重命名大多数背景
This commit is contained in:
@@ -77,7 +77,7 @@ back.aura={
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gc.setShader()
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end,
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}--Cool liquid background
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back.game1={
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back.bg1={
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init=function()
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t=0
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BG.resize(scr.w)
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@@ -95,7 +95,7 @@ back.game1={
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gc.setShader()
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end,
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}--Horizonal red-blue gradient
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back.game2={
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back.bg2={
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init=function()
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t=0
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BG.resize(nil,scr.h)
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@@ -113,7 +113,7 @@ back.game2={
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gc.setShader()
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end,
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}--Vertical red-green gradient
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back.game3={
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back.rainbow={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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@@ -132,7 +132,7 @@ back.game3={
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gc.setShader()
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end,
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}--Colorful RGB
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back.game4={
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back.rainbow2={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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@@ -151,7 +151,7 @@ back.game4={
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gc.setShader()
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end,
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}--Blue RGB
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back.game5={
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back.lightning={
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init=function()
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t=0
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end,
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@@ -168,7 +168,7 @@ back.game5={
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local blocks=require("parts/mino")
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local scs=require("parts/spinCenters")
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back.game6={
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back.lightning2={
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init=function()
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t=0
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colorLib=_G.SKIN.libColor
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@@ -197,7 +197,7 @@ function sceneInit.setting_control()
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dir=1,
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wait=30,
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}
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BG.set("game1")
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BG.set("bg1")
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end
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function sceneInit.setting_key()
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sceneTemp={
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@@ -207,7 +207,7 @@ function sceneInit.setting_key()
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}
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end
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function sceneInit.setting_touch()
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BG.set("game3")
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BG.set("rainbow")
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sceneTemp={
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default=1,
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snap=1,
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@@ -264,7 +264,7 @@ function sceneInit.stat()
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end
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end
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function sceneInit.history()
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BG.set("game3")
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BG.set("rainbow")
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sceneTemp={
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text=require("parts/updateLog"),--Text list
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pos=1,--Scroll pos
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@@ -34,7 +34,7 @@ return{
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end
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end
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end,
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bg="game4",bgm="way",
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bg="rainbow2",bgm="way",
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},
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pauseLimit=true,
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load=function()
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@@ -43,7 +43,7 @@ return{
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end
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end
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end,
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bg="game4",bgm="shining terminal",
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bg="rainbow2",bgm="shining terminal",
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},
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pauseLimit=true,
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load=function()
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@@ -13,7 +13,7 @@ return{
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hold=false,
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dropPiece=function(P)P:lose()end,
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task=nil,
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bg="game1",bgm="newera",
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bg="bg1",bgm="newera",
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},
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pauseLimit=true,
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load=function()
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@@ -37,7 +37,7 @@ return{
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end
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end
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end,
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bg="game4",bgm="shining terminal",
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bg="rainbow2",bgm="shining terminal",
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},
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pauseLimit=true,
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load=function()
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@@ -37,7 +37,7 @@ return{
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end
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end
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end,
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bg="game4",bgm="way",
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bg="rainbow2",bgm="way",
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},
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pauseLimit=true,
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load=function()
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@@ -16,7 +16,7 @@ return{
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D.event=D.event+1
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end
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end,
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bg="game2",bgm="way",
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bg="bg2",bgm="way",
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},
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pauseLimit=true,
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load=function()
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@@ -15,7 +15,7 @@ return{
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D.event=D.event+1
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end
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end,
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bg="game2",bgm="shining terminal",
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bg="bg2",bgm="shining terminal",
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},
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pauseLimit=true,
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load=function()
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@@ -21,7 +21,7 @@ return{
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mindas=7,minarr=1,minsdarr=1,
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drop=.5,wait=8,fall=20,
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target=50,dropPiece=check,
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bg="game2",bgm="push",
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bg="bg2",bgm="push",
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},
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pauseLimit=true,
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slowMark=true,
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@@ -20,7 +20,7 @@ return{
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wait=8,fall=20,
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target=10,dropPiece=check_LVup,
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mindas=7,minarr=1,minsdarr=1,
