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@@ -15,11 +15,11 @@ return{
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P:win('finish')
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else
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if D.wave<20 then
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local t=1500-30*D.wave--1500~900
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local t=1500-30*D.wave-- 1500~900
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=12,countdown=t,cd0=t,time=0,sent=false,lv=3})
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(3,8)),amount=10,countdown=t,cd0=t,time=0,sent=false,lv=4})
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else
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local t=900-10*(D.wave-20)--900~600
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local t=900-10*(D.wave-20)-- 900~600
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=14,countdown=t,cd0=t,time=0,sent=false,lv=4})
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=8,countdown=t,cd0=t,time=0,sent=false,lv=5})
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end
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@@ -15,7 +15,7 @@ return{
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P:win('finish')
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else
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local s
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local t=800-10*D.wave--800~700~600~500
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local t=800-10*D.wave-- 800~700~600~500
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if D.wave<10 then
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(5,6)),amount=9,countdown=t,cd0=t,time=0,sent=false,lv=3})
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=11,countdown=t,cd0=t+62,time=0,sent=false,lv=4})
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@@ -62,9 +62,9 @@ return{
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local D=P.modeData
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D.drought=P.lastPiece.id==7 and 0 or D.drought+1
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if P.stat.row>=D.target then
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--if D.target>=200 then
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-- if D.target>=200 then
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D.lvl=D.lvl+1
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--end
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-- end
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local dropSpd=GetGravity(D.lvl)
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if dropSpd~=P.gameEnv.drop then
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P.gameEnv.drop,P.gameEnv.lock=dropSpd,dropSpd
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@@ -2,7 +2,7 @@ local dropSpeed={
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50,42,35,30,25,20,16,13,11,10,
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9,8,7,6,5,5,4,4,3,3,
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3,2,2,2,2,1,1,1,1,1,
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.5,.5,.5,.5,.25,.25,.25,.125,.125,--Total 39 numbers, switch to 20G when reach 400 lines
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.5,.5,.5,.5,.25,.25,.25,.125,.125,-- Total 39 numbers, switch to 20G when reach 400 lines
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}
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local lockDelay={
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57,54,51,48,46,44,42,40,38,36,
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@@ -17,7 +17,7 @@ local lockDelay={
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4,4,4,4,4,4,4,4,4,4,
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3,3,3,3,3,3,3,3,3,3,
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2,2,2,2,2,2,2,2,2,2,
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1,1,1,1,1,1,1,1,1,--Finish at 1700
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1,1,1,1,1,1,1,1,1,-- Finish at 1700
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}
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return
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@@ -40,10 +40,10 @@ return{
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PLY.draw.drawTargetLine(P,getRollGoal(P))
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end,
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hook_drop=function(P)
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if P.modeData.rankPoint<140-passPoint then--If Less then X
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if P.modeData.rankPoint<140-passPoint then-- If Less then X
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local R=#P.clearedRow
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if R>0 then
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if R==4 then R=10 end--Techrash +10
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if R==4 then R=10 end-- Techrash +10
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P.modeData.rankPoint=math.min(P.modeData.rankPoint+R,140-passPoint)
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P.modeData.rankName=sectionName[math.floor(P.modeData.rankPoint/10)+1]
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end
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@@ -21,12 +21,12 @@ return{
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if D.pt%100==99 then
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SFX.play('warn_1')
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elseif D.pt>=D.target then--Level up!
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s=D.target/100--range from 1 to 9
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elseif D.pt>=D.target then-- Level up!
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s=D.target/100-- range from 1 to 9
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local E=P.gameEnv
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if s<4 then
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P:stageComplete(s)
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--First 300
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-- First 300
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if s~=1 then E.lock=E.lock-1 end
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if s~=2 then E.wait=E.wait-1 end
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if s~=3 then E.fall=E.fall-1 end
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@@ -18,8 +18,8 @@ local isInRoll=false
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local rollGrades=0
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local cool_time={3120,3120,2940,2700,2700,2520,2520,2280,2280,0}
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local reg_time= {5400,4500,4500,4080,3600,3600,3000,3000,3000,3000}
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local prevDrop70=false --determines if previous piece has level less than __70
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local nextSpeedUp=false --determines if the next section speed should be boosted by 100
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local prevDrop70=false -- determines if previous piece has level less than __70
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local nextSpeedUp=false -- determines if the next section speed should be boosted by 100
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local isInRollTrans=false
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local function getGrav(l)
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return
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@@ -220,7 +220,7 @@ return{
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if D.pt+1==D.target then
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SFX.play('warn_1')
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elseif D.pt>=D.target then--Level up!
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elseif D.pt>=D.target then-- Level up!
