0.7.24α
This commit is contained in:
107
dataList.lua
107
dataList.lua
@@ -50,7 +50,7 @@ local function throwBadge(S,R)--Sender/Receiver
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else
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x2,y2=R.x+66*R.size,R.y+344*R.size
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end
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FX.badge[#FX.badge+1]={x1,y1,x2,y2,t=0}
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FX_badge[#FX_badge+1]={x1,y1,x2,y2,t=0}
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end
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local AISpeed={60,50,45,35,25,15,9,7,5,3}
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local function AITemplate(type,speedLV,next,hold,node)
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@@ -192,11 +192,11 @@ loadmode={
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local LV=curMode.lv
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if LV==3 then players[1].gameEnv.drop=15 end
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local L={}for i=1,49 do L[i]=true end
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local t=int(LV^2.5)
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repeat
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local t=system~="Windows"and 0 or 2*LV
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while t>0 do
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local r=rnd(2,49)
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if L[r]then L[r],t=false,t-1 end
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until t==0
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end
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local min,max
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if LV==1 then min,max=3,5
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elseif LV==2 then min,max=4,8
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@@ -225,11 +225,11 @@ loadmode={
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local LV=curMode.lv
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if LV==3 then players[1].gameEnv.drop=15 end
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local L={}for i=1,100 do L[i]=true end
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local t=2*int(LV^2.5)
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repeat
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local t=system~="Windows"and 0 or 1+3*LV
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while t>0 do
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local r=rnd(2,99)
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if L[r]then L[r],t=false,t-1 end
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until t==0
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end
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local min,max
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if LV==1 then min,max=3,5
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elseif LV==2 then min,max=4,9
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@@ -318,7 +318,7 @@ loadmode={
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mesDisp={
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--Default:font=35,white
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sprint=function()
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setFont(65)
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setFont(60)
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local r=max(P.gameEnv.target-P.stat.row,0)
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mStr(r,-82,265)
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if r<21 and r>0 then
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@@ -415,7 +415,7 @@ mesDisp={
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end,
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c4wtrain=function()
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setFont(50)
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mStr(max(200-P.stat.row,0),-82,220)
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mStr(max(100-P.stat.row,0),-82,220)
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mStr(P.combo,-82,310)
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mStr(P.modeData.point,-82,400)
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setFont(20)
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@@ -479,7 +479,7 @@ mesDisp={
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if P.gameEnv.puzzle or P.gameEnv.target>1e10 then
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setFont(25)
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mStr("Rows",-82,290)
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setFont(65)
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setFont(60)
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mStr(P.stat.row,-82,225)
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else
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setFont(60)
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@@ -497,7 +497,7 @@ mesDisp={
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gc.setColor(c[1],c[2],c[3],.6)
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gc.rectangle("line",30*x-25,605-30*y,20,20)
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gc.rectangle("line",30*x-20,610-30*y,10,10)
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elseif B==0 then
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elseif B==-1 then
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gc.setColor(1,1,1,.4)
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gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
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gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
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@@ -653,50 +653,49 @@ Event={
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P.modeData.point=P.modeData.point+s
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if P.modeData.point%100==99 then
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SFX("blip_1")
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elseif P.modeData.point>100*P.modeData.event+100 then
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elseif P.modeData.point>=100*(P.modeData.event+1)then
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local s=P.modeData.event+1;P.modeData.event=s--level up!
