local int=math.floor return{ color=COLOR.green, env={ drop=30,lock=60, fall=10, nextCount=3, freshLimit=15, pushSpeed=1, task=function(P) while true do coroutine.yield() if P.control and SCN.cur=="play"then local D=P.modeData D.counter=D.counter+1 local t=math.max(360-D.event*2,60) if D.counter>=t then D.counter=0 for _=1,3 do P.atkBuffer[#P.atkBuffer+1]={line=generateLine(P:RND(10)),amount=1,countdown=2*t,cd0=2*t,time=0,sent=false,lv=1} end P.atkBuffer.sum=P.atkBuffer.sum+3 P.stat.recv=P.stat.recv+3 D.event=D.event+1 if D.event<=90 then D.point=int(108e3/t)*.1 if D.event==25 then P:showTextF(text.great,0,-140,100,"appear",.6) P.gameEnv.pushSpeed=2 P.dropDelay,P.gameEnv.drop=20,20 elseif D.event==50 then P:showTextF(text.awesome,0,-140,100,"appear",.6) P.gameEnv.pushSpeed=3 P.dropDelay,P.gameEnv.drop=10,10 elseif D.event==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", }, pauseLimit=true, load=function() PLY.newPlayer(1) end, mesDisp=function(P) setFont(55) mStr(P.modeData.event,69,200) mStr(P.modeData.point,69,320) mText(drawableText.wave,69,260) mText(drawableText.rpm,69,380) end, score=function(P)return{P.modeData.event,P.stat.time}end, scoreDisp=function(D)return D[1].." Waves "..toTime(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, }