return{ color=COLOR.red, env={ drop=5,lock=60, fall=6, nextCount=3, freshLimit=15, pushSpeed=2, task=function(P) while true do YIELD() if P.control then local D=P.modeData D.counter=D.counter+1 local t=math.max(240-2*D.wave,40) if D.counter>=t then D.counter=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 if D.wave<=75 then D.rpm=math.floor(144e3/t)*.1 if D.wave==25 then P:showTextF(text.great,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=3 P.dropDelay,P.gameEnv.drop=4,4 elseif D.wave==50 then P:showTextF(text.awesome,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=4 P.dropDelay,P.gameEnv.drop=3,3 elseif D.wave==75 then P:showTextF(text.maxspeed,0,-140,100,'appear',.6) P.dropDelay,P.gameEnv.drop=2,2 end end end end end end, bg='rainbow2',bgm='storm', }, mesDisp=function(P) setFont(55) mStr(P.modeData.wave,63,200) mStr(P.modeData.rpm,63,320) mText(drawableText.wave,63,260) mText(drawableText.rpm,63,380) end, score=function(P)return{P.modeData.wave,P.stat.time}end, scoreDisp=function(D)return D[1].." Waves "..STRING.time(D[2])end, comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]=100 and 5 or W>=80 and 4 or W>=55 and 3 or W>=30 and 2 or W>=20 and 1 or W>=5 and 0 end, }