2.5D FLIP GRAVITY//  A PLATFORMER

Instructions: PART 2 IS HERE GUYS MUCH FUN I SPENT MORE TIME ON IT\nhttps://scratch.mit.edu/projects/986614414/\n——————————————————————————————\nFUN FACT:this is my first ever project that has not gotten any bad comments thanx guys\n———————————————————————————\nA REALLY GOOD PLATFORMER FOR THE GRAVITY STUDIO\nALSO MOBILE FRIENDLY\nJUST SIX LEVELS  FOR THIS PART 1 \n------------------------------------------------------------------\nFOR THE PART 2 WILL BE MORE LEVELS AND ADVANCED STUFF\n----------------------------------------------------------------\nsounds funny but remix and share for a follow\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games#all#music#art#stories#allgamestrending\n#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games\n\n

@Stage\n\nwhen I receive [intro - sikkokuiroda end v]\nswitch backdrop to (backdrop1 v)\nset [color v] effect to (170)\n\nchange [color v] effect by (5)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nclear graphic effects\n\n@Assets\n\nwhen flag clicked\nforever\n    create clone of (particles for walking:d v)\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nforever\n    play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nshow\n\nwhen I receive [next v]\nwait (0.1) seconds\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\nwhen I receive [death v]\n\n@Player\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n    end\n    set [yv v] to (<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> and <(([abs v] of (YV) ) / (YV)) = [1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> * ((speed) * (-1))) + (<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n    change y by (1)\n    change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n    change y by (Slope2)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n    end\nend\nif <touching (end v)?> then\n    broadcast (Scroll next v)\nend\nif <<<touching (danger v)?> or <<touching (lava v)?> or <touching (enemy v)?>>> or <touching (_edge_ v)?>> then\n    set [x v] to (x position)\n    set [y v] to (y position)\n    go to x: (-203) y: (-10)\n    broadcast (Death v)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\nend\nif <<touching (sword v)?> and <(SWORD) = []>> then\n    set [sword v] to [1]\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (1)\ngo to x: (-200) y: (-10)\nset [xv v] to [0]\nset [level v] to [1]\nset [yv v] to [1]\nset [sword v] to []\nshow\npoint in direction (90)\nset [switch in progress v] to []\nforever\n    broadcast (Tick v)\n    if <not <(Switch In Progress) = [yes]>> then\n        Gravity [1] Jump Height [-13] Speed [3] Friction [.75] Slope [8]\n    end\nend\n\nwhen I receive [next v]\ngo to x: (-203) y: (-10)\n\nwhen flag clicked\nhide\nswitch costume to (player2 v)\n\nwhen I start as a clone\nrepeat (20)\n    change size by (-4.5)\n    change [color v] effect by (-5)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen [c v] key pressed\nnext costume\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\n\nforever\n\nwhen I receive [intro - sikkokuiroda end v]\nbroadcast (PLAY v)\n\n@End\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [scroll next v]\nstart sound [Ding Sound Effect v]\nbroadcast (Next v)\n\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\n\nwhen I receive [death v]\nrepeat (20)\n    move (0) steps\nend\n\nwhen I receive [shake v]\ngo to x: ((Checkpoint X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    create clone of (player v)\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n3D\n\nwhen I receive [intro - sikkokuiroda end v]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n3D\n\nwhen I receive [next v]\nwait (0.1) seconds\nchange [level v] by (1)\nswitch costume to (LEVEL)\n3D\n\nset [level v] to [2]\n\nnext costume\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n    broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\nwait (0.1) seconds\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\ndefine 3D\ngo to [front v] layer\nerase all\nclear graphic effects\nset [brightness v] effect to (-30)\nset