	SetCameraFocusX(0);
	SetCameraFocusY(55);
	SetCameraFocusZ(-120);
	SetCameraRadius(550);
	SetCameraElevationAngle(35);
	SetCameraAzimuthAngle(90);
	SetFogParam(750, 1250, 0, 00, 00);
	SetCameraPerspectiveClip(10, 2000);
	
task AutumnBG{
	SetCameraFocusX(0);
	SetCameraFocusY(180);
	SetCameraFocusZ(500);
	SetCameraRadius(250);
	SetCameraElevationAngle(15);
	SetCameraAzimuthAngle(90);
	SetFogParam(1800, 2200, 255, 96, 0);
	SetCameraPerspectiveClip(10, 2000);

	let ground = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(ground, 22);
	ObjPrim_SetTexture(ground, GetCurrentScriptDirectory ~ "/img/Ingame/BG/ground.png");
	ObjSprite3D_SetSourceRect(ground, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(ground, -1024, -2048, 1024, 2048);
	ObjRender_SetPosition(ground, 0, 0, 0);
	ObjRender_SetAngleX(ground, 90);

	let fog = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(fog, 22);
	ObjPrim_SetTexture(fog, GetCurrentScriptDirectory ~ "/img/Ingame/BG/haze.png");
	ObjSprite3D_SetSourceRect(fog, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(fog, -1024, -2048, 1024, 2048);
	ObjRender_SetAlpha(fog, 128);
	ObjRender_SetPosition(fog, 0, 1, 0);
	ObjRender_SetAngleX(fog, 90);

	let fog2 = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(fog2, 22);
	ObjPrim_SetTexture(fog2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/haze.png");
	ObjSprite3D_SetSourceRect(fog, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(fog, -1024, -2048, 1024, 2048);
	ObjRender_SetAlpha(fog2, 128);
	ObjRender_SetPosition(fog2, 0, 2, 0);
	ObjRender_SetAngleX(fog2, 90);

	let orangeBG = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(orangeBG, 21);
	ObjPrim_SetTexture(orangeBG, GetCurrentScriptDirectory ~ "/img/Ingame/BG/color.png");
	ObjSprite3D_SetSourceRect(orangeBG, 0, 0, 2048, 2048);
	ObjSprite3D_SetDestRect(orangeBG, -1024, -1024, 1024, 1024);
	ObjRender_SetPosition(orangeBG, 0, 200, -600);
	ObjRender_SetColor(orangeBG, 255, 96, 0);

	let mountains = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(mountains, 21);
	ObjPrim_SetTexture(mountains, GetCurrentScriptDirectory ~ "/img/Ingame/BG/back.png");
	ObjSprite3D_SetSourceRect(mountains, 0, 0, 1024, 256);
	ObjSprite3D_SetDestRect(mountains, -512, -128, 512, 128);
	ObjRender_SetPosition(mountains, 0, 300, -500);
	ObjRender_SetFogEnable(mountains, false);
	ObjRender_SetAngleX(mountains, 180);
	ObjRender_SetScaleXYZ(mountains, 2, 2, 0);

	let clouds = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(clouds, 22);
	ObjPrim_SetTexture(clouds, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cloud.png");
	ObjSprite3D_SetSourceRect(clouds, 0, 0, 1024, 256);
	ObjSprite3D_SetDestRect(clouds, -512, -128, 512, 128);
	ObjRender_SetPosition(clouds, 0, 450, -500);
	ObjRender_SetFogEnable(clouds, false);
	ObjRender_SetAngleX(clouds, 180);
	ObjRender_SetScaleXYZ(clouds, 1.5, 1.5, 0);

	let clouds2 = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(clouds2, 22);
	ObjPrim_SetTexture(clouds2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cloud.png");
	ObjSprite3D_SetSourceRect(clouds2, 0, 0, 1024, 256);
	ObjSprite3D_SetDestRect(clouds2, -512, -128, 512, 128);
	ObjRender_SetPosition(clouds2, 0, 400, -500);
	ObjRender_SetFogEnable(clouds2, false);
	ObjRender_SetAngleX(clouds2, 180);
	ObjRender_SetScaleXYZ(clouds2, 2, 2, 0);

	let pos = 0;
	while(GetCommonData("SeasonEnd", 0) == 0){
		ObjSprite3D_SetSourceRect(ground, 0, -pos, 2048, 4096 - pos);
		ObjSprite3D_SetDestRect(ground, -1024, -2048, 1024, 2048);

