新模式:20G-Phantasm
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@@ -562,6 +562,7 @@ return{
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["master_beginner"]= {"Master", "LUNATIC", "For 20G beginners."},
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["master_advance"]= {"Master", "ULTIMATE", "Professional 20G challenge!"},
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["master_final"]= {"Master", "FINAL", "20G: Unreachable end point!"},
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["master_phantasm"]= {"Master", "PHANTASM", "20G: ???"},
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["GM"]= {"GrandMaster", "GM", "To be a Grand Master, take \nthis challenge."},
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["blind_easy"]= {"Blind", "HALF", "For novice players."},
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["blind_normal"]= {"Blind", "ALL", "For intermediate players."},
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@@ -560,6 +560,7 @@ return{
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["master_beginner"]= {"Master", "LUNATIC", "For 20G beginners."},
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["master_advance"]= {"Master", "ULTIMATE", "Professional 20G challenge!"},
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["master_final"]= {"Master", "FINAL", "20G: Unreachable end point!"},
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["master_phantasm"]= {"Master", "PHANTASM", "20G: ???"},
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["GM"]= {"GrandMaster", "GM", "To be Grand Master"},
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["blind_easy"]= {"Blind", "HALF", "For novice players."},
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["blind_normal"]= {"Blind", "ALL", "For intermediate players."},
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@@ -515,6 +515,7 @@ return{
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["master_beginner"]= {"大师", "疯狂", "无脑20G"},
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["master_advance"]= {"大师", "极限", "简单20G"},
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["master_final"]= {"大师", "终点", "究极20G:真正的游戏"},
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["master_phantasm"]= {"大师", "虚幻", "虚幻20G:好玩"},
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["GM"]= {"宗师", "GM", "你行你上"},
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["blind_easy"]= {"隐形", "半隐", "谁都能玩"},
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["blind_normal"]= {"隐形", "全隐", "稍加练习即可"},
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@@ -564,6 +564,7 @@ return{
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["master_beginner"]= {"大师", "疯狂", "20G初心者练习"},
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["master_advance"]= {"大师", "极限", "上级者20G挑战"},
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["master_final"]= {"大师", "终点", "究极20G:无法触及的终点"},
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["master_phantasm"]= {"大师", "虚幻", "虚幻20G:???"},
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["GM"]= {"宗师", "GM", "成为方块大师"},
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["blind_easy"]= {"隐形", "半隐", "不强大脑"},
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["blind_normal"]= {"隐形", "全隐", "挺强大脑"},
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@@ -500,6 +500,7 @@ return{
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["master_beginner"]= {"大师", "疯狂", "20G初心者练习"},
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["master_advance"]= {"大师", "极限", "上级者20G挑战"},
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["master_final"]= {"大师", "终点", "究极20G:无法触及的终点"},
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["master_phantasm"]= {"大师", "虚幻", "虚幻20G:???"},
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["GM"]= {"宗师", "GM", "成为方块大师"},
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["blind_easy"]= {"隐形", "半隐", "不强大脑"},
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["blind_normal"]= {"隐形", "全隐", "挺强大脑"},
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172
modes/master_phantasm.lua
Normal file
172
modes/master_phantasm.lua
Normal file
@@ -0,0 +1,172 @@
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local gc=love.graphics
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local function check_LVup(P)
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if #P.clearedRow>0 then
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local p=P.modeData.point+P.lastClear.row
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if p>=P.gameEnv.target then
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local ENV=P.gameEnv
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local T=ENV.target
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--Stage 1: clear 3 techrash
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if T==12 then--Stage 2: swap color of S/Z & J/L
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P.waiting=30
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P.curMission=nil
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ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
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ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
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ENV.lock=14
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ENV.wait=7
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ENV.fall=7
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ENV.next=4
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ENV.target=26
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SFX.play("reach")
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elseif T==26 then--Stage 3: dig to bottom
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if not P.hd then P.life=P.life+1 end--1 up if ban hold
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P.waiting=45
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ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
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ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
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for i=1,10 do
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if P.field[i]then
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for j=1,10 do
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if P.field[i][j]>0 then
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P.field[i][j]=17
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P.visTime[i][j]=15
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end
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end
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for _=1,5 do
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P.field[i][P:RND(10)]=0
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end
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else
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P.field[i]=freeRow.get(0)
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P.visTime[i]=freeRow.get(30)
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for j=1,10 do
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if P:RND()>.9 then
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P.field[i][j]=math.random(16)
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end
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end
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P.field[i][P:RND(10)]=0
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end
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P.field[i][11]=true
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end
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P.garbageBeneath=10
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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(.4,1,1,1,P.x+150*P.size,P.y+370*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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ENV.fall=6
