Compare commits
7 Commits
pre0.17.2-
...
pre0.17.2-
| Author | SHA1 | Date | |
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a7a2124bb6 | ||
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9399938be0 | ||
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195f9b2c46 | ||
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d7546e5f41 | ||
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888909b48c | ||
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d68f732884 | ||
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5243ed0c6b |
4
main.lua
4
main.lua
@@ -51,8 +51,8 @@ local _LOADTIME_=TIME()
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--Load modules
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Z=require'Zframework'
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FONT.load{
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norm='parts/fonts/proportional.ttf',
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mono='parts/fonts/monospaced.ttf',
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norm='parts/fonts/proportional.otf',
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mono='parts/fonts/monospaced.otf',
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}
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FONT.setDefault('norm')
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FONT.setFallback('norm')
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38
parts/eventsets/classic_l.lua
Normal file
38
parts/eventsets/classic_l.lua
Normal file
@@ -0,0 +1,38 @@
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return{
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das=16,arr=6,
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sddas=2,sdarr=2,
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irs=false,ims=false,
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drop=2,
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lock=2,
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wait=10,
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fall=25,
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freshLimit=0,
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fieldH=19,
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nextCount=1,holdCount=0,
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RS='Classic',
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sequence='rnd',
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noTele=true,
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keyCancel={5,6},
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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mStr(r<11 and 19 or r<22 and r+8 or("%02x"):format(r*10-220),63,210)
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mText(drawableText.speedLV,63,290)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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task=function(P)
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P.modeData.target=10
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end,
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dropPiece=function(P)
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local D=P.modeData
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if P.stat.row>=D.target then
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D.target=D.target+10
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if D.target==200 then
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P.gameEnv.drop,P.gameEnv.lock=1,1
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SFX.play('blip_1')
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else
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SFX.play('reach')
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end
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end
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end,
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}
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BIN
parts/fonts/Japan.otf
Normal file
BIN
parts/fonts/Japan.otf
Normal file
Binary file not shown.
BIN
parts/fonts/Monospaced.otf
Normal file
BIN
parts/fonts/Monospaced.otf
Normal file
Binary file not shown.
BIN
parts/fonts/Proportional.otf
Normal file
BIN
parts/fonts/Proportional.otf
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -563,7 +563,7 @@ return{
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pro="アドバンス",
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icon="アイコン",
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sfx="効果音",
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vib="VIB",
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vib="振動",
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alpha="Alpha",
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track="オートトラック",
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@@ -681,7 +681,7 @@ return{
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title="ミュージックルーム",
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bgm="音楽",
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sfx="効果音",
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voc="VOC",
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voc="ボイス",
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music="曲",
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label="ラベル",
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},
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@@ -957,22 +957,22 @@ getTip={refuseCopy=true,
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"マルチプレイで遊ぼう! あなたの常識が壊されるでしょう",
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"メニューをシンプルモードにした場合、イースターエッグがなくなります",
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"ローディング中! シーンチェンジの間だけじゃないです!",
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"Z推薦[01]東方原作ゲームをやってみよう!",
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"Z推薦[02]Minecraftをやってみよう!",
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"Z推薦[03]Osu!をやってみよう!",
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"Z推薦[04]Quatrackをやってみよう!",
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"Z推薦[05]Terrariaをやってみよう!",
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"Z推薦[06]Celesteをやってみよう!",
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"Z推薦[07]グーの惑星をやってみよう!",
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"Z推薦[08]Orzmicをやってみよう!",
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"Z推薦[09]Puyo Puyoをやってみよう!",
