Origami || A Folding Platformer (FR/EN) - v.1.1

Instructions: Shared on 31st August 2021. Only playable on computer for now, but I'll work on a mobile version when I have time!\n\n⚠ Want to play in English? Don't forget to change the language at the beginning by clicking the flag!\n\n✦ KEYS (only playable on computer)\n← → or [A] [D] : move\n↑ or [W] : jump\n↓ or [S] : select a new origami\n[SPACE] : transform yourself in the selected origami\n\n✦ You cannot transform when the side of your origami touches a wall or a tree (that's the meaning of the darkening origami in the lower left corner)\n\n✦ You play as a sheet of paper. Progress through the levels, thwart the traps of the Shogun and reach the top of the mountain!\n\n✦ Unlock 6 secret scrolls that will allow you to transform into new origamis to progress through the levels.\n\n✦ You can consult the particularities of each origami by pressing [O], and those of enemies by pressing [E].\n\nMore than two years after starting this project, I finally found the time to finish it! I spent an enormous amount of time tweaking it... and would be happy if you could give me a feedback in the comments. If you liked this game, feel free to click ❤️⭐ and follow me, it's the best way to support me. Thanks by advance !\n\nI specify that this is my first platform game ... so please be indulgent :)\nAll levels are 100% feasible!\n\n✸ All links, ads, or spams will be reported to the Scratch team and removed. Please don't make comments like that.\n\n\nCREDITS :\n\n✦ Background \nHarry Nesbitt (for the original design)\n@Vezto (for putting it to Scratch)\n@Samrya (used blocks from https://scratch.mit.edu/projects/143283512/ )\n\n✦ Various graphics\nParchment animation : @dragon-master\nPolyart tree : @belle63\nSakura flowers : @t9decode\n\nThanks a lot to you all!\n\n✦ Musics\nThe links to the musics are in the background script.\n\n\n✸ Changelog: \n\nv.1.1 : 6th October 2021 + 24th November 2021 (unshared, then reshared to correct huge bugs!)\n- Added the P button to move to the next level, usable 3 times per game to avoid abuse\n- Added button C to change the difficulty of the boss fight (your character has 1, 2 or 3 lives depending on the game mode you choose)\n- Boss HP nerf (100 → 85)\n- Guards HP nerf (30 -> 25)\n\nv.1.0 : 31st August 2021\n- Game release, more than two years after starting it!\n\nTags : #Origami #Platformer #Dims #Dims68 #All #Game #Japan #Paper

@Stage\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nbroadcast (Arrière-plan v)\nswitch backdrop to (1 v)\nset volume to (30) %\nforever\n    play sound [Beautiful Japanese Music - Origami Master v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Musiques v)\nbroadcast (Arrière-plan v)\nset volume to (20) %\nplay sound [Gong sound effect v] until done\nforever\n    play sound [Beautiful Japanese Music - Origami Master v] until done\nend\n\nwhen I receive [arrière-plan v]\nset [déblocage v] to [0]\nforever\n    if <not <(Déblocage) = [1]>> then\n        if <(level) < [17]> then\n            switch backdrop to (1 v)\n        else\n            if <<(level) > [16]> and <(level) < [36]>> then\n                switch backdrop to (2 v)\n            else\n                if <(level) < [49]> then\n                    switch backdrop to (3 v)\n                else\n                    switch backdrop to (4 v)\n                end\n            end\n        end\n    else\n        switch backdrop to (arrière plan1 v)\n    end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [dernier monde v]\nforever\n    play sound [Creepy Japanese Music - Darren Curtis - Asian Graveyard \(3 min v] until done\nend\n\nwhen I receive [forêt v]\nset [forêt v] to [0]\nrepeat (15)\n    change volume by (1)\nend\nset volume to (15) %\n\nwhen I receive [musiques v]\nforever\n    wait until <(level) = [7]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Forêt v)\n    wait until <(level) = [11]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Rivière v)\n    wait until <(level) = [17]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Envol v)\n    wait until <(level) = [24]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Montagne v)\n    wait until <(level) = [31]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Vent v)\n    wait until <(level) = [36]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Arrière-plan v)\n    broadcast (Dernier monde v)\n    wait until <(level) = [43]>\n    repeat (100)\n        change volume by (-1)\n    end\n    stop [other scripts in sprite v]\n    broadcast (Boss v)\n    wait until <(Boss Battu) = [1]>\n    broadcast (Arrière-plan v)\n    switch backdrop to (4 v)\nend\n\nwhen I receive [musiques v]\nwait until <(level) = [7]>\n\nwhen I receive [forêt v]\nforever\n    play sound [Beautiful Japanese Music - Forest of Sleep v] until done\nend\n\nwhen I receive [rivière v]\nrepeat (20)\n    change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [rivière v]\nforever\n    play sound [Asian Fantasy Music - River Kitsune v] until done\nend\n\nwhen I receive [forêt v]\nrepeat (10)\n    change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-20)\n\nwhen I receive [rivière v]\nrepeat (10)\n    change [brightness v] effect by (1)\nend\nset [brightness v] effect to (-10)\n\nwhen I receive [envol v]\nset [brightness v] effect to (-10)\nforever\n    play sound [Relaxing Japanese Music - Moonlit Sky v] until done\nend\n\nwhen I receive [envol v]\nrepeat (20)\n    change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [dernier monde v]\nrepeat (20)\n    change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-30)\nrepeat (15)\n    change volume by (1)\nend\nset volume to (15) %\n\nwhen I receive [montagne v]\nrepeat (25)\n    change volume by (1)\nend\nset volume to (25) %\n\nwhen I receive [montagne v]\nset [brightness v] effect to (-10)\nforever\n    play sound [Japanese Battle Music - Shogun v] until done\nend\n\nwhen I receive [vent v]\nrepeat (25)\n    change volume by (1)\nend\nset volume to (25) %\n\nwhen I receive [vent v]\nset [brightness v] effect to (-10)\nforever\n    play sound [Epic Japanese Music - Blades of Might v] until done\nend\n\nset [brightness v] effect to (-10)\n\nwhen I receive [boss v]\nrepeat (20)\n    change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-50)\nrepeat (20)\n    change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [boss v]\nforever\n    play sound [Japanese Battle Music - Kitsune Ninja v] until done\nend\n\nwait until <(Boss Battu) = [1]>\nrepeat (100)\n    change volume by (-1)\nend\n\nwhen I receive [boss battu v]\nwait (1) seconds\nstop [other scripts in sprite v]\nrepeat (40)\n    change [brightness v] effect by (1)\nend\nset [brightness v] effect to (-10)\nrepeat (20)\n    change volume by (1)\nend\nset volume to (20) %\nforever\n    play sound [Asian Fantasy Music - River Kitsune v] until done\nend\n\nwhen I receive [fin v]\nrepeat (20)\n    change volume by (-1)\nend\nstop [other scripts in sprite v]\nrepeat (30)\n    change volume by (1)\nend\nset volume to (30) %\nforever\n    play sound [Beautiful Japanese Music - Kitsune Village v] until done\nend\n\nwait (1) seconds\n\n@Origami\n\ndefine Destruction\nset [pause v] to [1]\nset [dead v] to [1]\nset [mort contre le boss v] to [0]\nbroadcast (Death sound v)\nrepeat (10)\n    create clone of (_myself_ v)\n    change [ghost v] effect by (20)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\npoint in direction (pick random (-90) to (180))\nrepeat (10)\n    move (3) steps\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [wind v] to [0]\nshow\ngo to x: (-195) y: (-86)\nclear graphic effects\nshow\nrespawn\nforever\n    if <<not <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (water v)?> and <not <(Forme) = [Bateau]>>>>>> and <(pause) = [0]>> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            if <not <(Forme) = [Grenouille]>> then\n                if <not <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>>> then\n                    if <<(Forme) = [Bateau]> and <not <touching (water v)?>>> then\n                        change [xv v] by (0.5)\n                        set rotation style [left-right v]\n                        point in direction (90)\n                    else\n                        if <(Poison) = [0]> then\n                            change [xv v] by (1.4)\n                        else\n                            change [xv v] by (0.7)\n                        end\n                        set rotation style [left-right v]\n                        point in direction (90)\n                    end\n                else\n                    if <(Poison) = [0]> then\n                        change [xv v] by (4)\n                    else\n                        change [xv v] by (2)\n                    end\n                    set rotation style [left-right v]\n                    point in direction (90)\n                end\n            else\n                if <(Poison) = [0]> then\n                    change [xv v] by (0.8)\n                else\n                    change [xv v] by (0.4)\n                end\n                set rotation style [left-right v]\n                point in direction (90)\n            end\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            if <not <(Forme) = [Grenouille]>> then\n                if <not <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>>> then\n                    if <<(Forme) = [Bateau]> and <not <touching (water v)?