User:Tada: Difference between revisions
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Tera-Instinct(?) ONE SHIT(?) scoring: | Tera-Instinct(?) ONE SHIT(?) scoring (edited yet again): | ||
For any line clear: | For any line clear: | ||
'''Base * (Lines^L) * (Level^2) * (2 ^ S) * | '''Base * (Lines^L) * (Level^2) * (2 ^ S) * Combo'''<br> | ||
Base: | The level is incremented after the score calculation is done. | ||
'''Base:''' Increased by the following amounts for each clear:<br> | |||
*Single: 1 | |||
*Double: 3 | |||
*Triple: 5 | |||
*Tetris: 10 | |||
If the level is at least 500, these values are doubled (i.e. a Tetris cleared in 20G would increase the base multiplier by 20). The current line clear increments this value before the score calculation is done.<br> | |||
Lines: Number of lines cleared.<br> | Lines: Number of lines cleared.<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> | |||
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 + (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). | |||
For the fading roll, the section exponent is | |||
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Revision as of 19:08, 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
- Tetris: 10
If the level is at least 500, these values are doubled (i.e. a Tetris cleared in 20G would increase the base multiplier by 20). The current line clear increments this value before the score calculation is done.
Lines: Number of lines cleared.
L: Line exponent. 2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.
S: 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.