size to (80) %\nrepeat (20)\n    stamp\n    go to [front v] layer\n    change size by (1)\n    change [brightness v] effect by (1.5)\nend\nset size to (100) %\nset [ghost v] effect to (100)\n\nrepeat (14)\n    move (0) steps\nend\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n    repeat (4)\n        Particles\n    end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (X) y: (Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n    change [yv v] by (-2)\n    set [xv v] to ((xv) * (0.9))\n    set [yv v] to ((yv) * (0.9))\n    change x by (xv)\n    change y by (yv)\n    set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n    set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (1)\n                            if <touching (level v)?> then\n                                change y by (1)\n                                if <touching (level v)?> then\n                                    change y by (1)\n                                    if <touching (level v)?> then\n                                        change y by (1)\n                                        if <touching (level v)?> then\n                                            change y by (1)\n                                            if <touching (level v)?> then\n                                                change y by (1)\n                                                if <touching (level v)?> then\n                                                    change y by (1)\n                                                else\n                                                    change y by (-1)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n    create clone of (_myself_ v)\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\nforever\n    if <not <(Switch In Progress) = [yes]>> then\n        if <touching (player v)?> then\n            start sound [jump v]\n            switch costume to (3 v)\n            set [yv v] to [-10]\n        else\n            if <(costume [number v]) > [1]> then\n                switch costume to ((costume [number v]) - (1))\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nhide\nrepeat (14)\n    move (0) steps\nend\nif <(LEVEL) = [5]> then\n    show\n    go to x: (-101) y: (32)\nelse\n    if <(LEVEL) = [6]> then\n        show\n        go to x: (-163) y: (50)\n    else\n        if <(LEVEL) = [10]> then\n            show\n            go to x: (-100) y: (-38)\n        else\n            if <(LEVEL) = [12]> then\n                show\n                go to x: (-210) y: (-70)\n            else\n                hide\n            end\n        end\n    end\nend\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\n\nwhen I receive [shake v]\ngo to x: ((Trampoline X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Trampoline Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nset [sword v] to [1]\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (14)\n    move (0) steps\nend\nhide\nif <(LEVEL) = [6]> then\n    go to x: (24) y: (13)\n    switch costume to (heart v)\n    create clone of (_myself_ v)\n    go to x: (142) y: (-55)\n    switch costume to (star v)\n    create clone of (_myself_ v)\nelse\n    hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [heart/star y v] to (y position)\nshow\nforever\n    set y to ((Heart/Star Y) + (([sin v] of ((timer) * (200)) ) * (8)))\n    if <touching (player v)?> then\n        start sound [sfx2 v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\n\n@Particles for walking:D\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\ngo to (player v)\nchange x by (-10)\nchange y by (-16)\nset size to (pick random (50) to (100)) %\nset [speed x v] to (pick random (-1.0) to (1.0))\nset [speed y v] to (pick random (-1.0) to (1.0))\nshow\nwait (0) seconds\nrepeat (10)\n    change x by ((my variable) + (speed x))\n    change y by (speed y)\n    change [ghost v] effect by (8)\nend\ndelete this clone\n\n@NEON FORMER\n\nwhen flag clicked\nhide\n\n@Samples\n\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n    repeat (4)\n        Particles\n    end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n    change [yv v] by (-2)\n    set [xv v] to ((xv) * (0.9))\n    set [yv v] to ((yv) * (0.9))\n    change x by (xv)\n    change y by (yv)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (1)\n                            if <touching (level v)?