【Test Version 2】Colon's Adventure | A Platformer
@Stage\n\nwhen I receive [ステージ切り替え v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [maximum se volume v] to [100]\nset [maximum bgm volume v] to [40]\nset [3d sound available v] to [y]\nswitch backdrop to (背景1 v)\nset [ステージ v] to [1]\nclear graphic effects\nbroadcast (W1 effects v)\n\nwhen flag clicked\nset [ポーズ中？ v] to [n]\nset [背景明るさ v] to [0]\nset [ポーズを許可する？ v] to [n]\nforever\n    set [brightness v] effect to (背景明るさ)\nend\n\nwhen flag clicked\nset [bgm v] to [1]\nforever\n    if <not <(BGM) = [0]>> then\n        play sound (BGM) until done\n    end\nend\n\nwhen flag clicked\nforever\n    set volume to (Maximum BGM Volume) %\nend\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する？) = [y]> then\n    set [\(ポーズ処理用\)a v] to (join (動いてよろしい?) (背景動かす？))\n    set [動いてよろしい? v] to [0]\n    set [背景動かす？ v] to [0]\n    set [ポーズ中？ v] to [y]\nend\n\nwhen I receive [ポーズ解除 v]\nif <(ポーズを許可する？) = [y]> then\n    set [動いてよろしい? v] to (letter (1) of (\(ポーズ処理用\)A))\n    set [背景動かす？ v] to (letter (2) of (\(ポーズ処理用\)A))\n    set [ポーズ中？ v] to [n]\nend\n\nwhen [p v] key pressed\nif <(ポーズ中？) = [n]> then\n    broadcast (ポーズ v)\nelse\n    broadcast (ポーズ解除 v)\nend\n\n@サムネ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム3 v)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム3 v)\nforever\n    set [ghost v] effect to (100)\nend\n\n@プレイヤー\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    ​​log​​ [not 3d]\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\npoint in direction (90)\ngo to x: (-150) y: (-50)\n地面に着地\nrepeat (5)\n    glide (0.5) secs to x: (-160) y: (-67)\n    glide (0.5) secs to x: (-140) y: (-67)\nend\nglide (0.5) secs to x: (-150) y: (-67)\n\nwhen I receive [スタート v]\nbroadcast (白がわっ！ v)\nset [動いてよろしい? v] to [1]\nset [左右のみ？ v] to [0]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <<<<<mouse down?> and <(x position) > (mouse x)>> and <(モバイル移動可？) = [1]>> or <key (left arrow v) pressed?>> and <(player 無敵) = [0]>> then\n            set [プレイヤーの向き v] to [-90]\n            change [xv v] by (-1)\n        end\n        if <<<<<mouse down?> and <(x position) < (mouse x)>> and <(モバイル移動可？) = [1]>> or <key (right arrow v) pressed?>> and <(player 無敵) = [0]>> then\n            set [プレイヤーの向き v] to [90]\n            change [xv v] by (1)\n        end\n        if <<<<<mouse down?> and <(mouse y) < (y position)>> and <(モバイル移動可？) = [1]>> or <key (down arrow v) pressed?>> and <(player 無敵) = [0]>> then\n            set [xv v] to ((Xv) * (1.02))\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <(左右のみ？) = [0]> then\n            turn right ((Xv) * (2)) degrees\n        end\n        地形判定\n        if <(\(player\)地形に触れている？) = [true]> then\n            change y by (1)\n            地形判定\n            if <(\(player\)地形に触れている？) = [true]> then\n                change y by (1)\n                地形判定\n                if <(\(player\)地形に触れている？) = [true]> then\n                    change y by (1)\n                    地形判定\n                    if <(\(player\)地形に触れている？) = [true]> then\n                        change y by (1)\n                        地形判定\n                        if <(\(player\)地形に触れている？) = [true]> then\n                            change y by (1)\n                            地形判定\n                            if <(\(player\)地形に触れている？) = [true]> then\n                                change x by ((Xv) * (-1))\n                                change y by (-5)\n                                if <<<<<mouse down?> and <(y position) < (mouse y)>> and <(モバイル移動可？) = [1]>> or <key (up arrow v) pressed?>> and <(player 無敵) = [0]>> then\n                                    if <(Xv) > [0]> then\n                                        set [xv v] to [-7]\n                                    else\n                                        set [xv v] to [7]\n                                    end\n                                    SE Name: [ぷよん] 3D Sound: [y] Vol: [100]\n                                    set [yv v] to [10]\n                                else\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change y by (-1)\n        地形判定\n        if <(\(player\)地形に触れている？) = [true]> then\n            if <<<<<mouse down?> and <(y position) < (mouse y)>> and <(モバイル移動可？) = [1]>> or <key (up arrow v) pressed?>> and <(player 無敵) = [0]>> then\n                SE Name: [ぷよん] 3D Sound: [y] Vol: [100]\n                set [yv v] to [15]\n            end\n        end\n        change y by (1)\n        change [yv v] by (-1)\n        change y by (Yv)\n        地形判定\n        if <(\(player\)地形に触れている？) = [true]> then\n            change y by ((Yv) * (-1))\n            set [yv v] to [0]\n        end\n        hide variable [xv v]\n        if <(x position) > [230]> then\n            set [動いてよろしい? v] to [0]\n            broadcast (next level v)\n            change [now v] by (1)\n            set [yv v] to [0]\n            set [xv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            set [yv v] to [0]\n            broadcast (死 v)\n            SE Name: [しょげる] 3D Sound: [y] Vol: [100]\n            switch costume to (コスチューム12 v)\n            set rotation style [all around v]\n            set [y v] to [20]\n            change y by (20)\n            repeat until <(y position) < [-178]>\n                turn right (15) degrees\n                create clone of (残像 v)\n                change y by (y)\n                change [y v] by (-2)\n            end\n            set rotation style [left-right v]\n            change [player hp v] by (-7)\n            clear graphic effects\n            point in direction (90)\n            go to x: (-201) y: (-50)\n        end\n        if <<touching (ステージ//障害物2 v)?> and <(player 無敵) = [0]>> then\n            set [背景明るさ v] to [100]\n            SE Name: [ダメージ] 3D Sound: [y] Vol: [100]\n            set [player 無敵 v] to [10]\n            if <(Xv) < [0]> then\n                set [xv v] to [20]\n            else\n                set [xv v] to [-20]\n            end\n            wait (0.05) seconds\n            change [player hp v] by (-5)\n            SE Name: [ダメージの声] 3D Sound: [y] Vol: [100]\n            set [背景明るさ v] to [0]\n        end\n        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n            broadcast (スーパーボール発射準備 v)\n        end\n        if <not <(player 無敵) = [0]>> then\n            set [ghost v] effect to (50)\n            change [player 無敵 v] by (-1)\n        else\n            set [ghost v] effect to (0)\n        end\n        if <(左右のみ？) = [1]> then\n            set rotation style [left-right v]\n            if <(プレイヤーの向き) = [90]> then\n                point in direction (90)\n            else\n                point in direction (-90)\n            end\n        else\n            set rotation style [all around v]\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\npoint in direction (90)\ngo to x: (-201) y: (-50)\n\ndefine 地面に着地\nshow\nrepeat until <touching (ステージ//地形 v)?