		ObjSprite3D_SetSourceRect(fog, -pos*0.5, -pos, 2048 - pos*0.5, 4096 - pos);
		ObjSprite3D_SetDestRect(fog, -1024, -2048, 1024, 2048);

		ObjSprite3D_SetSourceRect(fog2, -pos*0.25, -pos, 2048 - pos*0.25, 4096 - pos);
		ObjSprite3D_SetDestRect(fog2, -1024, -2048, 1024, 2048);

		ObjSprite3D_SetSourceRect(clouds, -pos*0.125, 0, 1024 - pos*0.125, 256);
		ObjSprite3D_SetDestRect(clouds, -512, -128, 512, 128);

		ObjSprite3D_SetSourceRect(clouds2, -pos*0.15 + 256, 0, 1024 - pos*0.15 + 256, 256);
		ObjSprite3D_SetDestRect(clouds2, -512, -128, 512, 128);

		pos += 2;
		yield;
	}
	Obj_Delete(ground);
	Obj_Delete(fog);
	Obj_Delete(fog2);
	Obj_Delete(clouds);
	Obj_Delete(clouds2);
	Obj_Delete(mountains);
	Obj_Delete(orangeBG);
	SetCommonData("SeasonEnd", 0);
}

task SummerBG{
	SetCameraFocusX(0);
	SetCameraFocusY(180);
	SetCameraFocusZ(500);
	SetCameraRadius(250);
	SetCameraElevationAngle(15);
	SetCameraAzimuthAngle(90);
	SetFogParam(1950, 2200, 0, 255, 255);
	SetCameraPerspectiveClip(10, 2000);

	let ground = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(ground, 22);
	ObjPrim_SetTexture(ground, GetCurrentScriptDirectory ~ "/img/Ingame/BG/forest.png");
	ObjSprite3D_SetSourceRect(ground, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(ground, -1024, -2048, 1024, 2048);
	ObjRender_SetPosition(ground, 0, 0, 0);
	ObjRender_SetAngleX(ground, 90);

	let cyanBG = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(cyanBG, 21);
	ObjPrim_SetTexture(cyanBG, GetCurrentScriptDirectory ~ "/img/Ingame/BG/color.png");
	ObjSprite3D_SetSourceRect(cyanBG, 0, 0, 2048, 2048);
	ObjSprite3D_SetDestRect(cyanBG, -1024, -1024, 1024, 1024);
	ObjRender_SetPosition(cyanBG, 0, 200, -600);
	ObjRender_SetColor(cyanBG, 0, 255, 255);

	let sky = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(sky, 21);
	ObjPrim_SetTexture(sky, GetCurrentScriptDirectory ~ "/img/Ingame/BG/sky.png");
	ObjSprite3D_SetSourceRect(sky, 0, 0, 256, 418);
	ObjSprite3D_SetDestRect(sky, -512, -128, 512, 128);
	ObjRender_SetPosition(sky, 0, 300, -800);
	ObjRender_SetFogEnable(sky, false);
	ObjRender_SetAngleX(sky, 180);
	ObjRender_SetScaleXYZ(sky, 2, 2, 0);

	let clouds = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(clouds, 22);
	ObjPrim_SetTexture(clouds, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cloud.png");
	ObjSprite3D_SetSourceRect(clouds, 0, 0, 1024, 256);
	ObjSprite3D_SetDestRect(clouds, -512, -128, 512, 128);
	ObjRender_SetPosition(clouds, 0, 450, -500);
	ObjRender_SetFogEnable(clouds, false);
	ObjRender_SetAngleX(clouds, 180);
	ObjRender_SetScaleXYZ(clouds, 1.5, 1.5, 0);

	let clouds2 = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(clouds2, 22);
	ObjPrim_SetTexture(clouds2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cloud.png");
	ObjSprite3D_SetSourceRect(clouds2, 0, 0, 1024, 256);
	ObjSprite3D_SetDestRect(clouds2, -512, -128, 512, 128);
	ObjRender_SetPosition(clouds2, 0, 350, -400);
	ObjRender_SetFogEnable(clouds2, false);
	ObjRender_SetAngleX(clouds2, 180);
	ObjRender_SetScaleXYZ(clouds2, 2, 2, 0);

	let pos = 0;
	while(GetCommonData("SeasonEnd", 0) == 0){
		ObjSprite3D_SetSourceRect(ground, 0, -pos, 2048, 4096 - pos);
		ObjSprite3D_SetDestRect(ground, -1024, -2048, 1024, 2048);

		ObjSprite3D_SetSourceRect(clouds, -pos*0.125, 0, 1024 - pos*0.125, 256);
		ObjSprite3D_SetDestRect(clouds, -512, -128, 512, 128);