> then\n                                change y by (1)\n                                if <touching (level v)?> then\n                                    change y by (1)\n                                    if <touching (level v)?> then\n                                        change y by (1)\n                                        if <touching (level v)?> then\n                                            change y by (1)\n                                            if <touching (level v)?> then\n                                                change y by (1)\n                                                if <touching (level v)?> then\n                                                    change y by (1)\n                                                else\n                                                    change y by (-1)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n    create clone of (_myself_ v)\nend\n\n@Block\n\n@Level2\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@level\n\n@5C5075F0-E640-43CE-8057-FF0617EFE57E\n\n@Sprite1\n\n@370d0e983782d37481fe77c2026b4033U\n\nwhen flag clicked\nhide\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\n\nwhen I receive [scroll next v]\n\nwait (2) seconds\nchange [level v] by (1)\n\nhide\n\n@Level3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n3D\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n3D\n\nwhen I receive [next v]\nwait (0.1) seconds\nswitch costume to (LEVEL)\n\nset [level v] to [2]\n\nnext costume\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n    broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\ndefine 3D\n\nrepeat (14)\n    move (0) steps\nend\n\n@b821b7ad9a80080a04f768bccc7478a3\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen this sprite clicked\nshow list [leaderboard v]\nhide\n\nwhen flag clicked\nshow list [leaderboard v]\nhide\n\nhide list [leaderboard v]\n\nwhen I receive [' v]\n\nshow\n\n@Button2\n\nwhen flag clicked\ngo to x: (-148) y: (122)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((107) - (size)) / (5))\n    else\n        change size by (((100) - (size)) / (10))\n    end\nend\n\nwhen this sprite clicked\nhide list [leaderboard v]\nbroadcast (' v)\n\nwhen I receive [update leaderboard v]\nset [list pointer v] to [0]\nrepeat until <(list pointer) = ((length of [leaderboard v]) + (1))>\n    change [list pointer v] by (1)\n    if <(TIMER) < (item (list pointer) of [leaderboard v])> then\n        insert (TIMER) at (list pointer) of [leaderboard v] \n        broadcast (game over v)\n    end\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [6]> then\n        broadcast (update leaderboard v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n    change [timer v] by (0.1)\nend\n\n@Intro\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d) pattern: (p)\nif <(p) = [1]> then\n    set [＋x v] to (x1)\n    set [＋y v] to (y1)\n    repeat until <<(round (＋X)) = (x2)> and <(round (＋Y)) = (y2)>>\n        switch costume to (blank2 v)\n        change [＋x v] by (((x2) - (＋X)) / (d))\n        change [＋y v] by (((y2) - (＋Y)) / (d))\n        switch costume to (text2 v)\n    end\nelse\n    go to x: (x1) y: (y1)\n    repeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n        switch costume to (blank2 v)\n        change x by (((x2) - (x position)) / (d))\n        change y by (((y2) - (y position)) / (d))\n        switch costume to (text v)\n    end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Start effect]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    show\n    switch costume to (effect v)\n    if < ((count) / (2)) contains [.]?