Files
Techmino/dataList.lua
2020-02-04 19:33:20 +08:00

1170 lines
24 KiB
Lua

local gc=love.graphics
local setFont=setFont
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},
{1,1,0,0,0,0,0,3,3,3},
{5,1,1,0,0,0,0,6,6,3},
{5,5,2,2,0,0,0,6,6,4},
{5,2,2,0,0,0,0,4,4,4},
}
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}
loadmode={
sprint=function()
createPlayer(1,340,15)
end,
marathon=function()
createPlayer(1,340,15)
end,
master=function()
createPlayer(1,340,15)
end,
classic=function()
createPlayer(1,340,15)
end,
zen=function()
createPlayer(1,340,15)
end,
infinite=function()
createPlayer(1,340,15)
end,
solo=function()
createPlayer(1,340,15)
createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
end,
blind=function()
createPlayer(1,340,15)
end,
dig=function()
createPlayer(1,340,15)
newTask(Event_task[curMode.lv==1 and"dig_normal"or curMode.lv==2 and"dig_lunatic"],P)
pushSpeed=1
end,
survivor=function()
createPlayer(1,340,15)
newTask(Event_task[curMode.lv==1 and"survivor_easy"or curMode.lv==2 and"survivor_normal"or curMode.lv==3 and"survivor_hard"or curMode.lv==4 and"survivor_lunatic"or curMode.lv==5 and"survivor_ultimate"],P)
pushSpeed=curMode.lv>2 and 2 or 1
end,
tech=function()
createPlayer(1,340,15)
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
Event.newPC()
P.freshNext()
end,
pcchallenge=function()
createPlayer(1,340,15)
end,
techmino41=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,30
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,20
elseif curMode.lv==4 then min,max=2,10
elseif curMode.lv==5 then min,max=1,6
end
for i=1,4 do for j=1,5 do
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end end
for i=9,12 do for j=1,5 do
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end end
--AIs
end,
techmino99=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,32
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,18
elseif curMode.lv==4 then min,max=2,12
elseif curMode.lv==5 then min,max=1,12
end
for i=1,7 do for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
n=n+1
end end
for i=15,21 do for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
n=n+1
end end
--AIs
end,
drought=function()
createPlayer(1,340,15)
end,
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
end,
custom=function()
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
end
modeEnv._20G=modeEnv.drop==-1
createPlayer(1,340,15)
if modeEnv.opponent==0 then
else
modeEnv.target=nil
createPlayer(2,965,360,.5,modeEnv.opponent)
end
local h=20
::R::
for i=1,10 do
if preField[h][i]>0 then modeEnv.Fkey=true goto L end
end
h=h-1
if h>0 then goto R end
::L::
for _,P in next,players.alive do
local t=P.showTime*3
for y=1,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,
}
mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
local r=max(P.gameEnv.target-P.cstat.row,0)
mStr(r,-82,260)
if r<21 and r>0 then
gc.setLineWidth(3)
gc.setColor(1,.5,.5)
gc.line(0,600-30*r,300,600-30*r)
end
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
master=function()
setFont(50)
mStr(P.cstat.point,-82,320)
mStr((P.cstat.event+1)*100,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
classic=function()
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 19+r or r==11 and"00"or r==12 and"0a"or format("%x",r*10-110),-82,210)
setFont(20)
mStr("speed level",-82,290)
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-82,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-82,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
tsd=function()
setFont(35)
mStr("TSD",-82,407)
setFont(80)
mStr(P.cstat.event,-82,330)
