Sengoku period platformer! IN Kyushu　戦国時代プラットフォーマー！I

Instructions: https://scratch.mit.edu/projects/739471890\nイントロコンテスト開催中！\nhttps://scratch.mit.edu/projects/726334047\n↑新作！\n\n矢印キー又はWASDで操作　モバイル不対応です！スペースキーまたはVキーで攻撃！扇子に当たると4にます！星とハートお願いします！星とハートが400行ったので、続編か新作どっちか作ります！(アニメの続きを作る可能性もあり）\n\nOperated with arrow keys Mobile is not supported! Stars and hearts please! I'm aiming for trend 1

@Stage\n\n@player\n\nwhen I receive [suta-to  v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (0)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n    change [ghost v] effect by (7)\n    change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [あなたのhp v]\n\nwhen I receive [suta-to  v]\nshow variable [あなたのhp v]\nset [あなたのhp v] to [20]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n    if <<touching (当たるとタヒ v)?> or <(y position) < [-180]>> then\n        start sound [crashed oof v]\n        broadcast (やられた v)\n        clear graphic effects\n        go to x: (-210) y: (100)\n    end\n    if <<<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n        create clone of (_myself_ v)\n        change [xのやつ v] by (-1)\n        point in direction (-90)\n    end\n    if <<key (d v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>>> then\n        create clone of (_myself_ v)\n        change [xのやつ v] by (1)\n        point in direction (90)\n    end\n    set [xのやつ v] to ((xのやつ) * (0.9))\n    change x by (xのやつ)\n    if <touching (road- v)?> then\n        change y by (1)\n        if <touching (road- v)?> then\n            change y by (1)\n            if <touching (road- v)?> then\n                change y by (1)\n                if <touching (road- v)?> then\n                    change y by (1)\n                    if <touching (road- v)?> then\n                        change y by (1)\n                        if <touching (road- v)?> then\n                            change x by ((xのやつ) * (-1))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n                                start sound [ニュッ v]\n                                if <(xのやつ) > [0]> then\n                                    set [xのやつ v] to [-7]\n                                else\n                                    set [xのやつ v] to [7]\n                                end\n                                set [ｙだー v] to [15]\n                            else\n                                set [xのやつ v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (-1)\n    if <touching (road- v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n            set [ｙだー v] to [16.3]\n            start sound [ニュッ v]\n        end\n    end\n    change y by (1)\n    change [ｙだー v] by (-1)\n    change y by (ｙだー)\n    if <touching (road- v)?> then\n        change y by ((ｙだー) * (-1))\n        set [ｙだー v] to [0]\n    end\n    if <(x position) > [230]> then\n        if <<(ステージ) = [8]> or <(ステージ) = [11]>> then\n            if <touching (スプライト10 v)?> then\n                broadcast (next v)\n                start sound [Rip v]\n                wait (0.5) seconds\n                go to x: (-216) y: (50)\n            end\n        else\n            broadcast (next v)\n            start sound [Rip v]\n            wait (0.5) seconds\n            go to x: (-216) y: (50)\n        end\n    end\n    if <(剣を振ったでやんす) = [振った]> then\n        switch costume to (player3 v)\n    else\n        switch costume to (player v)\n    end\nend\n\nwhen I receive [suta-to  v]\nforever\n    if <(あなたのHP) < [1]> then\n        set [死んだのは… v] to [player]\n        go to x: (-216) y: (50)\n        broadcast (やられた v)\n        set [あなたのhp v] to [20]\n    end\nend\n\nwhen I receive [suta-to  v]\nforever\n    if <<touching (敵 v)?> or <touching (ボス v)?>> then\n        change [あなたのhp v] by (-1)\n        if <(x position) < (通常敵位置x)> then\n            set [xのやつ v] to [-10]\n            set [ｙだー v] to [10]\n        else\n            set [xのやつ v] to [10]\n            set [ｙだー v] to [10]\n        end\n    end\nend\n\ngo to (random position v)\ngo to x: (-186) y: (77)\n\n@road-\n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\nwhen I receive [suta-to  v]\nshow\nif <(場所はどこじゃ？) = [九州]> then\n    set [ステージ v] to [1]\nend\nforever\n    switch costume to (ステージ)\nend\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [suta-to  v]\nshow\nforever\n    go to (player v)\n    set rotation style [left-right v]\n    point in direction ([direction v] of [player v])\n    set [剣を振ったでやんす v] to [振ってないよん]\n    if <<key (space v) pressed?> or <key (v v) pressed?>> then\n        set [攻撃 v] to [1]\n        set rotation style [all around v]\n        broadcast (剣振ったぜ！ v)\n        repeat (5)\n            set [剣を振ったでやんす v] to [振った]\n            turn right (20) degrees\n        end\n        repeat (5)\n            turn right (-20) degrees\n        end\n        set [剣を振ったでやんす v] to [振ってないよん]\n        wait until <not <<key (space v) pressed?> or <key (v v) pressed?>>>\n        set [攻撃 v] to [0]\n        point in direction (90)\n    else\n    end\nend\n\nif <key (space v) pressed?