Flufftopia || Platformer

Instructions: ★ If you see a WHITE square covering the screen, this is usually because of lag. Clicking the green flag again should fix it.\n\n★ Flufftopia || By @250119code2.\n★ Keyboard and mouse are highly recommended, especially for the first world.\n★ Sound is also recommended.\n\n★★★ CLOUD VARIABLES ★★★\n• The top variable in the pink section of the world introduction is the world record time for completing the world.\n• The variable at the bottom screen is the world record time HOLDER. Feel free to congratulate them or try to beat their time.\n\n★★★ INSTRUCTIONS ★★★\n• Read the in-game instructions.\n• Customise your game experience with the settings button in the bottom right of the main menu.\n• Follow the instructions given in each world introduction, and get the best time possible!\n\n★★★ LEVEL TIPS ★★★\n• In Blisstonic, collecting gems allows you to teleport within a radius. You can teleport while in mid-air, so use this ability wisely!\n• In Magic Mesa, collecting coins is the main objective.\n• Bubble Bash is the hardest world, with only 6 levels but is generally more challenging. Try to get into the rhythm of swimming horizontally easily.\n\n★★★ FIXES AND IMPROVEMENTS ★★★\n• Fixed next-level transition being too late.\n• Fixed some elements not correctly refreshing when respawning or completing a level.\n• The credits and instructions screen both have visual improvements.\n• Improved water splash effect.\n• Added settings which may improve performance.\n• Added cloud variables which adds competitiveness to the game.\n• The world introductions are now faster.\n• Coins and gems now have a sparkle effect every few seconds.\n\n★★★ OTHER ★★★\n #games

@Stage\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [particles v]\nrepeat (10)\n    change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayBlisstonic) = [0]>\nset volume to (0) %\n\nstop all sounds\n\nwait until <(CanPlayBlisstonic) = [0]>\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (round 1 v)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nswitch backdrop to (round 2 v)\n\nbroadcast (Play Music v)\n\nwhen I receive [win3 v]\nstop all sounds\nset volume to (0) %\n\nwhen I receive [round 3 v]\nwait (2) seconds\nswitch backdrop to (round 3 v)\n\nwhen I receive [hides v]\nswitch backdrop to (title screen nos v)\n\nwhen I receive [shows v]\nswitch backdrop to (title screen v)\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [1]> and <(Music) = [1]>> then\n    set volume to (25) %\n    set [canmoveplayer v] to [1]\n    repeat until <(CanPlayBlisstonic) = [0]>\n        play sound [Blisstonic v] until done\n    end\n    stop [this script v]\nend\n\n@Setup\n\nwhen flag clicked\nset [blisstonictime v] to [0]\nset [magicmesatime v] to [0]\nset [bubblebashtime v] to [0]\nhide variable [blisstonictime v]\nhide variable [magicmesatime v]\nhide variable [bubblebashtime v]\n\nwhen flag clicked\nset [canplayblisstonic v] to [0]\nset [canplaymagicmesa v] to [0]\n\nwhen flag clicked\nhide variable [☁ blisstonicplays v]\nhide variable [☁ magicmesaplays v]\nhide variable [☁ bubblebashplays v]\nhide variable [☁ blisstonicwrtime v]\nhide variable [☁ magicmesawrtime v]\nhide variable [☁ bubblebashwr time v]\n\nwhen flag clicked\nhide variable [☁ blisstonicwr holder v]\nhide variable [☁ magicmesa wr holder v]\nhide variable [☁ bubblebashwr holder v]\n\nwhen flag clicked\nhide variable [decodedbtwr v]\nhide variable [decodedmmwr v]\nhide variable [decodedbbwr v]\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n    switch costume to (pos hack v)\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((dir) - (direction)) / (speed)) degrees\n    switch costume to (costume)\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to x: (0) y: (200)\n    Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n    if <(id) = [2]> then\n        go to x: (0) y: (200)\n        Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n    else\n        if <(id) = [3]> then\n            go to x: (0) y: (0)\n            switch costume to (logo v)\n            go to [front v] layer\n            show\n            point in direction (-45)\n            set [ghost v] effect to (100)\n            set size to (0) %\n            repeat (20)\n                change size by (((120) - (size)) / (5))\n                change [ghost v] effect by (-10)\n                turn right (((92) - (direction)) / (5)) degrees\n            end\n            repeat (23)\n                change size by (((100) - (size)) / (5))\n                change y by (((0) - (y position)) / (5))\n            end\n            wait (0.5) seconds\n            Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n        else\n            if <(id) = [5]> then\n                go to [front v] layer\n                go to x: (0) y: (0)\n                Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n            else\n                if <(id) = [6]> then\n                    go to [front v] layer\n                    go to x: (0) y: (200)\n                    Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n                else\n                    if <(id) = [7]> then\n                        go to [front v] layer\n                        go to x: (0) y: (200)\n                        Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    show\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    set [1 v] to (pick random (-15) to (15))\n    set [2 v] to (pick random (-15) to (15))\n    set [3 v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (0) y: (0)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (thing 1 v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (1)\n        change y by (2)\n        turn right (3) degrees\n        set [1 v] to ((1) * (0.9))\n        set [2 v] to ((2) * (0.9))\n        switch costume to (pick random (6) to (7))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    forever\n        change [yv v] by (-0.1)\n        change y by (YV)\n    end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n    delete this clone\nelse\n    if <(id) = [2]> then\n        delete this clone\n    else\n        if <(id) = [3]> then\n            delete this clone\n        else\n            if <(id) = [5]> then\n                delete this clone\n            else\n                if <(id) = [6]> then\n                    repeat (50)\n                        change [ghost v] effect by (10)\n                    end\n                    wait (0.5) seconds\n                    delete this clone\n                else\n                    if <(id) = [7]> then\n                        repeat (50)\n                            change [ghost v] effect by (10)\n                        end\n                        wait (0.5) seconds\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n    change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (1000)\n    change [brightness v] effect by (5)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (50)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nwait (7) seconds\ndelete this clone\n\n@Player\n\nwhen I receive [move player v]\nchange x by (Move X)\nchange y by (Move Y)\n\nwhen I receive [move player v]\n\nif <not <touching (danger v)?>> then\n    change x by (10)\n    change y by (10)\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level v] to [0]\nset [gravity v] to [1]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n    Ground Touch <(Y Velocity) > [0]>\n    if <(Gravity) = [1]> then\n        switch costume to (idle v)\n    else\n        switch costume to (upsidedownidle v)\n    end\n    if <not <touching (water v)?>> then\n        if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n            if <not <(Dashing?) = [1]>> then\n                if <(Gravity) = [1]> then\n                    change [y velocity v] by (-1)\n                else\n                    change [y velocity v] by (1)\n                end\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        Ladders\n    end\n    if <(STICK X) > [0.3]> then\n        if <touching (water v)?> then\n            change [x velocity v] by (1.7)\n        else\n            change [x velocity v] by (1.85)\n        end\n    end\n    if <(STICK X) < [-0.3]> then\n        if <touching (water v)?> then\n            change [x velocity v] by (-1.7)\n        else\n            change [x velocity v] by (-1.85)\n        end\n    end\n    set [x velocity v] to ((X Velocity) * (friction))\n    change x by (X Velocity)\n    set [slope v] to [0]\n    if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <touching (coinlocks v)?>>> then\n        repeat until <<not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <touching (coinlocks v)?>>>> or <(Slope) = [-8]>>\n            change [slope v] by (-1)\n            change y by (1)\n        end\n    end\n    if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or >> then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or >>>\n            change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n        end\n        set [x velocity v] to [0]\n    end\n    change y by (Y Velocity)\n    if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <<touching (lockclones v)?> or <touching (coinlocks v)?>>>> then\n        repeat until <not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <<touching (lockclones v)?> or <touching (coinlocks v)?>>>>>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [falling? v] to [-1]\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<<touching (level v)?> or <<touching (coinlocks v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>>> or <<touching (blocks v)?> or <touching (jumpable v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n        if <(Jumping?) = [False]> then\n            set [jumping? v] to [True]\n            set [holding v] to [True]\n        end\n        if <<(Jump) = [0]> and <(Jump) < [3]>> then\n            if <(Jumps) < (TotalJumps)> then\n                change [jumps v] by (1)\n                set [falling? v] to [6]\n                set [jump v] to [1]\n                if <not <touching (water v)?>> then\n                    if <(Gravity) = [1]> then\n                        set [y velocity v] to ((jump height) + (0.1))\n                    else\n                        set [y velocity v] to [-12.8]\n                    end\n                end\n                if <(Falling?) < [7]> then\n                    if <<touching (left v)?> or <touching (right v)?>> then\n                        start sound (pick random (34) to (36))\n                    else\n                        if <(Round) < [3]> then\n                            start sound (pick random (27) to (33))\n                        end\n                    end\n                end\n            else\n                broadcast (Shake v)\n            end\n        end\n    else\n        if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [jump v] to [0]\n        end\n    end\n    change y by (1)\n    if <touching (water v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            if <(Y Velocity) < [5]> then\n                if <(Gravity) = [1]> then\n                    change [y velocity v] by (0.5)\n                else\n                    change [y velocity v] by (-0.5)\n                end\n            end\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            if <(Y Velocity) > [-6]> then\n                if <(Gravity) = [1]> then\n                    change [y velocity v] by (-0.5)\n                else\n                    change [y velocity v] by (0.5)\n                end\n            end\n        end\n        if <touching (water v)?> then\n            if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n                if <(Gravity) = [1]> then\n                    change [y velocity v] by (-0.15)\n                else\n                    change [y velocity v] by (0.15)\n                end\n            end\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jumprings v)?>> then\n        set [y velocity v] to [13]\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n        set [y velocity v] to [8]\n    end\n    if <not <<touching (water v)?> or <touching (vines v)?>>> then\n        if <(Gravity) = [1]> then\n            if <(Y Velocity) > [0]> then\n                switch costume to (jump v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (fall v)\n            end\n        else\n            if <(Y Velocity) > [0]> then\n                switch costume to (upsidedownfall v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (upsidedownjump v)\n            end\n        end\n    end\nend\nset [playery v] to (round (y position))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [16]> or <(Level) = [24]>>>>> then\n    broadcast (Swich to black v)\n    broadcast (Animation v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    wait (0.6) seconds\n    set [deaths v] to [0]\n    set [level v] to ((Level) + (1))\n    broadcast (Refresh/Next v)\n    broadcast (Next Level v)\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Spawn Position\n    JumpCount\n    broadcast (Reset orb v)\n    broadcast (Next Level v)\n    if <(Round) = [2]> then\n        change [mmlevelscompleted v] by (1)\n    end\n    if <(Round) = [3]> then\n        change [bblevelscompleted v] by (1)\n    end\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<<(y position) < [-166]> or > or <<touching (specialspikes v)?> or <touching (illusionspikes v)?>>>>> and <not <(CHEAT) = [1]>>> then\n    change [deaths v] by (1)\n    broadcast (Refresh/Next v)\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    JumpCount\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    broadcast (Refresh/Next v)\nend\nif <touching (bouncy v)?> then\n    start sound [Big Boing v]\n    set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [18]\nend\nif <(CanMovePlayer) = [1]> then\n    if <(STICK X) < [-0.3]> then\n        point in direction (-90)\n    end\n    if <(STICK X) > [0.3]> then\n        point in direction (90)\n    end\n    set rotation style [left-right v]\nend\nif <touching (bounce part v)?> then\n    if <(Level) = [8]> then\n        set [y velocity v] to [18]\n    else\n        set [y velocity v] to [17.5]\n    end\n    start sound [spring v]\nend\nif <touching (left v)?> then\n    change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n    change [x velocity v] by (1.1)\nend\nif <touching (gravityup v)?> then\n    set [gravity v] to [2]\nend\nif <touching (gravitydown v)?> then\n    set [gravity v] to [1]\nend\nif <touching (bouncepad v)?> then\n    if <(Gravity) = [1]> then\n        set [y velocity v] to [16]\n    else\n        set [y velocity v] to [-16]\n    end\nend\nif <touching (oppositebounce v)?> then\n    if <(Gravity) = [1]> then\n        set [y velocity v] to [-11]\n    else\n        set [y velocity v] to [11]\n    end\nend\n\nbroadcast (Start Keys v)\nbroadcast (Lock v)\n\nbroadcast (Stop Sounds v)\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen I receive [intro done v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-46)\nset rotation style [left-right v]\ngo [forward v] (15) layers\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n    Check if on JT\n    if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n        Platformer Physics [1.85] [0.7] [12.9]\n        Detection\n    else\n        Platformer Physics [1.85] [0.8] [12.9]\n        Detection\n    end\n    Ground Touch <(Y Velocity) > [0]>\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\nif <<key (p v) pressed?> and <(CHEAT) = [1]>> then\n    broadcast (Refresh/Next v)\n    broadcast (Refresh/Next v)\n    broadcast (Swich to black v)\n    broadcast (Animation v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    wait (.04) seconds\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Spawn Position\n    JumpCount\n    broadcast (Reset orb v)\n    broadcast (Refresh/Next v)\n    broadcast (Next Level v)\n    if <(Round) = [2]> then\n        change [mmlevelscompleted v] by (1)\n    end\n    wait until <not <key (p v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [0]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nif <(Level) = [1]> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [2]> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [3]> then\n    go to x: (-215) y: (-35)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [4]> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [5]> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nRespawn Position 2\n\ndefine Ladders\nif <touching (vines v)?