Files
Techmino/dataList.lua
2020-02-04 19:38:19 +08:00

1722 lines
38 KiB
Lua

local int,rnd,max,min=math.floor,math.random,math.max,math.min
local format=string.format
local ins,rem=table.insert,table.remove
local gc=love.graphics
local PCbase={
{3,3,3,0,0,0,0,0,2,2},
{3,6,6,0,0,0,0,2,2,5},
{4,6,6,0,0,0,1,1,5,5},
{4,4,4,0,0,0,0,1,1,5},
{1,1,0,0,0,0,0,4,4,4},
{5,1,1,0,0,0,0,6,6,4},
{5,5,2,2,0,0,0,6,6,3},
{5,2,2,0,0,0,0,3,3,3},
}
local PClist={
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
{7,5,3,2},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},{7,3,7,6},
{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},{7,3,6,5},
{7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
{2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
}
local marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
local rush_lock={20,18,16,15,14}
local rush_wait={12,10,9,8,7}
local rush_fall={18,16,14,13,12}
local death_lock={12,11,10,9,8}
local death_wait={10,9,8,7,6}
local death_fall={10,9,8,7,6}
local pc_drop={50,45,40,35,30,26,22,18,15,12}
local pc_lock={55,50,45,40,36,32,30}
local pc_fall={18,16,14,12,10,9,8,7,6}
local sectionName={"M7","M8","M9","M","MK","MV","MO","MM","GM"}
local Fkey_func={
royale=function(P)
if setting.swap then
for i=1,#P.keyPressing do
if P.keyPressing[i]then
P.keyPressing[i]=false
end
end
P.keyPressing[9]=true
else
P:changeAtkMode(P.atkMode<3 and P.atkMode+2 or 5-P.atkMode)
P.swappingAtkMode=30
end
end,
puzzle=function(P)
P.modeData.event=1-P.modeData.event
end,
}
local AISpeed={60,50,45,35,25,15,9,6,4,2}
local function AITemplate(type,speedLV,next,hold,node)
if type=="CC"then
return{
type="CC",
next=next,
hold=hold,--hold,-------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
delta=AISpeed[speedLV],
node=node,
}
elseif type=="9S"then
return{
type="9S",
delta=int(AISpeed[speedLV]*.5),
}
end
end
-------------------------<Events>-------------------------
Event={null=NULL}
function Event.reach_winCheck(P)
if P.stat.row>=P.gameEnv.target then
Event.win(P)
end
end
function Event.win(P)
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
clearTask(P)
if modeEnv.royaleMode then
P.rank=1
P.result="WIN"
P:changeAtk()
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
if P.human then
gamefinished=true
SFX("win")
VOICE("win")
if modeEnv.royaleMode then
BGM("8-bit happiness")
end
end
newTask(Event_task.finish,P)
P:showText(text.win,"beat",90,nil,.4,curMode.id~="custom")
end
function Event.lose(P)
if P.invincible then
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
if P.AI_mode=="CC"then
P.AI_needFresh=true
end
return
end
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
clearTask(P)
for i=1,#players.alive do
if players.alive[i]==P then
for k=i,#players.alive do
players.alive[k]=players.alive[k+1]
end
break
end
end
if modeEnv.royaleMode then
P:changeAtk()
P.result="K.O."
P.rank=#players.alive+1
P:showText(P.rank,"appear",60,120,nil,true)
P.strength=0
if P.lastRecv then
local A,i=P,0
repeat
A,i=A.lastRecv,i+1
until not A or A.alive or A==P or i==3
if A and A.alive then
if P.id==1 or A.id==1 then
P.killMark=A.id==1
end
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royalePowerup[i]then
A.strength=i
end
end
P.lastRecv=A
if P.id==1 or A.id==1 then
newTask(Event_task.throwBadge,A,{P,max(3,P.badge)*4})
end
freshMostBadge()
end
else
P.badge=-1
end
freshMostDangerous()
for i=1,#players.alive do
if players.alive[i].atking==P then
players.alive[i]:freshTarget()
end
end
if #players.alive==modeEnv.royaleRemain[gameStage]then
royaleLevelup()
end
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
P.gameEnv.keepVisible=P.gameEnv.visible~="show"
P:showText(text.lose,"appear",90,nil,nil,true)
if P.human then
gamefinished=true
SFX("fail")
VOICE("lose")
if modeEnv.royaleMode then BGM("end")end
end
if #players.alive==1 then
Event.win(players.alive[1])
end
if #players>1 then
newTask(Event_task.lose,P)
else
newTask(Event_task.finish,P)
end
end
function Event.marathon_update(P)
if P.stat.row>=P.gameEnv.target then
local s=int(P.stat.row*.1)
if s>=20 then
P.stat.row=200
Event.win(P)
else
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end
end
function Event.master_score(P)
local c=#P.cleared
if c==0 and P.modeData.point%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
P.modeData.point=P.modeData.point+s
if P.modeData.point%100==99 then
SFX("blip_1")
elseif P.modeData.point>=100*(P.modeData.event+1)then
local s=P.modeData.event+1;P.modeData.event=s--level up!