> then\n\ngo to [back v] layer\n\nwhen I receive [剣振ったぜ！ v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [pinwheel colour v] to [0]\nset [pinwheel brightness v] to [0]\nset [energy v] to [0]\nset [sequence v] to [0]\nstart sound [Cool lntro Music v]\nwait (0) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nShockwave\nTween Screen x [-10] y [10]\nTween Screen x [10] y [-5]\nTween Screen x [0] y [0]\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nShockwave\nrepeat (10)\n    change [cam x v] by (((10) - (Cam X)) / (3))\n    change [cam y v] by (((10) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nrepeat (10)\n    change [cam x v] by (((0) - (Cam X)) / (3))\n    change [cam y v] by (((0) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nwait (0.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nGrid Explosion\nShockwave\nrepeat (10)\n    change [cam x v] by (((-10) - (Cam X)) / (3))\n    change [cam y v] by (((10) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nrepeat (30)\n    change [cam x v] by (((0) - (Cam X)) / (3))\n    change [cam y v] by (((0) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nwait (1) seconds\nbroadcast (名前決め v)\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n    switch costume to (name v)\n    set size to (0) %\n    set [i1 v] to [0]\n    repeat (30)\n        set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n        change size by (i1)\n        point in direction ((90) + ((i1) / (5)))\n        go to x: (Cam X) y: (Cam Y)\n    end\n    set size to (0) %\n    set [i1 v] to [0]\n    repeat (30)\n        set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n        change size by (i1)\n        point in direction ((90) + ((i1) / (5)))\n        go to x: (Cam X) y: (Cam Y)\n        go [forward v] (1) layers\n    end\n    set [i1 v] to [90]\n    repeat (30)\n        go [forward v] (1) layers\n        change [i1 v] by (((450) - (i1)) / (5))\n        go to x: (Cam X) y: (Cam Y)\n        point in direction (i1)\n        go to x: (Cam X) y: (Cam Y)\n    end\n    set [sequence v] to [1]\n    set [clone id v] to [6]\n    create clone of (_myself_ v)\n    delete this clone\nelse\n    if <(Clone ID) = [2]> then\n        go to [back v] layer\n        set size to (100) %\n        repeat (10)\n            switch costume to (blank v)\n            change size by ((size) / (3))\n            switch costume to (pinwheel circle v)\n            turn right (2) degrees\n            go to x: (Cam X) y: (Cam Y)\n        end\n        repeat until <(Sequence) = [1]>\n            turn right (2) degrees\n            go to x: (Cam X) y: (Cam Y)\n            set [color v] effect to (Pinwheel Colour)\n            set [brightness v] effect to (Pinwheel Brightness)\n            set [whirl v] effect to ((Pinwheel Colour) * (0.7))\n        end\n        delete this clone\n    else\n        if <(Clone ID) = [3]> then\n            switch costume to (spline1 v)\n            set size to ((size) * ((1) + (energy))) %\n            point in direction (i1)\n            set [i1 v] to [0]\n            set [brightness v] effect to (brightness)\n            repeat (10)\n                change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n                go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n                move (i1) steps\n            end\n            repeat (9)\n                change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n                go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n                move (i1) steps\n                next costume\n            end\n            delete this clone\n        else\n            if <(Clone ID) = [4]> then\n                switch costume to (square1 v)\n                go [backward v] (1) layers\n                set size to (0) %\n                point in direction (45)\n                repeat (30)\n                    change size by (((500) - (size)) / (7))\n                    go to x: (Cam X) y: (Cam Y)\n                end\n                repeat (30)\n                    switch costume to (blank v)\n                    change size by (((1300) - (size)) / (7))\n                    switch costume to (square1 v)\n                    go to x: (Cam X) y: (Cam Y)\n                end\n                delete this clone\n            else\n                if <(Clone ID) = [5]> then\n                    switch costume to (square2 v)\n                    go [backward v] (1) layers\n                    set size to (0) %\n                    point in direction (45)\n                    repeat (30)\n                        change size by (((200) - (size)) / (7))\n                        go to x: (Cam X) y: (Cam Y)\n                    end\n                    repeat (30)\n                        switch costume to (blank v)\n                        change size by (((1300) - (size)) / (7))\n                        switch costume to (square2 v)\n                        go to x: (Cam X) y: (Cam Y)\n                    