0.10.0:回放更新

This commit is contained in:
MrZ_26
2020-08-03 16:45:08 +08:00
parent 25fe724bf8
commit 5d74d980e9
6 changed files with 736 additions and 692 deletions

View File

@@ -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
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)