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The True Hero rebalancing
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@ -127,7 +127,7 @@ function TheTrueHero:advanceOneFrame(inputs, ruleset)
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self.section_frames = 0
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self.attack_number = self.attack_number + 1
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local prev_attack = self.current_attack
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for i = 1, 3 do
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for i = 1, 2 do
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if self.attack_number > 20 then
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self.current_attack = love.math.random(#self.attacks)
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else
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@ -153,14 +153,16 @@ function TheTrueHero:advanceOneFrame(inputs, ruleset)
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) *
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self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
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elseif self.current_attack == 3 then
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self.var = math.max(10 - love.math.random(
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math.floor(self.attack_number / 8),
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math.floor(self.attack_number / 4)
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), 3)
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self.var = math.floor(
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120 * 0.5 ^ ((self.attack_number - 1) / #self.section_times)
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)
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end
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end
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self.frames = self.frames + 1
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self.section_frames = self.section_frames + 1
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if self.current_attack == 3 then
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self.var = math.max(self.var - 1, 0)
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end
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if self.current_attack == 5 then
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self.lock_on_soft_drop = false
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self.lock_on_hard_drop = false
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@ -197,12 +199,14 @@ end
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function TheTrueHero:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if self.current_attack == 1 or self.current_attack == 3 then
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if self.var ~= math.floor(self.current_attack / 2) then
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if cleared_row_count == 0 then
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self:advanceBottomRow()
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end
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if self.current_attack == 1 then
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if self.var ~= 0 then
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playSE("undyne", "ding")
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end
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self.var = math.max(self.var - 1, 0)
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self:advanceBottomRow(1)
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elseif self.current_attack == 2 then
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if cleared_row_count ~= 0 and self.var ~= 0 then
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playSE("undyne", "ding")
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@ -211,13 +215,12 @@ function TheTrueHero:onPieceLock(piece, cleared_row_count)
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end
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end
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function TheTrueHero:advanceBottomRow(dx)
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function TheTrueHero:advanceBottomRow()
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if self.var <= 0 and self.current_attack == 3 then
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self.grid:copyBottomRow()
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self.var = math.max(10 - love.math.random(
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math.floor(self.attack_number / 8),
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math.floor(self.attack_number / 4)
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), 3)
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self.var = math.floor(
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120 * 0.5 ^ ((self.attack_number - 1) / #self.section_times)
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)
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playSE("undyne", "pike")
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end
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end
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