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ENV.next=5
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ENV.target=42
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SFX.play("reach")
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elseif T==42 then--Stage 4: survive in high speed
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if P.garbageBeneath==0 then
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P.waiting=30
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ENV.lock=11
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ENV.next=6
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ENV.hold=false
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ENV.bone=true
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ENV.target=62
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else
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p=41
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end
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elseif T==62 then--Stage 5: survive without easy-fresh rule
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P.life=1
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ENV.lock=13
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ENV.wait=5
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ENV.fall=5
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ENV.easyFresh=false
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ENV.target=126
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SFX.play("reach")
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elseif T==126 then--Stage 6: speed up
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P.life=P.life+1
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ENV.lock=11
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ENV.wait=4
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ENV.fall=4
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ENV.target=162
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elseif T==162 then--Stage 7: speed up+++
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P.life=P.life+2
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ENV.lock=10
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ENV.hold=true
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P.keepVisible=false
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P.showTime=180
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ENV.target=226
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SFX.play("reach")
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elseif T==226 then--Stage 8: final invisible
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P.life=P.life+2
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ENV.bone=false
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P.showTime=90
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ENV.target=259
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SFX.play("reach")
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elseif T==259 then--Stage 9: ending
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P.life=P.life+1
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for i=1,7 do ENV.skin[i]=math.random(16)end
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P.showTime=40
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ENV.lock=15
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P.curMission=1
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ENV.mission={4,4,4,4}
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ENV.missionKill=false
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ENV.target=260
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SFX.play("blip_2")
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elseif P.result~="WIN"then
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p=259
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end
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end
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P.modeData.point=p
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end
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end
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return{
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color=color.black,
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env={
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noTele=true,
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das=5,arr=1,
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drop=0,lock=15,
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wait=10,fall=10,
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next=2,
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sequence="his4",
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target=12,dropPiece=check_LVup,
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mission={4,4,4,64},
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missionKill=true,
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freshLimit=12,
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bg="none",bgm="distortion",
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},
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slowMark=true,
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load=function()
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PLY.newPlayer(1,340,15)
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end,
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mesDisp=function(P)
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setFont(45)
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mStr(P.modeData.point,69,390)
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mStr(P.gameEnv.target,69,440)
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gc.rectangle("fill",25,445,90,4)
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end,
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score=function(P)return{math.min(P.modeData.point,260),P.stat.time}end,
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scoreDisp=function(D)return D[1].."P "..toTime(D[2])end,
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comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]<b[2]end,
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getRank=function(P)
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P=P.modeData.point
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return
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P>=260 and 5 or
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P>=226 and 4 or
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P>=162 and 3 or
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P>=62 and 2 or
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P>=42 and 1 or
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P>=26 and 0
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end,
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}
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@@ -44,7 +44,8 @@ return{
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{name="master_beginner", x=0, y=-1000, size=35,shape=1,icon="master", unlock={"master_advance"}},
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{name="master_advance", x=0, y=-1200, size=35,shape=3,icon="master", unlock={"master_final","GM"}},
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{name="master_final", x=0, y=-1400, size=40,shape=2,icon="master", },
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{name="master_final", x=0, y=-1400, size=40,shape=2,icon="master", unlock={"master_phantasm"}},
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{name="master_phantasm", x=0, y=-2000, size=40,shape=2,icon="master", },
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{name="GM", x=150, y=-1500, size=35,shape=2,icon="master", },
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{name="blind_easy", x=150, y=-700, size=35,shape=1,icon="blind", unlock={"blind_normal"}},
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