local E=P.gameEnv
local mode=curMode.lv
if mode==1 then
curBG=s==1 and"game1"or s==2 and"game2"or s==3 and"game3"or "game4"
E.lock=rush_lock[s]
E.wait=rush_wait[s]
E.fall=rush_fall[s]
E.das=10-s
if s==2 then P.gameEnv.arr=2 end
if s==4 then P.gameEnv.bone=true end
elseif mode==2 then
curBG=s==1 and"game3"or s==2 and"game4"or s==3 and"game5"or s==4 and"game6"or"game5"
E.lock=death_lock[s]
E.wait=death_wait[s]
E.fall=death_fall[s]
E.das=int(6.9-s*.4)
if s==3 then P.gameEnv.bone=true end
end
if s==5 then
P.modeData.point,P.modeData.event=500,4
Event.win(P)
else
P:showText(text.stage(s),"fly",80,-120)
end
SFX("reach")
end
end
function Event.master_score_hard(P)
local c=#P.cleared
if c==0 then return end
local s
if P.lastClear<10 then
s=c
else
s=c<3 and c+1 or c<5 and 6 or 10
end
if P.combo>9 then s=s+2
elseif P.combo>4 then s=s+1
end
P.modeData.point=P.modeData.point+s
if P.modeData.point%100==99 then SFX("blip_1")end
if int(P.modeData.point*.01)>P.modeData.event then
local s=P.modeData.event+1;P.modeData.event=s--level up!
P:showText(text.stage(s),"fly",80,-120)
if s<4 then--first 300
if s~=1 then P.gameEnv.lock=P.gameEnv.lock-1 end
if s~=2 then P.gameEnv.wait=P.gameEnv.wait-1 end
if s~=3 then P.gameEnv.fall=P.gameEnv.fall-1 end
elseif s<10 then
if s==4 or s==7 then P.gameEnv.das=P.gameEnv.das-1 end
s=s%3
if s==0 then
P.gameEnv.lock=P.gameEnv.lock-1
elseif s==1 then
P.gameEnv.wait=P.gameEnv.wait-1
elseif s==2 then
P.gameEnv.fall=P.gameEnv.fall-1
end
else
P.modeData.point,P.modeData.event=1000,9
Event.win(P)
end
SFX("reach")
end
end
function Event.classic_reach(P)
if P.stat.row>=P.gameEnv.target then
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==110 then
P.gameEnv.drop,P.gameEnv.lock=2,2
elseif P.gameEnv.target==200 then
P.gameEnv.drop,P.gameEnv.lock=1,1
end
if P.gameEnv.target>100 then
SFX("reach")
end
end
end
function Event.infinite_check(P)
for i=1,#P.cleared do
if P.cleared[i]<6 then
P:garbageRise(10,1,rnd(10))
end
end
end
function Event.round_check(P)
if #players.alive>1 then
P.control=false
local ID=P.id
repeat
ID=ID+1
if not players[ID]then ID=1 end
until players[ID].alive or ID==P.id
players[ID].control=true
end
end
function Event.GM_score(P)
local F=false
if P.modeData.point<70 then--if Less then MM
local R=#P.cleared
if R==4 then R=10 end
P.modeData.point=P.modeData.point+R
F=true
end
if P.stat.time>=53.5 then
P.modeData.point=min(P.modeData.point+15,80)
F=true
Event.win(P)
end
if F then
P.modeData.event=sectionName[int(P.modeData.point*.1)+1]
end
end
function Event.tsd_reach(P)
if #P.cleared>0 then
if P.lastClear~=52 then
Event.lose(P)
elseif #P.cleared>0 then
P.modeData.event=P.modeData.event+1
end
end
end
function Event.tech_reach_easy(P)
if #P.cleared>0 and P.b2b<40 then
Event.lose(P)
end
end
function Event.tech_reach_hard(P)
if #P.cleared>0 and P.lastClear<10 then
Event.lose(P)
end
end
function Event.tech_reach_ultimate(P)
if #P.cleared>0 and P.lastClear<10 or P.lastClear==74 then
Event.lose(P)
end
end
function Event.c4w_reach(P)
for i=1,#P.cleared do
P.field[#P.field+1]=getNewRow(10)
P.visTime[#P.visTime+1]=getNewRow(20)
for i=4,7 do P.field[#P.field][i]=0 end
end
if #P.cleared==0 then
if curMode.lv==2 then
Event.lose(P)
end
else
if P.combo>P.modeData.point then
P.modeData.point=P.combo
end
if P.stat.row>=100 then
Event.win(P)
end
end
end
function Event.newPC(P)
local r=P.field;r=r[#r]
if r then
local c=0
for i=1,10 do if r[i]>0 then c=c+1 end end
if c<5 then
Event.lose(P)
end
end
if P.stat.piece%4==0 and #P.field==0 then
P.modeData.event=P.modeData.event==0 and 1 or 0
local r=rnd(#PClist)
local f=P.modeData.event==0
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
P.next[#P.next+1]={bk=blocks[b][0],id=b,color=b,name=b}--P:newNext(b)'s simple version!
