b3b触发点和上限都减小200,变为800和1000
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@@ -41,12 +41,12 @@ spin判定:
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没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手
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back to back(B2B)点数说明:
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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
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B2B点数的范围在0~1000,在点数>=50时进行特殊消除为B2B,>800时特殊消除为B3B
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普通消除:-250
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spin1~5:+[50/100/180/1000/1200](mini变为原来25%)
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spin1~5:+[50/100/180/800/1000](mini变为原来50%)
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消四/五:+[100/200]
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空spin:+20,此法得到的点数不能超过1000
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当点数在1000以上时空放一块-40(不低于1000)
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空spin:+20,此法得到的点数不能超过800
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当点数在800以上时空放一块-40(不低于800)
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混战模式说明:
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许多玩家同时进行一局游戏(对手都是AI,不是真人).随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
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@@ -43,12 +43,12 @@ Countering:
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Any extra blocking you didn't use will be discarded, and finally the 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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The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is >=50, B2B2B if >800.
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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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Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/800/1000 (x50% if Mini)
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Techrash/Techrash+ +100/200
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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 40, but cannot drop below 1,000
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Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
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When gauge is above 800, a drop without clearing lines decreases it by 40, but cannot drop below 800
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Battle Royale 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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@@ -444,12 +444,12 @@ function draw.norm(P)
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--B2B indictator
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local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
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gc_setColor(.8,1,.2)
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gc_rectangle("fill",-14,599,11,-b*.5)
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gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=1e3 and COLOR.lRed or COLOR.lBlue)
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gc_rectangle("fill",-14,599,11,-a*.5)
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gc_rectangle("fill",-14,599,11,-b*.6)
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gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=800 and COLOR.lRed or COLOR.lBlue)
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gc_rectangle("fill",-14,599,11,-a*.6)
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gc_setColor(1,1,1)
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if t%.5<.3 then
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gc_rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
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gc_rectangle("fill",-15,b<40 and 568.5 or 118.5,13,3)
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end
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--LockDelay indicator
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@@ -747,7 +747,7 @@ do--Player.drop(P)--Place piece
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{300,1200,1700,4000,6000},--I
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{220,800,2000,3000,8000,26000},--Else
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}--B2Bmul:1.2/2.0; Mini*=.6
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local b2bPoint={50,100,180,1000,1200,9999}
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local b2bPoint={50,100,180,800,1000,9999}
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local b2bATK={3,5,8,12,18}
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local reAtk={0,0,1,1,1,2,2,3,3}
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@@ -1052,7 +1052,7 @@ do--Player.drop(P)--Place piece
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cmb=cmb+1
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if dospin then
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cscore=(spinSCR[CB.name]or spinSCR[8])[cc]
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if P.b2b>1000 then
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if P.b2b>800 then
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P:showText(text.b3b..text.block[CB.name]..text.spin.." "..text.clear[cc],0,-30,35,"stretch")
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atk=b2bATK[cc]+cc*.5
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exblock=exblock+1
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@@ -1094,7 +1094,7 @@ do--Player.drop(P)--Place piece
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end
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elseif cc>=4 then
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cscore=cc==4 and 1000 or cc==5 and 1500 or 2000
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if P.b2b>1000 then
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if P.b2b>800 then
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P:showText(text.b3b..text.clear[cc],0,-30,50,"fly")
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atk=4*cc-10
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sendTime=100
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@@ -1134,7 +1134,7 @@ do--Player.drop(P)--Place piece
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exblock=exblock+2
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sendTime=sendTime+120
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if STAT.row+cc>4 then
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P.b2b=1200
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P.b2b=1000
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cscore=cscore+300*min(6+STAT.pc,10)
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else
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cscore=cscore+626
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@@ -1184,7 +1184,7 @@ do--Player.drop(P)--Place piece
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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>1200 then P.b2b=1200 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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if GAME.modeEnv.royaleMode then
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@@ -1258,8 +1258,8 @@ do--Player.drop(P)--Place piece
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cscore=30
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end
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if P.b2b>1000 then
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P.b2b=max(P.b2b-40,1000)
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if P.b2b>800 then
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P.b2b=max(P.b2b-40,800)
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end
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P:garbageRelease()
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end
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