User:Tada: Difference between revisions
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'''Lines:''' Number of lines cleared in the current clear.<br> | '''Lines:''' Number of lines cleared in the current clear.<br> | ||
'''L:''' Line exponent. 2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.<br> | '''L:''' Line exponent. 2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.<br> | ||
'''S:''' floor(Level/100) and see below:<br> | '''S:''' Zero-indexed section number (floor(Level/100)) and see below:<br> | ||
For the fading roll, the section exponent is 10. For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.<br> | For the fading roll, the section exponent is 10. For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.<br> | ||
'''Combo:''' Combo = Combo + ( | '''Combo:''' Combo = Combo + (Lines - 1) for any clear, set to 1 for no clear. This increment is done after the score calculation (i.e. any line clear at the start of a combo will always have a combo multiplier of 1). | ||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | {| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" |
Revision as of 20:45, 31 May 2009
Tera-Instinct(?) ONE SHIT(?) scoring (edited yet again):
For any line clear:
Base * (Lines^L) * (Level^2) * (2 ^ S) * Combo
The level is incremented after the score calculation is done.
Base: Increased by the following amounts for each clear:
- Single: 1
- Double: 3
- Triple: 5
- T*tr*s: 10
This is multiplied by 1 + floor(Level / 250), so a t*tr*s cleared between 500-749 would increase the base multiplier by 30.
Lines: Number of lines cleared in the current clear.
L: Line exponent. 2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.
S: Zero-indexed section number (floor(Level/100)) and see below:
For the fading roll, the section exponent is 10. For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.
Combo: Combo = Combo + (Lines - 1) for any clear, set to 1 for no clear. This increment is done after the score calculation (i.e. any line clear at the start of a combo will always have a combo multiplier of 1).
Grade | Score |
---|---|
9 | 0 |
8 | 10,000 |
7 | 100,000 |
6 | 1,000,000 |
5 | 10,000,000 |
4 | 100,000,000 |
3 | 1,000,000,000 |
2 | 10,000,000,000 |
1 | 100,000,000,000 |
S1 | 1,000,000,000,000 |
S2 | 2,000,000,000,000 |
S3 | 4,000,000,000,000 |
S4 | 8,000,000,000,000 |
S5 | 16,000,000,000,000 |
S6 | 32,000,000,000,000 |
S7 | 64,000,000,000,000 |
S8 | 128,000,000,000,000 |
S9 | 250,000,000,000,000 |
M | 500,000,000,000,000 |
M | 1,000,000,000,000,000 |
M | 2,000,000,000,000,000 |
M | 5,000,000,000,000,000 |
Gm | 10,000,000,000,000,000 |
If a grade of S9 or higher is reached by level 999, then an invisible roll, is earned. Otherwise, the disappearing roll is given, and the player cannot earn any higher grades regardless of score.
As of this writing, an implementation of this game is in the making.