end
P.counter=P.stat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
if curMode.lv==2 then
local s=P.stat.pc*.5
if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
P:showText(text.maxspeed,"appear",100,-140,.6)
else
P:showText(text.speedup,"appear",40,-140)
end
end
end
end
end
function Event.puzzleCheck(P)
for y=1,20 do
local L=P.field[y]
for x=1,10 do
local a,b=preField[y][x],L and L[x]or 0
if a~=0 then
if a==-1 then
if b>0 then return end
elseif a<8 then
if a~=b then return end
elseif a>7 then
if b==0 then return end
end
end
end
end
P.modeData.event=1
Event.win(P)
end
-------------------------</Events>-------------------------
-------------------------<Tasks>-------------------------
Event_task={}
function Event_task.finish(P)
P.endCounter=P.endCounter+1
if P.endCounter>120 then
pauseGame()
return true
end
end
function Event_task.lose(P)
P.endCounter=P.endCounter+1
if P.endCounter>80 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.endCounter==100 then
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
if #players==1 then
pauseGame()
end
return true
end
end
end
function Event_task.throwBadge(A,data)
data[2]=data[2]-1
if data[2]%4==0 then
local S,R=data[1],data[1].lastRecv
local x1,y1,x2,y2
if S.small then
x1,y1=S.centerX,S.centerY
else
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if R.small then
x2,y2=R.centerX,R.centerY
else
x2,y2=R.x+66*R.size,R.y+344*R.size
end
FX_badge[#FX_badge+1]={x1,y1,x2,y2,t=0}
--generate badge object
if not A.ai and data[2]%8==0 then
SFX("collect")
end
end
if data[2]<=0 then return true end
end
function Event_task.dig_normal(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-P.modeData.event)then
P.counter=0
P:garbageRise(10,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end
function Event_task.dig_lunatic(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(45,80-.3*P.modeData.event)then
P.counter=0
P:garbageRise(11+P.modeData.event%3,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end
function Event_task.survivor_easy(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-2*P.modeData.event)and P.atkBuffer.sum<4 then
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1}
P.atkBuffer.sum=P.atkBuffer.sum+1
P.stat.recv=P.stat.recv+1
if P.modeData.event==45 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
end
function Event_task.survivor_normal(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-2*P.modeData.event)and P.atkBuffer.sum<8 then
local d=P.modeData.event+1
P.atkBuffer[#P.atkBuffer+1]=
d%4==0 and{pos=rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1}or
d%4==1 and{pos=rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1}or
d%4==2 and{pos=rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2}or
d%4==3 and{pos=rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3}
P.atkBuffer.sum=P.atkBuffer.sum+d%4+1
P.stat.recv=P.stat.recv+d%4+1
if P.modeData.event==45 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=d
end
end
function Event_task.survivor_hard(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,180-2*P.modeData.event)and P.atkBuffer.sum<15 then
P.atkBuffer[#P.atkBuffer+1]=
P.modeData.event%3<2 and
{pos=rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1}
or
{pos=rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2}
local R=(P.modeData.event%3<2 and 1 or 3)
P.atkBuffer.sum=P.atkBuffer.sum+R
P.stat.recv=P.stat.recv+R
if P.modeData.event==60 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
end
function Event_task.survivor_lunatic(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-P.modeData.event)and P.atkBuffer.sum<20 then
local t=max(60,90-P.modeData.event)
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3}
P.atkBuffer.sum=P.atkBuffer.sum+4
P.stat.recv=P.stat.recv+4
if P.modeData.event==60 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
end
function Event_task.survivor_ultimate(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(300,600-10*P.modeData.event)and P.atkBuffer.sum<20 then
local t=max(300,480-12*P.modeData.event)
local p=#P.atkBuffer+1
P.atkBuffer[p] ={pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=2}
P.atkBuffer[p+1]={pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3}