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"Z推薦[10]Phigrosをやってみよう!",
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"Z推薦[11]VVVVVVをやってみよう!",
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"Z推薦[12]Ballanceをやってみよう!",
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"Z推薦[13]Zumaをやってみよう!",
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"Z推薦[14]ルービックキューブをやってみよう!",
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"Z推薦[15]15puzzleをやってみよう!",
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"Z推薦[16]Minesweeperをやってみよう!",
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"Zのおすすめ[01]東方原作ゲームをやってみよう!",
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"Zのおすすめ[02]Minecraftをやってみよう!",
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"Zのおすすめ[03]Osu!をやってみよう!",
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"Zのおすすめ[04]Quatrackをやってみよう!",
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"Zのおすすめ[05]Terrariaをやってみよう!",
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"Zのおすすめ[06]Celesteをやってみよう!",
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"Zのおすすめ[07]グーの惑星をやってみよう!",
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||||
"Zのおすすめ[08]Orzmicをやってみよう!",
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"Zのおすすめ[09]Puyo Puyoをやってみよう!",
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||||
"Zのおすすめ[10]Phigrosをやってみよう!",
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"Zのおすすめ[11]VVVVVVをやってみよう!",
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"Zのおすすめ[12]Ballanceをやってみよう!",
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"Zのおすすめ[13]Zumaをやってみよう!",
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"Zのおすすめ[14]ルービックキューブをやってみよう!",
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"Zのおすすめ[15]15puzzleをやってみよう!",
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"Zのおすすめ[16]Minesweeperをやってみよう!",
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{C.H,"REGRET!!"},
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{C.lP,"Secret Number: 626"},
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{C.lR,"Z ",C.lG,"S ",C.lS,"J ",C.lO,"L ",C.lP,"T ",C.lY,"O ",C.lC,"I"},
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@@ -1,7 +1,7 @@
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Gameplay:
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The system will provide you with tetrominoes (4-block pieces),
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with a total of 7 types, and the player needs to control them
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(move left and right, rotate 90, 180 or 270 degrees).
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(move left and right, rotate 90, 180, or 270 degrees).
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each row filled with the field will be cleared.
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If there is an opponent, an attack will be sent depending on the line clear type
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Play until the end or achieve the level's goal to win.
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@@ -18,28 +18,49 @@ 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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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+
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- B2B2B sends (lines cleared x0.5), and +1 extra blocking
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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 1 additional line
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Hemi Perfect Clear (a P.C. "with blocks left below". If it's an I clearing 1 line, the remaining blocks must not be player-placed):
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- Attack +4, Extra Blocking +2
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Perfect Clear (aka All Clear):
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- Sends 8 to 16 (increments within a game by 2 for every PC) OR every other damage above, whichever is higher,
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and +2 extra blocking.
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Normal line clears (1 to 3 lines, no spin or pc/hpc):
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Sends (lines cleared -0.5) attack
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Special clear:
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A special clear refers to a situation where you perform a spin, Techrash (or clear more than four lines at a time), PC, or HPC. Special clears can elevate the B2B gauge.
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Super clear:
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A super clear refers to a situation where you perform a special clear when the B2B gauge is not empty.
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Combos: All damage above (except attack from pc/hpc) will be given a (combo x25%) bonus, or (combo x15%) for Single clear (capped at 12 combo),
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+1 more attack for 3 Combo or more.
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Special clears (spins):
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sends (lines cleared ×2) attack,
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- B2B sends extra 1/1/2/4/8 for Spin Single/Double/Triple/Techrash/Techrash+
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- B2B2B sends (lines cleared ×0.5), and +1 extra blocking
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- Minis reduces the attack to 25% (×0.25 multiplier)
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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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Special clears (Techrash/techrash+ without spins):
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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Non-special clears:
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send (attack-0.5) attack.
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After calculating all above, the damage value will be rounded down then sent
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Combos (REN):
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The numbers of the combos are equal to (the numbers you clear lines consecutively –1). All damage above (except attack from PC/HPC) will be given a (combo ×25%) bonus, or (combo ×15%) for Single clear (capped at 12 combo), +1 more attack for 3 Combo or more.
