Ok, perhaps the title is not quite correct.
I am re visiting a game I shelved months back, it was shelved because it was an exercise in meta tables and OOP. However this is irrelevant to my question 
what I need to happen:
I have a wave of aliens, when they are all destroyed another wave is spawned. I want the wave to spawn lower down the screen each time up to a maximum of 5 times.
So I need to change the variable value of the spawning aliens each time they are respawned.
I have the game working perfect , at the moment I am just re-running the main game after each wave is destroyed.
Here is some code(stripped down to relevant parts)
I need to change the
[lua] levelDrop = 70 [/lua] value
to 140 then 210,280,350 (increments of 70) after each wave is destroyed please.
So when gameover() is called it will begin with the updated levelDrop value.
MAIN.LUA
[lua]
– CREATE ENEMY –
local levelDrop = 70
function createEnemy(x, y, row)
 
  for j = 1, 5 do
    for i = 1, 5 do
      allEnemys[#allEnemys + 1] = enemys:new()
      allEnemys[#allEnemys]:init(i * 60, j * 70 + levelDrop, j)
      allEnemys[#allEnemys]:start()
    end
  end
end
– GAMEOVER –
function gameOver()
    Runtime:removeEventListener(“enterFrame”, onEnterFrame)
    Runtime:removeEventListener(“enterFrame”, movePlayer)
    display.remove(leftWall)
    leftWall = nil
    display.remove(rightWall)
    rightWall = nil
    display.remove(ceilng)
    ceiling = nil
    display.remove(floorWall)
    floorWall = nil
    display.remove(player)
    player = nil
    display.remove(aBullet)
    aBullet = nil
enemyCount = 0
       for i = 1,#allEnemys do
         timer.cancel(allEnemys[i].clock)
         Runtime:removeEventListener( “enterFrame”, allEnemys[i] )
         display.remove(allEnemys[i].image)
         allEnemys[i].image=nil
       end
         allEnemys=nil
         allEnemys = {}
    layers:removeSelf()
    layers = nil
enableFire = true
    print(" Hey gameover")
    cleanupBlocks()
    timer.performWithDelay(4000,runGame,1)
end
ENEMY.LUA
         elseif enemyCount == 2
                      then
                    self.rightHit = 0
                    self.leftHit = 0
                    self.movement = 0
                    self.movement = 10
                           print(“less than 2”)
        elseif enemyCount == 1
         then
       
                  gameOver()
        end
        end