>>> then\n                        change [xv v] by (-0.5)\n                        set rotation style [left-right v]\n                        point in direction (-90)\n                    else\n                        if <(Poison) = [0]> then\n                            change [xv v] by (-1.4)\n                        else\n                            change [xv v] by (-0.7)\n                        end\n                        set rotation style [left-right v]\n                        point in direction (-90)\n                    end\n                else\n                    if <(Poison) = [0]> then\n                        change [xv v] by (-4)\n                    else\n                        change [xv v] by (-2)\n                    end\n                    set rotation style [left-right v]\n                    point in direction (-90)\n                end\n            else\n                if <(Poison) = [0]> then\n                    change [xv v] by (-0.8)\n                else\n                    change [xv v] by (-0.4)\n                end\n                set rotation style [left-right v]\n                point in direction (-90)\n            end\n        end\n        set [xv v] to ((Xv) * (0.85))\n        change x by (Xv)\n        if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n            change y by (1)\n            if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n                change y by (1)\n                if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n                            change y by (1)\n                            if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n                                change x by ((Xv) * (-1))\n                                change y by (-5)\n                                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                    if <not <<(Forme) = [Bateau]> or <<(Forme) = [Avion]> or <(Forme) = [Dragon]>>>> then\n                                        if <(Xv) > [0]> then\n                                            set [xv v] to [-5]\n                                        else\n                                            set [xv v] to [5]\n                                        end\n                                        if <not <(Forme) = [Grenouille]>> then\n                                            if <not <(Forme) = [Oiseau]>> then\n                                                set [yv v] to [10]\n                                            else\n                                                set [yv v] to [10]\n                                            end\n                                        end\n                                    end\n                                else\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [yv v] by (-1)\n        if <(Forme) = [Avion]> then\n            change y by (0)\n        else\n            if <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>> then\n                change y by (1)\n                set [yv v] to [0]\n            else\n                if <<(Forme) = [Bateau]> and <touching (water v)?>> then\n                    change y by (0)\n                    set [yv v] to [0]\n                else\n                    change y by (Yv)\n                end\n            end\n        end\n        if <<<touching (level v)?> or <<touching (arbre v)?> or <touching (mur de pierre v)?>>> or <<<(Forme) = [Bateau]> and <touching (water v)?>> or <<(Vent ??) = [1]> and <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Haut touché ?) = [0]>>>>>> then\n            if <<(Forme) = [Bateau]> and <touching (water v)?>> then\n                change y by (1)\n                set [yv v] to [0]\n            else\n                if <(Forme) = [Grenouille]> then\n                    change y by ((Yv) * (-1))\n                    set [yv v] to [0]\n                else\n                    if <(Forme) = [Avion]> then\n                        change y by (1)\n                        set [yv v] to [0]\n                    else\n                        if <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>> then\n                            if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n                                change y by (-2)\n                            else\n                                change y by (4)\n                                set [yv v] to [0]\n                            end\n                        else\n                            change y by ((Yv) * (-1))\n                            set [yv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n        change y by (-1)\n        if <<touching (level v)?> or <touching (arbre v)?>> then\n            if <not <<(Forme) = [Bateau]> or <<(Forme) = [Avion]> or <(Forme) = [Dragon]>>>> then\n                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                    if <not <(Forme) = [Grenouille]>> then\n                        if <(Poison) = [0]> then\n                            set [yv v] to [11]\n                        else\n                            set [yv v] to [8]\n                        end\n                    else\n                        set [saut grenouille v] to [0]\n                        reset timer\n                        repeat until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n                            if <(timer) < [2]> then\n                                set [saut grenouille v] to (timer)\n                            end\n                        end\n                        if <(Saut grenouille) > [2]> then\n                            if <(Poison) = [0]> then\n                                set [yv v] to [20]\n                            else\n                                set [yv v] to [15]\n                            end\n                        else\n                            if <(Poison) = [0]> then\n                                set [yv v] to ((10) * (Saut grenouille))\n                            else\n                                set [yv v] to ((7) * (Saut grenouille))\n                            end\n                        end\n                        set [saut grenouille v] to [0]\n                    end\n                end\n            end\n            change y by (1)\n        end\n    end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [forme v] to [Papier]\nswitch costume to (papier v)\nforever\n    if <(pause) = [0]> then\n        if <<touching (_edge_ v)?> and <[235] < (x position)>> then\n            set [xv v] to [0]\n            set [yv v] to [0]\n            set [forme v] to [Papier]\n            set [élément touché ? v] to [0]\n            switch costume to (papier v)\n            wait (1) seconds\n        end\n    end\n    if <<<touching (spikes v)?> and <not <(level) = [43]>>> or <<<touching (samurai v)?> and <not <(level) = [43]>>> or <<touching (lava v)?> or <<<touching (ninja v)?> or <touching (shuriken v)?>> or <<<touching (water v)?> and <not <(Forme) = [Bateau]>>> or <<touching (mercenaire v)?> or <touching (garde v)?>>>>>>> then\n        set [pause v] to [1]\n        Destruction\n        wait (1) seconds\n        if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n            go to x: (-195) y: (150)\n        else\n            go to x: (-195) y: (-86)\n        end\n        set [xv v] to [0]\n        clear graphic effects\n        show\n        respawn\n        if <(Aide?) = [0]> then\n            set [pause v] to [0]\n        else\n            set [pause v] to [0]\n            wait (0.7) seconds\n            set [pause v] to [1]\n        end\n    end\n    if <<touching (samurai v)?> and <(level) = [43]>> then\n        hide\n        broadcast (Mort contre le boss v)\n    end\n    if <<touching (spikes v)?> and <(level) = [43]>> then\n        hide\n        broadcast (Mort contre le boss v)\n    end\nend\n\ndefine respawn\nset [dead v] to [0]\nrepeat (10)\n    set [yv v] to [0]\n    go to x: (-195) y: (y position)\n    create clone of (_myself_ v)\nend\nset [forme v] to [Papier]\nswitch costume to (papier v)\nclear graphic effects\nif <(Aide?) = [0]> then\n    set [pause v] to [0]\nend\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [start v]\ngo to [front v] layer\nset [forme v] to [Papier]\nswitch costume to (papier v)\nforever\n    if <(pause) = [0]> then\n        if <<touching (_edge_ v)?> and <[235] < (x position)>> then\n            if <<not <(level) = [9]>> and <not <(level) = [49]>>> then\n                change [level v] by (1)\n                broadcast (Reset v)\n                if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n                    go to x: (-195) y: (150)\n                else\n                    go to x: (-195) y: (-86)\n                end\n                set [xv v] to [0]\n                wait (1) seconds\n            else\n                change [forêt v] by (1)\n                broadcast (Reset v)\n                if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n                    go to x: (-195) y: (150)\n                else\n                    go to x: (-195) y: (-86)\n                end\n                set [xv v] to [0]\n                wait (1) seconds\n            end\n        end\n        if <<touching (invisible v)?> and <(level) = [9]>> then\n            set [forêt v] to [0]\n            change [level v] by (1)\n            broadcast (Reset v)\n            if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n                go to x: (-195) y: (150)\n            else\n                go to x: (-195) y: (-86)\n            end\n            set [xv v] to [0]\n            wait (1) seconds\n        end\n    end\nend\n\nwhen I receive [changement de forme v]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (Forme sélectionnée)\nset [forme v] to (Forme sélectionnée)\nset [yv v] to [0]\nchange y by (10)\nrepeat (10)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nset [saut grenouille v] to [0]\nset [cooldown v] to [1]\nforever\n    if <<key (space v) pressed?> and <<(Saut grenouille) = [0]> and <<(pause) = [0]> and <<(Not touching wall?) = [0]> and <<(Haut touché ?) = [0]> and <(Jumping) = [0]>>>>>> then\n        if <not <(Forme) = (Forme sélectionnée)>> then\n            broadcast (Changement de forme v)\n            wait until <not <key (space v) pressed?>>\n            set [cooldown v] to [0]\n            wait (1) seconds\n            change [cooldown v] by (1)\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    set [direction origami v] to (direction)\n    set [x v] to (x position)\n    set [y v] to (y position)\nend\n\nwhen I receive [start v]\nset [dead v] to [0]\n\nwhen I receive [start v]\nforever\n    set [yv v] to (Yv)\n    set [xv v] to (Xv)\nend\n\nwhen [r v] key pressed\nwait until <not <key (r v) pressed?>>\nif <<(Reset?) = [0]> and <<(start) = [1]> and <(pause) = [0]>>> then\n    set [reset? v] to [1]\n    broadcast (Reset v)\n    Destruction\n    wait (1) seconds\n    if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n        go to x: (-195) y: (150)\n    else\n        go to x: (-195) y: (-86)\n    end\n    set [xv v] to [0]\n    clear graphic effects\n    show\n    respawn\n    set [xv v] to [0]\n    wait (0.5) seconds\n    set [reset? v] to [0]\nend\n\nwhen flag clicked\nset [reset? v] to [0]\n\nwhen I receive [die v]\nbroadcast (Reset v)\nDestruction\nwait (1) seconds\nif <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n    go to x: (-195) y: (150)\nelse\n    go to x: (-195) y: (-86)\nend\nset [xv v] to [0]\nclear graphic effects\nshow\nrespawn\nset [xv v] to [0]\nwait (0.5) seconds\nset [reset? v] to [0]\n\ngo to x: (-195) y: (150)\n\nwhen I receive [death sound v]\nset volume to (20) %\nplay sound [Death v] until done\n\nwhen I receive [changement de forme v]\nset volume to (10) %\nplay sound [Fold v] until done\n\nwhen I receive [start v]\nset [poison v] to [0]\nwait until <(level) = [24]>\nforever\n    wait until <touching (flèche empoisonnée v)?