文档更新

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MrZ626
2020-09-20 20:20:41 +08:00
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(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
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(
满足三角判定+2分
满足不可移动判定+2分
--满足以上之一就算是spin
满足非第二个test+1分
--如果分数只有2,方块是SZJLT之一,并且没有把当前方块整个消除那么就是mini
攻击系统:
普通消除:
1/2/3/4攻击0.5/1.5/2.5/4
<4行打出[消行数-0.5]攻击
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
如果是spin,打出[2*消行数]攻击,
B2B攻击+[1/1/2/4/8(spin1~5)]
B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
mini减至25%
不是spin但是单次消>=4行,打出[消行数]攻击,
B2B攻击+1
B3B攻击+50%,+1额外抵挡
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
全消:将上述伤害之和减半,再+8~20(本局内递增2),+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
连击:每次连击给予上述攻击[连击数*25%(如果只消一行就是15%)]的加成,12combo达到上限,连击>=3次时再额外加1攻击
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(
@@ -35,19 +43,19 @@ spin判定:
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
普通消除:-250
spin1~5:+[50/100/180/1000/1200](mini变为原来25%)
消四/五:+[100/200]
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)
当点数在1000以上时空放一块-40(不低于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.
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)
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:
@@ -62,19 +70,29 @@ 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
Satisfies "3 corner" rule +2 points
Satisfies "immobile" rule +2 points
- As long as one of the above is true, it is a Spin
If the rotation was not using the second check in the kick table, +1 point
- The Spin is a Mini if it only has 2 points; the piece is one of S, Z, J, L, T; AND the line clear did not clear the entire piece.
Attack system:
Regular line clears:
Single/Double/Triple/Techrash sends 0.5/1.5/2.5/4
Regular line clears (clearing <=3 lines):
Sends (lines cleared -0.5) attack
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
Spin sends (lines cleared x2) attack,
- B2B sends extra 1/1/2/4/8 (for Spin Single/Double/Triple/Techrash/Techrash+ respectively)
- B2B2B sends (lines cleared x0.5), and +1 extra blocking
- If it's a Mini, x0.25
Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
- B2B sends extra 1 attack,
- B2B2B sends 50% more attack and +1 extra blocking.
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)
Perfect Clear: half all damage above, then +8 to +20 attack (increases within a round by +2 per Perfect Clear) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
Combos: All damage above will be given a (combo x25%) bonus, or (combo x15%) if the line clear is a Single, capped at 12 combo. +1 more attack for 3 Combo or more.
After calculating all above, the damage value will be rounded down then sent
Score system:
@@ -91,8 +109,8 @@ Countering:
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 Single/Double/Triple/Qudra/Penta +50/100/180/1000/1200 (x25% if Mini)
Techrash/Techrash+ +100/200
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)