> then\n        set [brightness v] effect to (100)\n    else\n        set [color v] effect to (86)\n        set [brightness v] effect to (25)\n    end\n    Size(s): [5] Size(s): [1200] DIV: [3]\n    delete this clone\nend\n\nwhen I receive [intro - sikkokuiroda v]\nswitch costume to (blank v)\nset [count v] to [0]\nrepeat until <(Time) > [1]>\n    Clone [Start effect]\n    wait (0.1) seconds\n    change [count v] by (1)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nset [time v] to [0]\nstart sound [Jim Yosef - Throwback v]\nrepeat until <(Time) > [6.3]>\n    wait (0.065) seconds\n    change [time v] by (0.1)\nend\n\nwhen flag clicked\nset [time v] to [0]\n\ndefine Clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro - sikkokuiroda v]\npoint in direction (90)\nClone [bar]\n\ndefine Size: (size1) から Size: (size2) Size: (speed)\nset size to (size1) %\nrepeat until <(round (size)) = (size2)>\n    switch costume to (blank v)\n    change size by (((size2) - (size)) / (speed))\n    switch costume to (bar v)\nend\n\ndefine eaging (x1) (y1) (d1) (s1) → (x2) (y2) (d2) (s2) time (t1) to (t2) type (type) i (i) by Ttro-FX\ngo to x: (x1) y: (y1)\npoint in direction (d1)\nset size to (s1) %\ndelete all of [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nif <(type) = [in]> then\n    repeat until <(t2) < (timer)>\n        replace item (1) of [eaging2 v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n        replace item (3) of [eaging2 v] with (((i) - (1)) * (100))\n        replace item (2) of [eaging2 v] with (((100) + (((((((1) - (item (1) of [eaging2 v])) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * ((item (1) of [eaging2 v]) * (-100)))) + (((3) * (((1) - (item (1) of [eaging2 v])) * (item (1) of [eaging2 v]))) * ((item (1) of [eaging2 v]) * (item (3) of [eaging2 v])))) + ((((100) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])))) / (2))\n        replace item (4) of [eaging2 v] with ((x1) + (((item (2) of [eaging2 v]) / (100)) * ((x2) - (x1))))\n        replace item (5) of [eaging2 v] with ((y1) + (((item (2) of [eaging2 v]) / (100)) * ((y2) - (y1))))\n        replace item (6) of [eaging2 v] with ((d1) + (((item (2) of [eaging2 v]) / (100)) * ((d2) - (d1))))\n        replace item (7) of [eaging2 v] with ((s1) + (((item (2) of [eaging2 v]) / (100)) * ((s2) - (s1))))\n        set [＋x v] to (item (4) of [eaging2 v])\n        set [＋y v] to (item (5) of [eaging2 v])\n        set [＋d v] to (item (6) of [eaging2 v])\n        set [＋z v] to (item (7) of [eaging2 v])\n    end\nend\nif <(type) = [out]> then\n    repeat until <(t2) < (timer)>\n        replace item (1) of [eaging2 v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n        replace item (3) of [eaging2 v] with (((() - (i)) - (-1)) * (100))\n        replace item (2) of [eaging2 v] with (((100) + (((((((1) - (item (1) of [eaging2 v])) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * ((item (1) of [eaging2 v]) * (item (3) of [eaging2 v])))) + (((3) * (((1) - (item (1) of [eaging2 v])) * (item (1) of [eaging2 v]))) * ((item (1) of [eaging2 v]) * (100)))) + ((((100) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])))) / (2))\n        replace item (4) of [eaging2 v] with ((x1) + (((item (2) of [eaging2 v]) / (100)) * ((x2) - (x1))))\n        replace item (5) of [eaging2 v] with ((y1) + (((item (2) of [eaging2 v]) / (100)) * ((y2) - (y1))))\n        replace item (6) of [eaging2 v] with ((d1) + (((item (2) of [eaging2 v]) / (100)) * ((d2) - (d1))))\n        replace item (7) of [eaging2 v] with ((s1) + (((item (2) of [eaging2 v]) / (100)) * ((s2) - (s1))))\n        set [＋x v] to (item (4) of [eaging2 v])\n        set [＋y v] to (item (5) of [eaging2 v])\n        set [＋d v] to (item (6) of [eaging2 v])\n        set [＋z v] to (item (7) of [eaging2 v])\n    end\nend\nif <(type) = [inout]> then\n    eaging (x1) (y1) (d1) (s1) → ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) time (t1) to ((t1) + (((t2) - (t1)) / (2))) type [in] i (i) by Ttro-FX\n    eaging ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) → (x2) (y2) (d2) (s2) time ((t1) + (((t2) - (t1)) / (2))) to (t2) type [out] i (i) by Ttro-FX\nend\nset [＋x v] to (x2)\nset [＋y v] to (y2)\nset [＋d v] to (d2)\nset [＋z v] to (s2)\n\nwhen I start as a clone\nif <(CloneID) = [bar]> then\n    go to x: (0) y: (0)\n    show\n    switch costume to (bar