recursal/Fanatic-Fandom huggingface dataset:
King Boo

### Latest Appearance

Luigi And Toad Into The Omniverse Season 2 Episode 11: The Omniverse Plush Guardians

**King Boo** is the main villain in Luigi And Toad Into The Omniverse Season 2 with Chaos 0. King Boo is cruel and sends his Boo minions after Luigi and his group. King Boo realised that Chaos 0 kidnapped Luigi's people and King Boo made a deal with Chaos 0 for Chaos 0 to have the Chaos emeralds and King Boo to trap the boys in paintings. King Boo vanishes through solid areas and is overall evil. King Boo likes to shapeshift into other people that Luigi does not like. King Boo does not need the gem or anything to be evil he is just evil on his own.

## First Fight

**King Boos** first fight was between him and Luigi and Toad on the island.

## Fate

**(Deceased)** King Boo got blasted by a beam off Luigis poltergust therefore killing King Boo.
Infinite

**Infinite** is a villain in the Jammed Universe that changed Jammeds life forever. Infinite works alone and tried manipulating Bowser and The Death Lords to be on his side to take down Jammed and his group Infinite was gonna double cross all sides but ended up dead in the process because he kidnapped JR and that pissed Bowser off. Infinite and Shadow have had bad history with each other and when Infinite got a chance he would kidnap Shadow and torture him forever but Jammed and his group got in the way and things went different. Infinite is one of the smartest Jammed Universe characters and brutal. Infinite make illusions and trick many people. Infinite is overall evil he wanted his next goal to make Jammed just like him after he captured Shadow and a few others. Infinite just wanted Shadow but Jammed got in the way therefore after Infinite got Shadow he wanted to capture a lot more of Jammeds friends and do many more crazy stuff. Infinite is the main villain in Infinite Ways To Fall and he is the reason the Jammed Universe took a turn forever. Infinite likes making illusions of his victims worse parts of conscious. Infinite has killed many people such the camper Tyler and Lamar the trainer. Every time Infinites name is mentioned he summons out of nowhere. He is usually referred to as "The Grey Devil" most of the time. Infinite shot the camper with his gun instead of his powers to make it look like Shadow did it since he wanted to frame Shadow and Infinite knows Shadow uses guns a lot. Infinite killed Lamar using Jammeds sword which was very messed up.

## First Fight

**Infinites** first fight was between him against Tyler and Southern Toad.

## Fate

**(Deceased)** Infinite got killed by Bowser after Bowser realized Infinite tried double crossing him.

## Famous Quote

**"SMJ5 you did this to yourself you're the real villain."**
Weegee

**Weegee** is a main protagonist during Luigi And Toad Into The Omniverse season 2. Toad went to a meme dimension and met Weegee, Sanic and Shedo. Sanic and Shedo tried killing Toad but Weegee saved Toad and joined The Omniverse Plush Guardians. Weegee likes knitting and sewing things. Weegee says the word "Knitter" a lot because he thinks its funny. Weegee is somewhat smart and strong but brave and coward like at the same time. Weegee is overall a good character and trys his best.

## First Fight

**Weegees** first fight was between him and Luigis group against Sanic and Shedo.
Ivan Yoshi

**Ivan Yoshi** is a villain in the Jammed Universe. He is a very small character but he was the main villain during Jamming The past along with Darksmj. He is a evil Yoshi and is Russian. Ivan Yoshi wanted to collect these magical wishing gems in his old dimension so he can wish away the dimension to full fill his wives dream. Ivan Yoshi was teamed up with Jammed to destroy dimension -205 because he convinced Jammed to destroy it since his life there was bad. But since Ivan Yoshi attacked MGOF6 that made Jammed go against Ivan Yoshi. There was an Ivan Yoshi variant that Toad killed with a pencil. Ivan Yoshi has great IQ but can't fight and does not have powers. The first Jammed Universe character to die on screen.

## First Fight

**Ivan Yoshi's** first fight was him against Jammed and MGOF6 before their old dimension was destroyed.

## Fate

**(Deceased)** Ivan Yoshi got his neck snapped by Jammed.
Wario

**Wario** is a side character in the Jammed Universe. He tends to help out a lot and is somewhat greedy and he used to be evil with Waluigi back then. Wario was captured by Chaos 0 and later given to King Boo with Yellow Toad. Wario isn't the smartest but has common sense and is strong but not that fast.

## First Fight

**Warios** first fight was between him and Jammeds group against Chaos Mario.
Kirby

**Kirby** is a side character in the Jammed Universe. He is one of the first characters on screen. He is a doctor and likes to help out a lot with Mario and his group. Kirby really loves Pepsi and other drinks. Kirby can turn into many forms with the abilities he gets. Kirby talks funny but is smart and strong but isn't that fast.

## First Fight

**Kirbys** first fight was between him and Meta Knight over a Pepsi that Mario gave him for free.
Ink Demon Purple Variant

**The Ink Demon** is a villain during Season 3 of Jammed Adventures and a character during the Ink arc that lasted 5 episodes. The Ink Demon was trying to kill Bendy and Boris and later on Jammed and his friends. The Ink Demon died by Chaos Mario and was re summoned by Chaos Mario so Jammed can fight him again. Jammed would keep on saying to the Ink Demon "Punky ass bitch you think you're better than me?" as a joke for funnies. The Ink Demon does not talk but lets out scary noises. He is a purple variant from the real Ink Demon.

