Alpha V0.7.17
This commit is contained in:
174
gamefunc.lua
174
gamefunc.lua
@@ -6,7 +6,7 @@ local testScore={[-1]=1,[-2]=0,[-3]=1,2,2,2}
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local visible_opt={show=1e99,time=300,fast=20,none=5}
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local reAtk={0,0,1,1,1,2,2,3,3}
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local reDef={0,1,1,2,3,3,4,4,5}
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local spin_n={"spin_1","spin_2","spin_3"}
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local spin_n={[0]="spin_0","spin_1","spin_2","spin_3"}
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local clear_n={"clear_1","clear_2","clear_3","clear_4"}
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local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
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@@ -105,9 +105,9 @@ local freshMethod={
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newNext(i)
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end,--random
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pc=function()
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if P.cstat.piece%4==0 then
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if P.stat.piece%4==0 then
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local r=rnd(#PClist)
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local f=P.cstat.event==1
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local f=P.modeData.event==1
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for i=1,4 do
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local b=PClist[r][i]
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if f then
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@@ -117,7 +117,7 @@ local freshMethod={
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end
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newNext(b)
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end
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P.cstat.event=(P.cstat.event+1)%2
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P.modeData.event=(P.modeData.event+1)%2
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end
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end,
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drought1=function()
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@@ -160,10 +160,35 @@ function loadGame(mode,level)
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needResetGameData=true
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gotoScene("play","deck")
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end
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function resetPartGameData()
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frame=30
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if players then
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for _,P in next,players do if P.id then
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while P.field[1]do
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removeRow(P.field)
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removeRow(P.visTime)
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end
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end end
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end
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players={alive={}}human=0
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loadmode[curMode.id]()
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if modeEnv.royaleMode then
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for i=1,#players do
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changeAtk(players[i],randomTarget(players[i]))
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end
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end
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for i=1,#virtualkey do
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virtualkey[i].press=false
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end
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collectgarbage()
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end
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function resetGameData()
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gamefinished=false
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frame=0
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garbageSpeed=1
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pushSpeed=3
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pauseTime=0--Time paused
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pauseCount=0--Times paused
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if players then
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for _,P in next,players do if P.id then
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while P.field[1]do
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@@ -179,7 +204,7 @@ function resetGameData()
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BGM(modeEnv.bgm)
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FX.beam={}
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for k,v in pairs(PTC.dust)do
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for _,v in next,PTC.dust do
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v:release()
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end
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for i=1,#players do
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@@ -205,6 +230,7 @@ function resetGameData()
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while freeRow[p]do
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rem(freeRow)
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end
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sysSFX("ready")
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collectgarbage()
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end
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function gameStart()
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@@ -247,12 +273,15 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.alive=true
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P.control=false
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P.timing=false
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P.time=0
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P.cstat={
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key=0,piece=0,row=0,atk=0,
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techrash=0,pc=0,
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point=0,event=0
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P.stat={
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time=0,
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key=0,rotate=0,hold=0,piece=0,row=0,
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atk=0,send=0,recv=0,pend=0,
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clear_1=0,clear_2=0,clear_3=0,clear_4=0,
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spin_0=0,spin_1=0,spin_2=0,spin_3=0,
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pc=0,b2b=0,b3b=0,
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}--Current gamestat
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P.modeData={point=0,event=0}--data use by mode
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P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
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P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
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@@ -353,6 +382,7 @@ function garbageSend(S,R,send,time)
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sent=false,
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lv=min(int(send^.69),5),
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})
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R.stat.recv=R.stat.recv+send
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if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
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end
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end
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@@ -362,6 +392,7 @@ function garbageRelease()
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if not A.sent and A.countdown<=0 then
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garbageRise(8+A.lv,A.amount,A.pos)
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P.atkBuffer.sum=P.atkBuffer.sum-A.amount
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P.stat.pend=P.stat.pend+A.amount
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A.sent=true
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A.time=0
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end
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@@ -643,24 +674,24 @@ function spin(d,ifpre)
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P.curX=P.curX-1
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goto I
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end
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goto E
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goto quit
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::T::
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P.cur.id=5
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P.cur.bk=blocks[5][0]
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P.sc=scs[5][0]
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P.r,P.c,P.dir=2,3,0
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P.spinLast=3
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if P.id==1 then stat.rotate=stat.rotate+1 end
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goto E
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P.stat.rotate=P.stat.rotate+1
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goto quit
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::I::
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P.cur.id=7
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P.cur.bk=blocks[7][2]
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P.sc=scs[7][2]
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P.r,P.c,P.dir=1,4,2