>\n    set [poison v] to [1]\n    wait (8) seconds\n    wait until <not <touching (flèche empoisonnée v)?>>\n    set [poison v] to [0]\nend\n\nwhen I receive [start v]\nforever\n    if <(Poison) = [1]> then\n        set [color v] effect to (500)\n        set [brightness v] effect to (-30)\n        wait (0.1) seconds\n    else\n        set [color v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nset [yv v] to [0]\n\nwhen I receive [start v]\nforever\n    wait until <(Phase) = [4]>\n    go to x: (-50) y: (-120)\n    wait until <not <(Phase) = [4]>>\nend\n\nwhen I receive [start v]\nforever\n    if <<(Forme) = [Oiseau]> and <touching (vent v)?>> then\n        set [vol v] to [1]\n    else\n        set [vol v] to [0]\n    end\nend\n\nwhen I receive [fin v]\nwait until <(Jumping) = [0]>\nset [pause v] to [1]\nstop [other scripts in sprite v]\n\nset [level v] to [49]\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nif <(Aide?) = [0]> then\n    set [pause v] to [0]\nend\n\nset [level v] to [49]\n\nwhen flag clicked\nforever\n    if <(level) > [49]> then\n        set [level v] to [49]\n    end\nend\n\nset [abscisse vent v] to [0]\n\nset [level v] to [9]\n\nwhen I receive [passer au niveau suivant v]\nchange [level v] by (1)\nbroadcast (Reset v)\nset [forme v] to [Papier]\nif <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n    go to x: (-195) y: (150)\nelse\n    go to x: (-195) y: (-86)\nend\nset [xv v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nset [mort contre le boss v] to [0]\nforever\n    if <<(level) = [43]> and <(Mort contre le boss) < [3]>> then\nend\n\nwhen I receive [mort contre le boss v]\nchange [mort contre le boss v] by (1)\nif <(Mort contre le boss) < (Difficulté Boss)> then\n    play sound [Death v] until done\n    set [pause v] to [1]\n    wait (0.2) seconds\n    if <not <(Phase) = [4]>> then\n        go to x: (-195) y: (0)\n    else\n        go to x: (-50) y: (-120)\n    end\n    respawn\n    show\n    if <(Aide?) = [0]> then\n        set [pause v] to [0]\n    else\n        set [pause v] to [0]\n        wait (0.7) seconds\n        set [pause v] to [1]\n    end\nelse\n    set [pause v] to [1]\n    Destruction\n    wait (1) seconds\n    go to x: (-195) y: (150)\n    set [xv v] to [0]\n    clear graphic effects\n    show\n    respawn\n    if <(Aide?) = [0]> then\n        set [pause v] to [0]\n    else\n        set [pause v] to [0]\n        wait (0.7) seconds\n        set [pause v] to [1]\n    end\nend\n\nrespawn\n\ngo to [front v] layer\n\nset [level v] to [43]\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nforever\n    show\n    switch costume to (level)\n    set [ghost v] effect to (50)\nend\n\nwhen I receive [eau v]\nset [level 2 v] to (level)\nrepeat (100)\n    change y by (-4)\nend\nwait until <not <(level 2) = (level)>>\nset [élément touché ? v] to [0]\ngo to x: (0) y: (0)\n\nset [level v] to [20]\n\ngo to x: (0) y: (0)\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (10)\nshow\nforever\n    switch costume to (level)\nend\n\nset [level v] to [37]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(level) = [43]>\n    repeat (10)\n        change y by (-2)\n        wait (pick random (0.1) to (0.3)) seconds\n    end\n    repeat (10)\n        change y by (2)\n        wait (pick random (0.1) to (0.3)) seconds\n    end\n    go to x: (0) y: (0)\nend\n\nwhen I receive [lave v]\nset [level 2 v] to (level)\nglide (4) secs to x: (0) y: (-100)\nhide\nwait until <not <(level 2) = (level)>>\nwait (1) seconds\nset [élément touché ? v] to [0]\ngo to x: (0) y: (0)\nshow\n\nbroadcast (Lave v)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nforever\n    broadcast (Changement lave v)\n    wait until <(Phase) = [3]>\n    stop [other scripts in sprite v]\n    glide (0.5) secs to x: (0) y: (-132)\n    wait until <(Phase) = [1]>\n    glide (0.5) secs to x: (0) y: (0)\n    broadcast (Changement lave v)\nend\n\nglide (1) secs to x: (0) y: (-132)\n\nwhen I receive [changement lave v]\nrepeat until <(Phase) = [3]>\n    go to x: (0) y: (0)\n    repeat (10)\n        if <(Phase) = [3]> then\n            stop [this script v]\n        end\n        change y by (-2)\n        wait (0) seconds\n    end\n    wait (0.1) seconds\n    if <(Phase) = [3]> then\n        stop [this script v]\n    end\n    repeat (10)\n        if <(Phase) = [3]> then\n            stop [this script v]\n        end\n        change y by (2)\n        wait (0) seconds\n    end\n    wait (0.1) seconds\n    if <(Phase) = [3]> then\n        stop [this script v]\n    end\n    go to x: (0) y: (0)\nend\n\nwhen I receive [boss battu v]\nglide (0.5) secs to x: (0) y: (-132)\nforever\n    switch costume to (level)\nend\n\nwhen I receive [boss battu v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [phase v] to [1]\nshow\n\nwhen I receive [start v]\nset [phase v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n    show\n    if <(Phase) = [4]> then\n        switch costume to (phase 4 v)\n    else\n        if <(level) > [43]> then\n            switch costume to ((level) + (1))\n            go to x: (0) y: (0)\n        else\n            switch costume to (level)\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(level) = [49]> then\n        broadcast (you won v)\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n    wait until <(Phase) = [3]>\n    glide (1) secs to x: (0) y: (-120)\n    wait until <(Phase) = [1]>\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nwait until <(Boss Battu) = [1]>\nglide (1) secs to x: (0) y: (-120)\nset [phase v] to [5]\n\nwait (0) seconds\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nclear graphic effects\nshow\ngo to [front v] layer\nforever\n    set rotation style [all around v]\n    if <<(Phase) = [4]> and <not <(Boss Battu) = [1]>>> then\n        go to x: (-35) y: (60)\n        switch costume to (costume41 v)\n        turn right (1) degrees\n    else\n        if <(level) > [40]> then\n            go to x: (0) y: (0)\n            point in direction (90)\n            switch costume to ((level) + (1))\n        else\n            go to x: (0) y: (0)\n            point in direction (90)\n            switch costume to (level)\n        end\n    end\nend\n\nwhen I receive [eau v]\nif <(level) = [33]> then\n    set [niveau actuel v] to (level)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\n    wait until <not <(level) = (Niveau actuel)>>\n    show\n    clear graphic effects\nend\n\nhide\n\nclear graphic effects\n\ngo to [front v] layer\ngo [backward v] (100) layers\n\nstop [other scripts in sprite v]\n\n@Pause Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [pause v] by (1)\nif <(pause) = [2]> then\n    set [pause v] to [0]\nend\n\nwhen I receive [start v]\nset [pause v] to [0]\n\nshow\nforever\n    set [brightness v] effect to (10)\n    go to [back v] layer\n    go to x: (160) y: (130)\n    if <(pause) = [0]> then\n        switch costume to (costume1 v)\n    else\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [you won v]\nhide\n\nset [level v] to [2]\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [music on/off v] by (1)\nif <(music on/off) = [2]> then\n    set [music on/off v] to [0]\nend\n\nwhen I receive [start v]\n\nshow\nforever\n    go to [back v] layer\n    set [brightness v] effect to (10)\n    go to x: (210) y: (131)\n    if <(music on/off) = [1]> then\n        switch costume to (costume1 v)\n    else\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [you won v]\nhide\n\n@Balloons\n\nwhen I start as a clone\nset size to (100) %\nhide\nif <(Clone?) = [1]> then\n    set [brightness v] effect to (10)\n    switch costume to (balloon1 v)\n    go to x: (80) y: (-85)\n    wait until <(level) = [11]>\n    wait (pick random (2) to (10)) seconds\n    go to [back v] layer\n    go [backward v] (5) layers\n    show\n    repeat (10)\n        change y by (1)\n    end\n    repeat (20)\n        change y by (1)\n    end\n    repeat (30)\n        change y by (0.7)\n    end\n    repeat (40)\n        change y by (0.5)\n    end\n    repeat (20)\n        change y by (0.25)\n    end\n    repeat (40)\n        change y by (0.125)\n    end\nend\nif <(Clone?) = [2]> then\n    set [brightness v] effect to (10)\n    go to x: (110) y: (-120)\n    wait until <(level) = [18]>\n    wait (pick random (7) to (20)) seconds\n    go to [back v] layer\n    go [backward v] (5) layers\n    show\n    switch costume to (balloon2 v)\n    repeat (20)\n        change y by (2)\n    end\n    repeat (30)\n        change y by (1.3)\n    end\n    repeat (30)\n        change y by (0.8)\n    end\n    repeat (40)\n        change y by (0.5)\n    end\n    repeat (30)\n        change y by (0.25)\n    end\n    repeat (40)\n        change y by (0.125)\n    end\n    repeat (20)\n        change y by (0.063)\n    end\nend\nwait until <<(level) = [36]> or <(level) > [36]>>\ndelete this clone\n\nwhen I receive [start v]\nhide\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (balloon1 v)\nset [clone? v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (balloon2 v)\n\nforever\n    wait (pick random (2) to (10)) seconds\n    repeat (10)\n        change y by (1)\n    end\nend\n\n@Instructions\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Sélection de la forme\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(pause) = [0]>> and <not <<(Forme) = [Oiseau]> and <(Vol) = [1]>>>> then\n        if <(Forme sélectionnée) = [Papier]> then\n            wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n            if <[formes débloquées v] contains [Boulette]?> then\n                set [forme sélectionnée v] to [Boulette]\n            end\n        else\n            if <(Forme sélectionnée) = [Boulette]> then\n                wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                if <[formes débloquées v] contains [Bateau]?> then\n                    set [forme sélectionnée v] to [Bateau]\n                else\n                    set [forme sélectionnée v] to [Papier]\n                end\n            else\n                if <(Forme sélectionnée) = [Bateau]> then\n                    wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                    if <[formes débloquées v] contains [Avion]?