整理代码
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@@ -4,27 +4,32 @@ local death_lock={12,11,10,9,8}
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local death_wait={10,9,8,7,6}
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local death_fall={10,9,8,7,6}
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local function score(P)
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local MD=P.modeData
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local c=#P.clearedRow
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if c==0 and P.modeData.point%100==99 then return end
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if c==0 and MD.point%100==99 then return end
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local s=c<3 and c+1 or c==3 and 5 or 7
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if P.combo>7 then s=s+2
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elseif P.combo>3 then s=s+1
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end
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P.modeData.point=P.modeData.point+s
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if P.modeData.point%100==99 then
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MD.point=MD.point+s
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if MD.point%100==99 then
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SFX.play("blip_1")
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elseif P.modeData.point>=100*(P.modeData.event+1)then
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elseif MD.point>=100*(MD.event+1)then
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--Level up!
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local s=P.modeData.event+1;P.modeData.event=s
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local s=MD.event+1;MD.event=s
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local E=P.gameEnv
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BG.set(s==1 and"rainbow"or s==2 and"rainbow2"or s==3 and"lightning"or s==4 and"lightning2"or"lightning")
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E.lock=death_lock[s]
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E.wait=death_wait[s]
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E.fall=death_fall[s]
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E.das=int(6.9-s*.4)
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if s==3 then P.gameEnv.bone=true end
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if s==3 then
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P.gameEnv.bone=true
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end
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if s==5 then
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P.modeData.point,P.modeData.event=500,4
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MD.point,MD.event=500,4
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P:win("finish")
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else
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P:showTextF(text.stage(s),0,-120,80,"fly")
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