chore: spin off SkipLoginBonus
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@ -29,9 +29,13 @@ Disables *all* timers. A replacement for LockSelectionTime from the older modpac
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Replaces the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45. Client-side and purely cosmetic.
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Replaces the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45. Client-side and purely cosmetic.
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### SkipNotice ⚠️
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### SkipLoginBonus ⚠️
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Skips the safety warning screen, event notices, ⚠️login bonuses, ⚠️event rewards.
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Skips login bonuses and event rewards. If you care about those things, don't use this one.
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### SkipNotice
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Skips the safety warning screen and event notices.
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### SkipPreMusicRitual
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### SkipPreMusicRitual
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18
SkipLoginBonus/MU3/patch_Scene_30_NoticeReward.cs
Normal file
18
SkipLoginBonus/MU3/patch_Scene_30_NoticeReward.cs
Normal file
@ -0,0 +1,18 @@
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Util;
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namespace MU3;
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public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
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private Mode<Scene_30_NoticeReward, State> _mode;
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private enum State {
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RankingReward = 2,
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FadeOut = 8,
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}
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private void RankingReward_Init() {
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_mode.set(State.FadeOut);
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}
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}
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@ -1,4 +1,3 @@
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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#pragma warning disable IDE1006
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@ -10,21 +9,12 @@ namespace MU3;
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public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
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public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
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private Mode<Scene_30_NoticeReward, State> _mode;
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private Mode<Scene_30_NoticeReward, State> _mode;
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private enum State {
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private enum State {
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Attention,
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RankingReward = 2,
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Notice,
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FadeOut = 8,
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RankingReward,
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TechnicalChallengeReward,
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DailyBonus,
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AimeCollab,
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Present,
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TrainingRoom,
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FadeOut,
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End
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}
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}
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private void Start() {
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private void Start() {
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_mode = new Mode<Scene_30_NoticeReward, State>(this);
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_mode = new Mode<Scene_30_NoticeReward, State>(this);
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_mode.set(State.FadeOut);
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_mode.set(State.RankingReward);
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SingletonMonoBehaviour<SystemUI>.instance.Panel.pushState(0, show: true);
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SingletonMonoBehaviour<SystemUI>.instance.Panel.pushState(0, show: true);
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}
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}
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}
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}
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