> then\n                        set [forme sélectionnée v] to [Avion]\n                    else\n                        set [forme sélectionnée v] to [Papier]\n                    end\n                else\n                    if <(Forme sélectionnée) = [Avion]> then\n                        wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                        if <[formes débloquées v] contains [Grenouille]?> then\n                            set [forme sélectionnée v] to [Grenouille]\n                        else\n                            set [forme sélectionnée v] to [Papier]\n                        end\n                    else\n                        if <(Forme sélectionnée) = [Grenouille]> then\n                            wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                            if <[formes débloquées v] contains [Oiseau]?> then\n                                set [forme sélectionnée v] to [Oiseau]\n                            else\n                                set [forme sélectionnée v] to [Papier]\n                            end\n                        else\n                            if <(Forme sélectionnée) = [Oiseau]> then\n                                wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                                if <[formes débloquées v] contains [Dragon]?> then\n                                    set [forme sélectionnée v] to [Dragon]\n                                else\n                                    set [forme sélectionnée v] to [Papier]\n                                end\n                            else\n                                if <(Forme sélectionnée) = [Dragon]> then\n                                    wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n                                    set [forme sélectionnée v] to [Papier]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ninsert [Avion] at (2) of [formes débloquées v] \n\nwhen I receive [openparchment v]\nset [parchemin? v] to [1]\n\nwhen I receive [closeparchment v]\nset [parchemin? v] to [0]\n\nwhen I receive [start v]\nset [parchemin? v] to [0]\n\nwhen I receive [start v]\nset [recharge v] to [10]\nset [forme sélectionnée v] to [Papier]\ndelete all of [formes débloquées v]\ninsert [Papier] at (1) of [formes débloquées v] \nforever\n    if <<[formes débloquées v] contains (Forme sélectionnée)?> and <<(Parchemin?) = [0]> and <(Aide?) = [0]>>> then\n        go to x: (-218) y: (-160)\n        switch costume to (Forme sélectionnée)\n        set size to (150) %\n        show\n        go to [front v] layer\n    else\n        hide\n        go to [front v] layer\n    end\nend\n\nwhen [space v] key pressed\nif <<(Jumping) = [1]> or <<(Haut touché ?) = [1]> or <(Not touching wall?) = [1]>>> then\n    set [brightness v] effect to (-50)\n    set [color v] effect to (190)\n    wait (0.2) seconds\n    clear graphic effects\nelse\n    clear graphic effects\nend\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\nset [level v] to [49]\n\n@Parchemin débloqué\n\nwhen I start as a clone\ngo to x: (0) y: (20)\nif <(ID) = [0]> then\n    go to [front v] layer\n    go [backward v] (2) layers\n    show\n    switch costume to (join (join (Langue) [ - ]) (Forme débloquée))\n    wait until <(Déblocage) = [0]>\n    delete this clone\nelse\n    if <(ID) = [1]> then\n        go to [front v] layer\n        show\n        switch costume to (rscroll v)\n        go to x: (-117) y: (20)\n        glide (1) secs to x: (0) y: (20)\n        wait until <(Déblocage) = [0]>\n        delete this clone\n    else\n        if <(ID) = [2]> then\n            go to [front v] layer\n            show\n            switch costume to (lscroll v)\n            go to x: (117) y: (20)\n            glide (1) secs to x: (0) y: (20)\n            wait until <(Déblocage) = [0]>\n            delete this clone\n        end\n    end\nend\n\ndefine open\nset [openlevel2 v] to [0]\nrepeat until <(openLevel2) = [125]>\n    change [openlevel2 v] by (5)\nend\nif <(openLevel2) > [125]> then\n    set [openlevel2 v] to [125]\nend\n\ndefine close\nset [déblocage v] to [0]\nset [pause v] to [0]\nbroadcast (closeparchment v)\n\nwhen I receive [openparchment v]\nif <(ID) = [0]> then\n    open\n    wait until <(ID) = [0]>\nend\n\nwhen I receive [forme débloquée v]\nset [pause v] to [1]\nset [déblocage v] to [1]\nset [openlevel2 v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [forme débloquée v]\nbroadcast (openparchment v)\n\nwhen I receive [openparchment v]\nwait (4) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nclose\n\n@Vent\n\nwhen flag clicked\nset [vent ?? v] to [0]\nforever\n    if <not <(level) = [43]>> then\n        if <(level) > [43]> then\n            switch costume to ((level) + (2))\n        else\n            switch costume to (level)\n        end\n        show\n        go to x: (0) y: (0)\n        set [vent ?? v] to [1]\n        point in direction (90)\n    else\n        if <not <(Phase) = [4]>> then\n            hide\n            wait until <(Phase) = [3]>\n            hide\n            wait (6) seconds\n            create clone of (_myself_ v)\n            wait (10) seconds\n        else\n            set [vent ?? v] to [1]\n            clear graphic effects\n            show\n            switch costume to (45 v)\n            go to x: (0) y: (0)\n        end\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [vent ?? v] to [0]\nrepeat (30)\n    wait (0) seconds\n    go to x: ([x position v] of [origami v]) y: (-58)\n    show\nend\nset [abscisse vent v] to (round ([x position v] of [origami v]))\nrepeat (10)\n    hide\n    wait (0.1) seconds\n    show\nend\nshow\nswitch costume to (costume3 v)\nrepeat (15)\n    set [whirl v] effect to (5)\n    wait (0.03) seconds\n    set [whirl v] effect to (0)\n    wait (0.03) seconds\n    set [whirl v] effect to (-5)\n    wait (0.03) seconds\nend\nset [whirl v] effect to (0)\nrepeat (10)\n    change [pixelate v] effect by (10)\nend\nset [vent ?? v] to [1]\nswitch costume to (43 v)\nrepeat (10)\n    change [pixelate v] effect by (-10)\nend\nwait (5) seconds\nset [vent ?? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(Phase) = [3]>>\nset [vent ?? v] to [1]\nhide\ndelete this clone\n\nwhen I start as a clone\nwait until <<touching (origami v)?> and <(costume [number v]) = [46]>>\nwait (0) seconds\nbroadcast (Mort contre le boss v)\nset [vent ?? v] to [1]\ndelete this clone\n\n@Débloquer origami\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nforever\n    set [brightness v] effect to (-100)\n    go to x: (-3) y: (20)\n    set size to (170) %\n    if <<(level) = [9]> and <not <[formes débloquées v] contains [Boulette]?>>> then\n        switch costume to (boulette v)\n        show\n    else\n        if <<(level) = [11]> and <not <[formes débloquées v] contains [Bateau]?>>> then\n            switch costume to (bateau v)\n            show\n        else\n            if <<(level) = [17]> and <not <[formes débloquées v] contains [Avion]?>>> then\n                switch costume to (avion v)\n                show\n            else\n                if <<(level) = [24]> and <not <[formes débloquées v] contains [Grenouille]?>>> then\n                    switch costume to (grenouille v)\n                    show\n                else\n                    if <<(level) = [28]> and <not <[formes débloquées v] contains [Oiseau]?>>> then\n                        switch costume to (oiseau v)\n                        show\n                    else\n                        if <<(level) = [32]> and <not <[formes débloquées v] contains [Dragon]?>>> then\n                            switch costume to (dragon v)\n                            show\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n    set [brightness v] effect to (-100)\nend\n\nwhen flag clicked\nforever\n    if <touching (origami v)?> then\n        hide\n        set [forme débloquée v] to (costume [name v])\n        broadcast (Forme débloquée v)\n        insert (costume [name v]) at (1) of [formes débloquées v] \n    end\nend\n\nadd [Bateau] to [formes débloquées v]\nadd [Boulette] to [formes débloquées v]\nadd [Avion] to [formes débloquées v]\nadd [Grenouille] to [formes débloquées v]\nadd [Oiseau] to [formes débloquées v]\nadd [Dragon] to [formes débloquées v]\n\nset [level v] to [26]\n\n@Symbole\n\nwhen flag clicked\nforever\n    if <<(level) = [15]> and <not <(Élément touché ?) = [1]>>> then\n        go to x: (23) y: (115)\n        show\n        switch costume to (eau v)\n    else\n        if <<(level) = [16]> and <not <(Élément touché ?) = [1]>>> then\n            go to x: (-215) y: (75)\n            show\n            switch costume to (eau v)\n        else\n            if <<(level) = [20]> and <not <(Élément touché ?) = [1]>>> then\n                go to x: (196) y: (-105)\n                show\n                switch costume to (eau v)\n            else\n                if <<(level) = [33]> and <not <(Élément touché ?) = [1]>>> then\n                    go to x: (-218) y: (0)\n                    show\n                    switch costume to (eau v)\n                else\n                    if <<(level) = [38]> and <not <(Élément touché ?) = [1]>>> then\n                        go to x: (200) y: (150)\n                        show\n                        switch costume to (feu v)\n                    else\n                        if <(level) = [43]> then\n                            if <(Phase) = [3]> then\n                                switch costume to (feu v)\n                            else\n                                if <(Phase) = [4]> then\n                                    switch costume to (acier v)\n                                else\n                                    hide\n                                end\n                            end\n                        else\n                            if <<(level) = [49]> and <not <(Élément touché ?) = [1]>>> then\n                                go to x: (0) y: (120)\n                                show\n                                switch costume to (ciel v)\n                                clear graphic effects\n                            else\n                                hide\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n    repeat (10)\n        change size by (2)\n    end\n    repeat (10)\n        change size by (-2)\n    end\nend\n\nwhen flag clicked\nset [élément touché ? v] to [0]\nforever\n    wait until <<touching (origami v)?