修改堆叠模式玩法(自动清除之前记录)
修改更新历史和build号
This commit is contained in:
8
main.lua
8
main.lua
@@ -443,6 +443,14 @@ do
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fs.remove('record/round_l.rec')
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fs.remove('record/round_l.rec')
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fs.remove('record/round_u.rec')
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fs.remove('record/round_u.rec')
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end
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end
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if STAT.version<1604 then
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RANKS.stack_e=nil
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RANKS.stack_h=nil
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RANKS.stack_u=nil
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fs.remove('record/stack_e.rec')
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fs.remove('record/stack_h.rec')
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fs.remove('record/stack_u.rec')
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end
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if RANKS.stack_20l then
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if RANKS.stack_20l then
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RANKS.stack_20l=nil
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RANKS.stack_20l=nil
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RANKS.stack_40l=nil
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RANKS.stack_40l=nil
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21
parts/eventsets/stack_100.lua
Normal file
21
parts/eventsets/stack_100.lua
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@@ -0,0 +1,21 @@
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return{
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fillClear=false,
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dropPiece=function(P)
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if #P.field>P.gameEnv.fieldH then
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local cc=P:checkClear(P.field,P.garbageBeneath+1,#P.field-P.garbageBeneath)
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if cc>0 then
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SFX.play('clear_'..math.min(cc,6))
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P:showText(text.clear[cc]or cc.."-crash",0,0,60,'beat',.4)
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P:removeClearedLines()
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P.falling=P.gameEnv.fall
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P.stat.row=P.stat.row+cc
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end
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if P.gameEnv.fieldH-cc-P.garbageBeneath>0 then
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P:garbageRise(21,P.gameEnv.fieldH-cc-P.garbageBeneath,2e10-1)
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if P.garbageBeneath>=P.gameEnv.fieldH then
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P:lose()
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end
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end
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end
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end,
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}
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22
parts/eventsets/stack_50.lua
Normal file
22
parts/eventsets/stack_50.lua
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@@ -0,0 +1,22 @@
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return{
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fillClear=false,
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dropPiece=function(P)
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if #P.field>P.gameEnv.fieldH then
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local cc=P:checkClear(P.field,P.garbageBeneath+1,#P.field-P.garbageBeneath)
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if cc>0 then
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SFX.play('clear_'..math.min(cc,6))
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P:showText(text.clear[cc]or cc.."-crash",0,0,60,'beat',.4)
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P:removeClearedLines()
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P.falling=P.gameEnv.fall
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P.stat.row=P.stat.row+cc
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end
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local h=math.ceil((P.gameEnv.fieldH-cc-P.garbageBeneath)/2)
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if h>0 then
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P:garbageRise(21,h,2e10-1)
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if P.garbageBeneath>=P.gameEnv.fieldH then
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P:lose()
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end
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end
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end
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end,
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}
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@@ -1,36 +1,25 @@
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local function getHoleCount(P)
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local hole=0
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for x=1,10 do
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for y=1,100 do
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if not P:solid(x,y)then
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hole=hole+1
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end
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end
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end
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return hole
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end
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return{
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return{
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color=COLOR.cyan,
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color=COLOR.cyan,
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env={
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env={
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drop=60,lock=60,
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drop=60,lock=60,
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fieldH=100,
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wait=0,fall=50,
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highCam=true,
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garbageSpeed=30,
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fillClear=false,
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highCam=false,
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seqData={1,2,3,4,5,6,7},
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seqData={1,2,3,4,5,6,7},
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mesDisp=function(P)PLY.draw.drawTargetLine(P,100)end,
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eventSet='stack_100',
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bg='blockrain',bgm='there',
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bg='blockrain',bgm='there',
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},
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},
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score=function(P)return{getHoleCount(P),P.stat.time}end,
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score=function(P)return{P.stat.row,P.stat.time}end,
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scoreDisp=function(D)return D[1].." Holes".." "..STRING.time(D[2])end,
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scoreDisp=function(D)return D[1].." Lines".." "..STRING.time(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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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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getRank=function(P)
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local H=getHoleCount(P)
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local L=P.stat.row
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return
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return
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H==0 and 5 or
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L>=200 and 5 or
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H<=1 and 4 or
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L>=180 and 4 or
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H<=2 and 3 or
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L>=160 and 3 or
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H<=5 and 2 or
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L>=130 and 2 or
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H<=10 and 1 or
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L>=100 and 1 or
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H<=26 and 0
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L>=70 and 0
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end,
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end,
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}
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}
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@@ -1,36 +1,26 @@
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local function getHoleCount(P)
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local hole=0
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for x=1,10 do
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for y=1,98 do
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if not P:solid(x,y)then
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hole=hole+1
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end
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end
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end
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return hole
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end
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return{
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return{
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color=COLOR.magenta,
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color=COLOR.magenta,
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env={
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env={
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drop=60,lock=60,
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drop=60,lock=60,
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fieldH=100,
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wait=0,fall=50,