>\n    change y by (-0.01)\nend\n\nwhen I receive [コロコロくんを捕まえる v]\nswitch costume to (コスチューム3 v)\nwait (4) seconds\nSE Name: [ピューンと逃げる] 3D Sound: [y] Vol: [100]\nswitch costume to (コスチューム1 v)\nrepeat until <touching (_edge_ v)?>\n    turn right (15) degrees\n    change x by (10)\nend\nhide\n\ndefine 地形判定\nset [\(player\)地形に触れている？ v] to <<touching (ステージ//地形 v)?> or <touching (ステージ//障害物1 v)?>>\nif <touching (ui//system_bar v)?> then\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\nwhen I receive [アニメーション用にセット v]\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset [プレイヤーの向き v] to [90]\nglide (0.5) secs to x: (-150) y: (-50)\n地面に着地\n\nwhen I receive [w1終了後アニメーション v]\nswitch costume to (コスチューム3 v)\nwait (3) seconds\nswitch costume to (コスチューム4 v)\n\nwhen I receive [アクション用リセット v]\nset [左右のみ？ v] to [0]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [now v] to [1]\n\nwhen I receive [w2終了後アニメーション v]\nswitch costume to (コスチューム4 v)\nwait until <([costume # v] of [スプライト2 v]) = [15]>\nSE Name: [ピューンと逃げる] 3D Sound: [y] Vol: [100]\nrepeat until <touching (_edge_ v)?>\n    turn right (15) degrees\n    change x by (10)\nend\nbroadcast (ハンマー非表示 v)\nhide\n\n@⚡ターボ対策\n\nwhen flag clicked\nforever\n    set [⚡秒数記憶 v] to (days since 2000)\n    repeat (2)\n        change [color v] effect by (0)\n    end\n    if <((days since 2000) - (⚡秒数記憶)) < [0.00000005]> then\n        set [ターボ判定 v] to [1]\n    else\n        set [ターボ判定 v] to [0]\n    end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n    if <(ターボ判定) = [1]> then\n        stop [all v]\n    end\nend\n\n@next\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nhide\n\nwhen I receive [幕 v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\ngo to [front v] layer\nglide (0.3) secs to x: (0) y: (0)\ngo to [front v] layer\nbroadcast (ステージ切り替え v)\nwait until <(ポーズ中？) = [n]>\nwait (0.3) seconds\ngo to [front v] layer\nglide (0.3) secs to x: (-465) y: (0)\nwait until <(ポーズ中？) = [n]>\nset [動いてよろしい? v] to [1]\nhide\n\nwhen I receive [ステージ切り替え v]\nbroadcast (スーパーボールを削除 v)\n\n@Font\n\n@スプライト1\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [白がわっ！ v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\nhide\n\n@コロコロくん\n\ndefine 地面に着地\nrepeat until <touching (ステージ//地形 v)?>\n    change y by (-0.01)\nend\n\nwhen flag clicked\nswitch costume to (コロコロ君 お花2 v)\nset rotation style [left-right v]\nset size to (28) %\nshow\npoint in direction (-90)\ngo to x: (150) y: (-67)\nrepeat (5)\n    glide (0.5) secs to x: (160) y: (-67)\n    glide (0.5) secs to x: (140) y: (-67)\nend\nglide (0.5) secs to x: (150) y: (-67)\n\nwhen I receive [コロコロくんを捕まえる v]\nswitch costume to (えっ・・・ v)\nrepeat until <(bird?) = [0]>\n    go to x: ([x position v] of [toucan v]) y: (([y position v] of [toucan v]) - (30))\nend\nhide\n\n@スプライト2\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nwait (3) seconds\nswitch costume to (2 v)\nwait (3) seconds\nhide\nbroadcast (bird! v) and wait\nswitch costume to (3 v)\nshow\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (5 v)\nSE Name: [1] 3D Sound: [n] Vol: [100]\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nbroadcast (スタートボタン v)\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [w1終了後アニメーション v]\nclear graphic effects\nswitch costume to (7 v)\nshow\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [w2終了後アニメーション v]\nclear graphic effects\nswitch costume to (9 v)\nshow\nrepeat (6)\n    wait (3.5) seconds\n    next costume\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (test2終了 v)\nhide\n\n@Toucan\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset size to (50) %\nset [bird? v] to [0]\nhide\nforever\n    change [pan left/right v] effect by (x position)\nend\n\nwhen I receive [bird! v]\ngo to x: (-247) y: (100)\nshow\nSE Name: [3] 3D Sound: [y] Vol: [100]\nglide (1) secs to (コロコロくん v)\nbroadcast (コロコロくんを捕まえる v)\nSE Name: [1] 3D Sound: [y] Vol: [100]\nwait (0.1) seconds\nSE Name: [2] 3D Sound: [y] Vol: [100]\nglide (1) secs to x: (247) y: (100)\nset [bird? v] to [0]\nhide\n\nwhen I receive [bird! v]\nset [bird? v] to [1]\nrepeat until <(bird?) = [0]>\n    wait (0.1) seconds\n    next costume\nend\n\n@スーパーボール\n\ndefine 地面に着地\nshow\nrepeat until <<touching (ステージ//地形 v)?> or <(y position) < [-240]>>\n    change y by (-1)\nend\n\nwhen flag clicked\nset [スーパーボールの数 v] to [0]\nhide\n\nwhen I start as a clone\nset [スーパーボールの数 v] to [1]\npoint in direction ([direction v] of [ui//arrow1 v])\ngo to (プレイヤー v)\nshow\nスーパーボール移動のための計算\nrepeat (60)\n    wait until <(動いてよろしい?) = [1]>\n    スーパーボールの移動\n    if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n        if <[160] < (y position)> then\n            set [syv v] to ((Syv) * (-1))\n            change y by (Syv)\n            change y by (-10)\n        else\n            if <not <(y position) < [-160]>> then\n                壁に触れたかを判定\n                if <(S壁に触れた？) = [1]> then\n                    set [sxv v] to ((Sxv) * (-1))\n                    change x by (Sxv)\n                    SE Name: [bounce] 3D Sound: [y] Vol: [100]\n                    if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n                        set [syv v] to ((Syv) * (-0.5))\n                        change y by (Syv)\n                    end\n                else\n                    set [syv v] to ((Syv) * (-0.5))\n                    change y by (Syv)\n                    if <[3] < ([abs v] of (Syv) )> then\n                        SE Name: [bounce] 3D Sound: [y] Vol: [100]\n                    end\n                end\n            end\n        end\n    end\nend\nset [スーパーボールの数 v] to [0]\ndelete this clone\n\ndefine スーパーボールの移動\nchange x by (Sxv)\nchange y by (Syv)\nchange [syv v] by (-1)\nif <(Syv) > [0]> then\n    point in direction ([asin v] of ((Sxv) / (Syv)) )\nelse\n    point in direction (([asin v] of ((Sxv) / (Syv)) ) - (180))\nend\n\ndefine スーパーボール移動のための計算\nset [sxv v] to (([sin v] of (direction) ) * (スーパーボールの発射速度))\nset [syv v] to (([cos v] of (direction) ) * (スーパーボールの発射速度))\n\ndefine 壁に触れたかを判定\nset [sox v] to (x position)\nset [soy v] to (y position)\nchange y by ((Syv) * (-1))\nif <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n    set [s壁に触れた？ v] to [1]\n    change y by (1)\nelse\n    if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n        set [s壁に触れた？ v] to [1]\n        change y by (1)\n    else\n        if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n            set [s壁に触れた？ v] to [1]\n            change y by (1)\n        else\n            if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n                set [s壁に触れた？ v] to [1]\n                change y by (1)\n            else\n                if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n                    set [s壁に触れた？ v] to [1]\n                else\n                    change y by (1)\n                    if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n                        set [s壁に触れた？ v] to [1]\n                        change y by (1)\n                    else\n                        set [s壁に触れた？ v] to [0]\n                    end\n                end\n            end\n        end\n    end\nend\ngo to x: (Sox) y: (Soy)\n\nwhen I start as a clone\nwait until <not <(スーパーボールの数) = [0]>>\nwait until <<(y position) < [-160]> or <(スーパーボールの数) = [0]>>\nset [スーパーボールの数 v] to [0]\ndelete this clone\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [スーパーボールを削除 v]\nset [スーパーボールの数 v] to [0]\n\nwhen I start as a clone\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen I receive [アニメーション用にセット v]\nerase all\npen up\nbroadcast (スーパーボールを削除 v)\n\n@アイテム\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\ndefine (system) set power and knock back (\(system\) power) (\(system\) knock back x) (\(system\) knock back y) (type)\nif <(type) = [0]> then\n    set [\(player\)knock back x v] to (\(system\) knock back x)\n    set [\(player\)knock back y v] to (\(system\) knock back y)\n    set [\(player\)power v] to (\(system\) power)\nelse\n    if <(direction) > [0]> then\n        set [\(player\)knock back x v] to (\(system\) knock back x)\n        set [\(player\)knock back y v] to (\(system\) knock back y)\n        set [\(player\)power v] to (\(system\) power)\n    else\n        set [\(player\)knock back x v] to ((\(system\) knock back x) * (-1))\n        set [\(player\)knock back y v] to (\(system\) knock back y)\n        set [\(player\)power v] to (\(system\) power)\n    end\nend\n\ndefine attack (w) (data1) (data2) (data3) (deta4) (deta5) power: (power) knock back: (knock back x) (knock back y) Investigation stop time: (ist)\nset [\(player\)investigation stop time v] to (ist)\nif <(w) = [1]> then\n    SE Name: [1a] 3D Sound: [y] Vol: [100]\n    switch costume to (1b v)\n    wait until <(動いてよろしい?) = [1]>\n    wait (data1) seconds\n    (system) set power and knock back (power) (knock back x) (knock back y) [1]\n    SE Name: [1b] 3D Sound: [y] Vol: [100]\n    switch costume to (1c v)\n    broadcast (player attack 1 v)\n    wait until <(動いてよろしい?) = [1]>\n    wait (data2) seconds\n    switch costume to (1a v)\nend\n\nwhen flag clicked\nset [取得武器 v] to [0]\nset [現在の武器 v] to [0]\nhide\n\nwhen I receive [ハンマードロップ v]\nset [ghost v] effect to (100)\nswitch costume to (1a v)\ngo to x: (0) y: (150)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change y by (-20)\nend\nwait until <touching (プレイヤー v)?>\nset [取得武器 v] to [1]\nset [現在の武器 v] to [1]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n    go to (プレイヤー v)\n    point in direction (プレイヤーの向き)\n    if <(動いてよろしい?) = [1]> then\n        go to [front v] layer\n    end\nend\n\nwhen [space v] key pressed\nclear sound effects\nif <<<(取得武器) > [0]> and <(現在の武器) = [1]>> and <(動いてよろしい?) = [1]>> then\n    set [左右のみ？ v] to [1]\n    switch costume to (1b v)\n    wait (0.1) seconds\n    if <key (space v) pressed?> then\n        attack [1] [0.4] [0.3] [] [] [] power: [8] knock back: [15] [3] Investigation stop time: [30]\n    else\n        attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n        wait (0.1) seconds\n        attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n        wait (0.1) seconds\n        attack [1] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [20]\n        wait (0.1) seconds\n        attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [40]\n    end\n    set [左右のみ？ v] to [0]\nend\n\nwhen I receive [\(モバイル\)攻撃するお🌟 v]\nclear sound effects\nif <<<(取得武器) > [0]> and <(現在の武器) = [1]>> and <(動いてよろしい?) = [1]>> then\n    set [左右のみ？ v] to [1]\n    switch costume to (1b v)\n    wait (0.1) seconds\n    if <(\(モバイル\)攻撃ボタン押されている？) = [1]> then\n        attack [1] [0.4] [0.3] [] [] [] power: [8] knock back: [15] [3] Investigation stop time: [30]\n    else\n        attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n        wait (0.1) seconds\n        attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n        wait (0.1) seconds\n        attack [1] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [30]\n        wait (0.1) seconds\n        attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [40]\n    end\n    set [左右のみ？ v] to [0]\nend\n\nwhen I receive [ハンマー非表示 v]\ndelete this clone\n\n@player エフェクト\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [player attack 1 v]\nset rotation style [left-right v]\ngo to (プレイヤー v)\npoint in direction (プレイヤーの向き)\nswitch costume to (w1 effect v)\nset size to (60) %\nclear graphic effects\nshow\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (10)\nend\nhide\n\ndefine knock back\nif <[5] > (\(player\)power)> then\n    SE Name: [1] 3D Sound: [y] Vol: [100]\nelse\n    if <[10] > (\(player\)power)> then\n        SE Name: [2] 3D Sound: [y] Vol: [100]\n    else\n        SE Name: [3] 3D Sound: [y] Vol: [100]\n    end\nend\n\nwhen flag clicked\nhide\n\n@進行管理\n\nwhen flag clicked\nhide\n\nwhen I receive [ハンマードロップ v]\nbroadcast (Option ボタン表示 v)\nwait until <(取得武器) = [1]>\nset [動いてよろしい? v] to [0]\nwait (0.05) seconds\nbroadcast (アニメーション用にセット v) and wait\nbroadcast (player HPゲージ非表示 v)\nbroadcast (w1終了後アニメーション v) and wait\nbroadcast (白がわっ！ v)\nbroadcast (ステージ切り替え v)\nswitch backdrop to (背景2 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W2 effects v)\nbroadcast (player HPゲージ表示 v)\nset [動いてよろしい? v] to [1]\nset [bgm v] to [3]\nset [ワールド v] to [2]\n\nwhen [d v] key pressed\nif <(username) = [maluyuu]> then\n    ask [どの作業を行いたいですか？（番号で入力）] and wait\n    if <(answer) = [1]> then\n        ask [どのワールドへ行きますか？] and wait\n        if <(answer) = [2]> then\n            broadcast (白がわっ！ v)\n            set [ステージ v] to [8]\n            broadcast (\(開発用\)ステージを指定のものに切り替え v)\n            switch backdrop to (背景2 v)\n            broadcast (W2 effects v)\n            set [bgm v] to [3]\n            set [ワールド v] to (answer)\n            set [取得武器 v] to [1]\n            set [現在の武器 v] to [1]\n            create clone of (アイテム v)\n            broadcast (アクション用リセット v) and wait\n            set [動いてよろしい? v] to [1]\n        end\n    end\nend\n\nwhen I receive [test2終了 v]\nshow\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [option ボタン表示 v]\nwait until <not <mouse down?>>\nset [option? v] to [-1]\nset [ghost v] effect to (50)\ngo to x: (200) y: (140)\nshow\nrepeat until <not <(Option?) = [-1]>>\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            hide\n            broadcast (Option v)\n            stop [this script v]\n        else\n            set [ghost v] effect to (20)\n        end\n    else\n        set [ghost v] effect to (50)\n        wait until <not <mouse down?