新攻击特效(初版)
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@@ -1,7 +1,8 @@
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local gc=love.graphics
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local setColor=gc.setColor
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local setWidth=gc.setLineWidth
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local ins,rem=table.insert,table.remove
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local rem=table.remove
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local max,min=math.max,math.min
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local fx={}
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@@ -20,22 +21,8 @@ function FXupdate.badge(S,dt)
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return S.t>=1
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end
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function FXupdate.attack(S,dt)
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S.t=S.t+dt
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local L=S.drag
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if S.t>.8 then
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S.rad=S.rad*1.05+.1
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S.x,S.y=S.x2,S.y2
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elseif S.t>.2 then
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local t=(S.t-.2)*1.6667
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t=(3-2*t)*t*t
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S.x,S.y=S.x1*(1-t)+S.x2*t,S.y1*(1-t)+S.y2*t
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ins(L,S.x)ins(L,S.y)
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end
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if #L==4+4*SETTING.atkFX then
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rem(L,1)rem(L,1)
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end
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return S.t>1
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S.t=S.t+dt*S.rate
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return S.t>1
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end
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function FXupdate.ripple(S,dt)
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S.t=S.t+dt*S.rate
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@@ -52,31 +39,29 @@ end
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local FXdraw={}
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function FXdraw.badge(S)
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gc.setColor(1,1,1,S.t<.2 and S.t*.6 or S.t<.8 and 1 or(1-S.t)*.6)
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setColor(1,1,1,S.t<.2 and S.t*.6 or S.t<.8 and 1 or(1-S.t)*.6)
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gc.draw(IMG.badgeIcon,S.x,S.y)
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end
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function FXdraw.attack(S)
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gc.setLineWidth(5)
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gc.push("transform")
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local t=S.t
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local a=(t<.2 and t*5 or t<.8 and 1 or 5-t*5)*S.a
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local L=S.drag
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local len=#L
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local r,g,b=S.r,S.g,S.b
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local rad,crn=S.rad,S.corner
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for i=1,len,2 do
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gc.setColor(r,g,b,.4*a*i/len)
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gc.translate(L[i],L[i+1])
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gc.rotate(t*.1)
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gc.circle("fill",0,0,rad,crn)
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gc.rotate(-t*.1)
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gc.translate(-L[i],-L[i+1])
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end
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gc.translate(S.x,S.y)
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gc.rotate(t*6)
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gc.setColor(r,g,b,a*.5)gc.circle("line",0,0,rad,crn)
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gc.setColor(r,g,b,a)gc.circle("fill",0,0,rad,crn)
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gc.pop()
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setColor(S.r*2,S.g*2,S.b*2,S.a*min(4-S.t*4,1))
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setWidth(S.wid)
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local t1,t2=max(5*S.t-4,0),min(S.t*4,1)
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gc.line(
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S.x1*(1-t1)+S.x2*t1,
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S.y1*(1-t1)+S.y2*t1,
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S.x1*(1-t2)+S.x2*t2,
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S.y1*(1-t2)+S.y2*t2
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)
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setWidth(S.wid*.6)
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t1,t2=max(4*S.t-3,0),min(S.t*5,1)
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gc.line(
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S.x1*(1-t1)+S.x2*t1,
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S.y1*(1-t1)+S.y2*t1,
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S.x1*(1-t2)+S.x2*t2,
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S.y1*(1-t2)+S.y2*t2
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)
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end
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function FXdraw.ripple(S)
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local t=S.t
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@@ -119,19 +104,16 @@ function sysFX.newBadge(x1,y1,x2,y2)
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x2=x2,y2=y2,
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}
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end
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function sysFX.newAttack(x1,y1,x2,y2,rad,corner,type,r,g,b,a)
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function sysFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
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fx[#fx+1]={
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update=FXupdate.attack,
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draw=FXdraw.attack,
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t=0,
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x=x1,y=y1,
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rate=rate,
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x1=x1,y1=y1,--Start pos
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x2=x2,y2=y2,--End pos
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rad=rad,
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corner=corner,
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type=type,
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wid=wid,--Line width
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r=r,g=g,b=b,a=a,
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drag={},--Afterimage coordinate list
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}
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end
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function sysFX.newRipple(duration,x,y,r)
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@@ -336,7 +336,6 @@ local function Pupdate_alive(P,dt)
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else
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P.curY=P.curY-D