> and <(costume [number v]) = [1]>>\n    set [élément touché ? v] to [1]\n    broadcast (Eau v)\n    play sound [Gong sound effect v] until done\n    hide\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (origami v)?> and <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>>\n    if <not <(level) = [43]>> then\n        set [élément touché ? v] to [1]\n        broadcast (Lave v)\n        play sound [Gong sound effect v] until done\n        hide\n    else\n        if <(Phase) = [3]> then\n            set [bouclier touché ? v] to [1]\n            hide\n            go to x: (pick random (-150) to (20)) y: (100)\n            broadcast (Dégâts - phase 3 v)\n            play sound [Gong sound effect v] until done\n            set [bouclier touché ? v] to [0]\n            wait (5) seconds\n            if <<(Phase) = [3]> and <(costume [name v]) = [Feu]>> then\n                show\n            else\n                if <<(Phase) = [4]> and <(costume [name v]) = [Acier]>> then\n            end\n        else\n            go to x: (140) y: (0)\n            hide\n            set [ghost v] effect to (100)\n            set [bouclier brisé v] to [1]\n            play sound [Gong sound effect v] until done\n            show\n            wait (8) seconds\n            repeat (20)\n                wait (0.1) seconds\n                change [ghost v] effect by (-5)\n            end\n            set [bouclier brisé v] to [0]\n            if <(Phase) = [4]> then\n                show\n            else\n                hide\n                set [ghost v] effect to (100)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    set volume to (20) %\n    wait until <(Phase) = [3]>\n    show\n    go to x: (pick random (-150) to (20)) y: (100)\n    wait until <(Phase) = [1]>\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n    wait until <<(Phase) = [4]> and <(Boss Battu) = [0]>>\n    show\n    clear graphic effects\n    go to x: (140) y: (0)\n    wait until <<not <(Phase) = [4]>> or <(Boss Battu) = [1]>>\n    hide\nend\n\nset [bouclier brisé v] to [0]\n\nwhen I receive [forme débloquée v]\nplay sound [Gong sound effect v] until done\n\nstop [this script v]\n\nstop [this script v]\n\nwhen flag clicked\nforever\n    wait until <<touching (origami v)?> and <(costume [number v]) = [4]>>\n    set [élément touché ? v] to [1]\n    broadcast (Fin v)\n    play sound [Gong sound effect v] until done\n    hide\nend\n\nstop [all v]\n\n@Shuriken\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n    set size to (10) %\nend\n\nturn right (-15) degrees\ngo to (ninja v)\n\nwhen I start as a clone\nwait until <not <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>>>\ndelete this clone\n\nwhen I start as a clone\n\nwhen I receive [start v]\nhide\nforever\n    if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\nend\n\nwait until <not <<(level) = [26]> or <<(level) = [27]> or <(level) = [30]>>>>\ndelete this clone\n\nwhen I receive [tir ennemi v]\n\nwhen I receive [tir ennemi v]\ngo to [front v] layer\nhide\nclear graphic effects\ngo to (ninja v)\npoint towards (origami v)\nwait (0.4) seconds\nif <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\n    show\nelse\n    delete this clone\nend\nrepeat (100)\n    if <touching (origami v)?> then\n        hide\n        delete this clone\n    else\n        if <<touching (level v)?> or <touching (_edge_ v)?>> then\n            clear graphic effects\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n            delete this clone\n        else\n            move (20) steps\n        end\n    end\nend\nwait (1.5) seconds\ndelete this clone\n\nif <(pause) = [0]> then\nelse\n    go to [back v] layer\nend\n\n@Ninja\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (180))\nrepeat (10)\n    move (3) steps\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        wait (pick random (3) to (4)) seconds\n        set [whirl v] effect to (5)\n        switch costume to (2 v)\n        wait (pick random (0.8) to (1)) seconds\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        broadcast (Tir ennemi v)\n    end\nend\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nforever\n    set size to (120) %\n    set rotation style [left-right v]\n    point in direction (-90)\n    if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n        wait (0.1) seconds\n        change [brûlé ? v] by (0.2)\n    else\n        if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n            Destruction\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\nend\n\ndefine Destruction\nrepeat (10)\n    set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\n    create clone of (_myself_ v)\n    change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nclear graphic effects\n\nset [brûlé ? v] to [0]\n\nwhen flag clicked\nforever\n    wait until <(level) = [26]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (1) y: (-48)\n    wait until <(level) = [27]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (50) y: (81)\n    wait until <(level) = [30]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (209) y: (31)\n    wait until <(level) = [34]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (209) y: (31)\nend\n\nset [level v] to [27]\n\nset [level v] to [26]\n\nwhen flag clicked\nforever\n    if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\nend\n\nwhen I receive [tir ennemi v]\nset [ghost v] effect to (0)\nwait (1) seconds\nif <(level) = [30]> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [ghost v] effect to (100)\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    set [ghost v] effect to (0)\nend\n\nset [color v] effect to (0)\n\nglide (1) secs to x: (-209) y: (31)\n\nwhen I receive [tir ennemi v]\nset [ghost v] effect to (0)\nwait (2) seconds\nif <(level) = [30]> then\n    if <(x position) = [209]> then\n        glide (0.5) secs to x: (-209) y: (31)\n    else\n        glide (0.5) secs to x: (209) y: (31)\n    end\nend\n\n@Mercenaire\n\nwhen flag clicked\nforever\n    if <<(level) = [25]> or <(level) = [34]>> then\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        wait (pick random (3) to (5)) seconds\n        set [whirl v] effect to (5)\n        switch costume to (2 v)\n        wait (pick random (0.8) to (1)) seconds\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        broadcast (Tir ennemi - Poison v)\n    end\nend\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nforever\n    set size to (120) %\n    set rotation style [left-right v]\n    point in direction (-90)\n    if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n        wait (0.1) seconds\n        change [brûlé ? v] by (0.2)\n    else\n        if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n            Destruction\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (5)\nend\n\ndefine Destruction\nrepeat (10)\n    set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\n    create clone of (_myself_ v)\n    change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nclear graphic effects\n\nwhen flag clicked\nforever\n    wait until <(level) = [25]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (-80) y: (-132)\n    wait until <(level) = [34]>\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (0) y: (-132)\n    wait until <(level) = [40]>\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [25]> or <<(level) = [34]> or >> then\nend\n\n@Garde\n\nwhen I start as a clone\nforever\n    wait (0) seconds\n    switch costume to (1 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [brûlé ? v] to [0]\n\nwhen flag clicked\nforever\n    hide\n    wait until <(level) = [39]>\n    set [clone n° v] to [1]\n    create clone of (_myself_ v)\n    set [clone n° v] to [2]\n    create clone of (_myself_ v)\n    wait until <(level) = [40]>\nend\n\nset [level v] to [38]\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone n°) = [1]> then\n    set [ghost v] effect to (0)\n    switch costume to (1 v)\n    show\n    go to x: (-210) y: (-24)\n    forever\n        glide (5) secs to x: (60) y: (-24)\n        wait (2) seconds\n        glide (5) secs to x: (-210) y: (-24)\n        wait (2) seconds\n    end\nelse\n    if <(Clone n°) = [2]> then\n        set [ghost v] effect to (0)\n        switch costume to (1 v)\n        show\n        go to x: (182) y: (96)\n        forever\n            glide (5) secs to x: (-88) y: (96)\n            wait (2) seconds\n            glide (5) secs to x: (182) y: (96)\n            wait (2) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nwait until <not <(level) = [39]>>\ndelete this clone\n\nwhen I start as a clone\nforever\n    set size to (120) %\n    set rotation style [left-right v]\n    point in direction (-90)\n    switch costume to (2 v)\n    if <<touching (flamme v)?> and <(Brûlé ?) < [5]>> then\n        switch costume to (2 v)\n        wait (0.1) seconds\n        change [brûlé ? v] by (0.3)\n        switch costume to (1 v)\n    end\n    if <<(Brûlé ?) = [5]> or <(Brûlé ?) > [5]>> then\n        switch costume to (2 v)\n    else\n        switch costume to (1 v)\n    end\nend\n\nset [level v] to [39]\n\nhide\n\nclear graphic effects\n\nwhen I start as a clone\nforever\n    if <<(Dead) = [1]> and <(level) = [39]>> then\n        set [brûlé ? v] to [0]\n    end\nend\n\n@Samurai\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nset [boss battu v] to [0]\nforever\n    set size to (250) %\n    set rotation style [left-right v]\n    if <not <(level) = [43]>> then\n        if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n            wait (0.1) seconds\n            change [brûlé ? v] by (0.2)\n        else\n            if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n                Destruction\n            end\n        end\n    else\n        if <<touching (flamme v)?