return { drop=5,lock=60, fall=6, mesDisp=function(P) setFont(55) GC.mStr(P.modeData.wave,63,200) GC.mStr(P.modeData.rpm,63,320) mText(TEXTOBJ.wave,63,260) mText(TEXTOBJ.rpm,63,380) end, task=function(P) while true do coroutine.yield() if P.control then local D=P.modeData D.timer=D.timer+1 if P.atkBufferSum<30 then local t= D.wave<=60 and 240-2*D.wave or D.wave<=120 and 120-(D.wave-60) or D.wave<=180 and math.floor(60-(D.wave-120)*.5) or 30 if D.timer>=t then D.timer=0 for _=1,4 do table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=5*t,cd0=5*t,time=0,sent=false,lv=2}) end P.atkBufferSum=P.atkBufferSum+4 P.stat.recv=P.stat.recv+4 D.wave=D.wave+1 D.rpm=math.floor(144e3/t)*.1 if D.wave==60 then P:_showText(text.great,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=3 P.dropDelay,P.gameEnv.drop=4,4 elseif D.wave==120 then P:_showText(text.awesome,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=4 P.dropDelay,P.gameEnv.drop=3,3 elseif D.wave==180 then P:_showText(text.maxspeed,0,-140,100,'appear',.6) P.dropDelay,P.gameEnv.drop=2,2 end P:shakeField(3) end end end end end, }