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bg="game2",bgm="push",
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bg="bg2",bgm="push",
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},
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pauseLimit=true,
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slowMark=true,
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@@ -17,7 +17,7 @@ local function score(P)
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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 E=P.gameEnv
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BG.set(s==1 and"game3"or s==2 and"game4"or s==3 and"game5"or s==4 and"game6"or"game5")
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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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@@ -44,7 +44,7 @@ return{
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fall=death_fall[1],
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dropPiece=score,
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freshLimit=15,
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bg="game2",bgm="secret7th",
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bg="bg2",bgm="secret7th",
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},
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slowMark=true,
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load=function()
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@@ -16,7 +16,7 @@ local function score(P)
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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 E=P.gameEnv
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BG.set(s==1 and"game1"or s==2 and"game2"or s==3 and"game3"or "game4")
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BG.set(s==1 and"bg1"or s==2 and"bg2"or s==3 and"rainbow"or "rainbow2")
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E.lock=rush_lock[s]
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E.wait=rush_wait[s]
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E.fall=rush_fall[s]
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@@ -48,7 +48,7 @@ return{
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fall=rush_fall[1],
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dropPiece=score,
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freshLimit=15,
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bg="game1",bgm="secret8th",
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bg="bg1",bgm="secret8th",
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},
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slowMark=true,
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load=function()
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@@ -46,7 +46,7 @@ return{
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dropPiece=score,
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freshLimit=15,
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easyFresh=false,bone=true,
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bg="none",bgm="distortion",
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bg="lightning",bgm="distortion",
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},
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slowMark=true,
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load=function()
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@@ -16,7 +16,7 @@ return{
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drop=1e99,lock=1e99,
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oncehold=false,
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dropPiece=update_round,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -16,7 +16,7 @@ return{
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drop=1e99,lock=1e99,
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oncehold=false,
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dropPiece=update_round,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -16,7 +16,7 @@ return{
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drop=1e99,lock=1e99,
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oncehold=false,
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dropPiece=update_round,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -16,7 +16,7 @@ return{
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drop=1e99,lock=1e99,
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oncehold=false,
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dropPiece=update_round,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -16,7 +16,7 @@ return{
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drop=1e99,lock=1e99,
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oncehold=false,
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dropPiece=update_round,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -3,7 +3,7 @@ return{
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env={
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drop=60,lock=60,
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freshLimit=15,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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pauseLimit=true,
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load=function()
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@@ -3,7 +3,7 @@ return{
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env={
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drop=60,lock=60,
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freshLimit=15,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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pauseLimit=true,
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load=function()
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@@ -3,7 +3,7 @@ return{
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env={
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drop=60,lock=60,
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freshLimit=15,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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pauseLimit=true,
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load=function()
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@@ -3,7 +3,7 @@ return{
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env={
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drop=60,lock=60,
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freshLimit=15,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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pauseLimit=true,
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load=function()
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@@ -3,7 +3,7 @@ return{
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env={
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drop=60,lock=60,
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freshLimit=15,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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pauseLimit=true,
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load=function()
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=10,dropPiece=PLY.reach_winCheck,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=100,dropPiece=PLY.reach_winCheck,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=1000,dropPiece=PLY.reach_winCheck,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=20,dropPiece=PLY.reach_winCheck,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=40,dropPiece=PLY.reach_winCheck,
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bg="game2",bgm="race",
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bg="bg2",bgm="race",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -5,7 +5,7 @@ return{
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env={
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drop=60,lock=60,
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target=400,dropPiece=PLY.reach_winCheck,
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bg="game3",bgm="push",
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bg="rainbow",bgm="push",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -24,7 +24,7 @@ return{
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Fkey=selectTarget,
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pushSpeed=2,
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freshLimit=15,
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bg="game3",bgm="rockblock",
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bg="rainbow",bgm="rockblock",
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},
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load=function()
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royaleData={
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@@ -4,7 +4,7 @@ return{
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drop=120,lock=120,
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oncehold=false,target=200,
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dropPiece=PLY.reach_winCheck,
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bg="game2",bgm="infinite",
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bg="bg2",bgm="infinite",
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},
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load=function()
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PLY.newPlayer(1,340,15)
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@@ -168,7 +168,7 @@ customRange={
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target={10,20,40,100,200,500,1000,1e99},
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freshLimit={0,8,15,1e99},
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opponent={0,1,2,3,4,5,11,12,13,14,15,16},
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bg={"none","game1","game2","game3","aura","rgb","glow","matrix"},
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bg={"none","bg1","bg2","rainbow","aura","rgb","glow","matrix"},
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bgm={"blank","way","race","newera","push","reason","infinite","secret7th","secret8th","rockblock"},
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}
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local function T(s,t)return love.graphics.newText(setFont(s),t)end
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Reference in New Issue
Block a user