A Minecraft Adventure \PLATFORMER/ 1.16!

Instructions: =========================================\nINSTRUCTIONS:\n-------------------------------------------------------------------------\n- Arrow keys to move\n-------------------------------------------------------------------------\n- Get to the red banner\n-------------------------------------------------------------------------\n- Avoid anything that looks nasty\n-------------------------------------------------------------------------\n- Jump on zombies to kill them (though it dos'nt make any sense!). they are immune to sunlight!!\n-------------------------------------------------------------------------\n- Collect diamonds and netherite for absolutely no reason!\n-------------------------------------------------------------------------\n-Find a creeper face in the game.Its an easter egg!\n========================================

@Stage\n\nwhen flag clicked\nforever\n    play sound [1 v] until done\n    play sound [2 v] until done\nend\n\nwhen I receive [game tick v]\nset volume to (MUSIC) %\n\n@player\n\nwhen flag clicked\nset [player state v] to []\nset [level v] to [0]\nreset variables\nbroadcast (clone things v) and wait\nbroadcast (reset collectibles v) and wait\nintro\nforever\n    show\n    repeat until <(PLAYER STATE) > []>\n        Move Player\n        broadcast (GAME TICK v) and wait\n    end\n    if <(PLAYER STATE) = [d]> then\n        switch costume to (death v)\n        start sound [Crunch v]\n        repeat (3)\n            show\n            wait (.2) seconds\n            hide\n            wait (.2) seconds\n        end\n        wait (.5) seconds\n    else\n        start sound [Win v]\n        repeat (25)\n            point towards (flag v)\n            move ((distance to [flag v]) / (3)) steps\n            change [ghost v] effect by (4)\n        end\n        broadcast (trans v) and wait\n    end\n    reset variables\nend\n\ndefine Move Player\ndeath check\nswitch costume to (hitbox v)\ngo to [front v] layer\nif <not <(impulse x) = []>> then\n    change player x by (impulse x) slope steepness: [6]\n    set [impulse x v] to []\nend\nif <key (right arrow v) pressed?> then\n    point in direction (90)\n    change player x by [4] slope steepness: [6]\nend\nif <key (left arrow v) pressed?> then\n    point in direction (-90)\n    change player x by [-4] slope steepness: [6]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) < [4]>> and <(JumpKeyPressed) < [4]>> then\n    set [sy v] to [9]\n    set [jumpkeypressed v] to [0]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) = [0]>> and <(JumpKeyPressed) < [4]>> then\n    start sound [Jump v]\nend\nchange [sy v] by (-1)\nif <(sy) < [-12]> then\n    set [sy v] to [-12]\nend\nchange y by (sy)\nif <not <key (up arrow v) pressed?>> then\n    set [jumpkeypressed v] to [0]\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (7)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (7)))\nif <(SCROLL Y) < [-150]> then\n    set [scroll y v] to [-150]\nend\nposition\nchange [frames v] by (1)\nrender costumes\n\ndefine change player x by (sx) slope steepness: (steep)\nchange [x v] by (sx)\nposition\nif <touching (level v)?> then\n    repeat (steep)\n        change [y v] by (1)\n        position\n        if <not <touching (level v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by ((0) - (steep))\n    repeat until <not <touching (level v)?>>\n        change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n        position\n    end\nend\n\ndefine reset variables\nswitch costume to (idle v)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [56]\nset [sx v] to [0]\nset [sy v] to [0]\nset [airtime v] to [0]\nset [frames v] to [0]\nset [jumpkeypressed v] to [0]\nset [impulse x v] to []\nset [bounce on enemy? v] to []\nif <(PLAYER STATE) = [d]> then\n    repeat until <<(round (SCROLL X)) = [0]> and <(round (SCROLL Y)) = [50]>>\n        change [scroll x v] by (((0) - (SCROLL X)) / (5))\n        change [scroll y v] by (((50) - (SCROLL Y)) / (5))\n        broadcast (GAME TICK v) and wait\n    end\nelse\n    set [scroll x v] to [0]\n    if <not <(LEVEL) = [0]>> then\n        set [scroll y v] to [0]\n    else\n        set [scroll y v] to [1200]\n    end\n    change [level v] by (1)\n    broadcast (reset v) and wait\n    broadcast (clone things v) and wait\nend\nbroadcast (reset collectibles v) and wait\nset [player state v] to []\nposition\n\ndefine change y by (sy)\nchange [y v] by (sy)\nchange [airtime v] by (1)\nchange [jumpkeypressed v] by (1)\nposition\nrepeat until <not <<touching (level v)?