end,
blind=function()
setFont(25)
mStr("Rows",-82,300)
mStr("Techrash",-82,420)
setFont(80)
mStr(P.cstat.row,-82,220)
mStr(P.cstat.techrash,-82,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
pctrain=function()
setFont(22)
mStr("Perfect Clear",-82,412)
setFont(80)
mStr(P.cstat.pc,-82,330)
end,
pcchallenge=function()
setFont(22)
mStr("Perfect Clear",-82,432)
setFont(80)
mStr(P.cstat.pc,-82,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-82,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
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-142,260)
end
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
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-142,260)
end
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-82,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-82,280)
end
end
}
Event={
marathon_reach=function()
local s=int(P.cstat.row*.1)
if s>=20 then
P.cstat.row=200
Event_gameover.win()
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,
master_reach_lunatic=function()
local t=P.cstat.point
local c=#P.clearing
if t%100==99 and c==0 then goto L end
t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then
P.cstat.event=P.cstat.event+1
if P.cstat.event==5 then
P.cstat.event=4
P.cstat.point=500
Event_gameover.win()
goto L
else
local s=P.cstat.event+1
P.gameEnv.lock=rush_lock[s]
P.gameEnv.wait=rush_wait[s]
P.gameEnv.fall=rush_fall[s]
P.gameEnv.das=10-s
if s==3 then P.gameEnv.arr=2 end
if s==5 then P.gameEnv.bone=true end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.cstat.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
master_reach_ultimate=function()
local t=P.cstat.point
local c=#P.clearing
if t%100==99 and c==0 then goto L end
t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then
P.cstat.event=P.cstat.event+1
if P.cstat.event==5 then
P.cstat.event=4
P.cstat.point=500
Event_gameover.win()
goto L
else
local s=P.cstat.event+1
P.gameEnv.lock=death_lock[s]
P.gameEnv.wait=death_wait[s]
P.gameEnv.fall=death_fall[s]
P.gameEnv.das=int(7.3-s*.4)
if s==4 then P.gameEnv.bone=true end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.cstat.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
classic_reach=function()
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==100 then
P.gameEnv.drop,P.gameEnv.lock=0,0
end
SFX("reach")
end,
tsd_reach=function()
if P.lastClear~=52 then
Event_gameover.lose()
elseif #P.clearing>0 then
P.cstat.event=P.cstat.event+1
if #P.field>11 and P.cstat.event%5~=1 then
ins(P.clearing,1)
end
end
end,
tech_reach=function()
if #P.clearing>0 and P.lastClear<10 then
Event_gameover.lose()
end
end,
tech_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
Event_gameover.lose()
end
end,
newPC=function()
local P=players[1]
if P.cstat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
if curMode.lv==2 then
local s=P.cstat.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
showText(P,text.maxspeed,"appear",80,-140)
else
showText(P,text.speedup,"appear",30,-140)
end
end
end
else
Event_gameover.lose()
end
end
end,
}
Event_gameover={
win=function()
local P=players.alive[1]
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"
showText(P,1,"appear",60,120,nil,true)
changeAtk(P)
BGM("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
showText(P,text.win,"beat",90,nil,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("win")BGM()end
newTask(Event_task.win,P)
end,
lose=function()
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
rem(players.alive,i)
break
end
end
if modeEnv.royaleMode then
changeAtk(P)
P.result="K.O."
