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 [80]\nset [3d sound available v] to [y]\nset [ステージ v] to [1]\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\nforever\n    set [mb仮保存 v] to (Maximum BGM Volume)\n    set volume to (Maximum BGM Volume) %\n    wait until <not <(mb仮保存) = (Maximum BGM Volume)>>\nend\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する？) = [y]> then\n    if <(動いてよろしい?) = [1]> then\n        broadcast (ポーズバック v)\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]\n    end\nend\n\nwhen I receive [ポーズ解除 v]\nset [動いてよろしい? v] to (letter (1) of (\(ポーズ処理用\)A))\nset [背景動かす？ v] to (letter (2) of (\(ポーズ処理用\)A))\nset [ポーズ中？ v] to [n]\n\nwhen [p v] key pressed\nif <not <(ポーズ中？) = [d]>> then\n    if <(ポーズ中？) = [n]> then\n        broadcast (ポーズ v)\n    else\n        broadcast (ポーズ解除 v)\n    end\nend\n\nwhen I receive [hp復活用ポーズ v]\nset [\(ポーズ処理用\)a v] to (join (動いてよろしい?) (背景動かす？))\nset [動いてよろしい? v] to [0]\nset [背景動かす？ v] to [0]\nset [ポーズ中？ v] to [d]\n\nwhen I receive [コロン本編スタート！ v]\nswitch backdrop to (背景1 v)\nclear graphic effects\nbroadcast (W1 effects v)\n\nwhen I receive [コロン本編スタート！ v]\nset [bgm v] to [1]\nforever\n    if <not <(BGM) = [0]>> then\n        play sound (BGM) until done\n    end\nend\n\nwhen I receive [コロン本編スタート！ v]\nrepeat (20)\n    change [maximum bgm volume v] by (-2)\nend\n\nwhen flag clicked\nset [fps計測 v] to [0]\nforever\n    change [fps計測 v] by (1)\nend\n\nwhen flag clicked\nforever\n    wait (1) seconds\n    set [fps v] to ((FPS計測) - (2))\n    set [fps計測 v] to [0]\nend\n\nwhen flag clicked\nset [基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率 v] to [1]\nwait (1) seconds\nforever\n    set [基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率 v] to ((FPS) / (30))\nend\n\n@軽量化\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (ダウンロード \(89\) v)\nwait (0.1) seconds\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    if <(モバイル使用？) = [1]> then\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nif <key (x v) pressed?> then\n    broadcast (軽量化して起動 v)\n    hide\n    stop [this script v]\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) / (280)) * (100))\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 rotation style [all around v]\nset [player hp v] to [100]\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 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?> or <key (a 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            if <(Yv) = [0]> then\n                set [足音 v] to [0]\n            end\n        else\n            if <<<<<mouse down?> and <(x position) < (mouse x)>> and <(モバイル移動可？) = [1]>> or <<key (right arrow v) pressed?> or <key (d 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                if <(Yv) = [0]> then\n                    set [足音 v] to [0]\n                end\n            else\n                set [足音 v] to [0]\n            end\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?> or <key (s 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?> or <key (w 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?> or <key (w v) pressed?>>> and <(player 無敵) = [0]>> then\n                set [足音 v] to [0]\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        if <<touching (ステージ//ふわふわ v)?> and <(Yv) < [0]>> then\n            set [yv v] to [-1]\n            change y by (-1)\n        else\n            change [yv v] by (-1)\n        end\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            set [xv v] to [0]\n            set [yv v] to [0]\n        end\n        if <<<touching (ステージ//障害物2 v)?> or <touching (ステージ//障害物3 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            SE Name: [ダメージの声] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            if <touching (ステージ//障害物3 v)?> then\n                set [xv v] to [0]\n                change [player hp v] by (-200)\n            end\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pc v)?> or <touching (ステージ//障害物1 v)?>> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//障害物1 v)?>> or <touching (ステージ//地形mb 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]\nset [左右のみ？ v] to [0]\nclear graphic effects\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset rotation style [all around v]\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\nclear graphic effects\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 [武器を非表示にすべきか？ v] to [0]\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 [story pc 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\nset [武器を非表示にすべきか？ v] to [1]\nhide\n\nwhen I receive [スタート v]\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <<(player HP) = [0]> or <(player HP) < [0]>> then\n            broadcast (HP復活用ポーズ v)\n        end\n    end\nend\n\nwhen I receive [w3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 [story pc v]) = [18]>\nrepeat until <<(x position) = [150]> or <(x position) > [150]>>\n    turn right (15) degrees\n    change x by (10)\nend\npoint in direction (60)\nSE Name: [ぷよん] 3D Sound: [y] Vol: [100]\nrepeat (10)\n    change x by ((26) / (10))\n    change y by (((70) + (15)) / (10))\nend\nSE Name: [ヒューンと落下] 3D Sound: [y] Vol: [100]\nrepeat (15)\n    turn right (8) degrees\n    move (2) steps\n    change y by (-17)\nend\nset [武器を非表示にすべきか？ v] to [1]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n    change x by (5)\n    wait (0.05) seconds\n    change x by (-5)\n    wait (0.05) seconds\nend\n\nwhen I receive [コロン本編スタート！ v]\nshow\nswitch costume to (コスチューム2 v)\npoint in direction (90)\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 flag clicked\nset [player hp v] to [100]\nset [xv v] to [0]\nset [yv v] to [0]\nset [player 無敵 v] to [0]\nset x to (-150)\nset y to (-67)\nhide\n\nwhen I receive [振動 v]\nrepeat (2)\n    change x by (5)\n    wait (0.05) seconds\n    change x by (-5)\n    wait (0.05) seconds\nend\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [ready 4 final v]\nclear graphic effects\nshow\n\nwhen I receive [ready 4 final v]\nrepeat (10)\n    switch costume to (コスチューム2 v)\nend\n\nwhen I receive [w5終了後アニメーション v]\nswitch costume to (コスチューム4 v)\n\ndefine 草の足音\nset [足音 v] to [1]\nstart sound [草1 v]\nwait (1.14) seconds\nrepeat until <(足音) = [0]>\n    if <(pick random (1) to (2)) = [2]> then\n        start sound [草2 v]\n        wait (1.1) seconds\n    else\n        start sound [草3 v]\n        wait (0.72) seconds\n    end\nend\n\nwhen flag clicked\nset [足音 v] to [0]\nforever\n    if <(足音) = [1]> then\n        if <(ワールド) = [1]> then\n            草の足音\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(足音) = [1]> then\n        if <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n            set [pan left/right v] effect to (x position)\n        else\n            ​​log​​ [not 3d]\n            set [pan left/right v] effect to (0)\n        end\n    end\nend\n\nwhen I receive [colon phoenix v]\nset [phoenix? v] to [1]\nset size to (60) %\nrepeat until <(Phoenix?) = [0]>\n    switch costume to (コスチューム5 v)\n    change volume by (0)\n    change volume by (0)\n    switch costume to (コスチューム6 v)\n    change volume by (0)\n    change volume by (0)\nend\nswitch costume to (コスチューム1 v)\nset size to (100) %\n\nSE Name: [7] 3D Sound: [y] Vol: [100]\nSE Name: [8] 3D Sound: [y] Vol: [100]\n\nwhen I receive [colon phoenix v]\nset rotation style [all around v]\nSE Name: [5] 3D Sound: [y] Vol: [100]\nrepeat (10)\n    point towards (ボス//ボス v)\nend\nSE Name: [6] 3D Sound: [y] Vol: [100]\nrepeat (20)\n    point towards (ボス//ボス v)\n    change x by ((([x position v] of [ボス//ボス v]) - (x position)) / (5))\n    change y by ((([y position v] of [ボス//ボス v]) - (y position)) / (5))\nend\nSE Name: [7] 3D Sound: [y] Vol: [100]\nSE Name: [8] 3D Sound: [y] Vol: [100]\nset [boss hp v] to [0]\nrepeat (10)\n    change [pixelate v] effect by (10)\nend\nset [phoenix? v] to [0]\nrepeat (10)\n    change [pixelate v] effect by (-10)\nend\n\n@⚡ターボ対策\n\nwhen flag clicked\n\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\n\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\nswitch costume to (ダウンロード \(1\)2 v)\nhide\n\nwhen I receive [幕 v]\nif <(モバイル使用？) = [1]> then\n    switch costume to (ダウンロード \(1\)2 v)\nelse\n    switch costume to (ダウンロード \(1\) v)\nend\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]>\nhide\nif <(ステージ) = [39]> then\n    broadcast (アニメーション用にセット v) and wait\n    broadcast (KOROKORO救出！ v)\nelse\n    set [動いてよろしい? v] to [1]\nend\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@演出\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 [白がわっ！ v]\nswitch costume to (コスチューム1 v)\nSE Name: [1] 3D Sound: [n] Vol: [100]\nif <(モバイル使用？) = [0]> then\n    clear graphic effects\n    go to [front v] layer\n    show\n    repeat (20)\n        go to [front v] layer\n        change [ghost v] effect by (5)\n    end\n    hide\nend\n\nwhen I receive [コロン本編スタート！ v]\nswitch costume to (コスチューム1 v)\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 [赤がわっ！ v]\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nset [player hp v] to [100]\nbroadcast (アクション用リセット v)\nset [動いてよろしい? v] to [1]\nbroadcast (player HPゲージ表示 v)\nbroadcast (w6 boss v)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [koroアニメーションに切り替え v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nSE Name: [2] 3D Sound: [n] Vol: [100]\ngo to [front v] layer\nshow\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nbroadcast (KOROアニメーション開始 v)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\nhide\n\nif <(モバイル使用？) = [0]> then\nend\n\n@コロコロくん\n\nwhen I receive [koroアニメーション開始 v]\nhide\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 地面に着地\nrepeat until <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>>\n    show\n    change y by (-0.01)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\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\nswitch costume to (檻 v)\n\nwhen I receive [コロン本編スタート！ v]\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 [korokoro救出！ v]\nswitch costume to (檻 v)\ngo to x: (173) y: (0)\ngo to [front v] layer\nshow\nglide (1) secs to x: (173) y: (-72)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nswitch costume to (コロコロ君 v)\nbroadcast (檻を破壊 v)\n地面に着地\nset [動いてよろしい? v] to [1]\nwait until <(BGM) = [10]>\nwait until <not <<(boss HP) = [0]> or <(boss HP) < [0]>>>\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    if <(動いてよろしい?) = [1]> then\n        行動パターン [1]\n    end\nend\n\ndefine 行動パターン (行動パターン)\nif <(行動パターン) = [1]> then\n    repeat until <(distance to [ボス//ボス v]) < [100]>\n        if <(y position) < ([y position v] of [ボス//ボス v])> then\n            SE Name: [マッチで火をつける] 3D Sound: [y] Vol: [100]\n            wait (0.1) seconds\n            switch costume to (ジェットパック2 v)\n            repeat (20)\n                if <(動いてよろしい?) = [1]> then\n                    change y by (10)\n                end\n            end\n        else\n            switch costume to (ジェットパック1 v)\n            repeat until <<(y position) < ([y position v] of [ボス//ボス v])> or <(distance to [ボス//ボス v]) < [100]>>\n                if <(動いてよろしい?) = [1]> then\n                    if <(x position) < ([x position v] of [ボス//ボス v])> then\n                        point in direction (90)\n                    else\n                        point in direction (-90)\n                    end\n                    change x by (((x position) - ([x position v] of [ボス//ボス v])) / (-10))\n                    change y by (((y position) - ([y position v] of [ボス//ボス v])) / (-10))\n                end\n            end\n        end\n    end\n    set [コロコロパワーアップ v] to [5]\n    switch costume to (ジェットパック1 v)\n    if <(x position) < ([x position v] of [ボス//ボス v])> then\n        point in direction (90)\n    else\n        point in direction (-90)\n    end\n    repeat (3)\n        broadcast (コロコロ攻撃 v)\n        wait until <(スーパーボール持っている？) = [0]>\n        repeat until <(スーパーボール持っている？) = [1]>\n            change y by (-3)\n            move (3) steps\n        end\n    end\n    wait (1) seconds\nend\n\nwhen I receive [アニメーション用にセット v]\nif <(ワールド) = [6]> then\n    point in direction (-90)\n    glide (0.3) secs to x: (150) y: (-50)\n    地面に着地\nend\n\nwhen I receive [w6 boss v]\nwait until <not <<(boss HP) = [0]> or <(boss HP) < [0]>>>\nrepeat until <<(boss HP) = [500]> or <(boss HP) < [500]>>\n    if <(動いてよろしい?) = [1]> then\n        行動パターン [1]\n    end\nend\nswitch costume to (ウィング v)\nSE Name: [必殺！] 3D Sound: [y] Vol: [100]\nbroadcast (KOROKOROLIGHT v)\nwait (0.2) seconds\nSE Name: [5] 3D Sound: [y] Vol: [100]\nset [背景明るさ v] to [100]\npoint towards (ボス//ボス v)\nglide (0.2) secs to (ボス//ボス v)\nset [背景明るさ v] to [0]\nset [動いてよろしい? v] to [0]\nset [max bgm 一時保存 v] to (Maximum BGM Volume)\nset [maximum bgm volume v] to [0]\nbroadcast (KOROアニメーションに切り替え v)\n\nwhen I receive [ready 4 final v]\nswitch costume to (コロコロ君 お花2 v)\nshow\n\nif <(モバイル使用？) = [0]> then\nelse\n    set [背景明るさ v] to [0]\n    set [動いてよろしい? v] to [0]\n    set [max bgm 一時保存 v] to (Maximum BGM Volume)\n    set [maximum bgm volume v] to [0]\n    broadcast (Colon Phoenix v)\nend\n\n@Story PC\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 [スタート v]\nset [story 表示？ v] to [0]\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)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [story 表示？ v] to [0]\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)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nrepeat (6)\n    wait (3.5) seconds\n    next costume\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [story 表示？ v] to [0]\nhide\n\nwhen I receive [w3終了後アニメーション v]\nclear graphic effects\nswitch costume to (16 v)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nrepeat (2)\n    wait (3.5) seconds\n    next costume\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [story 表示？ v] to [0]\nhide\n\nwhen I receive [コロン本編スタート！ v]\ngo to x: (0) y: (100)\nswitch costume to (1 v)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nwait (3) seconds\nswitch costume to (2 v)\nwait (3) seconds\nset [story 表示？ v] to [0]\nhide\nbroadcast (bird! v) and wait\nswitch costume to (3 v)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\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 [ready 4 final v]\nbroadcast (おい、HP!非表示にならないとどうなっても知らないぞ！ v)\nclear graphic effects\nswitch costume to (21 v)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nset [story 表示？ v] to [0]\nhide\nrepeat (100)\n    change [maximum bgm volume v] by (-1)\nend\nstop all sounds\nset [bgm v] to [13]\nset [maximum bgm volume v] to (Max BGM 一時保存)\ngo to x: (0) y: (0)\ngo to [front v] layer\nnext costume\nset [story 表示？ v] to [0]\nshow\nrepeat until <(y position) > [1119]>\n    change y by (0.5)\nend\nset [story 表示？ v] to [0]\nhide\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [w5終了後アニメーション v]\nclear graphic effects\nswitch costume to (19 v)\nset [story 表示？ v] to [1]\nif <(モバイル使用？) = [0]> then\n    show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [story 表示？ v] to [0]\nhide\n\nwhen flag clicked\nset [story 表示？ v] to [0]\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)\ngo to [front v] layer\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]\nswitch costume to (toucan-b2 v)\nset [bird? v] to [1]\nrepeat until <(bird?) = [0]>\n    if <(モバイル使用？) = [0]> then\n        switch costume to (toucan-b v)\n        wait (0.1) seconds\n        switch costume to (toucan-c v)\n        wait (0.1) seconds\n    else\n        switch costume to (toucan-b2 v)\n        wait (0.1) seconds\n        switch costume to (toucan-c2 v)\n        wait (0.1) seconds\n    end\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pc v)?> or <touching (ステージ//地形mb 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    set [sx v] to (x position)\n    set [sy v] to (y position)\n    if <<touching (_edge_ v)?> or <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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\nwhen I receive [koroアニメーション開始 v]\nhide\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) / (280)) * (100))\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\nif <(w) = [2]> then\n    SE Name: [2a] 3D Sound: [y] Vol: [100]\n    switch costume to (2b 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: [2b] 3D Sound: [y] Vol: [100]\n    switch costume to (2c v)\n    broadcast (player attack 2 v)\n    wait until <(動いてよろしい?) = [1]>\n    wait (data2) seconds\n    switch costume to (2a 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)?>\nSE Name: [GET] 3D Sound: [y] Vol: [100]\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 <touching (プレイヤー v)?> then\n    if <<<(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: [15]\n        else\n            attack [1] [0.05] [0.05] [] [] [] power: [5] knock back: [3] [5] Investigation stop time: [10]\n            wait (0.1) seconds\n            attack [1] [0.05] [0.05] [] [] [] power: [5] knock back: [3] [5] Investigation stop time: [10]\n            wait (0.1) seconds\n            attack [1] [0.05] [0.04] [] [] [] power: [5] knock back: [3] [10] Investigation stop time: [10]\n            wait (0.1) seconds\n            attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [20]\n        end\n        set [左右のみ？ v] to [0]\n    end\n    if <<<(取得武器) > [1]> and <(現在の武器) = [2]>> and <(動いてよろしい?) = [1]>> then\n        set [左右のみ？ v] to [1]\n        switch costume to (2b v)\n        wait (0.1) seconds\n        if <key (space v) pressed?> then\n            attack [2] [0.2] [0.2] [] [] [] power: [5] knock back: [3] [3] Investigation stop time: [8]\n        else\n            attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n            attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n            attack [2] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [6]\n            SE Name: [2c] 3D Sound: [y] Vol: [100]\n            attack [2] [0.3] [0.5] [] [] [] power: [15] knock back: [30] [5] Investigation stop time: [10]\n        end\n        set [左右のみ？ v] to [0]\n    end\nend\n\nwhen I receive [\(モバイル\)攻撃するお🌟 v]\nclear sound effects\nif <touching (プレイヤー v)?> then\n    if <<<(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]\n    end\n    if <<<(取得武器) > [1]> and <(現在の武器) = [2]>> and <(動いてよろしい?) = [1]>> then\n        set [左右のみ？ v] to [1]\n        switch costume to (2b 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 [2] [0.2] [0.2] [] [] [] power: [5] knock back: [3] [3] Investigation stop time: [8]\n        else\n            attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n            attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n            attack [2] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [6]\n            SE Name: [2c] 3D Sound: [y] Vol: [100]\n            attack [2] [0.3] [0.5] [] [] [] power: [15] knock back: [30] [5] Investigation stop time: [10]\n        end\n        set [左右のみ？ v] to [0]\n    end\nend\n\nwhen I receive [ソードドロップ v]\nif <not <touching (プレイヤー v)?>> then\n    set [ghost v] effect to (0)\n    switch costume to (2a v)\n    go to x: (70) y: (120)\n    show\n    wait until <<touching (プレイヤー v)?> or <([x position v] of [プレイヤー v]) > [150]>>\n    if <([x position v] of [プレイヤー v]) > [150]> then\n        glide (0.1) secs to (プレイヤー v)\n    end\n    set [取得武器 v] to [2]\n    broadcast (ソードに切り替え v)\n    hide\nend\n\nwhen I receive [アニメーション用にセット v]\nswitch costume to (join (現在の武器) [a])\n\nwhen I receive [ソードに切り替え v]\nSE Name: [GET] 3D Sound: [y] Vol: [100]\nif <[1] < (取得武器)> then\n    set [現在の武器 v] to [2]\n    switch costume to (2a v)\nend\n\nwhen flag clicked\nset [武器を非表示にすべきか？ v] to [0]\n\nwhen I start as a clone\nforever\n    if <(武器を非表示にすべきか？) = [0]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen [n v] key pressed\nif <<(取得武器) = [2]> or <(取得武器) > [2]>> then\n    if <(現在の武器) = [1]> then\n        broadcast (ソードに切り替え v)\n    else\n        broadcast (ハンマーに切り替え v)\n    end\nend\n\nwhen I receive [ハンマーに切り替え v]\nSE Name: [GET] 3D Sound: [y] Vol: [100]\nif <[0] < (取得武器)> then\n    set [現在の武器 v] to [1]\n    switch costume to (1a v)\nend\n\n@player エフェクト\n\nwhen I receive [koroアニメーション開始 v]\nhide\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) / (280)) * (100))\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\nwhen I receive [player attack 2 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 (w2 effect v)\nset size to (60) %\nclear graphic effects\nshow\nrepeat (5)\n    go to [front v] layer\n    change [ghost v] effect by (20)\nend\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]\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]\nstop all sounds\n\nwhen [q 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            stop all sounds\n            set [ワールド v] to (answer)\n            stop all sounds\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        if <(answer) = [3]> then\n            broadcast (白がわっ！ v)\n            set [ステージ v] to [17]\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3 v)\n            broadcast (アクション用リセット v) and wait\n            broadcast (W3 effects v)\n            set [動いてよろしい? v] to [1]\n            set [bgm v] to [5]\n            stop all sounds\n            set [ワールド v] to [3]\n            stop all sounds\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        if <(answer) = [4]> then\n            broadcast (白がわっ！ v)\n            set [ステージ v] to [26]\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4 v)\n            broadcast (アクション用リセット v) and wait\n            broadcast (W4effects v)\n            set [動いてよろしい? v] to [1]\n            set [bgm v] to [7]\n            stop all sounds\n            set [ワールド v] to [4]\n            stop all sounds\n            set [取得武器 v] to [2]\n            set [現在の武器 v] to [2]\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        if <(answer) = [5]> then\n            broadcast (白がわっ！ v)\n            set [ステージ v] to [34]\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5 v)\n            broadcast (アクション用リセット v) and wait\n            broadcast (W4effects v)\n            set [動いてよろしい? v] to [1]\n            set [bgm v] to [9]\n            stop all sounds\n            set [ワールド v] to [5]\n            stop all sounds\n            set [取得武器 v] to [2]\n            set [現在の武器 v] to [2]\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 [w2終了 v]\nbroadcast (w2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3 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W3 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 [5]\nset [ワールド v] to [3]\n\nwhen I receive [w3終了 v]\nbroadcast (W3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4 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W4effects 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 [7]\nset [ワールド v] to [4]\nstop all sounds\n\nbroadcast (\(モバイル\)攻撃するお🌟 v)\n\nwhen I receive [w4終了 v]\nbroadcast (白がわっ！ v)\nbroadcast (ステージ切り替え v)\nswitch backdrop to (背景5 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W5effects 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 [9]\nset [ワールド v] to [5]\nstop all sounds\nrepeat (10)\n    change [背景明るさ v] by (10)\nend\n\n@Option UI//Option\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\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)\nif <(モバイル使用？) = [0]> then\n    switch costume to (コスチューム1 v)\nelse\n    switch costume to (コスチューム2 v)\nend\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\nswitch costume to (ver.1 v)\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]\n\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@Option UI//Option Back Effects\n\nwhen this sprite clicked\nif <(Back Effectsを許可する？) = [y]> then\n    set [back effectsを許可する？ v] to [n]\nelse\n    set [back effectsを許可する？ v] to [y]\n    broadcast (W1 effects v)\nend\n\nwhen I receive [option v]\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n    switch costume to (Back Effectsを許可する？)\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\nset [back effectsを許可する？ v] to [y]\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Mobile\n\nwhen flag clicked\nhide\n\nwhen I receive [option ボタン表示 v]\nwait until <not <mouse down?>>\nset [ghost v] effect to (50)\ngo to x: (200) y: (80)\nswitch costume to (モバイル使用？)\nshow\nrepeat until <not <(Option?) = [-1]>>\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            next costume\n            set [モバイル使用？ v] to (costume [name v])\n            set [モバイル移動可？ v] to (costume [name v])\n            if <(モバイル使用？) = [1]> then\n                set [back effectsを許可する？ v] to [n]\n                set [3d sound available v] to [n]\n                broadcast (MOB! v)\n            else\n                set [back effectsを許可する？ v] to [y]\n                set [3d sound available v] to [y]\n                broadcast (W1 effects v)\n            end\n            wait until <not <mouse down?>>\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]\nhide\n\nwhen I receive [軽量化して起動 v]\nswitch costume to (1 v)\nset [モバイル使用？ v] to [1]\nset [back effectsを許可する？ v] to [n]\nset [3d sound available v] to [n]\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    hide\n    wait (0.5) seconds\n    broadcast (スタート v)\n    broadcast (player HPゲージ表示 v)\n    wait (1) seconds\n    if <(モバイル使用？) = [0]> then\n        broadcast (アニメーション処理 v)\n    end\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]\nwait (1) seconds\nset [\(比較用\)a v] to (player HP)\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        if <not <(player HP) < [50]>> then\n            replace item (1) of [system_bar_色2 v] with [1]\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\nwhen flag clicked\nset [player hp v] to [100]\n\n@UI//案内 PC\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]) = [8]>\nif <(モバイル使用？) = [0]> then\n    switch costume to (16 v)\n    go to [back v] layer\n    show\n    repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\n        switch costume to (16 v)\n        wait (1) seconds\n        wait until <(背景動かす？) = [1]>\n        next costume\n        wait (1) seconds\n        wait until <(背景動かす？) = [1]>\n    end\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\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]) = [8]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\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]>\nif <(モバイル使用？) = [0]> then\n    switch costume to (1 v)\n    go to [back v] layer\n    show\n    repeat 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)\n    end\nend\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]) = [22]>\nif <(モバイル使用？) = [0]> then\n    switch costume to (18 v)\n    go to [back v] layer\n    show\n    repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\n        forever\n            switch costume to (18 v)\n            repeat (3)\n                wait (1) seconds\n                wait until <(背景動かす？) = [1]>\n                next costume\n            end\n            wait (1) seconds\n            wait until <(背景動かす？) = [1]>\n        end\n    end\nend\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]) = [22]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\nhide\n\n@UI//ポーズ中\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 [ポーズバック v]\nswitch costume to (コスチューム1 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\nwhen I receive [hp復活用ポーズ v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\nbroadcast (振動 v) and wait\nbroadcast (ハート v)\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [死亡キャンセル v]\nhide\n\n@UI//スプライト2\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        go to [front v] layer\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@UI//life heart\n\nwhen flag clicked\nset [死亡回数 v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ハート v]\nchange [死亡回数 v] by (1)\nset [ghost v] effect to (100)\nset [brightness v] effect to (-50)\nshow\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nclear sound effects\nrepeat (25)\n    wait until <<key (any v) pressed?> or <mouse down?>>\n    start sound [1 v]\n    change [pitch v] effect by (4)\n    change [brightness v] effect by (2)\n    create clone of (_myself_ v)\n    wait until <not <<key (any v) pressed?> or <mouse down?>>>\nend\nstart sound [2 v]\nset [player hp v] to [100]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (ポーズ解除 v)\nset [yv v] to [10]\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (10)\n    change size by (20)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [死亡キャンセル v]\nset [player hp v] to [100]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@UI//警告\n\nwhen flag clicked\nhide\n\nwhen I receive [警告 v]\nstart sound [名称未設定 1 - 2022:02:19 16 v]\nrepeat (5)\n    show\n    wait (0.2) seconds\n    hide\n    wait (0.2) seconds\nend\n\n@UI//案内 Mob\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]) = [8]>\nif <(モバイル使用？) = [1]> then\n    switch costume to (16 v)\n    go to [back v] layer\n    show\n    repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\n        switch costume to (16 v)\n        wait (1) seconds\n        wait until <(背景動かす？) = [1]>\n        next costume\n        wait (1) seconds\n        wait until <(背景動かす？) = [1]>\n    end\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\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]) = [8]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\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]>\nif <(モバイル使用？) = [1]> then\n    switch costume to (1 v)\n    go to [back v] layer\n    show\n    repeat 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)\n    end\nend\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]) = [22]>\nif <(モバイル使用？) = [1]> then\n    switch costume to (18 v)\n    go to [back v] layer\n    show\n    repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\n        forever\n            switch costume to (18 v)\n            repeat (3)\n                wait (1) seconds\n                wait until <(背景動かす？) = [1]>\n                next costume\n            end\n            wait (1) seconds\n            wait until <(背景動かす？) = [1]>\n        end\n    end\nend\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]) = [22]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\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]> or <<(ステージ) = [25]> or <<(ステージ) = [33]> or <(ステージ) = [39]>>>>> 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    if <(ワールド) = [5]> then\n        SE Name: [4] 3D Sound: [n] Vol: [100]\n    else\n        SE Name: [1] 3D Sound: [n] Vol: [100]\n    end\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])\n    hide\nend\n\n@ステージ//Stage Effects\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\nif <(Back Effectsを許可する？) = [y]> then\n    show\n    if <(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\n    end\n    if <(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\n    end\n    if <(Effect) = [3]> then\n        show\n        指定された速度で上昇 速度: (pick random (1.0) to (3.5))\n        delete this clone\n    end\n    if <(Effect) = [4]> 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\n    end\nelse\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    if <(背景動かす？) = [1]> then\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\n    end\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 [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nset [背景動かす？ v] to [1]\nshow\nrepeat (3)\n    next costume\n    wait (2) seconds\nend\nhide\n\nwhen I receive [w3 effects v]\nswitch costume to (コスチューム3 v)\nset [effect v] to [3]\nset y to (-180)\nrepeat until <not <(Effect) = [3]>>\n    if <(背景動かす？) = [1]> then\n        hide\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\n    end\nend\n\nwhen I start as a clone\nif <(Effect) = [3]> then\n    wait until <not <(Effect) = [3]>>\n    delete this clone\nend\n\nwhen I receive [w4effects v]\nswitch costume to (コスチューム4 v)\nset [effect v] to [4]\nset y to (-180)\nrepeat until <not <(Effect) = [4]>>\n    if <(背景動かす？) = [1]> then\n        hide\n        clear graphic effects\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\n    end\nend\n\nwhen I start as a clone\nif <(Effect) = [4]> then\n    wait until <not <(Effect) = [4]>>\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <(Back Effectsを許可する？) = [n]> then\n        delete this clone\n    end\nend\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: [つるはしで壁を破壊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PC\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n    change x by (5)\n    turn right (3) degrees\n    wait (0.05) seconds\n    change x by (-5)\n    turn right (-3) degrees\n    wait (0.05) seconds\nend\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 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\nwait (0.1) seconds\nif <(costume [number v]) = [11]> then\n    敵 [1] を召喚 X: [150] Y: [160]\nend\nif <(costume [number v]) = [21]> then\n    敵 [1] を召喚 X: [150] Y: [160]\n    broadcast (ソードドロップ v)\nend\nif <(costume [number v]) = [31]> then\n    敵 [1] を召喚 X: [150] Y: [160]\n    敵 [2] を召喚 X: [170] Y: [160]\nend\nif <(costume [number v]) = [34]> then\n    敵 [3] を召喚 X: [150] Y: [0]\n    敵 [4] を召喚 X: [0] Y: [0]\n    敵 [5] を召喚 X: [-150] Y: [0]\nend\nif <(costume [number v]) = [35]> then\n    敵 [UNI] を召喚 X: [200] Y: [150]\nend\nif <(costume [number v]) = [36]> then\n    敵 [5] を召喚 X: [150] Y: [150]\nend\nif <(costume [number v]) = [38]> then\n    敵 [7] を召喚 X: [150] Y: [150]\nend\nif <(costume [number v]) = [39]> then\n    set [溶岩を許可しない？ v] to [1]\nend\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\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)\nif <(costume [number v]) = [34]> then\n    敵 [3] を召喚 X: [150] Y: [0]\n    敵 [4] を召喚 X: [0] Y: [0]\n    敵 [5] を召喚 X: [0] Y: [0]\nend\n\ndefine 敵 (敵の番号) を召喚 X: (x) Y: (y)\nset [ea v] to (x)\nset [eb v] to (y)\nbroadcast (join [敵] (join (敵の番号) [召喚]))\nwait (0.05) seconds\n\nwhen I receive [コロン本編スタート！ v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclear graphic effects\nshow\n\nwhen I receive [振動 v]\nrepeat (2)\n    change x by (5)\n    turn right (3) degrees\n    wait (0.05) seconds\n    change x by (-5)\n    turn right (-3) degrees\n    wait (0.05) seconds\nend\n\nwhen I receive [ready 4 final v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen flag clicked\nforever\n    if <(モバイル使用？) = [1]> then\n        hide\n    end\nend\n\nwhen I receive [w1 effects v]\nshow\n\nwhen I receive [地形処理 v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (39)\n    next costume\nend\nhide\n\n@ステージ//障害物2\n\nwhen I receive [koroアニメーション開始 v]\nhide\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]\ngo to [back v] layer\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@ステージ//ふわふわ\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 [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\nrepeat (20)\n    go to [front v] layer\nend\n\nwhen I receive [w3 effects v]\nrepeat (20)\n    go to [front v] layer\nend\n\n@ステージ//障害物3\n\nwhen flag clicked\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\n    set volume to ((Maximum SE Volume) * ((最大音量に対しての音量パーセント) / (100))) %\nend\n\nwhen flag clicked\nhide\nset [溶岩を許可しない？ v] to [0]\nset [最大音量に対しての音量パーセント v] to [0]\n\nwhen I receive [スタート v]\nset [ステージ v] to [0]\nset [溶岩を許可しない？ v] to [0]\nwait until <(ステージ) = [37]>\ngo to x: (-10) y: (0)\nhide\nwait (0.5) seconds\nbroadcast (警告 v)\nwait (0.5) seconds\ngo to [front v] layer\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(溶岩を許可しない？) = [0]> then\n            set [最大音量に対しての音量パーセント v] to [100]\n            show\n            change x by (5)\n            if <(3D Sound Available) = [y]> then\n                set [pan left/right v] effect to ((x position) - (200))\n            else\n                set [pan left/right v] effect to (0)\n            end\n        else\n            hide\n        end\n    else\n        repeat (5)\n            change [最大音量に対しての音量パーセント v] by (-20)\n            change [ghost v] effect by (20)\n        end\n        go to x: (0) y: (0)\n        hide\n        set [最大音量に対しての音量パーセント v] to [0]\n        clear graphic effects\n        wait until <(動いてよろしい?) = [1]>\n        wait (1) seconds\n        show\n    end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n    play sound [名称未設定 2 - 2022_02_20 13 v] until done\nend\n\n@ステージ//地形MB\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n    change x by (5)\n    turn right (3) degrees\n    wait (0.05) seconds\n    change x by (-5)\n    turn right (-3) degrees\n    wait (0.05) seconds\nend\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 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]\nset [ステージ v] to [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 敵 (敵の番号) を召喚 X: (x) Y: (y)\nset [ea v] to (x)\nset [eb v] to (y)\nbroadcast (join [敵] (join (敵の番号) [召喚]))\nwait (0.05) seconds\n\nwhen I receive [コロン本編スタート！ v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclear graphic effects\nif <(モバイル使用？) = [1]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [振動 v]\nrepeat (2)\n    change x by (5)\n    turn right (3) degrees\n    wait (0.05) seconds\n    change x by (-5)\n    turn right (-3) degrees\n    wait (0.05) seconds\nend\n\nwhen I receive [ready 4 final v]\nswitch costume to (1 v)\nif <(モバイル使用？) = [1]> then\n    show\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [mob! v]\nshow\n\nwhen flag clicked\nforever\n    if <(モバイル使用？) = [0]> then\n        hide\n    end\nend\n\n@ボス//ボス\n\nwhen I receive [koroアニメーション開始 v]\nstop [other scripts in sprite v]\nhide\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) / (280)) * (100))\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\nif <(w) = [3]> 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 (w3 boss b v)\n        wait (data2) seconds\n        switch costume to (w3 boss c v)\n        (system) set power and knock back (power) [5] [0] [1]\n        SE Name: [sword1] 3D Sound: [y] Vol: [100]\n        broadcast (w3 attack1 v)\n        wait (data3) seconds\n        switch costume to (w3 boss d v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        SE Name: [sword2] 3D Sound: [y] Vol: [100]\n        broadcast (w3 attack2 v)\n        wait (deta4) seconds\n        switch costume to (w3 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 (w3 boss d v)\n        wait (data2) seconds\n        switch costume to (w3 boss e v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        SE Name: [sword3] 3D Sound: [y] Vol: [100]\n        broadcast (w3 attack3 v)\n        wait (data3) seconds\n        switch costume to (w3 boss d v)\n    end\n    if <(data1) = [3]> 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 (w3 boss b v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (w3Ic v)\n        wait (data2) seconds\n        switch costume to (w3 boss a v)\n    end\nend\nif <(w) = [4]> 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 (w4 boss b v)\n        SE Name: [1a] 3D Sound: [y] Vol: [100]\n        wait (data2) seconds\n        switch costume to (w4 boss c v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        SE Name: [sword4] 3D Sound: [y] Vol: [100]\n        broadcast (w4 attack1 v)\n        wait (data3) seconds\n        switch costume to (w4 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 (w4 boss d v)\n        SE Name: [1a] 3D Sound: [y] Vol: [100]\n        SE Name: [sword5] 3D Sound: [y] Vol: [100]\n        wait (data2) seconds\n        switch costume to (w4 boss e v)\n        wait (0.1) seconds\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        switch costume to (w4 boss c v)\n        broadcast (w4 attack2 v)\n        wait (data3) seconds\n        switch costume to (w4 