local rush_lock={20,18,16,15,14} local rush_wait={12,10, 9, 8, 7} local rush_fall={18,16,14,13,12} return{ mesDisp=function(P) PLY.draw.drawProgress(P.modeData.pt,P.modeData.target) end, dropPiece=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('blip_1') elseif D.pt>=D.target then--Level up! s=D.target/100 local E=P.gameEnv BG.set(s==1 and'bg1'or s==2 and'bg2'or s==3 and'rainbow'or 'rainbow2') E.lock=rush_lock[s] E.wait=rush_wait[s] E.fall=rush_fall[s] E.das=10-s if s==2 then E.arr=2 elseif s==4 then E.bone=true end if s==5 then D.pt=500 P:win('finish') else D.target=D.target+100 P:_showText(text.stage:gsub("$1",s),0,-120,80,'fly') end SFX.play('reach') end end, task=function(P) P:set20G(true) P.lockDelay=rush_lock[1] P.gameEnv.lock=rush_lock[1] P.gameEnv.wait=rush_wait[1] P.gameEnv.fall=rush_fall[1] P.modeData.pt=0 P.modeData.target=100 end, }