Geometry Dash PLATFORMER MODE (Proof of concept)

Instructions: Press [up] [w] [space] or click to jump and to jump on yellow rings\nAvoid the spikes\nIn ship mode, hold to fly up and release to fly down\nHit a yellow pad to jump high\nHit a blue pad to jump higher (missing a gravity portal)\nFor bonus points, collect the coins\nPress L to toggle effects (to reduce lag)

@Stage\n\nwhen I receive [pause music v]\nset volume to (0) %\nset [pitch v] effect to (((1) / (0)) * (-1))\n\nwhen I receive [unpause music v]\nset volume to (volume) %\nrepeat (3)\n    set [pitch v] effect to (0)\nend\n\nwhen I receive [reset level v]\nreset timer\nstop all sounds\n\nwhen I receive [init v]\nset volume to (0) %\nstart sound [Empty v]\nwait (0.5) seconds\nstop all sounds\nset volume to (100) %\n\nwhen I receive [start music v]\nstart sound (join [level] ([level v] of [new menu v]))\n\nwhen I receive [tick v]\nif <not <(backdrop [number v]) = ([background v] of [player updated version v])>> then\n    switch backdrop to ([background v] of [player updated version v])\nend\nif <(ONLY COLOR WORK FOR BG) = [2]> then\n    set [color v] effect to (color)\nelse\n    if <not <(my color) = (color)>> then\n        set [color v] effect to (color)\n        set [color v] to (color)\n    end\n    if <not <(my bright) = (bright)>> then\n        set [brightness v] effect to (bright)\n        set [my bright v] to (bright)\n    end\nend\n\nwhen I receive [die v]\nstop all sounds\nstart sound [explode v]\n\nwhen flag clicked\nset [noclip v] to [0]\nhide variable [scroll x v]\n\nwhen [n v] key pressed\nset [noclip v] to ((1) - (noclip))\n\nwhen I receive [tick v]\nset volume to (volume) %\n\nwhen [h v] key pressed\nif <(volume) = [100]> then\n    set [volume v] to [10]\nelse\n    set [volume v] to [100]\nend\nshow variable [volume v]\nwait (1) seconds\nhide variable [volume v]\n\nwhen I receive [level editor v]\nshow variable [scroll x v]\n\nwhen I receive [check die v]\nwait until <(die 2) = [1]>\nbroadcast (die v)\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\n\n@Level NEW\n\nwhen I receive [tick v]\nif <<<(costume [number v]) > [292]> and <(costume [number v]) < [311]>> or <<(costume [number v]) > [357]> and <(costume [number v]) < [370]>>> then\n    if <([editor v] of [editor newer v]) < [1]> then\n        if <<(costume [number v]) > [297]> or <not <(costume [number v]) > [357]>>> then\n            set [ghost v] effect to (([abs v] of ((50) - (x position)) ) / (1.5))\n        else\n            set [ghost v] effect to (([abs v] of ((50) - (x position)) ) * (2))\n        end\n    else\n        if <([editor v] of [editor newer v]) < [1]> then\n            if <[0] < (destructed)> then\n                set [ghost v] effect to (100)\n            end\n        else\n            set [destructed v] to [0]\n            set [ghost v] effect to (0)\n        end\n    end\nelse\n    set [ghost v] effect to (0)\nend\nif <<[310] < (typ)> and <(typ) < [319]>> then\n    set [ghost v] effect to (20)\nend\nif <(typ) = [335]> then\n    if <([editor v] of [editor newer v]) < [1]> then\n        if <[0] < (destructed)> then\n            set [ghost v] effect to (100)\n        end\n    else\n        set [destructed v] to [0]\n    end\nend\n\nwhen I receive [destroy v]\nset size to (30) %\nif <touching (player updated version v)?> then\n    set [destructed v] to [1]\nend\nset size to (100) %\nif <(typ) = [335]> then\n    if <([editor v] of [editor newer v]) < [1]> then\n        if <[0] < (destructed)> then\n            set [ghost v] effect to (100)\n        end\n    else\n        set [destructed v] to [0]\n    end\nend\n\nwhen I receive [tick v]\nif <(letter (6) of (item (typ) of [tiletype v])) = [1]> then\n    set [color v] effect to (color channel 1 color)\n    set [brightness v] effect to (color channel 1 brightness)\nelse\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(typ) = [378]> then\n    if <([editor v] of [editor newer v]) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n    end\nend\n\ndelete all of [tiletype v]\n\nwhen I receive [release tiles v]\nif <(typ) = [0]> then\n    if <([editor v] of [editor newer v]) = [0]> then\n        hide\n    end\nelse\n    if <(tileIdx) > [-1]> then\n        release tile <>\n    end\nend\n\nwhen I receive [tick v]\nif <(typ) = [0]> then\n    new?\n    if <([editor v] of [editor newer v]) > [0]> then\n        level editor\n    end\nelse\n    if <(tileIdx) = [-1]> then\n        if <(item (linkID) of [sprlink v]) > [0]> then\n            reuse tile\n        else\n            if <(vis) = [-2]> then\n                hide\n                set [vis v] to [-1]\n            end\n        end\n    else\n        position (round ((my x) - (Scroll X))) (round ((my y) - (Scroll Y)))\n    end\nend\nRENDER BACKWARDS\n\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\n\ndefine release tile <now?>\nif <<(linkID) < [1]> or <[sprpool v] contains (linkID)?>> then\n    add (linkID) to [sprpool v]\n    stop [all v]\nend\nset [tileidx v] to [-1]\nreplace item (linkID) of [sprlink v] with [0]\nadd (linkID) to [sprpool v]\nif <now?> then\n    set [vis v] to [-1]\n    hide\nelse\n    set [vis v] to [-2]\nend\n\nhide\nswitch costume to (blank v)\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\n\nwhen I receive [collect v]\nif <<(typ) = [211]> or <<(typ) = [68]> or <(typ) = [515]>>> then\n    set [vis v] to [2]\nend\n\ndefine position (x) (y)\npoint in direction (90)\nif <(Backwards) = [2]> then\n    point in direction (-90)\n    set x to ((0) - (x position))\nend\nif <(vis) = [-1]> then\n    if <not <(costume [number v]) = (typ)>> then\n        switch costume to (typ)\n    end\n    set [vis v] to [0]\nend\ngo to x: (x) y: (y)\nif <(vis) > [1]> then\n    change [vis v] by (3)\n    change [my y v] by ((26) - (vis))\n    if <(my y) < [-180]> then\n        release tile \n    end\nelse\n    if <<(x position) = (x)> and <(y position) = (y)>> then\n        if <(vis) = [0]> then\n            set [vis v] to [1]\n            show\n        end\n        if <(Quality) > [0]> then\n            if <<(typ) = [42]> or <<(typ) = [47]> or <<(typ) = [52]> or <<(typ) = [238]> or <<(typ) = [233]> or <<(typ) = [252]> or <<(typ) = [257]> or <(typ) = [262]>>>>>>>> then\n                Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n            else\n                if <<(typ) = [69]> or <<(typ) = [74]> or <(typ) = [80]>>> then\n                    switch costume to ((typ) + (([floor v] of ((ticker) / (2)) ) mod (5)))\n                else\n                    if <(typ) = [86]> then\n                        if <(((timer) * (2.65)) mod (2)) > [1]> then\n                            Set Costume (4)\n                        else\n                            Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n                        end\n                    else\n                        if <(typ) = [95]> then\n                            Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n                        else\n                            if <<<(typ) = [298]> or <(typ) = [302]>> or <<(typ) = [307]> or <(typ) = [532]>>> then\n                                Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (4)) )\n                            else\n                                if <<(typ) = [311]> or <(typ) = [314]>> then\n                                    Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (3)) )\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    else\n        if <(vis) = [1]> then\n            set [vis v] to [0]\n            hide\n        end\n    end\n    if <(x position) < [-220]> then\n        if <(x position) = (x)> then\n    end\nend\nif <(Backwards) = [2]> then\n    set x to ((0) - (x position))\nend\n\ndefine Set Costume (cost)\nif <(cost) < [4]> then\n    switch costume to ((typ) + (cost))\nelse\n    if <(cost) < [7]> then\n        switch costume to ((typ) + (4))\n    else\n        switch costume to (typ)\n    end\nend\n\nif <key (o v) pressed?> then\n    switch costume to (big floor v)\nend\n\ndelete this clone\n\ndefine level editor\nif <(Backwards) = [1]> then\n    go to x: (((([brush x v] of [editor newer v]) * (26)) - (Scroll X)) + (13)) y: (((([brush y v] of [editor newer v]) * (26)) - (50)) - (Scroll Y))\nelse\n    go to x: ((0) - (((([brush x v] of [editor newer v]) * (26)) - (Scroll X)) + (13))) y: (((([brush y v] of [editor newer v]) * (26)) - (50)) - (Scroll Y))\nend\nif <not <(costume [number v]) = ([brush v] of [editor newer v])>> then\n    set size to (100) %\n    switch costume to ([brush v] of [editor newer v])\nend\nshow\n\ndefine new?\nset [vis v] to [2]\nrepeat until <(my x) > ((Scroll X) + (260))>\n    set [my y v] to [-50]\n    repeat (lsy)\n        set [typ v] to (item (tileIdx) of [level v])\n        if <(typ) > [2]> then\n            if <(length of [sprpool v]) = [0]> then\n                add (tileIdx) to [sprlink v]\n                set [linkid v] to (length of [sprlink v])\n                create clone of (_myself_ v)\n            else\n                replace item (item (1) of [sprpool v]) of [sprlink v] with (tileIdx)\n                delete (1) of [sprpool v]\n            end\n        end\n        change [tileidx v] by (1)\n        change [my y v] by (26)\n    end\n    change [my x v] by (26)\nend\nset [typ v] to [0]\n\ndefine init\nhide\nswitch costume to (blank v)\nset [typ v] to [1]\nset [linkid v] to [1]\nset [vis v] to [0]\nrepeat (75)\n    add [0] to [sprlink v]\n    add (linkID) to [sprpool v]\n    create clone of (_myself_ v)\n    change [linkid v] by (1)\nend\nset [typ v] to [0]\n\nwhen I receive [redraw v]\nif <(typ) = [0]> then\n    set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n    set [tileidx v] to ((my x) * (lsy))\n    set [my x v] to (((my x) * (26)) + (13))\n    new?\nend\n\nwhen I receive [reset level v]\nif <(typ) = [0]> then\n    set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n    if <(my x) < [0]> then\n        set [my x v] to [0]\n    end\n    set [tileidx v] to ((my x) * (lsy))\n    set [my x v] to (((my x) * (26)) + (13))\n    hide\n    switch costume to (blank v)\nelse\n    if <(tileIdx) > [-1]> then\n        release tile \n    end\nend\n\ndefine reuse tile\nset [tileidx v] to (item (linkID) of [sprlink v])\nset [typ v] to (item (tileIdx) of [level v])\nif <(typ) > [0]> then\n    set [my x v] to ((([floor v] of ((tileIdx) / (lsy)) ) * (26)) + (13))\n    set [my y v] to ((((tileIdx) mod (lsy)) * (26)) - (50))\n    set [vis v] to [-1]\n    position (round ((my x) - (Scroll X))) ((my y) - (Scroll Y))\nelse\n    set [typ v] to [1]\n    release tile \nend\n\nwhen I receive [init v]\nswitch costume to (blank v)\nset size to (100) %\nhide\nset [my x v] to [13]\nset [tileidx v] to [-1]\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\ninit\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n    set rotation style [left-right v]\nend\nif <(Backwards) = [1]> then\n    set rotation style [don't rotate v]\nend\n\nif <[0] < (color channel 1 color)> then\n\nwhen I receive [reset level v]\nset [color channel 1 color v] to [0]\nset [color channel 1 brightness v] to [0]\n\ndefine RENDER BACKWARDS\nif <(typ) = [0]> then\n    if <([editor v] of [editor newer v]) = [0]> then\n        hide\n    end\nelse\n    if <(tileIdx) > [-1]> then\n        release tile <>\n    end\nend\nif <(typ) = [0]> then\n    set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n    set [tileidx v] to ((my x) * (lsy))\n    set [my x v] to (((my x) * (26)) + (13))\n    new?\nend\n\n@Player UPDATED VERSION\n\nset [upside down2 v] to ((1) - (upside down2))\n\nset [upside down2 v] to ((1) - (upside down2))\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n    if <(sy2) < [-9]> then\n        set [sy2 v] to [-9]\n    end\n    if <(sy2) > [9]> then\n        set [sy2 v] to [9]\n    end\nelse\n    if <(upside down2) = [0]> then\n        if <(sy2) < [-23]> then\n            set [sy2 v] to [-23]\n        end\n    else\n        if <(upside down2) = [1]> then\n            if <(sy2) > [23]> then\n                set [sy2 v] to [23]\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Scroll X) > (max x)> then\n    set [scroll x v] to (max x)\nend\n\nset [max x v] to ([max x v] of [background v])\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(tile2) = [335]> then\n    broadcast (destroy v)\nend\n\nwhen I receive [tick v]\nif <<(tile2) = [342]> or <(tile2) = [343]>> then\n    set [backwards v] to [2]\nend\nif <<(tile2) = [344]> or <(tile2) = [345]>> then\n    set [backwards v] to [1]\nend\n\ndefine Jump Ring (typ)\nset [jumppress2 v] to [0]\nset [orb repeat v] to [4]\nset [jump orb glow v] to (typ)\nset [bounceidx v] to (tileIdx2)\ncreate clone of (round particles v)\n\ndefine bounce (sy)\nif <(upside down2) = [0]> then\n    set [sy2 v] to (sy)\nelse\n    set [sy2 v] to (() - (sy))\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n    set [sy2 v] to ((sy2) * ((1) / (1.2)))\nend\n\nwhen I receive [tick v]\nif <(dash orb) = [1]> then\n    set [sy2 v] to (([cos v] of (dash dir) ) * (((Speed) + (sx2)) / ([sin v] of (dash dir) )))\nend\nGet Direction (sx2) (sy2)\n\nwhen I receive [tick v]\nif <((max x) - (100)) < (Player X)> then\n    set [mode v] to [3]\n    switch costume to (mode before end)\nend\n\nwhen I receive [pre-tick v]\nif <(Player Y) > [2400]> then\n    change [die2 v] by (1)\n    if <(die2) = [1]> then\n        do die\n        stop [this script v]\n    end\nend\nif <<(noclip) = [0]> and <not <(Mode) = [3]>>> then\n    isSolid ((Player X) + (0)) (Player Y)\n    if <<(solid2) = [1]> or <(spike2) = [1]>> then\n        change [die2 v] by (1)\n        if <(die2) = [1]> then\n            do die\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n    if <(tile2) = [377]> then\n        if <(Scroll X) < [690]> then\n            set [player y v] to [38.5]\n            set [upside down2 v] to [1]\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Scroll X) < [100]> then\n    set [scroll x v] to [100]\nend\n\nwhen I receive [tick v]\nif <([editor v] of [editor newer v]) < [1]> then\n    hide variable [sy2 v]\n    hide variable [scroll x v]\n    hide variable [scroll y v]\n    hide variable [player y v]\nelse\n    show variable [scroll x v]\n    show variable [scroll y v]\n    show variable [player y v]\n    show variable [sy2 v]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [8]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(Mode) = [15]> then\n    if <(sy2) < [-9]> then\n        set [sy2 v] to [-9]\n    end\n    if <(sy2) > [9]> then\n        set [sy2 v] to [9]\n    end\nelse\n    if <(upside down2) = [0]> then\n        if <(sy2) < [-23]> then\n            set [sy2 v] to [-23]\n        end\n    else\n        if <(upside down2) = [1]> then\n            if <(sy2) > [23]> then\n                set [sy2 v] to [23]\n            end\n        end\n    end\nend\n\n\n\nif <(Player X) < [140]> then\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [tick v]\nset [sy v] to (sy2)\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n    if <<(tile2) = [221]> or <(tile2) = [406]>> then\n        set [sy2 v] to [-50]\n    end\nend\n\ndefine tick - mode 1 - Swing Copter\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nif <<(upside down) = [0]> and <(shrink2) = [2]>> then\n    if <(Backwards) = [2]> then\n        switch costume to (swing_2 v)\n    end\n    if <(Backwards) = [1]> then\n        switch costume to (swing_1 v)\n    end\nend\nif <(upside down) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(Backwards) = [1]> then\n            switch costume to (swing_8 v)\n        end\n        if <(Backwards) = [2]> then\n            switch costume to (swing_7 v)\n        end\n    else\n        if <(Backwards) = [1]> then\n            switch costume to (swing_4 v)\n        end\n        if <(Backwards) = [2]> then\n            switch costume to (swing_3 v)\n        end\n    end\nelse\n    if <(Backwards) = [1]> then\n        switch costume to (swing_1 v)\n    end\n    if <(Backwards) = [2]> then\n        switch costume to (swing_2 v)\n    end\nend\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down) = [1]> then\n        if <(shrink2) = [2]> then\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (-1.2)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (1)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        else\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (-1.2)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (1)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        end\n    else\n        if <(shrink2) = [1]> then\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (1.2)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (-1)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        else\n            if <(Backwards) = [2]> then\n                if <(JumpPress2) > [0]> then\n                    switch costume to (swing_8 v)\n                    change [sy2 v] by (1.2)\n                    if <(sy2) > [9]> then\n                        set [sy2 v] to [9]\n                    end\n                else\n                    switch costume to (swing_8 v)\n                    change [sy2 v] by (-1.2)\n                    if <(sy2) < [-9]> then\n                        set [sy2 v] to [-9]\n                    end\n                end\n            end\n            if <(Backwards) = [1]> then\n                if <(JumpPress2) > [0]> then\n                    switch costume to (swing_5 v)\n                    change [sy2 v] by (1.2)\n                    if <(sy2) > [9]> then\n                        set [sy2 v] to [9]\n                    end\n                else\n                    switch costume to (swing_5 v)\n                    change [sy2 v] by (-1.2)\n                    if <(sy2) < [-9]> then\n                        set [sy2 v] to [-9]\n                    end\n                end\n            end\n        end\n    end\n    if <(Mode) = [5]> then\n        if <(dash orb) = [1]> then\n            set [sy2 v] to [0]\n        end\n        if <(dash orb) = [0]> then\n            if <(shrink2) = [1]> then\n                if <(upside down) = [1]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-15]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [15]\n                        end\n                    end\n                end\n                if <(upside down) = [0]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [15]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-15]\n                        end\n                    end\n                end\n            end\n            if <(shrink2) = [2]> then\n                if <(upside down) = [1]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-28]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [28]\n                        end\n                    end\n                end\n                if <(upside down) = [0]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [28]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-28]\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [player y v] by (sy2)\n    isSolid ((Player X) - (12)) ((Player Y) + (13))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n    if <(spike2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(sy2) > [0]> then\n        isSolid ((Player X) - (12)) ((Player Y) + (25))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                isSolid ((Player X) - (12)) ((Player Y) + (25))\n                orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n                if <(Player Y) < [0]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    else\n        isSolid ((Player X) - (12)) (Player Y)\n        orIsSolid ((Player X) + (12)) (Player Y)\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                isSolid ((Player X) - (12)) (Player Y)\n                orIsSolid ((Player X) + (12)) (Player Y)\n                if <(Player Y) > [800]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    end\n    if <(Jump) > [0]> then\n        turn right (15) degrees\n    else\n        if <not <((direction) mod (90)) = [0]>> then\n            if <((direction) mod (90)) < [45]> then\n                turn left ((direction) mod (90)) degrees\n            else\n                turn right ((90) - ((direction) mod (90))) degrees\n            end\n        end\n    end\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [68]> or <(tile2) = [211]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    Get Direction (sx2) (sy2)\n    if <(Backwards) = [1]> then\n        point in direction (@Get Direction)\n    end\n    if <(Backwards) = [2]> then\n        point in direction (join [-] (@Get Direction))\n    end\nend\n\nwhen I receive [swing copter scripts v]\n\ndefine New Bounce Jump Code\nif <<(Mode) = [2]> or <<(Mode) = [9]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <<(Mode) = [10]> or <(Mode) = [15]>>>>>> then\n    if <(tile2) = [121]> then\n        set [sy2 v] to [13]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-13]\n    end\n    if <(tile2) = [128]> then\n        set [sy2 v] to [-7]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [7]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [17]\n    end\n    if <(tile2) = [139]> then\n        set [sy2 v] to [-20]\n    end\nend\nif <<(tile2) = [274]> or <(tile2) = [276]>> then\n    set [upside down v] to [1]\n    if <[-7] > (sy2)> then\n        set [sy2 v] to [-5]\n    end\nend\nif <<(tile2) = [275]> or <(tile2) = [277]>> then\n    set [upside down v] to [0]\n    if <(sy2) > [7]> then\n        set [sy2 v] to [5]\n    end\nend\nif <(tile2) = [95]> then\n    set [upside down v] to [0]\n    set [sy2 v] to [-8]\n    set [jump v] to [1000]\nend\nif <(tile2) = [74]> then\n    set [upside down v] to [1]\n    set [sy2 v] to [10]\nend\nif <(Mode) = [2]> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [11]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [7]\n    end\n    if <<(tile2) = [200]> or <(tile2) = [375]>> then\n        set [sy2 v] to [16]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [7]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [17]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [11]\n    end\n    if <(tile2) = [123]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [139]> then\n        set [sy2 v] to [-20]\n    end\n    if <(tile2) = [127]> then\n        set [sy2 v] to [7]\n    end\n    if <<(tile2) = [223]> or <(tile2) = [401]>> then\n        set [sy2 v] to [-7]\n    end\n    if <<(tile2) = [222]> or <(tile2) = [396]>> then\n        set [sy2 v] to [-11]\n    end\nend\nif <<(Mode) = [9]> or <(Mode) = [9]>> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [11]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [8]\n        set [jump v] to [1000]\n    end\n    if <<(tile2) = [221]> or <(tile2) = [406]>> then\n        set [sy2 v] to [-15]\n        set [jump v] to [1000]\n    end\n    if <<(tile2) = [222]> or <(tile2) = [396]>> then\n        set [sy2 v] to [-11]\n        set [jump v] to [1000]\n    end\n    if <<(tile2) = [223]> or <(tile2) = [401]>> then\n        set [sy2 v] to [-6]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [74]> then\n        set [upside down v] to [1]\n    end\n    if <<(tile2) = [200]> or <(tile2) = [375]>> then\n        set [sy2 v] to [15]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [15]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [107]> then\n        set [upside down v] to [0]\n    end\n    if <(tile2) = [106]> then\n        set [upside down v] to [1]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [6]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [8]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [127]> then\n        set [sy2 v] to [-5]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-8]\n        set [jump v] to [1000]\n    end\n    if <(shrink2) = [2]> then\n        if <<(tile2) = [200]> or <(tile2) = [375]>> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [15]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [69]> then\n            set [sy2 v] to [9]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [80]> then\n            set [sy2 v] to [4.5]\n            set [jump v] to [100]\n        end\n        if <<(tile2) = [221]> or <(tile2) = [406]>> then\n            set [sy2 v] to [-13]\n            set [jump v] to [1000]\n        end\n        if <<(tile2) = [222]> or <(tile2) = [396]>> then\n            set [sy2 v] to [-9]\n            set [jump v] to [1000]\n        end\n        if <<(tile2) = [223]> or <(tile2) = [401]>> then\n            set [sy2 v] to [-4.5]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-8]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [74]> then\n            set [sy2 v] to [10]\n            set [jump v] to [2000]\n        end\n        if <(tile2) = [102]> then\n        if <(tile2) = [107]> then\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-13]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [129]> then\n            set [sy2 v] to [6]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [121]> then\n            set [sy2 v] to [8]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [18]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-18]\n            set [jump v] to [-18]\n        end\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-5]\n            set [jump v] to [1000]\n        end\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [33]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [18]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [74]> then\n        set [sy2 v] to [10]\n        set [upside down v] to [1]\n    end\n    if <(tile2) = [102]> then\n    if <<(tile2) = [200]> or <(tile2) = [375]>> then\n        set [sy2 v] to [40]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [33]\n        set [jump v] to [1000]\n    end\n    if <(shrink2) = [2]> then\n        if <<(tile2) = [222]> or <(tile2) = [396]>> then\n            set [sy2 v] to [-17]\n            set [jump v] to [500]\n        end\n        if <<(tile2) = [223]> or <(tile2) = [401]>> then\n            set [sy2 v] to [-11]\n            set [jump v] to [1000]\n        end\n        if <<(tile2) = [221]> or <(tile2) = [406]>> then\n            set [sy2 v] to [-22]\n            set [jump v] to [500]\n        end\n        if <<(tile2) = [200]> or <(tile2) = [375]>> then\n            set [sy2 v] to [33]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [20]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [69]> then\n            set [sy2 v] to [23]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [80]> then\n            set [sy2 v] to [13]\n            set [jump v] to [100]\n        end\n        if <(tile2) = [74]> then\n            set [sy2 v] to [5]\n        end\n        if <(tile2) = [102]> then\n        if <(tile2) = [107]> then\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-13]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [129]> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [121]> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [18]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-18]\n            