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21beb5e3c0
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0e72e403e0
@ -127,19 +127,17 @@ function TheTrueHero:advanceOneFrame(inputs, ruleset)
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self.section_frames = 0
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self.section_frames = 0
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self.attack_number = self.attack_number + 1
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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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local prev_attack = self.current_attack
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self.current_attack = -1
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local attack_rolls = 0
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local attack_rolls = 0
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while ((
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repeat
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prev_attack == self.current_attack or
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self.current_attack == 5
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) and (attack_rolls < 2)) or attack_rolls == 0 do
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attack_rolls = attack_rolls + 1
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attack_rolls = attack_rolls + 1
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if self.attack_number > 20 then
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if self.attack_number > 20 then
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self.current_attack = math.random(#self.attacks)
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self.current_attack = math.random(#self.attacks)
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else
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else
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self.current_attack = math.random(4)
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self.current_attack = math.random(4)
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end
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end
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end
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until prev_attack ~= self.current_attack and (
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self.current_attack ~= 5 or attack_rolls == 2
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)
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if self.current_attack == 1 then
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if self.current_attack == 1 then
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self.var = math.floor(3 + math.random(
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self.var = math.floor(3 + math.random(
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math.floor(self.attack_number / 4),
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math.floor(self.attack_number / 4),
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@ -140,7 +140,6 @@ function MizuRS:onPieceMove(piece, grid)
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end
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end
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function MizuRS:onPieceRotate(piece, grid)
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function MizuRS:onPieceRotate(piece, grid)
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self:checkNewLow(piece)
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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piece.lock_delay = math.max((piece.lock_delay - piece.ldincrease), 0)
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piece.lock_delay = math.max((piece.lock_delay - piece.ldincrease), 0)
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piece.ldincrease = piece.ldincrease - 1
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piece.ldincrease = piece.ldincrease - 1
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