> then\n    if <touching (vines v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (1.6)\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (-1.6)\n            end\n        end\n    end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n    wait until <touching (vines v)?>\n    set [viney v] to [3]\n    wait until <not <touching (vines v)?>>\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [y velocity v] to [8]\n    end\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nif <touching (left v)?> then\n    change x by (-4.8)\nend\nif <touching (right v)?> then\n    change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nif <(Level) = [1]> then\n    go to x: (-215) y: (-46)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [2]> then\n    go to x: (-215) y: (-46)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [3]> then\n    go to x: (-215) y: (-46)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [4]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [6]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n    if <touching (jump through v)?> then\n        if <<touching (jump through v)?> and <not <up?>>> then\n            set [slope v] to [0]\n            repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n                change y by (1)\n                change [slope v] by (1)\n            end\n            if <not <touching (jump through v)?>> then\n                change y by ((0) - (round (Slope)))\n                repeat until <not <touching (jump through v)?>>\n                    change y by (1)\n                    switch costume to (idle v)\n                    set [falling? v] to [0]\n                    set [y velocity v] to [0]\n                end\n            else\n                if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n                    change y by ((0) - (round (Slope)))\n                end\n            end\n        end\n    end\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n    set [falling? v] to [6]\n    set [jump v] to [1]\n    if <not <touching (water v)?>> then\n        set [y velocity v] to [12.8]\n    end\n    if <(Falling?) < [7]> then\n        start sound (pick random (27) to (33))\n        wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n    end\nend\nchange y by (1)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [canmoveplayer v] to [0]\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Refresh/Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    Respawn\nend\n\ndefine JumpCount\n\nif <(Level) = [8]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\nif <(Level) = [10]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n    set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\ndefine Respawn Position 2\nif <(Level) = [6]> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [7]> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [9]> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [10]> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (25)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nRespawn3\n\ndefine Spawn2\nif <(Level) = [7]> then\n    go to x: (-215) y: (-46)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n    go to x: (-215) y: (20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [10]> then\n    go to x: (-215) y: (20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [11]> then\n    go to x: (-215) y: (-1)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <(Level) = [12]> then\n    go to x: (-215) y: (-48)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nSpawn 3\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (20)\n    change size by (((100) - (size)) / (10))\nend\nrepeat (30)\n    change size by (((100) - (size)) / (10))\nend\n\ndefine Bars\n\nif <touching (grabbars v)?> then\n    set [y velocity v] to [0]\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n    set [y velocity v] to [12]\nend\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\ndefine Check if on JT\nif <(y position) > [-160]> then\n    change y by (-30)\n    if <touching (jump through v)?> then\n        set [on jt? v] to [1]\n    else\n        set [on jt? v] to [0]\n    end\n    change y by (30)\nend\n\nwhen flag clicked\nforever\n    set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <<(On JT?) = [1]> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(STICK Y) < [-0.1]>>> then\n    if <(Round) = [3]> then\n        set [ablejt? v] to [0]\n        wait (0.5) seconds\n        set [ablejt? v] to [1]\n    else\n        set [ablejt? v] to [0]\n        wait (0.2) seconds\n        set [ablejt? v] to [1]\n    end\nend\n\nwhen flag clicked\ngo [backward v] (5) layers\nset [ablejt? v] to [1]\nforever\n    Drop Down\nend\n\ndefine Hold to Jump Higher\nif <(Device) = [1]> then\n    if <(Y Velocity) < [-5]> then\n        set [jumping? v] to [False]\n    end\n    if <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>>> and <(Holding) = [True]>> then\n        set [y velocity v] to ((Y Velocity) / (1.3))\n        set [holding v] to [False]\n    end\nend\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.3) seconds\nset [canmoveplayer v] to [1]\n\ndefine Dashing\nif <key (space v) pressed?> then\n    if <(DashCooldown) = [0]> then\n        start sound [Dash v]\n        set [dashing? v] to [1]\n        set [y velocity v] to [0]\n        broadcast (Cooldown v)\n        set [dashcooldown v] to [1]\n        if <(direction) = [90]> then\n            set [x velocity v] to [30]\n        end\n        if <(direction) = [-90]> then\n            set [x velocity v] to [-30]\n        end\n        set [dashing? v] to [0]\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [cooldown v]\nrepeat until <(DashCooldown) = [0]>\n    wait (1) seconds\n    change [dashcooldown v] by (-1)\nend\n\nwhen I receive [cooldown v]\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (0.01) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [countdown3 v]\ngo [forward v] (100) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\ndefine Spawn 3\nif <<(Level) = [13]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [15]> or > then\n    go to x: (-215) y: (10)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n    go to x: (-215) y: (-40)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or <(Level) = [18]>> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [20]> or <<(Level) = [21]> or <<(Level) = [23]> or >>> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\nwhen I receive [switchgravity v]\nif <(Gravity) = [1]> then\n    set [gravity v] to [2]\n    set [y velocity v] to [0.5]\nelse\n    set [gravity v] to [1]\n    set [y velocity v] to [-0.5]\nend\n\nwhen I receive [countdown3 v]\nclear graphic effects\n\ngo [backward v] (5) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nwhen I receive [bounce v]\nif <(Gravity) = [1]> then\n    set [y velocity v] to [13]\nelse\n    set [y velocity v] to [-13]\nend\n\nwhen I receive [countdown3 v]\nrepeat (10)\n    go to x: (-215) y: (-34)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0) seconds\nwait until <<touching (stars v)?> and <(Level) = [8]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [8]>>>\n\ngo [forward v] (3) layers\n\nwhen I receive [round 3 v]\ngo [forward v] (10) layers\n\nwhen flag clicked\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [round 2 v]\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [next v]\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [teleport v]\ngo to (mouse-pointer v)\n\ngo [backward v] (5) layers\n\nwhen I receive [starttimer1 v]\nrepeat until <not <(CanPlayBlisstonic) = [1]>>\n    set [blisstonictime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-47)\n\nwhen I receive [starttimer2 v]\nrepeat until <not <(CanPlayMagicMesa) = [1]>>\n    set [magicmesatime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [countdown2 v]\nstop [other scripts in sprite v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nset volume to (100) %\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-47)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n    Check if on JT\n    if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n        Platformer Physics [1.85] [0.7] [12.9]\n        Detection\n    else\n        Platformer Physics [1.85] [0.8] [12.9]\n        Detection\n    end\n    Ground Touch <(Y Velocity) > [0]>\nend\n\ngo [backward v] (5) layers\n\nwhen I receive [play music v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [16]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [16]>>>\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen I receive [play music v]\nwait (1) seconds\nforever\n    Drop Down\n    set volume to (100) %\n    Respawn\nend\n\nwhen I receive [play music v]\nforever\n    wait until <touching (water v)?>\n    broadcast (Water v)\n    start sound [In Water v]\n    wait until <not <touching (water v)?>>\n    if <<(x position) > [-215]> and <not <(Round) = [3]>>> then\n        set [y velocity v] to [7.5]\n    end\nend\n\nwhen I receive [play music v]\nforever\n    if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        play sound (pick random (20) to (25)) until done\n    end\n    if <(Level) > [15]> then\n        set [totaljumps v] to [999]\n    end\nend\n\ndefine Respawn3\nif <<(Level) = [12]> or <(Level) = [13]>> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [14]> or <(Level) = [13]>> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [15]> or <(Level) = [17]>> then\n    go to x: (-215) y: (50)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or <(Level) = [18]>> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [20]> or > then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [22]> or > then\n    go to x: (-215) y: (-40)\n    point in direction (90)\n    set size to (100) %\n    set [gravity v] to [1]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\ngo [backward v] (20) layers\n\nwhen I receive [play music v]\nforever\n    Cheats Menu\nend\n\nwhen I receive [play music v]\nforever\n    wait until <touching (water v)?>\n    set [y velocity v] to ((Y Velocity) / (2))\n    wait until <not <touching (water v)?>>\nend\n\ngo [backward v] (5) layers\n\nwhen I receive [countdown3 v]\nstop [other scripts in sprite v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nset volume to (100) %\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-24)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n    Check if on JT\n    if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n        Platformer Physics [1.85] [0.7] [12.9]\n        Detection\n    else\n        Platformer Physics [1.85] [0.8] [12.9]\n        Detection\n    end\n    Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen I receive [starttimer3 v]\nrepeat until <not <(CanPlayBubbleBash) = [1]>>\n    set [bubblebashtime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [play music v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [24]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win3 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <<touching (mouse-pointer v)?> and <(InLevelZone) = [0]>> then\n        set [mousetouchinglevel v] to [1]\n    else\n        set [mousetouchinglevel v] to [0]\n    end\nend\n\ngo to [front v] layer\n\ngo [forward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [numberpad4 v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [animation v]\nclear graphic effects\nif <(Level) = [12]> then\n    show\n    set [ghost v] effect to (100)\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\nif <(Level) = [15]> then\n    show\n    set [ghost v] effect to (100)\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\nif <(Level) = [23]> then\n    show\n    set [ghost v] effect to (100)\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\n\nwhen I receive [numberpad8 v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [numberpad14 v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [forward v] (26) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (5) layers\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (10) layers\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (5) layers\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nwait until <(Level) = [10]>\ngo [backward v] (5) layers\n\nwhen flag clicked\nwait until <(Level) = [12]>\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (5) layers\nforever\n    switch costume to (Level)\n    if <(Shadows) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen I receive [countdown 1 v]\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (10) layers\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <(Shadows) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <(Shadows) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\ngo [backward v] (5) layers\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (e v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (e v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    switch costume to (Level)\n    set [ghost v] effect to (50)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [1]>\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\n\ngo [backward v] (3) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    switch costume to (Level)\n    set [ghost v] effect to (40)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (50)\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\n@Saws\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nwait (0) seconds\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (20) layers\nforever\n    turn right (4) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\n\nwhen I receive [hide saw v]\ndelete this clone\n\nif <(Level) = [21]> then\n    Clone At X: [-190] [133] At Size [100]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\nset size to (100) %\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\nhide\n\nshow\n\nclear graphic effects\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n    change size by (1)\n    change [ghost v] effect by (-20)\nend\nset size to (100) %\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n    change [ghost v] effect by (-20)\n    change size by (1)\nend\nset size to (100) %\n\nwhen I receive [in v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\nset size to (100) %\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n    thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n    other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((120) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n        if <<mouse down?> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n            start sound [Click v]\n            broadcast (LevelSelect v)\n            set [inlevelselect v] to [1]\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((110) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nstart sound [Click v]\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [animation start v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (IN v)\nstart sound [Click v]\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n                start sound [Click v]\n                set [instructions v] to [1]\n                broadcast (IN v)\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n                start sound [Click v]\n                broadcast (CreditsShow v)\n                set [incredits v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Settings\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n    turn right (2) degrees\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n                start sound [Click v]\n                broadcast (SettingsShow v)\n                set [insettings v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nset [insettings v] to [0]\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Changelog\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [inchangelog v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n                start sound [Click v]\n                broadcast (Changelog Show v)\n                set [inchangelog v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nset [inchangelog v] to [0]\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@LevelSelectScreen\n\nwhen I receive [levelselect v]\nset [selectedlevel v] to [1]\nset [titlescrenid v] to [Black]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Text]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Left]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Right]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Level1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Play]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Back]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [Black]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [Text]> then\n        go to x: (0) y: (0)\n        go to [front v] layer\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [Left]> then\n            go to x: (-185) y: (0)\n            go to [front v] layer\n            switch costume to (left v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        else\n            if <(TitleScrenID) = [Right]> then\n                go to [front v] layer\n                go to x: (185) y: (0)\n                switch costume to (right v)\n                show\n                set [ghost v] effect to (100)\n                repeat (10)\n                    change [ghost v] effect by (-10)\n                end\n            else\n                if <(TitleScrenID) = [Level1]> then\n                    set size to (80) %\n                    go to [front v] layer\n                    go to x: (0) y: (-10)\n                    switch costume to (level1 v)\n                    show\n                    set [ghost v] effect to (100)\n                    repeat (10)\n                        change [ghost v] effect by (-10)\n                    end\n                else\n                    if <(TitleScrenID) = [Play]> then\n                        set size to (100) %\n                        go to [front v] layer\n                        go to x: (0) y: (-130)\n                        switch costume to (play v)\n                        show\n                        set [ghost v] effect to (100)\n                        repeat (10)\n                            change [ghost v] effect by (-10)\n                        end\n                    else\n                        if <(TitleScrenID) = [Back]> then\n                            set size to (100) %\n                            go to [front v] layer\n                            go to x: (-205) y: (-145)\n                            switch costume to (back v)\n                            show\n                            set [ghost v] effect to (100)\n                            repeat (10)\n                                change [ghost v] effect by (-10)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen [space v] key pressed\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <(SelectedLevel) = [1]> then\n            set [ghost v] effect to (50)\n        else\n            set [ghost v] effect to (0)\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <(SelectedLevel) = [3]> then\n                set [ghost v] effect to (50)\n            else\n                set [ghost v] effect to (0)\n            end\n        end\n    end\nend\n\nbroadcast (LevelSelect v)\n\nwhen I receive [levelchange+1 v]\nif <(TitleScrenID) = [Level1]> then\n    next costume\n    set [brightness v] effect to (100)\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\n\nwhen I receive [levelchange-1 v]\nif <(TitleScrenID) = [Level1]> then\n    switch costume to ((costume [number v]) - (1))\n    set [brightness v] effect to (100)\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Play]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((110) - (size)) / (5))\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                start sound [Click v]\n                if <(SelectedLevel) = [1]> then\n                    wait (0.3) seconds\n                    start sound [Selected v]\n                    broadcast (Show Intro v)\n                    set [screen v] to [0]\n                    broadcast (HideLevelSelect v)\n                else\n                    if <(SelectedLevel) = [2]> then\n                        wait (0.3) seconds\n                        start sound [Selected v]\n                        broadcast (Round 2 v)\n                        set [round v] to [2]\n                        set [screen v] to [0]\n                        broadcast (HideLevelSelect v)\n                    else\n                        if <(SelectedLevel) = [3]> then\n                            wait (0.3) seconds\n                            broadcast (Round 3 v)\n                            start sound [Selected v]\n                            set [screen v] to [0]\n                            broadcast (HideLevelSelect v)\n                        end\n                        wait until <not <mouse down?>>\n                    end\n                    wait until <not <mouse down?>>\n                end\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((100) - (size)) / (5))\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I receive [hidelevelselect v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nbroadcast (HideLevelSelect v)\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Back]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (back v)\n            if <mouse down?> then\n                set [inlevelselect v] to [0]\n                broadcast (HideLevelSelect v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (back v)\n        end\n    end\nend\n\nwhen I receive [animation v]\n\nwhen I receive [show intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [Back]> then\n    if <touching (mouse-pointer v)?> then\n        wait until <not <touching (mouse-pointer v)?>>\n        start sound [MouseHover v]\n    end\nend\n\nbroadcast (HideLevelSelect v)\n\nset [test v] to [0]\n\nchange [test v] by (1)\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Back]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((125) - (size)) / (5))\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                start sound [Click v]\n                if <not <(SelectedLevel) = [1]>> then\n                    change [selectedlevel v] by (-1)\n                    broadcast (LevelChange-1 v)\n                end\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            switch costume to (costume1 v)\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((125) - (size)) / (5))\n                switch costume to (costume2 v)\n                if <mouse down?> then\n                    start sound [Click v]\n                    if <not <(SelectedLevel) = [3]>> then\n                        change [selectedlevel v] by (1)\n                        broadcast (LevelChange+1 v)\n                    end\n                    wait until <not <mouse down?>>\n                end\n            else\n                change size by (((110) - (size)) / (5))\n                switch costume to (costume1 v)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [MouseHover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <touching (mouse-pointer v)?> then\n                start sound [MouseHover2 v]\n                wait until <not <touching (mouse-pointer v)?>>\n            end\n        else\n            if <(TitleScrenID) = [Play]> then\n                if <touching (mouse-pointer v)?> then\n                    start sound [MouseHover2 v]\n                    wait until <not <touching (mouse-pointer v)?>>\n                end\n            end\n        end\n    end\nend\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [in v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [3]> then\n            go to x: (-205) y: (-145)\n            switch costume to (3 v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        end\n    end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nbroadcast (HideTitleScreen v)\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            if <mouse down?> then\n                broadcast (HideTitleScreen v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [creditsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        go to x: (-205) y: (-145)\n        switch costume to (3 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [incredits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                broadcast (HideCreditsScreen v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nbroadcast (HideCreditsScreen v)\n\n@SettingsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [settingsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [4]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [5]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [6]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [7]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [8]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [3]> then\n            go to x: (-205) y: (-145)\n            switch costume to (3 v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        else\n            if <(TitleScrenID) = [4]> then\n                set size to (70) %\n                go to x: (110) y: (50)\n                if <(Music) = [1]> then\n                    switch costume to (4 v)\n                else\n                    switch costume to (5 v)\n                end\n                show\n                set [ghost v] effect to (100)\n                repeat (10)\n                    change [ghost v] effect by (-10)\n                end\n            else\n                if <(TitleScrenID) = [5]> then\n                    set size to (70) %\n                    go to x: (110) y: (15)\n                    if <(Particle Effects) = [1]> then\n                        switch costume to (4 v)\n                    else\n                        switch costume to (5 v)\n                    end\n                    show\n                    set [ghost v] effect to (100)\n                    repeat (10)\n                        change [ghost v] effect by (-10)\n                    end\n                else\n                    if <(TitleScrenID) = [6]> then\n                        set size to (70) %\n                        go to x: (110) y: (-20)\n                        if <(Fancy Effects) = [1]> then\n                            switch costume to (4 v)\n                        else\n                            switch costume to (5 v)\n                        end\n                        show\n                        set [ghost v] effect to (100)\n                        repeat (10)\n                            change [ghost v] effect by (-10)\n                        end\n                    else\n                        if <(TitleScrenID) = [7]> then\n                            set size to (70) %\n                            go to x: (110) y: (-55)\n                            if <(Shadows) = [1]> then\n                                switch costume to (4 v)\n                            else\n                                switch costume to (5 v)\n                            end\n                            show\n                            set [ghost v] effect to (100)\n                            repeat (10)\n                                change [ghost v] effect by (-10)\n                            end\n                        else\n                            if <(TitleScrenID) = [8]> then\n                                set size to (70) %\n                                go to x: (110) y: (-90)\n                                if <(Element Effects) = [1]> then\n                                    switch costume to (4 v)\n                                else\n                                    switch costume to (5 v)\n                                end\n                                show\n                                set [ghost v] effect to (100)\n                                repeat (10)\n                                    change [ghost v] effect by (-10)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [insettings v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            if <mouse down?> then\n                broadcast (SettingsHide v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nbroadcast (SettingsHide v)\n\nwhen flag clicked\nset [insettings v] to [0]\n\nwhen flag clicked\nset [music v] to [1]\nset [particle effects v] to [1]\nset [fancy effects v] to [1]\nset [shadows v] to [1]\nset [element effects v] to [1]\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [4]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((80) - (size)) / (5))\n            set [brightness v] effect to (5)\n            if <mouse down?> then\n                start sound [Click v]\n                if <(Music) = [1]> then\n                    set [music v] to [0]\n                    switch costume to (5 v)\n                else\n                    set [music v] to [1]\n                    switch costume to (4 v)\n                end\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((70) - (size)) / (5))\n            set [brightness v] effect to (0)\n        end\n    else\n        if <(TitleScrenID) = [5]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((80) - (size)) / (5))\n                set [brightness v] effect to (5)\n                if <mouse down?> then\n                    start sound [Click v]\n                    if <(Particle Effects) = [1]> then\n                        set [particle effects v] to [0]\n                        switch costume to (5 v)\n                    else\n                        set [particle effects v] to [1]\n                        switch costume to (4 v)\n                    end\n                    wait until <not <mouse down?>>\n                end\n            else\n                change size by (((70) - (size)) / (5))\n                set [brightness v] effect to (0)\n            end\n        else\n            if <(TitleScrenID) = [6]> then\n                if <touching (mouse-pointer v)?> then\n                    change size by (((80) - (size)) / (5))\n                    set [brightness v] effect to (5)\n                    if <mouse down?> then\n                        start sound [Click v]\n                        if <(Fancy Effects) = [1]> then\n                            set [fancy effects v] to [0]\n                            switch costume to (5 v)\n                        else\n                            set [fancy effects v] to [1]\n                            switch costume to (4 v)\n                        end\n                        wait until <not <mouse down?>>\n                    end\n                else\n                    change size by (((70) - (size)) / (5))\n                    set [brightness v] effect to (0)\n                end\n            else\n                if <(TitleScrenID) = [7]> then\n                    if <touching (mouse-pointer v)?> then\n                        change size by (((80) - (size)) / (5))\n                        set [brightness v] effect to (5)\n                        if <mouse down?> then\n                            start sound [Click v]\n                            if <(Shadows) = [1]> then\n                                broadcast (HideS v)\n                                set [shadows v] to [0]\n                                switch costume to (5 v)\n                            else\n                                broadcast (ShowS v)\n                                set [shadows v] to [1]\n                                switch costume to (4 v)\n                            end\n                            wait until <not <mouse down?>>\n                        end\n                    else\n                        change size by (((70) - (size)) / (5))\n                        set [brightness v] effect to (0)\n                    end\n                else\n                    if <(TitleScrenID) = [8]> then\n                        if <touching (mouse-pointer v)?> then\n                            change size by (((80) - (size)) / (5))\n                            set [brightness v] effect to (5)\n                            if <mouse down?> then\n                                start sound [Click v]\n                                if <(Element Effects) = [1]> then\n                                    set [element effects v] to [0]\n                                    switch costume to (5 v)\n                                else\n                                    set [element effects v] to [1]\n                                    switch costume to (4 v)\n                                end\n                                wait until <not <mouse down?