end\n                    delete this clone\n                else\n                    if <(Clone ID) = [6]> then\n                        switch costume to (screencamlense v)\n                        set [color v] effect to (Pinwheel Colour)\n                        set [brightness v] effect to (Pinwheel Brightness)\n                        set size to (0) %\n                        repeat (30)\n                            switch costume to (blank v)\n                            change size by (((1200) - (size)) / (4))\n                            switch costume to (screencamlense v)\n                        end\n                        delete this clone\n                    else\n                        if <(Clone ID) = [7]> then\n                            switch costume to (shockwave v)\n                            repeat (50)\n                                switch costume to (blank v)\n                                change size by (((300) - (size)) / (10))\n                                switch costume to (shockwave v)\n                                change [ghost v] effect by (4)\n                            end\n                        else\n                            delete this clone\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Explosion x (x) y (y) size (size)\nset [brightness v] to [-10]\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to ((y) - (5))\nset [size v] to (size)\nrepeat (12)\n    create clone of (_myself_ v)\n    change [i1 v] by (30)\nend\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [brightness v] to [0]\nrepeat (12)\n    create clone of (_myself_ v)\n    change [i1 v] by (30)\nend\n\ndefine Tween Screen x (x) y (y)\nrepeat (10)\n    change [cam x v] by (((x) - (Cam X)) / (3))\n    change [cam y v] by (((y) - (Cam Y)) / (3))\nend\n\ndefine Grid Explosion\nset [energy v] to [1]\nset [c1 v] to [-150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\n\ndefine Shockwave\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\n\n@スプライト3\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (12)\nend\ndelete this clone\n\ndefine 1\npoint in direction ([direction v] of [スプライト2 v])\nset size to (200) %\nclear graphic effects\nset [ぐらびて v] to [16]\nrepeat (8)\n    change x by (ぐらびて)\n    change y by (join [-] (ぐらびて))\n    change [ぐらびて v] by (-2)\n    change [ghost v] effect by (12)\nend\nhide\n\nwhen flag clicked\n\nwhen I receive [suta-to  v]\nset volume to (20) %\nforever\n    hide\n    if <<key (space v) pressed?> or <key (v v) pressed?>> then\n        start sound [sword-slash1 v]\n        wait (0.07) seconds\n        show\n        1\n        wait until <<key (space v) pressed?> or <key (v v) pressed?>>\n    end\nend\n\nwhen I receive [suta-to  v]\nforever\n    go to (スプライト2 v)\nend\n\ngo to x: (-40) y: (40)\n\n@当たるとタヒ\n\nwhen flag clicked\nset [別のプログラムへ！ v] to [0]\nset [ステージ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [suta-to  v]\nset [別のプログラムへ！ v] to [0]\nshow\nforever\n    if <(ステージ) = [2]> then\n        show\n        switch costume to (f172ca0139239a8a6cf908ddbe208a7e-removebg-preview v)\n    else\n        if <(ステージ) = [9]> then\n            show\n            switch costume to (f172ca0139239a8a6cf908ddbe208a7e-removebg-preview2 v)\n        else\n            hide\n        end\n    end\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [場所選び v]\ngo to [back v] layer\nshow\n\nwhen I receive [suta-to  v]\nhide\n\n@スプライト8\n\nwhen I receive [名前決め v]\nshow\nask [名前を決めてください。] and wait\nset [名前ええ v] to (answer)\nsay (join (名前ええ) [さんですね。分かりました！頑張ってください！]) for (4) seconds\nbroadcast (九州からスタート！ v)\nbroadcast (suta-to  v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [場所選び v]\n\n@スプライト4\n\n@スプライト6\n\n@敵\n\nwhen I start as a clone\nshow\nforever\n    wait (pick random (5) to (7)) seconds\n    if <(pick random (1) to (3)) = [1]> then\n        play sound [zombie1 v] until done\n    else\n        if <(pick random (1) to (2)) = [1]> then\n            play sound [zombie2 v] until done\n        else\n            play sound [zombie3 v] until done\n        end\n    end\nend\n\nif <touching (自分の矢 v)?> then\n\nwhen I start as a clone\nforever\n    if <touching (自分の矢 v)?> then\n        change [矢のhp v] by (-1)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n    if <<touching (スプライト2 v)?> and <(攻撃) = [1]>> then\n        if <([x position v] of [player v]) < (x position)> then\n            set [ゾンビx v] to [10]\n            set [ゾンビy v] to [10]\n        else\n            set [ゾンビx v] to [-10]\n            set [ゾンビy v] to [10]\n        end\n        change [hp v] by (-4)\n        if <(HP) < [0.01]> then\n            switch costume to (ダメージ v)\n            start sound [倒した v]\n            set [slime x v] to (x position)\n            set [slime y v] to (y position)\n            broadcast (Slime Death v)\n            set [死んだのは… v] to [ゾンビ]\n            repeat (4)\n                change [ghost v] effect by (25)\n            end\n            delete this clone\n        else\n            if <(pick random (1) to (2)) = [1]> then\n                start sound [攻撃 v]\n                switch costume to (ダメージ v)\n            else\n                start sound [攻撃2 v]\n                switch costume to (ダメージ v)\n            end\n            wait until <(攻撃) = [0]>\n            switch costume to (コスチューム2 v)\n        end\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n    if <([x position v] of [player v]) < (x position)> then\n        point in direction (-90)\n        if <touching (水 v)?