sysFX模块改名SYSFX
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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(.7,.6,.8,.6,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newShade(.7,.6,.8,.6,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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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(.7,.3,1,.3,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newShade(.7,.3,1,.3,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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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(.4,1,1,1,P.x+150*P.size,P.y+370*P.size,300*P.size,300*P.size)
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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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@@ -97,7 +97,7 @@ function Player.createBeam(P,R,send,color)
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r,g,b=r*2,g*2,b*2
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local a=modeEnv.royaleMode and not(P.human or R.human)and .2 or 1
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sysFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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SYSFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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end
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--------------------------</FX>--------------------------
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@@ -1381,9 +1381,9 @@ function Player.lose(P,force)
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for i=1,21 do
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P:createClearingFX(i,1.5)
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end
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sysFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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sysFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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sysFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
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SYSFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
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--300+25*i,595
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SFX.play("clear_3")
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SFX.play("emit")
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@@ -99,8 +99,8 @@ function keyDown.custom_field(key)
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for j=1,10 do
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if F[i][j]<=0 then goto L end
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end
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sysFX.newShade(.3,1,1,1,200,660-30*i,300,30)
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sysFX.newRectRipple(.3,200,660-30*i,300,30)
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SYSFX.newShade(.3,1,1,1,200,660-30*i,300,30)
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SYSFX.newRectRipple(.3,200,660-30*i,300,30)
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rem(F,i)
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::L::
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end
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@@ -133,14 +133,14 @@ function keyDown.custom_field(key)
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ins(FIELD,S.page+1,newBoard(FIELD[S.page]))
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S.page=S.page+1
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SFX.play("blip_1",.8)
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sysFX.newShade(.3,.5,1,.5,200,60,300,600)
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SYSFX.newShade(.3,.5,1,.5,200,60,300,600)
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elseif key=="m"then
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rem(FIELD,S.page)
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S.page=max(S.page-1,1)
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if not FIELD[1]then
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ins(FIELD,newBoard())
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end
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sysFX.newShade(.3,1,.5,.5,200,60,300,600)
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SYSFX.newShade(.3,1,.5,.5,200,60,300,600)
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SFX.play("clear_4",.8)
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SFX.play("fall",.8)
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else
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@@ -73,7 +73,7 @@ local function tapBoard(x,y,key)
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if S.state<2 then
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if not key then
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if S.pathVis then
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sysFX.newRipple(.16,x,y,10)
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SYSFX.newRipple(.16,x,y,10)
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end
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x,y=int((x-320)/160)+1,int((y-40)/160)+1
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end
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@@ -60,12 +60,12 @@ local function tapBoard(x,y)
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SFX.play("reach")
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end
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if S.tapFX then
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sysFX.newShade(.3,.6,.8,1,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(.3,.6,.8,1,320+640/R*X,40+640/R*Y,640/R,640/R)
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end
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else
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S.error=S.error+1
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if S.tapFX then
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sysFX.newShade(.5,1,.4,.5,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(.5,1,.4,.5,320+640/R*X,40+640/R*Y,640/R,640/R)
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end
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SFX.play("finesseError")
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end
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@@ -56,7 +56,7 @@ function Tick.throwBadge(data)--{ifAI,Sender,timer}
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end
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--Generate badge object
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sysFX.newBadge(x1,y1,x2,y2)
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SYSFX.newBadge(x1,y1,x2,y2)
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if not data[1]and data[3]%8==0 then
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SFX.play("collect")
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