local death_lock={12,11,10,9,8, 7,7,7,6,6} local death_wait={10, 9, 8,7,6, 6,5,4,4,3} local death_fall={10, 9, 8,7,6, 5,5,4,3,3} 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 SFX.play('reach') E.lock=death_lock[s] E.wait=death_wait[s] E.fall=death_fall[s] E.das=math.floor(6.9-s*.4) if s==1 then BG.set('rainbow') elseif s==2 then BG.set('rainbow2') elseif s==3 then BG.set('glow') elseif s==5 then if P.stat.frame>183*60 then D.pt=500 P:win('finish') return else P.gameEnv.freshLimit=10 BG.set('lightning') BGM.play('secret7th remix') end elseif s==10 then D.pt=1000 P:win('finish') return end D.target=D.target+100 P:_showText(text.stage:gsub("$1",s),0,-120,80,'fly') end end, task=function(P) P:set20G(true) P.lockDelay=death_lock[1] P.gameEnv.lock=death_lock[1] P.gameEnv.wait=death_wait[1] P.gameEnv.fall=death_fall[1] P.modeData.pt=0 P.modeData.target=100 end, }