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@@ -15,7 +15,7 @@ Decision.register({
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modes_for_ascension_levels[3] = "only_nothing"
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modes_for_ascension_levels[4] = "normal"
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MinigameDDRWindow.start("game", "generated", {
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local ddr_config = {
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on_win = function(game_context)
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if (game_context.special_mode_condition and Context.ascension.level == 1) then
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Context.should_ascend = true
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@@ -31,6 +31,11 @@ Decision.register({
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Context.have_done_work_today = true
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end,
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special_mode = modes_for_ascension_levels[Ascension.get_level()] or "normal"
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})
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}
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if Context.meters and Context.meters.wpm < 100 then
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ddr_config.arrow_fall_speed = 2.5
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ddr_config.arrow_spawn_interval = 30
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end
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MinigameDDRWindow.start("game", "generated", ddr_config)
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end,
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})
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@@ -3,10 +3,24 @@ Decision.register({
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label = "Play Rhythm Game",
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handle = function()
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Meter.hide()
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MinigameRhythmWindow.start("game", {
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local wpm_at_start = Context.meters and Context.meters.wpm or 0
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local rhythm_config = {
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focus_center_x = (Config.screen.width / 2) - 22,
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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})
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on_win = function()
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if wpm_at_start > 900 then
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Meter.add("ism", math.floor(Meter.get_max() * 0.05))
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Meter.add("bm", math.floor(Meter.get_max() * 0.05))
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end
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Meter.show()
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Window.set_current("game")
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end,
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}
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if wpm_at_start < 100 then
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rhythm_config.line_speed = 0.025
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rhythm_config.initial_target_width = 0.2
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end
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MinigameRhythmWindow.start("game", rhythm_config)
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end,
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})
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