		ObjSprite3D_SetSourceRect(clouds2, -pos*0.15 + 256, 0, 1024 - pos*0.15 + 256, 256);
		ObjSprite3D_SetDestRect(clouds2, -512, -128, 512, 128);

		pos += 2;
		yield;
	}
	Obj_Delete(ground);
	Obj_Delete(clouds);
	Obj_Delete(clouds2);
	Obj_Delete(cyanBG);
	Obj_Delete(sky);
	SetCommonData("SeasonEnd", 0);
}
	
task SpringBG{
	SetCameraFocusX(0);
	SetCameraFocusY(-120);
	SetCameraFocusZ(100);
	SetCameraRadius(700);
    SetCameraElevationAngle(0);
	SetCameraAzimuthAngle(89);
	SetFogParam(500, 1750, 1, 1, 25);
	SetCameraPerspectiveClip(10, 4000);

let a = 0;

let obj = ObjPrim_Create(OBJ_SPRITE_3D);

ObjPrim_SetTexture(obj, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherryground.png");
Obj_SetRenderPriorityI(obj,20);
ObjRender_SetAngleX(obj,-50);
ObjRender_SetScaleXYZ(obj,1,1,1.5);
ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj, 188);
ObjRender_SetPosition(obj, 0, 0, -200);

Cherry;
Cherry2;
Cherry3;


	loop{
	ObjSprite3D_SetSourceDestRect(obj,0,-256*2+(a),256*4,256*5+a);
	a++;
	yield;
	}
	
task Cherry{
let a = 0;

let obj = ObjPrim_Create(OBJ_SPRITE_3D);
let obj2 = ObjPrim_Create(OBJ_SPRITE_3D);

ObjPrim_SetTexture(obj, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry1.png");
Obj_SetRenderPriorityI(obj,20);
ObjRender_SetAngleX(obj,-50);
ObjRender_SetScaleXYZ(obj,1,1,1.5);
ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj, 188);
ObjRender_SetPosition(obj, -250, 0, -100);

ObjPrim_SetTexture(obj2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry1.png");
Obj_SetRenderPriorityI(obj2,20);
ObjRender_SetAngleX(obj2,-50);
ObjRender_SetAngleZ(obj2,180);
ObjRender_SetScaleXYZ(obj2,1,1,1.5);
ObjRender_SetBlendType(obj2,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj2, 188);
ObjRender_SetPosition(obj2, 250, 0, -100);


	loop{
	ObjSprite3D_SetSourceDestRect(obj,0,-1024+(a),512,1024+a);
	ObjSprite3D_SetSourceDestRect(obj2,0,-1024-(a),512,1024-a);
	a++;
	yield;
	}
}
task Cherry2{
let a = 0;

let obj = ObjPrim_Create(OBJ_SPRITE_3D);
let obj2 = ObjPrim_Create(OBJ_SPRITE_3D);

ObjPrim_SetTexture(obj, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry2.png");
Obj_SetRenderPriorityI(obj,20);
ObjRender_SetAngleX(obj,-50);
ObjRender_SetScaleXYZ(obj,1,1,1.5);
ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj, 188);
ObjRender_SetPosition(obj, -250, 0, -66);

ObjPrim_SetTexture(obj2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry2.png");
Obj_SetRenderPriorityI(obj2,20);
ObjRender_SetAngleX(obj2,-50);
ObjRender_SetAngleZ(obj2,180);
ObjRender_SetScaleXYZ(obj2,1,1,1.5);
ObjRender_SetBlendType(obj2,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj2, 188);
ObjRender_SetPosition(obj2, 250, 0, -66);


	loop{
	ObjSprite3D_SetSourceDestRect(obj,0,-1024+(a*1.5),512,1024+a*1.5);
	ObjSprite3D_SetSourceDestRect(obj2,0,-1024-(a*1.5),512,1024-a*1.5);
	a++;
	yield;
	}
}
task Cherry3{
let a = 0;

let obj = ObjPrim_Create(OBJ_SPRITE_3D);
let obj2 = ObjPrim_Create(OBJ_SPRITE_3D);

ObjPrim_SetTexture(obj, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry3.png");
Obj_SetRenderPriorityI(obj,20);
ObjRender_SetAngleX(obj,-50);
ObjRender_SetScaleXYZ(obj,1,1,1.5);
ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj, 188);
ObjRender_SetPosition(obj, -250, 0, -33);