> and <(Brûlé ?) < [10]>> then\n            if <<not <(Brûlé ?) > [3]>> and <(Phase) = [1]>> then\n                set [ennemi touché ? v] to [1]\n                wait (0.1) seconds\n                change [brûlé ? v] by (0.2)\n            else\n                if <<not <(Shield) < [0.1]>> and <(Phase) = [2]>> then\n                    set [ennemi touché ? v] to [1]\n                    wait (0.1) seconds\n                    change [shield v] by (-0.1)\n                else\n                    if <(Phase) = [3]> then\n                        set [ennemi touché ? v] to [0]\n                    else\n                        if <<(Phase) = [4]> and <(Bouclier brisé) = [1]>> then\n                            set [ennemi touché ? v] to [1]\n                            wait (0.1) seconds\n                            change [brûlé ? v] by (0.1)\n                        else\n                            set [ennemi touché ? v] to [0]\n                        end\n                    end\n                end\n            end\n        else\n            if <<(Brûlé ?) = [10]> or <(Brûlé ?) > [10]>> then\n                set [ennemi touché ? v] to [0]\n                Destruction\n                broadcast (Boss battu v)\n                play sound [Gong sound effect v] until done\n            else\n                set [ennemi touché ? v] to [0]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [30]> or <<(level) = [35]> or <(level) = [43]>>> then\n        set [brightness v] effect to (0)\n    else\n        hide\n    end\nend\n\ndefine Destruction\nrepeat (10)\n    change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nset [boss battu v] to [1]\nclear graphic effects\n\ndefine Start\nwait until <(level) = [30]>\nrepeat until <not <(level) = [30]>>\n    if <([x position v] of [origami v]) > [-100]> then\n        set [whirl v] effect to (0)\n        point towards (origami v)\n        switch costume to (1 v)\n        wait (0.1) seconds\n        set [whirl v] effect to (20)\n        switch costume to (2 v)\n        wait (0.5) seconds\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        wait (0.5) seconds\n        switch costume to (3 v)\n        point towards (origami v)\n        if <<([x position v] of [origami v]) > [-100]> and <(Dead) = [0]>> then\n            if <([x position v] of [origami v]) > [0]> then\n                glide (0.8) secs to x: (([x position v] of [origami v]) + (10)) y: (-130)\n            else\n                glide (1.2) secs to x: (([x position v] of [origami v]) - (10)) y: (-130)\n            end\n        end\n        switch costume to (1 v)\n        glide (1.6) secs to x: (185) y: (-130)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(level) = [43]> then\n        wait until <(Dead) = [1]>\n        stop [other scripts in sprite v]\n        wait until <<not <touching (origami v)?>> and <(pause) = [0]>>\n        glide (0.8) secs to x: (130) y: (12)\n        set [brûlé ? v] to [0]\n        set [phase v] to [1]\n        set [shield v] to [5]\n        switch costume to (boss 1 \(idle\) v)\n        broadcast (Brûle v)\n    end\nend\n\nwhen I receive [start v]\nforever\n    wait until <(level) = [30]>\n    go to x: (130) y: (-130)\n    show\n    switch costume to (1 v)\n    Start\n    wait until <(level) = [35]>\n    go to x: (180) y: (-55)\n    show\n    switch costume to (1 v)\n    Start 2\n    wait until <(level) = [43]>\n    set [brûlé ? v] to [0]\n    set [phase v] to [1]\n    clear graphic effects\n    go to x: (130) y: (12)\n    show\n    switch costume to (boss 1 \(idle\) v)\n    Start Boss\n    wait until <(level) = [41]>\nend\n\ndefine Start Boss\nwait (1) seconds\nwait until <<(level) = [43]> and <(pause) = [0]>>\nrepeat until <not <(level) = [43]>>\n    if <(Dead) = [0]> then\n        if <(PV ennemi) > [7]> then\n            set [phase v] to [1]\n            set [shield v] to [5]\n            if <([x position v] of [origami v]) > [-150]> then\n                set [whirl v] effect to (0)\n                point towards (origami v)\n                switch costume to (boss 1 \(idle\) v)\n                wait (0.1) seconds\n                Boss - Phase 1\n            end\n        else\n            if <(PV ennemi) > [4]> then\n                if <<(round (Shield)) = [0]> or <(round (Shield)) < [0]>> then\n                    set [phase v] to [3]\n                else\n                    set [phase v] to [2]\n                end\n                if <([x position v] of [origami v]) > [-150]> then\n                    if <(round (Shield)) > [0]> then\n                        set [whirl v] effect to (0)\n                        point towards (origami v)\n                        switch costume to (boss 4 \(bouclier\) v)\n                        wait (0.1) seconds\n                        if <<(round (Shield)) = [0]> or <(round (Shield)) < [0]>> then\n                            Boss - Phase 3\n                        else\n                            Boss - Phase 2\n                        end\n                    else\n                        Boss - Phase 3\n                        wait (5) seconds\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [brûle v]\nforever\n    set [pv ennemi v] to ((10) - (Brûlé ?))\nend\n\ndefine Start 2\nwait until <(level) = [35]>\nrepeat until <not <(level) = [35]>>\n    if <([x position v] of [origami v]) > [-130]> then\n        set [whirl v] effect to (0)\n        point towards (origami v)\n        switch costume to (1 v)\n        wait (0.1) seconds\n        set [whirl v] effect to (20)\n        switch costume to (2 v)\n        wait (0.5) seconds\n        set [whirl v] effect to (0)\n        switch costume to (1 v)\n        wait (0.5) seconds\n        switch costume to (3 v)\n        point towards (origami v)\n        if <<([x position v] of [origami v]) > [-130]> and <(Dead) = [0]>> then\n            if <([x position v] of [origami v]) > [0]> then\n                glide (0.8) secs to x: (([x position v] of [origami v]) + (10)) y: (-55)\n            else\n                glide (1.2) secs to x: (([x position v] of [origami v]) - (10)) y: (-55)\n            end\n        end\n        switch costume to (1 v)\n        glide (1.6) secs to x: (180) y: (-55)\n    end\nend\n\ndefine Boss - Phase 1\nset [whirl v] effect to (20)\nswitch costume to (boss 2 \(!\) v)\nwait (0.5) seconds\nset [whirl v] effect to (0)\nswitch costume to (boss 1 \(idle\) v)\nwait (0.2) seconds\nswitch costume to (boss 3 \(dash\) v)\npoint towards (origami v)\nset volume to (20) %\nplay sound [SWSH_Epee qui fend l air \(ID 0128\)_LS v] until done\nif <<(Dead) = [0]> and <([x position v] of [origami v]) > [-200]>> then\n    if <([x position v] of [origami v]) > [0]> then\n        glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) + (10)) y: (12)\n    else\n        glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) - (10)) y: (12)\n    end\nend\nswitch costume to (boss 1 \(idle\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\ndefine Boss - Phase 2\nset [whirl v] effect to (20)\nswitch costume to (boss 4 \(bouclier\) v)\nwait (0.5) seconds\nset [whirl v] effect to (0)\nswitch costume to (boss 4 \(bouclier\) v)\nwait (0.2) seconds\nswitch costume to (boss 4 \(bouclier\) v)\npoint towards (origami v)\nset volume to (20) %\nplay sound [SWSH_Epee qui fend l air \(ID 0128\)_LS v] until done\nif <<(Dead) = [0]> and <([x position v] of [origami v]) > [-200]>> then\n    if <([x position v] of [origami v]) > [0]> then\n        glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) + (10)) y: (12)\n    else\n        glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) - (10)) y: (12)\n    end\nend\nswitch costume to (boss 4 \(bouclier\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\nwhen I receive [brûle v]\nset [boss battu v] to [0]\nforever\n    set size to (250) %\n    set rotation style [left-right v]\n    if <not <(level) = [43]>> then\n        if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n            wait (0.1) seconds\n            change [brûlé ? v] by (0.2)\n        else\n            if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n                Destruction\n            end\n        end\n    else\n        if <<touching (flamme v)?> and <(Brûlé ?) < [10]>> then\n            if <<not <(Brûlé ?) > [3]>> and <(Phase) = [1]>> then\n                set [ennemi touché ? v] to [1]\n                wait (0.1) seconds\n                change [brûlé ? v] by (0.2)\n            else\n                if <<not <(Shield) < [0.1]>> and <(Phase) = [2]>> then\n                    set [ennemi touché ? v] to [1]\n                    wait (0.1) seconds\n                    change [shield v] by (-0.1)\n                else\n                    if <(Phase) = [3]> then\n                        set [ennemi touché ? v] to [0]\n                    else\n                        if <<(Phase) = [4]> and <(Bouclier brisé) = [1]>> then\n                            set [ennemi touché ? v] to [1]\n                            wait (0.1) seconds\n                            change [brûlé ? v] by (0.1)\n                        else\n                            set [ennemi touché ? v] to [0]\n                        end\n                    end\n                end\n            end\n        else\n            if <<(Brûlé ?) = [10]> or <(Brûlé ?) > [10]>> then\n                set [ennemi touché ? v] to [0]\n                Destruction\n                broadcast (Boss battu v)\n                play sound [Gong sound effect v] until done\n            else\n                set [ennemi touché ? v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    set [pv ennemi v] to ((10) - (Brûlé ?))