eventSet可以修改所有参数
整理代码
This commit is contained in:
@@ -1,4 +1,21 @@
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return{
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das=16,
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arr=6,
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sddas=2,
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sdarr=2,
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irs=false,
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ims=false,
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drop=3,
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lock=3,
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wait=10,
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fall=25,
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fieldH=19,
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nextCount=1,
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holdCount=0,
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RS='Classic',
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sequence='rnd',
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noTele=true,
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keyCancel={5,6},
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mesDisp=function(P)
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setFont(75)
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local r=P.modeData.target*.1
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@@ -7,25 +24,6 @@ return{
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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end,
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task=function(P)
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P.gameEnv.das=16
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P.gameEnv.arr=6
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P.gameEnv.sddas=2
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P.gameEnv.sdarr=2
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P.gameEnv.irs=false
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P.gameEnv.ims=false
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P.gameEnv.drop=3
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P.lockDelay=3
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P.gameEnv.lock=3
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P.gameEnv.wait=10
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P.gameEnv.fall=25
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P.gameEnv.fieldH=19
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P.gameEnv.nextCount=1
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P.gameEnv.holdCount=0
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P.gameEnv.RS='Classic'
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P.gameEnv.sequence='rnd'
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P.gameEnv.noTele=true
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P.gameEnv.keyCancel={5,6}
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P.modeData.target=10
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end,
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dropPiece=function(P)
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@@ -1,15 +1,14 @@
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local dropSpeed={50,40,30,25,20,15,12,9,7,5,4,3,2,1,1,.5,.5,.25,.25}
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return{
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drop=60,
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wait=8,
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fall=20,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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PLY.draw.drawTargetLine(P,200-P.stat.row)
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end,
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task=function(P)
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P.gameEnv.drop=60
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P.gameEnv.wait=8
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P.gameEnv.fall=20
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P.modeData.target=10
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end,
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dropPiece=function(P)
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@@ -1,14 +1,13 @@
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return
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{
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drop=.5,
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wait=8,
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fall=20,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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PLY.draw.drawTargetLine(P,200-P.stat.row)
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end,
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task=function(P)
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P.gameEnv.drop=.5
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P.gameEnv.wait=8
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P.gameEnv.fall=20
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P.modeData.target=50
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end,
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dropPiece=function(P)
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@@ -2,15 +2,14 @@ local dropSpeed={50,40,30,24,18,14,10,8,6,5,4,3,2,1,1,.5,.5,.25,.25}
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return
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{
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drop=60,
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wait=8,
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fall=20,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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PLY.draw.drawTargetLine(P,200-P.stat.row)
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end,
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task=function(P)
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P.gameEnv.drop=60
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P.gameEnv.wait=8
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P.gameEnv.fall=20
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P.modeData.target=10
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end,
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dropPiece=function(P)
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@@ -2,6 +2,10 @@ local sectionName={"D","C","B","A","A+","S-","S","S+","S+","SS","SS","U","U","X"
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local passPoint=16
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return{
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drop=0,
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lock=15,
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wait=15,
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fall=6,
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mesDisp=function(P)
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mText(drawableText.line,63,310)
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mText(drawableText.techrash,63,420)
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@@ -25,12 +29,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=15
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P.gameEnv.lock=15
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P.gameEnv.wait=15
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P.gameEnv.fall=6
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P.modeData.rankPoint=0
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P.modeData.rankName=sectionName[1]
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while true do
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@@ -1,4 +1,8 @@
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return{
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drop=0,
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lock=12,
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wait=10,
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fall=10,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -42,12 +46,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=12
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P.gameEnv.lock=12
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P.gameEnv.wait=10
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P.gameEnv.fall=10
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P.modeData.pt=0
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P.modeData.target=100
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end,
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@@ -3,6 +3,10 @@ local death_wait={10,9, 8, 7,6, 6,6,5,5,4}
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local death_fall={10,9, 8, 7,6, 6,5,5,4,4}
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return{
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drop=0,
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lock=death_lock[1],
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wait=death_wait[1],
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fall=death_fall[1],
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -58,12 +62,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=death_lock[1]
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P.gameEnv.lock=death_lock[1]
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P.gameEnv.wait=death_wait[1]
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P.gameEnv.fall=death_fall[1]
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P.modeData.pt=0
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P.modeData.target=100
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end,
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@@ -3,6 +3,10 @@ local rush_wait={12,10, 9, 8, 7}
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local rush_fall={18,16,14,13,12}
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return{
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drop=0,
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lock=rush_lock[1],
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wait=rush_wait[1],
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fall=rush_fall[1],
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -44,12 +48,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=rush_lock[1]
