return { drop=0,lock=12, wait=10,fall=10, noTele=true, das=5,arr=1, freshLimit=15, easyFresh=false,bone=true, mesDisp=function(P) PLY.draw.drawProgress(P.modeData.pt,P.modeData.target) end, hook_drop=function(P) local D=P.modeData local c=#P.clearedRow if c==0 and D.pt%100==99 then return end local s=c<3 and c+1 or c==3 and 5 or 7 if P.combo>7 then s=s+2 elseif P.combo>3 then s=s+1 end D.pt=D.pt+s if D.pt%100==99 then SFX.play('warn_1') elseif D.pt>=D.target then-- Level up! s=D.target/100-- range from 1 to 9 local E=P.gameEnv if s<4 then P:stageComplete(s) -- First 300 if s~=1 then E.lock=E.lock-1 end if s~=2 then E.wait=E.wait-1 end if s~=3 then E.fall=E.fall-1 end D.target=D.target+100 elseif s<10 then if s==5 then BGM.play('distortion') end P:stageComplete(s) if s==4 or s==7 then E.das=E.das-1 end if s%3==0 then E.lock=E.lock-1 elseif s%3==1 then E.wait=E.wait-1 elseif s%3==2 then E.fall=E.fall-1 end D.target=D.target+100 else D.pt=1000 P:win('finish') end SFX.play('reach') end end, task=function(P) P.modeData.pt=0 P.modeData.target=100 end, }