AI level to be treated as Default AI level (automatically resets before each play), fix hard gauge bonus that was effective even if force normal gauge on
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a8163583e7
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@ -1505,7 +1505,8 @@ namespace TJAPlayer3
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public bool bAuto先生の連打;
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public int nRollsPerSec;
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public int nAILevel;
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public int nDefaultAILevel = 4;
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public int nAILevel = 4;
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public bool bAIBattleMode = false;
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public CAIPerformances[] apAIPerformances =
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@ -1595,6 +1596,11 @@ namespace TJAPlayer3
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public bool bIsEnabledSystemMenu; // #28200 2012.5.1 yyagi System Menuの使用可否切替
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public string strSystemSkinSubfolderFullName; // #28195 2012.5.2 yyagi Skin切替用 System/以下のサブフォルダ名
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public void tInitializeAILevel()
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{
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this.nAILevel = this.nDefaultAILevel;
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}
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public bool bEnterがキー割り当てのどこにも使用されていない
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{
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get
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@ -2497,7 +2503,7 @@ namespace TJAPlayer3
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sw.WriteLine("Taiko5P={0}", this.bAutoPlay[4] ? 1 : 0);
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sw.WriteLine("TaikoAutoRoll={0}", this.bAuto先生の連打 ? 1 : 0);
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sw.WriteLine("RollsPerSec={0}", this.nRollsPerSec);
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sw.WriteLine("AILevel={0}", this.nAILevel);
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sw.WriteLine("DefaultAILevel={0}", this.nDefaultAILevel);
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//sw.WriteLine("AIBattleMode={0}", bAIBattleMode ? 1 : 0);
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sw.WriteLine();
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sw.WriteLine(";-------------------");
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@ -3407,9 +3413,10 @@ namespace TJAPlayer3
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{
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this.nRollsPerSec = int.Parse(str4);
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}
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else if (str3.Equals("AILevel"))
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else if (str3.Equals("DefaultAILevel"))
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{
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this.nAILevel = int.Parse(str4);
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this.nDefaultAILevel = int.Parse(str4);
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this.nAILevel = this.nDefaultAILevel;
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}
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/*
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if (str3.Equals("AIBattleMode"))
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@ -1243,6 +1243,7 @@ namespace TJAPlayer3
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ConfigIni.nPreviousPlayerCount = ConfigIni.nPlayerCount;
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ConfigIni.nPlayerCount = 2;
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ConfigIni.bAIBattleMode = true;
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ConfigIni.tInitializeAILevel();
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//-----------------------------
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#endregion
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break;
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@ -19,8 +19,8 @@ namespace TJAPlayer3
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{
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float mult = 1f;
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if (Gauge == "Hard") mult *= 1.5f;
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if (Gauge == "Extreme") mult *= 1.8f;
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if (Gauge == "Hard" && !TJAPlayer3.ConfigIni.bForceNormalGauge) mult *= 1.5f;
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if (Gauge == "Extreme" && !TJAPlayer3.ConfigIni.bForceNormalGauge) mult *= 1.8f;
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return mult;
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}
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@ -338,7 +338,7 @@ namespace TJAPlayer3
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CLangManager.LangInstance.GetString(61));
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this.list項目リスト.Add(this.iRollsPerSec);
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this.iAILevel = new CItemInteger(CLangManager.LangInstance.GetString(12), 1, 10, TJAPlayer3.ConfigIni.nAILevel,
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this.iAILevel = new CItemInteger(CLangManager.LangInstance.GetString(12), 1, 10, TJAPlayer3.ConfigIni.nDefaultAILevel,
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CLangManager.LangInstance.GetString(13));
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this.list項目リスト.Add(this.iAILevel);
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@ -2003,7 +2003,7 @@ namespace TJAPlayer3
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//TJAPlayer3.ConfigIni.bAuto先生の連打 = this.iTaikoAutoRoll.bON;
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TJAPlayer3.ConfigIni.nRollsPerSec = this.iRollsPerSec.n現在の値;
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TJAPlayer3.ConfigIni.nAILevel = this.iAILevel.n現在の値;
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TJAPlayer3.ConfigIni.nDefaultAILevel = this.iAILevel.n現在の値;
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for (int i = 0; i < 2; i++)
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TJAPlayer3.NamePlate.tNamePlateRefreshTitles(i);
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@ -414,7 +414,8 @@ namespace TJAPlayer3
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}
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else if (TJAPlayer3.ConfigIni.bAIBattleMode)
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{
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TJAPlayer3.Tx.SongLoading_Bg_AI_Wait.t2D描画(0, 0);
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TJAPlayer3.ConfigIni.tInitializeAILevel();
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TJAPlayer3.Tx.SongLoading_Bg_AI_Wait.t2D描画(0, 0);
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drawPlate_AI();
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}
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else
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