## First Fight

**Ink Demons** first fight was between him against Jammeds group.

## Fate

**(Deceased)** Ink Demon died by Chaos Mario then re summoned to die by Jammed.
Lemmy

**Lemmy** is one of the most tragic Jammed Universe characters with Lamar. Lemmys own dad abused him and froze him. Lemmys family turned against him and cause his family was evil he went to jail with them. Lemmy was the only good person in his whole family. He has worked with the Half Jammed Idiots and he is one. After Bowser took control of Marios home Lemmy had a gun pointed at him and Bowser was ready to kill Lemmy. After Lemmy was spared he fled the country. Lemmy is not that strong or fast but his wand can do many magic tricks and Lemmy is overall a nice kid. Lemmys father killed a lot of his siblings.

## First Fight

**Lemmys** first fight was between him and Jammeds group at the Rumble.

## Famous Quote

**"Lemme ask you something, are you single?"**
Yoshi

**Yoshi** is a main character in the Jammed Universe. He has been there from the start as well as other characters. Yoshi is probably the nicest Jammed Universe character he takes care of his friends and is overall a hero. When Luigi was stabbed by Chaos Mario basically Yoshi took him to the hospital and stood with him. Yoshi is a Jammed Idiot and was a former Half Jammed Idiot during Season 4 of Jammed Adventures. Yoshi is quick, tactical, strong and smart. One of the OG 6 Jammed Idiots.

## First Fight

**Yoshi's** first fight was between Bowser and his group during the rumble.
Espio

**Espio** is a side character in the Jammed Universe. Espio can go invisible and is very quick and is overall a ninja. Espio is really strong and smart. Espio likes to help out every now and then. Espio does not like Toad that much he finds him annoying at some points. Espio is part of the Chaotix. Jammed and Espio are friends and they helped each other out during the Bowser shootout at the house. Espio is a hero and is overall nice. Espio is pretty popular in his neighborhood and had many girlfriends before and him and Knuckles go way back.

## First Fight

**Espios** first fight was between him and Jammed against Bowsers minions during the shootout.
Silver

**Silver** is a character in The Jammed Universe. Silver having problems in the future and present and past has ruined him. Silver has schizophrenia and hears voices in his head. Silver becomes crazy and later becomes an enemy to the Jammed Idiots. Silver has telekinesis and is strong and fast.

## First Fight

**Silvers** first fight was against the Koopalings with Marios group.
Metal Sonic

**Metal Sonic** is a villain during Gen 1 of the Jammed universe. Metal Sonic was made by Eggman to get the Chaos emeralds and destroy Sonic and later on destroy the Jammed Idiots. Metal Sonic was a villain during Jammed Adventures Season 2 and Rise Of Eggman. Metal Sonic is overall a evil robot made by Eggman.

## First Fight

**Metal Sonics** first fight was him opposed to Sonic.

## Fate

**(Deceased)** Jammed punched Metal Sonic to death after Metal crashed the plane to New York City.
Decks

"Decks" represent various forms of interactive art, such as worlds, toys, games, or stories, within the Castle network. Castle is a collection of both decks and individuals engaged in deck creation and play. Decks consist of one or more "Cards," and once published, they become visible on the creator's profile and can be shared either in the public Castle feed or through a provided link.

## Creating a New Deck

To initiate a new deck, navigate to the Create tab within the application. Click on "New Deck" located at the top right corner. A list of available kits will be presented, and you can choose either a pre-made kit or start from scratch with a blank deck in the editor.

For those embarking on their inaugural deck creation, welcome to Castle! Please refer to this guide for insights: How to make your first Castle deck.
Art

To incorporate visuals into Castle, artwork encompasses drawings, images, and animations that collaborate to form the visual representation of a card.

## Adding and Modifying Artwork

To add artwork, start by selecting the Blueprint requiring visuals. If you lack blueprints, either create one or begin with a Kit. Click "Edit" to open the Inspector for that blueprint. Ensure you're on the General tab and locate the Artwork heading.

Artwork can be modified by either clicking the chosen frame or selecting another frame twice. Alternatively, adding a new frame using the + button will take you into the editor. The frame number is shown on the top left, with no set maximum.

The "Play When Created" option dictates how many times a sequence of frames will play upon the creation of the actor.

## Understanding the Artwork Tab

### Still

The Still mode remains fixed at one frame. Frames in this mode can only be adjusted using rules.

### Once

Once initiates an animation from the first frame, halting and remaining at the last frame when an actor of the blueprint is created.

### Loop

Loop is akin to Once, but instead of halting at the last frame, it cycles back to the first frame and plays endlessly.
Boosts

Boosts offer a means to elevate the visibility of a deck, promoting it to a broader audience.

Once a deck is boosted, it experiences a temporary surge in impressions within the Castle feed. Additionally, it is featured in the Boosted Decks row on the Explore tab.

Boost items can be stored in the Inventory by anyone for use on decks. To acquire boosts for your inventory, visit the Market and exchange Bricks for boosts.

