This is a fun mini-project showing one way to bypass scratch's fencing. It's very janky, but this is scratch. I don't have many options when it comes to this stuff. There are two main features of this project. The first is a simple shrinking circle animation. (please note that it will probably not work correctly if you experience any lag or stuttering) When you first start the project, press space to start the animation, Click when the animation is done to restart. The circle will follow your mouse movements, as a bonus feature. You can also press B to change the circle to the Mario 64 bowser icon. Press V to change it back. Press X to enable a red fade effect, and C to disable it. Press F to enable the flashlight. Pressing F again disables the flashlight. You can press G to toggle the flashlight mode, but also to access the target practice minigame. Upon switching to the scope flashlight, this activates a minigame. You have a gun now, which can shoot with LMB or B, and has 5 bullets, which can be reloaded by holding down R. By default, modifiers are all off and the weapon type selected is CHAMBER + BOLT ACTION. However, there are a few more modifiers. Picking harder modifiers gives you a higher score multiplier. "Weapon" allows you to change your weapon's stats, like the reload method, fire-mode and even allows you to completely disable ammo all-together. Windspeed causes the game to randomly pick a "windspeed" every 60 seconds, or every new "day". This will offset your shot by the given value, to the left (west) or right (east). Your scope gives you visual information on what the offset is. Sway will make your weapon sway around the position of your mouse. You can hold space to stabilize your shot, but this will use up stamina. If you are not stabilizing, your gun will sway more the lower your stamina is. If you reach 10 stamina or below, you will become exhausted, and you cannot stabilize your shot until you have 60 stamina. A pair of lungs represents your stamina. Jamming will give your shot a random chance to "jam" and will stop you from shooting until the gun is unjammed. When jammed, the game will automatically try to unjam the gun. There is a maximum and minimum amount of time a jam will last, so it won't get jammed for very long or very little. The "jamming frequency" slider changes the odds of a jam happening. the lowest amount, 1, makes every shot jam, while 100 makes only 1 in 100 shots jam. Spawn visuals causes any spawning targets (when not in practice mode) to illuminate themselves when they first spawn, but only for a short time. This includes escorts, which will be mentioned later. Full vision removes the dark barrier from the screen, allowing you to see everything on screen. It also changes the scope to have a full body, and more animations. There are 4 game-modes. No fail, Time-Span, Defense, and Escort. In no fail, there is no fail condition. Targets spawn, and only leave when shot. Time span makes targets escape if they survive too long. This will get rid of your streak, or subtract 1 life if you have it enabled. Defense adds a central defense point. Enemies cannot spawn on it or close to it, but they can run into it. After 15-30 seconds, they will charge at the defense point, and take 1 life and end a streak. Escort changes the defense point to a "goal point". Escorts spawn on the edges of the screen and try to make their way towards the goal. They get scared if too close to targets, making them move at half their speed. If they get REALLY close to a target, they enter panic mode, and run around randomly (Except into targets) until they stop panicking. You can press T to stop targets, and adjust them Incase they aren't pointed toward the goal point, and you can press V to use a parry, which causes all escorts to release a shockwave on themselves which will kill any targets that touch it. You have 1 at the start, but you can get more every 10 streak points. Targets do not seek out escorts, they only move around randomly. Lives are optional, but you only get five when enabled. Once they are out, you are sent back to practice mode, and your score, streak, and Speedrun are reset. They are represented by red outlines on your bullets. You can regenerate lives over-time. Q and E toggle difficulties, which are practice, easy, normal, and hard. You get more score for picking harder difficulties. You get points toward your streak by hitting targets. Missing a target resets your streak. A regular hit gives 0 points, a bull gives you half a point, and a bullseye gives you 1 point. You are given more score for a streak above 10, but points are only given once it is lost. Press P to start a Speedrun. Speedrun scores are not stored within any cloud variables, so all you can really do is screenshot the speedrun result message. A more reliable method to save speedruns is in the works.
Instructions summarized: Start controls: LMB - change backdrop Space - Activate shrinking circle effect B-V - toggle bowser X-C - toggle fade to red F - toggle flashlight G - change flashlight mode (Scope minigame is the second flashlight effect, but there are more after it) Scope mini-game controls: LMB or B - Fire, interact with practice mode UI (Gun will not fire when the mouse is touching the UI) R (Hold) - Reload (Ammo modifier) Space (Hold) - Stabilize (Swaying modifier) Q, E - Change difficulty (PRACTICE, EASY, MEDIUM, HARD) P - Start speedrun (WR is not tracked in a cloud variable) T (Hold) - Halt escorts (Escort mode) V - Parry escorts (Escort mode) Game-modes: No fail: No lose condition Time-Span: Lose if target survives too long Defense: Defend point Escort: Bring escorts to center Modifiers: Weapon - Change weapon properties Sway - Gun moves to random positions in relation to mouse position Windspeed - Shot is offset to east or west based on windspeed Jamming - Gun will jam randomly based on a pick random 1 to jamming frequency Vision - Blindness is removed Spawn Visuals - Targets and escorts are visible for a tiny period after spawning Lives - 5 lives, displayed as red outlines on bullets, losing all 5 ends the run. Lives regenerate over-time when below 4 lives Extras: Streak - Streak of 10 gives more points than streaks below 10 Accuracy - Shoot the green part for a bullseye (1 streak point), shoot within the first white circle for a bull (0.5 streak points), hit the target for a regular hit (no streak points, continue streak) missing will end your streak, along with failing to meet the objective of the game-mode RECENT CHANGES START HERE - The gun will no longer cycle when fully depleted, or when the R key is pressed, allowing for smoother transitions between firing and reloading. Jams prevent this from happening, along with the infinite ammo modifier. - Added flashy HUD effects when firing and when out of ammo - Modified weapon SFX to sound less boring and more mechanical (WIP) - Added a sway intensity modifier. The higher the number, the less stable the weapon is. Using space to stabilize now reduces max sway to 1/10 it's normal value, and vertical sway is half as intense as horizontal sway. Minimum sway is 125% stronger than the previous fixed sway intensity. Sway is still completely random and not based on any pattern. - On-Screen text to indicate what the fire button is - Added a new magazine option that changes the reload method from loading each bullet to using a magazine, which is more consistent but feels longer when reloading from higher capacities. It also takes way longer when fully depleted. - Added Semi-Auto. Recoil now accumulates when using semi-auto - B key now fires the gun, makes it easier to aim when using a mousepad - Practice target returns to normal faster so that a streak isn't lost when shooting using semi-auto - Ammo indicator now shakes during jams - Ammo indicator now shows 4 rounds when reloading the mag when empty, not very useful but at the very least it shows you are infact replenishing your ammo (for better readability) - When using infinite ammo without lives enabled, the ammo icon changes to a keybind indicator - Jams can now occur with semi-auto - Help text appears when starting the mini-game - ALL text is now in marker font - Windspeed HUD icon when windspeed is enabled, reduces vanilla scratch variable usage because they are annoying - Harsh Winds are 5x more common (1/5 chance of happening) - "animation" for mag-reloading, bullets now fill the bar when the mag is inserted (and the opposite when pulling it out) - New sounds for bull hits - Inhaling and exhaling sounds when using aim sway - EVERYTHING now shakes during jams - Escorts now rotate when scared - I cannot for the life of me fix the sway bug, so just restart if you experience it