v)\n    Size: [200] から Size: [100] Size: [8]\n    point in direction (90)\n    repeat until <(Time) > [9]>\n        go to [front v] layer\n    end\nend\n\ndefine Size(s): (1) Size(s): (2) DIV: (d)\nset size to (1) %\nrepeat until <(round (size)) = (2)>\n    switch costume to (blank v)\n    change size by (((2) - (size)) / (d))\n    switch costume to (effect v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Start effect]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    show\n    switch costume to (effect v)\n    go to [front v] layer\n    go [backward v] (5) layers\nend\n\nwhen I receive [intro - sikkokuiroda v]\nClone [RW Set]\nwait until <(Time) > [1.3]>\nClone [Text]\nClone [Backdrop]\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    go to x: (0) y: (0)\n    clear graphic effects\n    switch costume to (text v)\n    show\n    repeat until <(Time) > [5]>\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Backdrop]> then\n    go to x: (0) y: (0)\n    clear graphic effects\n    switch costume to (backdrop v)\n    show\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    set [＋x v] to [0]\n    set [＋y v] to [0]\n    set [＋z v] to [0]\n    set [＋d v] to [0]\n    clear graphic effects\n    switch costume to (text v)\n    show\n    reset timer\n    eaging [0] [0] [-90] [-50] → [0] [0] [0] [0] time [0] to [0.3] type [out] i [-1] by Ttro-FX\n    wait (0.3) seconds\n    change [＋d v] by (1)\n    repeat (30)\n        change [＋d v] by ([abs v] of (((90) - (direction)) / (3)) )\n        change [chev dir v] by ((0) - ([abs v] of (((90) - (direction)) / (3)) ))\n    end\n    set [＋d v] to [0]\n    set [chev dir v] to [0]\n    point in direction (90)\n    switch costume to (text3 v)\n    Clone [Text\(h\)]\n    wait (0.5) seconds\n    switch costume to (text v)\n    wait (0.3) seconds\n    set [easing v] to [1]\n    set [easing2 v] to [1]\n    repeat (17)\n        if <[100] > (size)> then\n            change size by (easing)\n            set [easing v] to ((easing) * (easing2))\n            set [easing2 v] to ((easing2) * (1.075))\n        else\n            switch costume to (blank v)\n            change size by (easing)\n            set [easing v] to ((easing) * (easing2))\n            set [easing2 v] to ((easing2) * (1.075))\n            switch costume to (text v)\n        end\n    end\n    set size to (100) %\n    wait (0.1) seconds\n    x: [0] y: [0] から X: [0] Y: [500] DIV: [9] pattern: [2]\nend\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [2.3]>\nClone [Text2]\n\nwhen I receive [intro - sikkokuiroda v]\nset [id v] to []\nwait until <(Time) > [1.5]>\nset [chev 1&3 x v] to [0]\nset [chev y v] to [0]\nset [chev z v] to [0.9]\nset [chev dir v] to [0]\nset [chev 2&4 x v] to [0]\nforever\n    ChevClone\nend\n\nwhen I start as a clone\nif < (ID) contains [Chev]?> then\n    clear graphic effects\n    point in direction (90)\n    switch costume to (ID)\n    set [intro: x v] to (x position)\n    set [intro: y v] to (y position)\n    set [dir v] to (direction)\n    set [z v] to (size)\n    repeat (100)\n        change [z v] by (100)\n        📷\n    end\n    delete this clone\nend\n\ndefine 📷\nset [name v] to (costume [name v])\nswitch costume to (size hack v)\nset size to ((Z) * (Chev Z)) %\nswitch costume to (pos hack v)\nif <<(Name) = [Chev1]> or <(Name) = [Chev2]>> then\n    go to x: (((((Intro: X) + (Chev 1&3 X)) * (Chev Z)) * ([cos v] of (Chev Dir) )) - ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([sin v] of (Chev Dir) ))) y: (((((Intro: X) + (Chev 1&3 X)) * (Chev Z)) * ([sin v] of (Chev Dir) )) + ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([cos v] of (Chev Dir) )))\nelse\n    if <<(Name) = [Chev3]> or <(Name) = [Chev4]>> then\n        go to x: (((((Intro: X) + (Chev 2&4 X)) * (Chev Z)) * ([cos v] of (Chev Dir) )) - ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([sin v] of (Chev Dir) ))) y: (((((Intro: X) + (Chev 2&4 X)) * (Chev Z)) * ([sin v] of (Chev Dir) )) + ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([cos v] of (Chev Dir) )))\n    end\nend\npoint in direction ((Dir) - (Chev Dir))\nswitch costume