Alpha V0.7.11
This commit is contained in:
372
main.lua
372
main.lua
@@ -50,18 +50,18 @@ end
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gameEnv0={
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das=10,arr=2,
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sddas=0,sdarr=2,
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ghost=true,center=true,
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ghost=true,center=true,bone=false,
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drop=30,lock=45,
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wait=1,fall=1,
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next=6,hold=true,oncehold=true,
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sequence="bag7",visible=1,
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sequence="bag7",
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block=true,visible="show",
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_20G=false,target=1e99,
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freshLimit=15,
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freshLimit=1e99,
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ospin=true,
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reach=null,
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bg="none",
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bgm="race"
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--not all is actually used,some only provide a key
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}
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customSel={
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drop=20,
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@@ -93,8 +93,8 @@ loadmode={
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createPlayer(1,340,15)
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end,
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solo=function()
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createPlayer(1,200,15)
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createPlayer(2,830,220,.7,customRange.opponent[3*curMode.lv])
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createPlayer(1,340,15)
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createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
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end,
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tsd=function()
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createPlayer(1,340,15)
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@@ -322,365 +322,6 @@ mesDisp={
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end
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end
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}
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Event={
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gameover={
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win=function()
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local P=players.alive[1]
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P.alive=false
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P.control=false
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P.timing=false
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P.waiting=1e99
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P.b2b=0
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if modeEnv.royaleMode then
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P.rank=1
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P.result="WIN"
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showText(P,1,"appear",60,120,nil,true)
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changeAtk(P)
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end
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::L::if P.task[1]then
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rem(P.task)
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goto L
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end
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for i=1,#P.atkBuffer do
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P.atkBuffer[i].sent=true
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P.atkBuffer[i].time=0
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end
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for i=1,#P.field do
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for j=1,10 do
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P.visTime[i][j]=min(P.visTime[i][j],20)
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end
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end
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showText(P,text.win,"beat",90,nil,nil,true)
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if P.id==1 and players[2]and players[2].ai then SFX("win")end
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ins(P.task,Event.task.win)
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end,
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lose=function()
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P.alive=false
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P.control=false
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P.timing=false
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P.waiting=1e99
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P.b2b=0
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::L::if P.task[1]then
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rem(P.task)
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goto L
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end
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for i=1,#players.alive do
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if players.alive[i]==P then
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rem(players.alive,i)
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break
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end
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end
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if modeEnv.royaleMode then
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changeAtk(P)
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P.result="K.O."
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P.rank=#players.alive+1
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showText(P,P.rank,"appear",60,120,nil,true)
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P.strength=0
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local A=P
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::L::
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A=A.lastRecv
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if A and not A.alive and A~=P then goto L end
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if A and A~=P then
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if P.id==1 or A.id==1 then
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throwBadge(P,A,P.badge)
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P.killMark=A.id==1
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end
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A.ko,A.badge=A.ko+1,A.badge+P.badge+1
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for i=A.strength+1,4 do
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if A.badge>=modeEnv.royalePowerup[i]then
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A.strength=i
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end
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end
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if P==mostBadge then
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mostBadge,secBadge=secBadge
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elseif P==secBadge then
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secBadge=nil
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end
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if mostBadge then
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if A.badge>mostBadge.badge then
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if A~=mostBadge then
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mostBadge,secBadge=A,mostBadge
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end
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elseif secBadge then
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if A.badge>secBadge.badge then
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secBadge=A
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end
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else
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secBadge=A
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end
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else
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mostBadge=A
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end
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end
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freshMostDangerous()
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for i=1,#players.alive do
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if players.alive[i].atking==P then
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freshTarget(players.alive[i])
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end
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end
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if #players.alive==modeEnv.royaleRemain[gameStage]then
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royaleLevelup()
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end
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end
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for i=1,#P.atkBuffer do
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P.atkBuffer[i].sent=true
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P.atkBuffer[i].time=0
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end
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for i=1,#P.field do
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for j=1,10 do
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P.visTime[i][j]=min(P.visTime[i][j],20)
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end
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end
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showText(P,text.lose,"appear",90,nil,nil,true)
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if P.id==1 and players[2]and players[2].ai then SFX("fail")end
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ins(P.task,Event.task.lose)
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if #players.alive==1 then
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local t=P
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P=players.alive[1]
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Event.gameover.win()
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P=t
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end
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end,
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},
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marathon_reach=function()
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local s=int(P.cstat.row*.1)
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if s>=20 then
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P.cstat.row=200
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Event.gameover.win()
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else
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P.gameEnv.drop=marathon_drop[s]
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if s==18 then P.gameEnv._20G=true end
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P.gameEnv.target=s*10+10
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SFX("reach")
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end
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end,
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marathon_reach_lunatic=function()
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if P.gameEnv.target==250 then
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P.cstat.row=250
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Event.gameover.win()
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else
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P.gameEnv.target=P.gameEnv.target+50
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local t=P.gameEnv.target/50
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P.gameEnv.lock=rush_lock[t]
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P.gameEnv.wait=rush_wait[t]
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P.gameEnv.fall=rush_fall[t]
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showText(P,text.stage[t],"fly",80,-120)
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SFX("reach")
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end
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end,
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marathon_reach_ultimate=function()
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if P.cstat.event==5 then
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P.cstat.row=250
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Event.gameover.win()
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else
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local t=P.cstat.event+1
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if t==1 then t=2 end
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P.gameEnv.target=50*t
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P.cstat.event=t
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P.gameEnv.lock=death_lock[t]
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P.gameEnv.wait=death_wait[t]
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P.gameEnv.fall=death_fall[t]
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showText(P,text.stage[t],"fly",80,-120)
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SFX("reach")
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end
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end,
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classic_reach=function()
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P.gameEnv.target=P.gameEnv.target+10
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if P.gameEnv.target==100 then
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P.gameEnv.drop,P.gameEnv.lock=0,0
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end
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SFX("reach")
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end,
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tsd_reach=function()