boss a v)\n    end\n    if <(data1) = [3]> 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 (w4 boss d v)\n        wait (data2) seconds\n        switch costume to (w4 boss b v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (w4 FC v) and wait\n        switch costume to (w4 boss a v)\n    end\nend\nif <(w) = [5]> 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 (w5 boss b v)\n        wait (data2) seconds\n        switch costume to (w5 boss c v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        SE Name: [sword2] 3D Sound: [y] Vol: [100]\n        broadcast (w5 attack1 v)\n        wait (data3) seconds\n        switch costume to (w5 boss c 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 (w5 boss c v)\n        wait (data2) seconds\n        switch costume to (w5 boss d v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        SE Name: [sword3] 3D Sound: [y] Vol: [100]\n        broadcast (w5 attack2 v)\n        wait (data3) seconds\n        switch costume to (w5 boss a v)\n    end\n    if <(data1) = [3]> 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 (w5 boss d v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (w3Ic v)\n        wait (data2) seconds\n        switch costume to (w5 boss a v)\n    end\n    if <(data1) = [4]> then\n        point in direction (90)\n        switch costume to (w5 boss e v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (ブラックホール v) and wait\n        wait until <(動いてよろしい?) = [1]>\n        wait (data2) seconds\n        switch costume to (w5 boss a v)\n    end\nend\nif <(w) = [6]> then\n    if <(data1) = [1]> then\n        SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [pixelate v] effect by (10)\n        end\n        switch costume to (w6 boss b v)\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        repeat (10)\n            change [ghost v] effect by (-10)\n            change [pixelate v] effect by (-10)\n        end\n        (system) set power and knock back (power) (knock back x) (knock back y) [1]\n        broadcast (LAST BOSS ATTACK 1 v)\n        Get closer to [プレイヤー] [-100] [10] [10]\n        SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [pixelate v] effect by (10)\n        end\n        switch costume to (w6 boss c v)\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        repeat (10)\n            change [ghost v] effect by (-10)\n            change [pixelate v] effect by (-10)\n        end\n        broadcast (LAST BOSS ATTACK 1 v)\n        Get closer to [プレイヤー] [-100] [10] [10]\n        SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [pixelate v] effect by (10)\n        end\n        point in direction (90)\n        go to x: (0) y: (0)\n        switch costume to (w6 boss a v)\n        repeat (10)\n            change [ghost v] effect by (-10)\n            change [pixelate v] effect by (-10)\n        end\n    end\n    if <(data1) = [2]> then\n        SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [pixelate v] effect by (10)\n        end\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        hide\n        broadcast (弾幕 v) and wait\n        show\n        repeat (10)\n            change [ghost v] effect by (-10)\n            change [pixelate v] effect by (-10)\n        end\n    end\n    if <(data1) = [3]> then\n        point in direction (90)\n        switch costume to (w6 boss a v)\n        (system) set power and knock back (power) (knock back x) (knock back y) [0]\n        broadcast (ブラックホール v) and wait\n        wait until <(動いてよろしい?) = [1]>\n        wait (data2) seconds\n        switch costume to (w6 boss a v)\n    end\nend\n\nwhen flag clicked\nset [b change? v] to [0]\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            if <(B Change?) = [0]> then\n                change [brightness v] effect by (-3)\n            end\n        end\n        set [boss hit stop v] to [0]\n        if <(B Change?) = [0]> then\n            set [brightness v] effect to (0)\n        end\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        if <(B Change?) = [0]> then\n            set [brightness v] effect to (30)\n        end\n        set [boss hit stop v] to [1]\n        repeat (\(Player\)Investigation stop time)\n            if <(B Change?) = [0]> then\n                change [brightness v] effect by ((-30) / (\(Player\)Investigation stop time))\n            end\n        end\n        set [boss hit stop v] to [0]\n        if <(B Change?) = [0]> then\n            set [brightness v] effect to (0)\n        end\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]\nbroadcast (死亡キャンセル v)\nrepeat (10)\n    change [背景明るさ v] by (-10)\nend\nbroadcast (死亡キャンセル v)\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 v)\n    if <(モバイル使用？) = [0]> then\n        wait until <([costume # v] of [story pc v]) = [14]>\n    else\n        wait until <([costume # v] of [story m v]) = [14]>\n    end\n    point in direction (90)\n    glide (0.3) secs to x: (200) y: (100)\n    hide\nend\nif <(ワールド) = [3]> 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 (w3 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    point in direction (90)\n    switch costume to (w3 boss f v)\n    set rotation style [all around v]\n    repeat (10)\n        turn left (3) degrees\n    end\n    repeat (10)\n        turn right (3) degrees\n    end\n    set rotation style [left-right v]\n    broadcast (W3終了 v)\n    switch costume to (w3 boss a v)\n    point in direction (-90)\n    if <(モバイル使用？) = [0]> then\n        wait until <([costume # v] of [story pc v]) = [17]>\n    else\n        wait until <([costume # v] of [story m v]) = [17]>\n    end\n    set rotation style [all around v]\n    point in direction (60)\n    repeat (10)\n        move (3) steps\n    end\n    SE Name: [Wind] 3D Sound: [y] Vol: [100]\n    repeat (15)\n        turn right (8) degrees\n        move (2) steps\n        change y by (-17)\n    end\n    hide\nend\nif <(ワールド) = [4]> 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 (w4 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    set rotation style [left-right v]\n    switch costume to (w4 boss b v)\n    SE Name: [1a] 3D Sound: [y] Vol: [100]\n    wait (0.3) seconds\n    switch costume to (w4 boss c v)\n    SE Name: [sword4] 3D Sound: [y] Vol: [100]\n    SE Name: [EQ] 3D Sound: [n] Vol: [100]\n    broadcast (地面ぐらぐら v)\n    SE Name: [Voices] 3D Sound: [n] Vol: [100]\n    repeat (10)\n        change [背景明るさ v] by (-10)\n    end\n    wait (2) seconds\n    SE Name: [Voices] 3D Sound: [n] Vol: [100]\n    wait (2.5) seconds\n    hide\n    broadcast (W4終了 v)\nend\nif <(ワールド) = [5]> then\n    set [動いてよろしい? v] to [0]\n    set [ワールド v] to [6]\n    broadcast (強制エフェクト終了 v)\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 (w5 boss a v)\n    clear graphic effects\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    set [背景明るさ v] to [0]\n    set rotation style [left-right v]\n    set [bgm v] to [11]\n    reset timer\n    set [背景明るさ v] to [0]\n    broadcast (w5終了後アニメーション v) and wait\n    repeat (20)\n        set [背景明るさ v] to [0]\n        change [maximum bgm volume v] by (2)\n        change [pixelate v] effect by (5)\n        set [ghost v] effect to (5)\n    end\n    hide\n    wait until <[10.3] < (timer)>\n    set [背景明るさ v] to [0]\n    broadcast (赤がわっ！ v)\n    wait (1) seconds\n    repeat (20)\n        change [maximum bgm volume v] by (-2)\n    end\nend\n\nwhen I receive [w2 boss v]\nset [boss hp v] to [165]\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 [25]\n    attack [2] [1] [0.3] [3] [0.1] [0.3] power: [6] knock back: [8] [5] Investigation stop time: [10]\n    移動 [-130] [100] フレーム [25]\n    attack [2] [1] [0.3] [3] [0.1] [0.3] power: [6] knock back: [8] [5] Investigation stop time: [10]\n    移動 [0] [0] フレーム [25]\n    SE Name: [charge] 3D Sound: [y] Vol: [100]\n    attack [2] [1] [0.5] [8] [0.05] [0.5] power: [8] knock back: [17] [5] Investigation stop time: [23]\n    移動 [0] [100] フレーム [50]\n    attack [2] [2] [0.5] [] [] [] 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\nwhen I receive [w3 boss v]\nset [boss hp v] to [200]\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 (w3 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\npoint in direction (90)\nswitch costume to (w3 boss f v)\nset rotation style [all around v]\nrepeat (10)\n    turn left (3) degrees\nend\nrepeat (10)\n    turn right (3) degrees\nend\nset rotation style [left-right v]\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    Get closer to [プレイヤー] [85] [10] [35]\n    attack [3] [1] [0.2] [0.1] [0.5] [] power: [4] knock back: [3] [9] Investigation stop time: [6]\n    attack [3] [2] [0.1] [2] [] [] power: [5] knock back: [15] [0] Investigation stop time: [50]\n    attack [3] [3] [0.5] [] [] [] power: [5] knock back: [0] [20] Investigation stop time: [40]\n    移動 [200] [100] フレーム [10]\n    point in direction (-90)\n    移動 [0] [100] フレーム [10]\n    移動 [-200] [100] フレーム [10]\n    point in direction (90)\n    移動 [0] [-50] フレーム [10]\nend\n\nwhen I receive [w4 boss v]\nset [boss hp v] to [200]\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 (w4 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    Get closer to [プレイヤー] [85] [5] [60]\n    attack [4] [1] [0.3] [0.6] [] [] power: [15] knock back: [10] [15] Investigation stop time: [30]\n    Get closer to [プレイヤー] [85] [5] [60]\n    attack [4] [2] [0.7] [1] [] [] power: [60] knock back: [0] [20] Investigation stop time: [30]\n    移動 [0] [150] フレーム [40]\n    attack [4] [3] [0.3] [] [] [] power: [35] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen I receive [w5 boss v]\nset [boss hp v] to [300]\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 (w5 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    repeat (5)\n        Get closer to [プレイヤー] [85] [10] [35]\n        attack [5] [1] [0.2] [0.1] [0.1] [] power: [8] knock back: [3] [14] Investigation stop time: [2]\n        attack [5] [2] [0.1] [0.5] [] [] power: [12] knock back: [15] [0] Investigation stop time: [20]\n    end\n    移動 [0] [0] フレーム [10]\n    Change [1]\n    Change [2]\n    Change [3]\n    Change [4]\n    移動 [0] [-30] フレーム [10]\n    attack [5] [4] [3] [] [] [] power: [6] knock back: [0] [30] Investigation stop time: [5]\nend\n\ndefine Change (w)\nset [b change? v] to [1]\nrepeat (10)\n    change [pixelate v] effect by (10)\n    if <((w) mod (2)) = [0]> then\n        change [brightness v] effect by (-10)\n    else\n        change [brightness v] effect by (10)\n    end\nend\nswitch costume to (join (join [w] (w)) [ boss A])\nrepeat (10)\n    change [pixelate v] effect by (-10)\nend\nLETS ATTACK (w)\nrepeat (10)\n    if <((w) mod (2)) = [0]> then\n        change [brightness v] effect by (-10)\n    else\n        change [brightness v] effect by (10)\n    end\n    change [pixelate v] effect by (10)\nend\nswitch costume to (w5 boss a v)\nrepeat (10)\n    if <((w) mod (2)) = [0]> then\n        change [brightness v] effect by (10)\n    else\n        change [brightness v] effect by (-10)\n    end\n    change [pixelate v] effect by (-10)\nend\nset [brightness v] effect to (0)\nset [b change? v] to [0]\n\ndefine LETS ATTACK (w)\nif <(w) = [1]> then\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: [2] 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: [2] 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: [16] knock back: [30] [5] Investigation stop time: [40]\n    point in direction (-90)\nend\nif <(w) = [2]> then\n    移動 [0] [0] フレーム [15]\n    SE Name: [charge] 3D Sound: [y] Vol: [100]\n    attack [2] [1] [0.5] [8] [0.05] [0.5] power: [20] knock back: [10] [5] Investigation stop time: [30]\n    移動 [0] [100] フレーム [25]\n    attack [2] [2] [1] [] [] [] power: [20] knock back: [0] [20] Investigation stop time: [30]\nend\nif <(w) = [3]> then\n    attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n    移動 [200] [100] フレーム [10]\n    attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n    point in direction (-90)\n    移動 [0] [100] フレーム [10]\n    attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n    移動 [-200] [100] フレーム [10]\n    point in direction (90)\n    attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n    移動 [0] [-50] フレーム [10]\nend\nif <(w) = [4]> then\n    Get closer to [プレイヤー] [85] [5] [60]\n    attack [4] [2] [0.7] [1] [] [] power: [80] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen I receive [w6 boss v]\nset [boss hp v] to [1000]\nset [b change? v] to [0]\nbroadcast (弾準備 v)\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 (w6 boss a v)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (10)\n    set [b change? v] to [0]\n    change [ghost v] effect by (-10)\n    change [pixelate v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n    set [b change? v] to [0]\n    repeat (3)\n        attack [6] [1] [] [] [] [] power: [7] knock back: [10] [10] Investigation stop time: [15]\n    end\n    attack [6] [2] [] [] [] [] power: [3] knock back: [7] [7] Investigation stop time: [10]\n    attack [6] [3] [3] [] [] [] power: [8] knock back: [0] [30] Investigation stop time: [5]\nend\n\nwhen I receive [korokorolight v]\nclear graphic effects\nshow\n\nwhen I receive [w6 boss v]\nset [b change? v] to [1]\n\n@ボス//cosmosの敵\n\nwhen I receive [koroアニメーション開始 v]\nrepeat (100)\n    hide\nend\n\nwhen flag clicked\nset [敵1 弾速 v] to [0.05]\nhide\nforever\n    if <(x position) < ([x position v] of [プレイヤー v])> then\n        set [cosmos knock x v] to (\(Boss\)knock back x)\n    else\n        set [cosmos knock x v] to ((\(Boss\)knock back x) * (-1))\n    end\n    if <(y position) < ([y position v] of [プレイヤー v])> then\n        set [cosmos knock y v] to (\(Boss\)knock back y)\n    else\n        set [cosmos knock y v] to ((\(Boss\)knock back y) * (-1))\n    end\nend\n\ndefine 行動 (番号)\nif <(撃ってる？) = [1]> then\n    if <(番号) = [1]> then\n        set [敵1発射 v] to [1]\n        移動 (x position) [150] フレーム [20]\n        set [敵1発射 v] to [0]\n        wait (0.5) seconds\n        set [敵1発射 v] to [1]\n        移動 (x position) [0] フレーム [20]\n        set [敵1発射 v] to [0]\n        wait (0.5) seconds\n        set [敵1発射 v] to [1]\n        移動 (x position) [-150] フレーム [20]\n        set [敵1発射 v] to [0]\n        wait (0.5) seconds\n        set [敵1発射 v] to [1]\n        移動 (x position) [0] フレーム [20]\n        set [敵1発射 v] to [0]\n        wait (0.5) seconds\n    end\n    if <(番号) = [2]> then\n        set [敵1発射 v] to [1]\n        repeat (24)\n            turn right (15) degrees\n        end\n        wait (0.1) seconds\n        set [敵1発射 v] to [0]\n    end\n    if <(番号) = [3]> then\n        set [敵1発射 v] to [1]\n        repeat (10)\n            turn right (4) degrees\n        end\n        set [敵1発射 v] to [0]\n        wait (0.1) seconds\n        set [敵1発射 v] to [1]\n        repeat (20)\n            turn right (-4) degrees\n        end\n        set [敵1発射 v] to [0]\n        wait (0.1) seconds\n        repeat (10)\n            turn right (4) degrees\n        end\n        set [敵1発射 v] to [0]\n        wait (0.1) seconds\n    end\n    if <(番号) = [4]> then\n        set [敵1発射 v] to [1]\n        repeat (20)\n            turn right (18) degrees\n        end\n        set [敵1発射 v] to [0]\n        wait (0.1) seconds\n    end\nend\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]>\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 [game clear v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [敵1発射 v] to [0]\n\nwhen flag clicked\nset [撃ってる？ v] to [0]\n\nwhen I receive [弾幕 v]\ngo to x: (200) y: (0)\nset rotation style [all around v]\npoint in direction (-90)\nshow\nset [撃ってる？ v] to [1]\nset [敵1 弾速 v] to [0.01]\n行動 [2]\n移動 [-200] [0] フレーム [10]\n行動 [2]\n移動 [200] [0] フレーム [10]\n行動 [2]\n移動 [0] [150] フレーム [10]\n行動 [2]\n移動 [0] [-150] フレーム [10]\n行動 [2]\nset [撃ってる？ v] to [0]\nhide\n\n移動 ([x position v] of [プレイヤー v]) ([x position v] of [プレイヤー v]) フレーム [10]\n行動 [2]\n移動 [200] [0] フレーム [10]\n行動 [1]\n行動 [3]\n移動 [0] [0] フレーム [10]\n行動 [2]\n行動 [4]\n\nwhen I receive [ラスボス倒した v]\nhide\nset [敵1発射 v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [ゴール v]\nhide\nset [敵1発射 v] to [0]\nstop [other scripts in sprite v]\n\n@ボス//敵1銃弾\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) / (280)) * (100))\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 knock back\nchange [player 無敵 v] by (\(Boss\)Investigation stop time)\nchange [player hp v] by ((\(boss\) power) * (-1))\nset [xv v] to (COSMOS KNOCK X)\nset [yv v] to (COSMOS KNOCK Y)\nset [player 無敵 v] to (\(Boss\)Investigation stop time)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nSE Name: [3] 3D Sound: [y] Vol: [100]\n\nwhen flag clicked\nhide\n\nwhen I receive [弾準備 v]\nforever\n    if <(敵1発射) = [1]> then\n        go to [front v] layer\n        go [backward v] (1) layers\n        point in direction ([direction v] of [ボス//cosmosの敵 v])\n        go to (ボス//cosmosの敵 v)\n        create clone of (_myself_ v)\n        wait (敵1 弾速) seconds\n    end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (プレイヤー v)?>>\n    move (20) steps\n    if <(distance to [プレイヤー v]) < [20]> then\n        go to (プレイヤー v)\n    end\nend\nif <touching (プレイヤー v)?> then\n    knock back\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nSE Name: [1] 3D Sound: [y] Vol: [100]\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) / (280)) * (100))\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]\nswitch costume to (w2 beem v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    set rotation style [all around v]\n    go to (ボス//ボス v)\n    point in direction ([direction v] of [ボス//ボス v])\n    move (70) steps\n    change y by (10)\n    point towards (プレイヤー v)\n    go to [front v] layer\n    switch costume to (w2 beem v)\n    set size to (50) %\n    clear graphic effects\n    show\n    repeat (4)\n        if <not <touching (_edge_ v)?>> then\n            point towards (プレイヤー v)\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\n    end\n    repeat (3)\n        if <not <touching (_edge_ v)?>> then\n            move (7) steps\n            if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n                knock back\n            end\n        end\n    end\n    repeat 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\n    end\n    hide\n    delete this clone\nend\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pc v)?> or <touching (ステージ//地形mb v)?>>\n    change y by (-1)\n    if <(y position) < [-150]> then\n        stop [this script v]\n    end\nend\n\nwhen I receive [w3 attack1 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 (w3 effect1 v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (3)\n    change [ghost v] effect by (30)\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nhide\n\nwhen I receive [w3 attack2 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 (w3 effect2 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\nwhen I receive [w3 attack3 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 (w3 effect3 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        broadcast (コロンを凍らせる v)\n    end\nend\nrepeat (10)\n    change size by (10)\n    move (-20) steps\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n        broadcast (コロンを凍らせる v)\n    end\nend\nhide\n\nwhen I receive [w3ic v]\nswitch costume to (w2 red v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n    set size to (10) %\n    set [ghost v] effect to (100)\n    show\n    go to (プレイヤー v)\n    go to [back v] layer\n    set [ghost v] effect to (100)\n    show\n    着地\n    SE Name: [4] 3D Sound: [y] Vol: [100]\n    set size to (100) %\n    repeat (10)\n        着地\n        change [ghost v] effect by (-10)\n    end\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    SE Name: [6] 3D Sound: [y] Vol: [100]\n    switch costume to (w3 ice column v)\n    set size to (100) %\n    repeat (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            