ObjPrim_SetTexture(obj2, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cherry3.png");
Obj_SetRenderPriorityI(obj2,20);
ObjRender_SetAngleX(obj2,-50);
ObjRender_SetAngleZ(obj2,180);
ObjRender_SetScaleXYZ(obj2,1,1,1.5);
ObjRender_SetBlendType(obj2,BLEND_ADD_ARGB);
ObjRender_SetAlpha(obj2, 188);
ObjRender_SetPosition(obj2, 250, 0, -33);


	loop{
	ObjSprite3D_SetSourceDestRect(obj,0,-1024+(a*2),512,1024+a*2);
	ObjSprite3D_SetSourceDestRect(obj2,0,-1024-(a*2),512,1024-a*2);
	a++;
	yield;
	}
}
}

task WinterBG{
	SetCameraFocusX(0);
	SetCameraFocusY(180);
	SetCameraFocusZ(500);
	SetCameraRadius(250);
	SetCameraPitch(-45);
	SetCameraElevationAngle(15);
	SetCameraAzimuthAngle(90);
	SetFogParam(190, 2200, 65, 65, 255);
	SetCameraPerspectiveClip(10, 2000);

	let fall = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(fall, 22);
	ObjPrim_SetTexture(fall, GetCurrentScriptDirectory ~ "/img/Ingame/BG/fall.png");
	ObjSprite3D_SetSourceRect(fall, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(fall, -1024, -2048, 1024, 2048);
	ObjRender_SetPosition(fall, 0, 0, 0);
	ObjRender_SetAngleX(fall, 90);

	let whiteBG = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(whiteBG, 21);
	ObjPrim_SetTexture(whiteBG, GetCurrentScriptDirectory ~ "/img/Ingame/BG/color.png");
	ObjSprite3D_SetSourceRect(whiteBG, 0, 0, 2048, 2048);
	ObjSprite3D_SetDestRect(whiteBG, -1024, -1024, 1024, 1024);
	ObjRender_SetPosition(whiteBG, 0, 200, -600);
	ObjRender_SetColor(whiteBG, 65, 65, 255);

	let fog = ObjPrim_Create(OBJ_SPRITE_3D);
	Obj_SetRenderPriorityI(fog, 22);
	ObjPrim_SetTexture(fog, GetCurrentScriptDirectory ~ "/img/Ingame/BG/cloudy.png");
	ObjSprite3D_SetSourceRect(fog, 0, 0, 2048, 4096);
	ObjSprite3D_SetDestRect(fog, -1024, -2048, 1024, 2048);
	ObjRender_SetAlpha(fog, 64);
	ObjRender_SetPosition(fog, 0, 1, 0);
	ObjRender_SetAngleX(fog, 90);
	ObjRender_SetBlendType(fog, BLEND_ADD_ARGB);

	let pos = 0;
	while(GetCommonData("SeasonEnd", 0) == 0){
		ObjSprite3D_SetSourceRect(fall, 0, -pos, 2048, 4096 - pos);
		ObjSprite3D_SetDestRect(fall, -1024, -2048, 1024, 2048);

		ObjSprite3D_SetSourceRect(fog, 0, -pos*2, 2048, 4096 - pos*2);
		ObjSprite3D_SetDestRect(fog, -1024, -2048, 1024, 2048);

		pos += 2;
		yield;
	}
	Obj_Delete(fall);
	Obj_Delete(fog);
	Obj_Delete(whiteBG);
	SetCommonData("SeasonEnd", 0);
}

task SeasonEffect{
	let count = 0;
	let obj=ObjPrim_Create(OBJ_SPRITE_2D);
	Obj_SetRenderPriorityI(obj,22);
	ObjPrim_SetTexture(obj,GetCurrentScriptDirectory ~ "/img/Ingame/BG/worldfog.png");
	ObjSprite2D_SetSourceRect(obj,0,0,512,512);
	ObjSprite2D_SetDestCenter(obj);
	ObjRender_SetBlendType(obj,BLEND_SUBTRACT);
	ObjRender_SetPosition(obj,GetStgFrameWidth/2, GetStgFrameHeight/2,0);
	ObjRender_SetAlpha(obj, 45);
	ObjRender_SetColor(obj,32,255,255);
	