>>\n    end\nend\nhide\n\nwhen I receive [アニメーション用にセット v]\nset [option? v] to [0]\nhide\n\nwhen I receive [スタートボタン v]\nbroadcast (Option ボタン表示 v)\n\n@Option UI//Option 1\n\nwhen flag clicked\nhide\n\nwhen I receive [option v]\nset [動いてよろしい? v] to [0]\ngo to x: (0) y: (0)\nshow\nset drag mode [not draggable v]\ngo to [front v] layer\n\nwhen I receive [option x v]\nhide\nset [動いてよろしい? v] to [1]\nbroadcast (Option ボタン表示 v)\n\n@Option UI//Option x\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [option v]\nswitch costume to (コスチューム1 v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n    go to [front v] layer\n    go [backward v] (1) layers\n    go to (option ui//option 1 v)\n    if <touching (mouse-pointer v)?> then\n        switch costume to (コスチューム3 v)\n    else\n        switch costume to (コスチューム1 v)\n    end\nend\n\nwhen this sprite clicked\nset [option? v] to [0]\nbroadcast (Option x v)\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Option MV A\n\ndefine 数字生成\nset [na v] to [0]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\nif <(Maximum BGM Volume) > [99]> then\n    switch costume to (letter (1) of (Maximum BGM Volume))\n    create clone of (_myself_ v)\n    change x by (15)\n    switch costume to (letter (2) of (Maximum BGM Volume))\n    create clone of (_myself_ v)\n    change x by (15)\n    switch costume to (letter (3) of (Maximum BGM Volume))\n    create clone of (_myself_ v)\nelse\n    if <(Maximum BGM Volume) > [9]> then\n        switch costume to (letter (1) of (Maximum BGM Volume))\n        create clone of (_myself_ v)\n        change x by (15)\n        switch costume to (letter (2) of (Maximum BGM Volume))\n        create clone of (_myself_ v)\n    else\n        switch costume to (Maximum BGM Volume)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nchange [na v] by (1)\nwait until <(Na) = [d]>\nhide\ndelete this clone\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n    set [n1 v] to (join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum BGM Volume)))\n    数字生成\n    wait until <not <(join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum BGM Volume))) = (N1)>>\n    set [na v] to [d]\nend\n\nwhen I receive [option v]\nwait until <(Option?) = [0]>\nset [na v] to [d]\n\n@Option UI//Option MV B\n\nwhen I receive [option v]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\nrepeat (10)\n    go to [front v] layer\n    show\nend\nrepeat until <(Option?) = [0]>\n    set [n1 v] to (join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v]))\n    wait until <not <(join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v])) = (N1)>>\n    go to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\n    go to [front v] layer\n    show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(x position) > (mouse x)> then\n            if <not <(Maximum BGM Volume) = [0]>> then\n                change [maximum bgm volume v] by (-1)\n            end\n        else\n            if <not <(Maximum BGM Volume) = [100]>> then\n                change [maximum bgm volume v] by (1)\n            end\n        end\n        wait (0.05) seconds\n    end\nend\n\n@Option UI//Option SV A\n\ndefine 数字生成\nset [nb v] to [0]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\nif <(Maximum SE Volume) > [99]> then\n    switch costume to (letter (1) of (Maximum SE Volume))\n    create clone of (_myself_ v)\n    change x by (15)\n    switch costume to (letter (2) of (Maximum SE Volume))\n    create clone of (_myself_ v)\n    change x by (15)\n    switch costume to (letter (3) of (Maximum SE Volume))\n    create clone of (_myself_ v)\nelse\n    if <(Maximum SE Volume) > [9]> then\n        switch costume to (letter (1) of (Maximum SE Volume))\n        create clone of (_myself_ v)\n        change x by (15)\n        switch costume to (letter (2) of (Maximum SE Volume))\n        create clone of (_myself_ v)\n    else\n        switch costume to (Maximum SE Volume)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nchange [nb v] by (1)\nwait until <(Nb) = [d]>\nhide\ndelete this clone\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n    set [n2 v] to (join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum SE Volume)))\n    数字生成\n    wait until <not <(join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum SE Volume))) = (N2)>>\n    set [nb v] to [d]\nend\n\nwhen I receive [option v]\nwait until <(Option?) = [0]>\nset [nb v] to [d]\n\n@Option UI//Option SV B\n\nwhen I receive [option v]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\nrepeat (10)\n    go to [front v] layer\n    show\nend\nrepeat until <(Option?) = [0]>\n    set [n3 v] to (join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v]))\n    wait until <not <(join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v])) = (N3)>>\n    go to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\n    go to [front v] layer\n    show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(x position) > (mouse x)> then\n            if <not <(Maximum SE Volume) = [0]>> then\n                change [maximum se volume v] by (-1)\n            end\n        else\n            if <not <(Maximum SE Volume) = [100]>> then\n                change [maximum se volume v] by (1)\n            end\n        end\n        wait (0.05) seconds\n    end\nend\n\n@Option UI//Option 3D\n\nwhen this sprite clicked\nif <(3D Sound Available) = [y]> then\n    set [3d sound available v] to [n]\nelse\n    set [3d sound available v] to [y]\nend\n\nwhen I receive [option v]\nswitch costume to (y v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (3D Sound Available)\n    go to (option ui//option 1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Option FUD\n\nwhen this sprite clicked\nset [option? v] to [0]\nbroadcast (Option x v) and wait\nset [動いてよろしい? v] to [0]\nwait until <(Option?) = [-1]>\nset [option? v] to [2]\nbroadcast (FUD v)\n\nwhen I receive [option v]\nswitch costume to (y v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n    go to [front v] layer\n    go [backward v] (1) layers\n    go to (option ui//option 1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//FUD 1\n\nwhen flag clicked\nhide\n\nwhen I receive [fud v]\ngo to [front v] layer\nshow\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD 2\n\nwhen flag clicked\nset [モバイル移動可？ v] to [0]\nset [モバイル使用？ v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nswitch costume to (モバイル使用？)\nshow\n\nwhen this sprite clicked\nif <(モバイル使用？) = [0]> then\n    set [モバイル移動可？ v] to [1]\n    set [モバイル使用？ v] to [1]\nelse\n    set [モバイル移動可？ v] to [0]\n    set [モバイル使用？ v] to [0]\nend\nswitch costume to (モバイル使用？)\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD x\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset [option? v] to [-1]\nbroadcast (FUD 終了 v)\nbroadcast (Option ボタン表示 v)\nbroadcast (Option x v)\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD 3\n\nwhen flag clicked\nset [ポーズを許可する？ v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nswitch costume to (ポーズを許可する？)\nshow\n\nwhen this sprite clicked\nif <(ポーズを許可する？) = [n]> then\n    set [ポーズを許可する？ v] to [y]\nelse\n    set [ポーズを許可する？ v] to [n]\nend\nswitch costume to (ポーズを許可する？)\n\nwhen I receive [fud 終了 v]\nhide\n\n@UI//スプライト3\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [スタートボタン v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nif <(Option?) = [-1]> then\n    set [option? v] to [0]\n    SE Name: [1] 3D Sound: [n] Vol: [100]\n    repeat (10)\n        change size by (5)\n        change [ghost v] effect by (10)\n    end\n    wait (0.5) seconds\n    broadcast (スタート v)\n    broadcast (player HPゲージ表示 v)\nend\n\n@UI//Arrow1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n    point towards (mouse-pointer v)\n    go to (プレイヤー v)\n    go to [front v] layer\n    if <[200] < (distance to [mouse-pointer v])> then\n        set size to (300) %\n    else\n        set size to ((distance to [mouse-pointer v]) + (100)) %\n    end\nend\n\nwhen I receive [スーパーボール発射準備 v]\nif <<(スーパーボールの数) = [0]> and <(player 無敵) = [0]>> then\n    set [モバイル移動可？ v] to [0]\n    show\n    wait until <<not <mouse down?>> or <(player 無敵) > [0]>>\n    set [スーパーボールの発射速度 v] to ((distance to [mouse-pointer v]) / (10))\n    if <[20] < (スーパーボールの発射速度)> then\n        set [スーパーボールの発射速度 v] to [20]\n    end\n    hide\n    if <not <(player 無敵) > [0]>> then\n        create clone of (スーパーボール v)\n    end\n    if <(モバイル使用？) = [1]> then\n        set [モバイル移動可？ v] to [1]\n    end\nend\n\n@UI//colon hpゲージ\n\nwhen flag clicked\ngo to x: (-130) y: (140)\nhide\n\nwhen I receive [player hpゲージ表示 v]\nshow\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen I receive [player hpゲージ非表示 v]\nhide\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ！ v]\nhide\n\n@UI//Boss hpゲージ\n\nwhen flag clicked\ngo to x: (-130) y: (60)\nhide\n\nwhen I receive [boss hp表示 v]\nswitch costume to (ワールド)\nshow\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen I receive [ハンマードロップ v]\nhide\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ！ v]\nhide\n\n@UI//system_bar\n\ndefine barを出す（初期位置x (x) ,y (y) ）（大きさ (大きさ) ）（色1 (色1) 、色2 (色2) ）（使用範囲コス#1 (コス#1) ～#2 (コス#2) ）（最大値 (最大値) 、最小値 (最小値) 、現在値 (現在値) ）\ninsert [use now] at ((length of [system_bar_状態 v]) + (1)) of [system_bar_状態 v] \ninsert (x) at (length of [system_bar_状態 v]) of [system_bar_x v] \ninsert (y) at (length of [system_bar_状態 v]) of [system_bar_y v] \ninsert (大きさ) at (length of [system_bar_状態 v]) of [system_bar_大きさ v] \ninsert (色1) at (length of [system_bar_状態 v]) of [system_bar_色1 v] \ninsert (色2) at (length of [system_bar_状態 v]) of [system_bar_色2 v] \ninsert (コス#1) at (length of [system_bar_状態 v]) of [system_bar_コス#1 v] \ninsert (コス#2) at (length of [system_bar_状態 v]) of [system_bar_コス#2 v] \ninsert (最大値) at (length of [system_bar_状態 v]) of [system_bar_最大値 v] \ninsert (最小値) at (length of [system_bar_状態 v]) of [system_bar_最小値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_仮値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_現在値 v] \ncreate clone of (ui//system_bar v)\n\ndefine bar (数値1) の値を (数値2) にする\nsystem：bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\nsystem：bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\nif <(item (数値1) of [system_bar_現在値 v]) > (数値2)> then\n    if <(item (数値1) of [system_bar_最小値 v]) > (数値2)> then\n        bar (数値1) の値を (item (数値1) of [system_bar_最小値 v]) にする\n    else\n        bar (数値1) の仮値を (数値2) にする（再描画無し）\n        set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n        repeat until <(item (数値1) of [system_bar_仮値 v]) = (item (数値1) of [system_bar_値 v])>\n            if <((item (数値1) of [system_bar_仮値 v]) + ((-1) * (system_bar_速度雑用))) < (item (数値1) of [system_bar_値 v])> then\n                change [system_bar_速度雑用 v] by (-1)\n            else\n                system：bar仮値 (数値1) ((item (数値1) of [system_bar_仮値 v]) + ((-1) * (system_bar_速度雑用)))\n                replace item (数値1) of [system_bar_現在値 v] with (item (数値1) of [system_bar_仮値 v])\n            end\n        end\n    end\nelse\n    if <(item (数値1) of [system_bar_現在値 v]) < (数値2)> then\n        if <(item (数値1) of [system_bar_最大値 v]) < (数値2)> then\n            bar (数値1) の値を (item (数値1) of [system_bar_最大値 v]) にする\n        else\n            bar (数値1) の仮値を (数値2) にする（再描画無し）\n            set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n            repeat until <(item (数値1) of [system_bar_値 v]) = (item (数値1) of [system_bar_仮値 v])>\n                if <((item (数値1) of [system_bar_値 v]) + (system_bar_速度雑用)) > (item (数値1) of [system_bar_仮値 v])> then\n                    change [system_bar_速度雑用 v] by (-1)\n                else\n                    system：bar値 (数値1) ((item (数値1) of [system_bar_値 v]) + (system_bar_速度雑用))\n                    replace item (数値1) of [system_bar_現在値 v] with (item (数値1) of [system_bar_値 v])\n                end\n            end\n        end\n    end\nend\n\ndefine bar (数値1) の仮値を (数値2) にする\nsystem：bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\nsystem：bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\nif <(数値2) > (item (数値1) of [system_bar_現在値 v])> then\n    if <(数値2) > (item (数値1) of [system_bar_最大値 v])> then\n        bar (数値1) の仮値を (item (数値1) of [system_bar_最大値 v]) にする\n    else\n        system：bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\n        set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n        repeat until <(item (数値1) of [system_bar_仮値 v]) = (数値2)>\n            if <((item (数値1) of [system_bar_仮値 v]) + (system_bar_速度雑用)) > (数値2)> then\n                change [system_bar_速度雑用 v] by (-1)\n            else\n                system：bar仮値 (数値1) ((item (数値1) of [system_bar_仮値 v]) + (system_bar_速度雑用))\n            end\n        end\n    end\nelse\n    if <(数値2) < (item (数値1) of [system_bar_現在値 v])> then\n        if <(数値2) < (item (数値1) of [system_bar_最小値 v])> then\n            bar (数値1) の仮値を (item (数値1) of [system_bar_最小値 v]) にする\n        else\n            system：bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\n            set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n            repeat until <(item (数値1) of [system_bar_値 v]) = (数値2)>\n                if <((item (数値1) of [system_bar_値 v]) + ((-1) * (system_bar_速度雑用))) < (数値2)> then\n                    change [system_bar_速度雑用 v] by (-1)\n                else\n                    system：bar値 (数値1) ((item (数値1) of [system_bar_値 v]) + ((-1) * (system_bar_速度雑用)))\n                end\n            end\n        end\n    end\nend\n\ndefine bar (数値1) の値を (数値2) にする（再描画無し）\nbar (数値1) の値を (数値2) にする\n\ndefine bar (数値1) の仮値を (数値2) にする（再描画無し）\nbar (数値1) の仮値を (数値2) にする\n\ndefine system：bar\ngo to [back v] layer\ngo [backward v] (2) layers\nrepeat until <(item (system_bar_local clon num) of [system_bar_状態 v]) = []>\n    if <(system_bar_clon name2) = [bar-1]> then\n        set [color v] effect to (item (system_bar_local clon num) of [system_bar_色1 v])\n        go to [back v] layer\n        go [backward v] (1) layers\n        switch costume to (join [bar-g-] (round (([abs v] of ((item (system_bar_local clon num) of [system_bar_コス#2 v]) - (item (system_bar_local clon num) of [system_bar_コス#1 v])) ) / ((item (system_bar_local clon num) of [system_bar_最大値 v]) / (item (system_bar_local clon num) of [system_bar_値 v])))))\n    end\n    if <(system_bar_clon name2) = [bar-2]> then\n        set [color v] effect to (item (system_bar_local clon num) of [system_bar_色2 v])\n        switch costume to (join [bar-g-] (round (([abs v] of ((item (system_bar_local clon num) of [system_bar_コス#2 v]) - (item (system_bar_local clon num) of [system_bar_コス#1 v])) ) / ((item (system_bar_local clon num) of [system_bar_最大値 v]) / (item (system_bar_local clon num) of [system_bar_仮値 v])))))\n    end\n    if <(item (system_bar_local clon num) of [system_bar_状態 v]) = [hide now]> then\n        hide\n    end\n    if <(item (system_bar_local clon num) of [system_bar_状態 v]) = [use now]> then\n        set size to (item (system_bar_local clon num) of [system_bar_大きさ v]) %\n        go to x: (item (system_bar_local clon num) of [system_bar_x v]) y: (item (system_bar_local clon num) of [system_bar_y v])\n        show\n    end\nend\nsystem：bar_を整理する\ndelete this clone\n\ndefine bar (数値) を隠す\nreplace item (数値) of [system_bar_状態 v] with [hide now]\n\ndefine bar制御： (数値1) から (数値2) のbarを削除する\nset [system_bar_削除カウント v] to ((数値1) + (-1))\nrepeat (((数値2) - (数値1)) + (1))\n    change [system_bar_削除カウント v] by (1)\n    replace item (system_bar_削除カウント) of [system_bar_状態 v] with []\nend\n\ndefine system：bar_を整理する\nset [system_bar_整理カウント v] to (length of [system_bar_状態 v])\nrepeat until <<(system_bar_整理カウント) = [0]> or <not <(item (system_bar_整理カウント) of [system_bar_状態 v]) = []>>>\n    delete (system_bar_整理カウント) of [system_bar_状態 v]\n    delete (system_bar_整理カウント) of [system_bar_x v]\n    delete (system_bar_整理カウント) of [system_bar_y v]\n    delete (system_bar_整理カウント) of [system_bar_コス#1 v]\n    delete (system_bar_整理カウント) of [system_bar_コス#2 v]\n    delete (system_bar_整理カウント) of [system_bar_仮値 v]\n    delete (system_bar_整理カウント) of [system_bar_現在値 v]\n    delete (system_bar_整理カウント) of [system_bar_最小値 v]\n    delete (system_bar_整理カウント) of [system_bar_最大値 v]\n    delete (system_bar_整理カウント) of [system_bar_色1 v]\n    delete (system_bar_整理カウント) of [system_bar_色2 v]\n    delete (system_bar_整理カウント) of [system_bar_大きさ v]\n    delete (system_bar_整理カウント) of [system_bar_値 v]\n    change [system_bar_整理カウント v] by (-1)\nend\nset [system_bar_world clon num v] to (system_bar_整理カウント)\n\ndefine system：bar値 (数値1) (数値2)\nreplace item (数値1) of [system_bar_値 v] with (数値2)\n\ndefine system：bar仮値 (数値1) (数値2)\nreplace item (数値1) of [system_bar_仮値 v] with (数値2)\n\ndefine bar (数値) を表示\nreplace item (数値) of [system_bar_状態 v] with [use now]\n\nwhen I start as a clone\nif <(system_bar_clon name) = [bar]> then\n    system：bar\nelse\n    change [system_bar_world clon num v] by (1)\n    set [system_bar_local clon num v] to (system_bar_world clon num)\n    set [system_bar_clon name v] to [bar]\n    set [system_bar_clon name2 v] to [bar-1]\n    create clone of (_myself_ v)\n    set [system_bar_clon name2 v] to [bar-2]\n    create clone of (_myself_ v)\n    set [system_bar_clon name v] to []\n    delete this clone\nend\n\ndefine 初期化\ndelete all of [system_bar_x v]\ndelete all of [system_bar_y v]\ndelete all of [system_bar_コス#1 v]\ndelete all of [system_bar_コス#2 v]\ndelete all of [system_bar_仮値 v]\ndelete all of [system_bar_現在値 v]\ndelete all of [system_bar_最小値 v]\ndelete all of [system_bar_最大値 v]\ndelete all of [system_bar_状態 v]\ndelete all of [system_bar_色1 v]\ndelete all of [system_bar_色2 v]\ndelete all of [system_bar_大きさ v]\ndelete all of [system_bar_値 v]\nset [system_bar_world clon num v] to [0]\n\nwhen flag clicked\nset [system_bar_clon name v] to []\n\nwhen I receive [boss hp表示 v]\n初期化\nset [player hp v] to [100]\nbarを出す（初期位置x [-150] ,y [140] ）（大きさ [220] ）（色1 [120] 、色2 [1] ）（使用範囲コス#1 [0] ～#2 [100] ）（最大値 [100] 、最小値 [0] 、現在値 [100] ）\nbar [1] を表示\nbarを出す（初期位置x [-150] ,y [60] ）（大きさ [220] ）（色1 [120] 、色2 [1] ）（使用範囲コス#1 [0] ～#2 [100] ）（最大値 (boss HP) 、最小値 [0] 、現在値 (boss HP) ）\nbar [2] を表示\n\nwhen flag clicked\n初期化\n\nwhen I receive [初期化 v]\n初期化\n\nwhen I receive [player hpゲージ表示 v]\nforever\n    if <not <(\(比較用\)A) = (player HP)>> then\n        set [\(比較用\)a v] to (player HP)\n        if <(player HP) < [50]> then\n            replace item (1) of [system_bar_色2 v] with [175]\n        end\n        if <(player HP) < [30]> then\n            replace item (1) of [system_bar_色2 v] with [150]\n        end\n        bar [1] の値を (player HP) にする\n    end\nend\n\nwhen I receive [boss hp表示 v]\nforever\n    if <not <(\(比較用\)B) = (boss HP)>> then\n        set [\(比較用\)b v] to (boss HP)\n        if <(boss HP) < ((item (2) of [system_bar_最大値 v]) * ((50) / (100)))> then\n            replace item (2) of [system_bar_色2 v] with [175]\n        end\n        if <(boss HP) < ((item (2) of [system_bar_最大値 v]) * ((30) / (100)))> then\n            replace item (2) of [system_bar_色2 v] with [150]\n        end\n        bar [2] の値を (boss HP) にする\n    end\nend\n\nwhen I receive [player hpゲージ表示 v]\nset [player hp v] to [100]\nbarを出す（初期位置x [-150] ,y [140] ）（大きさ [220] ）（色1 [120] 、色2 [1] ）（使用範囲コス#1 [0] ～#2 [100] ）（最大値 [100] 、最小値 [0] 、現在値 [100] ）\nbar [1] を表示\n\nwhen I receive [ハンマードロップ v]\nbar制御： [2] から [2] のbarを削除する\n\nwhen I receive [player hpゲージ非表示 v]\nbar制御： [1] から [1] のbarを削除する\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ！ v]\nbar制御： [2] から [2] のbarを削除する\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ！ v]\nbar制御： [1] から [1] のbarを削除する\n\n@UI//案内\n\nwhen I receive [スタート v]\ngo to x: (0) y: (50)\nwait until <([costume # v] of [ステージ//障害物1 v]) = [4]>\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nrepeat until <not <([costume # v] of [ステージ//障害物1 v]) = [4]>>\n    repeat (14)\n        wait (0.1) seconds\n        wait until <(背景動かす？) = [1]>\n        next costume\n    end\n    switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (0) y: (50)\nwait until <([costume # v] of [ステージ//障害物1 v]) = [4]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [4]>>\nhide\n\n@ステージ//ワープゾーン\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [ワールド v] to [1]\nhide\n\nwhen I receive [ステージ切り替え v]\nwait (0.1) seconds\nif <<(ステージ) = [7]> or <(ステージ) = [16]>> then\n    clear graphic effects\n    set size to (100) %\n    show\n    wait until <touching (プレイヤー v)?