> then\n            change [ゾンビx v] by (-0.14)\n        else\n            change [ゾンビx v] by (-0.2)\n        end\n    end\n    if <(x position) < ([x position v] of [player v])> then\n        point in direction (90)\n        if <touching (水 v)?> then\n            change [ゾンビx v] by (0.14)\n        else\n            change [ゾンビx v] by (0.2)\n        end\n    end\n    set [ゾンビx v] to ((ゾンビx) * (0.9))\n    change x by (ゾンビx)\n    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n        change y by (1)\n        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n            change y by (1)\n            if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                change y by (1)\n                if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                    change y by (1)\n                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                        change y by (1)\n                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                            change y by (1)\n                            if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                change x by ((0) - (ゾンビx))\n                                change y by (-5)\n                                if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n                                    set [ゾンビx v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [ゾンビy v] by (-0.9)\n    if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n        set [ゾンビy v] to [-2]\n    end\n    change y by (ゾンビy)\n    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n        change y by ((0) - (ゾンビy))\n        set [ゾンビy v] to [0]\n    end\n    change y by (-2)\n    if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [ゾンビy v] to [4]\n    else\n        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n            if <(y position) < ([y position v] of [プレイヤー2 v])> then\n                set [ゾンビy v] to [12]\n            end\n        end\n    end\n    change y by (1)\n    if <not <(ライフ) = [0]>> then\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n    go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n    go to x: (300) y: (0)\nend\nif <(ステージ) = [10]> then\n    go to x: (300) y: (300)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nforever\n    set [通常敵位置x v] to (x position)\n    set [通常敵位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n    delete this clone\nend\nif <(ステージ) = [4]> then\n    create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\nend\nif <(ステージ) = [10]> then\n    create clone of (_myself_ v)\n    wait (1) seconds\n    create clone of (_myself_ v)\n    wait (1) seconds\n    create clone of (_myself_ v)\n    wait (1) seconds\n    create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n    go to x: (250) y: (150)\n    if <(ステージ) = [21]> then\n        create clone of (_myself_ v)\n    end\n    go to x: (-250) y: (150)\n    wait (pick random (0.8) to (0.9)) seconds\n    if <(ステージ) = [21]> then\n        create clone of (_myself_ v)\n    end\n    wait (pick random (0.8) to (0.9)) seconds\nend\n\nwhen I start as a clone\nforever\n    if <touching (マグマ v)?> then\n        change [hp v] by (-3)\n        if <(HP) < [0.01]> then\n            start sound [倒した v]\n            set [slime x v] to (x position)\n            set [slime y v] to (y position)\n            broadcast (Slime Death v)\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            delete this clone\n        else\n            if <(pick random (1) to (2)) = [1]> then\n                start sound [攻撃 v]\n                switch costume to (ダメージ v)\n            else\n                start sound [攻撃2 v]\n                switch costume to (ダメージ v)\n            end\n            wait until <touching (自分の矢 v)?>\n            switch costume to (コスチューム2 v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (マグマ v)?