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Hemi Perfect Clear (a P.C. "with blocks left below". If it's an I clearing 1 line, the remaining blocks must not be player-placed):
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- Attack +4, Extra Blocking +2
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Perfect Clear (All Clear):
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- Sends 8 to 16 (increments within a game by 2 for every PC) OR every other damage above, whichever is higher, and +2 extra blocking.
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After calculating all the above, the damage value will be rounded down and sent.
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Back to Back (B2B) gauge:
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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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Line cleared:
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Special clears:
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- Spin Single/Double/Triple/Techrash/Techrash+ + 50/100/180/800/1000 (×50% if Mini)
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- Techrash/Techrash+ + 150/200/...
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- PC when lines cleared in this round >4, +800
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- HPC, +100
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- A regular line clear -250
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No lines cleared:
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- Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
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Score system:
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The better you play, the higher the score.
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@@ -52,37 +73,27 @@ Attack delay:
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Minis will greatly increase the delay.
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Countering:
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When you send attacks, if there is garbage in queue,
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When you send attacks, if there is garbage in the queue,
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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 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 1,000. 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+ + 50/100/180/800/1000 (x50% if Mini)
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Techrash/Techrash+ + 150/200/...
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PC when lines cleared in this round >4, +800
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Hemi-PC, +100
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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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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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Battle Royale modes:
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Many players play a game at the same time (against AI bots, not real players).
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As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster.
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As players get eliminated, blocks fall faster, and garbage takes effect faster, as well as rises faster.