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P.gameEnv.lock=rush_lock[1]
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P.gameEnv.wait=rush_wait[1]
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P.gameEnv.fall=rush_fall[1]
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P.modeData.pt=0
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P.modeData.target=100
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end,
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@@ -1,18 +1,16 @@
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return
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{
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das=6,
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arr=2,
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drop=0,
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lock=15,
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wait=6,
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fall=2,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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PLY.draw.drawTargetLine(P,200-P.stat.row)
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end,
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task=function(P)
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P.gameEnv.das=6
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P.gameEnv.arr=2
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P:set20G(true)
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P.gameEnv.lock=15
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P.lockDelay=15
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P.gameEnv.wait=6
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P.gameEnv.fall=2
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P.modeData.target=10
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end,
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dropPiece=function(P)
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@@ -3,6 +3,10 @@ local rush_wait={12,11,11,10,10, 10,10, 9, 9, 9}
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local rush_fall={18,16,14,13,12, 12,11,11,10,10}
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return{
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drop=0,
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lock=rush_lock[1],
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wait=rush_wait[1],
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fall=rush_fall[1],
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -58,12 +62,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=rush_lock[1]
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P.gameEnv.lock=rush_lock[1]
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P.gameEnv.wait=rush_wait[1]
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P.gameEnv.fall=rush_fall[1]
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P.modeData.pt=0
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P.modeData.target=100
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end,
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@@ -1,5 +1,9 @@
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return
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{
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drop=0,
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lock=15,
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wait=10,
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fall=10,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -133,11 +137,6 @@ return
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P.modeData.pt=p
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=15
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P.gameEnv.lock=15
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P.gameEnv.wait=10
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P.gameEnv.fall=10
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P.modeData.target=12
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end,
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}
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@@ -3,6 +3,10 @@ local death_wait={10, 9, 8,7,6, 6,5,4,4,3}
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local death_fall={10, 9, 8,7,6, 5,5,4,3,3}
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return{
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drop=0,
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lock=death_lock[1],
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wait=death_wait[1],
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fall=death_fall[1],
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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@@ -53,12 +57,6 @@ return{
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end
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end,
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task=function(P)
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P:set20G(true)
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P.lockDelay=death_lock[1]
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P.gameEnv.lock=death_lock[1]
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P.gameEnv.wait=death_wait[1]
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P.gameEnv.fall=death_fall[1]
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P.modeData.pt=0
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P.modeData.target=100
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end,
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@@ -1,12 +1,10 @@
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return{
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heightLimit=4,
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mesDisp=function(P)
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setFont(60)
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mStr(P.stat.pc,63,340)
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mText(drawableText.pc,63,410)
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end,
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task=function(P)
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P.gameEnv.heightLimit=4
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end,
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dropPiece=function(P)
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if P.lastPiece.pc then
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P.gameEnv.heightLimit=4
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@@ -2,6 +2,10 @@ local gc=love.graphics
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local dropSpeed={[0]=40,33,27,20,16,12,11,10,9,8,7,6,5,4,3,3,2,2,1,1}
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return{
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drop=40,
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lock=1e99,
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wait=20,
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fall=90,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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@@ -32,11 +36,6 @@ return{
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end
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end,
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task=function(P)
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P.gameEnv.drop=40
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P.gameEnv.lock=1e99
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P.gameEnv.wait=20
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P.gameEnv.fall=90
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P.modeData.target=10
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P.modeData.bpm=40
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P.modeData.beatFrame=90
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@@ -2,6 +2,10 @@ local gc=love.graphics
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local dropSpeed={[0]=30,26,23,20,17,14,12,10,8,6,5,4,3,2,1,1,.5,.5,.25,.25}
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return{
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drop=30,
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lock=1e99,
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wait=10,
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fall=60,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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@@ -32,11 +36,6 @@ return{
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end
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end,
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task=function(P)
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P.gameEnv.drop=30
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P.gameEnv.lock=1e99
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P.gameEnv.wait=10
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P.gameEnv.fall=60
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P.modeData.target=10
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P.modeData.bpm=60
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P.modeData.beatFrame=60
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@@ -1,6 +1,10 @@
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local gc=love.graphics
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return{
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drop=.5,
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lock=1e99,
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wait=5,
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fall=30,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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@@ -37,11 +41,6 @@ return{
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end
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end,
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task=function(P)
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P.gameEnv.drop=.5
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P.gameEnv.lock=1e99
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P.gameEnv.wait=5
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P.gameEnv.fall=30
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P.modeData.target=10
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P.modeData.bpm=120
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P.modeData.beatFrame=30
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Block a user