71 lines
1.9 KiB
Lua
71 lines
1.9 KiB
Lua
local death_lock={12,11,10,9,8, 7,7,7,7,6}
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local death_wait={10,9, 8, 7,6, 6,6,5,5,4}
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local death_fall={10,9, 8, 7,6, 6,5,5,4,4}
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return{
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drop=0,
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lock=death_lock[1],
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wait=death_wait[1],
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fall=death_fall[1],
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noTele=true,
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das=6,arr=1,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.modeData.pt,P.modeData.target)
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end,
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hook_drop=function(P)
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local D=P.modeData
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local c=#P.clearedRow
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if c==0 and D.pt%100==99 then return end
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local s=c<3 and c+1 or c==3 and 5 or 7
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if P.combo>7 then s=s+2
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elseif P.combo>3 then s=s+1
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end
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D.pt=D.pt+s
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if D.pt%100==99 then
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SFX.play('blip_1')
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elseif D.pt>=D.target then--Level up!
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s=D.target/100
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local E=P.gameEnv
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E.lock=death_lock[s]
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E.wait=death_wait[s]
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E.fall=death_fall[s]
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if s==2 then
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E.das=5
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BG.set('rainbow')
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elseif s==4 then
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E.das=4
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BG.set('rainbow2')
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elseif s==5 then
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if P.stat.frame>183*60 then
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D.pt=500
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P:win('finish')
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return
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else
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E.bone=true
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P.gameEnv.freshLimit=10
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BG.set('glow')
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BGM.play('secret7th remix')
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end
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elseif s==6 then
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E.das=3
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BG.set('lightning')
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elseif s==7 then
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E.bone=true
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elseif s==10 then
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D.pt=1000
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P:win('finish')
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return
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end
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D.target=D.target+100
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P:stageComplete(s)
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SFX.play('reach')
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end
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end,
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task=function(P)
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P.modeData.pt=0
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P.modeData.target=100
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end,
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}
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