> then\n        switch costume to (ダメージ v)\n    else\n        if <(攻撃) = [0]> then\n            switch costume to (コスチューム2 v)\n        end\n    end\nend\n\nwhen I receive [suta-to  v]\nset [hp v] to [20]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n    delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [suta-to  v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n    wait until <(ステージ) = [4]>\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait until <(ステージ) = [7]>\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait until <(ステージ) = [10]>\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif  then\n    if <([x position v] of [プレイヤー2 v]) < (x position)> then\n        set [ゾンビx v] to [10]\n        set [ゾンビy v] to [10]\n    else\n        set [ゾンビx v] to [-10]\n        set [ゾンビy v] to [10]\n    end\n    change [hp v] by (-4)\nend\nif <(HP) < [0.01]> then\n    switch costume to (ダメージ v)\n    start sound [Bowling Strike v]\n    set [slime x v] to (x position)\n    set [slime y v] to (y position)\n    broadcast (Slime Death v)\n    set [死んだのは… v] to [敵]\n    change [通常敵　倒した数 v] by (1)\n    repeat (4)\n        change [ghost v] effect by (25)\n    end\n    delete this clone\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    else\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    end\n    wait until <touching (自分の矢 v)?>\n    switch costume to (コスチューム2 v)\nend\n\n\nforever\n    \n        if <([x position v] of [プレイヤー2 v]) < (x position)> then\n            set [ゾンビx v] to [10]\n            set [ゾンビy v] to [10]\n        else\n            set [ゾンビx v] to [-10]\n            set [ゾンビy v] to [10]\n        end\n        change [hp v] by (-4)\n    end\nend\n\nif <(HP) < [0.01]> then\n    switch costume to (ダメージ v)\n    start sound [Bowling Strike v]\n    set [slime x v] to (x position)\n    set [slime y v] to (y position)\n    broadcast (Slime Death v)\n    set [死んだのは… v] to [敵]\n    repeat (4)\n        change [ghost v] effect by (25)\n    end\n    delete this clone\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    else\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    end\n    wait until <touching (自分の矢 v)?>\n    switch costume to (コスチューム2 v)\nend\n\nswitch costume to (ダメージ v)\n\nwhen I start as a clone\nforever\n\nwhen I start as a clone\n\nbroadcast (痛いっすね。 v)\n\nchange [hp v] by (-4)\n\nwhen this sprite clicked\nset [通常敵　タップ v] to [1]\nwait (0.8) seconds\nset [通常敵　タップ v] to [0]\n\nwhen flag clicked\nhide\nset [通常敵　タップ v] to [0]\n\nset [通常敵　倒した数 v] to []\n\nwhen I start as a clone\nforever\n    if <(y position) < [-180]> then\n        go to x: (-20) y: (0)\n    end\nend\n\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [17]>\ngo to x: (250) y: (150)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [21]>\nwait (0.5) seconds\ngo to x: (250) y: (150)\nwait (pick random (0.8) to (0.9)) seconds\nif <(ステージ) = [21]> then\n    create clone of (_myself_ v)\nend\ngo to x: (-250) y: (150)\nwait (pick random (0.8) to (0.9)) seconds\nif <(ステージ) = [21]> then\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ボス敵を倒した！ v] to [0]\n\nwhen I receive [suta-to  v]\nset [ボス敵を倒した！ v] to [0]\n\nwhen I receive [slime death v]\n\nif <(ステージ) = [7]> then\n    go to x: (300) y: (300)\nend\n\n@ボス\n\nwhen I start as a clone\nshow\nforever\n    wait (pick random (5) to (7)) seconds\n    if <(pick random (1) to (3)) = [1]> then\n        play sound [zombie1 v] until done\n    else\n        if <(pick random (1) to (2)) = [1]> then\n            play sound [zombie2 v] until done\n        else\n            play sound [zombie3 v] until done\n        end\n    end\nend\n\nif <touching (自分の矢 v)?> then\n\nwhen I start as a clone\nforever\n    if <touching (自分の矢 v)?> then\n        change [矢のhp v] by (-1)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nset [ぼすてきhp v] to [100]\n\nswitch costume to (ダメージ v)\nstart sound [倒した v]\nset [slime x v] to (x position)\nset [slime y v] to (y position)\nbroadcast (Slime Death v)\nset [死んだのは… v] to [ゾンビ]\nrepeat (4)\n    change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n    go to x: (300) y: (0)\nend\nif <(ステージ) = [8]> then\n    go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nforever\n    set [通常敵位置x v] to (x position)\n    set [通常敵位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ngo to x: (300) y: (0)\nif <(ステージ) = [8]> then\n    set [ぼすてきhp v] to [35]\nelse\n    if <(ステージ) = [11]> then\n        set [ぼすてきhp v] to [50]\n    end\nend\nbroadcast (ボスぅ！ v)\n\nwhen I receive [suta-to  v]\nhide\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n    delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [ボスぅ！ v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nforever\n    if <(ステージ) = [8]> then\n        if <not <(ぼすてきHP) < [1]>> then\n            clear graphic effects\n            set size to (70) %\n            wait (0.01) seconds\n            point in direction (90)\n            set [ゾンビx v] to [0]\n            set [ゾンビy v] to [0]\n            clear graphic effects\n            show\n            forever\n                if <([x position v] of [player v]) < (x position)> then\n                    point in direction (-90)\n                    if <touching (水 v)?> then\n                        change [ゾンビx v] by (-0.14)\n                    else\n                        change [ゾンビx v] by (-0.2)\n                    end\n                end\n                if <(x position) < ([x position v] of [player v])> then\n                    point in direction (90)\n                    if <touching (水 v)?