修改SYSFX.newShade用法
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@@ -38,7 +38,7 @@ local function checkClear(P)
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P.field[_],P.visTime[_]=nil
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end
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setField(P,P.modeData.point+1)
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SYSFX.newShade(1.4,.6,.8,.6,P.absFieldX,P.absFieldY,300*P.size,610*P.size)
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SYSFX.newShade(1.4,P.absFieldX,P.absFieldY,300*P.size,610*P.size,.6,.8,.6)
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SFX.play("blip_1")
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else
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P:win("finish")
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@@ -22,7 +22,7 @@ local function puzzleCheck(P)
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FREEROW.discard(P.visTime[_])
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P.field[_],P.visTime[_]=nil
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end
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SYSFX.newShade(1.4,.3,1,.3,P.absFieldX,P.absFieldY,300*P.size,610*P.size)
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SYSFX.newShade(1.4,P.absFieldX,P.absFieldY,300*P.size,610*P.size,.3,1,.3)
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SFX.play("reach")
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P.modeData.event=0
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else
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@@ -52,7 +52,7 @@ local function check_LVup(P)
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for i=1,10 do
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P:createClearingFX(i,1.5)
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end
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SYSFX.newShade(2.5,1,1,1,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
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SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
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ENV.lock=13
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ENV.wait=6
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