The act of boosting a deck results in a distinct comment on the deck, and your avatar becomes visible among the fans of that deck in the Hype tab associated with it. This increased exposure contributes to enhanced visibility and engagement for the boosted deck.
Solid

**Solid** is a behavior that dictates whether an actor can intersect with other actors during a collision.

The behavior of solid actors varies depending on the type of Motion they exhibit.

* Solid actors lacking motion (e.g., walls) remain stationary after a collision.
* Actors with fixed motion retain their velocity, refraining from altering their speed or direction after a collision.
* Actors demonstrating dynamic motion may undergo changes in both position and velocity following a collision. They experience displacement due to the presence of other solid actors.

For additional details, refer to Collision and Motion.
Blue Toad

**Blue Toad** is a major side character in the Jammed Universe Gen 1. He is Toads brother and he likes to help out Jammed and Mario on many things. He sacrificed himself for Toad and he used to go on many adventures with Toad and the rest of his family.

## First Fight

**Blue Toads** first fight was between him and Marios group against Chaos 0.

## Fate

**(Deceased)** Blue Toad was stabbed by Chaos Mario in the Chaotic Rumble.
Jammed

**Jammed** is the main character of the entire Jammed Universe. He is the Jammed Idiots leader and Half Jammed Idiots leader. Jammed gets called SMJ5 a lot cause thats his code name but his real official name is Jammed. Jammed is a Anti Hero and is Chaotic Neutral and Jammed considers himself a hero and sometimes even a dark hero but at the end of the day he still is an Anti Hero. Jammed is a Christian ever since he met Mario and how Mario told him about the science behind Christianity Jammed believed it. Jammed trains a lot and has half of Sonics speed which makes Jammed really fast and Jammed is a really strong Mario variant. Jammed fights a lot of villains and overall try's to save the world and plush omni verse a lot. Jammeds history is complicated considering the fact he lived in a different dimension before 205 and he lost family members and friends but tries to move on even after his old dimension was destroyed and forgot most of his life. Jammed gets stronger and smarter everyday and tries to improve himself. Jammed is kind of cocky sometimes but more out through Jammed Adventures Season 3 he was pretty cocky. Jammed has gotten kidnapped and blown up and hurt on so many occasions. Jammed is somewhat of a hot head but is pretty nice and funny when you get to know him. Jammed has killed a lot of people for his own reasons. Jammed also turns into Reverse Jammed after Chaos Luigi turns him fully evil. Luigi when he first met Jammed gave him these gloves that shoot purple balls and have a healing factor inside the gloves. Jammed has a form called The Orange Eye and its nickname SMJ5 Rage. The Orange Eye allows Jammed to fly and have natural regeneration but if used to long a fire burst will happen through Jammeds chest. Jammed has pretty powerful fire powers and has great feats. Jammed and his friends are pretty much multiversal considering the fact they have beaten Gods before and entities in the plush omniverse. One of the OG 6 Jammed Idiots. Jammed has also appeared in the Plushvengers and acted funny. Jammed named his sword Jammed Jr. Jammed in the earlier seasons was pretty cocky. Jammed has a mullet and he can flip his hair forward which is pretty funny. Jammed considers himself a super soldier since he has really great powers and in his old dimension he was considered a soldier. Jammed has lost his mother his father and his best friend and his old world and Jammed has lost Tails and Lamar his mentor and so much more things and people hes cared about, Jammed is very tragic. Jammed as a Protagonist changes by being a good kid that wants to help a lot to losing many loved ones and becoming very cold and an overall antihero. In his old school he had failing grades but he is now doing better.

## First Fight

**Jammeds** first fight was between him and Darksmj (Jorge Valdez) at his old school in his old dimension.
Repeat

**Repeat** is a Response that duplicates other responses.

## Repeat N Times

**Repeat N Times** replicates the enclosed responses a set number of times.

For instance, if you want a Rule to drop three apples from a tree, instead of writing three **Create apple** responses, you can use **Repeat 3 Times: Create apple**. This makes the rule more readable and easier to modify later.

Note that **N** can be an Expression. For instance, you can utilize the **Value of a variable** expression like this: **Repeat $apples Times: Create apple**.

## Repeat Every N Seconds

**Repeat Every N Seconds** reiterates the enclosed responses indefinitely, with a fixed time gap between each repetition.

To exemplify, for creating a raindrop every half second, you can write: **Repeat Every 0.5 Seconds: Create raindrop**.

Instead of seconds, you can use units from the Clock. For example, to move an actor downward on every beat: **Repeat Every 1 Beat: Set Y position to 1 (relative)**.

The time interval **N** is not allowed to be an Expression, meaning it can't be altered after the repetition starts. If variability in time is needed, use a **Wait** response within **Repeat N Times**.

## Repeat Every Frame

Occasionally, rapid logic repetition is necessary. Presently, the optimal way is to employ **Repeat Every N Seconds** with the smallest possible value for **N**, limited at 0.0167 (1/60).

## Stop Repeating

Use the **Stop Repeating** Response to cease repetition. This prematurely terminates a **Repeat N Times**, and it's the sole method to exit a **Repeat Every**.