P.atkBuffer[p+2]={pos=rnd(10),amount=6,countdown=1.2*t,cd0=1.2*t,time=0,sent=false,lv=4}
P.atkBuffer[p+3]={pos=rnd(10),amount=6,countdown=1.5*t,cd0=1.5*t,time=0,sent=false,lv=5}
P.atkBuffer.sum=P.atkBuffer.sum+20
P.stat.recv=P.stat.recv+20
P.counter=0
if P.modeData.event==31 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.modeData.event=P.modeData.event+1
end
end
function Event_task.defender_normal(P)
if not P.control then return end
P.counter=P.counter+1
local t=360-P.modeData.event*2
if P.counter>=t then
P.counter=0
for _=1,3 do
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(2,9),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
local D=P.modeData
if D.event<90 then
D.event=D.event+1
D.point=int(108e3/(360-D.event*2))*.1
if D.event==25 then
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=2
P.dropDelay,P.gameEnv.drop=20,20
elseif D.event==50 then
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=3
P.dropDelay,P.gameEnv.drop=10,10
elseif D.event==90 then
P.dropDelay,P.gameEnv.drop=5,5
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
end
function Event_task.defender_lunatic(P)
if not P.control then return end
P.counter=P.counter+1
local t=240-2*P.modeData.event
if P.counter>=t then
P.counter=0
for _=1,4 do
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(10),amount=1,countdown=5*t,cd0=5*t,time=0,sent=false,lv=2}
end
P.atkBuffer.sum=P.atkBuffer.sum+4
P.stat.recv=P.stat.recv+4
local D=P.modeData
if D.event<75 then
D.event=D.event+1
D.point=int(144e3/(240-2*D.event))*.1
if D.event==25 then
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=3
P.dropDelay,P.gameEnv.drop=4,4
elseif D.event==50 then
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=4
P.dropDelay,P.gameEnv.drop=3,3
elseif D.event==75 then
P:showText(text.maxspeed,"appear",100,-140,.6)
P.dropDelay,P.gameEnv.drop=2,2
end
end
end
end
function Event_task.attacker_hard(P)
if not P.control then return end
if P.atkBuffer.sum==0 then
local p=#P.atkBuffer+1
local B,D=P.atkBuffer,P.modeData
local t
if D.event<20 then
t=1500-30*D.event--1500~900
B[p]= {pos=rnd(4,7),amount=12,countdown=t,cd0=t,time=0,sent=false,lv=3}
B[p+1]= {pos=rnd(3,8),amount=10,countdown=t,cd0=t,time=0,sent=false,lv=4}
else
t=900-10*(D.event-20)--900~600
B[p]= {pos=rnd(10),amount=14,countdown=t,cd0=t,time=0,sent=false,lv=4}
B[p+1]= {pos=rnd(4,7),amount=8,countdown=t,cd0=t,time=0,sent=false,lv=5}
end
B.sum=B.sum+22
P.stat.recv=P.stat.recv+22
if D.event<50 then
D.event=D.event+1
D.point=int(72e4/t)*.1
if D.event==20 then
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=3
elseif D.event==50 then
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
end
function Event_task.attacker_ultimate(P)
if not P.control then return end
if P.atkBuffer.sum<2 then
local p=#P.atkBuffer+1
local B,D=P.atkBuffer,P.modeData
local s,t
if D.event<10 then
t=1000-20*D.event--1000~800
B[p]= {pos=rnd(5,6),amount=10,countdown=t,cd0=t,time=0,sent=false,lv=3}
B[p+1]= {pos=rnd(4,7),amount=12,countdown=t,cd0=t,time=0,sent=false,lv=4}
s=22
elseif D.event<20 then
t=800-20*(D.event-15)--800~600
B[p]= {pos=rnd(3,8),amount=11,countdown=t,cd0=t,time=0,sent=false,lv=4}
B[p+1]= {pos=rnd(4,7),amount=14,countdown=t,cd0=t,time=0,sent=false,lv=5}
s=25
else
t=600-15*(D.event-30)--600~450
B[p]= {pos=rnd(2)*9-8,amount=12,countdown=t,cd0=t,time=0,sent=false,lv=5}
B[p+1]= {pos=rnd(3,8),amount=16,countdown=t,cd0=t,time=0,sent=false,lv=5}
s=28
end
B.sum=B.sum+s
P.stat.recv=P.stat.recv+s
if D.event<45 then
D.event=D.event+1
D.point=int(s*36e3/t)*.1
if D.event==10 then
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=4
elseif D.event==20 then
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=5
elseif D.event==30 then
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
end
function Event_task.PC(P)
P.counter=P.counter+1
if P.counter==21 then
local t=P.stat.pc%2
for i=1,4 do
local r=getNewRow(0)
for j=1,10 do
r[j]=PCbase[4*t+i][j]
end
ins(P.field,1,r)
ins(P.visTime,1,getNewRow(20))
end
P.fieldBeneath=P.fieldBeneath+120
P.curY=P.curY+4
P:freshgho()
return true
end
end
function Event_task.bgmFadeOut(_,id)
local v=bgm[id]:getVolume()-.025*setting.bgm*.1
