local death_lock={12,11,10,9,8, 7,7,7,7,6} local death_wait={10,9, 8, 7,6, 6,6,5,5,4} local death_fall={10,9, 8, 7,6, 6,5,5,4,4} local function score(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 E.lock=death_lock[s] E.wait=death_wait[s] E.fall=death_fall[s] if s==2 then E.das=5 BG.set('rainbow') elseif s==4 then E.das=4 BG.set('rainbow2') elseif s==5 then if P.stat.frame>183*60 then D.pt=500 P:win('finish') return else E.bone=true P.gameEnv.freshLimit=10 BG.set('glow') BGM.play('secret7th remix') end elseif s==6 then E.das=3 BG.set('lightning') elseif s==7 then E.bone=true elseif s==10 then D.pt=1000 P:win('finish') return end D.target=D.target+100 P:showTextF(text.stage:gsub("$1",s),0,-120,80,'beat') SFX.play('reach') end end return{ color=COLOR.red, env={ noTele=true, das=6,arr=1, drop=0, lock=death_lock[1], wait=death_wait[1], fall=death_fall[1], dropPiece=score, task=function(P) P.modeData.pt=0 P.modeData.target=100 end, freshLimit=15, noInitSZO=true, bg='bg2',bgm='secret7th', }, slowMark=true, mesDisp=function(P) PLY.draw.drawProgress(P.modeData.pt,P.modeData.target) end, score=function(P)return{P.modeData.pt,P.stat.time}end, scoreDisp=function(D)return D[1].."P "..STRING.time(D[2])end, comp=function(a,b) return a[1]>b[1]or(a[1]==b[1]and a[2]=1000 and 5 or S>=800 and 4 or S>=500 and 3 or S>=300 and 2 or S>=100 and 1 or S>=60 and 0 end, }