broadcast (コロンを凍らせる v)\n        end\n    end\n    repeat (20)\n        change size by (2)\n        change [ghost v] effect by (5)\n        change [brightness v] effect by (5)\n    end\n    hide\n    clear graphic effects\n    delete this clone\nend\n\nwhen I receive [w4 attack1 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 (w4 effect1 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\nwhen I receive [w4 attack2 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 (w4 effect2 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\nwhen I receive [w5 attack1 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 (w5 effect1 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\nwhen I receive [w5 attack2 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 (w5 effect2 v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (20)\n    show\n    change [ghost v] effect by (5)\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nhide\n\nwhen I receive [ブラックホール v]\ngo to x: (0) y: (0)\nswitch costume to (w5 effect6 v)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nSE Name: [15] 3D Sound: [n] Vol: [100]\nrepeat (20)\n    change size by (5)\n    change [ghost v] effect by (-5)\nend\nclear graphic effects\nset size to (100) %\nwait (1) seconds\nswitch costume to (w5 effect3 v)\nSE Name: [7] 3D Sound: [n] Vol: [100]\nSE Name: [8] 3D Sound: [n] Vol: [100]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (73.1)\n    change [背景明るさ v] by (-10)\nend\nset size to (100) %\nSE Name: [11] 3D Sound: [n] Vol: [100]\nreset timer\nrepeat until <(timer) > [4.58]>\n    吸い込み\nend\nrepeat (10)\n    change [背景明るさ v] by (0)\n    吸い込み\nend\nset [背景明るさ v] to [-100]\nhide\nclear graphic effects\nswitch costume to (w5 effect4 v)\nSE Name: [4] 3D Sound: [n] Vol: [100]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    吸い込み\nend\nset [背景明るさ v] to [100]\nif <(ワールド) = [5]> then\n    switch costume to (w5 effect5 v)\n    SE Name: [10] 3D Sound: [n] Vol: [100]\nelse\n    switch costume to (w6 effect2 v)\n    SE Name: [12] 3D Sound: [n] Vol: [100]\n    SE Name: [13] 3D Sound: [n] Vol: [100]\n    SE Name: [14] 3D Sound: [n] Vol: [100]\n    SE Name: [15] 3D Sound: [n] Vol: [100]\nend\nif <touching (プレイヤー v)?> then\n    knock back\nend\nwait (0.1) seconds\nset [背景明るさ v] to [0]\nrepeat (10)\n    if <touching (プレイヤー v)?> then\n        knock back\n    end\n    change [ghost v] effect by (10)\nend\nhide\n\ndefine 吸い込み\nif <(distance to [プレイヤー v]) > [200]> then\n    if <(x position) > ([x position v] of [プレイヤー v])> then\n        change [xv v] by (0)\n    else\n        change [xv v] by (0)\n    end\n    if <(y position) > ([y position v] of [プレイヤー v])> then\n        change [yv v] by (0)\n    else\n        change [yv v] by (0)\n    end\nelse\n    if <(x position) > ([x position v] of [プレイヤー v])> then\n        change [xv v] by (2)\n    else\n        change [xv v] by (-2)\n    end\n    if <(y position) > ([y position v] of [プレイヤー v])> then\n        change [yv v] by (2)\n    else\n        change [yv v] by (-2)\n    end\nend\n\nwhen I receive [last boss attack 1 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 (w6 effect1 v)\nset size to (80) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    go to (ボス//ボス v)\n    point in direction ([direction v] of [ボス//ボス v])\n    if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n        knock back\n    end\nend\nhide\n\nwhen I receive [w4 fc 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 (0.3) seconds\nSE Name: [16] 3D Sound: [y] Vol: [100]\nswitch costume to (w4 fire 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\nwhen I receive [強制エフェクト終了 v]\nhide\nclear graphic effects\nstop [other scripts in sprite v]\ndelete this clone\n\n@氷\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n    point in direction ([direction v] of [プレイヤー v])\n    go to (プレイヤー v)\nend\n\nwhen I receive [コロンを凍らせる v]\nswitch costume to (1 v)\nset size to (100) %\nSE Name: [1] 3D Sound: [y] Vol: [100]\nrepeat until <(player 無敵) = [0]>\n    set [ghost v] effect to (50)\n    go to [front v] layer\n    show\nend\nswitch costume to (2 v)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nchange [player hp v] by (-10)\nrepeat (10)\n    change size by (10)\n    change [ghost v] effect by (5)\nend\nhide\n\n@敵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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵1召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-0.5)\n            else\n                point in direction (90)\n                change [exv v] by (0.5)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            switch costume to (2 v)\n            set [en v] to (\(Player\)Investigation stop time)\n            set [exv v] to (\(player\)Knock back x)\n            set [eyv v] to (\(player\)knock back y)\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n            if <(costume [number v]) = [2]> then\n                hide\n                stop [this script v]\n            end\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\nstop [other scripts in sprite v]\n\n@敵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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵2召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-0.5)\n            else\n                point in direction (90)\n                change [exv v] by (0.5)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            switch costume to (2 v)\n            set [en v] to (\(Player\)Investigation stop time)\n            set [exv v] to (\(player\)Knock back x)\n            set [eyv v] to (\(player\)knock back y)\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n            if <(costume [number v]) = [2]> then\n                hide\n                stop [this script v]\n            end\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\nstop [other scripts in sprite v]\n\n@敵3\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵3召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-0.5)\n            else\n                point in direction (90)\n                change [exv v] by (0.5)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            broadcast (DEMON退場 v)\n            SE Name: [b] 3D Sound: [y] Vol: [100]\n            forever\n                set [ghost v] effect to (0)\n                switch costume to (2 v)\n                wait (0.1) seconds\n                switch costume to (3 v)\n                wait (0.1) seconds\n            end\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [demon退場 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@敵4\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵4召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-1)\n            else\n                point in direction (90)\n                change [exv v] by (1)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            broadcast (D2 v)\n            SE Name: [b] 3D Sound: [y] Vol: [100]\n            forever\n                set [ghost v] effect to (0)\n                switch costume to (2 v)\n                wait (0.1) seconds\n                switch costume to (3 v)\n                wait (0.1) seconds\n            end\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [d2 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@敵5\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵5召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-2)\n            else\n                point in direction (90)\n                change [exv v] by (2)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            broadcast (D3 v)\n            SE Name: [b] 3D Sound: [y] Vol: [100]\n            forever\n                set [ghost v] effect to (0)\n                switch costume to (2 v)\n                wait (0.1) seconds\n                switch costume to (3 v)\n                wait (0.1) seconds\n            end\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [d3 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\n\n@うにさん\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) / (280)) * (100))\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 rotation style [all around v]\npoint in direction (90)\nhide\n\nwhen I receive [敵uni召喚 v]\ngo to x: (ea) y: (eb)\nswitch costume to (ウニ1 v)\nshow\nset [exv v] to [0]\nforever\n    if <(動いてよろしい?) = [1]> then\n        point towards (プレイヤー v)\n        if <(y position) > ([y position v] of [プレイヤー v])> then\n            change [eyv v] by (-0.8)\n        else\n            change [eyv v] by (0.8)\n        end\n        if <(x position) > ([x position v] of [プレイヤー v])> then\n            change [exv v] by (-0.8)\n        else\n            change [exv v] by (0.8)\n        end\n        change y by (Eyv)\n        set [eyv v] to ((Eyv) * (0.9))\n        change x by (Exv)\n        set [exv v] to ((Exv) * (0.9))\n    end\nend\n\nwhen I receive [敵uni召喚 v]\nswitch costume to (ウニ1 v)\nshow\nset [exv v] to [0]\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(distance to [プレイヤー v]) < [150]> then\n            broadcast (ビーーむ v)\n            switch costume to (ウニ2 v)\n            wait (0.5) seconds\n            switch costume to (ウニ1 v)\n            wait (3) seconds\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nstop [other scripts in sprite v]\nhide\n\n@ビーーーム\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n    go to (うにさん v)\n    point in direction ([direction v] of [うにさん v])\nend\n\nwhen I receive [ビーーむ v]\nstart sound [ビーム砲1 v]\nswitch costume to (コスチューム1 v)\nshow\nrepeat (3)\n    wait (0.1) seconds\n    next costume\n    if <touching (プレイヤー v)?