set [jump v] to [-18]\n        end\n    end\nend\nif <(Mode) = [7]> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [13]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [8.5]\n    end\n    if <<(tile2) = [200]> or <(tile2) = [375]>> then\n        set [sy2 v] to [16]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [11]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [7]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [20.7]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [128]> then\n        set [sy2 v] to [-7]\n    end\n    if <(tile2) = [139]> then\n        set [sy2 v] to [-19]\n    end\n    if <<(tile2) = [221]> or <(tile2) = [406]>> then\n        set [sy2 v] to [-13]\n    end\n    if <<(tile2) = [222]> or <(tile2) = [396]>> then\n        set [sy2 v] to [-11]\n    end\n    if <<(tile2) = [223]> or <(tile2) = [401]>> then\n        set [sy2 v] to [-8.5]\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-23]\n            set [jump v] to [500]\n        end\n        if <<(tile2) = [223]> or <(tile2) = [401]>> then\n            set [sy2 v] to [-17]\n            set [jump v] to [1000]\n        end\n        if <<(tile2) = [221]> or <(tile2) = [406]>> then\n            set [sy2 v] to [-30]\n            set [jump v] to [1000]\n        end\n        if <<(tile2) = [222]> or <(tile2) = [396]>> then\n            set [sy2 v] to [-23]\n            set [jump v] to [1000]\n        end\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(size) = [1]> then\n        if <(tile2) = [121]> then\n            set [sy2 v] to [20]\n            set [jump v] to [600]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-20]\n            set [jump v] to [600]\n        end\n    else\n        if <(tile2) = [121]> then\n            set [sy2 v] to [15]\n            set [jump v] to [600]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-15]\n            set [jump v] to [600]\n        end\n    end\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n    if <(tile2) = [121]> then\n        set [sy2 v] to [11]\n        set [jump v] to [600]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-11]\n        set [jump v] to [600]\n    end\nend\nif <<(Mode) = [1]> and <(size) = [2]>> then\n    if <(tile2) = [74]> then\n        set [sy2 v] to [10]\n        set [upside down v] to [1]\n    end\nend\nif <(Mode) = [1]> then\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-19]\n    end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [506]> then\n    set [mode v] to [15]\nend\n\nwhen I receive [tick v]\nif <not <(die 2) = [0]>> then\n    set [sy2 v] to [0]\nend\n\nbroadcast (Swing Copter Scripts v)\n\ndefine Swing Copter Scripts\n\nwhen I receive [swing copter scripts v]\nSwing Copter Scripts\n\nwhen I receive [tick v]\nif <not <(die 2) = [0]>> then\n    hide\nend\n\nif <(Mode) = [15]> then\n\nwhen I receive [tick v]\nset [max x v] to [2000000]\n\nif <([level # v] of [editor newer v]) = [2]> then\n    set [max x v] to [21264]\nelse\n    if <([level # v] of [editor newer v]) = [5]> then\n        set [max x v] to [4666]\n    end\nend\n\nwhen I receive [reset level v]\nbroadcast (Check Die v)\n\nif <(Mode) = [15]> then\n\nwhen I receive [reset level v]\nset [ufo not die v] to [0]\n\ndefine tick - mode 7 - ufo\nisSolid (Player X) ((Player Y) + (13))\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nif <<(tile2) = [149]> or <(tile2) = [158]>> then\n    set [sy2 v] to [10]\n    set [jump v] to [300]\nend\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down2) = [1]> then\n        if <(JumpPress2) = [1]> then\n            if <(shrink2) = [1]> then\n                set [sy2 v] to [-9]\n            end\n            if <(shrink2) = [2]> then\n                set [sy2 v] to [-7]\n            end\n        end\n    else\n        if <(JumpPress2) = [1]> then\n            if <(shrink2) = [1]> then\n                set [sy2 v] to [12.5]\n            end\n            if <(shrink2) = [2]> then\n                set [sy2 v] to [10]\n            end\n        end\n    end\nend\nif <(Jump) < [2000]> then\n    if <(upside down2) = [1]> then\n        if <(sy2) < [-2]> then\n            change [sy2 v] by (1)\n        else\n            change [sy2 v] by (2)\n        end\n    else\n        if <(sy2) < [2]> then\n            change [sy2 v] by (-1)\n        else\n            change [sy2 v] by (-2)\n        end\n    end\nelse\n    if <(Jump) < [2009]> then\n        if <(sy2) < [39]> then\n            change [sy2 v] by (0)\n        end\n    else\n        set [sy2 v] to [13]\n        set [jump v] to [0]\n    end\nend\nchange [player y v] by (sy2)\nisSolid ((Player X) - (12)) ((Player Y) + (13))\norIsSolid ((Player X) + (12)) ((Player Y) + (13))\nif <(spike2) > [0]> then\n    do die\n    stop [this script v]\nend\nif <(sy2) > [0]> then\n    isSolid ((Player X) - (12)) ((Player Y) + (25))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n    if <(solid2) > [0]> then\n        repeat until <not <(solid2) > [0]>>\n            set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n            isSolid ((Player X) - (12)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n            if <(Player Y) < [0]> then\n                do die\n                stop [this script v]\n            end\n        end\n        set [sy2 v] to ((sy2) * (0.5))\n    end\nelse\n    isSolid ((Player X) - (12)) (Player Y)\n    orIsSolid ((Player X) + (12)) (Player Y)\n    if <(solid2) > [0]> then\n        repeat until <not <(solid2) > [0]>>\n            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n            isSolid ((Player X) - (12)) (Player Y)\n            orIsSolid ((Player X) + (12)) (Player Y)\n            if <(Player Y) > [800]> then\n                do die\n                stop [this script v]\n            end\n        end\n        set [sy2 v] to ((sy2) * (0.5))\n    end\nend\nif <(Jump) > [0]> then\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n    if <not <[collect2 v] contains (tileIdx2)?>> then\n        change [coins2 v] by (1)\n        add (tileIdx2) to [collect2 v]\n        broadcast (collect v)\n    end\nend\npoint in direction (90)\n\ntick - mode 7 - ufo (OLD VERSION)\n\nwhen I receive [tick v]\nif <(tile2) = [515]> then\n    if <not <[collect2 v] contains (tileIdx2)?>> then\n        change [collected mini coins v] by (1)\n        add (tileIdx2) to [collect2 v]\n        broadcast (collect v)\n    end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [127]> then\n    set [sy2 v] to [7]\nend\nif <(tile2) = [130]> then\n    set [sy2 v] to [-7]\nend\nif <(tile2) = [122]> then\n    set [sy2 v] to [-11]\nend\nif <(tile2) = [123]> then\n    set [sy2 v] to [11]\nend\nif <(tile2) = [137]> then\n    set [sy2 v] to [-19]\nend\nif <(tile2) = [138]> then\n    set [sy2 v] to [19]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [284]> then\n    set [duality v] to [2]\nend\nif <(tile2) = [285]> then\n    set [duality v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [7]> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [13]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [8.5]\n    end\n    if <(tile2) = [200]> then\n        set [sy2 v] to [16]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [11]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [7]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [20.7]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [128]> then\n        set [sy2 v] to [-7]\n    end\n    if <(tile2) = [139]> then\n        set [sy2 v] to [-19]\n    end\n    if <(tile2) = [221]> then\n        set [sy2 v] to [-13]\n    end\n    if <(tile2) = [222]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [223]> then\n        set [sy2 v] to [-8.5]\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [33]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [18]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [74]> then\n        set [sy2 v] to [10]\n        set [upside down2 v] to [1]\n    end\n    if <(tile2) = [102]> then\n        set [sy2 v] to [44]\n        set [jump v] to [1500]\n    end\n    if <(tile2) = [200]> then\n        set [sy2 v] to [40]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [33]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [107]> then\n    if <(tile2) = [129]> then\n        if <<(Mode) = [1]> or <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [8]>>>>> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n    end\n    if <(tile2) = [121]> then\n        if <<(Mode) = [1]> or <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [8]>>>>> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [222]> then\n            set [sy2 v] to [-17]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [223]> then\n            set [sy2 v] to [-11]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [221]> then\n            set [sy2 v] to [-22]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [200]> then\n            set [sy2 v] to [33]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [20]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [69]> then\n            set [sy2 v] to [23]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [80]> then\n            set [sy2 v] to [13]\n            set [jump v] to [100]\n        end\n        if <(tile2) = [74]> then\n            set [sy2 v] to [5]\n        end\n        if <(tile2) = [102]> then\n            set [sy2 v] to [44]\n            set [jump v] to [1500]\n        end\n        if <(tile2) = [107]> then\n            set [sy2 v] to [20]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-13]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [129]> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [121]> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [18]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-18]\n            set [jump v] to [-18]\n        end\n    end\nend\nif <(Mode) = [7]> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [13]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [8.5]\n    end\n    if <(tile2) = [200]> then\n        set [sy2 v] to [16]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [11]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [7]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [20.7]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [128]> then\n        set [sy2 v] to [-7]\n    end\n    if <(tile2) = [139]> then\n        set [sy2 v] to [-19]\n    end\n    if <(tile2) = [221]> then\n        set [sy2 v] to [-13]\n    end\n    if <(tile2) = [222]> then\n        set [sy2 v] to [-11]\n    end\n    if <(tile2) = [223]> then\n        set [sy2 v] to [-8.5]\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-23]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [222]> then\n            set [sy2 v] to [-23]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [223]> then\n            set [sy2 v] to [-17]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [221]> then\n            set [sy2 v] to [-32]\n            set [jump v] to [4000]\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n    if <(Mode) = [7]> then\n        if <<(tile2) = [86]> or <(tile2) = [86]>> then\n            set [ring color v] to [1]\n            set [sy2 v] to [13]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [199]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [19.9]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [100]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [6.8]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [220]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-14.5]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [219]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-6]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [218]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-10]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) > [0]> then\n    if <(Mode) = [8]> then\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-23]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-26]\n        end\n        if <(tile2) = [142]> then\n            set [sy2 v] to [-30]\n        end\n        if <(tile2) = [129]> then\n            change [sy2 v] by (1)\n        end\n        if <(tile2) = [121]> then\n            change [sy2 v] by (1)\n        end\n        if <(tile2) = [139]> then\n            change [sy2 v] by (1)\n        end\n    end\n    if <(shrink2) = [1]> then\n        if <(Mode) = [1]> then\n            if <(tile2) = [128]> then\n                set [sy2 v] to [-23]\n            end\n            if <(tile2) = [124]> then\n                set [sy2 v] to [-26]\n            end\n            if <(tile2) = [142]> then\n                set [sy2 v] to [-30]\n            end\n            if <(tile2) = [129]> then\n                set [sy2 v] to [23]\n            end\n            if <(tile2) = [121]> then\n                set [sy2 v] to [26]\n            end\n            if <(tile2) = [139]> then\n                set [sy2 v] to [30]\n            end\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(Mode) = [1]> then\n            if <(tile2) = [128]> then\n                set [sy2 v] to [-17]\n            end\n            if <(tile2) = [124]> then\n                set [sy2 v] to [-20]\n            end\n            if <(tile2) = [142]> then\n                set [sy2 v] to [-24]\n            end\n            if <(tile2) = [129]> then\n                set [sy2 v] to [17]\n            end\n            if <(tile2) = [121]> then\n                set [sy2 v] to [20]\n            end\n            if <(tile2) = [139]> then\n                set [sy2 v] to [24]\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n    if <(Mode) = [10]> then\n        if <(tile2) = [128]> then\n            set [upside down2 v] to [0]\n            set [sy2 v] to [-270]\n        end\n        if <(tile2) = [124]> then\n            set [upside down2 v] to [0]\n            set [sy2 v] to [-270]\n        end\n        if <(tile2) = [142]> then\n            set [upside down2 v] to [0]\n            set [sy2 v] to [-270]\n        end\n        if <(tile2) = [129]> then\n            set [upside down2 v] to [1]\n            set [sy2 v] to [270]\n        end\n        if <(tile2) = [121]> then\n            set [upside down2 v] to [1]\n            set [sy2 v] to [270]\n        end\n        if <(tile2) = [139]> then\n            set [upside down2 v] to [1]\n            set [sy2 v] to [270]\n        end\n    end\n    if <(Mode) = [9]> then\n        if <(tile2) = [128]> then\n            set [upside down2 v] to [0]\n        end\n        if <(tile2) = [124]> then\n            set [upside down2 v] to [0]\n        end\n        if <(tile2) = [142]> then\n            set [upside down2 v] to [0]\n        end\n        if <(tile2) = [129]> then\n            set [upside down2 v] to [1]\n        end\n        if <(tile2) = [121]> then\n            set [upside down2 v] to [1]\n        end\n        if <(tile2) = [139]> then\n            set [upside down2 v] to [1]\n        end\n    end\nend\n\ndefine tick - mode - 8 gravity\nif <(dash orb) = [1]> then\n    set [sy2 v] to [0]\nend\nif <(Mode) = [1]> then\n    if <(tile2) = [110]> then\n        set [shrink2 v] to [2]\n    end\n    if <(tile2) = [111]> then\n        set [shrink2 v] to [1]\n    end\n    if <(Stars#) < [20]> then\n        if <(Quality) > [0]> then\n            create clone of (stars v)\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((sx2) + (Speed))\n    if <(die2) > [0]> then\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) + (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n        if <(solid2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(shrink2) = [2]> then\n            change [sy2 v] by (2.27)\n            if <(sy2) < [-40]> then\n                set [gr power v] to [-11]\n                set [sy2 v] to [-40]\n            end\n        else\n            change [sy2 v] by (2.27)\n            if <(sy2) < [-40]> then\n                set [gr power v] to [-11]\n                set [sy2 v] to [-40]\n            end\n        end\n        change [player y v] by (sy2)\n        isSolid ((Player X) - (12)) ((Player Y) + (13))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n        if <(spike2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(sy2) > [0]> then\n            isSolid ((Player X) - (12)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                        if <[-10] > (GR Power)> then\n                            set [sy2 v] to [-13]\n                            change [gr power v] by (-1)\n                        end\n                    end\n                    set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                    isSolid ((Player X) - (13)) ((Player Y) + (25))\n                    orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n                    if <(Player Y) < [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        else\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                    isSolid ((Player X) - (13)) (Player Y)\n                    orIsSolid ((Player X) + (13)) (Player Y)\n                    if <(Player Y) > [800]> then\n                        do die\n                        stop [this script v]\n                    end\n                    if <(JumpPress2) > [0]> then\n                        if <(shrink2) = [1]> then\n                            set [sy2 v] to [-29]\n                            set [jump v] to [201]\n                        end\n                        if <(shrink2) = [2]> then\n                            set [sy2 v] to [-20]\n                            set [jump v] to [201]\n                        end\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        end\n        if <(JumpPress2) > [0]> then\n        isSolid (Player X) ((Player Y) + (13))\n        if <<(tile2) = [68]> or <(tile2) = [211]>> then\n            if <not <[collect2 v] contains (tileIdx2)?>> then\n                change [coins2 v] by (1)\n                add (tileIdx2) to [collect2 v]\n                broadcast (collect v)\n            end\n        end\n        Get Direction (sx2) (sy2)\n        point in direction (90)\n    end\nend\nif <(Mode) = [8]> then\n    if <(tile2) = [110]> then\n        set [shrink2 v] to [2]\n    end\n    if <(tile2) = [111]> then\n        set [shrink2 v] to [1]\n    end\n    if <(Stars#) < [20]> then\n        if <(Quality) > [0]> then\n            create clone of (stars v)\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((sx2) + (Speed))\n    if <(die2) > [0]> then\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n        if <(solid2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(JumpPress2) > [0]> then\n            set [sy2 v] to [-7.8]\n        end\n        if <(shrink2) = [2]> then\n            change [sy2 v] by (1.3)\n            if <(sy2) < [-10]> then\n                set [sy2 v] to [-10]\n            end\n        else\n            change [sy2 v] by (1.3)\n            if <(sy2) < [-10]> then\n                set [sy2 v] to [-10]\n            end\n        end\n        change [player y v] by (sy2)\n        isSolid ((Player X) - (12)) ((Player Y) + (13))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n        if <(spike2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(sy2) > [0]> then\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                    set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                    isSolid ((Player X) - (13)) ((Player Y) + (25))\n                    orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n                    if <(Player Y) < [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        else\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                        if <(shrink2) = [1]> then\n                            if <(JumpPress2) > [0]> then\n                        end\n                        if <(shrink2) = [2]> then\n                            if <(JumpPress2) > [0]> then\n                        end\n                    end\n                    set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                    isSolid ((Player X) - (12)) (Player Y)\n                    orIsSolid ((Player X) + (12)) (Player Y)\n                    if <(Player Y) > [800]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        end\n        if <(JumpPress2) > [0]> then\n        isSolid (Player X) ((Player Y) + (13))\n        if <<(tile2) = [68]> or <(tile2) = [211]>> then\n            if <not <[collect2 v] contains (tileIdx2)?>> then\n                change [coins2 v] by (1)\n                add (tileIdx2) to [collect2 v]\n                broadcast (collect v)\n            end\n        end\n        Get Direction (sx2) (sy2)\n        point in direction (90)\n    end\nend\n\ntick - mode - 1 gravity\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <(Mode) = [4]>> then\n    if <(shrink2) = [1]> then\n        switch costume to (geometry-01 v)\n    end\n    if <(shrink2) = [2]> then\n        switch costume to (geometry-5 v)\n    end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [32]> then\n    set [mode v] to [2]\nend\nif <(tile2) = [163]> then\n    set [mode v] to [1]\nend\nif <(tile2) = [164]> then\n    set [mode v] to [7]\nend\nif <(tile2) = [165]> then\n    set [mode v] to [5]\nend\nif <(tile2) = [212]> then\n    set [mode v] to [8]\nend\nif <(tile2) = [250]> then\n    set [mode v] to [9]\nend\nif <(tile2) = [268]> then\n    set [mode v] to [10]\nend\nif <(tile2) = [107]> then\n    set [upside down2 v] to [0]\nend\nif <(tile2) = [106]> then\n    set [upside down2 v] to [1]\nend\nif <(tile2) = [112]> then\n    set [speed v] to [-2]\nend\nif <(tile2) = [113]> then\n    set [speed v] to [0]\nend\nif <(tile2) = [114]> then\n    set [speed v] to [2]\nend\nif <(tile2) = [115]> then\n    set [speed v] to [4]\nend\nif <(tile2) = [116]> then\n    set [speed v] to [6]\nend\n\norIsSolid ((Player X) - (4)) ((Player Y) + (4))\norIsSolid ((Player X) - (4)) ((Player Y) + (4))\n\nwhen I receive [tick v]\nif <(Mode) = [10]> then\n    if <(tile2) = [69]> then\n        set [sy2 v] to [11]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [80]> then\n        set [sy2 v] to [9]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [221]> then\n        set [sy2 v] to [-15]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [222]> then\n        set [sy2 v] to [-11]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [223]> then\n        set [sy2 v] to [-8]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [74]> then\n        set [upside down2 v] to [1]\n    end\n    if <(tile2) = [200]> then\n        set [sy2 v] to [15]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [136]> then\n        set [sy2 v] to [15]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [107]> then\n        set [upside down2 v] to [0]\n    end\n    if <(tile2) = [106]> then\n        set [upside down2 v] to [1]\n    end\n    if <(tile2) = [129]> then\n        set [sy2 v] to [6]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [121]> then\n        set [sy2 v] to [8]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [127]> then\n        set [sy2 v] to [-5]\n        set [jump v] to [1000]\n    end\n    if <(tile2) = [124]> then\n        set [sy2 v] to [-8]\n        set [jump v] to [1000]\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [200]> then\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [15]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [69]> then\n            set [sy2 v] to [9]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [80]> then\n            set [sy2 v] to [4.5]\n            set [jump v] to [100]\n        end\n        if <(tile2) = [221]> then\n            set [sy2 v] to [-13]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [222]> then\n            set [sy2 v] to [-6]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [223]> then\n            set [sy2 v] to [-4.5]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-8]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [74]> then\n            set [sy2 v] to [10]\n            set [jump v] to [2000]\n        end\n        if <(tile2) = [102]> then\n            set [sy2 v] to [44]\n            set [jump v] to [1500]\n        end\n        if <(tile2) = [107]> then\n            set [sy2 v] to [20]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-13]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [129]> then\n            set [sy2 v] to [6]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [121]> then\n            set [sy2 v] to [8]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [136]> then\n            set [sy2 v] to [18]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-18]\n            set [jump v] to [-18]\n        end\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-5]\n            set [jump v] to [1000]\n        end\n    end\nend\n\ndefine orIsSolid (x) (y)\nif <(y) < [0]> then\n    set [tileidx2 v] to [-1]\n    set [tile2 v] to [3]\n    set [solid2 v] to (letter (1) of (item (tile2) of [tiletype v]))\n    set [spike2 v] to [0]\nelse\n    set [tileidx2 v] to ((([floor v] of ((x) / (26)) ) * (lsy)) + ([floor v] of ((y) / (26)) ))\n    set [tile2 v] to (item (tileIdx2) of [level v])\n    if <(tile2) < [0]> then\n        set [tileidx2 v] to ((0) - (tile2))\n        set [tile2 v] to (item (tileIdx2) of [level v])\n    end\n    set [t v] to (letter (1) of (item (tile2) of [tiletype v]))\n    if <(t) > (solid2)> then\n        set [solid2 v] to (t)\n    end\nend\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n    if <(dx) > [0]> then\n        set [@get direction v] to [90]\n    else\n        set [@get direction v] to [-90]\n    end\nelse\n    set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n    if <(dy) < [0]> then\n        if <(dx) > [0]> then\n            change [@get direction v] by (180)\n        else\n            if <(dx) < [0]> then\n                change [@get direction v] by (-180)\n            else\n                set [@get direction v] to [180]\n            end\n        end\n    end\nend\n\ndefine tick - mode 3 - end\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <((Player X) - (Scroll X)) < [-89]> then\n    set [sy2 v] to [18]\n    set [mode before end v] to (costume [number v])\nend\nchange [sy2 v] by (-1.2)\nif <(sy2) < [0]> then\n    Get Direction (-3) (1)\n    set [sy2 v] to (([cos v] of (@Get Direction) ) * ((sx2) / ([sin v] of (@Get Direction) )))\nend\nif <((Player X) - (Scroll X)) < [40]> then\n    if <(sx2) > [3]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    end\nelse\n    set [sx2 v] to ((sx2) * (1.1))\nend\nturn right (15) degrees\nif <((Player X) - (Scroll X)) < [240]> then\n    change [player x v] by (sx2)\n    change [player y v] by (sy2)\n    if <not <((Player X) - (Scroll X)) < [180]>> then\n        Record Score\n        hide\n        broadcast (complete! v)\n    end\nend\n\ndefine isSolid (x) (y)\nif <(y) < [0]> then\n    set [tileidx2 v] to [-1]\n    set [tile2 v] to [3]\n    set [solid2 v] to (letter (1) of (item (tile2) of [tiletype v]))\n    set [spike2 v] to [0]\nelse\n    \nend\n\nwhen I receive [reset level v]\nset [jump v] to [5]\nset [scroll y v] to [0]\nset [player x v] to [13]\nset [player y v] to [0]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [die2 v] to [0]\nset [shake y v] to [0]\nset [nextsecond v] to [4]\nset [frame v] to [0]\nset [coins2 v] to [0]\nset [ticker v] to [0]\nset [score % v] to [0]\nset [backwards v] to [0]\nset [upside down2 v] to [0]\nset [shrink2 v] to [1]\ndelete (all) of [collect2 v]\nSet Scroll\nset [ghost v] effect to (100)\npoint in direction (90)\nshow\n\nwhen I receive [end loop v]\nstop [other scripts in sprite v]\n\ndefine Set Mode (mode) background (bg)\nset [speed v] to (Speed)\nset [background v] to (bg)\nif <(mode) = (Mode)> then\n    stop [this script v]\nend\nset [mode v] to (mode)\nswitch costume to (mode)\nif <(mode) < [3]> then\n    point in direction (90)\nelse\n    if <<(Mode) = [3]> or <(Mode) = [4]>> then\n        start sound [endStart_02.mp3 v]\n    end\nend\nset [sy2 v] to [0]\n\ndefine Record Score\nif <([editor v] of [editor newer v]) = [-1]> then\n    if <(Score %) > (Your Best %)> then\n        set [your best % v] to (Score %)\n    end\n    set [points v] to (Score %)\n    broadcast (store my high score v)\nend\n\ndefine check progress\nbroadcast (pre-tick v)\nset [background v] to (CH_PR - BG)\nif <(CH_PR - UPSIDE DOWN) = [no]> then\n\ndefine do die\nif <(noclip) = [0]> then\n    if <<([editor v] of [editor newer v]) < [0]> or <key (down arrow v) pressed?