>>\n                            end\n                        else\n                            change size by (((70) - (size)) / (5))\n                            set [brightness v] effect to (0)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [4]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    else\n        if <(TitleScrenID) = [5]> then\n            if <touching (mouse-pointer v)?> then\n                start sound [Hover v]\n                wait until <not <touching (mouse-pointer v)?>>\n            end\n        else\n            if <(TitleScrenID) = [6]> then\n                if <touching (mouse-pointer v)?> then\n                    start sound [Hover v]\n                    wait until <not <touching (mouse-pointer v)?>>\n                end\n            else\n                if <(TitleScrenID) = [7]> then\n                    if <touching (mouse-pointer v)?> then\n                        start sound [Hover v]\n                        wait until <not <touching (mouse-pointer v)?>>\n                    end\n                else\n                    if <(TitleScrenID) = [8]> then\n                        if <touching (mouse-pointer v)?> then\n                            start sound [Hover v]\n                            wait until <not <touching (mouse-pointer v)?>>\n                        end\n                    else\n                        if <(TitleScrenID) = [3]> then\n                            if <touching (mouse-pointer v)?> then\n                                start sound [Hover v]\n                                wait until <not <touching (mouse-pointer v)?>>\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nif <mouse down?> then\n    start sound [Click v]\n    wait until <not <mouse down?>>\nend\n\n@ChangelogScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [changelog show v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        go to x: (-205) y: (-145)\n        switch costume to (3 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [inchangelog v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                broadcast (Changelog Hide v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nbroadcast (HideCreditsScreen v)\n\n@Timer (Level Changing)\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n    show\n    set size to (120) %\n    go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n    if <(length of (round (Timer))) < (Timer: Clone #)> then\n        hide\n    else\n        show\n        switch costume to (letter (Timer: Clone #) of (Timer))\n    end\nend\n\nwhen I receive [show intro v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [timer v] to [6]\nwait (1) seconds\nrepeat (6)\n    wait (1) seconds\n    change [timer v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown4 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [timer v] to [6]\nwait (1) seconds\nset [level v] to [9]\nrepeat (6)\n    wait (1) seconds\n    change [timer v] by (-1)\nend\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 2 v]\n\nwhen I receive [round 3 v]\nset [level v] to [17]\nset [timer v] to [6]\nwait (1) seconds\nrepeat (6)\n    wait (1) seconds\n    change [timer v] by (-1)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nset [level v] to [17]\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ blisstonicwrtime v]\nshow variable [decodedbtwr v]\nbroadcast (DecodeBT v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nrepeat (10)\n    change volume by (-10)\nend\nhide variable [☁ blisstonicwrtime v]\nhide variable [decodedbtwr v]\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [1]\nwait (0.2) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [round 2 v]\n\ngo [forward v] (5) layers\nswitch costume to (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nwhen I receive [round 2 v]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ magicmesawrtime v]\nshow variable [decodedmmwr v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (6) seconds\nrepeat (10)\n    change volume by (-10)\nend\nhide variable [☁ magicmesawrtime v]\nhide variable [decodedmmwr v]\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [2]\nwait (0.2) seconds\nbroadcast (Countdown2 v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [round 3 v]\nset [round v] to [3]\nswitch costume to (3 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ bubblebashwr time v]\nshow variable [decodedbbwr v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (6) seconds\nrepeat (10)\n    change volume by (-10)\nend\nhide variable [☁ bubblebashwr time v]\nhide variable [decodedbbwr v]\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [3]\nwait (0.2) seconds\nbroadcast (Countdown3 v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nset [☁ blisstonicwrtime v] to [999]\nset [☁ magicmesawrtime v] to [999]\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (70) to (130)) %\n    repeat (25)\n        go to [front v] layer\n        change [ghost v] effect by (2)\n        set size to ((size) * (0.95)) %\n        switch costume to (size hack  v)\n        change x by (a)\n        change y by (b)\n        switch costume to (particle v)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.8))\n        set [b v] to ((b) * (0.8))\n    end\n    delete this clone\nend\n\nwhen I receive [water v]\nif  then\n    delete this clone\nend\nif <(Fancy Effects) = [1]> then\n    go to (player v)\n    Particle [20]\nend\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n    change [change y v] by (-0.3)\n    change y by (Change Y)\nend\n\nset size to (200) %\n\nset size to (100) %\n\nset size to ((size) * (0.95)) %\n\nset size to ((size) * (2)) %\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\nrepeat (10)\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [countdown3 v]\n\ngo [forward v] (3) layers\n\ngo [forward v] (3) layers\n\ngo [forward v] (25) layers\n\n@Flash\n\nwhen I receive [swich to black v]\ngo to [front v] layer\nset [brightness v] effect to (90)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n    next costume\n    go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif  then\n    delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Round) < [1]> then\n    show\n    switch costume to (1 v)\n    set [brightness v] effect to (100)\n    set [ghost v] effect to (100)\n    set [a v] to (pick random (-20) to (20))\n    set [b v] to (pick random (-20) to (20))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (LAST DEATH X) y: (LAST DEATH Y)\n    repeat (50)\n        go to [front v] layer\n        switch costume to (sh v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.9))\n        set [b v] to ((b) * (0.9))\n        switch costume to (pick random (1) to (2))\n        go to [front v] layer\n    end\n    delete this clone\nelse\n    show\n    switch costume to (1 v)\n    set [brightness v] effect to (25)\n    set [ghost v] effect to (100)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (LAST DEATH X) y: (LAST DEATH Y)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (sh v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.9))\n        set [b v] to ((b) * (0.9))\n        switch costume to (pick random (1) to (2))\n        go to [front v] layer\n    end\n    delete this clone\nend\n\nwhen I receive [particles v]\n\nset [player x v] to ([x position v] of [player v])\nset [player y v] to ([y position v] of [player v])\n\nwhen I receive [countdown3 v]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\nwhen I receive [countdown2 v]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nwait (0.6) seconds\nset [last death x v] to [0]\nset [last death y v] to [100]\nParticle [25]\nwait (0.2) seconds\nParticle [25]\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [win 1 v]\nset [canplayblisstonic v] to [0]\ngo to [front v] layer\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nshow variable [☁ blisstonicwrtime v]\nshow variable [decodedbtwr v]\nif <(BlisstonicTIME) < (☁ BlisstonicWRTime)> then\n    set [☁ blisstonicwrtime v] to (BlisstonicTIME)\n    switch costume to (level 1 win wr v)\n    broadcast (EncodeBT v)\n    broadcast (DecodeBT v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ blisstonicwrtime v]\nhide variable [decodedbtwr v]\nhide variable [blisstonictime v]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\nset [round v] to [2]\n\nwhen I receive [win 2 v]\nset [canplaymagicmesa v] to [0]\ngo to [front v] layer\nswitch costume to (level 2 win v)\nset [can move? v] to [0]\nshow variable [☁ magicmesawrtime v]\nshow variable [decodedmmwr v]\nif <(MagicMesaTIME) < (☁ MagicMesaWRTime)> then\n    set [☁ magicmesawrtime v] to (MagicMesaTIME)\n    switch costume to (level 2 win wr v)\n    broadcast (EncodeMM v)\n    broadcast (DecodeMM v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ magicmesawrtime v]\nhide variable [decodedmmwr v]\nhide variable [magicmesatime v]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 3 v)\nbroadcast (Next Level v)\nset [round v] to [3]\n\nwhen I receive [win3 v]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\n\nif <(BlisstonicTIME) < (☁ BlisstonicWRTime)> then\n    set [☁ blisstonicwrtime v] to (BlisstonicTIME)\nend\n\nset [☁ blisstonicwrtime v] to [66.2	]\nset [☁ blisstonicwr holder v] to [0524160518201435]\n\nset [☁ magicmesawrtime v] to [87.2]\nset [☁ magicmesa wr holder v] to [0524160518201435]\n\nset [round v] to [2]\n\nhide variable [counter collect v]\n\nset [☁ bubblebashwr time v] to [229.5]\nset [☁ bubblebashwr holder v] to [1913011908323228]\n\nset [☁ bubblebashwr holder v] to [2932272828362005192029]\n\nchange [☁ bubblebashwr time v] by (1)\n\nwhen I receive [win3 v]\nset [canplaybubblebash v] to [0]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nshow variable [☁ bubblebashwr time v]\nshow variable [decodedbbwr v]\nif <(BubbleBashTIME) < (☁ BubbleBashWR Time)> then\n    set [☁ bubblebashwr time v] to (BubbleBashTIME)\n    switch costume to (level 3 win wr v)\n    broadcast (EncodeBB v)\n    broadcast (DecodeBB v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ bubblebashwr time v]\nhide variable [decodedbbwr v]\nhide variable [bubblebashtime v]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\n\nset [brightness v] effect to (100)\n\nbroadcast (Round 3 v)\n\nbroadcast (Next Level v)\n\nset [canplaybubblebash v] to [0]\n\nchange [☁ blisstonicwrtime v] by (1)\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\n\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [intro done v]\nif <(Device) = [2]> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (80)\n    set [range v] to ((size) / (2.5))\n    forever\n        switch costume to (base v)\n        go to x: (-170) y: (-110)\n        repeat until <not <mouse down?>>\n            Keyboard controls\n        end\n        repeat until <mouse down?>\n            Keyboard controls\n        end\n        if <(distance to [mouse-pointer v]) < (size)> then\n            Stick Activated\n        end\n    end\nend\n\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n    switch costume to (base v)\n    go to x: (-170) y: (-110)\n    repeat until <not <mouse down?>>\n        Keyboard controls\n    end\n    repeat until <mouse down?>\n        Keyboard controls\n    end\n    if <(distance to [mouse-pointer v]) < (size)> then\n        Stick Activated\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    Keyboard controls\nend\n\nwhen flag clicked\n\nforever\nend\n\nhide\n\nStick Activated\n\nset [device v] to [2]\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nset [blisstonictime v] to [0]\nshow variable [blisstonictime v]\nwait (1) seconds\nset [round v] to [1]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [1]\nbroadcast (Play Music v)\nreset timer\nset [canplayblisstonic v] to [1]\nbroadcast (StartTimer1 v)\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nset [round v] to [0]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown2 v]\nset [canteleportplayer v] to [0]\nset [magicmesatime v] to [0]\nshow variable [magicmesatime v]\nwait (1) seconds\nset [round v] to [2]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [2]\nbroadcast (Play Music v)\nreset timer\nset [canplaymagicmesa v] to [1]\nbroadcast (StartTimer2 v)\n\nwhen I receive [countdown3 v]\nset [bubblebashtime v] to [0]\ngo to [front v] layer\nshow variable [bubblebashtime v]\nwait (1) seconds\nset [round v] to [3]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [music number v] to [3]\nset [canmoveplayer v] to [1]\nbroadcast (Play Music v)\nreset timer\nset [canplaybubblebash v] to [1]\nbroadcast (StartTimer3 v)\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown 1 v]\nset [round v] to [1]\nshow variable [levelscompleted v]\nrepeat until <not <(Round) = [1]>>\n    set [levelscompleted v] to (join (Level) (join [ / ] [8]))\nend\n\nwhen I receive [countdown2 v]\nshow variable [levelscompleted v]\nset [mmlevelscompleted v] to [1]\nrepeat until <not <(Round) = [2]>>\n    set [levelscompleted v] to (join (MMLevelsCompleted) (join [ / ] [8]))\nend\n\nwhen I receive [countdown3 v]\nshow variable [levelscompleted v]\nset [bblevelscompleted v] to [1]\nrepeat until <not <(Round) = [3]>>\n    set [levelscompleted v] to (join (BBLevelsCompleted) (join [ / ] [8]))\nend\n\n@OppositeBounce\n\nwhen flag clicked\nhide\n\ngo [forward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (100)\n        start sound [Bounce v]\n        repeat (10)\n            change [brightness v] effect by (-10)\n        end\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (25) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@YellowRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\nif <(Level) = [5]> then\n    Clone At X: [64] [-5] At Size: [90]\nend\nif <(Level) = [6]> then\n    Clone At X: [115] [75] At Size: [90]\nend\nif <(Level) = [8]> then\n    Clone At X: [100] [41] At Size: [90]\nend\nif <(Level) = [9]> then\n    Clone At X: [-125] [75] At Size: [90]\nend\nif <(Level) = [11]> then\n    Clone At X: [-11] [65] At Size: [90]\nend\nif <(Level) = [13]> then\n    Clone At X: [0] [100] At Size: [90]\n    Clone At X: [-83] [90] At Size: [90]\nend\nif <(Level) = [16]> then\n    Clone At X: [-88] [30] At Size: [90]\n    Clone At X: [-178] [89] At Size: [90]\nend\nif <(Level) = [21]> then\n    Clone At X: [-121] [29] At Size: [90]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nset [active v] to [1]\nshow\ngo [backward v] (15) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            broadcast (Bounce v)\n            set [active v] to [0]\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (4)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    if <(Active) = [1]> then\n        set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\n    end\nend\n\nwhen I start as a clone\n\nwhen [space v] key pressed\n\nbroadcast (Reset orb v)\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\nClone At X: [-125] [75] At Size: [90]\n\nbroadcast (Reset orb v)\n\nwhen I receive [numberpad6 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [52] [41] At Size: [90]\n\nwhen I receive [numberpad9 v]\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [58] [33] At Size: [90]\nwait (0.8) seconds\nstart sound [4 v]\nClone At X: [180] [-99] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@AntiGravRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [14]> then\n    Clone At X: [-176] [44] At Size: [90]\n    Clone At X: [-107] [153] At Size: [90]\nend\nif <(Level) = [18]> then\n    Clone At X: [157] [-8] At Size: [90]\nend\nif <(Level) = [24]> then\n    Clone At X: [-150] [-34] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (15) layers\nset [active v] to [1]\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            set [active v] to [0]\n            broadcast (SwitchGravity v)\n            start sound [Large v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (4)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(Active) = [1]> then\n        set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I receive [numberpad4 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-210] [-38] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [numberpad4 v]\nwait (1.2) seconds\nstart sound [2 v]\nClone At X: [5] [139] At Size: [90]\n\nClone At X: [-210] [-38] At Size: [90]\n\nwhen I receive [numberpad9 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-14] [-99] At Size: [90]\nwait (0.8) seconds\nstart sound [3 v]\nClone At X: [150] [33] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Clouds\n\nwhen