\nend\n\nwhen I receive [brûle v]\nStart Boss\n\nset [level v] to [43]\n\ndefine Boss - Phase 3\nswitch costume to (boss 5 \(ignifugé\) v)\nwait (0) seconds\nglide (1) secs to x: (130) y: (-106)\nrepeat until <not <(Phase) = [3]>>\n    if <(Vent ??) = [1]> then\n        switch costume to (boss 5 \(ignifugé\) v)\n        clear graphic effects\n    else\n        switch costume to (boss 5 \(ignifugé\)2 v)\n    end\n    if <<(Brûlé ?) = [7]> or <(Brûlé ?) > [7]>> then\n        Boss - Phase 4\n    end\nend\n\nwhen I receive [dégâts - phase 3 v]\nif <(Brûlé ?) < [7]> then\n    change [brûlé ? v] by (1)\nend\n\ndefine Boss - Phase 4\nset [phase v] to [4]\nset [bouclier brisé v] to [0]\nforever\n    switch costume to (join [Boss Bouclier ] (Bouclier brisé))\nend\n\nwhen flag clicked\nforever\n    if <(Shield) < [0.1]> then\n        set [shield v] to [0]\n    end\nend\n\nwhen I receive [brûle v]\nforever\n    if <(Shield) < [0.1]> then\n        set [shield v] to [0]\n    end\nend\n\nswitch costume to (boss 4 \(bouclier\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\nif <(Bouclier brisé) = [0]> then\n    wait (1) seconds\n    if <([y position v] of [origami v]) < [50]> then\n        glide (pick random (1.4) to (1.7)) secs to x: (-60) y: (-106)\n        glide (pick random (1.4) to (1.7)) secs to x: (130) y: (-106)\n    end\nend\n\nwait until <(Dead) = [1]>\n\nwait until <(Dead) = [0]>\n\nchange [mort contre le boss v] by (1)\n\nwhen I receive [start v]\nwait (2) seconds\nwait until <(Boss Battu) = [1]>\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n    if <<(Déblocage) = [0]> and <(Aide?) = [0]>> then\n        show\n    else\n        hide\n    end\n    go to [front v] layer\n    set [ghost v] effect to (50)\n    go to x: (-100) y: (-160)\n    switch costume to (join (Langue) (level))\nend\n\nset [déblocage v] to [38]\n\nset [déblocage v] to [38]\n\nset [déblocage v] to [38]\n\nwhen I receive [start v]\nforever\n    if <(level) = [49]> then\n        stop [other scripts in sprite v]\n        hide\n    end\nend\n\n@Flèche empoisonnée\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n    go to [front v] layer\n    set size to (10) %\nend\n\nwhen I receive [start v]\nhide\nforever\n    if <<(level) = [25]> or <(level) = [34]>> then\n        switch costume to (costume2 v)\n    else\n        if <<(level) = [40]> or <(Phase) = [3]>> then\n            switch costume to (costume2 v)\n        else\n            hide\n        end\n    end\nend\n\nwhen I receive [tir ennemi v]\n\nwhen I receive [tir ennemi - poison v]\nhide\nclear graphic effects\ngo to (mercenaire v)\nset rotation style [left-right v]\npoint in direction (90)\nwait (0.4) seconds\nshow\nif <(level) = [25]> then\n    if <([x position v] of [origami v]) > [-64]> then\n        repeat (10)\n            move (15) steps\n        end\n        hide\n    else\n        repeat (10)\n            move (-15) steps\n        end\n        hide\n    end\nelse\n    if <(level) = [34]> then\n        if <([x position v] of [origami v]) > [0]> then\n            repeat (20)\n                move (15) steps\n            end\n            hide\n        else\n            repeat (20)\n                move (-15) steps\n            end\n            hide\n        end\n    else\n        repeat (10)\n            move (15) steps\n        end\n        hide\n    end\nend\n\nturn right (15) degrees\n\nturn left (5) degrees\n\ngo to (ninja v)\n\nturn right (-15) degrees\n\nwait (1.5) seconds\n\nwhen I receive [tir ennemi - poison v]\nforever\n    if <<(level) = [25]> or <(level) = [34]>> then\n        set y to (([y position v] of [mercenaire v]) - (5))\n        if <touching (origami v)?> then\n            wait (0) seconds\n            hide\n        else\n            if <touching (_edge_ v)?> then\n                hide\n            else\n                if <touching (level v)?> then\n                    hide\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [projectile boss v]\n\nset [level v] to [24]\n\n@Cooldown\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [cooldown v] to [1]\nforever\n    go to [front v] layer\n    go [backward v] (12) layers\n    set y to (180)\n    if <(Forme) = [Grenouille]> then\n        change x by (((((Saut grenouille) * (250)) - (500)) - (x position)) * (0.25))\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Forme) = [Grenouille]> then\n        switch costume to (bar v)\n        if <<(Saut grenouille) > [1.9]> or <(Saut grenouille) = [1.9]>> then\n            set [color v] effect to (60)\n        else\n            if <<(Saut grenouille) = [1]> or <<(Saut grenouille) < [1.9]> and <(Saut grenouille) > [1]>>> then\n                set [color v] effect to (30)\n            else\n                set [color v] effect to (0)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Forme) = [Grenouille]> then\n        show\n    else\n        hide\n    end\nend\n\nif <(Forme) = [Oiseau]> then\n    if <<(Wind) > [1.9]> or <(Saut grenouille) = [1.9]>> then\n        set [color v] effect to (60)\n    else\n        if <<(Saut grenouille) = [1]> or <<(Saut grenouille) < [1.9]> and <(Saut grenouille) > [1]>>> then\n            set [color v] effect to (30)\n        else\n            set [color v] effect to (0)\n        end\n    end\nend\n\nset [souffle max v] to [0]\n\n@Flamme\n\nwhen flag clicked\nforever\n    if <(Forme) = [Dragon]> then\n        hide\n        go to (origami v)\n        set rotation style [left-right v]\n        set [feu dragon v] to [0]\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(Dead) = [0]> and <not <(Recharge) < [0.6]>>>> then\n            set [attacking? v] to [1]\n            set [feu dragon v] to [1]\n            change [recharge v] by (-0.2)\n            create clone of (_myself_ v)\n        else\n            wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n            wait (0.3) seconds\n            repeat until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Dead) = [1]>>\n                if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(Dead) = [0]> and <(Recharge) < [9.9]>>> then\n                    wait (0) seconds\n                    change [recharge v] by (0.1)\n                end\n            end\n        end\n    else\n        hide\n        wait (0.3) seconds\n        repeat until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Dead) = [1]>>\n            if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(Dead) = [0]> and <(Recharge) < [9.9]>>> then\n                wait (0) seconds\n                change [recharge v] by (0.1)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\ngo to (origami v)\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\nset size to (40) %\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nif <(Direction origami) = [90]> then\n    switch costume to (90 v)\n    move (2) steps\n    repeat (10)\n        change [ghost v] effect by (2)\n        turn left (pick random (-2) to (2)) degrees\n        move (7) steps\n        if <<touching (_edge_ v)?> or <<touching (level v)?> or <<touching (water v)?> or >>> then\n            delete this clone\n        end\n    end\n    delete this clone\nelse\n    switch costume to (-90 v)\n    move (-19) steps\n    repeat (10)\n        change [ghost v] effect by (2)\n        turn left (pick random (-2) to (2)) degrees\n        move (-7) steps\n        if <<touching (_edge_ v)?> or <<touching (level v)?> or <<touching (water v)?> or >>> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\n\nrepeat (5)\n    wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [brightness v] effect to (5)\nset [color v] effect to (2)\ngo to [front v] layer\n\nstop [all v]\n\n@Air\n\nwhen flag clicked\nforever\n    if <<(level) = [32]> or <<(level) = [33]> or <<(level) = [38]> or <<(level) = [43]> and <(Phase) = [4]>>>>> then\n        wait (0.005) seconds\n        create clone of (_myself_ v)\n    else\n        if <(level) = [43]> then\n            if <(Phase) = [3]> then\n                wait until <(Vent ??) = [1]>\n                create clone of (_myself_ v)\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nclear graphic effects\nif <(level) = [32]> then\n    go to x: (pick random (-250) to (250)) y: (pick random (-150) to (-122))\nelse\n    if <(level) = [33]> then\n        go to x: (pick random (-90) to (-28)) y: (-125)\n    else\n        if <(level) = [38]> then\n            go to x: (pick random (-70) to (-120)) y: (-60)\n        else\n            if <<(level) = [43]> and <(Phase) = [4]>> then\n                go to x: (pick random (-225) to (-165)) y: (-125)\n            else\n                if <<(level) = [43]> and <(Phase) = [3]>> then\n                    go to x: ((Abscisse vent) + (pick random (-22) to (25))) y: (-125)\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\nif <not <<(level) = [43]> and <(Phase) = [3]>>> then\n    repeat until <<not <touching (vent v)?>> or <touching (level v)?>>\n        change y by (4)\n    end\n    hide\n    delete this clone\nelse\n    repeat until <not <touching (vent v)?>>\n        change y by (6)\n    end\n    hide\n    delete this clone\nend\n\nset [level v] to [32]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nclear graphic effects\n\n@Aura\n\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n    repeat (10)\n        change [brightness v] effect by (1)\n    end\n    repeat (10)\n        change [brightness v] effect by (-1)\n    end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (26) layers\nforever\n    go to x: (0) y: (0)\n    set size to (100) %\n    if <<(level) = [6]> and <not <[formes débloquées v] contains [Boulette]?>>> then\n        show\n        set [forme débloquée v] to [Boulette]\n    else\n        if <<(level) = [11]> and <not <[formes débloquées v] contains [Bateau]?>>> then\n            show\n            set [forme débloquée v] to [Bateau]\n        else\n            if <<(level) = [17]> and <not <[formes débloquées v] contains [Avion]?>>> then\n                show\n                set [forme débloquée v] to [Avion]\n            else\n                if <<(level) = [24]> and <not <[formes débloquées v] contains [Grenouille]?>>> then\n                    show\n                    set [forme débloquée v] to [Grenouille]\n                else\n                    if <<(level) = [31]> and <not <[formes débloquées v] contains [Oiseau]?>>> then\n                        show\n                        set [forme débloquée v] to [Oiseau]\n                    else\n                        if <<(level) = [36]> and <not <[formes débloquées v] contains [Dragon]?>>> then\n                            show\n                            set [forme débloquée v] to [Dragon]\n                            set [recharge v] to [6]\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (origami v)?