> then\n        change [player hp v] by (-5)\n        set [player 無敵 v] to [7]\n        if <(x position) > ([x position v] of [プレイヤー v])> then\n            set [xv v] to [-10]\n        else\n            set [xv v] to [10]\n        end\n        if <(y position) > ([y position v] of [プレイヤー v])> then\n            set [yv v] to [-10]\n        else\n            set [yv v] to [10]\n        end\n    end\nend\nhide\n\n@intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch backdrop to (intro v)\nswitch costume to (軽量 v)\nhide\nwait (1) seconds\nset [背景明るさ v] to [0]\nrepeat until <[-99] > (背景明るさ)>\n    change [背景明るさ v] by ((-5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nset volume to (100) %\nstart sound [hanngousuihann - Gloomy v]\nset [ghost v] effect to (100)\nif <<(FPS) = [30]> or <(FPS) > [30]>> then\n    switch costume to (1 v)\nelse\n    broadcast (軽量化して起動 v)\nend\nshow\nset size to (0) %\nrepeat until <(size) > [1490]>\n    change [ghost v] effect by ((-2.5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n    change size by ((40) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nrepeat until <(背景明るさ) > [0]>\n    change [背景明るさ v] by ((1) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nset [ghost v] effect to (100)\nset size to (150) %\nif <<<(FPS) = [30]> or <(FPS) > [30]>> and <(モバイル使用？) = [0]>> then\n    switch costume to (2 v)\n    broadcast (アニメーション処理 v)\n    broadcast (地形処理 v)\nelse\n    switch costume to (軽量2 v)\n    broadcast (軽量化して起動 v)\nend\nrepeat until <[111] > (size)>\n    change [ghost v] effect by ((-2.5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n    change size by ((-1) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nbroadcast (maluyuu v) and wait\nwait (3) seconds\nbroadcast (Intro FO v)\nrepeat until <(volume) < [1]>\n    change volume by ((-2) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n    change [ghost v] effect by ((2) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nhide\nstop all sounds\nbroadcast (コロン本編スタート！ v)\n\nwhen I receive [korokorolight v]\nswitch costume to (1 v)\nset size to (0) %\nclear graphic effects\ngo to (コロコロくん v)\ngo to [front v] layer\nshow\nrepeat (10)\n    change size by (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@Intro2\n\nwhen flag clicked\nhide\n\nwhen I receive [maluyuu v]\nset size to (110) %\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\n\nwhen I receive [intro fo v]\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\n\n@コロコロスーパーボール\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 [スーパーボール持っている？ v] to [1]\nhide\n\nwhen I receive [コロコロ攻撃 v]\nset [スーパーボール持っている？ v] to [0]\nclear graphic effects\nset rotation style [all around v]\nset [スーパーボール持っている？ v] to [0]\nswitch costume to (5 v)\ngo to (コロコロくん v)\nshow\nif <(コロコロパワーアップ) = [5]> then\n    SE Name: [ビームガン \(1\)] 3D Sound: [y] Vol: [100]\n    point in direction ([direction v] of [コロコロくん v])\n    repeat until <touching (_edge_ v)?>\n        move (50) steps\n        if <(distance to [ボス//ボス v]) < [50]> then\n            change [boss hp v] by (((死亡回数) + (1)) * (-1))\n            SE Name: [ダメージ] 3D Sound: [y] Vol: [100]\n        end\n    end\nend\nhide\nset [スーパーボール持っている？ v] to [1]\n\n@Animation\n\nwhen I receive [koroアニメーション開始 v]\nswitch backdrop to (背景6 v)\nset volume to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (a1 v)\nshow\nrepeat (6)\n    next costume\n    wait (0.03) seconds\nend\nstart sound [1 v]\nnext costume\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nwait (0.3) seconds\nset [背景明るさ v] to [0]\nclear graphic effects\nrepeat (4)\n    next costume\n    wait (0.1) seconds\nend\nbroadcast (右上で戦い v)\nstart sound [2 v]\nglide (2) secs to x: (-100) y: (0)\nrepeat (20)\n    change volume by (-5)\nend\nset volume to (100) %\nstart sound [3 v]\nrepeat (3)\n    next costume\n    wait (0.1) seconds\nend\nwait (0.2) seconds\nstart sound [5 v]\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nrepeat (4)\n    next costume\n    wait (0.05) seconds\nend\nset [背景明るさ v] to [0]\nclear graphic effects\nset [bgm v] to [12]\nstop all sounds\nset [maximum bgm volume v] to (Max BGM 一時保存)\nstart sound [6 v]\nrepeat (5)\n    next costume\n    change x by (20)\n    wait (0.03) seconds\nend\nrepeat (3)\n    next costume\n    wait (0.03) seconds\nend\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nstart sound [8 v]\nwait (0.3) seconds\nset [boss hp v] to [0]\nstart sound [7 v]\nset [背景明るさ v] to [0]\nclear graphic effects\nrepeat (5)\n    next costume\n    wait (0.03) seconds\nend\nrepeat (17)\n    next costume\n    wait (0.1) seconds\nend\nglide (1) secs to x: (0) y: (-80)\nbroadcast (白がわっ！ v)\nhide\nswitch backdrop to (背景1 v)\nbroadcast (W1 effects v)\nbroadcast (Ready 4 Final v)\nbroadcast (アニメーション用にセット v) and wait\nbroadcast (Final Animation v)\n\nwhen flag clicked\nswitch costume to (a1 v)\nhide\nclear graphic effects\nif <key (z v) pressed?> then\n    broadcast (アニメーション処理 v)\n    broadcast (地形処理 v)\nend\n\nwhen I receive [アニメーション処理 v]\ngo to x: (0) y: (0)\nswitch costume to (a1 v)\nset [ghost v] effect to (100)\nset size to (1) %\nshow\nrepeat (49)\n    next costume\n    wait until <<(FPS) = [30]> or <(FPS) > [30]>>\nend\nhide\nclear graphic effects\nset size to (100) %\n\n@b4\n\nwhen I receive [右上で戦い v]\nclear graphic effects\ngo to x: (205) y: (191)\ngo to [front v] layer\nrepeat (6)\n    switch costume to (b4 v)\n    clear graphic effects\n    show\n    wait (0.1) seconds\n    next costume\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nend\nhide\n\nwhen flag clicked\nhide\n\n@敵7\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n    set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵7召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n    if <(動いてよろしい?) = [1]> then\n        if <(En) = [0]> then\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                change [exv v] by (-0.8)\n            else\n                point in direction (90)\n                change [exv v] by (0.8)\n            end\n        end\n        set [exv v] to ((Exv) * (0.9))\n        change x by (Exv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by (1)\n            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                change y by (1)\n                if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                    change y by (1)\n                    if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                        change y by (1)\n                        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                            change y by (1)\n                            if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n                                change x by ((Exv) * (-1))\n                                change y by (-5)\n                                set [eyv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [eyv v] by (-1)\n        change y by (Eyv)\n        if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n            change y by ((Eyv) * (-1))\n            set [eyv v] to [0]\n        end\n        if <(y position) < [-170]> then\n            hide\n            stop [other scripts in sprite v]\n            stop [this script v]\n        end\n        if <touching (プレイヤー v)?> then\n            SE Name: [a] 3D Sound: [y] Vol: [100]\n            change [player hp v] by (-5)\n            set [eyv v] to [5]\n            set [player 無敵 v] to [7]\n            set [en v] to [7]\n            if <(x position) > ([x position v] of [プレイヤー v])> then\n                point in direction (-90)\n                set [exv v] to [7]\n                set [xv v] to [-7]\n            else\n                point in direction (90)\n                set [exv v] to [-7]\n                set [xv v] to [7]\n            end\n        end\n        if <touching (player エフェクト v)?> then\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n            stop [other scripts in sprite v]\n            stop [this script v]\n        end\n        if <(En) = [0]> then\n            clear graphic effects\n        else\n            set [ghost v] effect to (50)\n            change [en v] by (-1)\n        end\n    end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [敵7召喚 v]\nforever\n    if <(動いてよろしい?) = [1]> then\n        wait (1) seconds\n        set [eyv v] to [10]\n        wait (0.3) seconds\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset rotation style [all around v]\nswitch costume to (武器 v)\npoint towards (プレイヤー v)\nrepeat until <touching (_edge_ v)?>\n    move ((distance to [プレイヤー v]) / (10)) steps\n    if <touching (プレイヤー v)?> then\n        SE Name: [a] 3D Sound: [y] Vol: [100]\n        change [player hp v] by (-9)\n        set [player 無敵 v] to [10]\n        if <(x position) > ([x position v] of [プレイヤー v])> then\n            set [xv v] to [-7]\n        else\n            set [xv v] to [7]\n        end\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\ndelete this clone\n\n@檻\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n    point in direction ([x position v] of [コロコロくん v])\n    go to (コロコロくん v)\nend\n\nwhen I receive [檻を破壊 v]\nset size to (100) %\nset [ghost v] effect to (50)\ngo to [front v] layer\nshow\nrepeat (10)\n    change size by (10)\n    change [ghost v] effect by (5)\nend\nhide\n\n@環境音\n\nwhen I receive [白がわっ！ v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n    play sound (ワールド) until done\nend\n\nset [maximum bgm volume v] to [0]\n\nset [maximum bgm volume v] to [40]\n\nwhen I receive [コロン本編スタート！ v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n    play sound (ワールド) until done\nend\n\nwhen I receive [koroアニメーションに切り替え v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n    play sound [1 v] until done\nend\n\n@Story M\n\nwhen flag clicked\nforever\n    if <<(Story 表示？) = [1]> and <(モバイル使用？) = [1]>> then\n        go to (story pc v)\n        switch costume to ([costume # v] of [story pc v])\n        show\n    else\n        hide\n    end\nend\n\n
How to play(PC)\n左右矢印キーまたはAキー、Dキーで移動します。\nMove with the left and right arrow keys or the A and D keys.\n\n上矢印キーまたはWキーでジャンプします。\nJump with the up arrow key or the W 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.