to (ID)\n\ndefine lots of clones (name) (size) (interval)\nClone (name) x [0] y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x [0] y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x [0] y (() - (interval)) z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y (() - (interval)) z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y (() - (interval)) z (size) Dir [90] CloneNumber [1]\n\ndefine ChevClone\nlots of clones [Chev1] [100] [500]\nlots of clones [Chev3] [100] [500]\nWait2 [0.5] (timer)\nlots of clones [Chev2] [100] [500]\nlots of clones [Chev4] [100] [500]\nWait2 [0.5] (timer)\n\ndefine Clone (id) x (x) y (y) z (z) Dir (dir) CloneNumber (number)\nset size to (z) %\npoint in direction (dir)\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nrepeat (number)\n    set [id v] to (id)\n    create clone of (_myself_ v)\nend\nswitch costume to (size hack v)\n\ndefine Wait2 () (timer)\nwait until <(() + (timer)) < (timer)>\n\ndefine y(c): (3) y(c): (4) DIV: (d)\nset [chev y v] to (3)\nrepeat until <(round (Chev Y)) = (4)>\n    change [chev y v] by (((4) - (Chev Y)) / (d))\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    repeat until <(Time) > [2.8]>\n        go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (＋X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (＋Y))\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n        set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (＋Z)) %\n    end\n    repeat until <(Time) > [4.4]>\n        go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (＋X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (＋Y))\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n    end\n    repeat until <(Time) > [5.5]>\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n        set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (＋Z)) %\n    end\n    repeat until <(Time) > [9]>\n        go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (＋X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (＋Y))\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n        set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (＋Z)) %\n    end\nend\n\ndefine Shake\nset [shake：上がってこうぜ v] to [0]\nset [shake v] to [0]\nrepeat (10)\n    change [shake：上がってこうぜ v] by (0.075)\n    change [shake v] by (Shake：上がってこうぜ)\nend\nrepeat (11)\n    change [shake v] by (((0) - (Shake)) / (8))\nend\nset [shake：上がってこうぜ v] to [0]\nset [shake v] to [0]\n\nwhen I receive [intro - sikkokuiroda v]\nforever\n    Shake\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n    go to x: (0) y: (0)\n    clear graphic effects\n    switch costume to (text2 v)\n    show\n    go to x: (0) y: (0)\n    x: [0] y: [0] から X: [500] Y: [0] DIV: [2] pattern: [1]\n    hide\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n    repeat until <(Time) > [9]>\n        switch costume to (blank2 v)\n        go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (＋X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (＋Y))\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n        set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (＋Z)) %\n        switch costume to (text2 v)\n    end\nend\n\ndefine x(c2): (1) x(c2): (2) DIV: (d)\nset [chev 1&3 x v] to (1)\nrepeat until <(Chev 1&3 X) > (2)>\n    change [chev 1&3 x v] by (((2) - (Chev 1&3 X)) / (d))\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n    wait (0.2) seconds\n    Clone [Text\(h2\)]\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h2\)]> then\n    go to x: (0) y: (0)\n    clear graphic effects\n    switch costume to (text2 v)\n    show\n    x: [-500] y: [0] から X: [0] Y: [0] DIV: [2] pattern: [1]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h2\)]> then\n    repeat until <(Time) > [9]>\n        go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (＋X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (＋Y))\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n        set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (＋Z)) %\n    end\nend\n\nwhen I start as a clone\nif <(CloneID) = [effect?]