Fixed a roll and section COOL bug in Marathon A3.

This commit is contained in:
Joe Z 2019-06-09 18:37:23 -04:00
parent c4ba80b60d
commit 209e60e82e
2 changed files with 6 additions and 4 deletions

View File

@ -104,7 +104,7 @@ function DemonModeGame:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then if self.roll_frames < 0 then
return return false
elseif self.roll_frames >= 1337 then elseif self.roll_frames >= 1337 then
self.completed = true self.completed = true
end end

View File

@ -67,7 +67,9 @@ function MarathonA3Game:getLineClearDelay()
elseif self.speed_level < 600 then return 25 elseif self.speed_level < 600 then return 25
elseif self.speed_level < 700 then return 16 elseif self.speed_level < 700 then return 16
elseif self.speed_level < 800 then return 12 elseif self.speed_level < 800 then return 12
else return 6 end elseif self.speed_level < 1100 then return 6
elseif self.speed_level < 1200 then return 5
else return 4 end
end end
function MarathonA3Game:getLockDelay() function MarathonA3Game:getLockDelay()
@ -117,7 +119,7 @@ function MarathonA3Game:advanceOneFrame()
if self.roll_frames + 1 == 0 then if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3") switchBGM("credit_roll", "gm3")
end end
return return false
elseif self.roll_frames > 3238 then elseif self.roll_frames > 3238 then
if self:qualifiesForMRoll() then if self:qualifiesForMRoll() then
self.roll_points = self.roll_points + 160 self.roll_points = self.roll_points + 160
@ -181,7 +183,7 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
self.section_cool_grade = self.section_cool_grade - 1 self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret") table.insert(self.section_status, "regret")
elseif section <= 9 and self.section_status[section - 1] == "cool" and elseif section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 1000 then self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool_grade = self.section_cool_grade + 1 self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100 self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")