>\n    stop all sounds\n    change [bgm v] by (1)\n    SE Name: [1] 3D Sound: [n] Vol: [100]\n    SE Name: [2] 3D Sound: [n] Vol: [100]\n    repeat (10)\n        change [ghost v] effect by (10)\n        change size by (73.1)\n        change [背景明るさ v] by (-10)\n    end\n    SE Name: [3] 3D Sound: [n] Vol: [100]\n    wait (4.58) seconds\n    repeat (10)\n        change [背景明るさ v] by (10)\n    end\n    set [背景明るさ v] to [0]\n    broadcast (join (join [w] (ワールド)) [ boss])\nend\n\n@ステージ//Stage Effect\n\nwhen I receive [w1 effects v]\nclear graphic effects\nswitch costume to (コスチューム1 v)\nset [effect v] to [1]\ngo to x: (-150) y: (115)\ncreate clone of (_myself_ v)\ngo to x: (130) y: (160)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nif <(Effect) = [1]> then\n    repeat until <not <(Effect) = [1]>>\n        repeat until <[-300] > (x position)>\n            set [brightness v] effect to ((背景明るさ) * (-1))\n            go to [back v] layer\n            change x by (-5)\n            wait until <(背景動かす？) = [1]>\n        end\n        set x to (300)\n    end\n    delete this clone\nend\nif <(Effect) = [2]> then\n    show\n    指定された速度で上昇 速度: (pick random (2) to (3))\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Effect) = [2]> then\n    wait until <not <(Effect) = [2]>>\n    delete this clone\nend\n\nwhen I receive [w2 effects v]\nswitch costume to (コスチューム2 v)\nset [effect v] to [2]\nset y to (-180)\nrepeat until <not <(Effect) = [2]>>\n    hide\n    set [brightness v] effect to (100)\n    set [ghost v] effect to (50)\n    set x to (pick random (300) to (-300))\n    create clone of (_myself_ v)\n    wait (pick random (0.5) to (0.6)) seconds\nend\n\ndefine 指定された速度で上昇 速度: (速度)\nrepeat until <<(y position) = [180]> or <[180] < (y position)>>\n    change y by (速度)\n    wait until <(背景動かす？) = [1]>\nend\n\nwhen flag clicked\nset [背景動かす？ v] to [1]\n\n@ステージ//障害物1\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    ​​log​​ [not 3d]\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nshow\nnext costume\nwait until <<touching (スーパーボール v)?> or <touching (player エフェクト v)?>>\nSE Name: [つるはしで壁を破壊2] 3D Sound: [y] Vol: [100]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [スタート v]\nclear graphic effects\nshow\n\n@ステージ//地形\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [変数 v] to [0]\nnext costume\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\n@ステージ//障害物2\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nshow\nnext costume\n\nwhen I receive [スタート v]\nclear graphic effects\nshow\n\n@ボス//ボス\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\ndefine 移動 (x) (y) フレーム (使用フレーム)\nset [a v] to ((x) - (x position))\nset [b v] to ((y) - (y position))\nrepeat (使用フレーム)\n    wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n    change x by ((A) / (使用フレーム))\n    change y by ((B) / (使用フレーム))\nend\n\nwhen I receive [w1 boss v]\nset [boss hp v] to [50]\nbroadcast (Boss Hp表示 v)\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nswitch costume to (w1 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    移動 [-130] [0] フレーム [30]\n    attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n    point in direction (90)\n    移動 [0] [0] フレーム [30]\n    attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n    移動 [130] [0] フレーム [30]\n    attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n    Get closer to [プレイヤー] [80] [5] [35]\n    wait (0.2) seconds\n    repeat (2)\n        wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n        point towards (プレイヤー v)\n        move (5) steps\n        attack [1] [0.05] [0.05] [] [] [] power: [1] knock back: [3] [5] Investigation stop time: [10]\n    end\n    point towards (プレイヤー v)\n    move (5) steps\n    attack [1] [0.05] [0.04] [] [] [] power: [1] knock back: [3] [10] Investigation stop time: [30]\n    Get closer to [プレイヤー] [50] [10] [5]\n    attack [1] [0.6] [0.5] [] [] [] power: [8] knock back: [30] [5] Investigation stop time: [40]\n    point in direction (-90)\nend\n\ndefine attack (w) (data1) (data2) (data3) (deta4) (deta5) power: (power) knock back: (knock back x) (knock back y) Investigation stop time: (ist)\nset [\(boss\)investigation stop time v] to (ist)\nif <(w) = [1]> then\n    SE Name: [1a] 3D Sound: [y] Vol: [100]\n    switch costume to (w1 boss b v)\n    wait (data1) seconds\n    (system) set power and knock back (power) (knock back x) (knock back y) [1]\n    SE Name: [1b] 3D Sound: [y] Vol: [100]\n    switch costume to (w1 boss c v)\n    broadcast (w1 attack v)\n    wait (data2) seconds\n    switch costume to (w1 boss a v)\nend\nif <(w) = [2]> then\n    if <(data1) = [1]> then\n        if <([x position v] of [プレイヤー v]) > (x position)> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n        switch costume to (w2 boss b v)\n        wait (data2) seconds\n        switch costume to (w2 boss c v)\n        repeat (data3)\n            if <([x position v] of [プレイヤー v]) > (x position)> then\n                point in direction (90)\n            else\n                point in direction (-90)\n            end\n            (system) set power and knock back (power) (knock back x) (knock back y) [1]\n            broadcast (bossショット v)\n            SE Name: [Beem] 3D Sound: [y] Vol: [100]\n            wait (deta4) seconds\n        end\n        wait (deta5) seconds\n        switch costume to (w2 boss a v)\n    end\n    if <(data1) = [2]> then\n        if <([x position v] of [プレイヤー v]) > (x position)> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n        switch costume to (w2 boss b v)\n        wait (data2) seconds\n        switch costume to (w2 boss d v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (w2Wc v) and wait\n        switch costume to (w2 boss a v)\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine (system) set power and knock back (\(system\) power) (\(system\) knock back x) (\(system\) knock back y) (type)\nif <(type) = [0]> then\n    set [\(boss\)knock back x v] to (\(system\) knock back x)\n    set [\(boss\)knock back y v] to (\(system\) knock back y)\n    set [\(boss\) power v] to (\(system\) power)\nelse\n    if <(direction) > [0]> then\n        set [\(boss\)knock back x v] to (\(system\) knock back x)\n        set [\(boss\)knock back y v] to (\(system\) knock back y)\n        set [\(boss\) power v] to (\(system\) power)\n    else\n        set [\(boss\)knock back x v] to ((\(system\) knock back x) * (-1))\n        set [\(boss\)knock back y v] to (\(system\) knock back y)\n        set [\(boss\) power v] to (\(system\) power)\n    end\nend\n\ndefine Get closer to (target) (stop distance) (speed) (maximum travel time)\nset [\(boss\)仮a v] to (maximum travel time)\nrepeat until <(\(boss\)仮A) = [0]>\n    wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n    point towards (target)\n    move (speed) steps\n    change [\(boss\)仮a v] by (-1)\n    if <(distance to [(target) v]) < (stop distance)> then\n        set [\(boss\)仮a v] to [0]\n    end\nend\n\nwhen I receive [boss hp表示 v]\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    if <touching (スーパーボール v)?