	let obj2=ObjPrim_Create(OBJ_SPRITE_2D);
	Obj_SetRenderPriorityI(obj2,22);
	ObjPrim_SetTexture(obj2,GetCurrentScriptDirectory ~ "/img/Ingame/BG/worldfog.png");
	ObjSprite2D_SetSourceRect(obj2,0,0,512,512);
	ObjRender_SetScaleXYZ(obj2, 0.7, 0.7,1);
	ObjSprite2D_SetDestCenter(obj2);
	ObjRender_SetBlendType(obj2,BLEND_SUBTRACT);
	ObjRender_SetPosition(obj2,GetStgFrameWidth/2, GetStgFrameHeight/2,0);
	ObjRender_SetAlpha(obj2, 15);
	ObjRender_SetColor(obj2,32,255,255);
	loop{
	ObjSprite2D_SetSourceRect(obj,0,0-count,512,512-count);
	ObjSprite2D_SetSourceRect(obj2,0,0+count/3,512,512+count/3);
	count++;
	yield;
	}
}

task Spell1{
	let count = 0;
	let obj=ObjPrim_Create(OBJ_SPRITE_2D);
	
	Obj_SetRenderPriorityI(obj,23);
	ObjPrim_SetTexture(obj,GetCurrentScriptDirectory ~ "/img/Ingame/back2.png");
	ObjSprite2D_SetSourceRect(obj,0,0,512,512);
	ObjSprite2D_SetDestCenter(obj);
	ObjRender_SetScaleXYZ(obj,1.5,1.5,1);
	ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
	ObjRender_SetPosition(obj,GetStgFrameWidth/2, GetStgFrameHeight/2,0);
	ObjRender_SetAlpha(obj, 255);
	loop{
	ObjSprite2D_SetSourceRect(obj,0,0-count/3,512,512-count/3);
	ObjRender_SetColorHSV(obj, 0, 255, 150+100*cos(count));
	ObjRender_SetAlpha(obj, count*5);
	count++;
	yield;
	}
	Obj_Delete(obj);
}

task Spell2{
	let count = 0;
	let obj=ObjPrim_Create(OBJ_SPRITE_2D);
	
	Obj_SetRenderPriorityI(obj,23);
	ObjPrim_SetTexture(obj,GetCurrentScriptDirectory ~ "/img/Ingame/back2.png");
	ObjSprite2D_SetSourceRect(obj,0,0,512,512);
	ObjSprite2D_SetDestCenter(obj);
	ObjRender_SetScaleXYZ(obj,1.5,1.5,1);
	ObjRender_SetBlendType(obj,BLEND_ADD_ARGB);
	ObjRender_SetPosition(obj,GetStgFrameWidth/2, GetStgFrameHeight/2,0);
	ObjRender_SetAlpha(obj, 255);
	loop{
	ObjSprite2D_SetSourceRect(obj,0,0-count/3,512,512-count/3);
	ObjRender_SetColorHSV(obj, 125, 255, 150+100*cos(count*1.1+180));
	ObjRender_SetAlpha(obj, count*5);
	count++;
	yield;
	}
	Obj_Delete(obj);
}

task Spell3{
	let vertexcount = 64*12;
	let innerrad = 0;
	let outerrad = 512*1.5;
	let mov = 1;
	let alpha = 0;
    let obj = ObjPrim_Create(OBJ_PRIMITIVE_2D);
    ObjPrim_SetPrimitiveType(obj, PRIMITIVE_TRIANGLESTRIP);
    ObjPrim_SetTexture(obj, GetCurrentScriptDirectory ~ "/img/Ingame/back1.png");
    Obj_SetRenderPriorityI(obj, 24);
    ObjPrim_SetVertexCount(obj, vertexcount);
	ObjRender_SetBlendType(obj, BLEND_MULTIPLY);
 
    ascent(i in 0..vertexcount/2){
        let indexvert = i*2;
        let angle = 360/(vertexcount/2-1)*i;
        ObjPrim_SetVertexPosition(obj,indexvert+0,innerrad*cos(angle),innerrad*sin(angle),0);
        ObjPrim_SetVertexPosition(obj,indexvert+1,outerrad*cos(angle),outerrad*sin(angle),0);
    }
   
    while(!Obj_IsDeleted(obj)){
	let X = GetStgFrameWidth/2;
	let Y = GetStgFrameHeight/2-100;
        ascent(i in 0..vertexcount/2){
            let indexvert = i*2;
            let angle = 360/(vertexcount/2-1)*i;
            ObjPrim_SetVertexUVT(obj, indexvert, 512/(vertexcount/2-1)*i, 0+mov);
            ObjPrim_SetVertexUVT(obj, indexvert+1, 512/(vertexcount/2-1)*i, 384+mov);
		
        }
		ObjRender_SetPosition(obj, X, Y, 0);
		ObjRender_SetAlpha(obj, alpha*5);
		if(alpha<25){alpha++;}
		mov+=0.5;
		yield;
    }
}