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if P.lastClear~=52 then
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Event.gameover.lose()
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else
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P.gameEnv.target=P.gameEnv.target+20
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P.cstat.event=P.cstat.event+1
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if #P.field>11 and P.cstat.event%5~=1 then
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ins(P.clearing,1)
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end
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end
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end,
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tech_reach=function()
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if #P.clearing>0 and P.lastClear<10 then
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Event.gameover.lose()
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end
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end,
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tech_reach_hard=function()
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if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
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Event.gameover.lose()
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end
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end,
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newPC=function()
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local P=players[1]
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if P.cstat.piece%4==0 then
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if #P.field==#P.clearing then
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P.counter=P.cstat.piece==0 and 20 or 0
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ins(P.task,Event.task.PC)
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if curMode.lv==2 then
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local s=P.cstat.pc*.5
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if int(s)==s and s>0 then
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P.gameEnv.drop=pc_drop[s]or 10
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P.gameEnv.lock=pc_lock[s]or 20
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P.gameEnv.fall=pc_fall[s]or 5
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if s==10 then
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showText(P,text.maxspeed,"appear",80,-140)
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else
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showText(P,text.speedup,"appear",30,-140)
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end
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end
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end
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else
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Event.gameover.lose()
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end
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end
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end,
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task={
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win=function()
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P.endCounter=P.endCounter+1
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if P.endCounter>80 then
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if P.gameEnv.visible==1 then
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for i=1,#P.field do
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for j=1,10 do
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if P.visTime[i][j]>0 then
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P.visTime[i][j]=P.visTime[i][j]-1
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end
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end
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end
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if P.endCounter==100 then
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for i=1,#P.field do
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removeRow(P.field)
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removeRow(P.visTime)
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end
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return true
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end
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elseif P.endCounter==100 then
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return true
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end
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end
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end,
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lose=function()
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P.endCounter=P.endCounter+1
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if P.endCounter>80 then
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if P.gameEnv.visible==1 then
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for i=1,#P.field do
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for j=1,10 do
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if P.visTime[i][j]>0 then
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P.visTime[i][j]=P.visTime[i][j]-1
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end
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end
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end
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if P.endCounter==100 then
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for i=1,#P.field do
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removeRow(P.field)
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removeRow(P.visTime)
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end
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return true
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end
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elseif P.endCounter==100 then
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return true
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end
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end
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end,
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dig_normal=function()
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local P=players[1]
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P.counter=P.counter+1
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if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
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ins(P.field,1,getNewRow(13))
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ins(P.visTime,1,getNewRow(1e99))
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P.field[1][rnd(10)]=0
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P.fieldBeneath=P.fieldBeneath+30
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P.cy,P.y_img=P.cy+1,P.y_img+1
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P.counter=0
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P.cstat.event=P.cstat.event+1
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end
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end,
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dig_lunatic=function()
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local P=players[1]
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P.counter=P.counter+1
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if #P.clearing==0 and P.counter>=max(40,60-.5*P.cstat.event)then
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ins(P.field,1,getNewRow(13))
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ins(P.visTime,1,getNewRow(1e99))
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P.field[1][rnd(10)]=0
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P.fieldBeneath=P.fieldBeneath+30
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P.cy,P.y_img=P.cy+1,P.y_img+1
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P.counter=0
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P.cstat.event=P.cstat.event+1
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end
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end,
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survivor_easy=function()
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local P=players[1]
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P.counter=P.counter+1
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if P.counter==max(60,180-2*P.cstat.event)then
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ins(P.atkBuffer,{rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
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P.counter=0
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if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
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P.cstat.event=P.cstat.event+1
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end
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end,
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survivor_normal=function()
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local P=players[1]
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P.counter=P.counter+1
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if P.counter==max(60,180-2*P.cstat.event)then
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local d=P.cstat.event+1
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if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
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elseif d%4==1 then ins(P.atkBuffer,{rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
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elseif d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
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elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
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end
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P.counter=0
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if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
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P.cstat.event=P.cstat.event+1
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end
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end,
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survivor_hard=function()
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local P=players[1]
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P.counter=P.counter+1
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if P.counter==max(60,180-2*P.cstat.event)then
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if P.cstat.event%3<2 then
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ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
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else
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ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
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end
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P.counter=0
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if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
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P.cstat.event=P.cstat.event+1
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end
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end,
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survivor_lunatic=function()
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local P=players[1]
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P.counter=P.counter+1
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if P.counter==max(90,150-P.cstat.event)then
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local t=max(60,90-P.cstat.event)
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ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
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P.counter=0
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if P.cstat.event==30 then showText(P,text.maxspeed,"appear",80,-140)end
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P.cstat.event=P.cstat.event+1
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end
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end,
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PC=function()
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local P=players[1]
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P.counter=P.counter+1
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if P.counter==21 then
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local t=P.cstat.pc%2
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for i=1,4 do
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local r=getNewRow()
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for j=1,10 do
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r[j]=PCbase[4*t+i][j]
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end
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ins(P.field,1,r)
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ins(P.visTime,1,getNewRow(P.showTime))
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end
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P.fieldBeneath=P.fieldBeneath+120
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-- P.cy=P.cy+4
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P.y_img=P.y_img+4
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freshgho()
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return true
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end
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end,
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},
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}
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--Game system Data
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setting={
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lang=1,
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@@ -780,6 +421,7 @@ require("ai")
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require("timer")
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require("paint")
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require("call&sys")
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require("largeList")
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require("list")
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swapLanguage(setting.lang)
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require("texture")
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