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Score overhauls
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@ -127,20 +127,21 @@ function MarathonA2Game:onLineClear(cleared_row_count)
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end
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if not self.clear then
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cleared_lines = cleared_lines / 2
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self:updateGrade(cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local grade_point_bonuses = {
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@ -172,17 +172,18 @@ function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
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end
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function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalCKGame:updateSectionTimes(old_level, new_level)
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@ -187,17 +187,18 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
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end
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function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local letter_grades = {
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@ -137,15 +137,15 @@ function MarathonA1Game:onLineClear(cleared_row_count)
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self:checkGMRequirements(self.level, self.level + cleared_row_count)
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if not self.clear then
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local new_level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 then
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if new_level == 999 then
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self.clear = true
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else
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self.level = new_level
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end
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end
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end
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function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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self.bravos = self.bravos + 1
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@ -156,11 +156,11 @@ function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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@ -126,16 +126,20 @@ function MarathonA2Game:onPieceEnter()
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end
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end
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function MarathonA2Game:onLineClear(cleared_row_count)
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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self.clear = true
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if self:qualifiesForMRoll() then
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self.grade = 32
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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self:updateGrade(cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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else
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self.combo = 1
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end
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self.grid:clear()
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self.roll_frames = -150
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self.drop_bonus = 0
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end
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end
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@ -225,6 +225,7 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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end
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function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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self:updateGrade(cleared_lines)
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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@ -232,11 +233,11 @@ function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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local grade_point_bonuses = {
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@ -117,17 +117,18 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
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end
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function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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PhantomManiaGame.rollOpacityFunction = function(age)
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@ -181,17 +181,18 @@ function PhantomMania2Game:onHold()
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end
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function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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@ -99,17 +99,18 @@ function StrategyGame:onLineClear(cleared_row_count)
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end
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function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function StrategyGame:setNextOpacity(i)
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@ -174,17 +174,18 @@ function Survival2020Game:onLineClear(cleared_row_count)
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end
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function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function Survival2020Game:updateSectionTimes(old_level, new_level)
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@ -109,7 +109,7 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
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self:checkGMRequirements(self.level, self.level + cleared_row_count)
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if not self.clear then
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local new_level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 then
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if new_level == 999 then
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self.clear = true
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else
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self.level = new_level
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@ -118,6 +118,7 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
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end
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function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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self.bravos = self.bravos + 1
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@ -128,11 +129,11 @@ function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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@ -108,6 +108,7 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
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end
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function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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@ -115,11 +116,11 @@ function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA2Game:getLetterGrade()
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@ -166,17 +166,18 @@ function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
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end
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function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA3Game:updateSectionTimes(old_level, new_level)
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@ -137,6 +137,7 @@ function TGMPlusGame:advanceBottomRow()
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end
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function TGMPlusGame:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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@ -144,11 +145,11 @@ function TGMPlusGame:updateScore(level, drop_bonus, cleared_lines)
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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self.lines = self.lines + cleared_lines
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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end
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end
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function TGMPlusGame:drawGrid(ruleset)
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