0.10.0:回放更新
This commit is contained in:
20
document.txt
20
document.txt
@@ -11,16 +11,15 @@ spin判定:
|
||||
|
||||
攻击系统:
|
||||
普通消除:
|
||||
消1/2/3/4攻击0.25/1.25/2.25/4
|
||||
消1/2/3/4攻击0.5/1.5/2.5/4
|
||||
特殊消除:
|
||||
spin1/2/3攻击2/4/6,若mini则减半
|
||||
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
|
||||
堆楼连击:0,0,1,1,2,2,2,3,3,3,4,4,3, 之后都是2
|
||||
挖掘连击:0,0,1,1,2,2,3,3,4,4,4, 之后都是5
|
||||
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
|
||||
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:将上述伤害之和开根号,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)
|
||||
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
|
||||
|
||||
分数系统:
|
||||
@@ -37,7 +36,7 @@ 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40%)
|
||||
spin1/2/3:+50/100/180(mini变为原来25%)
|
||||
消四:+100
|
||||
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)
|
||||
@@ -67,16 +66,15 @@ Spin detection:
|
||||
|
||||
Attack system:
|
||||
Regular line clears:
|
||||
Single/Double/Triple/Techrash sends 0.25/1.25/2.25/4
|
||||
Single/Double/Triple/Techrash sends 0.5/1.5/2.5/4
|
||||
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
|
||||
Wide Combo: 0, 0, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 3, then 2 afterwards
|
||||
Dig Combo: 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, then 5 afterwards
|
||||
Combo: each combo gives 20% more attack (capped at 200%), extra 1 attack after 3 combo
|
||||
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: square root 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 +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)
|
||||
After calculating all above, the damage value will be rounded down then sent
|
||||
|
||||
Score system:
|
||||
@@ -93,7 +91,7 @@ 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 (x40% if Mini)
|
||||
Spin Single/Double/Triple +50/100/180 (x25% if Mini)
|
||||
Techrash +100
|
||||
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)
|
||||
|
||||
Reference in New Issue
Block a user