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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. (Refreshes every second)
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4. Attackers: attack all players locking onto yourself.
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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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Your attack will be sent to all of them. If you are not targeted, 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:
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You can freely adjust most parameters (not including special effects of other game modes).
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You can also draw a field to clear or make a template to build.
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In build (puzzle) mode, you can toggle template display with Function key:
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Cells with a X cannot have blocks;
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Cells with an X cannot have blocks;
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empty cells can be in any state;
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regular colored cells have to be made of the corresponding block;
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garbage-colored cells can be any block but not air.
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@@ -18,37 +18,10 @@
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もし回転システムがキックテーブルから2番チェック (2nd check) を採用していなかった場合 +1点
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- もしスピンの合計点が2点しかない場合は「ミニ」扱いになります;ミノがS, Z, J, L, Tのいずれかで, ラインクリア時にそのミノを全て消せなかった場合のみ。
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攻撃の火力システム:
|
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通常のラインクリア (1から3ライン):
|
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ラインを消した数から0.5引いた分 (四捨五入) を送ります
|
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特殊なラインクリア:
|
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スピンはラインを消した数の2倍分送ります
|
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- B2Bは消し方に応じて追加します, 以下の通り:
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- スピンシングル 1
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- スピンダブル 1
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- スピントリプル 2
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- Techrash 4
|
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- Techrash+ 8
|
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- B2B2Bは (ラインクリア数×0.5) 分のラインを上乗せ、更に1ライン追加相殺します。
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- ミニ判定の場合, その攻撃は元の0.25倍に下がります。
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スピン無しのTechrash/Techrash+は消した分をそのまま送ります
|
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- B2Bの場合は追加1ライン
|
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- B2B2Bの場合は50%の攻撃ブーストが掛かると更に1ライン分追加相殺します
|
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|
||||
特殊なラインクリアはB2Bゲージを増加させます, そのゲージは後のB2BやB2B2Bにボーナスが追加されます。 (以下参照)
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|
||||
コンボ (通称: 連):
|
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全てのダメージに応じて (コンボ数×25%) の上乗せ, あるいはシングルに対して (コンボ数×15%) 上乗せ (最大12コンボまで) ,
|
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3コンボ以上で+1追加攻撃。
|
||||
|
||||
ヘマイパーフェクトクリア (Hemi Perfect Clear) (「ブロックが下に残ってる」状態でのパフェ。 Iミノでクリアできるラインが一つであり, 残りのミノ全てはプレイヤーが置かなかったミノ (お邪魔ミノ) である事:
|
||||
攻撃 +4 追加相殺 +2
|
||||
