自定义模式可以选择多hold,oncehold改名infHold

This commit is contained in:
MrZ626
2020-11-18 21:43:08 +08:00
parent 721fe74eec
commit feafb79529
22 changed files with 35 additions and 25 deletions

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@@ -44,7 +44,7 @@ CUSTOMENV={
nextCount=6, nextCount=6,
nextStartPos=1, nextStartPos=1,
holdCount=1, holdCount=1,
oncehold=true, infHold=false,
--Visual --Visual
block=true, block=true,

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@@ -344,7 +344,9 @@ return{
title="Custom Game", title="Custom Game",
subTitle="Advance", subTitle="Advance",
next="Next",hold="Hold",oncehold="Hold Once", nextCount="Next",
holdCount="Hold",
infHold="Infinite Hold",
block="Draw Block", block="Draw Block",
ghost="Ghost", ghost="Ghost",
center="Center", center="Center",

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@@ -350,7 +350,9 @@ return{
title="Mode personnalisé", title="Mode personnalisé",
subTitle="Avancer", subTitle="Avancer",
next="Prévisualisations de pièces",hold="Réserve",oncehold="Réserver une fois", nextCount="Prévisualisations de pièces",
holdCount="Réserve",
-- infHold="Réserver une fois",
block="Dessiner le bloc", block="Dessiner le bloc",
ghost="Pièce fantôme", ghost="Pièce fantôme",
center="Centre", center="Centre",

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@@ -348,7 +348,9 @@ return{
title="Juego Personalizado", title="Juego Personalizado",
subTitle="Avanzado", subTitle="Avanzado",
next="Siguiente",hold="Reserva",oncehold="Hold Único", nextCount="Siguiente",
holdCount="Reserva",
-- infHold="Hold Único",
block="Dibujar Bloques", block="Dibujar Bloques",
ghost="Fantasma", ghost="Fantasma",
center="Centrar", center="Centrar",

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@@ -281,7 +281,9 @@ return{
title="!@#$%^&*", title="!@#$%^&*",
subTitle="##", subTitle="##",
next="",hold="[ ]",oncehold="[ ]*1", nextCount="",
holdCount="[ ]",
infHold="∞*[ ]",
block="==↓==", block="==↓==",
ghost="__↓__", ghost="__↓__",
center="+", center="+",

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@@ -347,7 +347,9 @@ return{
title="自定义游戏", title="自定义游戏",
subTitle="高级", subTitle="高级",
next="Next",hold="Hold",oncehold="Hold一次", nextCount="Next",
holdCount="Hold",
infHold="无限Hold",
block="方块可见", block="方块可见",
ghost="阴影透明度", ghost="阴影透明度",
center="中心透明度", center="中心透明度",

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@@ -18,7 +18,7 @@ end
return{ return{
color=COLOR.green, color=COLOR.green,
env={ env={
drop=30,lock=60,oncehold=false, drop=30,lock=60,infHold=true,
dropPiece=check_c4w, dropPiece=check_c4w,
freshLimit=15,ospin=false, freshLimit=15,ospin=false,
bg="rgb",bgm="oxygen", bg="rgb",bgm="oxygen",

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@@ -3,7 +3,7 @@ return{
color=COLOR.white, color=COLOR.white,
env={ env={
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
oncehold=false, infHold=true,
bg="glow",bgm="infinite", bg="glow",bgm="infinite",
}, },
load=function() load=function()

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@@ -30,7 +30,7 @@ return{
color=COLOR.white, color=COLOR.white,
env={ env={
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
oncehold=false, infHold=true,
dropPiece=check_rise, dropPiece=check_rise,
pushSpeed=1.2, pushSpeed=1.2,
bg="wing",bgm="infinite", bg="wing",bgm="infinite",

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@@ -1,7 +1,7 @@
return{ return{
color=COLOR.green, color=COLOR.green,
env={ env={
oncehold=false, infHold=true,
drop=300,lock=1e99, drop=300,lock=1e99,
target=100,dropPiece=PLY.check_lineReach, target=100,dropPiece=PLY.check_lineReach,
ospin=false, ospin=false,

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@@ -14,7 +14,7 @@ return{
color=COLOR.cyan, color=COLOR.cyan,
env={ env={
drop=300,lock=300, drop=300,lock=300,
oncehold=false, infHold=true,
dropPiece=update_round, dropPiece=update_round,
bg="rainbow",bgm="push", bg="rainbow",bgm="push",
}, },

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@@ -14,7 +14,7 @@ return{
color=COLOR.green, color=COLOR.green,
env={ env={
drop=300,lock=300, drop=300,lock=300,
oncehold=false, infHold=true,
dropPiece=update_round, dropPiece=update_round,
bg="rainbow",bgm="push", bg="rainbow",bgm="push",
}, },

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@@ -14,7 +14,7 @@ return{
color=COLOR.magenta, color=COLOR.magenta,
env={ env={
drop=300,lock=300, drop=300,lock=300,
oncehold=false, infHold=true,
dropPiece=update_round, dropPiece=update_round,
bg="rainbow",bgm="push", bg="rainbow",bgm="push",
}, },

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@@ -14,7 +14,7 @@ return{
color=COLOR.red, color=COLOR.red,
env={ env={
drop=300,lock=300, drop=300,lock=300,
oncehold=false, infHold=true,
dropPiece=update_round, dropPiece=update_round,
bg="rainbow",bgm="push", bg="rainbow",bgm="push",
}, },