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P.spinLast=3
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if P.id==1 then stat.rotate=stat.rotate+1 end
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end
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::E::return
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P.stat.rotate=P.stat.rotate+1
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end
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goto quit
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end
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local icb=blocks[P.cur.id][idir]
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local isc=scs[P.cur.id][idir]
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@@ -675,7 +706,7 @@ function spin(d,ifpre)
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goto spin
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end
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end
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goto fail
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goto quit
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::spin::
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createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
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P.curX,P.curY,P.dir=ix,iy,idir
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@@ -685,10 +716,8 @@ function spin(d,ifpre)
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freshgho()
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freshLockDelay()
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SFX(ifpre and"prerotate"or ifoverlap(P.cur.bk,P.curX,P.curY+1)and ifoverlap(P.cur.bk,P.curX-1,P.curY)and ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate")
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if P.id==1 then
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stat.rotate=stat.rotate+1
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end
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::fail::
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P.stat.rotate=P.stat.rotate+1
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::quit::
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end
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function hold(ifpre)
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if not P.holded and P.waiting==-1 and P.gameEnv.hold then
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@@ -712,9 +741,7 @@ function hold(ifpre)
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if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event_gameover.lose()end
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SFX(ifpre and"prehold"or"hold")
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if P.id==1 then
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stat.hold=stat.hold+1
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end
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P.stat.hold=P.stat.hold+1
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end
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end
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function drop()
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@@ -739,7 +766,7 @@ function drop()
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end--Immobile
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end
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lock()
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local cc,csend,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
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local cc,send,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
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local mini
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if P.spinLast and cc>0 and dospin>0 then
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dospin=dospin+P.spinLast
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@@ -760,71 +787,76 @@ function drop()
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if cc==4 then
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if P.b2b>1000 then
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showText(P,text.techrashB3B,"fly",80,-30)
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csend=6
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send=6
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sendTime=100
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exblock=exblock+1
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P.stat.b3b=P.stat.b3b+1
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elseif P.b2b>=40 then
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showText(P,text.techrashB2B,"drive",80,-30)
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sendTime=80
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csend=5
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send=5
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P.stat.b2b=P.stat.b2b+1
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else
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showText(P,text.techrash,"stretch",80,-30)
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sendTime=60
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csend=4
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send=4
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end
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P.b2b=P.b2b+120
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P.lastClear=74
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P.cstat.techrash=P.cstat.techrash+1
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P.stat.clear_4=P.stat.clear_4+1
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elseif cc>0 then
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local clearKey=clear_n
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if dospin then
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if P.b2b>1000 then
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showText(P,text.b3b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
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csend=b2bATK[cc]+1
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send=b2bATK[cc]+1
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exblock=exblock+1
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P.stat.b3b=P.stat.b3b+1
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elseif P.b2b>=40 then
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showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
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csend=b2bATK[cc]
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send=b2bATK[cc]
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P.stat.b2b=P.stat.b2b+1
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else
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showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
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csend=2*cc
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send=2*cc
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end
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sendTime=20+csend*20
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sendTime=20+send*20
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if mini then
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showText(P,text.mini,"appear",40,-80)
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csend=ceil(csend*.5)
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send=ceil(send*.5)
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sendTime=sendTime+60
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P.b2b=P.b2b+b2bPoint[cc]*.8
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else
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P.b2b=P.b2b+b2bPoint[cc]
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end
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P.lastClear=P.cur.id*10+cc
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if P.id==1 then
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stat.spin=stat.spin+1
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end
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clearKey=spin_n
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SFX(spin_n[cc])
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elseif #P.clearing<#P.field then
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P.b2b=max(P.b2b-250,0)
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showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
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csend=cc-1
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sendTime=20+csend*20
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send=cc-1
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sendTime=20+send*20
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P.lastClear=cc
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end
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P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
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else
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P.combo=0
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if dospin then
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showText(P,text.spin[P.cur.name],"appear",50,-30)
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SFX("spin_0")
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P.b2b=P.b2b+20
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P.stat.spin_0=P.stat.spin_0+1
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end
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end
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csend=csend+(renATK[P.combo]or 4)
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send=send+(renATK[P.combo]or 4)
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if #P.clearing==#P.field then
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showText(P,text.PC,"flicker",70,-80)
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csend=min(csend,4)+min(6+P.cstat.pc,10)