|
||||
パーフェクトクリア (通称: オールクリア):
|
||||
8から16ライン送る (試合内でパフェを送る度に前のライン数と2ライン分上乗せ) もしくは 上の記述からのダメージと追加, なおさら多い,
|
||||
更に 追加相殺 +2。
|
||||
|
||||
全てを計算した後に, ダメージ数を四捨五入して送ります。
|
||||
Attack system:
|
||||
[TODO]
|
||||
Back to Back (B2B) gauge:
|
||||
[TODO]
|
||||
|
||||
スコアシステム:
|
||||
上手くプレイすれば, スコアも上がります。
|
||||
@@ -65,26 +38,6 @@
|
||||
追加相殺がまず使われ, その次に攻撃自体とお邪魔を1対1の割合でお邪魔の相殺に当てます。
|
||||
使わなかった追加相殺は破棄され、残った攻撃のパワーは相手に送られます。
|
||||
|
||||
バックツーバック (B2B) ゲージ:
|
||||
B2Bのゲージの範囲は0から1000あります。もしゲージの値が50以上なら特殊なラインクリアはB2Bと見なされ、800以上ならB2B2B (バックツーバックツーバック) 扱いとなります。
|
||||
普通のラインクリアは -250
|
||||
|
||||
スピンシングル: +50
|
||||
スピンダブル: +100
|
||||
スピントリプル: +180
|
||||
特殊なTechrash: +800
|
||||
特殊なTechrash+: +1000
|
||||
ミニ系は (上の記述通り×50%)
|
||||
|
||||
普通のTechrashは+150
|
||||
Techrash+は+200
|
||||
… と続きます。
|
||||
|
||||
このラウンド内の合計ライン数が4以上でパフェを取った場合, +800
|
||||
ヘマイパフェ, +100
|
||||
スピン (0ライン) は+20, 注意としてこの方法ではゲージを800以上は増やせません。
|
||||
もしゲージが800以上ある場合, 毎回のラインクリア無しの落下で40減りますが、800未満にはなりません。
|
||||
|
||||
バトルロイヤルモード:
|
||||
沢山のプレイヤーが同時にゲームをプレイします (対AIです, 本物の人ではありません)。
|
||||
人数が減れば減るほど、ミノの落下速度は加速していき、お邪魔の効果が早く出る同時にせり上がる速度も上がります。
|
||||
|
||||
@@ -15,24 +15,49 @@ spin判定:
|
||||
--如果分数只有2,方块是SZJLT之一,并且没有把当前方块整个消除那么就是mini
|
||||
|
||||
攻击系统:
|
||||
特殊消除:
|
||||
如果是spin,打出[2*消行数]攻击,
|
||||
B2B攻击+[1/1/2/4/8(spin1~5)]
|
||||
B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
|
||||
mini减至25%
|
||||
不是spin但是单次消>=4行,打出[消行数]攻击,
|
||||
B2B攻击+1
|
||||
B3B攻击+50%,+1额外抵挡
|
||||
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+4,额外抵挡+2
|
||||
全消:
|
||||
伤害为8~16(本局内递增2),和上述其他伤害取大,+2额外抵挡
|
||||
普通消除(也就是消行数<4并且没有spin或者(半)全消):
|
||||
概念说明[高级消除]:
|
||||
spin/消四及以上,会受到B2B(点数>=50)或B3B(点数>800)加成
|
||||
反之称为低级消除
|
||||
概念说明[特殊消除]:
|
||||
spin/消四及以上/pc/hpc,可以增加B2B点数
|
||||
反之称为普通消除
|
||||
|
||||
高级消除(spin):
|
||||
打出[2*消行数]攻击,然后
|
||||
- B2B攻击+[1/1/2/4/8/14(spin1~6)]
|
||||
- B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
|
||||
- mini减至25%
|
||||
高级消除(非spin但是消四及以上):
|
||||
打出[消行数]攻击,然后
|
||||
- B2B攻击+1
|
||||
- B3B攻击+50%,+1额外抵挡
|
||||
低级消除:
|
||||
打出[消行数-0.5]攻击
|
||||
连击:每次连击给予上述除去hpc/pc加成的部分[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
|
||||
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)
|
||||
连击:
|
||||
(注:连击数为连续消除次数-1)
|
||||
把上述高级消除/低级消除的攻击直接乘以"连击倍率", 公式为 "连击倍率"=[连击数(上限12)]*[消一行以上25%,只消一行15%]
|
||||
如果消除>=3次时再额外加1攻击
|
||||
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+4,额外抵挡+2
|
||||
全消:
|
||||
伤害为8~16(本局内递增2),和上述其他伤害取大,+2额外抵挡
|
||||
计算完成后,向下取整,攻击打出
|
||||
|
||||
back to back(B2B)点数说明:
|
||||
B2B点数的范围在0~1000
|
||||
|
||||
落块后消行了:
|
||||
特殊消除:
|
||||
spin1~5:+[50/100/180/800/1000](mini变为原来50%)
|
||||
消四/五/六:+[150/200/...]
|
||||
本局内消行数>4时全消:+800
|
||||
半全消:+100
|
||||
普通消除:
|
||||
-250
|
||||
落块后没消行:
|
||||
空spin:+20
|
||||
点数在800以上会-40(不低于800)
|
||||
|
||||
分数系统:
|
||||
分数计算系统非常复杂,而且随时可能更改所以不写在这里,并且计算只跟消除方式等信息有关,和模式设定无关
|
||||
|
||||
@@ -44,16 +69,6 @@ spin判定:
|
||||
发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
|
||||
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
|
||||
|
||||
back to back(B2B)点数说明:
|
||||
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
|
||||
普通消除:-250
|
||||
spin1~5:+[50/100/180/800/1000](mini变为原来50%)
|
||||
消四/五/六:+[150/200/...]
|
||||
本局内消行数>4时全消:+800
|
||||
半全消:+100
|
||||
空spin:+20,此法得到的点数不能超过800
|
||||
当点数在800以上时空放一块-40(不低于800)
|
||||
|
||||
混战模式说明:
|
||||
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.
|
||||
|
||||
@@ -1798,30 +1798,15 @@ do
|
||||
