
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{name='marathon_n', x=0, y=-600, size=60,shape=1,icon="marathon", unlock={'marathon_h','rhythm_e','solo_e','round_e','blind_e','classic_h','survivor_e','bigbang','zen'}},
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{name='marathon_n', x=0, y=-600, size=60,shape=1,icon="marathon", unlock={'marathon_h','rhythm_e','solo_e','round_e','blind_e','classic_e','survivor_e','bigbang','zen'}},
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{name='marathon_h', x=0, y=-800, size=50,shape=1,icon="marathon", unlock={'master_n'}},
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{name='solo_e', x=-600, y=-1000, size=40,shape=1,icon="solo", unlock={'solo_n'}},
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@@ -61,9 +61,11 @@ return{
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{name='blind_u', x=150, y=-1100, size=30,shape=3,icon="hidden", unlock={'blind_wtf'}},
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{name='blind_wtf', x=150, y=-1200, size=25,shape=2,icon="hidden"},
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{name='classic_h', x=-150, y=-950, size=40,shape=2,icon="classic", unlock={'classic_l'}},
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{name='classic_l', x=-150, y=-1100, size=40,shape=2,icon="classic", unlock={'classic_u'}},
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{name='classic_u', x=-150, y=-1250, size=40,shape=2,icon="classic"},
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{name='classic_e', x=-150, y=-825, size=40,shape=1,icon="classic", unlock={'classic_n'}},
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{name='classic_n', x=-150, y=-950, size=40,shape=3,icon="classic", unlock={'classic_h'}},
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{name='classic_h', x=-150, y=-1075, size=40,shape=2,icon="classic", unlock={'classic_l'}},
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{name='classic_l', x=-150, y=-1200, size=40,shape=2,icon="classic", unlock={'classic_u'}},
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{name='classic_u', x=-150, y=-1325, size=40,shape=2,icon="classic"},
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{name='survivor_e', x=300, y=-600, size=40,shape=1,icon="survivor", unlock={'survivor_n'}},
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{name='survivor_n', x=500, y=-600, size=40,shape=1,icon="survivor", unlock={'survivor_h','attacker_h','defender_n','dig_h'}},
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31
parts/modes/classic_e.lua
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31
parts/modes/classic_e.lua
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@@ -0,0 +1,31 @@
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return{
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color=COLOR.lBlue,
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env={
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center=0,ghost=0,
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smooth=false,
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face={0,0,2,2,2,0,0},
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eventSet='classic_e',
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bg='rgb',bgm='magicblock',
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},
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slowMark=true,
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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mStr(r<11 and 9 or r<22 and r or("%02x"):format(r*10-220),63,210)
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mText(drawableText.speedLV,63,290)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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score=function(P)return{P.stat.score,P.stat.row}end,
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scoreDisp=function(D)return D[1].." "..D[2].." Lines"end,
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comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]<b[2]end,
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getRank=function(P)
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local L=P.stat.row
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return
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L>=150 and 5 or
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L>=120 and 4 or
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L>=90 and 3 or
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L>=60 and 2 or
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L>=40 and 1 or
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L>=10 and 0
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end,
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}
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31
parts/modes/classic_n.lua
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31
parts/modes/classic_n.lua
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@@ -0,0 +1,31 @@
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return{
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color=COLOR.lBlue,
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env={
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center=0,ghost=0,
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smooth=false,
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face={0,0,2,2,2,0,0},
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eventSet='classic_n',
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bg='rgb',bgm='magicblock',
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},
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slowMark=true,
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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mStr(r<11 and 15 or r<22 and r+5 or("%02x"):format(r*10-220),63,210)
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mText(drawableText.speedLV,63,290)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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score=function(P)return{P.stat.score,P.stat.row}end,
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scoreDisp=function(D)return D[1].." "..D[2].." Lines"end,
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comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]<b[2]end,
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getRank=function(P)
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local L=P.stat.row
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return
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L>=110 and 5 or
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L>=80 and 4 or
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L>=50 and 3 or
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L>=30 and 2 or
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L>=10 and 1 or
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L>=1 and 0
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end,
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}
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