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highCam=true,
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fieldH=21,
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fillClear=false,
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highCam=false,
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garbageSpeed=30,
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seqData={1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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seqData={1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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mesDisp=function(P)PLY.draw.drawTargetLine(P,98)end,
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eventSet='stack_50',
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bg='blockrain',bgm='there',
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bg='blockrain',bgm='there',
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},
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},
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score=function(P)return{getHoleCount(P),P.stat.time}end,
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score=function(P)return{P.stat.row,P.stat.time}end,
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scoreDisp=function(D)return D[1].." Holes".." "..STRING.time(D[2])end,
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scoreDisp=function(D)return D[1].." Lines".." "..STRING.time(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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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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getRank=function(P)
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local H=getHoleCount(P)
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local L=P.stat.row
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return
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return
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H==0 and 5 or
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L>=80 and 5 or
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H<=2 and 4 or
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L>=70 and 4 or
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H<=4 and 3 or
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L>=60 and 3 or
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H<=10 and 2 or
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L>=50 and 2 or
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H<=26 and 1 or
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L>=40 and 1 or
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H<=62 and 0
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L>=20 and 0
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end,
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end,
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}
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}
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@@ -1,36 +1,26 @@
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local function getHoleCount(P)
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local hole=0
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for x=1,10 do
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for y=1,97 do
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if not P:solid(x,y)then
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hole=hole+1
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end
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end
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end
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return hole
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end
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return{
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return{
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color=COLOR.yellow,
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color=COLOR.yellow,
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env={
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env={
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drop=60,lock=60,
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drop=60,lock=60,
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fieldH=100,
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wait=0,fall=50,
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highCam=true,
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fieldH=21,
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fillClear=false,
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highCam=false,
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garbageSpeed=30,
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seqData={8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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seqData={8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
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mesDisp=function(P)PLY.draw.drawTargetLine(P,97)end,
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eventSet='stack_50',
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bg='blockrain',bgm='there',
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bg='blockrain',bgm='there',
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},
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},
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score=function(P)return{getHoleCount(P),P.stat.time}end,
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score=function(P)return{P.stat.row,P.stat.time}end,
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scoreDisp=function(D)return D[1].." Holes".." "..STRING.time(D[2])end,
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scoreDisp=function(D)return D[1].." Lines".." "..STRING.time(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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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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getRank=function(P)
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local H=getHoleCount(P)
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local L=P.stat.row
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return
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return
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H<=2 and 5 or
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L>=60 and 5 or
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H<=5 and 4 or
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L>=50 and 4 or
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H<=10 and 3 or
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L>=45 and 3 or
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H<=26 and 2 or
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L>=30 and 2 or
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H<=62 and 1 or
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L>=20 and 1 or
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H<=126 and 0
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L>=10 and 0
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end,
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end,
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}
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}
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@@ -7,12 +7,12 @@ return[=[
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其他未来内容:
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其他未来内容:
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组队战; 实时统计数据可视化; 教学关; 从录像继续
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组队战; 实时统计数据可视化; 教学关; 从录像继续
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重做模式选择UI; 重做模组UI; 加速下落; spike相关统计数据
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重做模式选择UI; 重做模组UI; 加速下落; spike相关统计数据
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更好的手柄支持; 场地格边缘线; 模式数据分析; 高级自定义序列
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支持更多手柄; 场地格边缘线; 模式数据分析; 高级自定义序列
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等级系统; 成就系统; Domain状态; 手势操作; C2连击; 特殊控件(虚拟摇杆等)
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等级系统; 成就系统; Domain状态; 手势操作; C2连击; 特殊控件(虚拟摇杆等)
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可调场地宽度; 可调攻击系统; 更多消除方式(隔断/架空/混合/彩色/穿墙)
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方块位移/旋转动画; 更细节的DAS选项; 拓展主题系统; 无用货币
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方块位移/旋转动画; 更细节的DAS选项; 拓展主题系统; 复杂的攻击系统
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可调攻击系统; 更多消除方式; 可调场地宽度
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工程编译到字节码; task-Z(新AI)
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工程编译到字节码; task-Z(新AI)
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无用货币; 收集向抽奖; 自适应UI; 多方块
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收集向抽奖; 自适应UI; 多方块
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0.16.4: 虫洞 Wormhole
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0.16.4: 虫洞 Wormhole
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新增:
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新增:
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@@ -21,6 +21,7 @@ return[=[
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Next槽上方显示序列模式标记
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Next槽上方显示序列模式标记
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等级图标(暂时不能升级)
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等级图标(暂时不能升级)
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词典支持复制词条方便发给别人
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词典支持复制词条方便发给别人
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修改堆叠模式玩法(自动清除之前记录)
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改动:
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改动:
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移除组合键切换攻击模式功能,固定为单点切换
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移除组合键切换攻击模式功能,固定为单点切换
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iOS设备支持三档振动(原来只有一档)
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iOS设备支持三档振动(原来只有一档)
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@@ -1,5 +1,5 @@
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return{
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return{
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["apkCode"]=388,
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["apkCode"]=389,
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["code"]=1604,
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["code"]=1604,
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["string"]="V0.16.4",
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["string"]="V0.16.4",
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["room"]="ver A-0",
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["room"]="ver A-0",
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Reference in New Issue
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