P.rank=#players.alive+1
showText(P,P.rank,"appear",60,120,nil,true)
P.strength=0
if P.lastRecv then
local A,i=P,0
::L::
A,i=A.lastRecv,i+1
if A and not A.alive and A~=P and i<3 then goto L end
if A and A~=P 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,nil,{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
freshTarget(players.alive[i])
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"
showText(P,text.lose,"appear",90,nil,nil,true)
if P.id==1 then
SFX("fail")
if modeEnv.royaleMode then
BGM("end")
end
end
newTask(Event_task.lose,P)
if #players.alive==1 then
local t=P
P=players.alive[1]
Event_gameover.win()
P=t
end
end,
}
Event_task={
win=function(P)
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible=="show"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
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
lose=function(P)
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible=="show"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
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
throwBadge=function(P,data)
data[2]=data[2]-1
if data[2]%4==0 then
throwBadge(data[1],data[1].lastRecv)
if data[2]%8==0 then
sysSFX("collect")
end
end
if data[2]<=0 then return true end
end,
dig_normal=function(P)
if not P.control then return end
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
garbageRise(10,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
dig_lunatic=function(P)
if not P.control then return end
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(45,80-.4*P.cstat.event)then
garbageRise(11+P.cstat.event%3,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_easy=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(60,150-2*P.cstat.event)then
ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_normal=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(90,180-2*P.cstat.event)then
local d=P.cstat.event+1
if d%4==0 then ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
elseif d%4==1 then ins(P.atkBuffer,{pos=rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
elseif d%4==2 then ins(P.atkBuffer,{pos=rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
elseif d%4==3 then ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end
P.atkBuffer.sum=P.atkBuffer.sum+d%4+1
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_hard=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
if P.cstat.event%3<2 then
ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else
ins(P.atkBuffer,{pos=rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
end
P.atkBuffer.sum=P.atkBuffer.sum+(P.cstat.event%3<2 and 1 or 3)
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_lunatic=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(60,150-P.cstat.event)then
local t=max(60,90-P.cstat.event)
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
P.atkBuffer.sum=P.atkBuffer.sum+4
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_ultimate=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(300,600-10*P.cstat.event)then
local t=max(300,480-12*P.cstat.event)
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=2})
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
ins(P.atkBuffer,{pos=rnd(10),amount=6,countdown=1.2*t,cd0=1.2*t,time=0,sent=false,lv=4})
ins(P.atkBuffer,{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
if P.atkBuffer.sum>30 then garbageRelease()end
P.counter=0
if P.cstat.event==31 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
PC=function(P)
P.counter=P.counter+1
if P.counter==21 then
local t=P.cstat.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(P.showTime))
end
P.fieldBeneath=P.fieldBeneath+120
-- P.curY=P.curY+4
P.y_img=P.y_img+4
freshgho()
return true
end
end,
bgmFadeOut=function(_,id)
bgm[id]:setVolume(max(bgm[id]:getVolume()-.03,0))
if bgm[id]:getVolume()==0 then
bgm[id]:stop()
return true
end
end,
bgmFadeIn=function(_,id)
bgm[id]:setVolume(min(bgm[id]:getVolume()+.03,1))
if bgm[id]:getVolume()==1 then return true end
end,
}
defaultModeEnv={
sprint={
{
drop=60,
target=10,
reach=Event_gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=20,
reach=Event_gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=40,
reach=Event_gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=100,
reach=Event_gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=400,
reach=Event_gameover.win,
bg="strap",
bgm="push",
},
