Improved invis/fading roll modes (#697)
* Added target line in master_ex * Added roll target line in master_g * Added roll countdown during transition in master_g
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@@ -2,6 +2,15 @@ local gc=love.graphics
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local sectionName={"D","C","B","A","A+","S-","S","S+","S+","SS","SS","U","U","X","X+"}
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local passPoint=16
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local function getRollGoal(P)
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-- get amount of grades needed for X+
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local rem=12.4-P.modeData.rankPoint/10
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if rem<=0 then return 0 end
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local goal=math.floor(rem)*4
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rem=rem%1
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return goal + (rem>0.3 and 4 or rem*10)
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end
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return{
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drop=0,lock=15,
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wait=15,fall=6,
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@@ -29,6 +38,7 @@ return{
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setFont(75)
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mStr(P.stat.row,63,230)
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mStr(P.stat.clears[4],63,340)
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PLY.draw.drawTargetLine(P,getRollGoal(P))
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end,
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hook_drop=function(P)
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if P.modeData.rankPoint<140-passPoint then--If Less then X
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@@ -104,6 +104,21 @@ local function addGrade(row, cmb, lvl) -- IGS = internal grade system
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int_grade=int_grade+1
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end
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end
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local function getRollGoal()
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-- get amount of grades needed for TM+
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local rem=#gradeList-(int_grade_boosts[math.min(int_grade+1,#int_grade_boosts)]+rollGrades+cools+1-regrets)
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if rem<=0 then return 0 end
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local goal=0
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if cools>8 then
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goal=math.floor(rem)*4
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rem=rem%1
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return goal + (rem>0.3 and 4 or rem*10)
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else
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goal=math.floor(rem/0.26)*4
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rem=rem%0.26
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return goal + (rem>0.12 and 4 or rem*25)
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end
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end
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return{
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drop=64,
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@@ -145,6 +160,7 @@ return{
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t=t/60
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gc.setColor(1.7*t,2.3-2*t,.3)
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mStr(T,63,248)
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PLY.draw.drawTargetLine(P,getRollGoal())
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else
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-- draw level counter
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setFont(20)
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@@ -295,10 +311,13 @@ return{
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TABLE.cut(P.visTime)
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elseif P.waiting==180 then
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playReadySFX(3,3)
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P:_showText("3",0,-120,120,'fly',1)
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elseif P.waiting==120 then
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playReadySFX(2,1)
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P:_showText("2",0,-120,120,'fly',1)
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elseif P.waiting==60 then
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playReadySFX(1,1)
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P:_showText("1",0,-120,120,'fly',1)
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elseif P.waiting==1 then
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playReadySFX(0,1)
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isInRollTrans=false
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