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end
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-- assert(P.curY==int(P.curY),"y:"..P.curY.." fall:"..D.." D_env:"..P.gameEnv.drop)
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end
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P:freshBlock(true,true)
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P.spinLast=false
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@@ -1481,7 +1480,7 @@ end
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function player.createClearingFX(P,y,spd)
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ins(P.clearFX,{y,0,spd})
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end
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function player.createBeam(P,R,send,time,target,color,clear,combo)
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function player.createBeam(P,R,send,color)
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local x1,y1,x2,y2
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if P.small then x1,y1=P.centerX,P.centerY
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else x1,y1=P.x+(30*(P.curX+P.sc[2])-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1])+15+70)*P.size
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@@ -1490,49 +1489,12 @@ function player.createBeam(P,R,send,time,target,color,clear,combo)
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else x2,y2=R.x+308*R.size,R.y+450*R.size
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end
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local radius,corner
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local a,r,g,b=1,unpack(SKIN.libColor[color])
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if clear.special then
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radius=10+3*send+100/(target+4)
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local t=clear.row
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if t==1 then
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corner=3
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r=.3+r*.4
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g=.3+g*.4
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b=.3+b*.4
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elseif t==2 then
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corner=5
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r=.5+r*.5
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g=.5+g*.5
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b=.5+b*.5
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elseif t<6 then
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corner=6
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r=.6+r*.4
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g=.6+g*.4
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b=.6+b*.4
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else
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corner=20
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r=.8+r*.2
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g=.8+g*.2
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b=.8+b*.2
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end
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else
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if combo>3 then
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radius=min(15+combo,30)+time*.1
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corner=3
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else
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radius=30
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corner=4
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end
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r=1-r*.3
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g=1-g*.3
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b=1-b*.3
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end
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if modeEnv.royaleMode and not P.human and not R.human then
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radius=radius*.4
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a=.35
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end
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sysFX.newAttack(x1,y1,x2,y2,radius*(SETTING.atkFX+3)*.12,corner,type==1 and"fill"or"line",r,g,b,a*(SETTING.atkFX+5)*.1)
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wid=int(send^.7*(4+SETTING.atkFX))
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local r,g,b=unpack(SKIN.libColor[color])
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r,g,b=r*2,g*2,b*2
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local a=modeEnv.royaleMode and not(P.human or R.human)and .2 or 1
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sysFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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end
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function player.newTask(P,code,data)
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local L=P.tasks
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@@ -1596,7 +1558,7 @@ function player.attack(P,R,send,time,...)
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B.sum=B.sum+send
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R.stat.recv=R.stat.recv+send
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if R.sound then
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SFX.play(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)
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SFX.play(send<4 and"blip_1"or"blip_2",min(send+1,5)*.1)
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end
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end
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end
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@@ -1884,7 +1846,7 @@ function player.spin(P,d,ifpre)
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if P.gameEnv.easyFresh then
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P:freshBlock(false,true)
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end
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SFX.fieldPlay(ifpre and"prerotate"or "rotate",nil,P)
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SFX.fieldPlay(ifpre and"prerotate"or"rotate",nil,P)
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return
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end
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for test=1,#iki do
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@@ -2446,7 +2408,7 @@ do--player.drop(P)--Place piece
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local M=#P.atker
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if M>0 then
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for i=1,M do
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P:attack(P.atker[i],send,sendTime,M,CB.color,C,cmb)
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P:attack(P.atker[i],send,CB.color)
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end
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else
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T=randomTarget(P)
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@@ -2459,7 +2421,7 @@ do--player.drop(P)--Place piece
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T=randomTarget(P)
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end
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if T then
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P:attack(T,send,sendTime,1,CB.color,C,cmb)
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P:attack(T,send,CB.color)
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end
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end
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if P.sound and send>3 then SFX.play("emit",min(send,7)*.1)end
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