bgm[id]:setVolume(v>0 and v or 0)
if v<=0 then
bgm[id]:stop()
return true
end
end
function Event_task.bgmFadeIn(_,id)
local v=min(bgm[id]:getVolume()+.025*setting.bgm*.1,setting.bgm*.1)
bgm[id]:setVolume(v)
if v>=setting.bgm*.1 then return true end
end
-------------------------</Tasks>-------------------------
-------------------------<Modes>--------------------------
modes={}
modes.sprint={
level={"10L","20L","40L","100L","400L","1000L"},
env={
{
drop=60,lock=60,
target=10,dropPiece="reach_winCheck",
bg="strap",bgm="race",
},
{
drop=60,lock=60,
target=20,dropPiece="reach_winCheck",
bg="strap",bgm="race",
},
{
drop=60,lock=60,
target=40,dropPiece="reach_winCheck",
bg="strap",bgm="race",
},
{
drop=60,lock=60,
target=100,dropPiece="reach_winCheck",
bg="strap",bgm="race",
},
{
drop=60,lock=60,
target=400,dropPiece="reach_winCheck",
bg="strap",bgm="push",
},
{
drop=60,lock=60,
target=1000,dropPiece="reach_winCheck",
bg="strap",bgm="push",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(60)
local r=max(P.gameEnv.target-P.stat.row,0)
mStr(r,-82,265)
if r<21 and r>0 then
gc.setLineWidth(4)
gc.setColor(1,r>10 and 0 or rnd(),.5)
gc.line(0,600-30*r,300,600-30*r)
end
end,
}
modes.marathon={
level={"EASY","NORMAL","HARD"},
env={
{
drop=60,lock=60,fall=30,
target=200,dropPiece="reach_winCheck",
bg="strap",bgm="way",
},
{
drop=60,fall=20,
target=10,dropPiece="marathon_update",
bg="strap",bgm="way",
},
{
_20G=true,fall=15,
target=200,dropPiece="reach_winCheck",
bg="strap",bgm="race",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(50)
mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
}
modes.master={
level={"LUNATIC","ULTIMATE","FINAL"},
env={
{
_20G=true,lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
dropPiece="master_score",
das=9,arr=3,
freshLimit=15,
bg="strap",bgm="secret8th",
},
{
_20G=true,lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
dropPiece="master_score",
das=6,arr=1,
freshLimit=15,
bg="game2",bgm="secret7th",
},
{
_20G=true,lock=12,
wait=10,fall=10,
dropPiece="master_score_hard",
das=5,arr=1,
freshLimit=15,
easyFresh=false,bone=true,
bg="none",bgm="shining terminal",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(50)
mStr(P.modeData.point,-82,320)
mStr((P.modeData.event+1)*100,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
}
modes.classic={
level={"CTWC"},
env={
{
das=16,arr=6,sddas=2,sdarr=2,
ghost=false,center=false,
drop=3,lock=3,wait=10,fall=25,
next=1,hold=false,
sequence="rnd",
freshLimit=0,
target=10,dropPiece="classic_reach",
bg="rgb",bgm="rockblock",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 18 or r<22 and r+8 or r==22 and"00"or r==23 and"0a"or format("%x",r*10-220),-82,210)
mDraw(drawableText.speedLV,-82,290)
setFont(50)
mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
}
modes.zen={
level={"NORMAL"},
env={
{
drop=1e99,lock=1e99,
oncehold=false,
dropPiece="reach_winCheck",
bg="strap",bgm="infinite",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(75)
mStr(max(200-P.stat.row,0),-82,280)
end,
}
modes.infinite={
level={"NORMAL","EXTRA"},
env={
{
drop=1e99,lock=1e99,
oncehold=false,
bg="glow",bgm="infinite",
},
{
drop=1e99,lock=1e99,
oncehold=false,
dropPiece="infinite_check",
bg="glow",bgm="infinite",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==2 then
pushSpeed=1
for _=1,5 do
players[1]:garbageRise(10,1,rnd(10))
end
end
end,
mesDisp=function(P)
setFont(50)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",P.stat.atk/P.stat.row),-82,420)
mDraw(drawableText.atk,-82,363)
mDraw(drawableText.eff,-82,475)
end,
}
modes.solo={
level={"EASY","EASY+","NORMAL","NORMAL+","HARD","HARD+","LUNATIC","LUNATIC+","ULTIMATE","ULTIMATE+"},
env={
{
drop=60,lock=60,
freshLimit=15,
bg="game2",bgm="race",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==1 then
newPlayer(2,965,360,.5,AITemplate("9S",3))
elseif curMode.lv==2 then
newPlayer(2,965,360,.5,AITemplate("CC",3,2,false,10000))
elseif curMode.lv==3 then
newPlayer(2,965,360,.5,AITemplate("9S",5))
elseif curMode.lv==4 then
newPlayer(2,965,360,.5,AITemplate("CC",5,2,true,20000))
elseif curMode.lv==5 then
newPlayer(2,965,360,.5,AITemplate("9S",7))
elseif curMode.lv==6 then