> or <touching (moving plats v)?>>>\n    change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n    if <(sy) < [0]> then\n        set [airtime v] to [0]\n    end\n    position\n    set [sy v] to [0]\nend\nif <touching (bounce v)?> then\n    set [sy v] to [15]\n    broadcast (bounce v)\nend\nif <(bounce on enemy?) > []> then\n    set [sy v] to [10]\n    set [bounce on enemy? v] to []\nend\n\ndefine position\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine render costumes\nswitch costume to (idle v)\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n    switch costume to ((((frames) / (4)) mod (3)) + (2))\nend\nif <(airtime) > [4]> then\n    switch costume to (in air v)\nend\n\ndefine death check\nif <(y) < [-300]> then\n    set [player state v] to [d]\n    set [y v] to [-300]\nend\nif <<touching (spikes v)?> or <touching (enemies v)?>> then\n    set [player state v] to [d]\nend\nif <touching (flag v)?> then\n    set [player state v] to [ y]\nend\n\nwhen I receive [game tick v]\nset [positon v] to (join (round ((mouse x) + (SCROLL X))) (join [,] (round ((mouse y) + (SCROLL Y)))))\nset volume to (SFX) %\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine intro\npoint in direction (90)\nhide\nif <(LEVEL) = [1]> then\n    repeat until <(round (SCROLL Y)) = [56]>\n        change [scroll y v] by (((56) - (SCROLL Y)) / (12))\n        position\n        hide\n        broadcast (GAME TICK v) and wait\n    end\n    set [y v] to [55]\n    position\n    show\n    switch costume to (spawn 12 v)\n    repeat (11)\n        next costume\n        wait (0.05) seconds\n    end\nelse\n    set [scroll y v] to [56]\nend\n\n@level\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nclone at x: [0] y: [0]\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@spikes\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\ngo to [front v] layer\nif <(LEVEL) > [2]> then\n    clone at x: [0] y: [0]\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@coins\n\ndefine clone at x: (x) y: (y) asset: (asset)\nset [x v] to (x)\nset [y v] to (y)\nchange [i v] by (1)\nswitch costume to (asset)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (round ([sin v] of (((timer) + (i)) * (300)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n    start sound (costume [number v])\n    delete this clone\nend\nset volume to (SFX) %\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [reset collectibles v]\nif  then\n    delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nif <(LEVEL) = [1]> then\n    clone at x: [175] y: [57] asset: [coin]\n    clone at x: [200] y: [57] asset: [coin]\n    clone at x: [225] y: [57] asset: [coin]\nelse\n    if <(LEVEL) = [2]> then\n        clone at x: [140] y: [135] asset: [coin]\n        clone at x: [165] y: [135] asset: [coin]\n        clone at x: [190] y: [135] asset: [coin]\n        clone at x: [380] y: [98] asset: [gem]\n    else\n        if <(LEVEL) = [3]> then\n            clone at x: [60] y: [32] asset: [coin]\n            clone at x: [300] y: [32] asset: [coin]\n            clone at x: [420] y: [32] asset: [gem]\n        else\n            if <(LEVEL) = [4]> then\n                clone at x: [188] y: [15] asset: [coin]\n                clone at x: [210] y: [15] asset: [coin]\n                clone at x: [516] y: [-48] asset: [coin]\n                clone at x: [540] y: [-48] asset: [coin]\n                clone at x: [516] y: [-72] asset: [coin]\n                clone at x: [540] y: [-72] asset: [coin]\n                clone at x: [660] y: [-164] asset: [gem]\n            else\n                if <(LEVEL) = [5]> then\n                    clone at x: [255] y: [53] asset: [coin]\n                    clone at x: [280] y: [53] asset: [coin]\n                    clone at x: [305] y: [53] asset: [coin]\n                    clone at x: [440] y: [-70] asset: [coin]\n                    clone at x: [440] y: [-40] asset: [coin]\n                    clone at x: [440] y: [-10] asset: [coin]\n                    clone at x: [600] y: [-50] asset: [coin]\n                    clone at x: [775] y: [-50] asset: [coin]\n                    clone at x: [260] y: [-140] asset: [gem]\n                    clone at x: [235] y: [-140] asset: [gem]\n                else\n                    if <(LEVEL) = [6]> then\n                        clone at x: [-120] y: [-58] asset: [gem]\n                        clone at x: [-160] y: [-95] asset: [gem]\n                        clone at x: [392] y: [133] asset: [coin]\n                        clone at x: [392] y: [108] asset: [coin]\n                        clone at x: [525] y: [-24] asset: [coin]\n                        clone at x: [550] y: [-24] asset: [coin]\n                        clone at x: [575] y: [-24] asset: [coin]\n                    else\n                        if <(LEVEL) = [7]> then\n                            clone at x: [300] y: [50] asset: [coin]\n                            clone at x: [478] y: [50] asset: [coin]\n                            clone at x: [780] y: [20] asset: [gem]\n                            clone at x: [819] y: [60] asset: [gem]\n                            clone at x: [864] y: [-140] asset: [coin]\n                            clone at x: [864] y: [-100] asset: [coin]\n                            clone at x: [864] y: [-60] asset: [coin]\n                            clone at x: [864] y: [-20] asset: [coin]\n                            clone at x: [864] y: [20] asset: [coin]\n                            clone at x: [1028] y: [150] asset: [gem]\n                        else\n                            if <(LEVEL) = [8]> then\n                                clone at x: [-295] y: [25] asset: [gem]\n                                clone at x: [-295] y: [50] asset: [gem]\n                                clone at x: [300] y: [240] asset: [coin]\n                                clone at x: [458] y: [300] asset: [coin]\n                                clone at x: [768] y: [42] asset: [coin]\n                                clone at x: [870] y: [42] asset: [coin]\n                                clone at x: [70] y: [140] asset: [coin]\n                                clone at x: [45] y: [140] asset: [coin]\n                            else\n                                if <(LEVEL) = [9]> then\n                                    clone at x: [490] y: [40] asset: [coin]\n                                    clone at x: [490] y: [65] asset: [coin]\n                                    clone at x: [490] y: [90] asset: [coin]\n                                    clone at x: [-60] y: [50] asset: [coin]\n                                    clone at x: [-110] y: [50] asset: [coin]\n                                    clone at x: [-160] y: [50] asset: [coin]\n                                    clone at x: [-242] y: [145] asset: [gem]\n                                    clone at x: [300] y: [242] asset: [gem]\n                                else\n                                    if <(LEVEL) = [10]> then\n                                        clone at x: [-40] y: [-43] asset: [coin]\n                                        clone at x: [-40] y: [-68] asset: [coin]\n                                        clone at x: [-80] y: [-178] asset: [coin]\n                                        clone at x: [-380] y: [-178] asset: [coin]\n                                        clone at x: [-480] y: [155] asset: [gem]\n                                        clone at x: [-480] y: [180] asset: [gem]\n                                        clone at x: [200] y: [40] asset: [gem]\n                                        clone at x: [-622] y: [-100] asset: [gem]\n                                    else\n                                        if <(LEVEL) = [11]> then\n                                            clone at x: [-265] y: [40] asset: [coin]\n                                            clone at x: [-240] y: [40] asset: [coin]\n                                            clone at x: [-215] y: [40] asset: [coin]\n                                            clone at x: [-265] y: [65] asset: [coin]\n                                            clone at x: [-240] y: [65] asset: [coin]\n                                            clone at x: [-215] y: [65] asset: [coin]\n                                            clone at x: [265] y: [40] asset: [gem]\n                                            clone at x: [240] y: [40] asset: [gem]\n                                            clone at x: [215] y: [40] asset: [gem]\n                                            clone at x: [265] y: [65] asset: [gem]\n                                            clone at x: [240] y: [65] asset: [gem]\n                                            clone at x: [215] y: [65] asset: [gem]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nset [x v] to [99999]\n\nclone at x: [\(your x value here\)] y: [\(your y value here\)] asset: [\(either "coin" or "gem"\)]\n\n@enemies\n\ndefine clone at x: (x) y: (y) range: (range)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [max dis v] to (range)\nset [dir v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nchange [x v] by (dir)\npoint in direction ((dir) * (90))\nif <<([abs v] of ((ox) - (x)) ) = (max dis)> or <(x) = (ox)>> then\n    set [dir v] to ((0) - (dir))\nend\nswitch costume to (((timer) * (4.5)) mod (3))\nif <<(([y v] of [player v]) + (-10)) > (y)> and <touching (player v)?>> then\n    start sound [Pop v]\n    set [bounce on enemy? v] to [1]\n    wait (1) seconds\n    delete this clone\nend\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset collectibles v]\nif  then\n    delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [9]> then\n    clone at x: [190] y: [40] range: [250]\n    clone at x: [-130] y: [198] range: [285]\nelse\n    if <(LEVEL) = [10]> then\n        clone at x: [-40] y: [-141] range: [122]\n        clone at x: [-543] y: [-141] range: [122]\n    end\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nclone at x: [\(x value\)] y: [\(y value\)] range: [\(the range the enemy AI can reach to\)]\n\nwhen flag clicked\nif <touching (player v)?> then\n    switch costume to (died v)\n    wait (0.7) seconds\n    delete this clone\nend\n\nwait (0.001) seconds\n\n@bounce\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (15)) - (SCROLL Y))\nset [touch v] to <touching (player v)?>\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [bounce v]\nif <(touch) = [true]> then\n    switch costume to (2 v)\n    wait (0.5) seconds\n    switch costume to (1 v)\nend\n\n@moving plats\n\ndefine clone at x: (x) y: (y) max distance: (max) inital dir: (dir)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [direction v] to (dir)\nset [max distance v] to (max)\nchange [i v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\ncheck impulse\nif <<([abs v] of ((ox) - (x)) ) = (max distance)> or <(x) = (ox)>> then\n    set [direction v] to ((0) - (direction))\nend\nchange [x v] by (direction)\nswitch costume to (((timer) * (4)) mod (2))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [6]> then\n    clone at x: [106] y: [-58] max distance: [110] inital dir: [-1]\n    clone at x: [410] y: [-237] max distance: [58] inital dir: [-1]\nelse\n    if <(LEVEL) = [7]> then\n        clone at x: [180] y: [-57] max distance: [210] inital dir: [-1]\n        clone at x: [390] y: [-57] max distance: [210] inital dir: [-1]\n    else\n        if <(LEVEL) = [9]> then\n            clone at x: [-56] y: [-36] max distance: [215] inital dir: [1]\n        else\n            if <(LEVEL) = [10]> then\n                clone at x: [-138] y: [-215] max distance: [182] inital dir: [1]\n            end\n        end\n    end\nend\nset [x v] to [90000]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine check impulse\nupdate position ((x) - (SCROLL X)) (((y) + (5)) - (SCROLL Y))\nif <touching (player v)?