自定义模式可以选择多hold,oncehold改名infHold
This commit is contained in:
2
main.lua
2
main.lua
@@ -44,7 +44,7 @@ CUSTOMENV={
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nextCount=6,
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nextStartPos=1,
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holdCount=1,
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oncehold=true,
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infHold=false,
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--Visual
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block=true,
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@@ -344,7 +344,9 @@ return{
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title="Custom Game",
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subTitle="Advance",
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next="Next",hold="Hold",oncehold="Hold Once",
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nextCount="Next",
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holdCount="Hold",
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infHold="Infinite Hold",
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block="Draw Block",
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ghost="Ghost",
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center="Center",
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@@ -350,7 +350,9 @@ return{
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title="Mode personnalisé",
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subTitle="Avancer",
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next="Prévisualisations de pièces",hold="Réserve",oncehold="Réserver une fois",
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nextCount="Prévisualisations de pièces",
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holdCount="Réserve",
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-- infHold="Réserver une fois",
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block="Dessiner le bloc",
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ghost="Pièce fantôme",
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center="Centre",
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@@ -348,7 +348,9 @@ return{
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title="Juego Personalizado",
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subTitle="Avanzado",
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next="Siguiente",hold="Reserva",oncehold="Hold Único",
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nextCount="Siguiente",
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holdCount="Reserva",
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-- infHold="Hold Único",
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block="Dibujar Bloques",
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ghost="Fantasma",
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center="Centrar",
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@@ -281,7 +281,9 @@ return{
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title="!@#$%^&*",
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subTitle="##",
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next="→",hold="[ ]",oncehold="[ ]*1",
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nextCount="→",
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holdCount="[ ]",
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infHold="∞*[ ]",
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block="==↓==",
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ghost="__↓__",
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center="+",
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@@ -347,7 +347,9 @@ return{
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title="自定义游戏",
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subTitle="高级",
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next="Next",hold="Hold",oncehold="Hold一次",
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nextCount="Next",
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holdCount="Hold",
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infHold="无限Hold",
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block="方块可见",
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ghost="阴影透明度",
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center="中心透明度",
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@@ -18,7 +18,7 @@ end
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return{
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color=COLOR.green,
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env={
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drop=30,lock=60,oncehold=false,
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drop=30,lock=60,infHold=true,
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dropPiece=check_c4w,
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freshLimit=15,ospin=false,
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bg="rgb",bgm="oxygen",
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@@ -3,7 +3,7 @@ return{
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color=COLOR.white,
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env={
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drop=1e99,lock=1e99,
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oncehold=false,
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infHold=true,
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bg="glow",bgm="infinite",
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},
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load=function()
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@@ -30,7 +30,7 @@ return{
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color=COLOR.white,
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env={
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drop=1e99,lock=1e99,
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oncehold=false,
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infHold=true,
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dropPiece=check_rise,
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pushSpeed=1.2,
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bg="wing",bgm="infinite",
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@@ -1,7 +1,7 @@
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return{
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color=COLOR.green,
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env={
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oncehold=false,
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infHold=true,
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drop=300,lock=1e99,
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target=100,dropPiece=PLY.check_lineReach,
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ospin=false,
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@@ -14,7 +14,7 @@ return{
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color=COLOR.cyan,
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env={
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drop=300,lock=300,
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oncehold=false,
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infHold=true,
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dropPiece=update_round,
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bg="rainbow",bgm="push",
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},
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@@ -14,7 +14,7 @@ return{
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color=COLOR.green,
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env={
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drop=300,lock=300,
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oncehold=false,
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infHold=true,
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dropPiece=update_round,
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bg="rainbow",bgm="push",
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},
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@@ -14,7 +14,7 @@ return{