newPlayer(2,965,360,.5,AITemplate("CC",8,3,true,30000))
elseif curMode.lv==7 then
newPlayer(2,965,360,.5,AITemplate("9S",8))
elseif curMode.lv==8 then
newPlayer(2,965,360,.5,AITemplate("CC",9,3,true,40000))
elseif curMode.lv==9 then
newPlayer(2,965,360,.5,AITemplate("9S",9))
elseif curMode.lv==10 then
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,80000))
end
end,
mesDisp=function(P)
end,
}
modes.round={
level={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
env={
{
drop=1e99,lock=1e99,
oncehold=false,
dropPiece="round_check",
bg="game2",bgm="push",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==1 then
newPlayer(2,965,360,.5,AITemplate("9S",10))
elseif curMode.lv==2 then
newPlayer(2,965,360,.5,AITemplate("CC",10,2,false,10000))
elseif curMode.lv==3 then
newPlayer(2,965,360,.5,AITemplate("CC",10,3,true,30000))
elseif curMode.lv==4 then
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,60000))
elseif curMode.lv==5 then
newPlayer(2,965,360,.5,AITemplate("CC",10,6,true,100000))
end
garbageSpeed=1e4
end,
mesDisp=function(P)
end,
}
modes.tsd={
level={"NORMAL","HARD"},
env={
{
oncehold=false,
drop=1e99,lock=1e99,
dropPiece="tsd_reach",
ospin=false,
bg="matrix",bgm="reason",
},
{
drop=60,lock=60,
freshLimit=15,
dropPiece="tsd_reach",
ospin=false,
bg="matrix",bgm="reason",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(80)
mStr(P.modeData.event,-82,330)
mDraw(drawableText.tsd,-82,407)
end,
}
modes.blind={
level={"EASY","HARD","HARD+","LUNATIC","ULTIMATE","GM"},
env={
{
drop=30,lock=45,
freshLimit=10,
visible="time",
bg="glow",bgm="newera",
},
{
drop=15,lock=45,
freshLimit=10,
visible="fast",
freshLimit=10,
bg="glow",bgm="reason",
},
{
drop=15,lock=45,
fall=10,lock=60,
center=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret7th",
},
{
drop=10,lock=45,
fall=5,lock=60,
center=false,ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret8th",
},
{
drop=30,lock=60,
fall=5,
block=false,
center=false,ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret7th",
},
{
_20G=true,
drop=0,lock=15,
wait=10,fall=15,
visible="fast",
freshLimit=15,
dropPiece="GM_score",
arr=1,
bg="game3",bgm="shining terminal",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==6 then
players[1].modeData.event="M7"
end
end,
mesDisp=function(P)
mDraw(drawableText.line,-82,300)
mDraw(drawableText.techrash,-82,420)
if curMode.lv==6 then
mDraw(drawableText.grade,-82,170)
setFont(60)
mStr(P.modeData.event,-82,110)
end
setFont(80)
mStr(P.stat.row,-82,220)
mStr(P.stat.clear_4,-82,340)
end,
}
modes.dig={
level={"NORMAL","LUNATIC"},
env={
{
drop=60,lock=120,
fall=20,
freshLimit=15,
task="dig_normal",
bg="game2",bgm="push",
},
{
drop=10,lock=30,
freshLimit=15,
task="dig_lunatic",
bg="game2",bgm="secret7th",
},
},
load=function()
newPlayer(1,340,15)
pushSpeed=1
end,
mesDisp=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
mDraw(drawableText.wave,-82,375)
end,
}
modes.survivor={
level={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
env={
{
drop=60,lock=120,
fall=30,
freshLimit=15,
task="survivor_easy",
bg="game2",bgm="push",
},
{
drop=30,lock=60,
fall=20,
freshLimit=15,
task="survivor_normal",
bg="game2",bgm="newera",
},
{
drop=10,lock=60,
fall=15,
freshLimit=15,
task="survivor_hard",
bg="game2",bgm="secret8th",
},
{
drop=6,lock=60,
fall=10,
freshLimit=15,
task="survivor_lunatic",
bg="game3",bgm="secret7th",
},
{
drop=5,lock=60,
fall=10,
freshLimit=15,
task="survivor_ultimate",
bg="rgb",bgm="secret7th",
},
},
load=function()
newPlayer(1,340,15)
pushSpeed=curMode.lv>2 and 2 or 1
end,
mesDisp=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
mDraw(drawableText.wave,-82,375)
end,
}
modes.defender={
level={"NORMAL","LUNATIC"},
env={
{
drop=30,lock=60,
fall=10,
freshLimit=15,
task="defender_normal",
bg="game3",bgm="way",
},
{
drop=5,lock=60,
fall=6,
freshLimit=15,
task="defender_lunatic",
bg="game4",bgm="way",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==1 then
pushSpeed=1
elseif curMode.lv==2 then
pushSpeed=2
end
end,
mesDisp=function(P)
setFont(60)
mStr(P.modeData.event,-82,200)
mStr(P.modeData.point,-82,320)
mDraw(drawableText.wave,-82,260)
mDraw(drawableText.rpm,-82,380)
end,