> then\n                        change [ゾンビx v] by (0.14)\n                    else\n                        change [ゾンビx v] by (0.2)\n                    end\n                end\n                set [ゾンビx v] to ((ゾンビx) * (0.9))\n                change x by (ゾンビx)\n                if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                    change y by (1)\n                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                        change y by (1)\n                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                            change y by (1)\n                            if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                change y by (1)\n                                if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                    change y by (1)\n                                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                        change y by (1)\n                                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                            change x by ((0) - (ゾンビx))\n                                            change y by (-5)\n                                            if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n                                                set [ゾンビx v] to [0]\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n                change [ゾンビy v] by (-0.9)\n                if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n                    set [ゾンビy v] to [-2]\n                end\n                change y by (ゾンビy)\n                if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                    change y by ((0) - (ゾンビy))\n                    set [ゾンビy v] to [0]\n                end\n                change y by (-2)\n                if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n                    set [ゾンビy v] to [4]\n                else\n                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                        if <(y position) < ([y position v] of [プレイヤー2 v])> then\n                            set [ゾンビy v] to [12]\n                        end\n                    end\n                end\n                change y by (1)\n                if <(ぼすてきHP) < [1]> then\n                    hide\n                    broadcast (7 v)\n                    stop [this script v]\n                end\n            end\n        else\n            stop [this script v]\n        end\n    else\n        if <(ステージ) = [11]> then\n            if <not <(ぼすてきHP) < [1]>> then\n                clear graphic effects\n                set size to (70) %\n                wait (0.01) seconds\n                point in direction (90)\n                set [ゾンビx v] to [0]\n                set [ゾンビy v] to [0]\n                clear graphic effects\n                show\n                forever\n                    if <([x position v] of [player v]) < (x position)> then\n                        point in direction (-90)\n                        if <touching (水 v)?> then\n                            change [ゾンビx v] by (-0.14)\n                        else\n                            change [ゾンビx v] by (-0.2)\n                        end\n                    end\n                    if <(x position) < ([x position v] of [player v])> then\n                        point in direction (90)\n                        if <touching (水 v)?> then\n                            change [ゾンビx v] by (0.14)\n                        else\n                            change [ゾンビx v] by (0.2)\n                        end\n                    end\n                    set [ゾンビx v] to ((ゾンビx) * (0.9))\n                    change x by (ゾンビx)\n                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                        change y by (1)\n                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                            change y by (1)\n                            if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                change y by (1)\n                                if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                    change y by (1)\n                                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                        change y by (1)\n                                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                            change y by (1)\n                                            if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                                                change x by ((0) - (ゾンビx))\n                                                change y by (-5)\n                                                if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n                                                    set [ゾンビx v] to [0]\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                    change [ゾンビy v] by (-0.9)\n                    if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n                        set [ゾンビy v] to [-2]\n                    