> then\n        wait until <(動いてよろしい?) = [1]>\n        SE Name: [1b] 3D Sound: [y] Vol: [100]\n        change [boss hp v] by (-5)\n        set [brightness v] effect to (30)\n        set [boss hit stop v] to [1]\n        repeat (10)\n            change [brightness v] effect by (-3)\n        end\n        set [boss hit stop v] to [0]\n        set [brightness v] effect to (0)\n    end\n    if <touching (player エフェクト v)?> then\n        wait until <(動いてよろしい?) = [1]>\n        SE Name: [1b] 3D Sound: [y] Vol: [100]\n        change [boss hp v] by ((\(player\)power) * (-1))\n        set [brightness v] effect to (30)\n        set [boss hit stop v] to [1]\n        repeat (\(Player\)Investigation stop time)\n            change [brightness v] effect by ((-30) / (\(Player\)Investigation stop time))\n        end\n        set [boss hit stop v] to [0]\n        set [brightness v] effect to (0)\n    end\nend\nstop [other scripts in sprite v]\nset [bgm v] to [0]\nbroadcast (スーパーボールを削除 v)\nstop all sounds\nSE Name: [Boss] 3D Sound: [n] Vol: [100]\nrepeat (10)\n    change [背景明るさ v] by (-10)\nend\nif <(ワールド) = [1]> then\n    SE Name: [\(・_・\)ｶﾀｶﾀｶﾀｶﾀ] 3D Sound: [y] Vol: [100]\n    repeat (10)\n        change x by (1)\n        wait (0.05) seconds\n        change x by (-1)\n        wait (0.05) seconds\n    end\n    point in direction (90)\n    switch costume to (w1 boss d v)\n    SE Name: [Dash] 3D Sound: [y] Vol: [100]\n    移動 [200] [100] フレーム [10]\n    hide\n    repeat (10)\n        change [背景明るさ v] by (10)\n    end\n    broadcast (ハンマードロップ v)\nend\nif <(ワールド) = [2]> then\n    set [動いてよろしい? v] to [0]\n    broadcast (アニメーション用にセット v)\n    broadcast (おい、HP!非表示にならないとどうなっても知らないぞ！ v)\n    switch costume to (w2 boss a v)\n    glide (0.5) secs to x: (150) y: (0)\n    point in direction (-90)\n    repeat (10)\n        change [背景明るさ v] by (10)\n    end\n    broadcast (w2終了後アニメーション v)\n    wait until <([costume # v] of [スプライト2 v]) = [14]>\n    point in direction (90)\n    glide (0.3) secs to x: (200) y: (100)\n    hide\nend\n\nwhen I receive [w2 boss v]\nset [boss hp v] to [100]\nbroadcast (Boss Hp表示 v)\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nswitch costume to (w2 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    移動 [130] [100] フレーム [30]\n    attack [2] [1] [0.5] [3] [0.2] [0.5] power: [3] knock back: [5] [5] Investigation stop time: [15]\n    移動 [-130] [100] フレーム [30]\n    attack [2] [1] [0.5] [3] [0.2] [0.5] power: [3] knock back: [5] [5] Investigation stop time: [15]\n    移動 [0] [0] フレーム [30]\n    SE Name: [charge] 3D Sound: [y] Vol: [100]\n    attack [2] [1] [1] [5] [0.05] [1] power: [8] knock back: [10] [5] Investigation stop time: [30]\n    移動 [0] [100] フレーム [30]\n    attack [2] [2] [1] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen flag clicked\nset [boss hit stop v] to [0]\nset [brightness v] effect to (0)\n\n@ボス//ボス エフェクト\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n    set [pan left/right v] effect to (x position)\nelse\n    set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [w1 attack v]\nset rotation style [left-right v]\ngo to (ボス//ボス v)\npoint in direction ([direction v] of [ボス//ボス v])\ngo to [front v] layer\nswitch costume to (w1 effect v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (10)\n    change [ghost v] effect by (10)\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nhide\n\ndefine knock back\nchange [player 無敵 v] by (\(Boss\)Investigation stop time)\nchange [player hp v] by ((\(boss\) power) * (-1))\nset [xv v] to (\(Boss\)knock back x)\nset [yv v] to (\(Boss\)knock back y)\nif <[5] > (\(boss\) power)> then\n    SE Name: [1] 3D Sound: [y] Vol: [100]\nelse\n    if <[10] > (\(boss\) power)> then\n        SE Name: [2] 3D Sound: [y] Vol: [100]\n    else\n        SE Name: [3] 3D Sound: [y] Vol: [100]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bossショット v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\ngo to (ボス//ボス v)\npoint in direction ([direction v] of [ボス//ボス v])\nmove (70) steps\nchange y by (10)\npoint towards (プレイヤー v)\ngo to [front v] layer\nswitch costume to (w2 beem v)\nset size to (50) %\nclear graphic effects\nshow\nrepeat (10)\n    if <not <touching (_edge_ v)?>> then\n        move (5) steps\n        if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n            knock back\n        end\n    end\nend\nrepeat until <touching (_edge_ v)?>\n    move (20) steps\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nhide\ndelete this clone\n\nwhen I receive [w2wc v]\nset size to (10) %\nswitch costume to (w2 red v)\nset [ghost v] effect to (100)\nshow\ngo to (プレイヤー v)\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\n着地\nSE Name: [4] 3D Sound: [y] Vol: [100]\nset size to (100) %\nrepeat (10)\n    着地\n    change [ghost v] effect by (-10)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (1) seconds\nSE Name: [5] 3D Sound: [y] Vol: [100]\nswitch costume to (w2 water column v)\nset size to (100) %\nrepeat (10)\n    着地\n    change [ghost v] effect by (-10)\n    change size by (5)\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nrepeat (20)\n    change size by (2)\n    change [ghost v] effect by (5)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\ndefine 着地\nrepeat until <touching (ステージ//地形 v)?>\n    change y by (-1)\nend\n\n@ポーズ中\n\nwhen flag clicked\nhide\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する？) = [y]> then\n    go to [front v] layer\n    set [ghost v] effect to (50)\n    show\nend\n\nwhen I receive [ポーズ解除 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (-150) y: (-140)\nforever\n    if <<<(モバイル使用？) = [1]> and <(動いてよろしい?) = [1]>> and <(現在の武器) > [0]>> then\n        set [ghost v] effect to (50)\n        show\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            set [\(モバイル\)攻撃ボタン押されている？ v] to [1]\n        else\n            set [\(モバイル\)攻撃ボタン押されている？ v] to [0]\n        end\n    else\n        set [\(モバイル\)攻撃ボタン押されている？ v] to [0]\n        hide\n    end\nend\n\nbroadcast (\(開発用\)ステージを指定のものに切り替え v)\n\nwhen flag clicked\ngo to x: (-150) y: (-140)\nforever\n    if <<<(モバイル使用？) = [1]> and <(動いてよろしい?) = [1]>> and <(現在の武器) > [0]>> then\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        broadcast (\(モバイル\)攻撃するお🌟 v)\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n
How to play(PC)\n左右矢印キーで移動します。\nMove with left and right arrow keys.\n\n上矢印キーでジャンプします。\nJump with the up arrow key.\n\nコロンをタップしながら引き離すとスーパーボールを投げることができます。\nYou can throw a bouncy ball by tapping and pulling the colon.\n\nHow to set up for mobile play\nスタート画面で歯車のアイコンをタップして設定画面を開きます。\nTap the gear icon on the Start screen to open the settings screen.\n\n「Features under development」を開きます。\nOpen Features under development.\n\n「Mobile Play」をONにします。\nTurn on "Mobile Play".