Repetition is also interrupted at the next iteration if the owning Actor is destroyed.

## Count the Number of Repeats

It's beneficial to know the number of completed repeats. For example, if you want to generate a row of cheeseburgers without overlap, use the **Number of Repeats Finished** Expression:

**Repeat 5 Times: Create Cheeseburger at absolute position (The Number of Repeats Finished, 0)**.

This creates cheeseburgers at (0, 0), (1, 0), (2, 0), (3, 0), and (4, 0).
Smooth expression

The **smooth** expression yields a value that undergoes gradual smoothing over time.

For a changing number over time, N(t), and a **smoothing** parameter, the expression recalculates its output Y at each step based on the following formula:
\[ Y(0) = N(0) \]

\[ Y(t) = Y(t - 1) + dt \cdot \frac{(N(t) - Y(t - 1))}{\text{smoothing}} \]
Story Arcs

This is a list of story arcs in the Gal Yome no Himitsu manga series. The following section contains information about the plot arcs, including the arc names, a brief description of the arc, and the chapters and episodes within the arc. Take note that these are ***not*** officially named arcs and are just fan-made names for easier recall and organization of the series.

## Current Arc

* Chapter 1: **To be added!**
Lily

**Lily** is a villain during LATITO S2 of the Jammed Universe. Her old name used to be Mary but she changed it to Lily. Lily is Lamar's wife. Lily knows some combat but mostly uses gadgets that help her in battle and is overall a broken villain. She is convinced that Luigi and his group got Lamar killed since Luigi's group knows about Lamar dying. Lily is going against Lamar's words of doing the right thing and committing her life to trying to kill Luigi and his group. Lily and Lamar have a dog named Grace that they take care of but now only Lily takes care of Grace since Lamar is gone. Lily shot and blinded Toad in his right eye and does not regret it. Lily tries choking her opponents with her bags that she carries and she likes to shoot people.

## First Fight

**Lily's** first fight was between her and Luigi's group in dimension 1.
Ganma!

**GANMA!**ガンマ！ (Ganma!) is an innovative manga delivery platform that provides fresh content every day, covering a broad spectrum of genres such as classic battles, romantic comedies, science fiction, and humorous 4-panel comics. The best part is that all these manga releases are accessible for free.
MGOF7

**MGOF7** is a main character in Gen 2 of the Jammed Universe. He is a variant of SMJ5 and MGOF6 combined into one. Fire is a Prince Of Flames while MGOF6 is a God Of Fire. Fire was originally called Mario God Of Flames but wanted to be Prince Of Flames instead. MGOF7 got his cloak a while back in his old dimension but he got his cross neckless by SMJ5. MGOF7 believes in Jesus Christ and MGOF7 is pretty wise, smart and strong not really that fast though. MGOF7 was randomly summoned by Shadow by a chaos emerald out of nowhere. Ever since he met Jammed and his group Mario decided to take MGOF7 in as another teammate. If Fire is low on energy or is weak MGOF6 inside him will bring out his spirit form and take over. MGOF7 in his old dimension had a few friends SMJ4 and Mark Lemel. MGOF7s old dimension is perfectly fine but left it awhile ago. MGOF7 is a nice smart wise teenager. Fire is a hero as well. Fire is one of the moral compasses for Jammed. Although MGOF6 is not in his body anymore.

## First Fight

**Fires** first fight was between him and the Evil Hispanic Yoshi he fought in his old dimension as a illusion.

## Famous Quote

**"I can do all things in Christ which strengthen me."**
Blueprint

A Blueprint serves as a specification that Castle utilizes to generate Actors, encompassing nearly all aspects of an actor, including its appearance, movement, and behavior within a card.

Blueprints stand as fundamental components in Castle decks, comprising Artwork, Behaviors that define motion and controls, sounds, music, Tags, Rules, and Variables. The Inspector allows comprehensive editing of these blueprint properties.

## Relationship between Blueprints and Actors

A blueprint functions as a set of instructions for creating an Actor, with an actor representing a singular instance of a blueprint. In a platform game, for instance, a single Coin blueprint may include the depiction of a coin. However, multiple instances of this coin, scattered throughout the level, are actors that share the same Coin blueprint.

While many actors can be created and removed during deck gameplay, blueprints are altered exclusively within the deck's editor.

## Adding Blueprints to a Card

To incorporate new blueprints into a card, click the circular plus (+) button in the Belt at the card's bottom. A menu displays several premade blueprints for a quick start, alongside the option to use a completely empty (blank) blueprint. Choose an item from this menu to add it to your card.

When opting to create a new deck from a Kit, the kit usually includes various blueprints.

For additional guidance on creating blueprints and actors and initiating your journey, refer to the "How to make your first Castle deck" resource.
The React Arrow

The React Arrow, a feature introduced on Castle - Make and Play, has generated controversy among users. The React Arrow is a blueprint (Objective) that appears in decks with the goal of encouraging users to react to decks.

The problem with the React Arrow began in April 2023, when some decks started using the arrow as a way to prompt users to react. This led to a debate about whether the arrow was forcing people to react to decks.

