Resolves change requests
This commit is contained in:
@@ -369,45 +369,44 @@ do-- Mod data
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end
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end end
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MODOPT={-- Mod options
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-- funcA always triggered, funcA1 only triggered once, but both functions can lock values
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{no=0,id="NX",name="next",
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key="q",x=80,y=230,color='lO',
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list={0,1,2,3,4,5,6},
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func =function(P,O) P.gameEnv.nextCount=O end,
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funcA1=_lockVfunc('nextCount'),
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funcInit=function(P,O) P.gameEnv.nextCount=O end,
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funcOnce=_lockVfunc('nextCount'),
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},
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{no=1,id="HL",name="hold",
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key="w",x=200,y=230,color='lO',
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list={0,1,2,3,4,5,6},
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func =function(P,O) P.gameEnv.holdCount=O end,
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funcA1=_lockVfunc('holdCount'),
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funcInit=function(P,O) P.gameEnv.holdCount=O end,
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funcOnce=_lockVfunc('holdCount'),
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},
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{no=2,id="FL",name="hideNext",
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key="e",x=320,y=230,color='lA',
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list={1,2,3,4,5},
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func =function(P,O) P.gameEnv.nextStartPos=O+1 end,
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funcA1=_lockVfunc('nextStartPos'),
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funcInit=function(P,O) P.gameEnv.nextStartPos=O+1 end,
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funcOnce=_lockVfunc('nextStartPos'),
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},
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{no=3,id="IH",name="infHold",
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key="r",x=440,y=230,color='lA',
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func =function(P) P.gameEnv.infHold=true end,
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funcA1=_lockVfunc('infHold'),
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funcInit=function(P) P.gameEnv.infHold=true end,
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funcOnce=_lockVfunc('infHold'),
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},
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{no=4,id="HB",name="hideBlock",
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key="y",x=680,y=230,color='lV',
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func =function(P) P.gameEnv.block=false end,
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funcA1=_lockVfunc('block'),
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funcInit=function(P) P.gameEnv.block=false end,
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funcOnce=_lockVfunc('block'),
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},
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{no=5,id="HG",name="hideGhost",
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key="u",x=800,y=230,color='lV',
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func =function(P) P.gameEnv.ghost=false end,
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funcA1=function(P) P.gameEnv.ghost=false; P.gameEnv.__lock('ghost') end,
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funcInit=function(P) P.gameEnv.ghost=false end,
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funcOnce=function(P) P.gameEnv.ghost=false; P.gameEnv.__lock('ghost') end,
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},
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{no=6,id="HD",name="hidden",
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key="i",x=920,y=230,color='lP',
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list={'easy','slow','medium','fast','none'},
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func =function(P,O) P.gameEnv.visible=O end,
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funcA =function(P,O)
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funcInit=function(P,O) P.gameEnv.visible=O end,
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funcRepe=function(P,O)
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if P.showTime~=_invisibleTime[O] then
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P:setInvisible(_invisibleTime[O])
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end
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@@ -416,22 +415,21 @@ do-- Mod data
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{no=7,id="HB",name="hideBoard",
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key="o",x=1040,y=230,color='lP',
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list={'down','up','all'},
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func =function(P,O) P.gameEnv.hideBoard=O end,
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funcA1=_lockVfunc('hideBoard'),
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funcInit=function(P,O) P.gameEnv.hideBoard=O end,
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},
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{no=8,id="FB",name="flipBoard",
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key="p",x=1160,y=230,color='lJ',
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list={'U-D','L-R','180'},
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func =function(P,O) P.gameEnv.flipBoard=O end,
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funcA1=_lockVfunc('flipBoard'),
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funcInit=function(P,O) P.gameEnv.flipBoard=O end,
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funcOnce=_lockVfunc('flipBoard'),
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},
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{no=9,id="DT",name="dropDelay",
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key="a",x=140,y=350,color='lR',
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list={0,.125,.25,.5,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99},
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func =function(P,O) P.gameEnv.drop=O end,
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funcA =function(P,O)
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if P.gameEnv.drop~=O then
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funcInit=function(P,O) P.gameEnv.drop=O end,
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funcRepe=function(P,O)
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if P.dropDelay~=O then
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P.gameEnv.drop=O
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P:set20G(O==0)
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end
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@@ -440,45 +438,45 @@ do-- Mod data
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{no=10,id="LT",name="lockDelay",
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key="s",x=260,y=350,color='lR',
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list={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99},
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func =function(P,O) P.gameEnv.lock=O end,
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funcA1=_lockVfunc('lockDelay'),
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funcInit=function(P,O) P.gameEnv.lock=O end,