> then\n    go to x: (0) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [ghost v] effect to (90)\n    switch costume to (effect? v)\n    repeat until <(Time) > [9]>\n        go to [front v] layer\n    end\nend\n\nwhen I receive [intro - sikkokuiroda v]\ngo to x: (0) y: (0)\nwait (1) seconds\nClone [effect?]\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [2.8]>\nx(c2): [0] x(c2): [500] DIV: [5]\nset [chev 1&3 x v] to [500]\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n    set size to (100) %\n    point in direction (90)\n    clear graphic effects\n    switch costume to (text v)\n    show\n    x: [0] y: [-500] から X: [0] Y: [0] DIV: [9] pattern: [2]\n    switch costume to (text4 v)\n    set size to (100) %\n    set [easing v] to [1]\n    set [easing2 v] to [1]\n    repeat (17)\n        if <[100] > (size)> then\n            change size by (easing)\n            change x by ((([sin v] of ((timer) * (1000000)) ) * (easing)) * (easing2))\n            change [color v] effect by (10)\n            set [easing v] to ((easing) * (easing2))\n            set [easing2 v] to ((easing2) * (1.1))\n        else\n            switch costume to (blank v)\n            change size by (easing)\n            change x by ((([sin v] of ((timer) * (1000000)) ) * (easing)) * (easing2))\n            set [easing v] to ((easing) * (easing2))\n            set [easing2 v] to ((easing2) * (1.1))\n            change [color v] effect by (10)\n            switch costume to (text4 v)\n        end\n    end\n    broadcast (Intro - sikkokuiroda end v)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [4.5]>\ny(c): [0] y(c): [500] DIV: [5]\nset [chev y v] to [500]\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n    repeat until <(Time) > [5.9]>\n        point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (＋D))\n    end\nend\n\ndefine eaging2 (x1) (y1) (d1) (s1) → (x2) (y2) (d2) (s2) time (t1) to (t2) type (type) i (i) by Ttro-FX\ngo to x: (x1) y: (y1)\npoint in direction (d1)\nset size to (s1) %\ndelete all of [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nif <(type) = [in]> then\n    repeat until <(t2) < (timer)>\n        replace item (1) of [eaging v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n        replace item (3) of [eaging v] with (((i) - (1)) * (100))\n        replace item (2) of [eaging v] with (((100) + (((((((1) - (item (1) of [eaging v])) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * ((item (1) of [eaging v]) * (-100)))) + (((3) * (((1) - (item (1) of [eaging v])) * (item (1) of [eaging v]))) * ((item (1) of [eaging v]) * (item (3) of [eaging v])))) + ((((100) * (item (1) of [eaging v])) * (item (1) of [eaging v])) * (item (1) of [eaging v])))) / (2))\n        replace item (4) of [eaging v] with ((x1) + (((item (2) of [eaging v]) / (100)) * ((x2) - (x1))))\n        replace item (5) of [eaging v] with ((y1) + (((item (2) of [eaging v]) / (100)) * ((y2) - (y1))))\n        replace item (6) of [eaging v] with ((d1) + (((item (2) of [eaging v]) / (100)) * ((d2) - (d1))))\n        replace item (7) of [eaging v] with ((s1) + (((item (2) of [eaging v]) / (100)) * ((s2) - (s1))))\n        go to x: (item (4) of [eaging v]) y: (item (5) of [eaging v])\n        point in direction (item (6) of [eaging v])\n        set size to (item (7) of [eaging v]) %\n    end\nend\nif <(type) = [out]> then\n    repeat until <(t2) < (timer)>\n        replace item (1) of [eaging v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n        replace item (3) of [eaging v] with (((() - (i)) - (-1)) * (100))\n        replace item (2) of [eaging v] with (((100) + (((((((1) - (item (1) of [eaging v])) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * ((item (1) of [eaging v]) * (item (3) of [eaging v])))) + (((3) * (((1) - (item (1) of [eaging v])) * (item (1) of [eaging v]))) * ((item (1) of [eaging v]) * (100)))) + ((((100) * (item (1) of [eaging v])) * (item (1) of [eaging v])) * (item (1) of [eaging v])))) / (2))\n        replace item (4) of [eaging v] with ((x1) + (((item (2) of [eaging v]) / (100)) * ((x2) - (x1))))\n        replace item (5) of [eaging v] with ((y1) + (((item (2) of [eaging