As a result, hashtags such as #stopthearrow and #ignorethearrow emerged. The #stopthearrow hashtag was used by individuals who protested against the arrow, expressing their dissatisfaction with its frequent use. On the other hand, the #ignorethearrow hashtag aimed to encourage people to disregard the presence of the arrow on decks.

Creators like chickenidontknow and Lcubical received the news about the controversy and began making decks related to the issue. Some of these decks featured the user's original character hitting or punching the react button, emphasizing the #stopthearrow hashtag.

Although the controversy eventually subsided, it appears that some people remain fixated on the issue, and the polemical nature of the React Arrow continues to be remembered on Castle.
Bounce

Bounce is a behavior designed to instigate bouncing movements in actors upon colliding with solid entities. It introduces an engaging dynamic to the interaction between actors within a Castle environment.

For Bounce to take effect, Solid must be enabled.

Parameters of the Bounce Behavior:

* **Rebound**: This parameter defines the extent of the bounce. A rebound value of 1 implies that the object maintains the same speed before and after the collision, albeit in a different direction. Values below 1 signify a loss of momentum during the bounce. Conversely, a rebound higher than 1 indicates an increase in momentum, offering an unreal but intriguing effect.

Bounce, with its configurable rebound property, provides a versatile tool for creating diverse and lively interactions between actors in a Castle deck. This behavior is particularly useful when seeking to simulate realistic or stylized bouncing effects in the virtual environment.
Card

A \*\*Card\*\* serves as an interactive scene in Castle, forming the basic unit that, when combined, creates a Castle Deck. Each card is capable of housing art, sound, logic, and interactive elements in the form of Actors within its physical space.

Many Castle decks are constructed with a single card, featuring a simple toy, game, scene, or world. However, creators have the option to expand their decks by adding more cards. Additional cards can introduce diverse scenes or levels, allowing creators to employ Rules to guide players between different cards based on narrative actions or gameplay achievements.

## How to Add More Cards to an Existing Deck

For those without a deck, refer to the Deck article for instructions on creating one. Alternatively, consider following the first deck tutorial: How to make your first Castle deck. All decks commence with one card, and to include more, select the existing deck and press the \*\*Add Card\*\* button in the lower right corner.

## How to Move the Player Between Cards

To facilitate player movement between cards within the same deck, follow these steps:

1. Add a Rule.
2. Choose a suitable Trigger aligned with the moment you want the card change to occur. For instance, if the player interacts with a door image, the trigger could be \*\*When this is tapped\*\*.
3. Include a Response and select \*\*Send the player to a different card\*\*.
4. Choose the specific card to which you want the player to transition.

This method enables creators to seamlessly guide players through different cards within a deck, enhancing the overall interactive experience.
Playlists

## About Playlists

Playlists are curated lists of exclusive decks, each adorned with a specific color and a distinctive name.

## How to Create Them

To create a playlist, navigate to your profile, access the playlists tab, and locate the "Create Playlist" button. Tapping on it will lead you to a creation page where you can assign a name and choose a color for the playlist.

## Where They Appear

Playlists featuring decks will be displayed on your profile. Private playlists, however, remain invisible on your profile.

## Deleting a Playlist

To delete a playlist you've created, select the playlist, and tap the "Edit" button. A less conspicuous button labeled "Delete Playlist" will appear. Use this option to remove playlists that are no longer needed.

## Work in Progress

Please note that this feature is currently a work in progress.
Drag

**Drag** is an interactive behavior that enables the blueprint's actors to be moved by touch.

To incorporate Drag, access the Inspector for a blueprint, go to the **Movement** tab, and click on **Add physics or controls**. Ensure that the blueprint already possesses Dynamic motion.

## Implementation of Drag with Rules

* Drag introduces Triggers for events such as **When a drag starts on this** and **When a drag stops on this**.
* The ability of Drag to function during gameplay can be toggled on or off using the **Enable/Disable behavior** Responses.
Expression

A representation of a value that is determined during deck execution is referred to as an **Expression**. Expressions, which invariably resolve to a numeric value, serve various purposes such as reading variable values, executing simple mathematical operations, or introducing randomness. More intricate applications involve nesting and combining expressions to perform tasks like calculating character health, generating procedural games and animations, and creating generative artwork.

Certain expressions necessitate arguments. For instance, when accessing the value of a Variable, specifying the particular variable to be read is imperative. Similarly, when adding two numbers, the specific numbers (or expressions) to be added must be indicated. Conversely, expressions like the **Time elapsed since the card started** do not require any arguments.

## Utilizing Expressions

Expressions play a vital role in Rules within Castle. Typically, while editing a rule, any numeric value can function as an expression. To modify an expression, locate the round beaker icon adjacent to a numeric input, and click it to open an editing sheet for that expression.

## Catalog of Expression Types

Certain expressions are context-specific to the enclosing Response. For instance, the "Number of repeats finished" expression becomes available only within a Repeat response.

### Values

* A constant numeric value, equivalent to not using an expression.
* The value of a variable.
* The value of a Behavior property.

### Choices

* Weighted choose.
* Choose.
* Maximum.
* Minimum.

### Randomness

* A random number with a Gaussian distribution.
* Perlin noise in 2 dimensions.
* A random number within a specified range.

