文档更新
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70
document.txt
70
document.txt
@@ -1,26 +1,34 @@
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(ENG ver. below)
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游戏方法:
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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)
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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)
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活到最后或者完成目标即胜利.
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旋转系统:
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使用Techmino专属旋转系统,细节懒得写(
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spin判定:
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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(
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满足三角判定+2分
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满足不可移动判定+2分
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--满足以上之一就算是spin
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满足非第二个test+1分
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--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
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攻击系统:
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普通消除:
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消1/2/3/4攻击0.5/1.5/2.5/4
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消<4行打出[消行数-0.5]攻击
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特殊消除:
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spin1/2/3攻击2/4/6,若mini则减至一半
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B2B:加1(techrash/spin1/spin2)或2(spin3)攻击
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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
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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
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如果是spin,打出[2*消行数]攻击,
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B2B攻击+[1/1/2/4/8(spin1~5)]
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B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
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mini减至25%
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不是spin但是单次消>=4行,打出[消行数]攻击,
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B2B攻击+1
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B3B攻击+50%,+1额外抵挡
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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)
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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
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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)
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根据上述规则计算后,向下取整,攻击打出
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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)
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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
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根据上述规则计算后,向下取整,攻击打出
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分数系统:
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操作越牛逼得分越高嗷(
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@@ -35,19 +43,19 @@ spin判定:
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back to back(B2B)点数说明:
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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
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普通消除-250
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spin1/2/3:+50/100/180(mini变为原来25%)
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消四:+100
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普通消除:-250
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spin1~5:+[50/100/180/1000/1200](mini变为原来25%)
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消四/五:+[100/200]
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空spin:+20,此法得到的点数不能超过1000
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当点数在1000以上时空放一块-40(不减到低于1000)
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当点数在1000以上时空放一块-40(不低于1000)
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混战模式说明:
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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.
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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.
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玩家可选四个攻击模式:
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1.随机:每次攻击后10%随机挑选一个玩家锁定
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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
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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)
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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)
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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)
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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)
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坚持到最后的玩家就是胜利者.
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自定义模式说明:
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@@ -62,19 +70,29 @@ Rotation system:
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Uses Techmino's custom rotation system. Too lazy to write the details
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Spin detection:
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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
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Satisfies "3 corner" rule +2 points
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Satisfies "immobile" rule +2 points
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- As long as one of the above is true, it is a Spin
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If the rotation was not using the second check in the kick table, +1 point
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- 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.
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Attack system:
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Regular line clears:
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Single/Double/Triple/Techrash sends 0.5/1.5/2.5/4
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Regular line clears (clearing <=3 lines):
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Sends (lines cleared -0.5) attack
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Special line clears:
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Spin Single/Double/Triple sends 2/4/6, half if Mini
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B2B: +1 (Techrash/Spin Single/Spin Double) or +2 (Spin Triple)
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B2B2B/B3B: In addition to B2B, +1 if Techrash, +(0.5 * lines cleared) if Spin, and in both cases +1 additional blocking
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Combo: each combo gives 20% more attack (capped at 200%), extra 1 attack after 3 combo
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Spin sends (lines cleared x2) attack,
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- B2B sends extra 1/1/2/4/8 (for Spin Single/Double/Triple/Techrash/Techrash+ respectively)
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- B2B2B sends (lines cleared x0.5), and +1 extra blocking
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- If it's a Mini, x0.25
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Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
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- B2B sends extra 1 attack,
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- B2B2B sends 50% more attack and +1 extra blocking.
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Special line clears will increase B2B gauge, making later special line clears have 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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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)
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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)
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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.
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After calculating all above, the damage value will be rounded down then sent
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Score system:
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@@ -91,8 +109,8 @@ Countering:
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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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A regular line clear -250
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Spin Single/Double/Triple +50/100/180 (x25% if Mini)
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Techrash +100
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Spin Single/Double/Triple/Qudra/Penta +50/100/180/1000/1200 (x25% if Mini)
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Techrash/Techrash+ +100/200
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Spin without clearing lines +20, but gauge cannot exceed 1,000 with this method
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When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method)
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