>> then\n        set [die2 v] to [1]\n        change [scroll y v] by (-10)\n        set [shake y v] to [20]\n        hide\n        repeat (25)\n            create clone of (particles v)\n        end\n        create clone of (round particles v)\n        broadcast (die v)\n        Record Score\n    else\n        set [sy2 v] to [16]\n        set [shake y v] to [32]\n    end\nend\n\ndefine tick - mode 1 - cube\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nif <(shrink2) = [2]> then\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [68]> or <(tile2) = [211]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    if <<(tile2) = [74]> or <(tile2) = [80]>> then\n        set [sy2 v] to [20]\n        set [jump v] to [2000]\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((Speed) + (sx2))\n    if <(die2) > [0]> then\n        change [player y v] by (sy2)\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (4)) (Player Y)\n        orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n        if <(solid2) > [0]> then\n            if <(upside down2) = [1]> then\n                if <((Player Y) mod (26)) > [14]> then\n                    set [ny v] to ((([floor v] of ((Player Y) / (26)) ) - (1)) * (26))\n                    isSolid ((Player X) + (13)) (ny)\n                    orIsSolid ((Player X) + (13)) ((ny) - (20))\n                    if <(solid2) > [0]> then\n                else\n                    do die\n                end\n            end\n            if <(upside down2) = [0]> then\n                if <((Player Y) mod (26)) > [14]> then\n                    set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                    isSolid ((Player X) + (13)) (ny)\n                    orIsSolid ((Player X) + (13)) ((ny) + (20))\n                    if <(solid2) > [0]> then\n                        do die\n                    else\n                        set [player y v] to ((ny) - ((sy2) - (5)))\n                    end\n                else\n                    do die\n                end\n            end\n        end\n        if <(die2) > [0]> then\n            set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) - (13))\n        else\n            if <(upside down2) = [1]> then\n                if <(Jump) > [2]> then\n                if <(Jump) < [2000]> then\n                    if <(sy2) < [-3]> then\n                        change [sy2 v] by (2.25)\n                    else\n                        change [sy2 v] by (3.5)\n                    end\n                else\n                    if <(Jump) < [2009]> then\n                        if <(sy2) < [-39]> then\n                            change [sy2 v] by (-3)\n                        end\n                    else\n                        set [sy2 v] to [-18]\n                        set [jump v] to [1000]\n                    end\n                end\n                change [player y v] by (sy2)\n                if <(sy2) > [0]> then\n                    isSolid ((Player X) - (12)) ((Player Y) + (20))\n                    orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of (((Player Y) + (20)) / (26)) ) - (1)) * (26))\n                            isSolid ((Player X) - (13)) ((Player Y) + (25))\n                            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    end\n                    change [jump v] by (1)\n                else\n                    isSolid ((Player X) - (12)) ((Player Y) + (20))\n                    orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) - (1)) * (26))\n                            isSolid ((Player X) - (13)) (Player Y)\n                            orIsSolid ((Player X) + (13)) (Player Y)\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    else\n                        change [jump v] by (1)\n                    end\n                end\n                if <(Jump) > [0]> then\n                    if <(Backwards) = [1]> then\n                        turn right (-15) degrees\n                    end\n                    if <(Backwards) = [2]> then\n                        turn right (15) degrees\n                    end\n                else\n                    if <not <((direction) mod (90)) = [0]>> then\n                        if <((direction) mod (90)) > [35]> then\n                            turn right ((90) - ((direction) mod (90))) degrees\n                        else\n                            turn left ((direction) mod (90)) degrees\n                        end\n                    end\n                end\n            end\n            if <(upside down2) = [0]> then\n                if <(Jump) > [2]> then\n                if <(Jump) < [2000]> then\n                    if <(sy2) < [3.5]> then\n                        change [sy2 v] by (-2.25)\n                    else\n                        change [sy2 v] by (-3.5)\n                    end\n                else\n                    if <(Jump) < [2009]> then\n                        if <(sy2) < [39]> then\n                            change [sy2 v] by (3)\n                        end\n                    else\n                        set [sy2 v] to [18]\n                        set [jump v] to [1000]\n                    end\n                end\n                change [player y v] by (sy2)\n                if <(sy2) > [0]> then\n                    isSolid ((Player X) - (7)) ((Player Y) + (12))\n                    orIsSolid ((Player X) + (7)) ((Player Y) + (12))\n                    if <(solid2) > [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                    change [jump v] by (1)\n                else\n                    isSolid ((Player X) - (7)) (Player Y)\n                    orIsSolid ((Player X) + (7)) (Player Y)\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                            isSolid ((Player X) - (7)) (Player Y)\n                            orIsSolid ((Player X) + (7)) (Player Y)\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    else\n                        change [jump v] by (1)\n                    end\n                end\n                if <(Jump) > [0]> then\n                    if <(Backwards) = [1]> then\n                        turn right (15) degrees\n                    end\n                    if <(Backwards) = [2]> then\n                        turn right (-15) degrees\n                    end\n                else\n                    if <not <((direction) mod (90)) = [0]>> then\n                        if <((direction) mod (90)) > [35]> then\n                            turn right ((90) - ((direction) mod (90))) degrees\n                        else\n                            turn left ((direction) mod (90)) degrees\n                        end\n                    end\n                end\n            end\n        end\n        isSolid ((Player X) - (8)) ((Player Y) + (15))\n        orIsSolid ((Player X) + (8)) ((Player Y) + (15))\n        if <(spike2) > [0]> then\n            do die\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\nend\nif <(shrink2) = [1]> then\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [211]> or <(tile2) = [68]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    if <<(tile2) = [74]> or <(tile2) = [80]>> then\n        set [sy2 v] to [20]\n        set [jump v] to [2000]\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((Speed) + (sx2))\n    if <(die2) > [0]> then\n        change [player y v] by (sy2)\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (4)) (Player Y)\n        orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n        orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n        orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n        if <(solid2) > [0]> then\n            if <((Player Y) mod (26)) > [14]> then\n                if <(upside down2) = [1]> then\n                    if <((Player Y) mod (26)) > [14]> then\n                        set [ny v] to (([floor v] of (((0) - ((Player Y) / (26))) + (1)) ) * (26))\n                        isSolid ((Player X) + (13)) (ny)\n                        orIsSolid ((Player X) + (13)) ((ny) - (20))\n                        if <(solid2) > [0]> then\n                    else\n                        do die\n                    end\n                end\n                if <(upside down2) = [0]> then\n                    if <((Player Y) mod (26)) > [14]> then\n                        set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                        isSolid ((Player X) + (13)) (ny)\n                        orIsSolid ((Player X) + (13)) ((ny) + (20))\n                        if <(solid2) > [0]> then\n                    else\n                        do die\n                    end\n                end\n            else\n                do die\n            end\n        end\n        if <(die2) > [0]> then\n            set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) + (13))\n        else\n            if <(upside down2) = [1]> then\n                if <(Jump) > [2]> then\n                if <(Jump) < [2000]> then\n                    if <(sy2) < [-3]> then\n                        change [sy2 v] by (2.25)\n                    else\n                        change [sy2 v] by (3)\n                    end\n                else\n                    if <(Jump) < [2009]> then\n                        if <(sy2) < [-39]> then\n                            change [sy2 v] by (-3)\n                        end\n                    else\n                        set [sy2 v] to [-18]\n                        set [jump v] to [1000]\n                    end\n                end\n                change [player y v] by (sy2)\n                if <(sy2) > [0]> then\n                    isSolid ((Player X) - (12)) ((Player Y) + (20))\n                    orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of (((Player Y) + (20)) / (26)) ) - (0.91)) * (26))\n                            isSolid ((Player X) - (13)) ((Player Y) - (25))\n                            orIsSolid ((Player X) + (13)) ((Player Y) - (25))\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    end\n                    change [jump v] by (1)\n                else\n                    isSolid ((Player X) - (12)) ((Player Y) + (20))\n                    orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (0.91)) * (26))\n                            isSolid ((Player X) - (13)) (Player Y)\n                            orIsSolid ((Player X) + (13)) (Player Y)\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    else\n                        change [jump v] by (1)\n                    end\n                end\n                if <(Jump) > [0]> then\n                    if <(Backwards) = [1]> then\n                        turn right (-15) degrees\n                    end\n                    if <(Backwards) = [2]> then\n                        turn right (15) degrees\n                    end\n                else\n                    if <not <((direction) mod (90)) = [0]>> then\n                        if <((direction) mod (90)) > [35]> then\n                            turn right ((direction) mod (90)) degrees\n                        else\n                            turn left ((90) - ((direction) mod (90))) degrees\n                        end\n                    end\n                end\n            end\n            if <(upside down2) = [0]> then\n                if <(Jump) > [2]> then\n                if <(Jump) < [2000]> then\n                    if <(sy2) < [4]> then\n                        change [sy2 v] by (-2.25)\n                    else\n                        change [sy2 v] by (-4)\n                    end\n                else\n                    if <(Jump) < [2009]> then\n                        if <(sy2) < [39]> then\n                            change [sy2 v] by (3)\n                        end\n                    else\n                        set [sy2 v] to [18]\n                        set [jump v] to [1000]\n                    end\n                end\n                change [player y v] by (sy2)\n                if <(sy2) > [0]> then\n                    isSolid ((Player X) - (12)) ((Player Y) + (20))\n                    orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n                    if <(solid2) > [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                    change [jump v] by (1)\n                else\n                    isSolid ((Player X) - (12)) (Player Y)\n                    orIsSolid ((Player X) + (12)) (Player Y)\n                    if <(solid2) > [0]> then\n                        repeat until <not <(solid2) > [0]>>\n                            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                            isSolid ((Player X) - (12)) (Player Y)\n                            orIsSolid ((Player X) + (12)) (Player Y)\n                        end\n                        set [sy2 v] to [0]\n                        set [jump v] to [0]\n                        if <(Quality) > [0]> then\n                    else\n                        change [jump v] by (1)\n                    end\n                end\n                if <(Jump) > [0]> then\n                    if <(Backwards) = [1]> then\n                        turn right (15) degrees\n                    end\n                    if <(Backwards) = [2]> then\n                        turn right (-15) degrees\n                    end\n                else\n                    if <not <((direction) mod (90)) = [0]>> then\n                        if <((direction) mod (90)) > [35]> then\n                            turn right ((90) - ((direction) mod (90))) degrees\n                        else\n                            turn left ((direction) mod (90)) degrees\n                        end\n                    end\n                end\n            end\n        end\n        isSolid ((Player X) - (8)) ((Player Y) + (13))\n        orIsSolid ((Player X) + (8)) ((Player Y) + (13))\n        if <(spike2) > [0]> then\n            do die\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\nend\n\ndefine respawn\nchange [attempts v] by (1)\nset [scroll y v] to [0]\nset [jump v] to [0]\nset [player x v] to [13]\nset [player y v] to [96]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [die2 v] to [0]\nset [bright v] to [0]\nset [mode v] to [1]\nSet Scroll\nbroadcast (reset level v) and wait\nbroadcast (start music v) and wait\nswitch costume to (geometry-01 v)\nshow\n\ndefine Air Jump (x) (y)\nisSolid ((x) + (sx2)) ((y) + (8))\nchange [orb repeat v] by (-1)\nif <<(orb repeat) < [1]> and <(frames since taped) < [1]>> then\n    if <<[351] < (tile2)> and <(tile2) < [358]>> then\n        set [orb repeat v] to [4]\n    end\n    if <(tile2) = [352]> then\n        set [dash dir v] to [90]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [353]> then\n        if <(upside down2) = [0]> then\n            set [upside down2 v] to [1]\n        else\n            set [upside down2 v] to [0]\n        end\n        set [dash dir v] to [90]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [354]> then\n        set [dash dir v] to [45]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [355]> then\n        if <(upside down2) = [0]> then\n            set [upside down2 v] to [1]\n        else\n            set [upside down2 v] to [0]\n        end\n        set [dash dir v] to [45]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [356]> then\n        set [dash dir v] to [135]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [357]> then\n        if <(upside down2) = [0]> then\n            set [upside down2 v] to [1]\n        else\n            set [upside down2 v] to [0]\n        end\n        set [dash dir v] to [135]\n        set [dash orb v] to [1]\n        set [dash orb glow v] to [1]\n    end\n    if <(tile2) = [346]> then\n        bounce [35]\n        Jump Ring [6]\n    end\n    if <(tile2) = [347]> then\n        bounce [24]\n        Jump Ring [2]\n    end\n    if <(tile2) = [348]> then\n        bounce [16]\n        Jump Ring [3]\n    end\n    if <(tile2) = [349]> then\n        bounce [8]\n        if <(upside down2) = [0]> then\n            set [upside down2 v] to [1]\n        else\n            set [upside down2 v] to [0]\n        end\n        Jump Ring [1]\n    end\n    if <(tile2) = [351]> then\n        bounce [-30]\n        Jump Ring [5]\n    end\n    if <(tile2) = [350]> then\n        if <(upside down2) = [0]> then\n            set [upside down2 v] to [1]\n        else\n            set [upside down2 v] to [0]\n        end\n        bounce [24]\n        Jump Ring [7]\n    end\nend\nif <(orb repeat) = [4]> then\n    set [frames since taped v] to [2]\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [203]> then\n            set [sy2 v] to [-9]\n            set [upside down2 v] to [1]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n        end\n        if <(tile2) = [224]> then\n            set [sy2 v] to [9]\n            set [upside down2 v] to [0]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [203]> then\n            set [sy2 v] to [-7]\n            set [upside down2 v] to [1]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n        end\n        if <(tile2) = [224]> then\n            set [sy2 v] to [7]\n            set [upside down2 v] to [0]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n        end\n    end\nend\nif <(Mode) = [7]> then\n    if <(tile2) = [224]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [13]\n        set [upside down2 v] to [0]\n        set [jump orb glow v] to [6]\n        create clone of (round particles v)\n        set [bounceidx v] to (tileIdx2)\n    end\n    if <(tile2) = [203]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-10]\n        set [upside down2 v] to [1]\n        set [jump orb glow v] to [6]\n        create clone of (round particles v)\n        set [bounceidx v] to (tileIdx2)\n    end\nend\nif <(Mode) = [2]> then\n    if <(tile2) = [224]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [11]\n        set [upside down2 v] to [0]\n        set [jump orb glow v] to [6]\n        create clone of (round particles v)\n        set [bounceidx v] to (tileIdx2)\n    end\n    if <(tile2) = [203]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-11]\n        set [upside down2 v] to [1]\n        set [jump orb glow v] to [6]\n        create clone of (round particles v)\n        set [bounceidx v] to (tileIdx2)\n    end\nend\nif <<(Mode) = [8]> or <(Mode) = [8]>> then\n    if <(shrink2) = [1]> then\n        if <<(tile2) = [86]> or <(tile2) = [203]>> then\n            set [ring color v] to [1]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [20]\n            set [jump v] to [1900]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [199]> then\n            set [ring color v] to [1]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [33]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [129]> then\n            set [sy2 v] to [23]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [121]> then\n            set [player y v] to (Player Y)\n            set [sy2 v] to [26]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [100]> then\n            set [ring color v] to [2]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [15]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [2]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [97]> then\n            set [ring color v] to [3]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [27]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [199]> then\n            set [ring color v] to [1]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [25]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <<(tile2) = [86]> or <(tile2) = [203]>> then\n            set [ring color v] to [1]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [14]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n        if <(tile2) = [100]> then\n            set [ring color v] to [2]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [12]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [2]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [97]> then\n            set [ring color v] to [3]\n            set [player y v] to (Player Y)\n            set [sy2 v] to [30]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n    end\nend\nif <(Mode) = [2]> then\n    if <<(tile2) = [86]> or <(tile2) = [86]>> then\n        set [ring color v] to [1]\n        set [sy2 v] to [22]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [199]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [33]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [100]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [220]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-15]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [219]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-5]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [218]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\nend\nif <(tile2) = [217]> then\n    set [ring color v] to [1]\n    set [sy2 v] to [-2]\n    set [bounceidx v] to (tileIdx2)\n    set [jump orb glow v] to [3]\n    create clone of (round particles v)\n    set [upside down2 v] to [0]\nend\nif <(tile2) = [101]> then\n    set [ring color v] to [1]\n    set [sy2 v] to [2]\n    set [bounceidx v] to (tileIdx2)\n    set [jump orb glow v] to [3]\n    create clone of (round particles v)\n    set [upside down2 v] to [1]\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [86]> then\n            if <(upside down2) = [1]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [-12]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n            if <(upside down2) = [0]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [12]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n        end\n        if <(tile2) = [220]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-13]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [199]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [100]> then\n            if <(upside down2) = [1]> then\n                set [ring color v] to [2]\n                set [sy2 v] to [-8]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(upside down2) = [0]> then\n                set [ring color v] to [2]\n                set [sy2 v] to [8]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [220]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-14]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [199]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [14]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [86]> then\n            if <(upside down2) = [0]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [8]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n            if <(upside down2) = [1]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [-8]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n        end\n        if <(tile2) = [100]> then\n            if <(upside down2) = [0]> then\n                set [ring color v] to [2]\n                set [sy2 v] to [7]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(upside down2) = [1]> then\n                set [ring color v] to [2]\n                set [sy2 v] to [-7]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n        end\n        if <(tile2) = [97]> then\n            set [ring color v] to [3]\n            set [sy2 v] to [30]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            create clone of (round particles v)\n        end\n    end\nend\nif <(Mode) = [2]> then\n    if <<(tile2) = [86]> or <(tile2) = [86]>> then\n        set [ring color v] to [1]\n        set [sy2 v] to [22]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [199]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [33]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [100]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [220]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-15]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [219]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-5]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [218]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\nend\nif <(upside down2) = [0]> then\n    if <(tile2) = [198]> then\n        set [ring color v] to [1]\n        set [player y v] to (Player Y)\n        set [sy2 v] to [-10]\n        set [jump v] to [1000]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [4]\n        create clone of (round particles v)\n    end\nend\nif <(upside down2) = [1]> then\n    if <(tile2) = [198]> then\n        set [ring color v] to [1]\n        set [player y v] to (Player Y)\n        set [sy2 v] to [10]\n        set [jump v] to [1000]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [4]\n        create clone of (round particles v)\n    end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [218]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-20]\n            set [player y v] to (Player Y)\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [1]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [219]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-17]\n            set [player y v] to (Player Y)\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [2]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [220]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-24]\n            set [jump v] to [1000]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [5]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [203]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-17]\n            set [jump