### Spatial Relationships

* The Y coordinate of the user's touch.
* The X coordinate of the user's touch.
* The speed of an actor.
* The angle of motion of an actor.
* The angle from one actor to another (degrees).
* The distance between two actors.

### Arithmetic

* The number of Repeats finished.
* Logarithm.
* Power.
* Modulo.
* Divide.
* Multiply.
* Subtract.
* Add.

## Clock

* Time elapsed since the card started.
* The clock tempo.
* Time since the last beat.
* The current bar.
* The current beat in the current bar.
* Beats elapsed since the card started.

## Music

* The note played (only visible under the "track plays note" trigger).

### Functions

* The number of actors with a Tag.
* Smooth.
* Degrees to radians.
* Sine.
* Clamp a value between two bounds.
* Mix two values.
* Round.
* Round down.
* Absolute value.

### Sensors

* Device Tilt X.
* Device Tilt Y.
Gravity

A behavior known as Gravity induces a downward motion for the actors within a blueprint. More specifically, it amplifies the downward velocity of an actor progressively over time.

To incorporate Gravity, access the Inspector for a blueprint, navigate to the **Movement** tab, and click on **Add physics or controls**. It is crucial that the blueprint already possesses Dynamic motion.

## Properties

* **Strength**: Determines the extent to which the force of gravity is applied in the downward direction.

## Implementing Gravity with Rules

* The activation or deactivation of Gravity can be accomplished using the **Enable/Disable behavior** Response**.**
Condition

A \*\*Condition\*\* is a type of Response that executes its enclosed logic only when a specific condition is true.

For example, in an adventure game where a player needs to use a pick to mine gold, a rule could be written as follows:

```
When this collides with tag #gold:
   If variable $has_pickaxe equals 1:
     Tell the colliding actor: Destroy this actor
     Set variable $num_gold to 1 (Relative)
   Else:
     Create text box "You need the pickaxe to get the gold"

```

This rule checks whether the player has a pickaxe before allowing them to mine gold. For more details on adding conditions and responses, refer to Rules.

## List of Conditions

### State

* If an Expression meets a condition
* If a Variable meets a condition
* If this has a Tag

### Draw

* If the animation frame meets a condition

These conditions provide a way to control the flow of logic in response to different situations and criteria within the Castle environment.
Collision

A \*\*Collision\*\* occurs when two Actors with bodies attempt to occupy the same space, resulting in an event that can trigger various outcomes based on the actors' attributes. This interaction can lead to changes in velocity, position (like bouncing off each other), or the activation of specific Rules.

## Configuring Collisions

To enable an actor to collide with others, the first step is to configure its \*\*Collision Shape\*\*, which determines how the blueprint's actors will collide. To edit the collision shape, open the Art tool for the Blueprint, then select the \*\*Collision\*\* layer. This layer supports shapes such as circles, rectangles, and triangles.

* + Note\*\*: Text lacks art and always has a rectangular collision shape determined by the approximate size of the text content. Additionally, text boxes created from a \*\*Create text box\*\* Response lack a body and cannot engage in collisions.

Solid actors prevent overlap with other solid actors. If physics, such as Bouncing and Friction, is desired, or to ensure actors cannot pass through each other, add the \*\*Solid\*\* behavior from the \*\*Movement\*\* tab of the Inspector.

## Running Rules on Collision

To perform actions when an actor collides with others, use the \*\*When this collides\*\* Trigger. \*\*Tags\*\* can be employed to specify that the trigger should only activate for specific actors, such as \*\*When this collides with tag #wall\*\*.

In the Responses beneath a \*\*When this collides\*\* trigger, you can reference \*\*The colliding actor\*\*. For instance, you can \*\*Tell the colliding actor\*\* to perform an action or read Local Variables belonging to the colliding actor.

To check if an actor is currently colliding, use the \*\*If this is colliding\*\* Condition.

It's crucial to note that if an actor isn't Solid, it may overlap with the colliding actor and repeatedly trigger the collision event.
View Source

Yes, you can use the "View Source" feature to see how a Deck was created in Castle. Viewing the source allows you to see the deck in the Editor exactly as the author saw it during creation. You can view the source of any deck on Castle, provided the author has not disabled this feature.

Here's how you can view a deck's source:

1. Press the "Share" button located below the deck you want to view. This will open a menu of options.
2. In the menu, select the "View deck source" option. This will display a list of all the Cards in the deck.
3. Tap on a specific Card to open the Editor for that Card.

Once you're in the Editor, you can explore the deck's source and understand how the author created it. You can access various elements such as Rules, logic, artwork, and music. You also have the option to make experimental changes to the Card and test them by clicking the play button.

If you wish to save your own copy of the deck, you can remix it unless the author has disabled remixing for that particular deck.
Shadow

**Shadow** the hedgehog is a main character in the Jammed Universe. He is the reason Jammeds life changed forever ever since Infinite arrived. Shadow likes to get the chaos emeralds and use them for good and he lost Maria awhile back then. Shadow and Infinite do not like each other Infinite is Shadows sworn enemy. Shadow has been kidnapped for a while and he needed Jammeds help after hes been framed by Infinite. Shadow can freeze time with Chaos Control and is pretty strong and fast and a smart in his own way. He is a big part to Jamming The Past and was great friends with Lamar. He also has an obsession with chips. He was in Lamars dimension for a while due to him being sent there by Infinites doing. Overtime he grew an ego and became Jammeds bully and hated Sonic.