end\n                    change y by (ゾンビy)\n                    if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                        change y by ((0) - (ゾンビy))\n                        set [ゾンビy v] to [0]\n                    end\n                    change y by (-2)\n                    if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n                        set [ゾンビy v] to [4]\n                    else\n                        if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n                            if <(y position) < ([y position v] of [プレイヤー2 v])> then\n                                set [ゾンビy v] to [12]\n                            end\n                        end\n                    end\n                    change y by (1)\n                    if <(ぼすてきHP) < [1]> then\n                        hide\n                        broadcast (8 v)\n                        stop [this script v]\n                    end\n                    if <(y position) < [-180]> then\n                        go to x: (-20) y: (300)\n                    end\n                end\n            else\n                stop [this script v]\n            end\n        end\n    end\nend\n\nhide\n\ncreate clone of (_myself_ v)\nwait until <[] = [600000]>\n\nswitch costume to (ダメージ v)\n\nwhen I start as a clone\nforever\n\nwhen I start as a clone\nforever\n\nif <(HP) < [0.01]> then\n    switch costume to (ダメージ v)\n    start sound [Bowling Strike v]\n    set [slime x v] to (x position)\n    set [slime y v] to (y position)\n    broadcast (Slime Death v)\n    set [死んだのは… v] to [敵]\n    change [通常敵　倒した数 v] by (1)\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    else\n        start sound [剣で斬る3 v]\n        switch costume to (ダメージ v)\n    end\n    wait until <touching (自分の矢 v)?>\n    switch costume to (コスチューム2 v)\nend\n\nwhen this sprite clicked\nset [通常敵　タップ v] to [1]\nwait (0.8) seconds\nset [通常敵　タップ v] to [0]\n\nwhen flag clicked\nhide\nset [通常敵　タップ v] to [0]\n\nset [通常敵　倒した数 v] to []\n\nwhen I start as a clone\nforever\n    if <(y position) < [-180]> then\n        go to x: (-20) y: (0)\n    end\nend\n\nwhen flag clicked\nset [ボス敵を倒した！ v] to [0]\n\nwhen I receive [suta-to  v]\nbroadcast (ボスぅ！ v)\n\nwhen I start as a clone\n\nset [ぼすてきhp v] to [1]\n\nwhen I receive [ボスぅ！ v]\nforever\n    if <<touching (スプライト2 v)?> and <(攻撃) = [1]>> then\n        if <([x position v] of [player v]) < (x position)> then\n            set [ゾンビx v] to [10]\n            set [ゾンビy v] to [10]\n        else\n            set [ゾンビx v] to [-10]\n            set [ゾンビy v] to [10]\n        end\n        change [ぼすてきhp v] by (-4)\n        \n    end\nend\n\nset [ステージ v] to [8]\n\nwhen I receive [ボスぅ！ v]\nset [ボス敵を倒した！ v] to [0]\nforever\n    if <not <(ボス敵を倒した！) = [1]>> then\n        if <(ステージ) = [8]> then\n            show\n            broadcast (痛いっすね。 v)\n            if  then\n                change [ぼすてきhp v] by (-4)\n                if <([x position v] of [プレイヤー2 v]) < (x position)> then\n                    set [ゾンビx v] to [10]\n                    set [ゾンビy v] to [10]\n                else\n                    set [ゾンビx v] to [-10]\n                    set [ゾンビy v] to [10]\n                end\n                change [ぼすてきhp v] by (攻撃力)\n                if <[　1] < (ぼすてきHP)> then\n                    switch costume to (コスチューム6 v)\n                    start sound [Bowling Strike v]\n                    set [slime x v] to (x position)\n                    set [slime y v] to (y position)\n                    broadcast (ボスデス v)\n                    set [死んだのは… v] to [敵]\n                    repeat (4)\n                        change [ghost v] effect by (25)\n                    end\n                    hide\n                    stop [this script v]\n                else\n                    if <(pick random (1) to (2)) = [1]> then\n                        start sound [剣で斬る3 v]\n                        switch costume to (コスチューム6 v)\n                    else\n                        start sound [剣で斬る3 v]\n                        switch costume to (コスチューム6 v)\n                    end\n                    wait until <touching (自分の矢 v)?>\n                    switch costume to (コスチューム4 v)\n                end\n            end\n            switch costume to (コスチューム4 v)\n            broadcast (痛いっすね。 v)\n            show\n        else\n            if <(ステージ) = [11]> then\n                broadcast (痛いっすね。 