v] to [1000]\n            set [upside down2 v] to [1]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [224]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [17]\n            set [jump v] to [1000]\n            set [upside down2 v] to [0]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n            create clone of (round particles v)\n        end\n        if <(upside down2) = [1]> then\n            if <(tile2) = [86]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-15]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [199]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-28]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [5]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [100]> then\n                set [ring color v] to [2]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-12]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [97]> then\n                set [ring color v] to [3]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-15]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n        end\n        if <(upside down2) = [0]> then\n            if <(tile2) = [86]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [22]\n                set [jump v] to [5000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [199]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [33]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [5]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [100]> then\n                set [ring color v] to [2]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [17]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [97]> then\n                set [ring color v] to [3]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [27]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n        end\n    end\n    if <(shrink2) = [2]> then\n        if <(tile2) = [203]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [-13]\n            set [jump v] to [1000]\n            set [upside down2 v] to [1]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n            create clone of (round particles v)\n        end\n        if <(tile2) = [224]> then\n            set [ring color v] to [1]\n            set [sy2 v] to [13]\n            set [jump v] to [1000]\n            set [upside down2 v] to [0]\n            set [bounceidx v] to (tileIdx2)\n            set [jump orb glow v] to [6]\n            create clone of (round particles v)\n        end\n        if <(upside down2) = [1]> then\n            if <(tile2) = [86]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-15]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [100]> then\n                set [ring color v] to [2]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-13]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [97]> then\n                set [ring color v] to [3]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-30]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n            if <(tile2) = [199]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [-25]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [5]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [198]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [10]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [4]\n                create clone of (round particles v)\n            end\n        end\n        if <(upside down2) = [0]> then\n            if <(tile2) = [86]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [17]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [1]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [100]> then\n                set [ring color v] to [2]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [15]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [2]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [97]> then\n                set [ring color v] to [3]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [30]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                create clone of (round particles v)\n            end\n            if <(tile2) = [199]> then\n                set [ring color v] to [1]\n                set [player y v] to (Player Y)\n                set [sy2 v] to [25]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [5]\n                create clone of (round particles v)\n            end\n            if <(tile2) = [198]> then\n                set [ring color v] to [1]\n                set [sy2 v] to [-10]\n                set [jump v] to [1000]\n                set [bounceidx v] to (tileIdx2)\n                set [jump orb glow v] to [4]\n                create clone of (round particles v)\n            end\n        end\n    end\nend\nif <(Mode) = [2]> then\n    if <<(tile2) = [86]> or <(tile2) = [86]>> then\n        set [ring color v] to [1]\n        set [sy2 v] to [22]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [199]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [33]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [100]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [220]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-15]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [5]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [219]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-5]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [2]\n        create clone of (round particles v)\n    end\n    if <(tile2) = [218]> then\n        set [ring color v] to [1]\n        set [sy2 v] to [-9]\n        set [bounceidx v] to (tileIdx2)\n        set [jump orb glow v] to [1]\n        create clone of (round particles v)\n    end\nend\nif <(tile2) = [270]> then\n    set [ring color v] to [1]\n    set [dash orb v] to [1]\n    set [sy2 v] to [0]\n    set [bounceidx v] to (tileIdx2)\n    set [dash orb glow v] to [1]\n    create clone of (round particles v)\nend\nif <(tile2) = [271]> then\n    set [upside down2 v] to [1]\n    set [ring color v] to [1]\n    set [dash orb v] to [1]\n    set [sy2 v] to [0]\n    set [bounceidx v] to (tileIdx2)\n    set [dash orb glow v] to [2]\n    create clone of (round particles v)\nend\nif <(tile2) = [273]> then\n    set [upside down2 v] to [0]\n    set [ring color v] to [1]\n    set [dash orb v] to [1]\n    set [bounceidx v] to (tileIdx2)\n    set [dash orb glow v] to [2]\n    create clone of (round particles v)\n    set [sy2 v] to [0]\nend\nif <(tile2) = [270]> then\n    set [jump orb glow v] to [6]\n    create clone of (round particles v)\nend\nif <(tile2) = [271]> then\n    set [jump orb glow v] to [2]\n    create clone of (round particles v)\nend\nif <(tile2) = [273]> then\n    set [jump orb glow v] to [2]\n    create clone of (round particles v)\nend\n\ndefine tick - mode 2 - Fly/Wave\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nif <<(upside down2) = [0]> and <(shrink2) = [2]>> then\n    if <(Backwards) = [2]> then\n        switch costume to (costume10 v)\n    end\n    if <(Backwards) = [1]> then\n        switch costume to (cubeflyreverse3 v)\n    end\nend\nif <(upside down2) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(Backwards) = [1]> then\n            switch costume to (cubeflyreverse2 v)\n        end\n        if <(Backwards) = [2]> then\n            switch costume to (cubeflyreverse3 v)\n        end\n    else\n        if <(Backwards) = [1]> then\n            switch costume to (cubeflyreverse v)\n        end\n        if <(Backwards) = [2]> then\n            switch costume to (cubefly v)\n        end\n    end\nelse\n    if <(Mode) = [5]> then\n        if <(shrink2) = [1]> then\n            if <(upside down2) = [0]> then\n                if <(Backwards) = [1]> then\n                    switch costume to (wave01 v)\n                end\n                if <(Backwards) = [2]> then\n                    switch costume to (costume12 v)\n                end\n            end\n            if <(upside down2) = [1]> then\n                if <(Backwards) = [1]> then\n                    switch costume to (wave01 v)\n                end\n                if <(Backwards) = [2]> then\n                    switch costume to (costume12 v)\n                end\n            end\n        end\n        if <(shrink2) = [2]> then\n            if <(upside down2) = [0]> then\n                if <(Backwards) = [1]> then\n                    switch costume to (wave2 v)\n                end\n                if <(Backwards) = [2]> then\n                    switch costume to (costume13 v)\n                end\n            end\n            if <(upside down2) = [1]> then\n                if <(Backwards) = [1]> then\n                    switch costume to (wave2 v)\n                end\n                if <(Backwards) = [2]> then\n                    switch costume to (costume13 v)\n                end\n            end\n        end\n    else\n        if <(Backwards) = [1]> then\n            switch costume to (cubefly v)\n        end\n        if <(Backwards) = [2]> then\n            switch costume to (cubeflyreverse v)\n        end\n    end\nend\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down2) = [1]> then\n        if <(shrink2) = [2]> then\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (-1)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (1)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        else\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (-0.7)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (0.7)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        end\n    else\n        if <(shrink2) = [1]> then\n            if <(JumpPress2) > [0]> then\n                change [sy2 v] by (1)\n                if <(sy2) > [9]> then\n                    set [sy2 v] to [9]\n                end\n            else\n                change [sy2 v] by (-1)\n                if <(sy2) < [-9]> then\n                    set [sy2 v] to [-9]\n                end\n            end\n        else\n            if <(Backwards) = [2]> then\n                if <(JumpPress2) > [0]> then\n                    switch costume to (cubeflyreverse2 v)\n                    change [sy2 v] by (0.7)\n                    if <(sy2) > [9]> then\n                        set [sy2 v] to [9]\n                    end\n                else\n                    switch costume to (cubeflyreverse2 v)\n                    change [sy2 v] by (-0.7)\n                    if <(sy2) < [-9]> then\n                        set [sy2 v] to [-9]\n                    end\n                end\n            end\n            if <(Backwards) = [1]> then\n                if <(JumpPress2) > [0]> then\n                    switch costume to (cubeflyreverse3 v)\n                    change [sy2 v] by (1.2)\n                    if <(sy2) > [9]> then\n                        set [sy2 v] to [9]\n                    end\n                else\n                    switch costume to (cubeflyreverse3 v)\n                    change [sy2 v] by (-1.2)\n                    if <(sy2) < [-9]> then\n                        set [sy2 v] to [-9]\n                    end\n                end\n            end\n        end\n    end\n    if <(Mode) = [5]> then\n        if <(dash orb) = [1]> then\n            set [sy2 v] to (([cos v] of (dash dir) ) * (((Speed) + (sx2)) / ([sin v] of (dash dir) )))\n        end\n        if <(dash orb) = [0]> then\n            if <(shrink2) = [1]> then\n                if <(upside down2) = [1]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-15]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [15]\n                        end\n                    end\n                end\n                if <(upside down2) = [0]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [15]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-7]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-9]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-11]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-13]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-15]\n                        end\n                    end\n                end\n            end\n            if <(shrink2) = [2]> then\n                if <(upside down2) = [1]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-28]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [28]\n                        end\n                    end\n                end\n                if <(upside down2) = [0]> then\n                    if <(JumpPress2) > [0]> then\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [28]\n                        end\n                    else\n                        if <(Speed) = [-2]> then\n                            set [sy2 v] to [-12]\n                        end\n                        if <(Speed) = [0]> then\n                            set [sy2 v] to [-16]\n                        end\n                        if <(Speed) = [2]> then\n                            set [sy2 v] to [-20]\n                        end\n                        if <(Speed) = [4]> then\n                            set [sy2 v] to [-24]\n                        end\n                        if <(Speed) = [6]> then\n                            set [sy2 v] to [-28]\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [player y v] by (sy2)\n    isSolid ((Player X) - (12)) ((Player Y) + (13))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n    if <(spike2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(sy2) > [0]> then\n        isSolid ((Player X) - (12)) ((Player Y) + (25))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                isSolid ((Player X) - (12)) ((Player Y) + (25))\n                orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n                if <(Player Y) < [0]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    else\n        isSolid ((Player X) - (12)) (Player Y)\n        orIsSolid ((Player X) + (12)) (Player Y)\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                isSolid ((Player X) - (12)) (Player Y)\n                orIsSolid ((Player X) + (12)) (Player Y)\n                if <(Player Y) > [800]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    end\n    if <(Jump) > [0]> then\n        turn right (15) degrees\n    else\n        if <not <((direction) mod (90)) = [0]>> then\n            if <((direction) mod (90)) < [45]> then\n                turn left ((direction) mod (90)) degrees\n            else\n                turn right ((90) - ((direction) mod (90))) degrees\n            end\n        end\n    end\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [68]> or <(tile2) = [211]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    Get Direction (sx2) (sy2)\n    if <(Backwards) = [1]> then\n        point in direction (@Get Direction)\n    end\n    if <(Backwards) = [2]> then\n        point in direction (join [-] (@Get Direction))\n    end\nend\n\nwhen I receive [game on v]\npoint in direction (90)\ngo to [front v] layer\nrespawn\nset [frame v] to [0]\nset [fps v] to [0]\nset [nextsecond v] to ((timer) + (4))\nset [mode v] to [1]\nhide variable [score % v]\nshow variable [score % v]\nhide variable [your best % v]\nshow variable [your best % v]\nhide variable [fps v]\nbroadcast (snap out of black v) and wait\nforever\n    change [ticker v] by (1)\n    if <(die2) = [0]> then\n        set [score % v] to ((round (((Scroll X) / (max x)) * (1000))) + ((Coins2) * (1)))\n    end\n    if <<(timer) > (nextSecond)> and <(Mode) < [3]>> then\n        change [nextsecond v] by (4)\n        set [fps v] to (round ((frame) / (4)))\n        set [frame v] to [0]\n        if <(overRideLag) = [0]> then\n            if <(FPS) < [28]> then\n                show variable [fps v]\n                set [quality v] to [0]\n            end\n            if <(FPS) > [29]> then\n                hide variable [fps v]\n                set [quality v] to [1]\n            end\n        end\n    end\n    change [frame v] by (1)\n    if <<key (b v) pressed?> or <<mouse down?> and <(mouse y) < [178]>>> then\n        change [mode 15 jumppress delay v] by (1)\n        if <(Mode) = [15]> then\n            if <(Mode 15 JumpPress Delay) = [1]> then\n                set [jumppress2 v] to ((1) - (JumpPress2))\n                set [upside down2 v] to ((1) - (upside down2))\n            end\n        else\n            change [jumppress2 v] by (1)\n        end\n    else\n        if <<key (space v) pressed?> or <key (w v) pressed?>> then\n            change [mode 15 jumppress delay v] by (1)\n            if <(Mode) = [15]> then\n                if <(Mode 15 JumpPress Delay) = [1]> then\n                    set [jumppress2 v] to ((1) - (JumpPress2))\n                    set [upside down2 v] to ((1) - (upside down2))\n                end\n            else\n                change [jumppress2 v] by (1)\n            end\n        else\n            if <key (up arrow v) pressed?> then\n                change [mode 15 jumppress delay v] by (1)\n                if <(Mode) = [15]> then\n                    if <(Mode 15 JumpPress Delay) = [1]> then\n                        set [jumppress2 v] to ((1) - (JumpPress2))\n                        set [upside down2 v] to ((1) - (upside down2))\n                    end\n                else\n                    change [jumppress2 v] by (1)\n                end\n            else\n                if <(Mode) = [15]> then\n                set [mode 15 jumppress delay v] to [0]\n            end\n        end\n    end\n    if <(die2) > [0]> then\n        change [die2 v] by (1)\n        if <<<(die2) > [25]> and <(JumpPress2) > [0]>> or <(die2) > [50]>> then\n            respawn\n        end\n    end\n    check progress\n    change [frames since taped v] by (-1)\n    if <key (p v) pressed?> then\n        broadcast (Pause Music v)\n        wait until <not <key (p v) pressed?>>\n        wait until <<key (p v) pressed?> or <<key (z v) pressed?> and <key (m v) pressed?>>>\n        if <key (p v) pressed?> then\n            wait until <not <key (p v) pressed?>>\n            broadcast (Unpause Music v)\n        else\n            broadcast (level editor v) and wait\n            out of editor\n        end\n    end\n    if <<key (z v) pressed?> and <key (m v) pressed?>> then\n        stop all sounds\n        broadcast (level editor v) and wait\n        out of editor\n    end\n    if <(Mode) = [1]> then\n        if <(upside down2) = [0]> then\n            tick - mode 1 - cube\n        end\n        if <(upside down2) = [1]> then\n            tick - mode 1 - cube\n        end\n    else\n        if <<(Mode) = [2]> or <(Mode) = [5]>> then\n            tick - mode 2 - Fly/Wave\n        else\n            if <(Mode) = [7]> then\n                tick - mode 7 - ufo\n                if <(upside down2) = [0]> then\n                    if <(shrink2) = [2]> then\n                        switch costume to (costume3 v)\n                    end\n                    if <(shrink2) = [1]> then\n                        switch costume to (ufo v)\n                    end\n                end\n                if <(upside down2) = [1]> then\n                    if <(shrink2) = [2]> then\n                        switch costume to (costume4 v)\n                    end\n                    if <(shrink2) = [1]> then\n                        switch costume to (ufo2 v)\n                    end\n                end\n            else\n                if <(Mode) = [8]> then\n                    if <(upside down2) = [0]> then\n                        tick - mode - 8 - robot\n                        if <(shrink2) = [1]> then\n                            switch costume to (costume1 v)\n                        end\n                        if <(shrink2) = [2]> then\n                            switch costume to (costume2 v)\n                        end\n                    end\n                    if <(upside down2) = [1]> then\n                        tick - mode - 8 gravity\n                        if <(shrink2) = [1]> then\n                            switch costume to (costume6 v)\n                        end\n                        if <(shrink2) = [2]> then\n                            switch costume to (costume7 v)\n                        end\n                    end\n                else\n                    if <(Mode) = [9]> then\n                        tick - mode 9 - Ball\n                        if <(shrink2) = [1]> then\n                            if <(Backwards) = [1]> then\n                                switch costume to (ball-big v)\n                            end\n                            if <(Backwards) = [2]> then\n                                switch costume to (costume14 v)\n                            end\n                        end\n                        if <(shrink2) = [2]> then\n                            if <(Backwards) = [1]> then\n                                switch costume to (ball-small v)\n                            end\n                            if <(Backwards) = [2]> then\n                                switch costume to (costume15 v)\n                            end\n                        end\n                    else\n                        if <(Mode) = [10]> then\n                            tick - mode 10 - Spider\n                            if <(shrink2) = [1]> then\n                                if <(upside down2) = [0]> then\n                                    switch costume to (138505359 v)\n                                end\n                                if <(upside down2) = [1]> then\n                                    if <(Backwards) = [1]> then\n                                        switch costume to (2 v)\n                                    end\n                                    if <(Backwards) = [2]> then\n                                        switch costume to (2 v)\n                                    end\n                                end\n                            end\n                            if <(shrink2) = [2]> then\n                                if <(upside down2) = [1]> then\n                                    if <(Backwards) = [1]> then\n                                        switch costume to (xid v)\n                                    end\n                                    if <(Backwards) = [2]> then\n                                        switch costume to (xid v)\n                                    end\n                                end\n                                if <(upside down2) = [0]> then\n                                    if <(Backwards) = [1]> then\n                                        switch costume to (costume5 v)\n                                    end\n                                    if <(Backwards) = [2]> then\n                                        switch costume to (costume5 v)\n                                    end\n                                end\n                            end\n                        else\n                            if <(Mode) = [15]> then\n                                tick - mode 1 - Swing Copter\n                                if <(shrink2) = [1]> then\n                                    if <(upside down2) = [0]> then\n                                        if <(Backwards) = [1]> then\n                                            switch costume to (swing_1 v)\n                                        end\n                                        if <(Backwards) = [2]> then\n                                            switch costume to (swing_2 v)\n                                        end\n                                    end\n                                    if <(upside down2) = [1]> then\n                                        if <(Backwards) = [1]> then\n                                            switch costume to (swing_4 v)\n                                        end\n                                        if <(Backwards) = [2]> then\n                                            switch costume to (swing_3 v)\n                                        end\n                                    end\n                                end\n                                if <(shrink2) = [2]> then\n                                    if <(upside down2) = [1]> then\n                                        if <(Backwards) = [1]> then\n                                            switch costume to (swing_8 v)\n                                        end\n                                        if <(Backwards) = [2]> then\n                                            switch costume to (swing_7 v)\n                                        end\n                                    end\n                                    if <(upside down2) = [0]> then\n                                        if <(Backwards) = [1]> then\n                                            switch costume to (swing_1 v)\n                                        end\n                                        if <(Backwards) = [2]> then\n                                            switch costume to (swing_2 v)\n                                        end\n                                    end\n                                end\n                            else\n                                tick - mode 3 - end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    Set Scroll\n    if <(Backwards) = [2]> then\n        go to x: ((0) - ((Player X) - (Scroll X))) y: (((Player Y) - (Scroll Y)) - (63))\n    end\n    if <(Backwards) = [1]> then\n        go to x: ((Player X) - (Scroll X)) y: (((Player Y) - (Scroll Y)) - (63))\n    end\n    if <(Player X) < [140]> then\n        change [ghost v] effect by (-10)\n    end\n    broadcast (tick v) and wait\nend\n\nswitch costume to (swing_1 v)\n\nwhen [l v] key pressed\nset [overridelag v] to [1]\nset [quality v] to ((1) - (Quality))\nshow variable [quality v]\nwait (1) seconds\nhide variable [quality v]\n\ndefine out of editor\nset [die2 v] to [0]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [nextsecond v] to ((timer) + (4))\nset [frame v] to [0]\nshow\nset [ghost v] effect to (0)\n\nwhen [g v] key pressed\nisSolid (Player X) ((8) * (26))\nreplace item (tileIdx2) of [level v] with [2]\n\ndefine Set Scroll\nif <(Player X) < [140]> then\n    set [scroll x v] to [240]\nelse\n    if <(Player X) > ((max x) - (100))> then\n        set [scroll x v] to (max x)\n    else\n        set [scroll x v] to ((Player X) + (100))\n    end\nend\nif <(die2) = [0]> then\n    if <<(Mode) > [0]> and <not <(Mode) = [3]>>> then\n        if <(duality) = [1]> then\n            if <(Scroll Y) > ((Player Y) - (20))> then\n                change [scroll y v] by ((((Player Y) - (20)) - (Scroll Y)) * (0.2))\n                if <(Scroll Y) < [0]> then\n                    set [scroll y v] to [0]\n                end\n            else\n                if <(Player Y) > ((Scroll Y) + (126))> then\n                    change [scroll y v] by (((Player Y) - ((Scroll Y) + (126))) * (0.2))\n                end\n            end\n        end\n    end\nend\nchange [scroll y v] by (Shake Y)\nset [shake y v] to ((-0.7) * (Shake Y))\n\nif <(sy2) < [2]> then\n    change [sy2 v] by (-2.25)\nend\n\nif <(tile2) = [69]> then\n    set [sy2 v] to [29.5]\n    set [jump v] to [1000]\nend\nif <<(tile2) = [74]> or <(tile2) = [80]>> then\n    set [sy2 v] to [20]\n    set [jump v] to [2000]\nend\n\nwhen I receive [init v]\nset [shrink2 v] to [1]\nset [levels by v] to [VinnieK2008]\nset size to (100) %\ngo to x: (-80) y: (-68)\nset volume to (100) %\npoint in direction (90)\nset [your best % v] to [0]\nset [attempts v] to [0]\nset [quality v] to [1]\nhide variable [score % v]\nhide variable [your best % v]\nhide variable [fps v]\nset [background v] to [1]\nset [overridelag v] to [0]\n\ndefine Bounce Jump (x) (y)\nisSolid (x) (y)\nNew Bounce Jump Code\n\ndefine tick - mode 7 - ufo (OLD VERSION)\nisSolid (Player X) ((Player Y) + (13))\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nchange [player y v] by (sy2)\nif <<(tile2) = [149]> or <(tile2) = [158]>> then\n    set [sy2 v] to [10]\n    set [jump v] to [300]\nend\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down2) = [1]> then\n        if <(JumpPress2) = [1]> then\n            if <(shrink2) = [1]> then\n                set [sy2 v] to [-9]\n            end\n            if <(shrink2) = [2]> then\n                set [sy2 v] to [-7]\n            end\n        end\n    else\n        if <(JumpPress2) = [1]> then\n            if <(shrink2) = [1]> then\n                set [sy2 v] to [12.5]\n            end\n            if <(shrink2) = [2]> then\n                set [sy2 v] to [10]\n            end\n        end\n    end\nend\nif <(Jump) < [2000]> then\n    if <(upside down2) = [1]> then\n        if <(sy2) < [-2]> then\n            change [sy2 v] by (1)\n        else\n            change [sy2 v] by (2)\n        end\n    else\n        if <(sy2) < [2]> then\n            change [sy2 v] by (-1)\n        else\n            change [sy2 v] by (-2)\n        end\n    end\nelse\n    if <(Jump) < [2009]> then\n        if <(sy2) < [39]> then\n            change [sy2 v] by (0)\n        end\n    else\n        set [sy2 v] to [13]\n        set [jump v] to [0]\n    end\nend\nisSolid ((Player X) - (12)) ((Player Y) + (13))\norIsSolid ((Player X) + (12)) ((Player Y) + (13))\nif <(spike2) > [0]> then\n    do die\n    stop [this script v]\nend\nif <(sy2) > [0]> then\n    isSolid ((Player X) - (12)) ((Player Y) + (25))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n    if <(solid2) > [0]> then\n        repeat until <not <(solid2) > [0]>>\n            set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n            isSolid ((Player X) - (12)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n            if <(Player Y) < [0]> then\n                do die\n                stop [this script v]\n            end\n        end\n        set [sy2 v] to ((sy2) * (0.5))\n    end\nelse\n    isSolid ((Player X) - (12)) (Player Y)\n    orIsSolid ((Player X) + (12)) (Player Y)\n    if <(solid2) > [0]> then\n        repeat until <not <(solid2) > [0]>>\n            set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n            isSolid ((Player X) - (12)) (Player Y)\n            orIsSolid ((Player X) + (12)) (Player Y)\n            if <(Player Y) > [800]> then\n                do die\n                stop [this script v]\n            end\n        end\n        set [sy2 v] to ((sy2) * (0.5))\n    end\nend\nif <(Jump) > [0]> then\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n    if <not <[collect2 v] contains (tileIdx2)?