- updated decision texts for less grammatical errors
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- fixed for "only_left" game maxing out before special win - game ends with TO BE CONTINUED at ASC 4
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@@ -1,3 +1,5 @@
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local unpack = unpack or table.unpack
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local musicator_markov_model = {
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local musicator_markov_model = {
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model = {
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model = {
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["...|..."] = {
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["...|..."] = {
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@@ -1,6 +1,6 @@
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Decision.register({
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Decision.register({
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id = "go_to_home",
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id = "go_to_home",
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label = "Go to Home",
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label = "Go Home",
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condition = function()
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condition = function()
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return Context.have_been_to_office and Context.have_done_work_today
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return Context.have_been_to_office and Context.have_done_work_today
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end,
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end,
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@@ -1,6 +1,6 @@
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Decision.register({
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Decision.register({
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id = "go_to_walking_to_home",
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id = "go_to_walking_to_home",
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label = "Walking to home",
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label = "Walk home",
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("walking_to_home")
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Util.go_to_screen_by_id("walking_to_home")
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end,
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end,
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@@ -1,6 +1,6 @@
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Decision.register({
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Decision.register({
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id = "go_to_walking_to_office",
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id = "go_to_walking_to_office",
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label = "Walking to office",
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label = "Walk to office",
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("walking_to_office")
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Util.go_to_screen_by_id("walking_to_office")
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end,
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end,
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@@ -214,6 +214,11 @@ Screen.register({
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else
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else
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text_done_timer = text_done_timer - 1
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text_done_timer = text_done_timer - 1
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if text_done_timer <= 0 then
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if text_done_timer <= 0 then
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-- to be continued
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if 4 <= Ascension.get_level() then
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Window.set_current("continued")
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end
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go_to_day_state()
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go_to_day_state()
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end
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end
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end
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end
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@@ -86,6 +86,9 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
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if arrow.dir == "left" then
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if arrow.dir == "left" then
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Audio.sfx_arrowhit(arrow.note)
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Audio.sfx_arrowhit(arrow.note)
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game_context.special_mode_counter = game_context.special_mode_counter + 1
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game_context.special_mode_counter = game_context.special_mode_counter + 1
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if game_context.max_fill <= game_context.bar_fill + game_context.fill_per_hit then
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game_context.bar_fill = game_context.bar_fill - game_context.fill_per_hit
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end
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else
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else
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if game_context.special_mode_condition then Audio.sfx_bloop() end
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if game_context.special_mode_condition then Audio.sfx_bloop() end
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game_context.special_mode_condition = false
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game_context.special_mode_condition = false
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