local gc_setColor=love.graphics.setColor return{ das=16,arr=6, sddas=6,sdarr=6, irs=false,ims=false, drop=6,lock=6, wait=10,fall=25, freshLimit=0, fieldH=19, nextCount=1, holdCount=0, RS='Classic', sequence='rnd', noTele=true, keyCancel={5,6}, mesDisp=function(P) setFont(75) local r=P.modeData.target/10 mStr(r<10 and 9 or r<30 and r or("%02x"):format(r*10-300),63,210) mText(TEXTOBJ.speedLV,63,290) PLY.draw.drawProgress(P.stat.row,P.modeData.target) if P.modeData.drought>7 then if P.modeData.drought<=14 then gc_setColor(1,1,1,P.modeData.drought/7-1) else local gb=P.modeData.drought<=21 and 2-P.modeData.drought/14 or .5 gc_setColor(1,gb,gb) end setFont(50) mStr(P.modeData.drought,63,130) mDraw(MODES.drought_l.icon,63,200,nil,.5) end end, task=function(P) P.modeData.target=10 end, hook_drop=function(P) local D=P.modeData D.drought=P.lastPiece.id==7 and 0 or D.drought+1 if P.stat.row>=D.target then if D.target==110 then P.gameEnv.drop,P.gameEnv.lock=5,5 P.gameEnv.sddas,P.gameEnv.sdarr=5,5 SFX.play('blip_2',.7) elseif D.target==140 then P.gameEnv.drop,P.gameEnv.lock=4,4 P.gameEnv.sddas,P.gameEnv.sdarr=4,4 SFX.play('blip_2',.7) elseif D.target==170 then P.gameEnv.drop,P.gameEnv.lock=3,3 P.gameEnv.sddas,P.gameEnv.sdarr=3,3 SFX.play('blip_2',.7) elseif D.target==200 then P:win('finish') return else SFX.play('reach') end D.target=D.target+10 end end, }