Bump version to beta6 (also closes #19)
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@@ -19,6 +19,7 @@ function MarathonA2Game:new()
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self.roll_frames = 0
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self.combo = 1
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self.grade_combo = 1
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self.randomizer = History6RollsRandomizer()
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self.grade = 0
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self.grade_points = 0
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@@ -135,15 +136,23 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines >= 4 then
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self.tetris_count = self.tetris_count + 1
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end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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else
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self.bravo = 1
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end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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if cleared_lines > 1 then
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self.grade_combo = self.grade_combo + 1
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end
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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else
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self.combo = 1
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self.grade_combo = 1
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end
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self.drop_bonus = 0
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else self.lines = self.lines + cleared_lines end
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@@ -253,7 +262,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
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self.grade_points = self.grade_points + (
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math.ceil(
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grade_point_bonuses[self.grade + 1][cleared_lines] *
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combo_multipliers[math.min(self.combo, 10)][cleared_lines]
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combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
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) * (1 + math.floor(self.level / 250))
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)
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if self.grade_points >= 100 and self.grade < 31 then
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