## First Fight

**Shadows** first fight was between him and MGOF6 training.
Trigger

A **Trigger** is an essential component of a Rule and determines when the Rule should be executed. Each Rule must have precisely one Trigger associated with it.

Triggers typically describe events that may occur while a Card is being played. For instance, if you want to destroy a block when the player taps on it, you would use the **When this is tapped** Trigger, followed by the **Destroy this actor** Response.

Here is a list of available Triggers in Castle. The specific Triggers shown will depend on the Behaviors used in the Blueprint:

### General

* When this Collides with another Actor
* When this is created
* When this is destroyed

### Controls

* When this is tapped
* While this is pressed
* When a touch begins on this
* When a touch ends on this
* When analog stick input begins
* When analog stick input ends
* When a drag starts on this
* When a drag stops on this
* When this is slung

### State

* When a Variable changes
* When a Variable reaches a value
* When this gains a Tag
* When this loses a Tag

### Motion

* When velocity changes
* When this stops moving

### Clock

* When the clock reaches a beat
* When the clock reaches a bar

### Camera

* When this enters the camera viewport
* When this exits the camera viewport

### Art/Draw

* When the animation ends
* When the animation loops
* When the animation frame changes
* When the animation reaches a specific frame
Motion

**Motion** is a Behavior facilitating the movement of Actors within Card space.

## Using Motion

To introduce motion to a Blueprint, access the Inspector for that blueprint, navigate to the **Movement** tab, and adjust the **Motion** control to either **Fixed** or **Dynamic**. When in doubt, it's generally preferable to choose **Dynamic**. Refer below for more insights into the distinctions between fixed and dynamic motion.

## Fixed vs. Dynamic Motion

Actors employing **Fixed Motion** maintain a constant rate of movement, and their velocity remains unaffected by external factors like Collisions. This is beneficial for scenarios like a windmill with a consistent rotation or a drifting cloud.

Actors utilizing **Dynamic Motion** can alter their velocity when subjected to external forces. This is typically suitable for objects with expected physics behavior. Dynamic motion is essential for implementing interactive controls like Drag and modifying the way actors traverse space, such as implementing Slow Down.

Internally, Castle utilizes Box2D, where fixed motion corresponds to a kinematic body, and dynamic motion corresponds to a dynamic body.

## Initial Dynamic Motion Parameters

### X Velocity

The initial velocity of the object along its X axis upon creation.

### Y Velocity

The initial velocity of the object along its Y axis upon creation.

### Rotational Velocity

The initial rotational velocity of the object upon creation.

### Density

The density of the object, factored into its mass.
Maze manias

**Maze Manias** are user-created games within Castle.

## Maze Mania Decks

The primary objective in Maze Mania decks is to obtain the diamond on every level.

## Controversy

Originally crafted by kapskat, Maze Manias gained popularity as other creators began developing their own games within the same genre.

## History

### First Maze Mania

The inaugural Maze Mania was devised by kapskat, along with his brother and cousin, marking its genesis and contributing to its widespread popularity.

#### Plot

##### Chapter 1

Level 1: An easy maze initiates the journey, aiming to reach the orange dot.

Level 2: The maze becomes more challenging.

Level 3: A character attempts to offer candy, which turns out to be poison.

Level 4: The character seeks the Maze Master's intervention.

Level 5: The Maze Master arrives, introducing a harder maze.

Level 6: The maze intensifies, and the Maze Master tries to deceive the player.

Completion of Chapter 1.

##### Chapter 2

Level 1: A criminal requests the player to rob a bank, with the maze now involving cops.

Level 2: The criminal faces arrest.

Level 3: An intense maze pursuit, with the player being caught by the cops.

Completion of Chapter 2.

##### Chapter 3

Level 1: The maze transitions to a prison setting.

Level 2: The player successfully escapes.

Level 3: A decision-making stage in the maze.

#### Cast

- Player
- Guy
- Police officers
- Rob

### Overpopulated

Details about the game's overwhelming popularity are currently missing.

### New Maze Manias

In approximately 2022, individuals began creating new Maze Mania decks (specific details are unavailable).

### Overpopulation 2.0

#### Connecting with Trending Decks

Maze Mania decks continue to experience overpopulation, connecting with trending trends within Castle.

### The Castle Pre-Prototype Dynamic Era

Specific details about this era are currently unavailable.
List of Useful Generated Effect Codes

This page compiles a set of engaging and practical seeds/codes for the `Play sound generated effect` response.

The `Play sound generated effect` encompasses 8 categories:

* Collectable #1
* Laser #2
* Explosion #3
* Key #4
* Hit #5
* Event #6
* Tone #7
* Surprise #8

Each code is preceded by the respective category name.

#### Hit

* Spaceship hit sound effect, Surprise 7781

#### Misc

* Bedside alarm, Surprise 8676
* Airlock opening alarm, Surprise 506
* Danger alarm, Surprise 6367
* Character runs away, Surprise 1534
* Short scan, Surprise 7317
* Ominous Crackly Echo, Surprise 6637
Remix

In Castle, a **Remix** is a deck that is created based on another deck. When you remix a deck, you start with a private copy of the original, which you can modify as you wish and then share on your own profile. The original deck that is remixed is also referred to as the **parent** deck.