self.b2b=self.b2b+cc*50-50
|
||||
piece.special=true
|
||||
else
|
||||
piece.special=false
|
||||
end
|
||||
if self.sound and(cc~=1 or dospin)then
|
||||
VOC.play(clearVoice[cc],CHN)
|
||||
end
|
||||
|
||||
--PC/HPC check
|
||||
if clear and cc>=#C.bk then
|
||||
if CY==1 then
|
||||
piece.pc=true
|
||||
piece.special=true
|
||||
elseif cc>1 or self.field[#self.field].garbage then
|
||||
piece.hpc=true
|
||||
piece.special=true
|
||||
end
|
||||
end
|
||||
|
||||
--Normal clear,reduce B2B point
|
||||
if not piece.special then
|
||||
self.b2b=max(self.b2b-250,0)
|
||||
self:showText(text.clear[cc],0,-30,35,'appear',(8-cc)*.3)
|
||||
atk=cc-.5
|
||||
sendTime=20+int(atk*20)
|
||||
cscore=cscore+clearSCR[cc]
|
||||
piece.special=false
|
||||
end
|
||||
|
||||
if self.sound and(cc~=1 or dospin)then
|
||||
VOC.play(clearVoice[cc],CHN)
|
||||
end
|
||||
|
||||
--Combo bonus
|
||||
@@ -1835,35 +1820,45 @@ do
|
||||
cscore=cscore+min(50*cmb,500)*(2*cc-1)
|
||||
end
|
||||
|
||||
--PC/HPC effect
|
||||
if piece.pc then
|
||||
self:showText(text.PC,0,-80,50,'flicker')
|
||||
atk=max(atk,min(8+Stat.pc*2,16))
|
||||
exblock=exblock+2
|
||||
sendTime=sendTime+120
|
||||
if Stat.row+cc>4 then
|
||||
self.b2b=self.b2b+800
|
||||
cscore=cscore+300*min(6+Stat.pc,10)
|
||||
else
|
||||
--PC/HPC
|
||||
if clear and cc>=#C.bk then
|
||||
if CY==1 then
|
||||
piece.pc=true
|
||||
piece.special=true
|
||||
self:showText(text.PC,0,-80,50,'flicker')
|
||||
atk=max(atk,min(8+Stat.pc*2,16))
|
||||
exblock=exblock+2
|
||||
sendTime=sendTime+120
|
||||
if Stat.row+cc>4 then
|
||||
self.b2b=self.b2b+800
|
||||
cscore=cscore+300*min(6+Stat.pc,10)
|
||||
else
|
||||
cscore=cscore+626
|
||||
end
|
||||
Stat.pc=Stat.pc+1
|
||||
if self.sound then
|
||||
SFX.play('pc')
|
||||
VOC.play('perfect_clear',CHN)
|
||||
end
|
||||
elseif cc>1 or self.field[#self.field].garbage then
|
||||
piece.hpc=true
|
||||
piece.special=true
|
||||
self:showText(text.HPC,0,-80,50,'fly')
|
||||
atk=atk+4
|
||||
exblock=exblock+2
|
||||
sendTime=sendTime+60
|
||||
self.b2b=self.b2b+100
|
||||
cscore=cscore+626
|
||||
Stat.hpc=Stat.hpc+1
|
||||
if self.sound then
|
||||
SFX.play('pc')
|
||||
VOC.play('half_clear',CHN)
|
||||
end
|
||||
end
|
||||
Stat.pc=Stat.pc+1
|
||||
if self.sound then
|
||||
SFX.play('pc')
|
||||
VOC.play('perfect_clear',CHN)
|
||||
end
|
||||
elseif piece.hpc then
|
||||
self:showText(text.HPC,0,-80,50,'fly')
|
||||
atk=atk+4
|
||||
exblock=exblock+2
|
||||
sendTime=sendTime+60
|
||||
self.b2b=self.b2b+100
|
||||
cscore=cscore+626
|
||||
Stat.hpc=Stat.hpc+1
|
||||
if self.sound then
|
||||
SFX.play('pc')
|
||||
VOC.play('half_clear',CHN)
|
||||
end
|
||||
end
|
||||
|
||||
if not piece.special then
|
||||
self.b2b=max(self.b2b-250,0)
|
||||
end
|
||||
|
||||
if self.b2b>1000 then
|
||||
|
||||
@@ -2,12 +2,18 @@ return[=[
|
||||
未来计划:
|
||||
R E M A K E
|
||||
|
||||
0.17.2:
|
||||
g0.17.2: 0.17.2
|
||||
新增:
|
||||
改动:
|
||||
完善当前的攻击系统,进入稳定状态
|
||||
更新说明书的攻击系统章节
|
||||
代码:
|
||||
完善字体并换用OTF
|
||||
修复:
|
||||
倒计时时不能充das #610
|
||||
几个音效的音量不太对 #572
|
||||
master_g模式的一些细节问题
|
||||
|
||||
0.17.1: 苏醒 Wake Up
|
||||
新增:
|
||||
新模式:master_g(NOT_A_ROBOT移植)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
return{
|
||||
["apkCode"]=430,
|
||||
["apkCode"]=431,
|
||||
["code"]=1702,
|
||||
["string"]="V0.17.2",
|
||||
["room"]="ver A-5",
|
||||
["name"]="",
|
||||
["room"]="ver A-6",
|
||||
["name"]="0.17.2",
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user