攻击特效和徽章特效并入sysFX
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@@ -321,8 +321,6 @@ function resetGameData()
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BGM.play(modeEnv.bgm)
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TEXT.clear()
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FX_badge={}
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FX_attack={}
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if modeEnv.royaleMode then
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for i=1,#players do
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players[i]:changeAtk(randomTarget(players[i]))
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@@ -1130,17 +1130,7 @@ function player.createBeam(P,R,send,time,target,color,clear,spin,combo)
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radius=radius*.4
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a=.35
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end
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ins(FX_attack,{
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x=x1,y=y1,--Current pos
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x1=x1,y1=y1,--Start pos
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x2=x2,y2=y2,--End pos
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rad=radius*(setting.atkFX+3)*.12,
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corner=corner,
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type=type==1 and"fill"or"line",
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r=r,g=g,b=b,a=a*(setting.atkFX+5)*.1,
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t=0,
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drag={},--Afterimage coordinate list
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})
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sysFX.newAttack(x1,y1,x2,y2,radius*(setting.atkFX+3)*.12,corner,type==1 and"fill"or"line",r,g,b,a*(setting.atkFX+5)*.1)
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end
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function player.newTask(P,code,data)
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local L=P.tasks
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@@ -57,7 +57,7 @@ function Tick.throwBadge(data)--{ifAI,Sender,timer}
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end
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--Generate badge object
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FX_badge[#FX_badge+1]={x1,y1,x2,y2,t=0}
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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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