@@ -1,6 +1,6 @@
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Gameplay:
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System will offer a series of tetrominoes ("Pieces". There are 7 types), and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), filling a row on the play field will clear it, attack will be sent depending on the type of the line clear (if there is an opponent)
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Survive till the last or complete the level's goal to win.
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The system will provide you with tetrominoes (4-block pieces, with a total of 7 types, and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), and each row filled with the field will be cleared, and depending on the line clear type, an attack will be sent (if there is an opponent)
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Play until the end or achieve the level's goal to win.
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Rotation system:
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Uses Techmino's custom rotation system. Too lazy to write the details
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@@ -14,50 +14,50 @@ Spin detection:
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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 (clearing <=3 lines):
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Normal line clears (1 to 3 lines):
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Sends (lines cleared -0.5) attack
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Special line clears:
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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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- Minis reduces the attack to 25% (x0.25 multiplier)
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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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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 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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Special line clears will the increase B2B gauge, making later special line clears have either a 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 +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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Perfect Clear (also known as All Clear): half the sum of the damage above, plus additional 8 to 20 attack (increasing by 2 in a single round for each PC) 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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||||
The more impressive you play, the more score you get
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The better you play, the higher the score.
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Attack delay:
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Attack from Doubles/Triples take effect the faster, then Techrash, Spins send rather slow attack, and high combos will send the slowest
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B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase delay.
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Attacks from Doubles/Triples take effect the faster, followed by Techrash, Spins, which send slow attacks, and high combos are the slowest
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B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase the delay.
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Countering:
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When you send attack, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
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Unused extra blocking will be discarded, then remaining attack will be sent to your opponent.
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When you send attacks, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
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Any extra blocking you didn't use will be discarded, and the last remaining attack power will be sent to your opponent.
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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/Techrash/Techrash+ +50/100/180/1000/1200 (x25% if Mini)
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||||
The B2B gauge ranges from 0 to 1,200. Special line clears are B2B when the gauge is >=40, and B2B2B if >1,000.
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||||
Normal line clears -250
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||||
Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/1000/1200 (Mini reduces it to 25%)
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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
|
||||
When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method)
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||||
Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 1000 using this method.
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||||
When gauge is above 1,000, a drop without clearing lines decreases it by 4, but cannot drop below 1,000
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||||
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||||
Battle Royale modes:
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||||
Many players play within one game (all opponents are bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. KO-ing another player grants you one badge plus all badge that player has, increasing your attack power.
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Players can select one of 4 attack modes:
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||||
Many players play a game at the same time (against AI bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. Eliminate other players to gain a badge and the player's badge to increase your attack power.
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||||
Players can choose between four attack modes:
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1. Random: Every time you attack, 10% chance to lock onto a random player.
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||||
2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
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||||
3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
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||||
4. Counter: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
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||||
The last survivor wins.
|
||||
4. Attackers: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
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||||
When all opponents have been eliminated, the last player in the match is the winner.
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||||
|
||||
Custom mode:
|
||||
You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.
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||||
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||||
Reference in New Issue
Block a user