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color=COLOR.magenta,
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env={
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drop=300,lock=300,
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oncehold=false,
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infHold=true,
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dropPiece=update_round,
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bg="rainbow",bgm="push",
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},
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@@ -14,7 +14,7 @@ return{
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color=COLOR.red,
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env={
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drop=300,lock=300,
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oncehold=false,
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infHold=true,
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dropPiece=update_round,
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bg="rainbow",bgm="push",
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},
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@@ -14,7 +14,7 @@ return{
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color=COLOR.lYellow,
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env={
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drop=300,lock=300,
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oncehold=false,
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infHold=true,
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dropPiece=update_round,
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bg="rainbow",bgm="push",
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},
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@@ -11,7 +11,7 @@ end
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return{
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color=COLOR.green,
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env={
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oncehold=false,
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infHold=true,
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drop=1e99,lock=1e99,
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dropPiece=tech_check_easy,
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bg="matrix",bgm="new era",
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@@ -16,7 +16,7 @@ end
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return{
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color=COLOR.dGreen,
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env={
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oncehold=false,
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infHold=true,
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drop=1e99,lock=1e99,
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dropPiece=tech_check_hard,
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bg="matrix",bgm="new era",
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@@ -13,7 +13,7 @@ return{
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color=COLOR.green,
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env={
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drop=1e99,lock=1e99,
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oncehold=false,
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infHold=true,
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dropPiece=check_tsd,
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ospin=false,
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bg="matrix",bgm="push",
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@@ -2,7 +2,7 @@ return{
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color=COLOR.lGrey,
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env={
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drop=120,lock=120,
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oncehold=false,
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infHold=true,
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target=200,dropPiece=PLY.check_lineReach,
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bg="bg2",bgm="infinite",
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},
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@@ -26,7 +26,7 @@ return{
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wait=0,fall=0,
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bone=false,
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nextCount=6,nextStartPos=1,
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holdCount=1,oncehold=true,
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holdCount=1,infHold=false,
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ospin=true,
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RS="TRS",
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sequence="bag",
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@@ -544,7 +544,7 @@ function Player.hold(P,ifpre)
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P.cur,P.holdQueue[N]=H,C--Swap hold
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H,C=P.holdQueue[N],P.cur
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if P.gameEnv.oncehold and(P.nextQueue[1]or C)then--Make hold available in fixed sequence
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if not P.gameEnv.infHold and(P.nextQueue[1]or C)then--Make hold available in fixed sequence
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P.holdTime=P.holdTime-1
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end
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@@ -611,7 +611,7 @@ function Player.popNext(P)--Pop nextQueue to hand
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local _=P.keyPressing
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--IHS
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if _[8]and P.gameEnv.hold and P.gameEnv.ihs then
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if _[8]and P.gameEnv.holdCount>0 and P.gameEnv.ihs then
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P:hold(true)
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_[8]=false
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else
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@@ -13,9 +13,9 @@ WIDGET.init("custom_advance",{
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WIDGET.newSwitch({name="bone", x=1190, y=550, disp=WIDGET.lnk_CUSval("bone"), code=WIDGET.lnk_CUSrev("bone")}),
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--Control
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WIDGET.newSlider({name="next", x=130, y=410,w=200,unit=6, disp=WIDGET.lnk_CUSval("nextCount"),code=WIDGET.lnk_CUSsto("nextCount")}),
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WIDGET.newSwitch({name="hold", x=260, y=480, disp=WIDGET.lnk_CUSval("hold"), code=WIDGET.lnk_CUSrev("hold")}),
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WIDGET.newSwitch({name="oncehold", x=260, y=560, disp=WIDGET.lnk_CUSval("oncehold"), code=WIDGET.lnk_CUSrev("oncehold"),hide=function()return not CUSTOMENV.hold end}),
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WIDGET.newSlider({name="nextCount", x=130, y=410,w=200,unit=6, disp=WIDGET.lnk_CUSval("nextCount"),code=WIDGET.lnk_CUSsto("nextCount")}),
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WIDGET.newSlider({name="holdCount", x=130, y=480,w=200,unit=6, disp=WIDGET.lnk_CUSval("holdCount"),code=WIDGET.lnk_CUSsto("holdCount")}),
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WIDGET.newSwitch({name="infHold", x=260, y=560, disp=WIDGET.lnk_CUSval("infHold"), code=WIDGET.lnk_CUSrev("infHold"),hide=function()return CUSTOMENV.holdCount==0 end}),
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WIDGET.newSlider({name="mindas", x=180, y=150,w=400,unit=15,font=25, disp=WIDGET.lnk_CUSval("mindas"), code=WIDGET.lnk_CUSsto("mindas")}),
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WIDGET.newSlider({name="minarr", x=180, y=220,w=400,unit=10,font=25, disp=WIDGET.lnk_CUSval("minarr"), code=WIDGET.lnk_CUSsto("minarr")}),
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