>> then\n        change [coins2 v] by (1)\n        add (tileIdx2) to [collect2 v]\n        broadcast (collect v)\n    end\nend\npoint in direction (90)\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nbroadcast (UFO When In Ground Not Die Patch v)\n\ndefine tick - mode - 8 - robot\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n    if <not <[collect2 v] contains (tileIdx2)?>> then\n        change [coins2 v] by (1)\n        add (tileIdx2) to [collect2 v]\n        broadcast (collect v)\n    end\nend\nif <<(tile2) = [74]> or <(tile2) = [80]>> then\n    set [sy2 v] to [20]\n    set [jump v] to [2000]\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nif <(die2) > [0]> then\n    change [player y v] by (sy2)\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (4)) (Player Y)\n    orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n    orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n    orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n    if <(solid2) > [0]> then\n        if <((Player Y) mod (26)) > [14]> then\n            set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n            isSolid ((Player X) + (13)) (ny)\n            orIsSolid ((Player X) + (13)) ((ny) + (20))\n            if <(solid2) > [0]> then\n                do die\n            else\n                set [player y v] to ((ny) - ((sy2) - (5)))\n            end\n        else\n            do die\n        end\n    end\n    if <(die2) > [0]> then\n        set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) - (13))\n    end\n    isSolid ((Player X) - (8)) ((Player Y) + (15))\n    orIsSolid ((Player X) + (8)) ((Player Y) + (15))\n    if <(spike2) > [0]> then\n        do die\n    end\n    if <(JumpPress2) > [0]> then\n        if <[10] > (robot power)> then\n            set [sy2 v] to [13]\n            change [robot power v] by (1)\n        end\n    end\n    if <(Jump) < [2000]> then\n        if <(sy2) < [11]> then\n            set [robot power v] to [11]\n            change [sy2 v] by (-2.25)\n        else\n            change [sy2 v] by (-4)\n        end\n    else\n        if <(Jump) < [2009]> then\n            if <(sy2) < [39]> then\n                change [sy2 v] by (3)\n            end\n        else\n            set [sy2 v] to [18]\n            set [jump v] to [1000]\n        end\n    end\n    change [player y v] by (sy2)\n    if <(sy2) > [0]> then\n        isSolid ((Player X) - (12)) ((Player Y) + (20))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n        if <(solid2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        change [jump v] by (1)\n    else\n        isSolid ((Player X) - (12)) (Player Y)\n        orIsSolid ((Player X) + (12)) (Player Y)\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                isSolid ((Player X) - (12)) (Player Y)\n                orIsSolid ((Player X) + (12)) (Player Y)\n            end\n            set [sy2 v] to [0]\n            set [jump v] to [0]\n            set [robot power v] to [0]\n            if <(Quality) > [0]> then\n        else\n            change [jump v] by (1)\n        end\n    end\n    if <(Jump) > [0]> then\nend\n\nwhen I receive [tick v]\nif <(dash orb) = [1]> then\n    if <<(Mode) = [1]> or <(Mode) = [8]>> then\n        if <(upside down2) = [1]> then\n            set [sy2 v] to [-3]\n        else\n            set [sy2 v] to [2.3]\n        end\n    else\n        if <(Mode) = [2]> then\n            if <(upside down2) = [1]> then\n                set [sy2 v] to [1.2]\n            else\n                set [sy2 v] to [-1.2]\n            end\n        else\n            if <(Mode) = [7]> then\n                if <(upside down2) = [1]> then\n                    set [sy2 v] to [-2]\n                else\n                    set [sy2 v] to [1]\n                end\n            else\n                if <(Mode) = [9]> then\n                    if <(upside down2) = [1]> then\n                        set [sy2 v] to [-1.2]\n                    else\n                        set [sy2 v] to [1.2]\n                    end\n                else\n                    if <(Mode) = [10]> then\n                        if <(upside down2) = [1]> then\n                            set [sy2 v] to [-1.5]\n                        else\n                            set [sy2 v] to [1.5]\n                        end\n                    else\n                        if <(upside down2) = [1]> then\n                            set [sy2 v] to [0]\n                        else\n                            set [sy2 v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n    if <(tile2) = [221]> then\n        set [sy2 v] to [-50]\n    end\nend\n\ndefine tick - mode 9 - Ball\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down2) = [1]> then\n        if <(shrink2) = [2]> then\n            change [sy2 v] by (1.2)\n            if <(sy2) < [-20]> then\n                set [sy2 v] to [-20]\n            end\n        else\n            change [sy2 v] by (1.2)\n            if <(sy2) < [-20]> then\n                set [sy2 v] to [-20]\n            end\n        end\n    else\n        if <(shrink2) = [1]> then\n            change [sy2 v] by (-1.2)\n            if <(sy2) < [-29]> then\n                set [sy2 v] to [-29]\n            end\n        else\n            change [sy2 v] by (-1.2)\n            if <(sy2) < [-29]> then\n                set [sy2 v] to [-29]\n            end\n        end\n    end\n    change [player y v] by (sy2)\n    isSolid ((Player X) - (12)) ((Player Y) + (13))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n    if <(spike2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(sy2) > [0]> then\n        isSolid ((Player X) - (12)) ((Player Y) + (25))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                if <(JumpPress2) = [1]> then\n                    set [sy2 v] to [-12]\n                    set [upside down2 v] to [0]\n                end\n                set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                isSolid ((Player X) - (12)) ((Player Y) + (25))\n                orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n                if <(Player Y) < [0]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    else\n        isSolid ((Player X) - (12)) (Player Y)\n        orIsSolid ((Player X) + (12)) (Player Y)\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                if <(JumpPress2) = [1]> then\n                    set [sy2 v] to [12]\n                    set [upside down2 v] to [1]\n                end\n                set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                isSolid ((Player X) - (12)) (Player Y)\n                orIsSolid ((Player X) + (12)) (Player Y)\n                if <(Player Y) > [800]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    end\n    if <(upside down2) = [0]> then\n        if <(Backwards) = [1]> then\n            turn right (15) degrees\n        end\n        if <(Backwards) = [2]> then\n            turn left (15) degrees\n        end\n    else\n        if <(Backwards) = [1]> then\n            turn left (15) degrees\n        end\n        if <(Backwards) = [2]> then\n            turn right (15) degrees\n        end\n    end\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [68]> or <(tile2) = [211]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    Get Direction (sx2) (sy2)\nend\n\nwhen I receive [tick v]\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\n\ndefine tick - mode 10 - Spider\nif <(tile2) = [110]> then\n    set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n    set [shrink2 v] to [1]\nend\nif <(Stars#) < [20]> then\n    if <(Quality) > [0]> then\n        create clone of (stars v)\n    end\nend\nif <(JumpPress2) = [1]> then\n    Air Jump ((Player X) - (12)) ((Player Y) + (12))\n    Air Jump ((Player X) + (12)) ((Player Y) + (12))\n    Air Jump ((Player X) - (12)) ((Player Y) - (12))\n    Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n    if <(sx2) > [0.5]> then\n        set [sx2 v] to ((sx2) * (0.9))\n    else\n        set [sx2 v] to [0]\n    end\nelse\n    isSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n    if <(solid2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(upside down2) = [1]> then\n        change [sy2 v] by (1.5)\n        if <(sy2) < [-270]> then\n            set [sy2 v] to [-270]\n        end\n    else\n        change [sy2 v] by (-1.5)\n        if <(sy2) < [-270]> then\n            set [sy2 v] to [-270]\n        end\n    end\n    change [player y v] by (sy2)\n    isSolid ((Player X) - (12)) ((Player Y) + (13))\n    orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n    if <(spike2) > [0]> then\n        do die\n        stop [this script v]\n    end\n    if <(sy2) > [0]> then\n        isSolid ((Player X) - (12)) ((Player Y) + (25))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                if <(JumpPress2) = [1]> then\n                    set [upside down2 v] to [0]\n                    set [sy2 v] to [-270]\n                end\n                set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                isSolid ((Player X) - (12)) ((Player Y) + (25))\n                orIsSolid ((Player X) + (12)) ((10) + (25))\n                if <(Player Y) < [0]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    else\n        isSolid ((Player X) - (12)) (Player Y)\n        orIsSolid ((Player X) + (12)) (Player Y)\n        if <(solid2) > [0]> then\n            repeat until <not <(solid2) > [0]>>\n                if <(JumpPress2) = [1]> then\n                    set [upside down2 v] to [1]\n                    set [sy2 v] to [270]\n                end\n                set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                isSolid ((Player X) - (12)) (Player Y)\n                orIsSolid ((Player X) + (12)) (Player Y)\n                if <(Player Y) > [800]> then\n                    do die\n                    stop [this script v]\n                end\n            end\n            set [sy2 v] to ((sy2) * (0.5))\n        end\n    end\n    if <(upside down2) = [0]> then\n    isSolid (Player X) ((Player Y) + (13))\n    if <<(tile2) = [68]> or <(tile2) = [211]>> then\n        if <not <[collect2 v] contains (tileIdx2)?>> then\n            change [coins2 v] by (1)\n            add (tileIdx2) to [collect2 v]\n            broadcast (collect v)\n        end\n    end\n    Get Direction (sx2) (sy2)\n    point in direction (90)\nend\n\nwhen I receive [tick v]\nif <<<(dash orb) = [1]> and <(JumpPress2) = [0]>> and <(dash tick) = [1]>> then\n    set [dash tick v] to [0]\n    set [dash orb v] to [0]\nend\nif <<(dash orb) = [1]> and <(JumpPress2) = [1]>> then\n    set [dash tick v] to [1]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [272]> then\n    set [dash orb v] to [0]\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n    if <(shrink2) = [1]> then\n        if <(tile2) = [124]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [128]> then\n            set [sy2 v] to [-12]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [139]> then\n            set [sy2 v] to [-23]\n            set [jump v] to [500]\n        end\n        if <(tile2) = [222]> then\n            set [sy2 v] to [-23]\n            set [jump v] to [-1000]\n        end\n        if <(tile2) = [223]> then\n            set [sy2 v] to [-17]\n            set [jump v] to [1000]\n        end\n        if <(tile2) = [221]> then\n            set [sy2 v] to [-40]\n            set [jump v] to [1000]\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [5]> or <(Mode) = [6]>> then\n    if <(shrink2) = [2]> then\n        switch costume to (wave2 v)\n    end\n    if <(shrink2) = [1]> then\n        switch costume to (wave01 v)\n    end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [85]> then\n    set [backwards v] to [2]\nend\nif <(tile2) = [286]> then\n    set [backwards v] to [1]\nend\n\ndefine tick - mode - 1 gravity\nif <(dash orb) = [1]> then\n    set [sy2 v] to [0]\nend\nif <(Mode) = [1]> then\n    if <(tile2) = [110]> then\n        set [shrink2 v] to [2]\n    end\n    if <(tile2) = [111]> then\n        set [shrink2 v] to [1]\n    end\n    if <(Stars#) < [20]> then\n        if <(Quality) > [0]> then\n            create clone of (stars v)\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((sx2) + (Speed))\n    if <(die2) > [0]> then\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) + (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n        if <(solid2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(shrink2) = [2]> then\n            change [sy2 v] by (2.27)\n            if <(sy2) < [-40]> then\n                set [sy2 v] to [-40]\n            end\n        else\n            change [sy2 v] by (2.27)\n            if <(sy2) < [-40]> then\n                set [sy2 v] to [-40]\n            end\n        end\n        change [player y v] by (sy2)\n        isSolid ((Player X) - (12)) ((Player Y) + (13))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n        if <(spike2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(sy2) > [0]> then\n            isSolid ((Player X) - (12)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                        if <(shrink2) = [1]> then\n                            set [sy2 v] to [-34]\n                            set [jump v] to [201]\n                        end\n                        if <(shrink2) = [2]> then\n                            set [sy2 v] to [-25]\n                            set [jump v] to [201]\n                        end\n                    end\n                    set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                    isSolid ((Player X) - (13)) ((Player Y) + (25))\n                    orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n                    if <(Player Y) < [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        else\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                    isSolid ((Player X) - (13)) (Player Y)\n                    orIsSolid ((Player X) + (13)) (Player Y)\n                    if <(Player Y) > [800]> then\n                        do die\n                        stop [this script v]\n                    end\n                    if <(JumpPress2) > [0]> then\n                        if <(shrink2) = [1]> then\n                            set [sy2 v] to [-29]\n                            set [jump v] to [201]\n                        end\n                        if <(shrink2) = [2]> then\n                            set [sy2 v] to [-20]\n                            set [jump v] to [201]\n                        end\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        end\n        if <(JumpPress2) > [0]> then\n        isSolid (Player X) ((Player Y) + (13))\n        if <<(tile2) = [68]> or <(tile2) = [211]>> then\n            if <not <[collect2 v] contains (tileIdx2)?>> then\n                change [coins2 v] by (1)\n                add (tileIdx2) to [collect2 v]\n                broadcast (collect v)\n            end\n        end\n        Get Direction (sx2) (sy2)\n        point in direction (90)\n    end\nend\nif <(Mode) = [8]> then\n    if <(tile2) = [110]> then\n        set [shrink2 v] to [2]\n    end\n    if <(tile2) = [111]> then\n        set [shrink2 v] to [1]\n    end\n    if <(Stars#) < [20]> then\n        if <(Quality) > [0]> then\n            create clone of (stars v)\n        end\n    end\n    if <(JumpPress2) = [1]> then\n        Air Jump ((Player X) - (12)) ((Player Y) + (12))\n        Air Jump ((Player X) + (12)) ((Player Y) + (12))\n        Air Jump ((Player X) - (12)) ((Player Y) - (12))\n        Air Jump ((Player X) + (12)) ((Player Y) - (12))\n    end\n    Bounce Jump (Player X) ((Player Y) + (6))\n    Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n    change [player x v] by ((sx2) + (Speed))\n    if <(die2) > [0]> then\n        if <(sx2) > [0.5]> then\n            set [sx2 v] to ((sx2) * (0.9))\n        else\n            set [sx2 v] to [0]\n        end\n    else\n        isSolid ((Player X) + (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n        orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n        if <(solid2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(JumpPress2) > [0]> then\n            set [sy2 v] to [-7.8]\n        end\n        if <(shrink2) = [2]> then\n            change [sy2 v] by (1.3)\n            if <(sy2) < [-10]> then\n                set [sy2 v] to [-10]\n            end\n        else\n            change [sy2 v] by (1.3)\n            if <(sy2) < [-10]> then\n                set [sy2 v] to [-10]\n            end\n        end\n        change [player y v] by (sy2)\n        isSolid ((Player X) - (12)) ((Player Y) + (13))\n        orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n        if <(spike2) > [0]> then\n            do die\n            stop [this script v]\n        end\n        if <(sy2) > [0]> then\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                    set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n                    isSolid ((Player X) - (13)) ((Player Y) + (25))\n                    orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n                    if <(Player Y) < [0]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        else\n            isSolid ((Player X) - (13)) ((Player Y) + (25))\n            orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n            if <(solid2) > [0]> then\n                repeat until <not <(solid2) > [0]>>\n                    if <(JumpPress2) > [0]> then\n                        if <(shrink2) = [1]> then\n                            if <(JumpPress2) > [0]> then\n                                turn left (15) degrees\n                            end\n                        end\n                        if <(shrink2) = [2]> then\n                            if <(JumpPress2) > [0]> then\n                                turn left (15) degrees\n                            end\n                        end\n                    end\n                    set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n                    isSolid ((Player X) - (12)) (Player Y)\n                    orIsSolid ((Player X) + (12)) (Player Y)\n                    if <(Player Y) > [800]> then\n                        do die\n                        stop [this script v]\n                    end\n                end\n                set [sy2 v] to ((sy2) * (0.5))\n            end\n        end\n        if <(JumpPress2) > [0]> then\n        isSolid (Player X) ((Player Y) + (13))\n        if <<(tile2) = [68]> or <(tile2) = [211]>> then\n            if <not <[collect2 v] contains (tileIdx2)?>> then\n                change [coins2 v] by (1)\n                add (tileIdx2) to [collect2 v]\n                broadcast (collect v)\n            end\n        end\n        Get Direction (sx2) (sy2)\n        point in direction (90)\n    end\nend\n\nwhen I receive [reset level v]\nset [duality 2 v] to [1]\nset [die 2 v] to [0]\n\nwhen I receive [tick v]\nif <(tile2) = [106]> then\n    set [duality 2 v] to [2]\nend\nif <(tile2) = [107]> then\n    set [duality 2 v] to [1]\nend\n\nwhen I receive [reset level v]\nset [mini duality v] to [1]\nset [mini duality 2 v] to [1]\n\nwhen I receive [tick v]\nif <(tile2) = [110]> then\n    set [mini duality v] to [2]\nend\nif <(tile2) = [111]> then\n    set [mini duality v] to [1]\nend\n\nwhen I receive [tick v]\nif <(shrink2) = [2]> then\n    if <(upside down2) = [1]> then\n        set [mini duality 2 v] to [2]\n    end\nend\nif <(shrink2) = [2]> then\n    if <(upside down2) = [0]> then\n        set [mini duality 2 v] to [1]\n    end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [285]> then\n    set [duality v] to [1]\n    set [duality 2 v] to [1]\n    set [mini duality v] to [1]\n    set [mini duality 2 v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume16 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume1 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume18 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume2 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume17 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume6 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume19 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [8]> then\n                switch costume to (costume7 v)\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [10]> then\n                switch costume to (costume20 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [10]> then\n                switch costume to (costume5 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [10]> then\n                switch costume to (c3 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [0]> then\n            if <(Mode) = [10]> then\n                switch costume to (138505359 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [10]> then\n                switch costume to (costume21 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [2]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [10]> then\n                switch costume to (xid v)\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [10]> then\n                switch costume to (s4 v)\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink2) = [1]> then\n        if <(upside down2) = [1]> then\n            if <(Mode) = [10]> then\n                switch costume to (2 v)\n            end\n        end\n    end\nend\n\nwhen I receive [die v]\nchange [die 2 v] by (5)\n\nwhen I receive [tick v]\nif <(die2) = [0]> then\n    set [die 2 v] to [0]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [121]> then\n    set [sy2 v] to [21]\nend\nif <(tile2) = [124]> then\n    set [sy2 v] to [-21]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [3]> then\n    if <(upside down2) = [0]> then\n        switch costume to (cubefly v)\n    end\n    if <(upside down2) = [1]> then\n        switch costume to (cubeflyreverse v)\n    end\nend\nif <(Mode) = [11]> then\n    if <(upside down2) = [0]> then\n        switch costume to (ufo v)\n    end\n    if <(upside down2) = [1]> then\n        switch costume to (ufo2 v)\n    end\nend\n\nwhen I receive [tick v]\nif <(Player X) < [33]> then\n    set [upside down2 v] to ([upside down v] of [background v])\nend\nset [upside down? v] to (upside down2)\nset [size v] to (shrink2)\nset [tile 2 v] to (tile2)\nset [mouse down? v] to (JumpPress2)\n\nwhen I receive [tick v]\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n    set [jump orb glow v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [12]> then\n    if <(upside down2) = [1]> then\n        if <(shrink2) = [2]> then\n            switch costume to (costume7 v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (costume6 v)\n        end\n    end\n    if <(upside down2) = [0]> then\n        if <(shrink2) = [2]> then\n            switch costume to (costume2 v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [13]> then\n    if <(Backwards) = [1]> then\n        if <(shrink2) = [2]> then\n            switch costume to (ball-small v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (ball-big v)\n        end\n    end\n    if <(Backwards) = [2]> then\n        if <(shrink2) = [2]> then\n            switch costume to (costume15 v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (costume14 v)\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [7]> then\n    if <(JumpPress2) = [1]> then\n        if <(tile2) = [101]> then\n            set [sy2 v] to [1.5]\n        end\n        if <(tile2) = [217]> then\n            set [sy2 v] to [-1.5]\n        end\n    end\n    if <(upside down2) = [1]> then\n        if <(tile2) = [198]> then\n            set [sy2 v] to [-1.5]\n        end\n    end\n    if <(upside down2) = [0]> then\n        if <(tile2) = [198]> then\n            set [sy2 v] to [1.5]\n        end\n    end\nend\n\nwhen I receive [reset level v]\nset [shrink2 v] to [1]\n\nset [max x v] to [200000]\n\nwhen I receive [tick v]\nif <<(Mode) = [8]> or <(Mode) = [10]>> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(Mode) = [15]> then\n    if <(Backwards) = [1]> then\n        if <(shrink2) = [2]> then\n            switch costume to (swing_5 v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (swing_1 v)\n        end\n    end\n    if <(Backwards) = [2]> then\n        if <(shrink2) = [2]> then\n            switch costume to (swing_6 v)\n        end\n        if <(shrink2) = [1]> then\n            switch costume to (swing_2 v)\n        end\n    end\nend\n\nwhen I receive [tick v]\nset [realshrink v] to (shrink2)\n\nwhen I receive [die v]\nrepeat (3)\n    hide\nend\n\nwhen I receive [tick v]\nif <key (right arrow v) pressed?