削弱PC攻击力
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@@ -36,7 +36,7 @@ Attack system:
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Attack +2, Extra Blocking +2
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Attack +2, Extra Blocking +2
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Perfect Clear (aka All Clear):
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Perfect Clear (aka All Clear):
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half the sum of the damage above, plus additional 8 to 20 attack (increasing by 2 in a single round for each PC)
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take the greater of 8 to 20 attack (increasing by 2 in a single round for each PC) and the sum of the damage above
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then +2 extra blocking.(note: if lines cleared in this round >4, then B2B gauge will be filled)
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then +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% for Single clear) (capped at 12 combo),
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Combos: All damage above will be given a (combo x25%) bonus, or (combo x15% for Single clear) (capped at 12 combo),
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@@ -28,7 +28,7 @@ spin判定:
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B3B攻击+50%,+1额外抵挡
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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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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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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+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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全消:全消伤害为8~16(本局内递增2),和上述其他伤害取大,然后+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%(上限12连)(如果只消一行就是15%)]的加成,>=3次时再额外加1攻击
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连击:每次连击给予上述攻击[连击数*25%(上限12连)(如果只消一行就是15%)]的加成,>=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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根据上述规则计算后,向下取整,攻击打出
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@@ -1170,10 +1170,33 @@ do--Player.drop(P)--Place piece
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VOC.play(clearVoice[cc],CHN)
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VOC.play(clearVoice[cc],CHN)
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end
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end
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--PC/HPC bonus
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--Normal clear, reduce B2B point
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if not piece.special then
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P.b2b=max(P.b2b-250,0)
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if P.b2b<50 and ENV.b2bKill then
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finish=true
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end
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P:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3)
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atk=cc-.5
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sendTime=20+int(atk*20)
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cscore=cscore+clearSCR[cc]
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end
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--Combo bonus
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sendTime=sendTime+25*cmb
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if cmb>1 then
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atk=atk*(1+(cc==1 and .15 or .25)*min(cmb-1,12))
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if cmb>=3 then
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atk=atk+1
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end
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P:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and"appear"or"flicker")
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cscore=cscore+min(50*cmb,500)*(2*cc-1)
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end
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--PC/HPC
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if clear and #P.field==0 then
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if clear and #P.field==0 then
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P:showText(text.PC,0,-80,50,"flicker")
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P:showText(text.PC,0,-80,50,"flicker")
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atk=atk*.5+min(8+STAT.pc*2,20)
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atk=max(atk,min(8+STAT.pc*2,16))
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exblock=exblock+2
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exblock=exblock+2
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sendTime=sendTime+120
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sendTime=sendTime+120
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if STAT.row+cc>4 then
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if STAT.row+cc>4 then
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@@ -1204,29 +1227,6 @@ do--Player.drop(P)--Place piece
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piece.special=true
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piece.special=true
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end
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end
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--Normal clear, reduce B2B point
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if not piece.special then
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P.b2b=max(P.b2b-250,0)
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if P.b2b<50 and ENV.b2bKill then
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finish=true
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end
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P:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3)
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atk=cc-.5
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sendTime=20+int(atk*20)
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cscore=cscore+clearSCR[cc]
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end
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--Combo bonus
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sendTime=sendTime+25*cmb
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if cmb>1 then
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atk=atk*(1+(cc==1 and .15 or .25)*min(cmb-1,12))
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if cmb>=3 then
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atk=atk+1
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end
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P:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and"appear"or"flicker")
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cscore=cscore+min(50*cmb,500)*(2*cc-1)
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end
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if P.b2b>1000 then P.b2b=1000 end
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if P.b2b>1000 then P.b2b=1000 end
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--Bonus atk/def when focused
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--Bonus atk/def when focused
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