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funcRepe=function(P,O) P.dropDelay=O end,
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},
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{no=11,id="ST",name="waitDelay",
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key="d",x=380,y=350,color='lR',
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list={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
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func =function(P,O) P.gameEnv.wait=O end,
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funcA1=_lockVfunc('waitDelay'),
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funcInit=function(P,O) P.gameEnv.wait=O end,
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funcOnce=_lockVfunc('waitDelay'),
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},
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{no=12,id="CT",name="fallDelay",
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key="f",x=500,y=350,color='lR',
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list={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
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func =function(P,O) P.gameEnv.fall=O end,
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funcA1=_lockVfunc('fallDelay'),
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funcInit=function(P,O) P.gameEnv.fall=O end,
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funcOnce=_lockVfunc('fallDelay'),
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},
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{no=13,id="LF",name="life",
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key="j",x=860,y=350,color='lY',
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list={0,1,2,3,5,10,15,26,42,87,500},
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func =function(P,O) P.gameEnv.life=O end,
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funcA1=_lockVfunc('life'),
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funcInit=function(P,O) P.gameEnv.life=O end,
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funcOnce=_lockVfunc('life'),
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},
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{no=14,id="FB",name="forceB2B",
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key="k",x=980,y=350,color='lY',
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func =function(P) P.gameEnv.b2bKill=true end,
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funcA1=_lockVfunc('b2bKill'),
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funcInit=function(P) P.gameEnv.b2bKill=true end,
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funcOnce=_lockVfunc('b2bKill'),
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},
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{no=15,id="PF",name="forceFinesse",
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key="l",x=1100,y=350,color='lY',
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func =function(P) P.gameEnv.fineKill=true end,
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funcA1=_lockVfunc('fineKill'),
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funcInit=function(P) P.gameEnv.fineKill=true end,
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funcOnce=_lockVfunc('fineKill'),
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},
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{no=16,id="TL",name="tele",
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key="z",x=200,y=470,color='lH',
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func =function(P)
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funcInit=function(P)
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P.gameEnv.das,P.gameEnv.arr=0,0
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P.gameEnv.sddas,P.gameEnv.sdarr=0,0
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end,
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funcA1=function(P)
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funcOnce=function(P)
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for _,k in pairs{'das','arr','sddas','sdarr'} do
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P.gameEnv[k]=0
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P.gameEnv.__lock(k)
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@@ -487,7 +485,7 @@ do-- Mod data
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},
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{no=17,id="FX",name="noRotation",
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key="x",x=320,y=470,color='lH',
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func =function(P)
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funcInit=function(P)
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_disableKey(P,3)
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_disableKey(P,4)
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_disableKey(P,5)
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@@ -495,7 +493,7 @@ do-- Mod data
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},
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{no=18,id="GL",name="noMove",
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key="c",x=440,y=470,color='lH',
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func =function(P)
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funcInit=function(P)
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_disableKey(P,1) _disableKey(P,2)
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_disableKey(P,11)_disableKey(P,12)
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_disableKey(P,17)_disableKey(P,18)
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@@ -505,20 +503,20 @@ do-- Mod data
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{no=19,id="CS",name="customSeq",
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key="b",x=680,y=470,color='lB',
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list={'bag','bagES','his','hisPool','c2','bagP1inf','rnd','mess','reverb'},
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func =function(P,O) P.gameEnv.sequence=O end,
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funcA1=_lockVfunc('sequence'),
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funcInit=function(P,O) P.gameEnv.sequence=O end,
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funcOnce=_lockVfunc('sequence'),
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},
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{no=20,id="PS",name="pushSpeed",
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key="n",x=800,y=470,color='lB',
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list={.5,1,2,3,5,15,1e99},
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func =function(P,O) P.gameEnv.pushSpeed=O end,
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funcA1=_lockVfunc('pushSpeed'),
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funcInit=function(P,O) P.gameEnv.pushSpeed=O end,
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funcOnce=_lockVfunc('pushSpeed'),
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},
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{no=21,id="BN",name="boneBlock",
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key="m",x=920,y=470,color='lB',
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list={'on','off'},
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func =function(P,O) P.gameEnv.bone=O end,
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funcA =function(P,O)
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funcInit=function(P,O) P.gameEnv.bone=O end,
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funcRepe=function(P,O)
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P.gameEnv.bone=O
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if O=='on' then
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for _,bk in pairs(P.nextQueue) do bk.color=17 end
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