> then\n    change [player x v] by ((Speed) + (sx2))\nend\nif <key (left arrow v) pressed?> then\n    change [player x v] by ((0) - ((Speed) + (sx2)))\nend\nif <<not <key (left arrow v) pressed?>> or <not <key (right arrow v) pressed?>>> then\n    change [player x v] by ((0) - ((Speed) + (sx2)))\nend\n\n@Player2\n\nwhen I receive [tick v]\nif <(Scroll X) < [240]> then\n    go to x: ([x position v] of [player updated version v]) y: ((0) - ([y position v] of [player updated version v]))\n    point in direction ((0) - ([direction v] of [player updated version v]))\n    set size to (100) %\n    clear graphic effects\n    if <<(duality) = [2]> and <(die) = [0]>> then\n        show\n    else\n        hide\n    end\nelse\n    go to x: ([x position v] of [player updated version v]) y: ((0) - ([y position v] of [player updated version v]))\n    point in direction ((0) - ([direction v] of [player updated version v]))\n    set size to (100) %\n    clear graphic effects\n    if <<(duality) = [2]> and <(die) = [0]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nif <(size) = [1]> then\n    if <(gravity) = [0]> then\n        if <(Mode) = [1]> then\n            switch costume to (geometry-01 v)\n        else\n            if <(Mode) = [2]> then\n                switch costume to (cubefly3 v)\n            else\n                if <(Mode) = [9]> then\n                    switch costume to (ball-big v)\n                else\n                    if <(Mode) = [7]> then\n                        switch costume to (ufo v)\n                    else\n                        if <(Mode) = [5]> then\n                            switch costume to (costume14 v)\n                        else\n                            if <(Mode) = [8]> then\n                                switch costume to (costume15 v)\n                            else\n                                if <(Mode) = [10]> then\n                                    switch costume to (costume16 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <(gravity) = [1]> then\n        if <(Mode) = [1]> then\n            switch costume to (geometry-01 v)\n        else\n            if <(Mode) = [2]> then\n                switch costume to (cubefly4 v)\n            else\n                if <(Mode) = [9]> then\n                    switch costume to (ball-big v)\n                else\n                    if <(Mode) = [7]> then\n                        switch costume to (ufo2 v)\n                    else\n                        if <(Mode) = [5]> then\n                            switch costume to (costume14 v)\n                        else\n                            if <(Mode) = [8]> then\n                                switch costume to (costume17 v)\n                            else\n                                if <(Mode) = [10]> then\n                                    switch costume to (costume18 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <(size) = [2]> then\n    if <(gravity) = [0]> then\n        if <(Mode) = [1]> then\n            switch costume to (geometry-5 v)\n        else\n            if <(Mode) = [2]> then\n                switch costume to (costume19 v)\n            else\n                if <(Mode) = [9]> then\n                    switch costume to (ball-small v)\n                else\n                    if <(Mode) = [7]> then\n                        switch costume to (costume5 v)\n                    else\n                        if <(Mode) = [5]> then\n                            switch costume to (costume20 v)\n                        else\n                            if <(Mode) = [8]> then\n                                switch costume to (costume21 v)\n                            else\n                                if <(Mode) = [10]> then\n                                    switch costume to (costume22 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <(gravity) = [1]> then\n        if <(Mode) = [1]> then\n            switch costume to (geometry-5 v)\n        else\n            if <(Mode) = [2]> then\n                switch costume to (cubeflyreverse3 v)\n            else\n                if <(Mode) = [9]> then\n                    switch costume to (ball-small v)\n                else\n                    if <(Mode) = [7]> then\n                        switch costume to (costume4 v)\n                    else\n                        if <(Mode) = [5]> then\n                            switch costume to (costume20 v)\n                        else\n                            if <(Mode) = [8]> then\n                                switch costume to (costume23 v)\n                            else\n                                if <(Mode) = [10]> then\n                                    switch costume to (costume24 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nif <(duality 2) = [2]> then\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\nif <(die 2) > [0]> then\n    hide\nend\n\nwhen I receive [tick v]\nif <(Mouse down?) = [1]> then\n    if <(tile 2) = [86]> then\n        set [jump orb glow v] to [1]\n    end\n    if <(tile 2) = [100]> then\n        set [jump orb glow v] to [2]\n    end\n    if <(tile 2) = [101]> then\n        set [jump orb glow v] to [3]\n    end\n    if <(tile 2) = [198]> then\n        set [jump orb glow v] to [4]\n    end\n    if <(tile 2) = [199]> then\n        set [jump orb glow v] to [5]\n    end\n    if <(tile 2) = [203]> then\n        set [jump orb glow v] to [6]\n    end\n    if <(tile 2) = [218]> then\n        set [jump orb glow v] to [1]\n    end\n    if <(tile 2) = [219]> then\n        set [jump orb glow v] to [2]\n    end\n    if <(tile 2) = [217]> then\n        set [jump orb glow v] to [3]\n    end\n    if <(tile 2) = [198]> then\n        set [jump orb glow v] to [4]\n    end\n    if <(tile 2) = [220]> then\n        set [jump orb glow v] to [5]\n    end\n    if <(tile 2) = [224]> then\n        set [jump orb glow v] to [6]\n    end\nend\n\nwhen I receive [tick v]\nif <(duality) = [2]> then\n    change [animateframe v] by (1)\n    if <<[15] < (animateframe)> or <<(Mode) = [10]> and <[7] < (animateframe)>>> then\n        set [animateframe v] to [1]\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider8 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider9 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider10 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider11 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider12 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider13 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider14 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider7 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider8 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider9 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider10 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider11 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider12 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider13 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider14 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider7 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider22 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider23 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider24 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider25 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider26 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider27 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider28 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider15 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider16 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider17 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider18 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider19 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider20 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider21 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider22 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider23 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider24 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider25 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider26 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider27 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider28 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider15 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider16 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider17 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider18 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider19 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider20 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider21 v)\n                end\n            end\n        end\n    end\nend\nif <not <(Player2: shrink2) = [2]>> then\n    set size to (100) %\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot16 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot17 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot18 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot19 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot20 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot21 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot22 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot23 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot24 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot25 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot26 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot27 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot28 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot29 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot30 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot7 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot8 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot9 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot10 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot11 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot12 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot13 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot14 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot15 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot16 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot17 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot18 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot19 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot20 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot21 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot22 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot23 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot24 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot25 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot26 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot27 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot28 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot29 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot30 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot7 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot8 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot9 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot10 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot11 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot12 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot13 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot14 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot15 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot46 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot47 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot48 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot49 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot50 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot51 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot52 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot53 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot54 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot55 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot56 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot57 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot58 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot59 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot60 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot31 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot32 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot33 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot34 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot35 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot36 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot37 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot38 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot39 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot40 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot41 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot42 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot43 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot44 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot45 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot46 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot47 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot48 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot49 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot50 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot51 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot52 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot53 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot54 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot55 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot56 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot57 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot58 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot59 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot60 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(Player2: shrink2) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot31 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot32 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot33 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot34 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot35 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot36 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot37 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot38 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot39 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot40 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot41 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot42 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot43 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot44 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot45 v)\n                end\n            end\n        end\n    end\nend\n\n@Particles\n\nwhen I receive [init v]\nset [typ v] to [0]\nhide\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [sx v] to ((spd) * ([sin v] of (ang) ))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [typ v] to [1]\nset [siz v] to ((130) / ((((spd) - (0.3)) / (11)) + (1)))\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n    if <(typ) = [1]> then\n        set size to (siz) %\n        set [ghost v] effect to (pick random (0) to (40))\n        show\n    else\n        if <(typ) > [22]> then\n            delete this clone\n        end\n    end\n    change [typ v] by (1)\n    change [x v] by (sx)\n    change [y v] by (sy)\n    if <(Backwards) = [1]> then\n        go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\n    end\n    if <(Backwards) = [2]> then\n        go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\n    end\n    change [ghost v] effect by (3)\nend\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n    delete this clone\nend\n\nwhen I start as a clone\nspawn (Player X) (Player Y) (pick random (0.3) to (11)) (pick random (0) to (359))\n\nspawn ((Scroll X) + (pick random (-240) to (240))) ((Scroll Y) + (pick random (-100) to (220))) (pick random (0.3) to (1)) (pick random (0) to (359))\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Round Particles\n\nwhen I receive [init v]\nset [typ v] to [0]\nset size to (20) %\nset [ghost v] effect to (20)\nhide\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n    delete this clone\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n    if <(typ) = [1]> then\n        if <(costume [number v]) = [1]> then\n        show\n    else\n        if <(typ) > [22]> then\n            delete this clone\n        end\n    end\n    if <(Backwards) = [1]> then\n        go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (65))\n    end\n    if <(Backwards) = [2]> then\n        go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (65))\n    end\n    if <(costume [number v]) = [1]> then\n        change [typ v] by (1)\n        change size by (80)\n        change [ghost v] effect by (5)\n    else\n        change [typ v] by (1)\n        set size to ((size) * (0.85)) %\n        change [ghost v] effect by (5)\n    end\nend\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [typ v] to [1]\nset [siz v] to ((100) / ((((spd) - (1)) / (4)) + (1)))\n\nwhen I start as a clone\nif <([die v] of [player updated version v]) > [0]> then\n    switch costume to (die v)\n    spawn (Player X) (Player Y) (0) (0)\nelse\n    set [y v] to ([bounceidx v] of [player updated version v])\n    if <(jump orb glow) = [1]> then\n        switch costume to (jump v)\n    end\n    if <(jump orb glow) = [2]> then\n        switch costume to (jump2 v)\n    end\n    if <(jump orb glow) = [3]> then\n        switch costume to (jump3 v)\n    end\n    if <(jump orb glow) = [4]> then\n        switch costume to (jump4 v)\n    end\n    if <(jump orb glow) = [5]> then\n        switch costume to (jump5 v)\n    end\n    if <(jump orb glow) = [6]> then\n        switch costume to (jump6 v)\n    end\n    spawn ((([floor v] of ((y) / (lsy)) ) * (26)) + (26)) ((([floor v] of ((y) mod (lsy)) ) * (26)) - (13)) (0) (0)\nend\n\nwhen I receive [tick v]\nif <(Quality) = [0]> then\n    hide\nend\n\n@Jump Particles\n\ndefine init\nset [typ v] to [0]\nset [id v] to [0]\nrepeat (8)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nif <(typ) > [0]> then\n    delete this clone\nend\n\ndefine tick\nif <(typ) > [8]> then\n    hide\n    set [typ v] to [0]\n    stop [this script v]\nend\nif <not <(Mode) = [5]>> then\n    change [typ v] by (1)\nelse\n    change [typ v] by (1)\nend\nchange [x v] by (sx)\nchange [y v] by (sy)\nif <(Backwards) = [1]> then\n    go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\nend\nif <(Backwards) = [2]> then\n    go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\nend\nif <not <(Mode) = [5]>> then\n    change [ghost v] effect by (7)\nend\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n    if <(dx) > [0]> then\n        set [@get direction v] to [90]\n    else\n        set [@get direction v] to [-90]\n    end\nelse\n    set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n    if <(dy) < [0]> then\n        if <(dx) > [0]> then\n            change [@get direction v] by (180)\n        else\n            if <(dx) < [0]> then\n                change [@get direction v] by (-180)\n            else\n                set [@get direction v] to [180]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nset [siz v] to (pick random (20) to (75))\nset size to (siz) %\n\nwhen I receive [init v]\nhide\ninit\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [sx v] to (((spd) * ([sin v] of (ang) )) + (1))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [typ v] to [1]\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n    tick\nelse\n    if <((ticker) mod (9)) = (id)> then\n        if <<(Quality) > [0]> and <([die v] of [player updated version v]) = [0]>> then\n            if <<<(Mode) = [1]> or <<(Mode) = [9]> or <(Mode) = [8]>>> and <([jump v] of [player updated version v]) < [1001]>> then\n                if <([jump v] of [player updated version v]) = [0]> then\n                    if <not <(costume [number v]) = [1]>> then\n                        point in direction (90)\n                        switch costume to (jump v)\n                    end\n                    spawn ((Player X) - (10)) ((Player Y) - (12)) (pick random (1) to (4)) (pick random (-80) to (80))\n                    set size to (siz) %\n                    set [ghost v] effect to (pick random (0) to (40))\n                    show\n                    tick\n                end\n            else\n                if <<(Mode) = [1]> or <<(Mode) = [4]> or <<(Mode) = [8]> or <<(Mode) = [9]> or <(Mode) = [7]>>>>> then\n                    if <not <(costume [number v]) = [3]>> then\n                        switch costume to (jet2 v)\n                    end\n                    Get Direction ([sx v] of [player updated version v]) ([sy v] of [player updated version v])\n                    if <(Backwards) = [1]> then\n                        point in direction ((@Get Direction) + (0))\n                    end\n                    if <(Backwards) = [2]> then\n                        point in direction ((0) - ((@Get Direction) + (0)))\n                    end\n                    spawn (Player X) ((Player Y) + (4)) (0) (0)\n                else\n                    if <(Mode) = [5]> then\n                        if <not <(costume [number v]) = [4]>> then\n                            switch costume to (wave v)\n                        end\n                        set size to (siz) %\n                        if <(Backwards) = [1]> then\n                            point in direction ([direction v] of [player updated version v])\n                        end\n                        if <(Backwards) = [2]> then\n                            switch costume to (wave2 v)\n                            point in direction ((-1) * ([direction v] of [player updated version v]))\n                        end\n                        if <(Upside down?) = [0]> then\n                            spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) - (16)) ))) (0) (0)\n                        else\n                            if <(Upside down?) = [1]> then\n                                spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) + (20)) ))) (0) (0)\n                            end\n                        end\n                    else\n                        if <not <(costume [number v]) = [2]>> then\n                            switch costume to (jet v)\n                        end\n                        if <(Backwards) = [1]> then\n                            point in direction ([direction v] of [player updated version v])\n                        end\n                        if <(Backwards) = [2]> then\n                            point in direction ((0) - ([direction v] of [player updated version v]))\n                        end\n                        if <(Upside down?) = [0]> then\n                            spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) - (16)) ))) (0) (0)\n                        else\n                            if <(Upside down?) = [1]> then\n                                spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) + (20)) ))) (0) (0)\n                            end\n                        end\n                    end\n                end\n                set [sx v] to [0]\n                if <(Mode) = [5]> then\n                    set size to (120) %\n                    set [ghost v] effect to (0)\n                else\n                    set size to (100) %\n                    set [ghost v] effect to (40)\n                end\n                show\n                tick\n            end\n        end\n    end\nend\n\n@Floor Glow\n\nwhen I receive [init v]\nswitch costume to (fly zone v)\nset [distance to mousepointer v] to (costume [number v])\nswitch costume to (big floor v)\nshow\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <<(Mode) = [8]> or <(Mode) = [4]>>> then\n    if <(ONLY COLOR WORK FOR BG) = [2]> then\n        set [color v] effect to (color)\n    else\n        if <not <(my color) = (color)>> then\n            set [color v] effect to (color)\n            set [color v] to (color)\n        end\n        if <not <(Floor Glow: my bright) = (bright)>> then\n            set [brightness v] effect to (bright)\n            set [floor glow: my bright v] to (bright)\n        end\n    end\n    if <not <(costume [number v]) = ([background v] of [player updated version v])>> then\n        switch costume to ([background v] of [player updated version v])\n    end\n    position (0) (round ((-76) - (Scroll Y)))\nelse\n    if <<<(Mode) = [2]> or <(Mode) = [3]>> or <<(Mode) = [5]> or <<(Mode) = [6]> or <<(Mode) = [7]> or <(Mode) = [15]>>>>> then\n        if <not <(costume [number v]) = (flyZone)>> then\n            switch costume to (flyZone)\n        end\n        position (0) (round ((55) - (Scroll Y)))\n        if <not <(Floor Glow: my bright) = [0]>> then\n            set [brightness v] effect to (0)\n            set [floor glow: my bright v] to (bright)\n        end\n    end\nend\nif <<(Mode) = [9]> or <(Mode) = [13]>> then\n    if <not <(costume [number v]) = (ballZone)>> then\n        switch costume to (ballZone)\n    end\n    position (0) (round ((55) - (Scroll Y)))\n    if <not <(Floor Glow: my bright) = [0]>> then\n        set [brightness v] effect to (0)\n        set [floor glow: my bright