}
modes.attacker={
level={"HARD","ULTIMATE"},
env={
{
drop=30,lock=60,
fall=12,
freshLimit=15,
task="attacker_hard",
bg="game3",bgm="push",
},
{
drop=5,lock=60,
fall=8,
freshLimit=15,
task="attacker_ultimate",
bg="game4",bgm="shining terminal",
},
},
load=function()
newPlayer(1,340,15)
if curMode.lv==1 then
pushSpeed=2
end
end,
mesDisp=function(P)
setFont(60)
mStr(P.modeData.event,-82,200)
mStr(
curMode.lv==1 and 24
or P.modeData.event<10 and 22
or P.modeData.event<20 and 25
or 28,-82,320)
mDraw(drawableText.wave,-82,260)
mDraw(drawableText.nextWave,-82,380)
end,
}
modes.tech={
level={"NORMAL","NORMAL+","HARD","HARD+","LUNATIC","LUNATIC+","ULTIMATE","ULTIMATE+"},
env={
{
oncehold=false,
drop=1e99,lock=1e99,
dropPiece="tech_reach_easy",
bg="matrix",bgm="newera",
},
{
oncehold=false,
drop=1e99,lock=1e99,
dropPiece="tech_reach_ultimate",
bg="matrix",bgm="newera",
},
{
drop=10,lock=60,
freshLimit=15,
dropPiece="tech_reach_easy",
bg="matrix",bgm="secret8th",
},
{
drop=30,lock=60,
freshLimit=15,
dropPiece="tech_reach_ultimate",
bg="matrix",bgm="secret8th",
},
{
_20G=true,lock=60,
freshLimit=15,
dropPiece="tech_reach_hard",
bg="matrix",bgm="secret7th",
},
{
_20G=true,lock=60,
freshLimit=15,
dropPiece="tech_reach_ultimate",
bg="matrix",bgm="secret7th",
},
{
drop=1e99,lock=60,
freshLimit=15,
fine=true,fineKill=true,
dropPiece="tech_reach_hard",
bg="flink",bgm="infinite",
},
{
drop=1e99,lock=60,
freshLimit=15,
fine=true,fineKill=true,
dropPiece="tech_reach_ultimate",
bg="flink",bgm="infinite",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(50)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",P.stat.atk/P.stat.row),-82,420)
mDraw(drawableText.atk,-82,363)
mDraw(drawableText.eff,-82,475)
end,
}
modes.c4wtrain={
level={"NORMAL","LUNATIC"},
env={
{
drop=30,lock=60,
oncehold=false,
freshLimit=15,
dropPiece="c4w_reach",
ospin=false,
bg="rgb",bgm="newera",
},
{
drop=5,lock=30,
freshLimit=15,
dropPiece="c4w_reach",
ospin=false,
bg="rgb",bgm="newera",
},
},
load=function()
newPlayer(1,340,15)
local P=players[1]
local F=P.field
for i=1,24 do
F[i]=getNewRow(10)
P.visTime[i]=getNewRow(20)
for x=4,7 do F[i][x]=0 end
end
local r=rnd(6)
if r==1 then F[1][5],F[1][4],F[2][4]=10,10,10
elseif r==2 then F[1][6],F[1][7],F[2][7]=10,10,10
elseif r==3 then F[1][4],F[2][4],F[2][5]=10,10,10
elseif r==4 then F[1][7],F[2][7],F[2][6]=10,10,10
elseif r==5 then F[1][4],F[1][5],F[1][6]=10,10,10
elseif r==6 then F[1][7],F[1][6],F[1][5]=10,10,10
end
end,
mesDisp=function(P)
setFont(50)
mStr(max(100-P.stat.row,0),-82,220)
mStr(P.combo,-82,310)
mStr(P.modeData.point,-82,400)
mDraw(drawableText.combo,-82,358)
mDraw(drawableText.mxcmb,-82,450)
end,
}
modes.pctrain={
level={"NORMAL","EXTRA"},
env={
{
next=4,
hold=false,
drop=150,lock=150,
fall=20,
sequence="none",
dropPiece="newPC",
ospin=false,
bg="rgb",bgm="newera",
},
{
next=4,
hold=false,
drop=60,lock=60,
fall=20,
sequence="none",
freshLimit=15,
dropPiece="newPC",
ospin=false,
bg="rgb",bgm="newera",
},
},
load=function()
newPlayer(1,340,15)
Event.newPC(players[1])
end,
mesDisp=function(P)
setFont(80)
mStr(P.stat.pc,-82,330)
mDraw(drawableText.pc,-82,412)
end,
}
modes.pcchallenge={
level={"NORMAL","HARD","LUNATIC"},
env={
{
oncehold=false,
drop=300,lock=1e99,
target=100,dropPiece="reach_winCheck",
ospin=false,
bg="rgb",bgm="newera",
},
{
drop=60,lock=120,
fall=10,
target=100,dropPiece="reach_winCheck",
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
{
drop=20,lock=60,
fall=20,
target=100,dropPiece="reach_winCheck",
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(50)
mStr(max(100-P.stat.row,0),-82,250)
setFont(80)
mStr(P.stat.pc,-82,350)
mDraw(drawableText.pc,-82,432)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hd.id>0 and 2 or 1))%7)-36
gc.line(320,y,442,y)
end
end,
}
modes.techmino49={
level={"EASY","HARD","ULTIMATE"},
env={
{
drop=60,lock=60,
fall=20,
royaleMode=true,
Fkey=Fkey_func.royale,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
freshLimit=15,
bg="game3",bgm="rockblock",
},
},
load=function()
newPlayer(1,340,15)
local LV=curMode.lv
if LV==3 then players[1].gameEnv.drop=15 end
local L={}for i=1,49 do L[i]=true end
local t=system~="Windows"and 0 or 2*LV
