Live for some reason
If you're wondering why it waits 0 seconds in one sprite's forever loop and not another, it's kind of an obscure scratch bug with layering, so if you care I'll give you a lesson. First, when you make something run in front of another sprite, eg: go to [front] layer, then the code will run before it. This is very important when making complex games with collision, as the ground needs to move at a certain time, then the player sprite can account for it. Next, scratches forever loops and clones. From what I can say from experience, when a forever loop summons a clone every frame, and the clone has a script in it, the clone's script will run after the script of the next sprite. So this makes working with accuracy and variables annoying. In this project, the clone in the first sprite changes the distance variable, and then the next sprite uses that variable to move that sprite's clones, and for some ungodly reason putting a wait 0 seconds after making the clone in the first sprite makes the clones run before the next sprite. This makes the distance variable work and go before the other sprite so it can accurately move the clones. Finally, the most confusing thing ever and idky scratch did this. If you look into the code and show the test list, it shows the order that things run in the script, and again for some reason the list updates like it did in the start, so the list updates in the order, sprite 1, sprite 2, clone 1, clone 2, but the variable doesn't??? Idk but I've spent way too long on this useless description so bye.