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@@ -14,7 +14,7 @@ return{
color=COLOR.lYellow, color=COLOR.lYellow,
env={ env={
drop=300,lock=300, drop=300,lock=300,
oncehold=false, infHold=true,
dropPiece=update_round, dropPiece=update_round,
bg="rainbow",bgm="push", bg="rainbow",bgm="push",
}, },

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@@ -11,7 +11,7 @@ end
return{ return{
color=COLOR.green, color=COLOR.green,
env={ env={
oncehold=false, infHold=true,
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
dropPiece=tech_check_easy, dropPiece=tech_check_easy,
bg="matrix",bgm="new era", bg="matrix",bgm="new era",

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@@ -16,7 +16,7 @@ end
return{ return{
color=COLOR.dGreen, color=COLOR.dGreen,
env={ env={
oncehold=false, infHold=true,
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
dropPiece=tech_check_hard, dropPiece=tech_check_hard,
bg="matrix",bgm="new era", bg="matrix",bgm="new era",

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@@ -13,7 +13,7 @@ return{
color=COLOR.green, color=COLOR.green,
env={ env={
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
oncehold=false, infHold=true,
dropPiece=check_tsd, dropPiece=check_tsd,
ospin=false, ospin=false,
bg="matrix",bgm="push", bg="matrix",bgm="push",

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@@ -2,7 +2,7 @@ return{
color=COLOR.lGrey, color=COLOR.lGrey,
env={ env={
drop=120,lock=120, drop=120,lock=120,
oncehold=false, infHold=true,
target=200,dropPiece=PLY.check_lineReach, target=200,dropPiece=PLY.check_lineReach,
bg="bg2",bgm="infinite", bg="bg2",bgm="infinite",
}, },

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@@ -26,7 +26,7 @@ return{
wait=0,fall=0, wait=0,fall=0,
bone=false, bone=false,
nextCount=6,nextStartPos=1, nextCount=6,nextStartPos=1,
holdCount=1,oncehold=true, holdCount=1,infHold=false,
ospin=true, ospin=true,
RS="TRS", RS="TRS",
sequence="bag", sequence="bag",

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@@ -544,7 +544,7 @@ function Player.hold(P,ifpre)
P.cur,P.holdQueue[N]=H,C--Swap hold P.cur,P.holdQueue[N]=H,C--Swap hold
H,C=P.holdQueue[N],P.cur H,C=P.holdQueue[N],P.cur
if P.gameEnv.oncehold and(P.nextQueue[1]or C)then--Make hold available in fixed sequence if not P.gameEnv.infHold and(P.nextQueue[1]or C)then--Make hold available in fixed sequence
P.holdTime=P.holdTime-1 P.holdTime=P.holdTime-1
end end
@@ -611,7 +611,7 @@ function Player.popNext(P)--Pop nextQueue to hand
local _=P.keyPressing local _=P.keyPressing
--IHS --IHS
if _[8]and P.gameEnv.hold and P.gameEnv.ihs then if _[8]and P.gameEnv.holdCount>0 and P.gameEnv.ihs then
P:hold(true) P:hold(true)
_[8]=false _[8]=false
else else

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@@ -13,9 +13,9 @@ WIDGET.init("custom_advance",{
WIDGET.newSwitch({name="bone", x=1190, y=550, disp=WIDGET.lnk_CUSval("bone"), code=WIDGET.lnk_CUSrev("bone")}), WIDGET.newSwitch({name="bone", x=1190, y=550, disp=WIDGET.lnk_CUSval("bone"), code=WIDGET.lnk_CUSrev("bone")}),
--Control --Control
WIDGET.newSlider({name="next", x=130, y=410,w=200,unit=6, disp=WIDGET.lnk_CUSval("nextCount"),code=WIDGET.lnk_CUSsto("nextCount")}), WIDGET.newSlider({name="nextCount", x=130, y=410,w=200,unit=6, disp=WIDGET.lnk_CUSval("nextCount"),code=WIDGET.lnk_CUSsto("nextCount")}),
WIDGET.newSwitch({name="hold", x=260, y=480, disp=WIDGET.lnk_CUSval("hold"), code=WIDGET.lnk_CUSrev("hold")}), WIDGET.newSlider({name="holdCount", x=130, y=480,w=200,unit=6, disp=WIDGET.lnk_CUSval("holdCount"),code=WIDGET.lnk_CUSsto("holdCount")}),
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}), 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}),
WIDGET.newSlider({name="mindas", x=180, y=150,w=400,unit=15,font=25, disp=WIDGET.lnk_CUSval("mindas"), code=WIDGET.lnk_CUSsto("mindas")}), WIDGET.newSlider({name="mindas", x=180, y=150,w=400,unit=15,font=25, disp=WIDGET.lnk_CUSval("mindas"), code=WIDGET.lnk_CUSsto("mindas")}),
WIDGET.newSlider({name="minarr", x=180, y=220,w=400,unit=10,font=25, disp=WIDGET.lnk_CUSval("minarr"), code=WIDGET.lnk_CUSsto("minarr")}), WIDGET.newSlider({name="minarr", x=180, y=220,w=400,unit=10,font=25, disp=WIDGET.lnk_CUSval("minarr"), code=WIDGET.lnk_CUSsto("minarr")}),