while t>0 do
local r=rnd(2,49)
if L[r]then L[r],t=false,t-1 end
end
local min,max
if LV==1 then min,max=4,6
elseif LV==2 then min,max=4,8
elseif LV==3 then min,max=8,10
end
local n=2
for i=1,4 do for j=1,6 do
if L[n]then
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
for i=9,12 do for j=1,6 do
if L[n]then
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
end,
mesDisp=function(P)
setFont(40)
mStr(#players.alive.."/49",-82,175)
mStr(P.ko,-70,215)
gc.draw(drawableText.ko,-127,225)
setFont(25)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-138,260)
end
end,
}
modes.techmino99={
level={"EASY","HARD","ULTIMATE"},
env={
{
drop=60,lock=60,
fall=20,
royaleMode=true,
Fkey=Fkey_func.royale,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
freshLimit=15,
bg="game3",bgm="rockblock",
},
},
load=function()
newPlayer(1,340,15)
local LV=curMode.lv
if LV==3 then players[1].gameEnv.drop=15 end
local L={}for i=1,100 do L[i]=true end
local t=system~="Windows"and 0 or 1+3*LV
while t>0 do
local r=rnd(2,99)
if L[r]then L[r],t=false,t-1 end
end
local min,max
if LV==1 then min,max=4,6
elseif LV==2 then min,max=4,8
elseif LV==3 then min,max=8,10
end
local n=2
for i=1,7 do for j=1,7 do
if L[n]then
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
for i=15,21 do for j=1,7 do
if L[n]then
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
end,
mesDisp=function(P)
setFont(40)
mStr(#players.alive.."/99",-82,175)
mStr(P.ko,-70,215)
gc.draw(drawableText.ko,-127,225)
setFont(25)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-138,260)
end
end,
}
modes.drought={
level={"NORMAL","MESS"},
env={
{
drop=20,lock=60,
sequence="drought1",
target=100,dropPiece="reach_winCheck",
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",
},
{
drop=20,lock=60,
sequence="drought2",
target=100,dropPiece="reach_winCheck",
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",
},
},
load=function()
newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(75)
mStr(max(100-P.stat.row,0),-82,280)
end,
}
modes.hotseat={
level={"2P","3P","4P",},
env={
{
drop=60,lock=60,
freshLimit=15,
bg="none",bgm="way",
},
},
load=function()
if curMode.lv==1 then
newPlayer(1,20,15)
newPlayer(2,650,15)
elseif curMode.lv==2 then
newPlayer(1,20,100,.65)
newPlayer(2,435,100,.65)
newPlayer(3,850,100,.65)
elseif curMode.lv==3 then
newPlayer(1,25,160,.5)
newPlayer(2,335,160,.5)
newPlayer(3,645,160,.5)
newPlayer(4,955,160,.5)
end
end,
mesDisp=function(P)
end,
}
modes.custom={
level={"Normal","Puzzle"},
env={
{
dropPiece="reach_winCheck",
},
{
Fkey=Fkey_func.puzzle,puzzle=true,
dropPiece="puzzleCheck",
},
},
load=function()
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[i]]
end
modeEnv._20G=modeEnv.drop==0
modeEnv.oncehold=customSel[6]==1
if curMode.lv==2 then
modeEnv.target=0
end
newPlayer(1,340,15)
local L=modeEnv.opponent
if L~=0 then
modeEnv.target=nil
if L<10 then
newPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20
repeat
for i=1,10 do
if preField[preField.h][i]>0 or curMode.lv==2 and preField[preField.h][i]==-1 then
goto L
end
end
preField.h=preField.h-1
until preField.h==0
::L::
if curMode.lv==1 then
for _,P in next,players.alive do
local t=P.showTime*3
for y=1,preField.h do
P.field[y]=getNewRow(0)
P.visTime[y]=getNewRow(t)
for x=1,10 do P.field[y][x]=preField[y][x]end
end
end
end
modeEnv.bg=customRange.bg[customSel[12]]
modeEnv.bgm=customRange.bgm[customSel[13]]
end,
mesDisp=function(P)
if P.gameEnv.puzzle or P.gameEnv.target>1e10 then
setFont(60)
mStr(P.stat.row,-82,225)
mDraw(drawableText.line,-82,290)
else
setFont(60)
mStr(max(P.gameEnv.target-P.stat.row,0),-82,240)
end
if P.gameEnv.puzzle and P.modeData.event==0 then
gc.setLineWidth(3)
for y=1,preField.h do for x=1,10 do
local B=preField[y][x]
if B>7 then
gc.setColor(blockColor[B])
gc.rectangle("line",30*x-23,607-30*y,16,16)
elseif B>0 then
local c=blockColor[B]
gc.setColor(c[1],c[2],c[3],.6)
gc.rectangle("line",30*x-25,605-30*y,20,20)
gc.rectangle("line",30*x-20,610-30*y,10,10)
elseif B==-1 then
gc.setColor(1,1,1,.4)
gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
end
end end
end
end,
}
-------------------------</Modes>-------------------------