I receive [play scene v]\nforever\n    if <<(Round) = [0]> or <<(Round) = [1]> or <(Round) = [2]>>> then\n        create clone of (_myself_ v)\n        wait (pick random (25) to (30)) seconds\n    end\nend\n\nwhen I start as a clone\ngo [backward v] (50) layers\nif <(pick random (1) to (2)) = [1]> then\n    show\n    Go To Right\n    set y to (pick random (120) to (150))\n    switch costume to (pick random (1) to (2))\n    set size to (pick random (70) to (100)) %\n    set [ghost v] effect to (pick random (40) to (60))\n    go to [back v] layer\n    repeat until <(x position) < [-350]>\n        set size to (250) %\n        change x by (-0.4)\n        change x by (-0.4)\n        set size to (100) %\n    end\n    delete this clone\nelse\n    show\n    go to [back v] layer\n    Go to Left\n    set y to (pick random (110) to (150))\n    switch costume to (pick random (1) to (2))\n    set size to (pick random (50) to (80)) %\n    set [ghost v] effect to (pick random (40) to (60))\n    repeat until <(x position) > [350]>\n        set size to (250) %\n        change x by (0.4)\n        set size to (100) %\n    end\n    delete this clone\nend\n\ndefine Go To Right\nrepeat until <(x position) > [350]>\n    set size to (250) %\n    change x by (5)\n    set size to (100) %\nend\n\nwhen [space v] key pressed\n\ndefine Go to Left\nrepeat until <(x position) < [-350]>\n    set size to (250) %\n    change x by (-5)\n    set size to (100) %\nend\n\ngo [backward v] (50) layers\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@Particles 1\n\nwhen I start as a clone\nif <<(Round) = [0]> or <(Round) = [1]>> then\n    show\n    set size to (pick random (120) to (150)) %\n    switch costume to (pick random (1) to (2))\n    change size by (pick random (10) to (25))\n    change [color v] effect by (pick random (-3) to (3))\n    set [ghost v] effect to (pick random (10) to (40))\n    go to x: (pick random (-240) to (240)) y: (180)\n    glide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\n    delete this clone\nend\n\nwhen I receive [play scene v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n    if <<<(Round) = [0]> or <(Round) = [1]>> and <(Particle Effects) = [1]>> then\n        create clone of (_myself_ v)\n        wait (0.1) seconds\n    end\n    if <<(Round) = [2]> and <(Particle Effects) = [1]>> then\n        create clone of (_myself_ v)\n        wait (0.15) seconds\n    end\nend\n\nwhen I start as a clone\nforever\n    go to [back v] layer\nend\n\nwhen I start as a clone\nif <(Round) = [0]> then\n    wait (pick random (3) to (4)) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(Round) = [1]> then\n    wait (pick random (2) to (6)) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(Round) = [2]> then\n    wait (pick random (3) to (6)) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Round) = [2]> then\n    show\n    set size to (pick random (120) to (150)) %\n    switch costume to (pick random (3) to (4))\n    change size by (pick random (10) to (25))\n    change [color v] effect by (pick random (-3) to (3))\n    set [ghost v] effect to (pick random (10) to (40))\n    go to x: (pick random (-240) to (240)) y: (180)\n    glide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\n    delete this clone\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\n@Radius\n\nwhen flag clicked\nhide\nset [canteleportplayer v] to [0]\nforever\n    wait until <(CanTeleportPlayer) = [1]>\n    create clone of (_myself_ v)\n    set [id v] to [1]\n    create clone of (_myself_ v)\n    set [id v] to [2]\n    wait until <not <(CanTeleportPlayer) = [1]>>\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (75) layers\nforever\n    if <(ID) = [1]> then\n        if <(CanTeleportPlayer) = [1]> then\n            change [ghost v] effect by (-10)\n            switch costume to (dotted v)\n            set size to (135) %\n            set [brightness v] effect to (100)\n            go to (player v)\n            turn right (1) degrees\n        else\n            change [ghost v] effect by (10)\n        end\n    else\n        if <(CanTeleportPlayer) = [1]> then\n            set [ghost v] effect to (75)\n            switch costume to (dotted2 v)\n            go to (player v)\n            set size to (135) %\n            if <<(MouseTouchingLevel) = [0]> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <<(InLevelZone) = [0]> and <(InCoinLockZone) = [0]>>>> then\n                set [qualifiedteleport v] to [1]\n                if <mouse down?> then\n                    set [canteleportplayer v] to [0]\n                    broadcast (Teleport v)\n                end\n            else\n                set [qualifiedteleport v] to [0]\n            end\n            if <<<(MouseTouchingLevel) = [1]> or <<(InLevelZone) = [1]> or <(InCoinLockZone) = [1]>>> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <mouse down?>>> then\n                broadcast (X Mark v)\n                wait until <not <mouse down?>>\n            end\n        else\n            change [ghost v] effect by (10)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n    forever\n        if <(CanTeleportPlayer) = [1]> then\n    end\nelse\n    forever\n        if <(CanTeleportPlayer) = [1]> then\n    end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ndelete this clone\n\nshow\ngo [forward v] (1) layers\nif <(ID) = [1]> then\n    forever\n        if <(CanTeleportPlayer) = [1]> then\n            switch costume to (dotted v)\n            set size to (135) %\n            set [brightness v] effect to (100)\n            go to (player v)\n            change [ghost v] effect by (-10)\n            turn right (1) degrees\n        else\n            change [ghost v] effect by (10)\n        end\n    end\nelse\n    forever\n        if <(CanTeleportPlayer) = [1]> then\n            set [ghost v] effect to (75)\n            switch costume to (dotted2 v)\n            go to (player v)\n            set size to (135) %\n            if <<(MouseTouchingLevel) = [0]> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <<(InLevelZone) = [0]> and <(InCoinLockZone) = [0]>>>> then\n                set [qualifiedteleport v] to [1]\n                if <mouse down?> then\n                    set [canteleportplayer v] to [0]\n                    broadcast (Teleport v)\n                end\n            else\n                set [qualifiedteleport v] to [0]\n            end\n            if <<<(MouseTouchingLevel) = [1]> or <<(InLevelZone) = [1]> or <(InCoinLockZone) = [1]>>> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <mouse down?>>> then\n                broadcast (X Mark v)\n                wait until <not <mouse down?>>\n            end\n        else\n            change [ghost v] effect by (10)\n        end\n    end\nend\n\nwhen I start as a clone\n\nif  then\n    delete this clone\nend\n\n@MouseRadius\n\nwhen flag clicked\nshow\nforever\n    set [ghost v] effect to (100)\n    go to (mouse-pointer v)\n    if <<touching (level v)?> or <touching (coinlocks v)?>> then\n        set [inlevelzone v] to [1]\n    else\n        set [inlevelzone v] to [0]\n    end\nend\n\n@Teleport\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [teleport v]\nwait (0.05) seconds\ngo to [front v] layer\ngo to (player v)\nclear graphic effects\nset size to (100) %\nrepeat (50)\n    change [ghost v] effect by (7)\n    change size by (5)\nend\n\n@X Sprite\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [x mark v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to (mouse-pointer v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (20) %\nrepeat (10)\n    change size by (8)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n    change size by (-8)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\n\nif  then\n    delete this clone\nend\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n    go to x: (0) y: (0)\n    if <(Level) = [2]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [forward v] (25) layers\n\ngo [backward v] (26) layers\n\n@CoinLocks\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n    Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [3]> then\n    Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [4]> then\n    Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [6]> then\n    Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\nif <(Level) = [8]> then\n    Clone At X: [0] Y: [0] Costume: [7] Size: [100]\nend\nif <(Level) = [10]> then\n    Clone At X: [0] Y: [0] Costume: [8] Size: [100]\nend\nif <(Level) = [12]> then\n    Clone At X: [0] Y: [0] Costume: [9] Size: [100]\nend\nif <(Level) = [14]> then\n    Clone At X: [0] Y: [0] Costume: [10] Size: [100]\nend\nif <(Level) = [17]> then\n    Clone At X: [0] Y: [0] Costume: [11] Size: [100]\nend\nif <(Level) = [18]> then\n    Clone At X: [0] Y: [0] Costume: [12] Size: [100]\nend\nif <(Level) = [19]> then\n    Clone At X: [0] Y: [0] Costume: [13] Size: [100]\nend\nif <(Level) = [22]> then\n    Clone At X: [0] Y: [0] Costume: [14] Size: [100]\nend\nif <(Level) = [24]> then\n    Clone At X: [0] Y: [0] Costume: [15] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (30) layers\nclear graphic effects\nif <(Level) = [2]> then\n    wait until <(Coins/CoinsCollected) = [2]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [3]> then\n        wait until <(Coins/CoinsCollected) = [1]>\n        set [lockopened v] to [1]\n        broadcast (LockOpen v)\n        start sound [Door Open v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [4]> then\n            wait until <(Coins/CoinsCollected) = [3]>\n            set [lockopened v] to [1]\n            broadcast (LockOpen v)\n            start sound [Door Open v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [5]> then\n                wait until <(Coins/CoinsCollected) = [2]>\n                set [lockopened v] to [1]\n                broadcast (LockOpen v)\n                start sound [Door Open v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                Require2\n            end\n        end\n    end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nClone At X: [0] Y: [0] Costume: [1] Size: [100]\n\nwhen I receive [refresh/next v]\nif <(LockOpened) = [1]> then\n    set [lockopened v] to [0]\n    if  then\n        delete this clone\n    end\n    if <(Level) = [2]> then\n        Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n    end\n    if <(Level) = [3]> then\n        Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n    end\n    if <(Level) = [4]> then\n        Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n    end\n    if <(Level) = [5]> then\n        Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n    end\n    if <(Level) = [6]> then\n        Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n    end\n    if <(Level) = [7]> then\n        Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n    end\n    if <(Level) = [8]> then\n        Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n    end\n    if <(Level) = [10]> then\n        Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n    end\n    if <(Level) = [12]> then\n        Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n    end\n    if <(Level) = [14]> then\n        Clone At X: [0] Y: [0] Costume: [10] Size: [100]\n    end\n    if <(Level) = [17]> then\n        Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n    end\n    if <(Level) = [18]> then\n        Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n    end\n    if <(Level) = [19]> then\n        Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n    end\n    if <(Level) = [22]> then\n        Clone At X: [0] Y: [0] Costume: [14] Size: [100]\n    end\n    if <(Level) = [24]> then\n        Clone At X: [0] Y: [0] Costume: [15] Size: [100]\n    end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif  then\n    delete this clone\nend\n\nstart sound [Door Open v]\n\nwhen I start as a clone\nforever\n    if <touching (mouse-pointer v)?> then\n        set [incoinlockzone v] to [1]\n    else\n        set [incoinlockzone v] to [0]\n    end\nend\n\nwhen [space v] key pressed\n\ndefine Require2\nif <(Level) = [6]> then\n    wait until <(Coins/CoinsCollected) = [3]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [7]> then\n        wait until <(Coins/CoinsCollected) = [3]>\n        set [lockopened v] to [1]\n        broadcast (LockOpen v)\n        start sound [Door Open v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [8]> then\n            wait until <(Coins/CoinsCollected) = [4]>\n            set [lockopened v] to [1]\n            broadcast (LockOpen v)\n            if <(CanPlayBlisstonic) = [1]> then\n                start sound [Door Open v]\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [10]> then\n                wait until <(Coins/CoinsCollected) = [5]>\n                set [lockopened v] to [1]\n                broadcast (LockOpen v)\n                start sound [Door Open v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [12]> then\n                    wait until <(Coins/CoinsCollected) = [2]>\n                    set [lockopened v] to [1]\n                    broadcast (LockOpen v)\n                    start sound [Door Open v]\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    Require3\n                end\n            end\n        end\n    end\nend\n\nbroadcast (Next Level v)\n\ndefine Require3\nif <(Level) = [14]> then\n    wait until <(Coins/CoinsCollected) = [6]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [17]> then\n        wait until <(Coins/CoinsCollected) = [2]>\n        set [lockopened v] to [1]\n        broadcast (LockOpen v)\n        start sound [Door Open v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [18]> then\n            wait until <(Coins/CoinsCollected) = [2]>\n            set [lockopened v] to [1]\n            broadcast (LockOpen v)\n            start sound [Door Open v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [19]> then\n                wait until <(Coins/CoinsCollected) = [3]>\n                set [lockopened v] to [1]\n                broadcast (LockOpen v)\n                start sound [Door Open v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [22]> then\n                    wait until <(Coins/CoinsCollected) = [4]>\n                    set [lockopened v] to [1]\n                    broadcast (LockOpen v)\n                    start sound [Door Open v]\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    if <(Level) = [24]> then\n                        wait until <(Coins/CoinsCollected) = [2]>\n                        set [lockopened v] to [1]\n                        broadcast (LockOpen v)\n                        start sound [Door Open v]\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown3 v]\nClone At X: [0] Y: [0] Costume: [11] Size: [100]\n\ndelete this clone\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <(Level) = [2]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [3]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [4]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [5]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [6]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [7]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [8]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [10]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [12]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [14]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [17]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [18]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [19]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [22]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [24]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo [backward v] (50) layers\nif <(Level) = [2]> then\n    go to x: (210) y: (-100)\nelse\n    if <(Level) = [3]> then\n        go to x: (-52) y: (25)\n    else\n        if <(Level) = [4]> then\n            go to x: (210) y: (-100)\n        else\n            if <(Level) = [5]> then\n                go to x: (210) y: (30)\n            else\n                if <(Level) = [6]> then\n                    go to x: (210) y: (20)\n                else\n                    if <(Level) = [7]> then\n                        go to x: (210) y: (-110)\n                    else\n                        if <(Level) = [8]> then\n                            go to x: (210) y: (-50)\n                        else\n                            if <(Level) = [10]> then\n                                go to x: (210) y: (-50)\n                            else\n                                if <(Level) = [12]> then\n                                    set size to (200) %\n                                    go to x: (210) y: (-220)\n                                    set size to (100) %\n                                else\n                                    if <(Level) = [14]> then\n                                        go to x: (210) y: (-20)\n                                    else\n                                        if <(Level) = [17]> then\n                                            set size to (200) %\n                                            go to x: (210) y: (-200)\n                                            set size to (100) %\n                                        else\n                                            if <(Level) = [18]> then\n                                                set size to (200) %\n                                                go to x: (210) y: (-200)\n                                                set size to (100) %\n                                            else\n                                                if <(Level) = [19]> then\n                                                    set size to (200) %\n                                                    go to x: (210) y: (-200)\n                                                    set size to (100) %\n                                                else\n                                                    if <(Level) = [22]> then\n                                                        set size to (200) %\n                                                        go to x: (210) y: (-200)\n                                                        set size to (100) %\n                                                    else\n                                                        if <(Level) = [24]> then\n                                                            set size to (200) %\n                                                            go to x: (210) y: (-30)\n                                                            set size to (100) %\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nforever\n    if <(Level) = [2]> then\n        repeat until <(y position) > [200]>\n            set size to (300) %\n            change y by (1)\n            set size to (100) %\n        end\n        delete this clone\n    else\n        if <(Level) = [3]> then\n            repeat until <(y position) > [200]>\n                set size to (300) %\n                change y by (1)\n                set size to (100) %\n            end\n            delete this clone\n        else\n            if <(Level) = [4]> then\n                repeat until <(y position) > [200]>\n                    set size to (300) %\n                    change y by (1)\n                    set size to (100) %\n                end\n                delete this clone\n            else\n                if <(Level) = [5]> then\n                    repeat until <(y position) > [200]>\n                        set size to (300) %\n                        change y by (1)\n                        set size to (100) %\n                    end\n                    delete this clone\n                else\n                    if <(Level) = [6]> then\n                        repeat until <(y position) > [200]>\n                            set size to (300) %\n                            change y by (1)\n                            set size to (100) %\n                        end\n                        delete this clone\n                    else\n                        if <(Level) = [7]> then\n                            repeat until <(y position) > [200]>\n                                set size to (300) %\n                                change y by (1)\n                                set size to (100) %\n                            end\n                            delete this clone\n                        else\n                            if <(Level) = [8]> then\n                                repeat until <(y position) > [200]>\n                                    set size to (300) %\n                                    change y by (1)\n                                    set size to (100) %\n                                end\n                                delete this clone\n                            else\n                                MoreRequirements\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [lockopen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\nclear graphic effects\nset [ghost v] effect to (0)\ngo [forward v] (5) layers\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen [space v] key pressed\n\ndefine MoreRequirements\nif <(Level) = [10]> then\n    repeat until <(y position) > [200]>\n        set size to (300) %\n        change y by (1)\n        set size to (100) %\n    end\n    delete this clone\nelse\n    if <(Level) = [12]> then\n        repeat until <(y position) > [200]>\n            set size to (300) %\n            change y by (1)\n            set size to (100) %\n        end\n        delete this clone\n    else\n        if <(Level) = [14]> then\n            repeat until <(y position) > [200]>\n                set size to (300) %\n                change y by (1)\n                set size to (100) %\n            end\n            delete this clone\n        else\n            if <(Level) = [17]> then\n                repeat until <(y position) > [200]>\n                    set size to (300) %\n                    change y by (1)\n                    set size to (100) %\n                end\n                delete this clone\n            else\n                if <(Level) = [18]> then\n                    repeat until <(y position) > [200]>\n                        set size to (300) %\n                        change y by (1)\n                        set size to (100) %\n                    end\n                    delete this clone\n                else\n                    if <(Level) = [19]> then\n                        repeat until <(y position) > [130]>\n                            set size to (300) %\n                            change y by (1)\n                            set size to (100) %\n                        end\n                        delete this clone\n                    else\n                        if <(Level) = [22]> then\n                            repeat until <(y position) > [200]>\n                                set size to (300) %\n                                change y by (1)\n                                set size to (100) %\n                            end\n                            delete this clone\n                        else\n                            if <(Level) = [24]> then\n                                repeat until <(y position) > [200]>\n                                    set size to (300) %\n                                    change y by (1)\n                                    set size to (100) %\n                                end\n                                delete this clone\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@CoinLockShadow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Shadows) = [1]> then\n    if <(Level) = [2]> then\n        Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n    end\n    if <(Level) = [3]> then\n        Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n    end\n    if <(Level) = [4]> then\n        Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n    end\n    if <(Level) = [5]> then\n        Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n    end\n    if <(Level) = [6]> then\n        Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n    end\n    if <(Level) = [7]> then\n        Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n    end\n    if <(Level) = [8]> then\n        Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n    end\n    if <(Level) = [10]> then\n        Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n    end\n    if <(Level) = [12]> then\n        Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n    end\n    if <(Level) = [14]> then\n        Clone At X: [0] Y: [0] Costume: [10] Size: [100]\n    end\n    if <(Level) = [17]> then\n        Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n    end\n    if <(Level) = [19]> then\n        Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n    end\n    if <(Level) = [22]> then\n        Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n    end\n    if <(Level) = [24]> then\n        Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n    end\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (87) layers\nclear graphic effects\nif <(Level) = [2]> then\n    wait until <(Coins/CoinsCollected) = [2]>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [4]> then\n        wait until <(Coins/CoinsCollected) = [3]>\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [5]> then\n            wait until <(Coins/CoinsCollected) = [2]>\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [6]> then\n                wait until <(Coins/CoinsCollected) = [3]>\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [8]> then\n                    wait until <(Coins/CoinsCollected) = [4]>\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    if <(Level) = [7]> then\n                        wait until <(Coins/CoinsCollected) = [3]>\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        hide\n                    else\n                        More requirements\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown3 v]\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [refresh/next v]\nif <(LockOpened) = [1]> then\n    if  then\n        delete this clone\n    end\n    if <(Shadows) = [1]> then\n        if <(Level) = [2]> then\n            Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n        end\n        if <(Level) = [3]> then\n            Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n        end\n        if <(Level) = [4]> then\n            Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n        end\n        if <(Level) = [5]> then\n            Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n        end\n        if <(Level) = [6]> then\n            Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n        end\n        if <(Level) = [7]> then\n            Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n        end\n        if <(Level) = [8]> then\n            Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n        end\n        if <(Level) = [10]> then\n            Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n        end\n        if <(Level) = [12]> then\n            Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n        end\n        if <(Level) = [17]> then\n            Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n        end\n        if <(Level) = [19]> then\n            Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n        end\n        if <(Level) = [22]> then\n            Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n        end\n        if <(Level) = [24]> then\n            Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n        end\n    end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif  then\n    delete this clone\nend\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\n\nClone At X: [0] Y: [0] Costume: [5] Size: [100]\n\ndefine More requirements\nif <(Level) = [10]> then\n    wait until <(Coins/CoinsCollected) = [5]>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [12]> then\n        wait until <(Coins/CoinsCollected) = [2]>\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [14]> then\n            wait until <(Coins/CoinsCollected) = [6]>\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [17]> then\n                wait until <(Coins/CoinsCollected) = [2]>\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [19]> then\n                    wait until <(Coins/CoinsCollected) = [3]>\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    if <(Level) = [22]> then\n                        wait until <(Coins/CoinsCollected) = [4]>\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        hide\n                    else\n                        if <(Level) = [24]> then\n                            wait until <(Coins/CoinsCollected) = [2]>\n                            repeat (10)\n                                change [ghost v] effect by (10)\n                            end\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [next level v]\nwait (1) seconds\nif  then\n    delete this clone\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n    go to x: (0) y: (0)\n    if <(Level) = [3]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [backward v] (3) layers\n\n@Moving Platform\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n    set [move x v] to (((x) - (x position)) / (15))\n    set [move y v] to (((y) - (y position)) / (15))\n    change x by (Move X)\n    change y by (Move Y)\n    change y by (3)\n    if <<touching (player v)?> and <(MovingSolid) = [1]>> then\n        broadcast (Move player v)\n    end\n    change y by (-3)\nend\nMove Player\nMove Player2\n\nwhen flag clicked\nhide\n\nwhen I receive [refresh/next v]\nif <(Level) = [3]> then\n    go [backward v] (5) layers\n    show\n    set [movingsolid v] to [0]\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    repeat until <not <(Level) = [3]>>\n        Glide [0] [0]\n        Glide [180] [0]\n    end\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [7]> then\n    go [forward v] (5) layers\n    show\n    go to x: (0) y: (0)\n    switch costume to (2 v)\n    repeat until <not <(Level) = [7]>>\n        Glide [0] [0]\n        Glide [135] [0]\n    end\nend\nif <(Level) = [8]> then\n    hide\nend\n\nwhen I receive [refresh/next v]\nforever\n    if <(Level) = [3]> then\n        if <(LockOpened) = [1]> then\n            set [movingsolid v] to [1]\n            set [ghost v] effect to (0)\n        else\n            set [movingsolid v] to [0]\n            set [ghost v] effect to (50)\n        end\n    end\n    if <(Level) = [7]> then\n        set [movingsolid v] to [1]\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\n\nchange y by (10)\n\nchange y by (10)\n\nwhen flag clicked\n\nwhen I receive [next level v]\n\nbroadcast (Move player v)\n\ndefine Move Player\nchange x by (2)\nif <<touching (player v)?> and <(MovingSolid) = [1]>> then\n    broadcast (Move player v)\nend\nchange x by (-2)\n\ngo [backward v] (5) layers\n\ndefine Move Player2\nchange x by (-2)\nif <<touching (player v)?> and <(MovingSolid) = [1]>> then\n    broadcast (Move player v)\nend\nchange x by (2)\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [2]> then\n    Clone At X: [-12] [115] At Size: [100] [0]\n    Clone At X: [117] [-65] At Size: [100] [0.4]\nend\nif <(Level) = [3]> then\n    Clone At X: [-188] [90] At Size: [100] [0]\nend\nif <(Level) = [4]> then\n    Clone At X: [155] [-16] At Size: [100] [0]\n    Clone At X: [-6] [105] At Size: [100] [0.4]\n    Clone At X: [-127] [115] At Size: [100] [0.7]\nend\nif <(Level) = [5]> then\n    Clone At X: [-181] [90] At Size: [100] [0]\n    Clone At X: [114] [150] At Size: [100] [0]\nend\nif <(Level) = [6]> then\n    Clone At X: [139] [-150] At Size: [100] [0]\n    Clone At X: [139] [-105] At Size: [100] [0.4]\n    Clone At X: [-158] [96] At Size: [100] [0.2]\nend\nif <(Level) = [7]> then\n    Clone At X: [154] [0] At Size: [100] [0]\n    Clone At X: [-96] [124] At Size: [100] [0.2]\n    Clone At X: [80] [155] At Size: [100] [0.2]\nend\nif <(Level) = [8]> then\n    Clone At X: [-2] [-120] At Size: [100] [0]\n    Clone At X: [183] [-100] At Size: [100] [0.2]\n    Clone At X: [-116] [100] At Size: [100] [0]\n    Clone At X: [150] [100] At Size: [100] [0.2]\nend\nif <(Level) = [9]> then\n    Clone At X: [-125] [-40] At Size: [100] [0]\n    Clone At X: [10] [126] At Size: [100] [0]\nend\nif <(Level) = [10]> then\n    Clone At X: [149] [5] At Size: [100] [0]\n    Clone At X: [-160] [70] At Size: [100] [0.2]\n    Clone At X: [44] [121] At Size: [100] [0.4]\nend\nif <(Level) = [11]> then\n    Clone At X: [38] [-127] At Size: [100] [0]\n    Clone At X: [-91] [134] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n    Clone At X: [125] [100] At Size: [100] [0]\nend\nMore Coins\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (5) layers\nwait until <touching (player v)?