local rush_lock={20,18,16,15,14, 14,13,12,11,11} local rush_wait={12,11,11,10,10, 10,10, 9, 9, 9} local rush_fall={18,16,14,13,12, 12,11,11,10,10} return { drop=0, lock=rush_lock[1], wait=rush_wait[1], fall=rush_fall[1], noTele=true, das=10,arr=3, 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 local E=P.gameEnv E.lock=rush_lock[s] E.wait=rush_wait[s] E.fall=rush_fall[s] if s==2 then E.das=8 BG.set('rainbow') elseif s==4 then BG.set('rainbow2') elseif s==5 then if P.stat.time>260 then D.pt=500 P:torikanEnd(260) return else P.gameEnv.freshLimit=10 E.das=7 BG.set('glow') BGM.play('secret8th remix') end elseif s==7 then E.das=6 BG.set('lightning') elseif s==9 then E.bone=true elseif s==10 then D.pt=1000 P:win('finish') return end D.target=D.target+100 P:stageComplete(s) SFX.play('reach') end end, task=function(P) P.modeData.pt=0 P.modeData.target=100 end, }