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showText(P,text.stage(s),"fly",80,-120)
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local E=P.gameEnv
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local mode=curMode.lv
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if mode==1 then
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curBG=s==2 and"game1"or s==3 and"game2"or s==4 and"game3"or s==5 and"game4"
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curBG=s==1 and"game1"or s==2 and"game2"or s==3 and"game3"or s==4 and"game4"
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E.lock=rush_lock[s]
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E.wait=rush_wait[s]
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E.fall=rush_fall[s]
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E.das=10-s
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if s==3 then P.gameEnv.arr=2 end
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if s==5 then P.gameEnv.bone=true end
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if s==2 then P.gameEnv.arr=2 end
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if s==4 then P.gameEnv.bone=true end
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elseif mode==2 then
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curBG=s==2 and"game3"or s==3 and"game4"or s==4 and"game5"or s==5 and"game6"
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curBG=s==1 and"game3"or s==2 and"game4"or s==3 and"game5"or s==4 and"game6"
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E.lock=death_lock[s]
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E.wait=death_wait[s]
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E.fall=death_fall[s]
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E.das=int(7.3-s*.4)
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if s==4 then P.gameEnv.bone=true end
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E.das=int(6.9-s*.4)
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if s==3 then P.gameEnv.bone=true end
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end
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if s==5 then
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P.modeData.point,P.modeData.event=500,4
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Event.win()
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else
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showText(P,text.stage(s),"fly",80,-120)
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end
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SFX("reach")
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end
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end,
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master_score_hard=function()
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local c=#P.clearing
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if P.modeData.point%100<60 then
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P.modeData.point=P.modeData.point+(c<3 and c+1 or c==3 and 5 or 7)--[1]2 3 5 7
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if P.modeData.point%100>59 then SFX("blip_1")end
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return
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if c==0 then return end
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local s
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if P.lastClear<10 then
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s=c
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else
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if c==0 then return end
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local s
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if P.lastClear<10 then
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s=c-1--0,1,2,X
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else
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s=int(c^1.45)--1,2,4,7
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end
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if P.combo>9 then s=s+3
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elseif P.combo>4 then s=s+2
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elseif P.combo>2 then s=s+1
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end
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P.modeData.point=P.modeData.point+s
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s=c<3 and c+1 or c<5 and 6 or 10
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end
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if P.combo>9 then s=s+2
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elseif P.combo>4 then s=s+1
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end
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P.modeData.point=P.modeData.point+s
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if P.modeData.point%100==99 then SFX("blip_1")end
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if int(P.modeData.point*.01)>P.modeData.event then
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local s=P.modeData.event+1;P.modeData.event=s--level up!
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showText(P,text.stage(s),"fly",80,-120)
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@@ -794,7 +793,7 @@ Event={
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if P.combo>P.modeData.point then
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P.modeData.point=P.combo
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end
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if P.stat.row>=200 then
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if P.stat.row>=100 then
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Event.win()
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end
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end
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@@ -803,7 +802,7 @@ Event={
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if P.curY+P.r>5-P.stat.row%4+#P.clearing then
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Event.lose()
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end
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if P.stat.piece%4==0 and #P.field==#P.clearing then
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if P.stat.piece%4==0 and #P.field==0 then
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P.modeData.event=P.modeData.event==0 and 1 or 0
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local r=rnd(#PClist)
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local f=P.modeData.event==0
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@@ -838,7 +837,15 @@ Event={
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local L=P.field[y]
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for x=1,10 do
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local a,b=preField[y][x],L and L[x]or 0
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if a~=0 and(a==0 and b>0 or a<8 and a~=b or a>7 and b==0)then return end
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if a~=0 then
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if a==-1 then
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if b>0 then return end
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elseif a<8 then
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if a~=b then return end
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elseif a>7 then
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if b==0 then return end
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end
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end
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end
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end
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P.modeData.event=1
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@@ -945,7 +952,7 @@ Event_task={
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local R=(P.modeData.event%3<2 and 1 or 3)
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P.atkBuffer.sum=P.atkBuffer.sum+R
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P.stat.recv=P.stat.recv+R
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if P.modeData.event==45 then showText(P,text.maxspeed,"appear",100,-140,.6)end
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if P.modeData.event==60 then showText(P,text.maxspeed,"appear",100,-140,.6)end
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P.counter=0
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P.modeData.event=P.modeData.event+1
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end
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@@ -1130,27 +1137,18 @@ Event_task={
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end,
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bgmFadeOut=function(self,_,id)
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bgm[id]:setVolume(max(bgm[id]:getVolume()-.03,0))
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if bgm[id]:getVolume()==0 then
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local v=bgm[id]:getVolume()-.025*setting.bgm*.125
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bgm[id]:setVolume(v>0 and v or 0)
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if v<=0 then
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bgm[id]:stop()
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return true
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end
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end,
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bgmFadeIn=function(self,_,id)
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bgm[id]:setVolume(min(bgm[id]:getVolume()+.03,1))
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if bgm[id]:getVolume()==1 then return true end
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local v=min(bgm[id]:getVolume()+.025*setting.bgm*.125,setting.bgm*.125)
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bgm[id]:setVolume(v)
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if v>=setting.bgm*.125 then return true end
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end,
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bgmWarp=function(self)
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if bgmPlaying then
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self.data=self.data-1
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if self.data==0 then
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self.data=rnd(120,180)
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bgm[bgmPlaying]:seek(max(bgm[bgmPlaying]:tell()-1,0))
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end
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else
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return true
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end
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end
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}
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local Fkey_func={
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royale=function()
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@@ -1301,7 +1299,6 @@ defaultModeEnv={
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{
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oncehold=false,
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drop=1e99,lock=1e99,
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freshLimit=15,
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dropPiece=Event.tsd_reach,
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ospin=false,
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bg="matrix",bgm="reason",
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