>\nbroadcast (CoinCollected v)\nchange [coins/coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n    change [coinmovey v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\nClone At X: [-125] [-40] At Size: [100] [0]\nClone At X: [10] [126] At Size: [100] [0]\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Delete Coins v)\n\nwhen I receive [numberpad2 v]\nif  then\n    delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [95] [84] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-76] [143] At Size: [100] [0]\nwait (SecondsWait) seconds\n\nchange [coins/coinscollected v] by (1)\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [numberpad4 v]\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-30] [139] At Size: [100] [0]\n\nwhen I receive [numberpad7 v]\nif  then\n    delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-216] [80] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [102] [107] At Size: [100] [0]\n\nwhen I receive [countdown3 v]\nif <(Level) = [17]> then\n    Clone At X: [26] [45] At Size: [100] [0]\n    Clone At X: [157] [-25] At Size: [100] [0.2]\nend\n\nwhen I receive [numberpad10 v]\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-210] [30] At Size: [100] [0]\n\ndefine More Coins\nif <(Level) = [13]> then\n    Clone At X: [-188] [91] At Size: [100] [0]\n    Clone At X: [-83] [130] At Size: [100] [0.2]\n    Clone At X: [164] [123] At Size: [100] [0.4]\nend\nif <(Level) = [14]> then\n    Clone At X: [0] [135] At Size: [100] [0]\n    Clone At X: [110] [106] At Size: [100] [0.2]\nend\nif <(Level) = [15]> then\n    Clone At X: [102] [107] At Size: [100] [0]\nend\nif <(Level) = [16]> then\n    Clone At X: [-88] [150] At Size: [100] [0]\nend\nif <(Level) = [17]> then\n    Clone At X: [26] [45] At Size: [100] [0]\n    Clone At X: [157] [-25] At Size: [100] [0.2]\nend\nif <(Level) = [18]> then\n    Clone At X: [50] [-44] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n    Clone At X: [-170] [75] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n    Clone At X: [148] [60] At Size: [100] [0]\nend\nif <(Level) = [20]> then\n    Clone At X: [-46] [35] At Size: [100] [0]\n    Clone At X: [-221] [75] At Size: [100] [0.2]\n    Clone At X: [-46] [135] At Size: [100] [0.4]\nend\nif <(Level) = [22]> then\n    Clone At X: [-119] [116] At Size: [100] [0]\n    Clone At X: [145] [-157] At Size: [100] [0.2]\nend\nif <(Level) = [23]> then\n    Clone At X: [-216] [80] At Size: [100] [0]\n    Clone At X: [144] [-157] At Size: [100] [0.2]\n    Clone At X: [4] [45] At Size: [100] [0.4]\nend\nif <(Level) = [24]> then\n    Clone At X: [-220] [80] At Size: [100] [0.2]\n    Clone At X: [135] [150] At Size: [100] [0.4]\nend\n\nwhen I receive [numberpad11 v]\nif  then\n    delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-117] [110] At Size: [100] [0]\n\nwhen I receive [numberpad12 v]\nif  then\n    delete this clone\nend\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-103] [-67] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [3 v]\nClone At X: [132] [71] At Size: [100] [0]\n\nwhen I receive [numberpad6 v]\nif  then\n    delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-152] [-39] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [-90] [135] At Size: [100] [0]\n\nwhen I receive [numberpad13 v]\nif  then\n    delete this clone\nend\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-217] [-65] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [3 v]\nClone At X: [145] [125] At Size: [100] [0]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n    if <(Element Effects) = [1]> then\n        wait (pick random (2) to (4)) seconds\n        repeat (9)\n            next costume\n        end\n        switch costume to (1 v)\n    end\nend\n\nwhen I receive [numberpad5 v]\nif  then\n    delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [22] [-47] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [-91] [136] At Size: [100] [0]\n\nif <(Level) = [26]> then\n\n@Gem\n\nwhen flag clicked\nset [canteleportplayer v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (cos)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nwait (0) seconds\nset [canteleportplayer v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [2] [-15] At Size: [100] [0] [1]\nend\nif <(Level) = [2]> then\n    Clone At X: [-134] [-45] At Size: [100] [0] [1]\nend\nif <(Level) = [3]> then\n    Clone At X: [103] [-35] At Size: [100] [0] [1]\n    Clone At X: [-3] [155] At Size: [100] [0] [1]\nend\nif <(Level) = [4]> then\n    Clone At X: [-66] [65] At Size: [100] [0] [1]\nend\nif <(Level) = [5]> then\n    Clone At X: [-74] [66] At Size: [100] [0] [1]\nend\nif <(Level) = [6]> then\n    Clone At X: [24] [59] At Size: [100] [0] [1]\n    Clone At X: [100] [-150] At Size: [100] [0.2] [1]\nend\nif <(Level) = [7]> then\n    Clone At X: [154] [-68] At Size: [100] [0] [1]\nend\nif <(Level) = [8]> then\n    Clone At X: [150] [16] At Size: [100] [0] [1]\nend\nif <(Level) = [12]> then\n    Clone At X: [-212] [43] At Size: [100] [0] [1]\n    Clone At X: [35] [-63] At Size: [100] [0] [1]\nend\nif <(Level) = [15]> then\n    Clone At X: [-215] [-70] At Size: [100] [0] [1]\nend\nif <(Level) = [21]> then\n    Clone At X: [-213] [70] At Size: [100] [0] [1]\nend\nif <(Level) = [22]> then\n    Clone At X: [15] [70] At Size: [100] [0] [1]\nend\nif <(Level) = [24]> then\n    Clone At X: [-220] [0] At Size: [100] [0] [1]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nset [canteleportplayer v] to [1]\nstart sound [Collect v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n    change [coinmovey v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nwhen I receive [intro done v]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [2] [-15] At Size: [100] [0] []\nend\n\nwhen flag clicked\nhide variable [levelscompleted v]\n\nset [canteleportplayer v] to [1]\n\ngo [backward v] (2) layers\n\ncreate clone of (_myself_ v)\n\nhide variable [levelscompleted v]\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [refresh/next v]\nset [canteleportplayer v] to [0]\n\nwhen I receive [animation v]\n\nwhen I receive [numberpad3 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-200] [-36] At Size: [100] [0] []\n\nif <(Level) = [20]> then\n\nClone At X: [-73] [-15] At Size: [100] [0] [1]\n\nset [canteleportplayer v] to [1]\nstart sound [Collect v]\n\nwhen I receive [numberpad12 v]\nif  then\n    delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-218] [-70] At Size: [100] [0] []\n\n\n\nwhen I receive [numberpad13 v]\nif  then\n    delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [145] [-110] At Size: [100] [0] []\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n    if <(Element Effects) = [1]> then\n        wait (pick random (2) to (4)) seconds\n        repeat (9)\n            next costume\n        end\n        switch costume to (1 v)\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [numberpad5 v]\nwait (1.7) seconds\nstart sound [3 v]\nClone At X: [154] [15] At Size: [100] [0] []\n\nbroadcast (Refresh/Next v)\n\n@Conveyor Belt 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n    go to x: (0) y: (1)\n    if <(Level) = [7]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [forward v] (25) layers\n\ngo [backward v] (5) layers\n\n@Shiny Pinwheel\n\nwhen flag clicked\nset [canteleport v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (cos) (direction)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [direction v] to (direction)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [canteleport v] to [0]\nif  then\n    delete this clone\nend\nif <(Fancy Effects) = [1]> then\n    if <(Level) = [1]> then\n        Clone At X: [-59] [-180] At Size: [200] [0] [1] [1]\n    end\n    if <(Level) = [2]> then\n        Clone At X: [-136] [-80] At Size: [100] [0] [1] [1]\n        Clone At X: [-50] [79] At Size: [100] [0] [1] [-1]\n    end\n    if <(Level) = [3]> then\n        Clone At X: [171] [-59] At Size: [100] [0] [1] [1]\n        Clone At X: [-145] [54] At Size: [100] [0] [1] [-1]\n    end\n    if <(Level) = [4]> then\n        Clone At X: [-36] [-200] At Size: [200] [0] [1] [1]\n    end\n    if <(Level) = [5]> then\n        Clone At X: [79] [-178] At Size: [170] [0] [1] [1]\n    end\n    if <(Level) = [6]> then\n        Clone At X: [-34] [-190] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [7]> then\n        Clone At X: [-47] [82] At Size: [100] [0] [1] [0.8]\n    end\n    if <(Level) = [8]> then\n        Clone At X: [-2] [-177] At Size: [150] [0] [1] [1]\n    end\n    if <(Level) = [9]> then\n        Clone At X: [-100] [-64] At Size: [100] [0] [1] [1]\n        Clone At X: [78] [113] At Size: [100] [0] [1] [-1]\n    end\n    if <(Level) = [10]> then\n        Clone At X: [-48] [-185] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [11]> then\n        Clone At X: [-47] [-80] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [12]> then\n        Clone At X: [-18] [-90] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [13]> then\n        Clone At X: [-109] [-65] At Size: [100] [0] [1] [-1]\n        Clone At X: [16] [-5] At Size: [150] [0] [1] [1]\n    end\n    if <(Level) = [15]> then\n        Clone At X: [-158] [-20] At Size: [100] [0] [1] [1]\n        Clone At X: [-13] [-178] At Size: [150] [0] [1] [1]\n    end\n    if <(Level) = [14]> then\n        Clone At X: [-160] [-80] At Size: [100] [0] [1] [1]\n        Clone At X: [-30] [-180] At Size: [150] [0] [1] [-1]\n    end\n    if <(Level) = [17]> then\n        Clone At X: [49] [90] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [22]> then\n        Clone At X: [-172] [14] At Size: [100] [0] [1] [1]\n    end\n    if <(Level) = [23]> then\n        Clone At X: [90] [9] At Size: [100] [0] [1] [1]\n    end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen flag clicked\nhide variable [levelscompleted v]\n\ngo [backward v] (2) layers\n\nbroadcast (Refresh/Next v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (75)\ngo [backward v] (25) layers\nforever\n    turn right (direction) degrees\nend\n\nwhen I receive [intro done v]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [-59] [-180] At Size: [100] [0] [1] [1]\nend\n\nbroadcast (Refresh/Next v)\n\nbroadcast (Refresh/Next v)\n\nbroadcast (Refresh/Next v)\n\n@Stars\n\ndefine Spin\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [8]> then\n    Clone At X: [209] [-10] At Size: [100] [0.2]\nend\nif <(Level) = [16]> then\n    Clone At X: [218] [-57] At Size: [100] [0.2]\nend\nif <(Level) = [24]> then\n    Clone At X: [212] [26] At Size: [100] [0.2]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nwait until <touching (player v)?>\nstart sound [1 v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n    change [coinmovey v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Refresh/Next v)\n\n@Cloud Encoding\n\ndefine Find Character\nrepeat until <(letter to find) = (letter (specific letter encoded) of (characters))>\n    change [specific letter encoded v] by (1)\nend\n\nwhen I receive [encodebt v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n    change [letter number v] by (1)\n    set [specific letter encoded v] to [0]\n    set [letter to find v] to (letter (Letter number) of (username))\n    Find Character\n    if <(specific letter encoded) < [10]> then\n        set [specific letter encoded v] to (join [0] (specific letter encoded))\n    end\n    set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ blisstonicwr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodebt v]\nset [end username v] to ((length of (☁ BlisstonicWR Holder)) / (2))\nset [number number v] to [-1]\nset [number number 2 v] to [0]\nset [\(added to\) decoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n    change [end username v] by (-1)\n    change [number number 2 v] by (2)\n    change [number number v] by (2)\n    set [specific number decoded v] to (letter (join (letter (number number) of (☁ BlisstonicWR Holder)) (letter (number number 2) of (☁ BlisstonicWR Holder))) of (characters))\n    set [\(added to\) decoded username v] to (join (\(added to\) decoded username) (specific number decoded))\nend\nset [decodedbtwr v] to (\(added to\) decoded username)\n\nbroadcast (EncodeBT v) and wait\n\nbroadcast (DecodeBT v) and wait\n\nset [decodedbtwr v] to [empty]\n\nwhen I receive [encodemm v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n    change [letter number v] by (1)\n    set [specific letter encoded v] to [0]\n    set [letter to find v] to (letter (Letter number) of (username))\n    Find Character\n    if <(specific letter encoded) < [10]> then\n        set [specific letter encoded v] to (join [0] (specific letter encoded))\n    end\n    set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ magicmesa wr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodemm v]\nset [end username v] to ((length of (☁ MagicMesa WR Holder)) / (2))\nset [number number v] to [-1]\nset [number number 2 v] to [0]\nset [\(added to\) decoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n    change [end username v] by (-1)\n    change [number number 2 v] by (2)\n    change [number number v] by (2)\n    set [specific number decoded v] to (letter (join (letter (number number) of (☁ MagicMesa WR Holder)) (letter (number number 2) of (☁ MagicMesa WR Holder))) of (characters))\n    set [\(added to\) decoded username v] to (join (\(added to\) decoded username) (specific number decoded))\nend\nset [decodedmmwr v] to (\(added to\) decoded username)\n\nbroadcast (EncodeMM v) and wait\n\nset [☁ magicmesa wr holder v] to [2932272828362005192029]\n\nbroadcast (DecodeMM v) and wait\n\nwhen flag clicked\nforever\n    broadcast (DecodeBT v) and wait\n    broadcast (DecodeMM v) and wait\n    broadcast (DecodeBB v) and wait\nend\n\nchange [☁ blisstonicwr holder v] by (1)\n\nset [☁ blisstonicwr holder v] to [2932272828362005192029]\n\nwhen I receive [encodebb v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [cloud encoding2: characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n    change [letter number v] by (1)\n    set [specific letter encoded v] to [0]\n    set [letter to find v] to (letter (Letter number) of (username))\n    Find Character\n    if <(specific letter encoded) < [10]> then\n        set [specific letter encoded v] to (join [0] (specific letter encoded))\n    end\n    set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ bubblebashwr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodebb v]\nset [end username v] to ((length of (☁ BubbleBashWR Holder)) / (2))\nset [cloud encoding2: number number v] to [-1]\nset [cloud encoding2: number number 2 v] to [0]\nset [cloud encoding2: \(added to\) decoded username v] to []\nset [cloud encoding2: characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n    change [end username v] by (-1)\n    change [cloud encoding2: number number 2 v] by (2)\n    change [cloud encoding2: number number v] by (2)\n    set [specific number decoded v] to (letter (join (letter (Cloud Encoding2: number number) of (☁ BubbleBashWR Holder)) (letter (Cloud Encoding2: number number 2) of (☁ BubbleBashWR Holder))) of (Cloud Encoding2: characters))\n    set [cloud encoding2: \(added to\) decoded username v] to (join (Cloud Encoding2: \(added to\) decoded username) (specific number decoded))\nend\nset [decodedbbwr v] to (Cloud Encoding2: \(added to\) decoded username)\n\n@SpecialSpikes\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (delayoffall) (cos) (dir)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [delayoffall v] to (delayoffall)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [9]> then\n    Spawn\nend\nif <(Level) = [13]> then\n    Spawn\nend\nif <(Level) = [15]> then\n    Spawn\nend\nif <(Level) = [20]> then\n    Spawn\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\n\nbroadcast (Refresh/Next v)\n\ndefine Spawn\nif <(Level) = [9]> then\n    Clone At X: [80] [8] At Size: [100] [0] [0.7] [1] [90]\n    Clone At X: [57] [8] At Size: [100] [0] [0.6] [1] [90]\n    Clone At X: [34] [8] At Size: [100] [0] [0.5] [1] [90]\n    Clone At X: [11] [8] At Size: [100] [0] [0.4] [1] [90]\n    Clone At X: [-12] [8] At Size: [100] [0] [0.3] [1] [90]\n    Clone At X: [-35] [8] At Size: [100] [0] [0.2] [1] [90]\n    Clone At X: [-58] [8] At Size: [100] [0] [0.1] [1] [90]\n    Clone At X: [-81] [8] At Size: [100] [0] [0] [1] [90]\nend\nif <(Level) = [13]> then\n    Clone At X: [138] [-52] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [161] [-52] At Size: [100] [0] [0.1] [1] [90]\n    Clone At X: [184] [-52] At Size: [100] [0] [0.2] [1] [90]\n    Clone At X: [207] [-52] At Size: [100] [0] [0.3] [1] [90]\n    Clone At X: [230] [-52] At Size: [100] [0] [0.4] [1] [90]\nend\nif <(Level) = [15]> then\n    Clone At X: [-165] [-159] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [-142] [-159] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [-119] [-159] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [-96] [-159] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [-165] [-50] At Size: [100] [0] [0] [2] [-90]\n    Clone At X: [-142] [-50] At Size: [100] [0] [0] [2] [-90]\n    Clone At X: [-119] [-50] At Size: [100] [0] [0] [2] [-90]\n    Clone At X: [-96] [-50] At Size: [100] [0] [0] [1] [-90]\nend\nif <(Level) = [20]> then\n    Clone At X: [115] [5] At Size: [100] [0] [0] [1] [90]\n    Clone At X: [138] [5] At Size: [100] [0] [0.1] [1] [90]\n    Clone At X: [161] [5] At Size: [100] [0] [0.2] [1] [90]\n    Clone At X: [184] [5] At Size: [100] [0] [0.3] [1] [90]\n    Clone At X: [207] [5] At Size: [100] [0] [0.4] [1] [90]\n    Clone At X: [230] [5] At Size: [100] [0] [0.5] [1] [90]\nend\n\nwhen I receive [numberpad1 v]\nwait (delayOfFall) seconds\nrepeat (10)\n    change y by (-4)\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n    Spawn\nend\n\nif  then\n    delete this clone\nend\n\nwait (delay) seconds\n\n@NumberPad\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (costume)\nswitch costume to ((costume) + (1))\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [9]> then\n    Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\nif <(Level) = [10]> then\n    Clone At X: [40] [-46] At Size: [110] [0] [3]\nend\nif <(Level) = [11]> then\n    Clone At X: [-206] [-93] At Size: [110] [0] [2]\nend\nif <(Level) = [12]> then\n    Clone At X: [-172] [-92] At Size: [110] [0] [1]\nend\nif <(Level) = [13]> then\n    Clone At X: [185] [-90] At Size: [110] [0] [3]\nend\nif <(Level) = [14]> then\n    Clone At X: [32] [-100] At Size: [110] [0] [2]\nend\nif <(Level) = [15]> then\n    Clone At X: [80] [-95] At Size: [110] [0] [1]\nend\nif <(Level) = [16]> then\n    Clone At X: [-96] [-94] At Size: [110] [0] [1]\nend\nif <(Level) = [18]> then\n    Clone At X: [-210] [-74] At Size: [110] [0] [1]\nend\nif <(Level) = [19]> then\n    Clone At X: [-210] [-95] At Size: [110] [0] [2]\nend\nif <(Level) = [20]> then\n    Clone At X: [-50] [-35] At Size: [110] [0] [3]\nend\nif <(Level) = [22]> then\n    Clone At X: [-50] [-40] At Size: [110] [0] [2]\nend\nif <(Level) = [23]> then\n    Clone At X: [84] [37] At Size: [110] [0] [3]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nclear graphic effects\nforever\n    if <(costume [number v]) = [1]> then\n        start sound [Success v]\n        set rotation style [all around v]\n        set [coinmovey v] to [10]\n        repeat (50)\n            change [coinmovey v] by (-0.9)\n            change [ghost v] effect by (2)\n            turn right (8) degrees\n            change y by (CoinMoveY)\n        end\n        hide\n        delete this clone\n    end\nend\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\n\nwhen I receive [delete coins v]\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [coincollected v]\nswitch costume to ((costume [number v]) - (1))\nset [brightness v] effect to (100)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nwait until <(costume [number v]) = [1]>\nif <(Level) = [9]> then\n    broadcast (NumberPad1 v)\nelse\n    if <(Level) = [10]> then\n        broadcast (NumberPad2 v)\n    else\n        if <(Level) = [11]> then\n            broadcast (NumberPad3 v)\n        else\n            if <(Level) = [12]> then\n                broadcast (NumberPad4 v)\n            else\n                if <(Level) = [13]> then\n                    broadcast (NumberPad1 v)\n                else\n                    if <(Level) = [14]> then\n                        broadcast (NumberPad5 v)\n                    else\n                        if <(Level) = [15]> then\n                            broadcast (NumberPad7 v)\n                        else\n                            if <(Level) = [16]> then\n                                broadcast (NumberPad9 v)\n                            else\n                                if <(Level) = [18]> then\n                                    broadcast (NumberPad10 v)\n                                else\n                                    if <(Level) = [19]> then\n                                        broadcast (NumberPad11 v)\n                                    else\n                                        if <(Level) = [20]> then\n                                            broadcast (NumberPad12 v)\n                                        else\n                                            if <(Level) = [22]> then\n                                                broadcast (NumberPad13 v)\n                                            else\n                                                if <(Level) = [23]> then\n                                                    broadcast (NumberPad14 v)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n    Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\n\nif  then\n    delete this clone\nend\n\ndelete this clone\n\nbroadcast (Refresh/Next v)\n\n@NumberPad2\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (costume)\nswitch costume to ((costume) + (1))\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nif  then\n    delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (25) layers\nclear graphic effects\nforever\n    if <(costume [number v]) = [1]> then\n        start sound [Success v]\n        set rotation style [all around v]\n        set [coinmovey v] to [10]\n        repeat (50)\n            change [coinmovey v] by (-0.9)\n            change [ghost v] effect by (2)\n            turn right (8) degrees\n            change y by (CoinMoveY)\n        end\n        hide\n        delete this clone\n    end\nend\n\nshow\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [coincollected v]\nswitch costume to ((costume [number v]) - (1))\nset [brightness v] effect to (100)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nwait until <(costume [number v]) = [1]>\nif <(Level) = [14]> then\n    broadcast (NumberPad6 v)\nelse\n    if <(Level) = [15]> then\n        broadcast (NumberPad8 v)\n    else\n        if <(Level) = [20]> then\n            broadcast (NumberPad1 v)\n        end\n    end\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n    Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [numberpad7 v]\nif  then\n    delete this clone\nend\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-96] [-59] At Size: [110] [0] [2]\n\nwhen I receive [numberpad12 v]\nif  then\n    delete this clone\nend\nwait (1.6) seconds\nstart sound [SpawnOrb v]\nClone At X: [177] [-33] At Size: [110] [0] [2]\n\nwhen I receive [numberpad5 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-212] [-91] At Size: [110] [0] [2]\n\n@Conveyor Belt 4\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\n\nshow\n\ngo [forward v] (25) layers\n\ngo [backward v] (5) layers\n\nwhen I receive [countdown2 v]\nswitch costume to (1 v)\nforever\n    go to x: (0) y: (0)\n    if <(Level) = [9]> then\n        show\n        if <(CanMovePlayer) = [1]> then\n            next costume\n        end\n    else\n        hide\n    end\nend\n\n@MagicMesaMusic\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [2]> and <(Music) = [1]>> then\n    set volume to (25) %\n    set [canmoveplayer v] to [1]\n    repeat until <(CanPlayMagicMesa) = [0]>\n        play sound (pick random (1) to (2)) until done\n    end\n    stop [this script v]\nend\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayMagicMesa) = [0]>\nset volume to (0) %\n\n@BubbleBashMusic\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [3]> and <(Music) = [1]>> then\n    set volume to (25) %\n    set [canmoveplayer v] to [1]\n    repeat until <(CanPlayBubbleBash) = [0]>\n        play sound [Bubble Bash v] until done\n    end\n    stop [this script v]\nend\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayBubbleBash) = [0]>\nset volume to (0) %\n\n@Conveyor Belt 5\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\n\nwhen I receive [countdown2 v]\nforever\n    go to x: (120) y: (0)\n    if <(Level) = [12]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [backward v] (3) layers\n\nshow\n\n@Round3P1\n\nwhen I start as a clone\nif <(Round) = [3]> then\n    show\n    set size to (pick random (100) to (125)) %\n    switch costume to (pick random (1) to (2))\n    change size by (pick random (-10) to (10))\n    change [color v] effect by (pick random (-3) to (3))\n    set [ghost v] effect to (pick random (10) to (50))\n    go to x: (pick random (-240) to (240)) y: (-180)\n    glide (pick random (9) to (16)) secs to x: (x position) y: (180)\n    delete this clone\nend\n\nwhen I receive [round 3 v]\nhide\ngo [backward v] (1) layers\nforever\n    if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n        create clone of (_myself_ v)\n        wait (0.1) seconds\n    end\nend\n\nwhen I start as a clone\nforever\n    go to [back v] layer\nend\n\nwhen I start as a clone\nif <(Round) = [3]> then\n    wait (pick random (7) to (15)) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@Round3P2\n\nwhen I start as a clone\nshow\ngo [forward v] (5) layers\nif <(Round) = [3]> then\n    set size to (pick random (100) to (125)) %\n    switch costume to (pick random (1) to (3))\n    change size by (pick random (-10) to (10))\n    change [color v] effect by (pick random (-3) to (3))\n    set [ghost v] effect to (pick random (40) to (80))\n    set y to (pick random (-180) to (180))\nend\n\nwhen I receive [round 3 v]\nhide\ngo [backward v] (1) layers\nforever\n    if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n        create clone of (_myself_ v)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen [space v] key pressed\n\nwhen I start as a clone\nGo to Left\nforever\n    if <(Round) = [3]> then\n        set size to (300) %\n        change x by (1)\n        set size to (100) %\n    end\nend\n\ndefine Go to Left\nrepeat (20)\n    set size to (20) %\n    change x by (-1)\n    set size to (100) %\nend\n\nwhen I start as a clone\nrepeat (20)\n    set size to (300) %\n    change x by (-100)\n    set size to (100) %\nend\n\nwhen I start as a clone\nwait until <(x position) > [250]>\ndelete this clone\n\nwait (1) seconds\n\ndelete this clone\n\n@Round3P3\n\nwhen I start as a clone\nshow\ngo [forward v] (50) layers\nif <(Round) = [3]> then\n    switch costume to (pick random (1) to (2))\n    set size to (pick random (100) to (200)) %\n    change size by (pick random (-10) to (10))\n    change [color v] effect by (pick random (-3) to (3))\n    go to x: (pick random (50) to (240)) y: (150)\nend\n\nwhen I receive [countdown3 v]\nhide\ngo [backward v] (1) layers\nforever\n    if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n        create clone of (_myself_ v)\n        wait (5) seconds\n    end\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen I start as a clone\nif <(Round) = [3]> then\n    wait (pick random (10) to (20)) seconds\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <(Round) = [3]> then\n        change x by (-0.7)\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (pick random (20) to (50))\n    change [ghost v] effect by (-1)\nend\n\n@IllusionSpikes\n\nset [ghost v] effect to ((139) - (distance to [player v]))\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (delayoffall) (cos) (dir)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [delayoffall v] to (delayoffall)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [17]> then\n    Spawn\nend\nif <(Level) = [18]> then\n    Spawn\nend\nif <(Level) = [19]> then\n    Spawn\nend\nif <(Level) = [20]> then\n    Spawn\nend\nif <(Level) = [22]> then\n    Spawn\nend\nif <(Level) = [23]> then\n    Spawn\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nswitch costume to (1 v)\ngo [forward v] (5) layers\nshow\nforever\n    set [ghost v] effect to ((distance to [player v]) * (0.6))\nend\n\ndefine Spawn\nif <(Level) = [17]> then\n    Clone At X: [-93] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-70] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-47] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-24] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-1] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [22] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [45] [76] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [66] [-5] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [66] [-5] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [89] [-5] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [112] [-5] At Size: [100] [0] [0.7] [1] [-90]\nend\nif <(Level) = [18]> then\n    Clone At X: [-58] [167] At Size: [125] [0] [0.7] [1] [-90]\n    Clone At X: [-28] [167] At Size: [125] [0] [0.7] [1] [-90]\n    Clone At X: [2] [167] At Size: [125] [0] [0.7] [1] [-90]\nend\nif <(Level) = [19]> then\n    Clone At X: [-85] [30] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-62] [30] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-39] [30] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [1] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [24] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [47] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [70] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [93] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [116] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [139] [90] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [162] [90] At Size: [100] [0] [0.7] [1] [-90]\nend\nif <(Level) = [20]> then\n    Clone At X: [-68] [5] At Size: [100] [0] [0.7] [1] [90]\n    Clone At X: [-45] [5] At Size: [100] [0] [0.7] [1] [90]\n    Clone At X: [-22] [5] At Size: [100] [0] [0.7] [1] [90]\nend\nif <(Level) = [22]> then\n    Clone At X: [-160] [90] At Size: [100] [0] [0.7] [1] [90]\n    Clone At X: [-137] [90] At Size: [100] [0] [0.7] [1] [90]\nend\nif <(Level) = [23]> then\n    Clone At X: [-96] [77] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-73] [77] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-50] [77] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-27] [77] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [-4] [77] At Size: [100] [0] [0.7] [1] [-90]\n    Clone At X: [19] [77] At Size: [100] [0] [0.7] [1] [-90]\nend\n\nwhen I receive [countdown3 v]\nif <(Level) = [17]> then\n    Spawn\nend\n\nwait (delay) seconds\n\nbroadcast (Refresh/Next v)\n\nClone At X: [-62] [30] At Size: [100] [0] [0.7] [1] [-90]\n\nbroadcast (Refresh/Next v)\n\n@BlueOverlay\n\nwhen I receive [countdown3 v]\nshow\ngo to [front v] layer\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [\(added to\) encoded username v] to [0]\n\n@FakeCoins\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [17]> then\n    Clone At X: [-19] [-160] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n    Clone At X: [-16] [-163] At Size: [100] [0]\nend\nif <(Level) = [24]> then\n    Clone At X: [-10] [21] At Size: [100] [0]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nwait (0.5) seconds\nforever\n    set [ghost v] effect to ((100) - (distance to [player v]))\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I receive [countdown3 v]\nif  then\n    delete this clone\nend\nClone At X: [-19] [-160] At Size: [100] [0]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n    if <(Element Effects) = [1]> then\n        wait (pick random (2) to (4)) seconds\n        repeat (9)\n            next costume\n        end\n        switch costume to (1 v)\n    end\nend\n\nwhen I receive [numberpad10 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-26] [130] At Size: [100] [0]\n\nbroadcast (Refresh/Next v)\n\n@Hints\n\nwhen I receive [play music v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [play music v]\nwait until <<(Level) = [1]> and <(Deaths) > [1]>>\nswitch costume to (1 v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play music v]\nwait until <<(Level) = [5]> and <(Deaths) > [1]>>\nswitch costume to (2 v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nswitch costume to (3 v)\n\n