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send=min(send,4)+min(6+P.stat.pc,10)
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exblock=exblock+2
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sendTime=sendTime+60
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if P.cstat.row>4 then P.b2b=1200 end
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P.cstat.pc=P.cstat.pc+1
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if P.stat.row>4 then P.b2b=1200 end
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P.stat.pc=P.stat.pc+1
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P.lastClear=P.cur.id*10+5
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SFX("perfectclear")
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end
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@@ -835,39 +867,38 @@ function drop()
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if cc>0 then
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SFX(clear_n[cc])
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SFX(ren_n[min(P.combo,11)])
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if P.id==1 then VIB(cc<3 and 1 or cc-1)end
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if P.id==1 then VIB(cc)end
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end
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if P.b2b>1200 then P.b2b=1200 end
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if cc>0 and modeEnv.royaleMode then
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local i=min(#P.atker,9)
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if i>1 then
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csend=csend+reAtk[i]
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send=send+reAtk[i]
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exblock=exblock+reDef[i]
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end
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end
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if csend>0 then
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if send>0 then
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if exblock then exblock=int(exblock*(1+P.strength*.25))end
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csend=csend*(1+P.strength*.25)
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if mini then csend=csend end
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csend=int(csend)
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send=send*(1+P.strength*.25)
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if mini then send=send end
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send=int(send)
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--Badge Buff
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P.cstat.atk=P.cstat.atk+csend
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if P.id==1 then stat.atk=stat.atk+csend end
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P.stat.atk=P.stat.atk+send
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--ATK statistics
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if csend==0 then goto L end
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showText(P,csend,"zoomout",40,70)
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if send==0 then goto L end
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showText(P,send,"zoomout",40,70)
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if exblock==0 then goto L end
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showText(P,exblock,"zoomout",20,115)
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::L::
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if csend>0 and P.atkBuffer[1]then
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if send>0 and P.atkBuffer[1]then
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if exblock>0 then
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exblock=exblock-1
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else
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csend=csend-1
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send=send-1
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end
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P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
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P.atkBuffer.sum=P.atkBuffer.sum-1
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@@ -876,24 +907,25 @@ function drop()
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end
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goto L
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end
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if csend>0 then
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if send>0 then
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if modeEnv.royaleMode then
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if P.atkMode==4 then
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if #P.atker>0 then
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for i=1,#P.atker do
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garbageSend(P,P.atker[i],csend,sendTime)
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garbageSend(P,P.atker[i],send,sendTime)
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end
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else
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garbageSend(P,randomTarget(P),csend,sendTime)
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garbageSend(P,randomTarget(P),send,sendTime)
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end
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else
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freshTarget(P)
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garbageSend(P,P.atking,csend,sendTime)
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garbageSend(P,P.atking,send,sendTime)
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end
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elseif #players.alive>1 then
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garbageSend(P,randomTarget(P),csend,sendTime)
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garbageSend(P,randomTarget(P),send,sendTime)
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end
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if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
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P.stat.send=P.stat.send+send
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if P.id==1 and send>3 then sysSFX("emit",min(send,8)*.125)end
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end
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elseif cc==0 then
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if P.b2b>1000 then
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@@ -901,11 +933,8 @@ function drop()
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end
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garbageRelease()
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end
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if P.id==1 then
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stat.piece,stat.row=stat.piece+1,stat.row+cc
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end
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P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
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if P.cstat.row>=P.gameEnv.target then
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P.stat.piece,P.stat.row=P.stat.piece+1,P.stat.row+cc
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if P.stat.row>=P.gameEnv.target then
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P.gameEnv.reach()
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end
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P.spinLast=dospin and cc>0
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@@ -961,8 +990,7 @@ function pressKey(i,p)
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end
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end
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ins(P.keyTime,1,frame)rem(P.keyTime,11)
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P.cstat.key=P.cstat.key+1
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if P.id==1 then stat.key=stat.key+1 end
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P.stat.key=P.stat.key+1
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end
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--ins(rec,{i,frame})
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end
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@@ -1017,7 +1045,7 @@ act={
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P.curY=P.y_img
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P.spinLast=false
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SFX("drop")
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if P.id==1 then VIB(1)end
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if P.id==1 then VIB(0)end
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end
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P.lockDelay=-1
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drop()
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@@ -1064,8 +1092,12 @@ act={
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end,
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restart=function()
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clearTask("play")
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resetGameData()
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frame=30
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if frame>=180 then
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updateStat()
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resetGameData()
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else
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resetPartGameData()
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end
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end,
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insDown=function()
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if P.curY~=P.y_img then
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Block a user