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spd_lvl=nextSpeedUp and spd_lvl+100 or spd_lvl
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nextSpeedUp=false
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prevDrop70=false
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@@ -301,7 +301,7 @@ return{
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end
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if isInRollTrans then
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if P.waiting>=220 then
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--Make field invisible
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-- Make field invisible
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for y=1,#P.field do for x=1,10 do
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P.visTime[y][x]=P.waiting-220
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end end
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@@ -25,7 +25,7 @@ return{
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if D.pt%100==99 then
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SFX.play('warn_1')
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elseif D.pt>=D.target then--Level up!
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elseif D.pt>=D.target then-- Level up!
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s=D.target/100
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local E=P.gameEnv
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E.lock=death_lock[s]
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@@ -40,7 +40,7 @@ return{
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if D.pt%100==99 then
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SFX.play('warn_1')
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elseif D.pt>=D.target then--Level up!
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elseif D.pt>=D.target then-- Level up!
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s=D.target/100
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local E=P.gameEnv
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E.lock=inv_lock[s]
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@@ -25,7 +25,7 @@ return{
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if D.pt%100==99 then
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SFX.play('warn_1')
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elseif D.pt>=D.target then--Level up!
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elseif D.pt>=D.target then-- Level up!
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s=D.target/100
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local E=P.gameEnv
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E.lock=rush_lock[s]
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@@ -18,8 +18,8 @@ return
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if p>=P.modeData.target then
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local ENV=P.gameEnv
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local T=P.modeData.target
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--Stage 1: clear 3 techrash
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if T==12 then--Stage 2: swap color of S/Z & J/L
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-- Stage 1: clear 3 techrash
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if T==12 then-- Stage 2: swap color of S/Z & J/L
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P:stageComplete(2)
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P.waiting=30
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P.curMission=false
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@@ -34,9 +34,9 @@ return
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P.modeData.target=26
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SFX.play('reach')
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elseif T==26 then--Stage 3: dig to bottom
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elseif T==26 then-- Stage 3: dig to bottom
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P:stageComplete(3)
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if not P.holdQueue[1] then--1 up if ban hold
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if not P.holdQueue[1] then-- 1 up if ban hold
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P.life=P.life+1
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end
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P.waiting=45
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@@ -79,7 +79,7 @@ return
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P.modeData.target=42
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SFX.play('reach')
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elseif T==42 then--Stage 4: survive in high speed
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elseif T==42 then-- Stage 4: survive in high speed
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if P.garbageBeneath==0 then
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P:stageComplete(4)
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P.waiting=30
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@@ -93,7 +93,7 @@ return
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else
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p=41
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end
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elseif T==62 then--Stage 5: survive without easy-fresh rule
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elseif T==62 then-- Stage 5: survive without easy-fresh rule
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P:stageComplete(5)
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P.life=P.life+1
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ENV.lock=13
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@@ -104,7 +104,7 @@ return
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P.modeData.target=126
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SFX.play('reach')
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elseif T==126 then--Stage 6: speed up
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elseif T==126 then-- Stage 6: speed up
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P:stageComplete(6)
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P.life=P.life+1
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@@ -114,7 +114,7 @@ return
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P.modeData.target=162
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SFX.play('reach')
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elseif T==162 then--Stage 7: speed up+++
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elseif T==162 then-- Stage 7: speed up+++
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P:stageComplete(7)
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P.life=P.life+1
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@@ -125,7 +125,7 @@ return
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P.modeData.target=226
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SFX.play('reach')
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elseif T==226 then--Stage 8: final invisible
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elseif T==226 then-- Stage 8: final invisible
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P:stageComplete(8)
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P.life=P.life+1
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@@ -134,7 +134,7 @@ return
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P.modeData.target=259
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SFX.play('reach')
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elseif T==259 then--Stage 9: ending
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elseif T==259 then-- Stage 9: ending
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P:stageComplete(9)
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P.life=P.life+1
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for i=1,7 do ENV.skin[i]=P.holeRND:random(16) end
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@@ -50,5 +50,5 @@ return{
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mText(TEXTOBJ.pc,63,330)
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end,
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hook_drop=_check,
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task=_check,--Just run one time at first to start first level
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task=_check,-- Just run one time at first to start first level
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}
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@@ -43,5 +43,5 @@ return{
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mText(TEXTOBJ.pc,63,330)
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end,
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hook_drop=_check,
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task=_check,--Just run one time at first to start first level
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task=_check,-- Just run one time at first to start first level
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}
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@@ -6,7 +6,7 @@ end
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local F={}
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-- local ranks={"10","9","8","7","6","5","4","3","2","1","S1","S2","S3","S4","S5","S6","S7","S8","S9","GM","GM+","TM","TM+","TM+₂","TM+₃", "TM+₄","TM+₅"}
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-- lines: 0 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 26
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-- lines: 0 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 26
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local function getSmallNum(num)
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local smalldigit={[0]="₀","₁","₂","₃","₄","₅","₆","₇","₈","₉"}
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