 File:Cat-burger.jpg
Remixing is a fundamental aspect of Castle's culture and community, giving rise to entire micro-genres. Common examples of remixes include altering the parent deck's artwork to "reskin" it, adding new items or obstacles, or introducing completely new features.

By default, all decks can be remixed. Remixes always attribute the author of the original deck.

## How to Remix

To remix a deck, press the **Share** button on the deck you want to remix, then select **Remix**. This option won't be available if the deck's author has disabled remixing.

On older versions of Castle, you can first view the source of the parent deck, then select **Remix** from the source editor.

You can also view a feed of all the remixes for a deck by opening the **comments** sheet for that deck and tapping **View Remixes**.

## Remixing Etiquette

Remixing is an excellent way to learn how to use Castle, as it allows you to modify an existing creation rather than starting from scratch. It's also a playful means of evolving and riffing on old ideas to make them new and interesting. However, it's important to remember that you are building upon someone else's work. The original author likely invested time and care into their deck, and they may have feelings about how you treat it. Therefore, it's advisable to consider the following guidelines:

* **Don't: Post a remix that is unchanged (or nearly unchanged) from the original.**
* Do: Introduce a new idea so that people can easily distinguish your version from the original.
* Do: Consider giving credit to the original author. Castle will do this automatically, but it's still appreciated if you go out of your way to provide extra credit.

## How to Disable Remixing on Your Own Deck

While creators are encouraged to allow remixes of their decks for collaborative and learning purposes, there may be instances where you prefer to restrict people from building upon your work. In such cases, you can go to the **Deck Sharing** options for your deck, locate the switch labeled **Allow others to remix this deck**, and turn it off.

If someone remixes your deck in a way that you believe is an unfair clone, you can **Report** the offending remix, and a moderator will review it.
Snapshot

A **snapshot** refers to a moment captured during the play of a deck, typically presented as a screenshot of the deck, accompanied by a title and description of the captured moment.

### Acquiring a Snapshot

To obtain a snapshot, commence playing a deck, and subsequently select the camera icon situated beneath the deck.

Following the capture of a snapshot, you have the option to utilize it for composing a commentary on the deck, or you can **collect** the snapshot to include it in your inventory.

### Providing a Snapshot using Rules

When devising a deck, there may be instances where you want to present a snapshot to the player at a significant juncture. For instance, if you've crafted a challenging golf scenario, you might choose to reveal artwork of a trophy at the challenge's conclusion, offering a snapshot to the player for potential collection. Achieve this by utilizing the **Offer a snapshot** response.

Offered snapshots always possess an **edition** attribute denoting the quantity of copies generated for the presented snapshot.

### Earning Bricks with Snapshots

When formulating a deck, the **Offer a snapshot** response includes an optional **price** parameter. While offers are typically complimentary by default, setting a price necessitates players to exchange Bricks to collect the snapshot. Each time a user collects this snapshot, a portion of the bricks is remitted to you, the creator.

### Preventing Snapshots

As a creator, you might wish to restrict the player from capturing snapshots of your deck under certain circumstances.

If your intent is to inhibit individuals from collecting snapshots of your deck, navigate to the **Sharing** menu for your deck and deselect **Allow others to collect snapshots with the camera**.

Alternatively, you may opt to restrict individuals from taking snapshots solely at specific instances in your deck. For instance, you might desire to prevent the sharing of spoilers for a concealed area. Accomplish this by utilizing the **When a snapshot is taken** trigger to identify when someone attempts to capture a snapshot and subsequently employ actions such as displaying obstructive artwork or directing the player to a different card.
Perlin noise in 2 dimensions expression

Perlin noise is an Expression designed to accept two values, representing X and Y positions, and produce a single value ranging between 0 and 1. The value generated by Perlin noise is pseudo-random, creating visually pleasing yet consistently distributed patterns when observed alongside neighboring values.

## Applications

Perlin noise is valuable when a random feel is desired, but a smooth transition through space is also important. For instance, it can be employed to generate random terrain by utilizing the X and Y coordinates of the card space as inputs and assigning the Perlin output to represent the height of hills at that particular location.

Here is an example of a deck utilizing Perlin noise: Here. To comprehend its functioning, you can view the source of the deck in Castle and then inspect the blue square actor.
Actor

An **Actor**  represents an object within a card, such as a player, a wall, a coin, a ball, or any other element as determined by the designer.

All actors are conceived and instantiated from Blueprints, although multiple actors can share the same blueprint. Actors possess a spatial position, can interact through collisions, and can be identified and referenced by Tags. To delve deeper into the connection between actors and blueprints, you can refer to the Blueprint documentation.

While actors inherit their initial characteristics from their blueprints, their status can undergo changes during the course of the game:

* Each actor is uniquely positioned and laid out within the deck space.
* Individual actors can retain distinct variables.
* Actors can acquire or shed Tags, signifying changes or attributes gained or lost over the course of gameplay.