v)\n                if  then\n                    change [ぼすてきhp v] by (-4)\n                    if <([x position v] of [プレイヤー2 v]) < (x position)> then\n                        set [ゾンビx v] to [10]\n                        set [ゾンビy v] to [10]\n                    else\n                        set [ゾンビx v] to [-10]\n                        set [ゾンビy v] to [10]\n                    end\n                    change [ぼすてきhp v] by (-4)\n                    if <[　1] < (ぼすてきHP)> then\n                        switch costume to (コスチューム6 v)\n                        start sound [Bowling Strike v]\n                        set [slime x v] to (x position)\n                        set [slime y v] to (y position)\n                        broadcast (ボスデス v)\n                        set [死んだのは… v] to [敵]\n                        repeat (4)\n                            change [ghost v] effect by (25)\n                        end\n                        hide\n                        stop [this script v]\n                    else\n                        if <(pick random (1) to (2)) = [1]> then\n                            start sound [剣で斬る3 v]\n                            switch costume to (コスチューム6 v)\n                        else\n                            start sound [剣で斬る3 v]\n                            switch costume to (コスチューム6 v)\n                        end\n                        wait until <touching (自分の矢 v)?>\n                        switch costume to (コスチューム4 v)\n                    end\n                end\n                switch costume to (コスチューム4 v)\n                broadcast (痛いっすね。 v)\n                show\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nbroadcast (ボスぅ！ v)\n\nwhen I receive [slime death v]\nstop [other scripts in sprite v]\n\nset [ステージ v] to [8]\n\nwhen I receive [7 v]\nhide\nbroadcast (🔑よ鯉！ v)\nstop [other scripts in sprite v]\nhide\nset [ボス敵を倒した！ v] to [0]\nset [ぼすてきhp v] to [50]\nwait until <(ステージ) = [11]>\nwait (1) seconds\nif <(ステージ) = [11]> then\n    set [ぼすてきhp v] to [50]\nend\nset [ぼすてきhp v] to [50]\nbroadcast (ボスぅ！ v)\n\nshow\n\nwhen I receive [suta-to  v]\nforever\n\nif <(ステージ) = [11]> then\nend\n\nwhen I receive [ボスぅ！ v]\nforever\n    set size to (100) %\nend\n\nwhen I receive [8 v]\nhide\nbroadcast (🔑よ鯉！ v)\nstop [other scripts in sprite v]\nhide\nset [ボス敵を倒した！ v] to [0]\n\n@ペン\n\ndefine 最大HPを (最大hp) に設定し、現在のHPを (現在のhp) にする\nset [最大hp v] to (最大hp)\nset [変数 v] to (現在のhp)\npen up\nerase all\nset pen size to (15)\nset pen color to (#000000)\nset y to (165)\nset x to (-225)\npen down\nset x to (225)\npen up\nset pen color to (#ff80f8)\nset pen size to (10)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (変数)))\npen up\nset pen color to (#ffffff)\nset pen size to (3)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (変数)))\n\nwhen flag clicked\n最大HPを [35] に設定し、現在のHPを [35] にする\nset [ぼすてきhp v] to [35]\nerase all\n\nwhen I receive [痛いっすね。 v]\nif <(ステージ) = [8]> then\n    最大HPを [38] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\nelse\n    if <(ステージ) = [11]> then\n        最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n    else\n        forever\n            if <(ステージ) = [8]> then\n                if <not <(ボス敵を倒した！) = [1]>> then\n                    if <(ぼすてきHP) < [1]> then\n                        change [ボス敵を倒した！ v] by (1)\n                        broadcast (🔑よ鯉！ v)\n                    end\n                else\n                    erase all\n                end\n            else\n                if <(ステージ) = [11]> then\n                    if <not <(ボス敵を倒した！) = [1]>> then\n                        if <(ぼすてきHP) < [1]> then\n                            change [ボス敵を倒した！ v] by (1)\n                            broadcast (🔑よ鯉！ v)\n                        end\n                    else\n                        erase all\n                    end\n                else\n                    erase all\n                end\n            end\n        end\n    end\nend\nif <(ステージ) = [8]> then\n    最大HPを [38] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\nelse\n    if <(ステージ) = [11]> then\n        最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n    else\n        forever\n            if <(ステージ) = [8]> then\n                if <not <(ボス敵を倒した！) = [1]>> then\n                    if <(ぼすてきHP) < [1]> then\n                        change [ボス敵を倒した！ v] by (1)\n                        broadcast (🔑よ鯉！ v)\n                    end\n                else\n                    erase all\n                end\n            else\n                if <(ステージ) = [11]> then\n                    if <not <(ボス敵を倒した！) = [1]>> then\n                        if <(ぼすてきHP) < [1]> then\n                            change [ボス敵を倒した！ v] by (1)\n                            broadcast (🔑よ鯉！ v)\n                        end\n                    else\n                        erase all\n                    end\n                else\n                    erase all\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [たひい v]\n\nbroadcast (やられた v)\n\nwhen I receive [痛いっすね。 v]\nforever\n    if <<(ステージ) = [8]> or <(ステージ) = [8]>> then\n    else\n        erase all\n    end\nend\n\n最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n\n@スプライト10\n\nwhen I receive [🔑よ鯉！ v]\ngo to x: (0) y: (0)\nforever\n    show\n    if <touching (player v)?> then\n        go to (player v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nhide\n\n@音楽\n\nwhen I receive [suta-to  v]\nforever\n    play sound [魔王魂  民族06 v] until done\n    set volume to (50) %\nend\n\n@サムネぃ\n\nwhen flag clicked\nset [あなたのhp v] to [20]\nhide\n\n