return{ color=COLOR.green, env={ drop=30,lock=60, fall=10, nextCount=3, freshLimit=15, pushSpeed=1, task=function(P) while true do YIELD() if P.control then local D=P.modeData D.counter=D.counter+1 local t=math.max(360-D.wave*2,60) if D.counter>=t then D.counter=0 for _=1,3 do table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=2*t,cd0=2*t,time=0,sent=false,lv=1}) end P.atkBufferSum=P.atkBufferSum+3 P.stat.recv=P.stat.recv+3 D.wave=D.wave+1 if D.wave<=90 then D.rpm=math.floor(108e3/t)*.1 if D.wave==25 then P:showTextF(text.great,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=2 P.dropDelay,P.gameEnv.drop=20,20 elseif D.wave==50 then P:showTextF(text.awesome,0,-140,100,'appear',.6) P.gameEnv.pushSpeed=3 P.dropDelay,P.gameEnv.drop=10,10 elseif D.wave==90 then P.dropDelay,P.gameEnv.drop=5,5 P:showTextF(text.maxspeed,0,-140,100,'appear',.6) 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]=120 and 5 or W>=100 and 4 or W>=70 and 3 or W>=40 and 2 or W>=10 and 1 or W>=3 and 0 end, }