> then\n    set [impulse x v] to (direction)\nend\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Instruction Manual\n\nwhen I receive [instructions v]\nclear graphic effects\nshow\nif <(costume [number v]) = [1]> then\n    set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [2]> then\n    wait (0) seconds\nend\ngo to [front v] layer\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\n\nwhen I start as a clone\nhide\n\n@flag\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nswitch costume to (((timer) * (2)) mod (2))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (flag v)\nif <(LEVEL) = [1]> then\n    clone at x: [385] y: [60]\nelse\n    if <(LEVEL) = [2]> then\n        clone at x: [655] y: [60]\n    else\n        if <(LEVEL) = [3]> then\n            clone at x: [405] y: [120]\n        else\n            if <(LEVEL) = [4]> then\n                clone at x: [643] y: [17]\n            else\n                if <(LEVEL) = [5]> then\n                    clone at x: [940] y: [-100]\n                else\n                    if <(LEVEL) = [6]> then\n                        clone at x: [335] y: [-200]\n                    else\n                        if <(LEVEL) = [7]> then\n                            clone at x: [780] y: [-262]\n                        else\n                            if <(LEVEL) = [8]> then\n                                clone at x: [965] y: [0]\n                            else\n                                if <(LEVEL) = [9]> then\n                                    clone at x: [450] y: [280]\n                                else\n                                    if <(LEVEL) = [10]> then\n                                        clone at x: [-698] y: [-63]\n                                    else\n                                        if <(LEVEL) = [11]> then\n                                            clone at x: [-698] y: [10000]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@buttons\n\nwhen flag clicked\nset [music v] to [100]\nset [sfx v] to [100]\nclone buttons\n\ndefine clone buttons\nset [id v] to [1]\nswitch costume to (sfx on v)\nrepeat (3)\n    create clone of (_myself_ v)\n    change [id v] by (1)\n    next costume\nend\n\nwhen I receive [game tick v]\nif <(ID) < [4]> then\n    show\n    set y to ((160) + ([sin v] of (((timer) + (ID)) * (300)) ))\n    if <(ID) = [1]> then\n        set x to (220)\n    else\n        if <(ID) = [2]> then\n            set x to (192)\n        else\n            if <(ID) = [3]> then\n                set x to (-220)\n            end\n        end\n    end\n    set [brightness v] effect to (<touching (mouse-pointer v)?> * (10))\nelse\n    hide\nend\n\nwhen I receive [game tick v]\nif <not <mouse down?>> then\n    set [touching? v] to [n]\nend\nif <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Touching?) = [n]>> then\n    set [touching? v] to [y]\n    start sound [Hi Na Tabla v]\n    if <(ID) = [1]> then\n        if <(costume [number v]) = [1]> then\n            switch costume to (sfx off v)\n            set [sfx v] to [0]\n        else\n            switch costume to (sfx on v)\n            set [sfx v] to [100]\n        end\n    else\n        if <(ID) = [2]> then\n            if <(costume [number v]) = [2]> then\n                switch costume to (music off v)\n                set [music v] to [0]\n            else\n                switch costume to (music on v)\n                set [music v] to [100]\n            end\n        else\n            if <(ID) = [3]> then\n                broadcast (Instructions v) and wait\n            end\n        end\n    end\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [trans v]\ntransist\nbroadcast (hide v)\n\ndefine transist\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (500)\nrepeat until <(round (y position)) = [0]>\n    change y by (((0) - (y position)) / (3))\n    go to [front v] layer\nend\n\nwhen I receive [hide v]\nrepeat (100)\n    go to [front v] layer\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@TB\n\nwhen I receive [game tick v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Ending\n\nwhen I receive [game tick v]\ngo to x: (0) y: (0)\nif <(LEVEL) = [11]> then\n    show\nelse\n    hide\nend\n\n