v] to (bright)\n    end\nend\nif <(Mode) = [10]> then\n    if <not <(costume [number v]) = (spiderZone)>> then\n        switch costume to (spiderZone)\n    end\n    position (0) (round ((55) - (Scroll Y)))\n    if <not <(Floor Glow: my bright) = [0]>> then\n        set [brightness v] effect to (0)\n        set [floor glow: my bright v] to (bright)\n    end\nend\n\nif <not <(my color) = (color)>> then\n    set [color v] effect to (color)\n    set [color v] to (color)\nend\nif <not <(Floor Glow: my bright) = (bright)>> then\n    set [brightness v] effect to (bright)\n    set [floor glow: my bright v] to (bright)\nend\n\nswitch costume to (spider zone v)\n\nwhen I receive [front2 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(y) = (y position)> then\n    if <(vis) = [0]> then\n        set [vis v] to [1]\n        show\n    end\nelse\n    if <(vis) = [1]> then\n        set [vis v] to [0]\n        hide\n    end\nend\n\nwhen I receive [tick v]\nif <<<(Mode) = [2]> or <(Mode) = [3]>> or <<<<(Mode) = [5]> or <(Mode) = [6]>> or <(Mode) = [7]>> or <(Mode) = [15]>>> then\n    switch costume to (fly zone v)\nend\nif <<(Mode) = [9]> or <(Mode) = [13]>> then\n    if <(duality) = [1]> then\n        switch costume to (ball zone v)\n    end\n    if <(duality) = [2]> then\n        switch costume to (spider zone v)\n    end\nend\nif <(Mode) = [10]> then\n    switch costume to (spider zone v)\nend\n\nwhen I receive [tick v]\nif <(costume [name v]) = [fly zone]> then\n    set [flyzone v] to (costume [number v])\nend\nif <(costume [name v]) = [ball zone]> then\n    set [ballzone v] to (costume [number v])\nend\nif <(costume [name v]) = [spider zone]> then\n    set [spiderzone v] to (costume [number v])\nend\n\n@left fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <(ONLY COLOR WORK FOR BG) = [2]> then\n    set [color v] effect to (color)\nelse\n    if <not <(left fade: my bright) = (bright)>> then\n        set [brightness v] effect to (bright)\n        set [left fade: my bright v] to (bright)\n    end\n    if <not <(my color) = (color)>> then\n        set [color v] effect to (color)\n        set [color v] to (color)\n    end\nend\nif <not <(costume [number v]) = ([background v] of [player updated version v])>> then\n    switch costume to ([background v] of [player updated version v])\nend\nif <(Backwards) = [1]> then\n    point in direction (90)\nend\nif <(Backwards) = [2]> then\n    point in direction (-90)\nend\n\nwhen I receive [reset level v]\nswitch costume to (left fade v)\n\nwhen I receive [front1 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Stars\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n    delete this clone\nend\n\nwhen I receive [init v]\nset [typ v] to [0]\nset [stars# v] to [0]\nswitch costume to (particle v)\nhide\n\ndefine None\nif <(Backwards) = [1]> then\n    set [x v] to (x)\nend\nif <(Backwards) = [2]> then\n    set [x v] to ((0) - (x))\nend\nset [y v] to (y)\nset [sx v] to ((spd) * ([sin v] of (ang) ))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [siz v] to ((90) / ((((spd) - (0.2)) / (0.8)) + (1)))\nif <<(Mode) = [3]> or <<(Mode) = [4]> or <<(Mode) = [9]> or <(Mode) = [10]>>>> then\n    set [sx v] to [1]\n    set [sy v] to [0]\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I start as a clone\nset [typ v] to [1]\nchange [stars# v] by (1)\n\nwhen I receive [level editor v]\nif <(typ) > [0]> then\n    delete this clone\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [15]>>>> then\n    if <(typ) > [0]> then\n        if <(typ) = [1]> then\n            spawn ((Scroll X) + (pick random (-180) to (270))) ((Scroll Y) + (pick random (-100) to (220))) (pick random (0.2) to (0.8)) (pick random (0) to (359))\n            set size to (siz) %\n            set [ghost v] effect to (pick random (0) to (10))\n            show\n            set [typ v] to (pick random (1) to (3))\n        end\n        change [typ v] by (1)\n        change [x v] by (sx)\n        change [y v] by (sy)\n        if <(Backwards) = [1]> then\n            go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\n        end\n        if <(Backwards) = [2]> then\n            go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\n        end\n        change [ghost v] effect by (4)\n        if <(typ) > [25]> then\n            set [typ v] to [1]\n        end\n        if <<(Mode) = [3]> or <<(Mode) = [4]> or <<(Mode) = [9]> or <(Mode) = [10]>>>> then\n            change [sx v] by (((23260) - (x)) / (200))\n            change [sy v] by (((120) - (y)) / (350))\n            if <(x) > [23260]> then\n                set [typ v] to [1]\n            end\n        end\n    end\nelse\n    if <(typ) > [0]> then\n        delete this clone\n    else\n        set [stars# v] to [0]\n    end\nend\n\n@End\n\nwhen I receive [init v]\nset [typ v] to [0]\nset [stars# v] to [0]\nset [ending v] to [0]\nswitch costume to (end v)\nhide\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [reset level v]\nset [x v] to ([max x v] of [player updated version v])\nhide\n\nwhen I receive [tick v]\nif <((x) - (Scroll X)) < [18]> then\n    set [ending v] to [1]\n    if <(Backwards) = [1]> then\n        go to x: ((x) - (Scroll X)) y: (0)\n        point in direction (90)\n    end\n    if <(Backwards) = [2]> then\n        go to x: ((0) - ((x) - (Scroll X))) y: (0)\n        point in direction (-90)\n    end\n    show\nend\n\n@Dash Particles\n\nwhen I receive [tick v]\nif <(dash orb glow) = [1]> then\n    switch costume to (costume1 v)\nend\nif <(dash orb glow) = [2]> then\n    switch costume to (costume2 v)\nend\nif <<(dash orb) = [1]> and <not <(Quality) = [0]>>> then\n    go to (player v)\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nset [dash orb v] to [0]\nhide\n\n@curtain\n\nwhen I receive [init v]\nswitch costume to (curtain v)\nhide\n\nwhen I receive [complete! v]\ngo to x: (0) y: (0)\nswitch costume to (complete v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nbroadcast (end loop v) and wait\nbroadcast (reset level v) and wait\nwait (4) seconds\nrepeat until <([saving v] of [cloudscore v]) < [1]>\n    wait (1) seconds\nend\nbroadcast (menu in v)\n\nwhen I receive [fade to black v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [fade back in v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nswitch costume to (curtain v)\n\nwhen I receive [snap out of black v]\nhide\n\n@Crossfade\n\nwhen I receive [init v]\ngo [backward v] (1000) layers\ngo to x: (0) y: (0)\n\nwhen I receive [reset level v]\nset [fade v] to [0]\nset [only color work for bg v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(ONLY COLOR WORK FOR BG) = [1]> then\n    if <not <(my color) = (color)>> then\n        set [color v] effect to (color)\n        set [my color v] to (color)\n    end\nelse\n    if <(ONLY COLOR WORK FOR BG) = [2]> then\n        set [color v] effect to (color)\n    else\n        if <<(Quality) = [0]> or <(fade option) = [0]>> then\n            if <(fade) > [-1]> then\n                switch costume to ([background v] of [player updated version v])\n                set [ghost v] effect to (0)\n                set [fade v] to [-1]\n                hide\n            end\n        else\n            if <(fade) > [0]> then\n                if <not <(my color) = (color)>> then\n                    set [color v] effect to (color)\n                    set [my color v] to (color)\n                end\n                change [fade v] by (-1)\n                if <(fade option) = [1]> then\n                    change [ghost v] effect by (4)\n                end\n                if <(fade option) = [2]> then\n                    change [ghost v] effect by (8)\n                end\n                if <(fade option) = [3]> then\n                    change [ghost v] effect by (12)\n                end\n                if <(fade) < [1]> then\n                    hide\n                    switch costume to ([background v] of [player updated version v])\n                    set [ghost v] effect to (0)\n                end\n            else\n                if <not <(backdrop [number v]) = ([background v] of [player updated version v])>> then\n                    if <(ticker) < [10]> then\n                        hide\n                        switch costume to ([background v] of [player updated version v])\n                        set [ghost v] effect to (0)\n                        set [fade v] to [0]\n                    else\n                        set [fade v] to [25]\n                        show\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [front4 v]\ngo [backward v] (1000) layers\n\n@NEW Menu\n\nwhen I receive [game on v]\ndelete this clone\n\ndefine Tick\nset [mousedown v] to [2]\nif <(keyDown) = [1]> then\nif <mouse down?> then\n    set [mousedown v] to [1]\n    change [registermousetick v] by (1)\nelse\n    set [mousedown v] to [0]\n    set [registermousetick v] to [0]\nend\nif <key (left arrow v) pressed?> then\n    if <(keyDown) = [2]> then\n        set [level v] to ((((level) - (2)) mod (maxlevels)) + (1))\n        change [menulevel_x v] by (-480)\n        broadcast (menu level change v) and wait\n        broadcast (show high score table v)\n        set [keydown v] to [1]\n    end\nelse\n    if <key (right arrow v) pressed?> then\n        if <(keyDown) = [2]> then\n            set [level v] to (((level) mod (maxlevels)) + (1))\n            change [menulevel_x v] by (480)\n            broadcast (menu level change v) and wait\n            broadcast (show high score table v)\n            set [keydown v] to [1]\n        end\n    else\n        set [keydown v] to [0]\n    end\nend\nset [ofx v] to (((maxlevels) / (2)) * (480))\nset [nx v] to ((ofx) - ((level) * (480)))\nif <([abs v] of ((mouse y) - (20)) ) < [40]> then\n    if <(mouse x) > [200]> then\n        if <<(mouseDown) = [1]> and <(registerMouseTick) = [1]>> then\n            set [level v] to (((level) mod (maxlevels)) + (1))\n            change [menulevel_x v] by (480)\n            broadcast (menu level change v) and wait\n            broadcast (show high score table v)\n        end\n        if <(level) < (maxlevels)> then\n            change [nx v] by (-32)\n        end\n    else\n        if <(mouse x) < [-200]> then\n            if <<(mouseDown) = [1]> and <(registerMouseTick) = [1]>> then\n                set [level v] to ((((level) - (2)) mod (maxlevels)) + (1))\n                change [menulevel_x v] by (-480)\n                broadcast (menu level change v) and wait\n                broadcast (show high score table v)\n            end\n            if <(level) > [1]> then\n                change [nx v] by (32)\n            end\n        end\n    end\nend\nif <key (space v) pressed?> then\n    set [stop tick loop v] to [1]\nend\nif <(mouseDown) = [1]> then\n    if <([abs v] of (mouse x) ) < [39]> then\n        if <<(mouse y) > [13]> and <(mouse y) < [99]>> then\n            set [stop tick loop v] to [1]\n        end\n    end\nend\nset [menu nx v] to (nx)\nchange [smooth_nx v] by (((nx) - (smooth_nx)) * (0.18))\nset [smooth_nx_result v] to (smooth_nx)\nset [menu_smooth_nx_result v] to (smooth_nx_result)\n\nbroadcast (Update LMX v)\n\nwhen flag clicked\nwait (2) seconds\n\nwhen I receive [music v]\nforever\n    play sound [Geometry_Dash_-_menu_Loop_\(mp3.pm\).mp3 v] until done\nend\n\nwhen flag clicked\nset [scroll x v] to [240]\ngo to x: (0) y: (0)\nswitch costume to (costume7 v)\ngo to [front v] layer\nbroadcast (init v) and wait\ngo to [front v] layer\nbroadcast (front1 v) and wait\ngo to [front v] layer\nbroadcast (front2 v) and wait\ngo to [front v] layer\nbroadcast (front3 v) and wait\ngo to [front v] layer\nbroadcast (front4 v) and wait\ngo to [front v] layer\nbroadcast (splash v)\n\nwhen I receive [splash v]\nswitch costume to (costume7 v)\nshow\ngo to [front v] layer\nwait until <<(timer) > [2]> or <key (space v) pressed?>>\nwait until <not <key (space v) pressed?>>\nbroadcast (fade to black v) and wait\nset [level v] to [1]\nbroadcast (menu in v)\nset volume to (100) %\ndelete this clone\n\nwhen I receive [menu in v]\nset [go v] to [0]\nbroadcast (Music v)\nhide variable [stars v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [menulevel_x v] to [-1200]\nCostumes\nbroadcast (get rank v) and wait\nset [your best v] to ([best score v] of [cloudscore v])\nbroadcast (fade back in v) and wait\nbroadcast (show high score table v)\nwait until <not <<mouse down?> or <key (space v) pressed?>>>\nset [mousedown v] to [0]\nset [stop tick loop v] to [0]\nrepeat until <(Stop Tick Loop) = [1]>\n    Tick\n    broadcast (Update LMX v) and wait\nend\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (fade to black v) and wait\nhide\nbroadcast (get rank v) and wait\nset [your best v] to ([best score v] of [cloudscore v])\nbroadcast (load level v) and wait\nbroadcast (game on v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nchange [t_nx_lvl v] by (1)\n\nhide list [all attempts v]\n\nbroadcast (Music v)\n\nset [distance to mousepointer v] to (distance to [mouse-pointer v])\n\nrepeat until <(Go) = [1]>\n\nset [☁ cloud list 1 v] to [0]\n\nhide\n\ngo to x: (nx) y: (0)\n\ngo to x: (240) y: (0)\n\ndefine Costumes\nhide\nset [lmx v] to [0]\nset [lmy v] to [0]\nset [maxlevels v] to [1]\nset [costumelmvar v] to ((7) + ((maxlevels) - (1)))\ngo to [front v] layer\nswitch costume to (levels 1-5 v)\ngo [backward v] (1) layers\nswitch costume to (border v)\ncreate clone of (_myself_ v)\ngo [forward v] (2) layers\nswitch costume to (text v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [backward v] (5) layers\nset [ofx v] to (((maxlevels) / (2)) * (480))\nset [nx v] to ((ofx) - ((level) * (480)))\nset [smooth_nx v] to ((ofx) - ((level) * (480)))\nset [lmx_startingx v] to [0]\nrepeat (maxlevels)\n    Clone LevelMenu Costumes! x ((480) * (lmx_startingx)) y [0] Costume # (costumelmvar)\n    change [costumelmvar v] by (-1)\n    change [lmx_startingx v] by (1)\nend\ngo to x: (0) y: (0)\nswitch costume to (showcase2 v)\n\nwhen I start as a clone\nshow\n\nforever\n    set [nx_u v] to (nx)\nend\n\nswitch costume to (costume6 v)\n\ngo to x: (0) y: (0)\n\nchange [t_nx_lvl v] by (1)\nif <(t_nx_lvl) > ((5) - (1))> then\n    set [t_nx_lvl v] to [0]\nend\n\nchange x by (10)\n\nchange [menulevel_x v] by (-480)\n\nif <((((0) - (nx_u)) - ((level) * (480))) - (x position)) = (x position)> then\n\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\n\ndefine Clone LevelMenu Costumes! x (lmx) y (lmy) Costume # (lmc)\nset [lmx v] to (lmx)\nset [lmy v] to (lmy)\nswitch costume to (lmc)\ngo [backward v] (1) layers\ncreate clone of (_myself_ v)\n\nchange [☁ cloud list 1 v] by (1)\n\ngo [backward v] (3) layers\n\ncreate clone of (_myself_ v)\n\ndefine Update LM Xpos\nset x to (((MENU_SMOOTH_NX_RESULT) - (lmx)) + (((maxlevels) + (0)) * (240)))\nset y to (lmy)\nif <(round (x position)) = (round (((MENU_SMOOTH_NX_RESULT) - (lmx)) + (((maxlevels) + (0)) * (240))))> then\n    show\nelse\n    hide\nend\n\nset [☁ cloud list 1 v] to [0]\n\nset [smooth_nx_result v] to (smooth_nx)\n\nchange x by (-2)\n\nwhen I receive [update lmx v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n\nforever\n\nstop [this script v]\n\nstop [this script v]\n\nset [mousedown v] to [2]\n\nset [registermousetick v] to [1]\n\nset [registermousetick v] to [1]\n\nset [registermousetick v] to [0]\n\nset [registermousetick v] to [1]\n\nif <(mouseDown) = [1]> then\n\n@CloudScore\n\nif <(text) = (user)> then\n    repeat until <(length of [temp v]) = (prev_length)>\n        delete (last) of [temp v]\n    end\nend\n\nwhen I receive [show high score table v]\nText to Number (username)\nNumber to Text (number)\nGet Score and Ranking (text)\nShow High Score Table\nif <(prev_length) > [0]> then\n    set [text v] to (item (last) of [high score table v])\n    wait (0) seconds\n    if <(prev_length) > [8]> then\n        set [text v] to (item ((prev_length) - (8)) of [high score table v])\n    else\n        set [text v] to (item (1) of [high score table v])\n    end\n    wait (0) seconds\n    set [text v] to (item (prev_length) of [high score table v])\n    wait (0.1) seconds\n    repeat (2)\n        replace item (prev_length) of [high score table v] with (text)\n        wait (0.4) seconds\n        replace item (prev_length) of [high score table v] with (join (text) [   <===])\n        wait (0.5) seconds\n    end\nelse\n    set [text v] to (item (1) of [high score table v])\nend\n\ndefine Show High Score Table\nshow list [high score table v]\ndelete (all) of [high score table v]\nset [prev_length v] to [0]\nset [i v] to [1]\nrepeat (length of [users v])\n    set [text v] to (item (i) of [users v])\n    if <(text) = (username)> then\n        set [prev_length v] to (i)\n    end\n    set [c v] to (item (i) of [scores v])\n    if <(length of (c)) = [1]> then\n        set [c v] to (join (c) [   . . .  ])\n    else\n        if <(length of (c)) = [2]> then\n            set [c v] to (join (c) [  . . .  ])\n        else\n            set [c v] to (join (c) [   . .  ])\n        end\n    end\n    add (join (c) (text)) to [high score table v]\n    change [i v] by (1)\nend\nset [i v] to (item (1) of [high score table v])\nhide list [high score table v]\n\ntrim (612)\n\nwhen I receive [get rank v]\nText to Number (username)\nNumber to Text (number)\nGet Score and Ranking (text)\n\ndefine Record Score (user) (score)\ndelete (all) of [temp v]\nGet Cloud List\nset [i v] to [1]\nset [prev_length v] to [0]\nset [found v] to [0]\nset [count v] to [0]\nrepeat until <<(i) > (length of (full))> or <(count) > [499]>>\n    Read String + dump\n    Read Number + dump\n    if <<(found) = [0]> and <(score) > (number)>> then\n        set [found v] to [1]\n        repeat until <(length of [temp v]) = (prev_length)>\n            delete (last) of [temp v]\n        end\n        Text dump (user)\n        Number Dump (score)\n        if <not <(user) = (text)>> then\n            Text dump (text)\n            Number Dump (number)\n            change [count v] by (1)\n        end\n    else\n        if <(user) = (text)> then\n            if <(found) = [0]> then\n                set [found v] to [1]\n            else\n                repeat until <(length of [temp v]) = (prev_length)>\n                    delete (last) of [temp v]\n                end\n            end\n        end\n    end\n    change [count v] by (1)\n    set [prev_length v] to (length of [temp v])\nend\nif <(found) = [0]> then\n    if <(count) < [500]> then\n        Text dump (user)\n        Number Dump (score)\n    else\n        delete (all) of [temp v]\n        set [count v] to [999999]\n        stop [this script v]\n    end\nend\nSet Cloud List\ndelete (all) of [temp v]\n\ndefine Number to Text (num)\nset [text v] to []\nset [i v] to [1]\nrepeat ((length of (num)) / (2))\n    set [c index v] to (join (letter (i) of (num)) (letter ((i) + (1)) of (num)))\n    set [text v] to (join (text) (letter (c index) of (ascii)))\n    change [i v] by (2)\nend\n\ndefine Read String + dump\nRead Number + dump\nset [text v] to []\nrepeat (number)\n    set [c v] to (letter (i) of (full))\n    add (c) to [temp v]\n    change [i v] by (1)\n    set [c2 v] to (letter (i) of (full))\n    add (c2) to [temp v]\n    change [i v] by (1)\n    set [text v] to (join (text) (letter (join (c) (c2)) of (ascii)))\nend\n\ndefine Read String\nRead Number\nset [text v] to []\nrepeat (number)\n    set [c v] to (letter (i) of (full))\n    change [i v] by (1)\n    set [c2 v] to (letter (i) of (full))\n    change [i v] by (1)\n    set [text v] to (join (text) (letter (join (c) (c2)) of (ascii)))\nend\n\ndefine Text dump (text)\nNumber Dump (length of (text))\nset [c2 v] to [1]\nrepeat (length of (text))\n    get char index (letter (c2) of (text))\n    if <(c index) < [10]> then\n        add [0] to [temp v]\n        add (letter (1) of (c index)) to [temp v]\n    else\n        add (letter (1) of (c index)) to [temp v]\n        add (letter (2) of (c index)) to [temp v]\n    end\n    change [c2 v] by (1)\nend\n\ndefine Number Dump (number)\nadd (letter (1) of (length of (number))) to [temp v]\nset [c2 v] to [1]\nrepeat (length of (number))\n    add (letter (c2) of (number)) to [temp v]\n    change [c2 v] by (1)\nend\n\ndefine Safe Save Score (coded user) (tries)\ngo to [front v] layer\nset [saving v] to [1]\nif <(tries) > [1]> then\n    say (join [Saving Score \(try #] (join (tries) [\)]))\nend\nRecord Score (coded user) (Best Score)\nif <(count) > [9999]> then\n    hide\n    set [saving v] to []\n    broadcast (Score Done v)\n    stop [this script v]\nend\nwait (2) seconds\nGet Score and Ranking (coded user)\nif <(Points) = (Best Score)> then\n    say []\n    hide\n    set [saving v] to []\n    broadcast (Score Done v)\nelse\n    if <(tries) < [4]> then\n        wait (pick random (0.5) to (1.5)) seconds\n        Safe Save Score (coded user) ((tries) + (1))\n    else\n        go to [front v] layer\n        say [Failed to save score :\(] for (4) seconds\n        hide\n        set [saving v] to [-1]\n        broadcast (Score Done v)\n    end\nend\n\nwhen I receive [game over menu v]\nif <(Points) > (Best Score)> then\n    set [best score v] to (Points)\n    Text to Number (username)\n    Number to Text (number)\n    Safe Save Score (text) (1)\nend\nbroadcast (Clear Save Game v) and wait\nbroadcast (show high score table v) and wait\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\n\nwhen I receive [init v]\nshow list [high score table v]\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\ngo to x: (217) y: (-154)\n\nwhen I receive [store my high score v]\nif <(Points) > (Best Score)> then\n    show\n    go to [front v] layer\n    set [best score v] to (Points)\n    Text to Number (username)\n    Number to Text (number)\n    Safe Save Score (text) (1)\nelse\n    broadcast (Score Done v)\nend\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\n\ndefine trim (count)\nGet Score and Ranking (username)\nShow High Score Table\ndelete (all) of [temp v]\nset [i v] to [1]\nrepeat (count)\n    Text dump (item (i) of [users v])\n    Number Dump (item (i) of [scores v])\n    change [i v] by (1)\nend\nSet Cloud List\ndelete (all) of [temp v]\n\nwhen I receive [game on v]\nsay []\nshow list [high score table v]\n\ndefine Text to Number (text)\nset [i v] to [1]\nset [number v] to []\nrepeat (length of (text))\n    get char index (letter (i) of (text))\n    if <(c index) < [10]> then\n        set [number v] to (join (number) (join [0] (c index)))\n    else\n        set [number v] to (join (number) (c index))\n    end\n    change [i v] by (1)\nend\n\nwhen flag clicked\nset [saving v] to []\n\ndefine Get Score and Ranking (user)\ndelete (all) of [users v]\ndelete (all) of [scores v]\nGet Cloud List\nset [i v] to [1]\nset [best score v] to [0]\nrepeat until <(i) > (length of (full))>\n    Read String + dump\n    add (text) to [users v]\n    Read Number + dump\n    add (number) to [scores v]\n    if <(text) = (user)> then\n        set [best score v] to (number)\n    end\nend\n\nbroadcast (show high score table v)\n\ndefine Delete Score (user)\ndelete (all) of [temp v]\nGet Cloud List\nset [i v] to [1]\nset [prev_length v] to [0]\nset [found v] to [0]\nset [count v] to [0]\nrepeat until <(i) > (length of (full))>\n    Read String + dump\n    Read Number + dump\n    if <(user) = (text)> then\n        repeat until <(length of [temp v]) = (prev_length)>\n            delete (last) of [temp v]\n        end\n    end\n    change [count v] by (1)\n    set [prev_length v] to (length of [temp v])\nend\nSet Cloud List\ndelete (all) of [temp v]\n\nDelete Score [seasnails]\n\nset [cloudscore: ☁ cloud list 4 v] to []\nset [cloudscore: ☁ cloud list 5 v] to []\n\nset [cloudscore: ☁ cloud list 4 v] to []\nset [cloudscore: ☁ cloud list 5 v] to []\nset [cloudscore: ☁ cloud list 6 v] to []\nset [cloudscore: ☁ cloud score 7 v] to []\nset [cloudscore: ☁ cloud list 8 v] to []\n\nset [cloudscore: ☁ cloud list 6 v] to []\n\nset [cloudscore: ☁ cloud score 7 v] to []\nset [cloudscore: ☁ cloud list 8 v] to []\n\ndefine get char index (char)\nset [c index v] to (length of (ascii))\nrepeat until <<(c index) < [1]> or <(letter (c index) of (ascii)) = (char)>>\n    change [c index v] by (-1)\nend\n\nRecord Score [test] (20000)\n\ndefine Read Number + dump\nset [number v] to []\nset [c v] to (letter (i) of (full))\nadd (c) to [temp v]\nrepeat (c)\n    change [i v] by (1)\n    set [c v] to (letter (i) of (full))\n    add (c) to [temp v]\n    set [number v] to (join (number) (c))\nend\nchange [i v] by (1)\n\ndefine Read Number\nset [number v] to []\nset [c v] to (letter (i) of (full))\nrepeat (c)\n    change [i v] by (1)\n    set [c v] to (letter (i) of (full))\n    set [number v] to (join (number) (c))\nend\nchange [i v] by (1)\n\ndefine Set Cloud List\nif <([level # v] of [editor newer v]) = [1]> then\n    set [☁ cloud list 1 v] to (temp)\nelse\n    if <([level # v] of [editor newer v]) = [2]> then\n        set [cloudscore: ☁ cloud list 5 v] to (temp)\n    else\n        if <([level # v] of [editor newer v]) = [3]> then\n            set [cloudscore: ☁ cloud list 6 v] to (temp)\n        else\n            if <([level # v] of [editor newer v]) = [4]> then\n                set [cloudscore: ☁ cloud score 7 v] to (temp)\n            else\n                if <([level # v] of [editor newer v]) = [5]> then\n                    set [cloudscore: ☁ cloud list 8 v] to (temp)\n                else\n                    set [☁ cloud score 9 v] to (temp)\n                end\n            end\n        end\n    end\nend\n\ndefine Get Cloud List\nif <([level # v] of [editor newer v]) = [1]> then\n    set [full v] to (☁ Cloud List 1)\nelse\n    if <([level # v] of [editor newer v]) = [2]> then\n        set [full v] to (CloudScore: ☁ Cloud list 5)\n    else\n        if <([level # v] of [editor newer v]) = [3]> then\n            set [full v] to (CloudScore: ☁ Cloud list 6)\n        else\n            if <([level # v] of [editor newer v]) = [4]> then\n                set [full v] to (CloudScore: ☁ Cloud score 7)\n            else\n                if <([level # v] of [editor newer v]) = [5]> then\n                    set [full v] to (CloudScore: ☁ Cloud list 8)\n                else\n                    set [full v] to (☁ Cloud score 9)\n                end\n            end\n        end\n    end\nend\n\nwhen [v v] key pressed\nshow list [high score table v]\n\nforever\n    hide\nend\n\nset [ascii v] to [0123456789 abcdefghijklmnopqrstuvwxyz!"£$%^&*\(\)_+\[\]{};'#:@~,./<>?\|`¬]\n\nwhen I receive [vault v]\n\nforever\n    stop [other scripts in sprite v]\n    show list [high score table v]\nend\n\n@Editor NEWER\n\ndefine Set (tile) at (x) (y)\nset [tileidx v] to (((x) * (lsy)) + (y))\nPlonk (tile)\n\ndefine Set (tile) offset (x) (y)\nchange [tileidx v] by (((x) * (lsy)) + (y))\nPlonk (tile)\n\ndefine Position (x) (y)\nset [tileidx v] to (((x) * (lsy)) + (y))\n\ndefine Plonk (tile)\nGet W & H of (tile)\nRect (w) (h)\nreplace item (tileIdx) of [level v] with (tile)\n\nwhen I receive [level editor v]\nset [editor v] to [1]\nset [backwards v] to [1]\nset [upside down2 v] to [0]\nset [realbrush v] to [-1]\nset [bright v] to [0]\nset [author v] to (username)\nwait until <not <<key (z v) pressed?