I think the solution to that is on the Score.Add function... There is an event that calls this function and sends a parameter ("InstGroup.InstCnt("elimination"), which contains a value that is added to the Score...
With that, and maybe try to find something in the event that says:
prepare.On "MATCH2D" transfer logic ...
I believe that is the part when you actually look for valid matches.
Thanks for the tip. I was thinking maybe it would go in MATCH3, but you might be right there. I'll keep trying.
MATCH2D (to me) looks like it's supposed to be detecting whether or not matches exist, but it doesn't seem to do anything when you run out of moves, so I could be wrong. I'm very new to all this.