大量master模式参数移入规则包

彻底移除历史遗留的L和U难度
This commit is contained in:
MrZ626
2021-10-11 02:00:30 +08:00
parent 3eddb524d0
commit 993866ab5b
15 changed files with 29 additions and 217 deletions

View File

@@ -3,10 +3,15 @@ local sectionName={"D","C","B","A","A+","S-","S","S+","S+","SS","SS","U","U","X"
local passPoint=16
return{
drop=0,
lock=15,
wait=15,
fall=6,
drop=0,lock=15,
wait=15,fall=6,
noTele=true,
minarr=1,
nextCount=3,
sequence='hisPool',
visible='fast',
freshLimit=15,
noInitSZO=true,
mesDisp=function(P)
local h=(3600-P.stat.frame)/10
if h>0 then

View File

@@ -1,8 +1,10 @@
return{
drop=0,
lock=12,
wait=10,
fall=10,
drop=0,lock=12,
wait=10,fall=10,
noTele=true,
das=5,arr=1,
freshLimit=15,
easyFresh=false,bone=true,
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,

View File

@@ -7,6 +7,8 @@ return{
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
noTele=true,
das=6,arr=1,
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,

View File

@@ -1,54 +0,0 @@
local rush_lock={20,18,16,15,14}
local rush_wait={12,10, 9, 8, 7}
local rush_fall={18,16,14,13,12}
return{
drop=0,
lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,
dropPiece=function(P)
local D=P.modeData
local c=#P.clearedRow
if c==0 and D.pt%100==99 then return end
local s=c<3 and c+1 or c==3 and 5 or 7
if P.combo>7 then s=s+2
elseif P.combo>3 then s=s+1
end
D.pt=D.pt+s
if D.pt%100==99 then
SFX.play('blip_1')
elseif D.pt>=D.target then--Level up!
s=D.target/100
local E=P.gameEnv
BG.set(s==1 and'bg1'or s==2 and'bg2'or s==3 and'rainbow'or 'rainbow2')
E.lock=rush_lock[s]
E.wait=rush_wait[s]
E.fall=rush_fall[s]
E.das=10-s
if s==2 then
E.arr=2
elseif s==4 then
E.bone=true
end
if s==5 then
D.pt=500
P:win('finish')
else
D.target=D.target+100
P:stageComplete(s)
end
SFX.play('reach')
end
end,
task=function(P)
P.modeData.pt=0
P.modeData.target=100
end,
}

View File

@@ -7,6 +7,8 @@ return{
lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
noTele=true,
das=10,arr=3,
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,

View File

@@ -1,9 +1,15 @@
return
{
drop=0,
lock=15,
wait=10,
fall=10,
drop=0,lock=15,
wait=10,fall=10,
noTele=true,
das=5,arr=1,
nextCount=2,
sequence='his',
mission={4,4,4,64},
missionKill=true,
freshLimit=12,
noInitSZO=true,
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,

View File

@@ -1,63 +0,0 @@
local death_lock={12,11,10,9,8, 7,7,7,6,6}
local death_wait={10, 9, 8,7,6, 6,5,4,4,3}
local death_fall={10, 9, 8,7,6, 5,5,4,3,3}
return{
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
mesDisp=function(P)
PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
end,
dropPiece=function(P)
local D=P.modeData
local c=#P.clearedRow
if c==0 and D.pt%100==99 then return end
local s=c<3 and c+1 or c==3 and 5 or 7
if P.combo>7 then s=s+2
elseif P.combo>3 then s=s+1
end
D.pt=D.pt+s
if D.pt%100==99 then
SFX.play('blip_1')
elseif D.pt>=D.target then--Level up!
s=D.target/100
local E=P.gameEnv
SFX.play('reach')
E.lock=death_lock[s]
E.wait=death_wait[s]
E.fall=death_fall[s]
E.das=math.floor(6.9-s*.4)
if s==1 then
BG.set('rainbow')
elseif s==2 then
BG.set('rainbow2')
elseif s==3 then
BG.set('glow')
elseif s==5 then
if P.stat.frame>183*60 then
D.pt=500
P:win('finish')
return
else
P.gameEnv.freshLimit=10
BG.set('lightning')
BGM.play('secret7th remix')
end
elseif s==10 then
D.pt=1000
P:win('finish')
return
end
D.target=D.target+100
P:stageComplete(s)
end
end,
task=function(P)
P.modeData.pt=0
P.modeData.target=100
end,
}

View File

@@ -127,10 +127,6 @@ return{
{name='sprintSym'},
{name='techrash_u'},
--Old
{name='master_l'},
{name='master_u'},
--Special
{name='custom_puzzle'},
{name='custom_clear'},

View File

@@ -3,13 +3,6 @@ local sectionName={"D","C","B","A","A+","S-","S","S+","S+","SS","SS","U","U","X"
return{
color=COLOR.lBlue,
env={
noTele=true,
minarr=1,
nextCount=3,
sequence='hisPool',
visible='fast',
freshLimit=15,
noInitSZO=true,
eventSet='master_ex',
bg='blockspace',bgm='hope',
},

View File

@@ -1,10 +1,6 @@
return{
color=COLOR.lGray,
env={
noTele=true,
das=5,arr=1,
freshLimit=15,
easyFresh=false,bone=true,
sequence="bagES",
eventSet='master_final',
bg='lightning',bgm='rectification',

View File

@@ -1,8 +1,6 @@
return{
color=COLOR.red,
env={
noTele=true,
das=6,arr=1,
freshLimit=15,
sequence="bagES",
eventSet='master_h',

View File

@@ -1,33 +0,0 @@
return{
color=COLOR.red,
env={
noTele=true,
das=9,arr=3,
freshLimit=15,
sequence="bagES",
eventSet='master_l',
bg='bg1',bgm='secret8th',
},
slowMark=true,
score=function(P)return{P.modeData.pt,P.stat.time}end,
scoreDisp=function(D)return D[1].."P "..STRING.time(D[2])end,
comp=function(a,b)
return a[1]>b[1]or(a[1]==b[1]and a[2]<b[2])
end,
getRank=function(P)
local S=P.modeData.pt
if S==500 then
local T=P.stat.time
return
T<=170 and 5 or
T<=200 and 4 or
3
else
return
S>=460 and 3 or
S>=350 and 2 or
S>=200 and 1 or
S>=50 and 0
end
end,
}

View File

@@ -1,8 +1,6 @@
return{
color=COLOR.red,
env={
noTele=true,
das=10,arr=3,
sequence="bagES",
freshLimit=15,
eventSet='master_n',

View File

@@ -1,14 +1,6 @@
return{
color=COLOR.black,
env={
noTele=true,
das=5,arr=1,
nextCount=2,
sequence='his',
mission={4,4,4,64},
missionKill=true,
freshLimit=12,
noInitSZO=true,
eventSet='master_ph',
bg='blockspace',bgm='super7th',
},

View File

@@ -1,28 +0,0 @@
return{
color=COLOR.red,
env={
noTele=true,
das=6,arr=1,
freshLimit=15,
sequence="bagES",
eventSet='master_u',
bg='bg2',bgm='secret7th',
},
slowMark=true,
score=function(P)return{P.modeData.pt,P.stat.time}end,
scoreDisp=function(D)return D[1].."P "..STRING.time(D[2])end,
comp=function(a,b)
return a[1]>b[1]or(a[1]==b[1]and a[2]<b[2])
end,
getRank=function(P)
local S=P.modeData.pt
return
S>=1000 and 5 or
S>=800 and 4 or
S>=500 and 3 or
S>=300 and 2 or
S>=100 and 1 or
S>=50 and 0
end,
}