{
drop=60,
target=1000,
reach=Event_gameover.win,
bg="strap",
bgm="push",
},
},
marathon={
{
drop=60,
lock=60,
fall=30,
target=200,
reach=Event.marathon_reach,
bg="strap",
bgm="way",
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
bg="strap",
bgm="way",
},
{
_20G=true,
fall=15,
target=200,
reach=Event.marathon_reach,
bg="strap",
bgm="race",
},
},
master={
{
_20G=true,
drop=0,
lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
target=0,
reach=Event.master_reach_lunatic,
das=9,arr=3,
freshLimit=15,
bg="game2",
bgm="secret8th",
},
{
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=0,
reach=Event.master_reach_ultimate,
das=6,arr=1,
freshLimit=15,
bg="game2",
bgm="secret7th",
},
},
classic={
{
das=15,arr=3,
sddas=2,sdarr=2,
ghost=false,center=false,
drop=1,lock=1,
wait=10,fall=25,
next=1,hold=false,
sequence="rnd",
freshLimit=0,
target=10,
reach=Event.classic_reach,
bg="rgb",
bgm="rockblock",
},
},
zen={
{
drop=1e99,
lock=1e99,
oncehold=false,
target=200,
reach=Event_gameover.win,
bg="strap",
bgm="infinite",
},
},
infinite={
{
drop=1e99,
lock=1e99,
oncehold=false,
bg="glow",
bgm="infinite",
},
},
solo={
{
freshLimit=15,
bg="game2",
bgm="race",
},
},
tsd={
{
oncehold=false,
drop=1e99,
lock=1e99,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
ospin=false,
bg="matrix",
bgm="reason",
},
{
drop=60,
lock=60,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
ospin=false,
bg="matrix",
bgm="reason",
},
},
blind={
{
drop=30,
lock=60,
freshLimit=15,
visible="time",
bg="glow",
bgm="newera",
},
{
drop=15,
lock=60,
freshLimit=15,
visible="fast",
freshLimit=10,
bg="glow",
bgm="reason",
},
{
fall=10,
lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",
bgm="secret7th",
},
{
fall=5,
lock=60,
center=false,
visible="none",
freshLimit=15,
bg="rgb",
bgm="secret8th",
},
{
fall=5,
lock=60,
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,
arr=1,
bg="game3",
bgm="secret8th",
},
},
dig={
{
drop=60,
lock=120,
fall=20,
freshLimit=15,
bg="game2",
bgm="push",
},
{
drop=10,
lock=30,
freshLimit=15,
bg="game2",
bgm="secret7th",
},
},
survivor={
{
drop=60,
lock=120,
fall=30,
freshLimit=15,
bg="game2",
bgm="push",
},
{
drop=30,
lock=60,
fall=20,
freshLimit=15,
bg="game2",
bgm="newera",
},
{
drop=10,
lock=60,
fall=15,
freshLimit=15,
bg="game2",
bgm="secret8th",
},
{
drop=5,
lock=60,
fall=10,
freshLimit=15,
bg="game3",
bgm="secret7th",
},
{
drop=5,
lock=60,
fall=10,
freshLimit=15,
bg="rgb",
bgm="secret7th",
},
},
tech={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=0,
reach=Event.tech_reach,
bg="matrix",
bgm="way",
},
{
drop=30,
lock=60,
target=0,
reach=Event.tech_reach,
bg="matrix",
bgm="way",
},
{
drop=15,
lock=60,
target=0,
reach=Event.tech_reach_hard,
freshLimit=15,
bg="matrix",
bgm="way",
},
{
drop=5,
lock=40,
target=0,
freshLimit=15,
reach=Event.tech_reach_hard,
bg="matrix",
bgm="way",
},
{
drop=1,
lock=40,
target=0,
freshLimit=15,
reach=Event.tech_reach_hard,
bg="matrix",
bgm="secret7th",
},
},
pctrain={
{
next=4,
hold=false,
drop=120,
lock=120,
fall=20,
sequence="pc",
target=0,
reach=Event.newPC,
ospin=false,
bg="rgb",
bgm="newera",
},
{
next=4,
hold=false,
drop=60,
lock=60,
fall=20,
sequence="pc",
target=0,
freshLimit=15,
reach=Event.newPC,
ospin=false,
bg="rgb",
bgm="newera",
},
},
pcchallenge={
{
oncehold=false,
drop=300,
lock=1e99,
target=100,
reach=Event_gameover.win,
ospin=false,
bg="rgb",
bgm="newera",
},
{
drop=60,
lock=120,
fall=10,
target=100,
reach=Event_gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",
bgm="infinite",
},
{
drop=20,
lock=60,
fall=20,
target=100,
reach=Event_gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",
bgm="infinite",
},
},
techmino41={
{
fall=20,
royaleMode=true,
Fkey=true,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
freshLimit=15,
bg="game3",
bgm="rockblock",
},
},
techmino99={
{
fall=20,
royaleMode=true,
Fkey=true,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
freshLimit=15,
bg="game3",
bgm="rockblock",
},
},
drought={
{
drop=20,
lock=60,
sequence="drought1",
target=100,
reach=Event_gameover.win,
ospin=false,
freshLimit=15,
bg="glow",
bgm="reason",
},
{
drop=20,
lock=60,
sequence="drought2",
target=100,
reach=Event_gameover.win,
ospin=false,
freshLimit=15,
bg="glow",
bgm="reason",
},
},
hotseat={
{
freshLimit=15,
bg="none",
bgm="way",
},
},
custom={
{
bg="none",
bgm="reason",
reach=Event_gameover.win,
},
},
}