> and <key (m v) pressed?>>>\nrepeat until <<key (z v) pressed?> and <key (m v) pressed?>>\n    change [ticker v] by (1)\n    set [score v] to (round (((Scroll X) - (100)) / (26)))\n    set [brush x v] to ([floor v] of (((mouse x) + (Scroll X)) / (26)) )\n    set [brush y v] to ([ceiling v] of ((((mouse y) + (Scroll Y)) + (50)) / (26)) )\n    set [brush idx v] to (((brush x) * (lsy)) + (brush y))\n    if <mouse down?> then\n        if <<(mouse y) > [-178]> and <(mouse y) < [178]>> then\n            if <<(mouse x) > [-238]> and <(mouse x) < [238]>> then\n                draw\n            end\n        end\n    else\n        set [realbrush v] to [-1]\n    end\n    if <key (d v) pressed?> then\n        if <key ( v) pressed?> then\n            change [scroll x v] by (128)\n        else\n            change [scroll x v] by (32)\n        end\n    end\n    if <key (a v) pressed?> then\n        if <key ( v) pressed?> then\n            change [scroll x v] by (-128)\n        else\n            change [scroll x v] by (-32)\n        end\n        broadcast (release tiles v) and wait\n        broadcast (redraw v) and wait\n    end\n    if <key (w v) pressed?> then\n        change [scroll y v] by (8)\n    end\n    if <key (s v) pressed?> then\n        change [scroll y v] by (-8)\n    end\n    if <key (k v) pressed?> then\n        ask [Shift how many columns?] and wait\n        if <<(length of (answer)) > [0]> and <not <(answer) = [0]>>> then\n            Add Delete Columns (answer)\n            broadcast (release tiles v) and wait\n            broadcast (redraw v) and wait\n        end\n    end\n    broadcast (tick v) and wait\nend\nwait until <not <<key (z v) pressed?> and <key (m v) pressed?>>>\nSave Level\nif <(author) = ([levels by v] of [player updated version v])> then\n    set [editor v] to [0]\nelse\n    set [editor v] to [-0.5]\nend\nif <key (x v) pressed?> then\n    broadcast (game on v) and wait\nelse\n    set [player y v] to ((brush y) * (26))\n    set [player x v] to ((Scroll X) - (100))\n    broadcast (release tiles v) and wait\n    broadcast (redraw v)\nend\n\nwhen [2 v] key pressed\nbruch change (2)\n\nwhen [1 v] key pressed\nbruch change (1)\n\nwhen [3 v] key pressed\nbruch change (3)\n\ndefine bruch change (typ)\nif <key ( v) pressed?> then\n    change [brush v] by (-1)\n    repeat until <(letter (3) of (item (brush) of [tiletype v])) = (typ)>\n        if <(brush) < [1]> then\n            set [brush v] to (length of [tiletype v])\n        else\n            change [brush v] by (-1)\n        end\n    end\nelse\n    change [brush v] by (1)\n    repeat until <(letter (3) of (item (brush) of [tiletype v])) = (typ)>\n        if <(brush) > (length of [tiletype v])> then\n            set [brush v] to [1]\n        else\n            change [brush v] by (1)\n        end\n    end\nend\n\ndefine Get W & H of (tile)\nset [t v] to (item (tile) of [tiletype v])\nset [w v] to (letter (4) of (t))\nset [h v] to (letter (5) of (t))\nif <(w) < [1]> then\n    set [w v] to [1]\nend\nif <(h) < [1]> then\n    set [h v] to [1]\nend\n\ndefine Get WW & HH of (tile)\nset [twwhh v] to (item (tile) of [tiletype v])\nset [ww v] to (letter (4) of (twwhh))\nset [hh v] to (letter (5) of (twwhh))\nif <(ww) < [1]> then\n    set [ww v] to [1]\nend\nif <(hh) < [1]> then\n    set [hh v] to [1]\nend\n\ndefine clear all (w) (h)\nset [t v] to (brush Idx)\nrepeat (w)\n    repeat (h)\n        set [tidx v] to (t)\n        set [tileat v] to (item (t) of [level v])\n        if <(tileAt) < [0]> then\n            set [tidx v] to ((0) - (tileAt))\n            set [tileat v] to (item (t) of [level v])\n        end\n        Get WW & HH of (tileAt)\n        Clear (ww) (hh)\n        change [t v] by (-1)\n    end\n    change [t v] by ((lsy) + (h))\nend\n\ndefine Clear (w) (h)\nrepeat (w)\n    repeat (h)\n        replace item (tIdx) of [level v] with [0]\n        change [tidx v] by (-1)\n    end\n    change [tidx v] by ((lsy) + (h))\nend\n\ndefine Rect (w) (h)\nset [tidx v] to (tileIdx)\nrepeat (w)\n    repeat (h)\n        replace item (tIdx) of [level v] with ((0) - (tileIdx))\n        change [tidx v] by (-1)\n    end\n    change [tidx v] by ((lsy) + (h))\nend\n\nwhen [5 v] key pressed\nbruch change (5)\n\nwhen [4 v] key pressed\nbruch change (4)\n\ndefine Add Delete Columns (count)\nset [realbrush v] to ((brush x) * (lsy))\nif <(answer) < [0]> then\n    repeat ((-1) * ((lsy) * (count)))\n        delete (realBrush) of [level v]\n    end\n    set [realbrush v] to (length of [level v])\n    repeat (((length of [level v]) - ((brush x) * (lsy))) + (1))\n        if <(item (realBrush) of [level v]) = [2]> then\n            replace item (realBrush) of [level v] with [0]\n            replace item ((realBrush) - ((lsy) * (count))) of [level v] with [2]\n        end\n        change [realbrush v] by (-1)\n    end\nelse\n    repeat ((lsy) * (count))\n        insert [0] at (realBrush) of [level v] \n    end\n    repeat (((length of [level v]) - (realBrush)) + (1))\n        if <(item (realBrush) of [level v]) = [2]> then\n            replace item (realBrush) of [level v] with [0]\n            replace item ((realBrush) - ((lsy) * (count))) of [level v] with [2]\n        end\n        change [realbrush v] by (1)\n    end\nend\n\nset [w v] to [0]\nset [h v] to [0]\nset [tileidx v] to [1]\nrepeat (length of [level v])\n    set [realbrush v] to (item (tileIdx) of [level v])\n    if <(realBrush) > [0]> then\n        if <((tileIdx) mod (lsy)) > (h)> then\n            set [h v] to ((tileIdx) mod (lsy))\n        end\n        if <(tileIdx) > (w)> then\n            set [w v] to ([floor v] of ((tileIdx) / (lsy)) )\n        end\n    end\n    change [tileidx v] by (1)\nend\n\ndefine Rejig\nset [realbrush v] to [1]\nrepeat (length of [level v])\n    if <(item (realBrush) of [level v]) < [0]> then\n        replace item (realBrush) of [level v] with [0]\n    end\n    change [realbrush v] by (1)\nend\nset [tileidx v] to [1]\nrepeat (length of [level v])\n    set [realbrush v] to (item (tileIdx) of [level v])\n    if <(realBrush) > [0]> then\n        Plonk (realBrush)\n    end\n    change [tileidx v] by (1)\nend\n\ndefine Load Level\nset [levelstr v] to (item (Level #) of [save v])\nset [tokidx v] to [1]\nRead Token\nset [lsx v] to ((token) + ())\nRead Token\nset [lsy v] to ((token) + ())\ndelete (all) of [level v]\nrepeat ((lsx) * (lsy))\n    Read Token\n    add ((token) + ()) to [level v]\nend\n\ndefine Read Token\nset [token v] to []\nrepeat until <<(letter (tokIdx) of (levelStr)) = [ ]> or <(tokIdx) > (length of (levelStr))>>\n    set [token v] to (join (token) (letter (tokIdx) of (levelStr)))\n    change [tokidx v] by (1)\nend\nchange [tokidx v] by (1)\n\nwhen I receive [load level v]\nLoad Level\n\ndefine expand lsy (amount)\nset [tileidx v] to [0]\nrepeat (lsx)\n    change [tileidx v] by (lsy)\n    repeat (amount)\n        insert ((0) + ()) at (tileIdx) of [level v] \n        change [tileidx v] by (1)\n    end\nend\nchange [lsy v] by (amount)\n\n\n    set [level # v] to [4]\n    delete (all) of [level v]\n    repeat ((lsx) * (lsy))\n        add ((0) + ()) to [level v]\n    end\nend\n\nwhen I receive [splash v]\nif <(author) = ([levels by v] of [player updated version v])> then\n    set [editor v] to [-1]\nelse\n    set [editor v] to [-0.5]\nend\n\nwhen I receive [menu level change v]\nset [level # v] to ([level v] of [new menu v])\n\ndefine draw\nif <(realBrush) = [-1]> then\n    set [realbrush v] to (item (brush Idx) of [level v])\n    if <(realBrush) < [0]> then\n        set [realbrush v] to (item ((0) - (brush Idx)) of [level v])\n    end\n    if <(realBrush) = (brush)> then\n        set [realbrush v] to [0]\n    else\n        set [realbrush v] to (brush)\n    end\nend\nGet W & H of (realBrush)\nset [tileat v] to (item (brush Idx) of [level v])\nif <(tileAt) < [0]> then\n    set [tileat v] to (item ((0) - (tileAt)) of [level v])\nend\nif <(realBrush) = (tileAt)> then\n    stop [this script v]\nend\nclear all (w) (h)\nif <(realBrush) > [0]> then\n    set [tileidx v] to (brush Idx)\n    Plonk (realBrush)\nend\nbroadcast (release tiles v) and wait\nbroadcast (redraw v)\n\nwhen [6 v] key pressed\nbruch change (6)\n\nwhen I receive [init v]\nset [brush v] to [3]\nset [level # v] to [1]\n\ndefine Save Level\ndelete (all) of [out v]\nadd (lsx) to [out v]\nadd (lsy) to [out v]\nadd (Level) to [out v]\nreplace item (Level #) of [save v] with (out)\ndelete (all) of [out v]\n\nwhen [7 v] key pressed\nbruch change (7)\n\nwhen [9 v] key pressed\nbruch change (9)\n\nwhen [8 v] key pressed\nbruch change (8)\n\ndelete (all) of [save v]\n\nwhen I receive [menu in v]\n\nrepeat until <([stop tick loop v] of [new menu v]) = [1]>\n    set [level # v] to ([level v] of [new menu v])\nend\n\nwhen [0 v] key pressed\nbruch change (0)\n\nreplace item (288) of [tiletype v] with [00002]\n\nreplace item (288) of [tiletype v] with [00002]\n\nrepeat (3)\n    add [] to [tiletype v]\nend\n\nrepeat (3)\n    add [00002] to [tiletype v]\nend\nrepeat (3)\n    add [00003] to [tiletype v]\nend\n\nreplace item (287) of [tiletype v] with [00000]\nreplace item (288) of [tiletype v] with [00000]\nreplace item (289) of [tiletype v] with [00000]\nreplace item (290) of [tiletype v] with [00003]\n\ndelete (292) of [tiletype v]\ndelete (291) of [tiletype v]\n\nreplace item (1) of [tiletype v] with [00111]\nreplace item (2) of [tiletype v] with [00111]\n\nreplace item (291) of [tiletype v] with [00000]\n\nrepeat (3)\nend\n\ndelete (length of [tiletype v]) of [tiletype v]\n\nrepeat (3)\n    add [101111] to [tiletype v]\nend\n\nreplace item (length of [tiletype v]) of [tiletype v] with [00011]\n\ndelete (length of [tiletype v]) of [tiletype v]\n\nadd [00011] to [tiletype v]\n\ndelete (513) of [tiletype v]\ndelete (514) of [tiletype v]\ndelete (515) of [tiletype v]\n\ndelete (292) of [tiletype v]\n\nreplace item (513) of [tiletype v] with [10011]\nreplace item (514) of [tiletype v] with [10011]\n\nadd [01312] to [tiletype v]\n\nrepeat (3)\n    add [01311] to [tiletype v]\nend\n\nadd [00600] to [tiletype v]\n\nrepeat (3)\n    add [10111] to [tiletype v]\nend\n\nadd [101111] to [tiletype v]\n\ndelete (length of [tiletype v]) of [tiletype v]\n\ndelete all of [save v]\nrepeat (3)\n    add [1300 80] to [save v]\nend\n\nadd [10111] to [tiletype v]\n\nadd [01311] to [tiletype v]\n\n@Animated Costumes Robot And Spider GDFS\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset [shrink v] to ([realshrink v] of [player updated version v])\nchange [animateframe v] by (1)\nif <<[15] < (animateframe)> or <<(Mode) = [10]> and <[7] < (animateframe)>>> then\n    set [animateframe v] to [1]\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider8 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider9 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider10 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider11 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider12 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider13 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider14 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider7 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider8 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider9 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider10 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider11 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider12 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider13 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider14 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider7 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider22 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider23 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider24 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider25 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider26 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider27 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider28 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (spider15 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider16 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider17 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider18 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider19 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider20 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider21 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider22 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider23 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider24 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider25 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider26 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider27 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider28 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [10]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (spider15 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (spider16 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (spider17 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (spider18 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (spider19 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (spider20 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (spider21 v)\n                end\n            end\n        end\n    end\nend\nif <not <(shrink) = [2]>> then\n    set size to (100) %\nend\n\nwhen I receive [tick v]\nset [upside down v] to (Animated Costumes Robot And Spider GDFS: upside down2)\nset [shrink v] to ([realshrink v] of [player updated version v])\nif <<(Mode) = [8]> or <(Mode) = [10]>> then\n    show\nelse\n    hide\nend\ngo to (player updated version v)\npoint in direction ([direction v] of [player updated version v])\n\nwhen I receive [tick v]\nset [shrink v] to ([realshrink v] of [player updated version v])\nif <(Backwards) = [2]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot16 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot17 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot18 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot19 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot20 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot21 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot22 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot23 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot24 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot25 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot26 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot27 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot28 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot29 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot30 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot7 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot8 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot9 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot10 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot11 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot12 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot13 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot14 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot15 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot16 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot17 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot18 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot19 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot20 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot21 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot22 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot23 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot24 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot25 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot26 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot27 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot28 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot29 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot30 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [0]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot2 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot3 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot4 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot5 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot6 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot7 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot8 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot9 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot10 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot11 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot12 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot13 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot14 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot15 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot46 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot47 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot48 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot49 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot50 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot51 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot52 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot53 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot54 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot55 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot56 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot57 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot58 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot59 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot60 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [1]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                if <(animateframe) = [1]> then\n                    switch costume to (robot31 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot32 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot33 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot34 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot35 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot36 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot37 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot38 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot39 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot40 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot41 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot42 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot43 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot44 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot45 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [2]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot46 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot47 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot48 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot49 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot50 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot51 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot52 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot53 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot54 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot55 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot56 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot57 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot58 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot59 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot60 v)\n                end\n            end\n        end\n    end\nend\nif <(Backwards) = [1]> then\n    if <(shrink) = [2]> then\n        if <(upside down) = [1]> then\n            if <(Mode) = [8]> then\n                set size to (70) %\n                if <(animateframe) = [1]> then\n                    switch costume to (robot31 v)\n                end\n                if <(animateframe) = [2]> then\n                    switch costume to (robot32 v)\n                end\n                if <(animateframe) = [3]> then\n                    switch costume to (robot33 v)\n                end\n                if <(animateframe) = [4]> then\n                    switch costume to (robot34 v)\n                end\n                if <(animateframe) = [5]> then\n                    switch costume to (robot35 v)\n                end\n                if <(animateframe) = [6]> then\n                    switch costume to (robot36 v)\n                end\n                if <(animateframe) = [7]> then\n                    switch costume to (robot37 v)\n                end\n                if <(animateframe) = [8]> then\n                    switch costume to (robot38 v)\n                end\n                if <(animateframe) = [9]> then\n                    switch costume to (robot39 v)\n                end\n                if <(animateframe) = [10]> then\n                    switch costume to (robot40 v)\n                end\n                if <(animateframe) = [11]> then\n                    switch costume to (robot41 v)\n                end\n                if <(animateframe) = [12]> then\n                    switch costume to (robot42 v)\n                end\n                if <(animateframe) = [13]> then\n                    switch costume to (robot43 v)\n                end\n                if <(animateframe) = [14]> then\n                    switch costume to (robot44 v)\n                end\n                if <(animateframe) = [15]> then\n                    switch costume to (robot45 v)\n                end\n            end\n        end\n    end\nend\n\nset size to (100) %\n\n@CHECK PROGRESS BG COLOR CHANGER\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nCHECK FOR PROGRESS\n\ndefine CHECK FOR PROGRESS\nif <([level v] of [new menu v]) = [1]> then\n    if <(Scroll X) < [241]> then\n        Set Mode [1] background [10] Gravity [0]\n    else\n        Set Mode [no] background [10] Gravity [no]\n    end\nelse\n    if <([level v] of [new menu v]) = [2]> then\n        if <(Scroll X) < [241]> then\n            Set Mode [1] background [1] Gravity [0]\n        end\n    else\n        if <([level v] of [new menu v]) = [3]> then\n            if <(Scroll X) < [241]> then\n                Set Mode [1] background [1] Gravity [0]\n            else\n            end\n        else\n        end\n    end\nend\n\ndefine Set Mode (mode) background (bg) Gravity (setgravity_start)\nset [speed v] to (Speed)\nif <(setgravity_start) = [no]> then\n    set [ch_pr - upside down v] to [no]\nelse\n    set [ch_pr - upside down v] to (setgravity_start)\nend\nset [ch_pr - bg v] to (bg)\nif <(mode) = [no]> then\n\nset [sy v] to [0]\nset [upside down v] to (setgravity_start)\nset [gravity v] to (setgravity_start)\n\ndefine Set Mode (mode) background (bg)\nset [ch_pr - bg v] to (bg)\nif <(mode) = (Mode)> then\n    stop [this script v]\nend\nset [mode v] to (mode)\nswitch costume to (mode)\nif <(mode) < [3]> then\n    point in direction (90)\nelse\n    start sound [endStart_02.mp3 v]\nend\nset [sy v] to [0]\n\nset [ch_pr - upside down v] to [no]\n\nchange [color v] by (-1)\n\nwhen I receive [reset level v]\nset [only color work for bg v] to [0]\nset [prev. bg color v] to [1]\nset [bg change delay v] to [5]\nset [bg change delay tick v] to [0]\n\nset [color v] to [50]\nset [only color work for bg v] to [2]\n\n@ground\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n    set [ghost v] effect to (0)\n    set [my y v] to (((26) * (3)) - (154))\nelse\n    set [ghost v] effect to (67)\n    set [my y v] to (((26) * (3)) - (207))\nend\nif <<(Mode) = [1]> or <<(Mode) = [8]> or <(Mode) = [4]>>> then\n    position (((round ((my x) - (Scroll X))) mod (480)) - (240)) (round ((my y) - (Scroll Y)))\nelse\n    if <(vis) = [1]> then\n        set [vis v] to [0]\n        hide\n    end\nend\n\nwhen I receive [init v]\nset [ghost v] effect to (0)\nset [typ v] to [0]\nset [my x v] to [0]\nset [tileidx v] to [0]\nset [my y v] to (((26) * (3)) - (154))\nset [vis v] to [1]\nshow\n\ndefine position (x) (y)\nif <(Backwards) = [1]> then\n    go to x: (x) y: (y)\nend\nif <(Backwards) = [2]> then\n    go to x: ((0) - (x)) y: (y)\nend\nif <(y) = (y position)> then\n    if <(vis) = [0]> then\n        set [vis v] to [1]\n        show\n    end\nelse\n    if <(vis) = [1]> then\n        set [vis v] to [0]\n        hide\n    end\nend\n\nwhen I receive [front3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [reset level v]\nswitch costume to (floor-fade v)\nif <(costume [number v]) = [3]> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (67)\nend\nset [my x v] to [13]\n\nswitch costume to (floor-fade v)\n\nif <(costume [number v]) = [1]> then\n    if <(Scroll X) > [13431]> then\n        switch costume to (big floor2 v)\n    end\nend\n\nif <not <(costume [number v]) = ([background v] of [player v])>> then\n    switch costume to ([background v] of [player v])\nend\n\nwhen [c v] key pressed\nswitch costume to (pick random (3) to (19))\n\nif <(costume [number v]) = [3]> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (70)\nend\n\n@background\n\nwhen I receive [tick v]\nposition ((([floor v] of ((my x) - ((Scroll X) / (9))) ) mod (480)) - (240))\n\nwhen I receive [reset level v]\nswitch costume to (game_bg_01_001 v)\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (55)\nend\n\ndefine position (x)\nif <(Backwards) = [1]> then\n    set x to (x)\nend\nif <(Backwards) = [2]> then\n    set x to ((0) - (x))\nend\n\nset [my x v] to [-240]\ncreate clone of (_myself_ v)\nchange [my x v] by (480)\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\nset [my x v] to [0]\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (99999) layers\n\nwhen I receive [tick v]\nif <([level # v] of [editor newer v]) = [1]> then\n    if <(Player X) < [14]> then\n        set [background v] to [1]\n        set [backwards v] to [1]\n        set [speed v] to [0]\n        set [mode v] to [1]\n        set [duality v] to [1]\n        set [upside down v] to [0]\n        set [bright v] to [0]\n        set [color v] to (pick random (1) to (0))\n        set [fade option v] to [1]\n    else\n    end\nend\n\nset [mode v] to (Mode)\nset [background v] to [1]\nset [bright v] to [0]\nset [fade option v] to [1]\nset [color v] to (pick random (1) to (0))\n\nwhen I receive [tick v]\nif <(Scroll X) < [241]> then\n    if <(tile) = [282]> then\n        set [player y v] to (Player Y)\n    end\nelse\n    if <(tile) = [282]> then\n        set [player y v] to (Player Y)\n    end\nend\n\nwhen I receive [reset level v]\nset [shrink v] to [1]\n\n