return { drop=0,lock=15, wait=10,fall=10, noTele=true, das=5,arr=1, nextCount=2, sequence='his', mission={4,4,4,64}, missionKill=true, freshLimit=12, noInitSZO=true, mesDisp=function(P) PLY.draw.drawProgress(P.modeData.pt,P.modeData.target) end, hook_drop=function(P) local p=P.modeData.pt+P.lastPiece.row if p>=P.modeData.target then local ENV=P.gameEnv local T=P.modeData.target -- Stage 1: clear 3 techrash if T==12 then-- Stage 2: swap color of S/Z & J/L P:stageComplete(1) P.waiting=30 P.curMission=false ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1] ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3] ENV.lock=14 ENV.wait=7 ENV.fall=7 P:setNext(4) P.modeData.target=26 SFX.play('reach') elseif T==26 then-- Stage 3: dig to bottom P:stageComplete(2) if not P.holdQueue[1] then-- 1 up if ban hold P.life=P.life+1 end P.waiting=45 ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1] ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3] for i=1,10 do if P.field[i] then for j=1,10 do if P.field[i][j]>0 then P.field[i][j]=17 P.visTime[i][j]=15 end end for _=1,5 do P.field[i][P.holeRND:random(10)]=0 end else P.field[i]=LINE.new(0) P.visTime[i]=LINE.new(30) for j=1,10 do if P.holeRND:random()>.9 then P.field[i][j]=P.holeRND:random(16) end end P.field[i][P.holeRND:random(10)]=0 end P.field[i].garbage=true end P.garbageBeneath=10 for i=1,10 do P:createClearingFX(i,1.5) end SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size) ENV.lock=13 ENV.wait=6 ENV.fall=6 P:setNext(5) P.modeData.target=42 SFX.play('reach') elseif T==42 then-- Stage 4: survive in high speed if P.garbageBeneath==0 then P:stageComplete(3) P.waiting=30 ENV.lock=11 P:setNext(6) P:setHold(false) ENV.bone=true P.modeData.target=62 SFX.play('reach') else p=41 end elseif T==62 then-- Stage 5: survive without easy-fresh rule P:stageComplete(4) P.life=P.life+1 ENV.lock=13 ENV.wait=5 ENV.fall=5 ENV.easyFresh=false P.modeData.target=126 SFX.play('reach') elseif T==126 then-- Stage 6: speed up P:stageComplete(5) P.life=P.life+1 ENV.lock=11 ENV.wait=4 ENV.fall=4 P.modeData.target=162 SFX.play('reach') elseif T==162 then-- Stage 7: speed up+++ P:stageComplete(6) P.life=P.life+1 ENV.lock=10 P:setHold(true) P:setInvisible(180) P.modeData.target=226 SFX.play('reach') elseif T==226 then-- Stage 8: final invisible P:stageComplete(7) P.life=P.life+1 ENV.bone=false P:setInvisible(90) P.modeData.target=259 SFX.play('reach') elseif T==259 then-- Stage 9: ending P:stageComplete(8) P.life=P.life+1 for i=1,7 do ENV.skin[i]=P.holeRND:random(16) end P:setInvisible(40) ENV.lock=15 P.curMission=1 ENV.mission={4,4,4,4,4,4,4,4} ENV.missionKill=false P.modeData.target=260 p=260 SFX.play('warn_2') SFX.play('reach') else p=260 end end P.modeData.pt=p end, task=function(P) P.modeData.target=12 end, }