v]) / (100)) * ((y2) - (y1))))\n        replace item (6) of [eaging v] with ((d1) + (((item (2) of [eaging v]) / (100)) * ((d2) - (d1))))\n        replace item (7) of [eaging v] with ((s1) + (((item (2) of [eaging v]) / (100)) * ((s2) - (s1))))\n        go to x: (item (4) of [eaging v]) y: (item (5) of [eaging v])\n        point in direction (item (6) of [eaging v])\n        set size to (item (7) of [eaging v]) %\n    end\nend\nif <(type) = [inout]> then\n    eaging2 (x1) (y1) (d1) (s1) → ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) time (t1) to ((t1) + (((t2) - (t1)) / (2))) type [in] i (i) by Ttro-FX\n    eaging2 ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) → (x2) (y2) (d2) (s2) time ((t1) + (((t2) - (t1)) / (2))) to (t2) type [out] i (i) by Ttro-FX\nend\ngo to x: (x2) y: (y2)\npoint in direction (d2)\nset size to (s2) %\n\nwhen I start as a clone\nif <(CloneID) = [White]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    show\n    switch costume to (white v)\n    go to [front v] layer\n    set [ghost time v] to [0]\n    set [ghost v] effect to (100)\n    set [ghost v] to [100]\n    repeat until <(ghost time) > [0.7]>\n        go to [front v] layer\n        change [ghost v] by (((0) - (ghost)) / (10))\n        set [ghost v] effect to (ghost)\n    end\n    wait until <(Time) > [1.2]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [White]> then\n    repeat until <(ghost time) > [0.7]>\n        wait (0.065) seconds\n        change [ghost time v] by (0.1)\n    end\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [intro - sikkokuiroda end v]\nrepeat until <(ghost time) > [2]>\n    wait (0.065) seconds\n    change [ghost time v] by (0.1)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nClone [White]\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    wait until <(Time) > [4.5]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    wait until <(Time) > [4.4]>\n    Clone [Text\(y\)]\n    stop [this script v]\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n    forever\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n    repeat until <(Time) > [7]>\n        switch costume to (blank2 v)\n        switch costume to (text2 v)\n    end\nend\n\nwhen I start as a clone\nif <(CloneID) = [SW/4\(1\)]> then\n    hide\n    go to x: (120) y: (5)\n    wait (0.8) seconds\n    set size to (150) %\n    set [brightness v] effect to (100)\n    point in direction (90)\n    switch costume to (sw//1 v)\n    show\n    go to [front v] layer\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [SW/4\(2\)]> then\n    hide\n    go to x: (-122) y: (-20)\n    wait (1.3) seconds\n    set [brightness v] effect to (100)\n    point in direction (-90)\n    set size to (150) %\n    switch costume to (sw//1 v)\n    show\n    go to [front v] layer\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n    Clone [SW/4\(1\)]\n    Clone [SW/4\(2\)]\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW1]> then\n    wait (0.3) seconds\n    go to x: (120) y: (-90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW2]> then\n    wait (0.3) seconds\n    go to x: (0) y: (-90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW3]> then\n    wait (0.3) seconds\n    go to x: (-120) y: (-90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW4]> then\n    wait (0.3) seconds\n    go to x: (-120) y: (90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW5]> then\n    wait (0.3) seconds\n    go to x: (120) y: (90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW6]> then\n    wait (0.3) seconds\n    go to x: (0) y: (90)\n    point in direction (90)\n    set size to (80) %\n    switch costume to (rw//1 v)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    repeat (24)\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW Set]> then\n    show\n    switch costume to (blank v)\n    wait (1.3) seconds\n    Clone [RW1]\n    Clone [RW2]\n    Clone [RW3]\n    Clone [RW4]\n    Clone [RW5]\n    Clone [RW6]\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nwait (2) seconds\nbroadcast (project start v)\n\nwhen flag clicked\nbroadcast (Intro - sikkokuiroda v)\n\n