> and <<(x) > [-5]> and <(x) < [5]>>> then\n        hide\n        broadcast (Forme débloquée v)\n        insert (Forme débloquée) at (1) of [formes débloquées v] \n    end\nend\n\n@Sprite8\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-150) y: (-100)\nshow\nforever\n    if <(Explications?) = [0]> then\n        go to [front v] layer\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (-10)\n        else\n            set [brightness v] effect to (0)\n        end\n    else\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    set [langue v] to (costume [name v])\nend\n\nwhen I receive [start v]\nhide\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n    hide\n    go to [back v] layer\nend\nstop [this script v]\n\nwhen flag clicked\nswitch costume to (fr v)\n\nset [level v] to [9]\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-100)\nshow\nforever\n    if <(Explications?) = [0]> then\n        go to [front v] layer\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (-10)\n        else\n            set [brightness v] effect to (0)\n        end\n    else\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    set [stop v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n    hide\n    go to [back v] layer\nend\nstop [this script v]\n\n@Down Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [forme débloquée v]\nhide\n\nwhen I receive [closeparchment v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [fin v]\nhide\n\nwhen I receive [start v]\nforever\n    if <<(Déblocage) = [0]> and <<(Aide?) = [0]> and <not <(length of [formes débloquées v]) = [1]>>>> then\n        show\n        go to [front v] layer\n        go to x: (-180) y: (-160)\n    else\n        hide\n    end\nend\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (Explications v)\n\nwhen flag clicked\nset [explications? v] to [0]\ngo to [front v] layer\nset size to (70) %\ngo to x: (150) y: (-100)\nshow\nforever\n    if <(Explications?) = [0]> then\n        go to [front v] layer\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (-10)\n        else\n            set [brightness v] effect to (0)\n        end\n    else\n        go to [back v] layer\n    end\nend\n\nwhen I receive [start v]\nhide\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n    hide\n    go to [back v] layer\nend\nstop [this script v]\n\n@Boss Health\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(level) = [43]>\nforever\n    if <(Boss Battu) = [0]> then\n        go to x: (130) y: (-234)\n        show\n        go to [front v] layer\n        set size to (200) %\n        if <(Phase) = [2]> then\n            set [color v] effect to (10)\n            set [brightness v] effect to (-10)\n            switch costume to ((round ((([shield v] of [samurai v]) / (5)) * (100))) + (3))\n        else\n            set [color v] effect to (90)\n            set [brightness v] effect to (-10)\n            switch costume to ((round (((PV ennemi) / (10)) * (100))) + (3))\n        end\n    else\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I receive [start v]\nwait until <(level) = [43]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    if <not <(Phase) = [3]>> then\n        set [brightness v] effect to (([ennemi touché ? v] of [samurai v]) * (20))\n    else\n        set [brightness v] effect to (([bouclier touché ? v] of [symbole v]) * (20))\n    end\n    if <(Phase) = [2]> then\n        set [color v] effect to (120)\n    else\n        set [color v] effect to (0)\n    end\n    set size to (50) %\n    go to x: (16) y: (-161)\n    switch costume to (boss v)\n    show\n    if <(Boss Battu) = [1]> then\n        hide\n        delete this clone\n    end\nend\n\nset [brightness v] effect to (0)\n\nwhen I receive [start v]\nwait until <(Boss Battu) = [1]>\nchange [☁ boss battu : v] by (1)\n\n@Nom\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [lieu v] to [0]\nwait (0.2) seconds\nforever\n    if <<(level) = [1]> or <<<(level) = [6]> or <(level) = [7]>> or <<<(level) = [11]> or <(level) = [12]>> or <<<(level) = [17]> or <(level) = [18]>> or <<<(level) = [24]> or <(level) = [25]>> or <<(level) = [30]> or <<<(level) = [31]> or <(level) = [32]>> or <<(level) = [36]> or <<<(level) = [37]> or <(level) = [39]>> or <<(level) = [41]> or <(level) = [43]>>>>>>>>>>> then\n        if <(lieu) = [0]> then\n            wait until <(Jumping) = [0]>\n            wait (0) seconds\n            set [lieu v] to [1]\n            set [level 2 v] to (level)\n            set [pause v] to [1]\n            hide\n            set [ghost v] effect to (30)\n            switch costume to (join (Langue) (join [ - ] (level)))\n            go to x: (-500) y: (30)\n            go to [front v] layer\n            go [backward v] (1) layers\n            show\n            glide (0.3) secs to x: (0) y: (30)\n            wait (2) seconds\n            glide (0.3) secs to x: (-500) y: (30)\n            hide\n            set [lieu v] to [0]\n            set [pause v] to [0]\n            wait until <not <(level 2) = (level)>>\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\n\nswitch costume to (join (Langue) (join [ - ] (level)))\nclear graphic effects\ngo to x: (-500) y: (30)\ngo to [back v] layer\ngo [forward v] (5) layers\nshow\nglide (0.3) secs to x: (0) y: (30)\nwait (3) seconds\nglide (0.3) secs to x: (-500) y: (30)\nhide\n\ngo to [front v] layer\ngo [backward v] (10) layers\n\nset [level v] to [46]\n\n@Mur de pierre\n\nwhen I receive [boss battu v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nglide (0.5) secs to x: (0) y: (200)\ngo to x: (0) y: (200)\n\nwhen I receive [start v]\nwait until <(level) = [43]>\ngo to x: (0) y: (200)\nwait (0.2) seconds\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait until <not <(level) = [43]>>\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [43]> then\n        if <not <<(Phase) = [3]> or <(Phase) = [4]>>> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n    else\n        hide\n    end\nend\n\nswitch costume to (costume2 v)\n\n@Menu\n\nwhen flag clicked\nset [forme v] to [Papier]\nclear graphic effects\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset size to (100) %\nset [brightness v] effect to (5)\n\nwhen I receive [start v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@Invisible\n\nwhen flag clicked\nset [mort ? v] to [0]\nforever\n    if <(level) = [5]> then\n        switch costume to (costume1 v)\n        show\n        set [ghost v] effect to (22)\n        go to x: (-11) y: (-70)\n    else\n        if <(level) = [9]> then\n            switch costume to (costume2 v)\n            show\n            go to x: (20) y: (-129)\n        else\n            if <(level) = [10]> then\n                switch costume to (costume2 v)\n                show\n                go to x: (-195) y: (-129)\n            else\n                if <(level) = [19]> then\n                    clear graphic effects\n                    switch costume to (costume3 v)\n                    go to x: (0) y: (0)\n                    show\n                else\n                    if <(level) = [20]> then\n                        clear graphic effects\n                        switch costume to (costume4 v)\n                        set [ghost v] effect to (30)\n                        show\n                        if <(Élément touché ?) = [0]> then\n                            go to x: (0) y: (0)\n                        end\n                    else\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nwait until <(level) = [5]>\nset [mort ? v] to [0]\nwait until <(level) = [9]>\n\nwhen flag clicked\nforever\n    if <(level) = [5]> then\n        if <<(Mort ?) = [3]> or <(Mort ?) > [3]>> then\n            go to [back v] layer\n        else\n            go to [front v] layer\n            go [backward v] (1) layers\n        end\n        wait until <<(Dead) = [1]> or <not <(level) = [5]>>>\n        change [mort ? v] by (1)\n        if <<(Mort ?) = [4]> or <(Mort ?) > [4]>> then\n            go to [back v] layer\n        else\n            go to [front v] layer\n            go [backward v] (1) layers\n        end\n        wait until <<(Dead) = [0]> or <not <(level) = [5]>>>\n    else\n        if <(level) = [9]> then\n            show\n            go to [front v] layer\n            go [backward v] (1) layers\n            set [ghost v] effect to (50)\n            set [brightness v] effect to (0)\n        else\n            if <(level) = [19]> then\n                show\n                go to [back v] layer\n            else\n                if <(level) = [20]> then\n                    show\n                    go to [back v] layer\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [eau v]\nrepeat (100)\n    change y by (-4)\nend\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nset [mort ? v] to [0]\n\n@Recharge feu\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (15) layers\nset [cooldown v] to [1]\nforever\n    set [ghost v] effect to (30)\n    go to [front v] layer\n    go [backward v] (12) layers\n    set y to (180)\n    change x by ((((((Recharge) * (50)) - (500)) - (x position)) * (0.25)) + (4))\nend\n\nif <(Forme) = [Dragon]> then\nend\n\nwhen flag clicked\nforever\n    if <(Forme) = [Dragon]> then\n        switch costume to (bar v)\n        set [color v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Forme) = [Dragon]> then\n        show\n    else\n        hide\n    end\nend\n\nset size to (100) %\n\ngo to [front v] layer\n\n@Hitbox - side\n\nwhen flag clicked\nforever\n    go to (origami v)\n    show\n    set [ghost v] effect to (100)\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        set rotation style [left-right v]\n        point in direction (90)\n    else\n        if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n            set rotation style [left-right v]\n            point in direction (-90)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (level v)?> then\n        set [not touching wall? v] to [1]\n    else\n        set [not touching wall? v] to [0]\n    end\nend\n\nset [level v] to [4]\n\nwhen flag clicked\nforever\n    if <<(Forme) = [Boulette]> or <(Forme) = [Avion]>> then\n        set size to (100) %\n        switch costume to (costume2 v)\n    else\n        set size to (100) %\n        switch costume to (costume1 v)\n    end\nend\n\nif <touching (mur v)?> then\n    set [bug mur v] to [1]\nelse\n    set [bug mur v] to [0]\nend\n\n@Explications\n\nwhen flag clicked\nhide\nforever\n    switch costume to (Langue)\nend\n\nwhen I receive [explications v]\nset [explications? v] to [1]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\nset [explications? v] to [0]\n\nset size to (80) %\n\n@Hitbox - up\n\nwhen flag clicked\nforever\n    go to (origami v)\n    show\n    set [ghost v] effect to (100)\n    set size to (100) %\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        set rotation style [left-right v]\n        point in direction (90)\n    else\n        if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n            set rotation style [left-right v]\n            point in direction (-90)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (level v)?> then\n        set [haut touché ? v] to [1]\n    else\n        set [haut touché ? v] to [0]\n    end\nend\n\nset [level v] to [4]\n\n@Parchemin\n\nwhen flag clicked\nhide\nset [aide? v] to [0]\nforever\n    go to [front v] layer\n    if <(Aide - n°) = [1]> then\n        if <(level) > [38]> then\n            switch costume to (join (Langue) [Ennemi - 4])\n        else\n            if <(level) > [29]> then\n                switch costume to (join (Langue) [Ennemi - 3])\n            else\n                if <(level) > [25]> then\n                    switch costume to (join (Langue) [Ennemi - 2])\n                else\n                    if <(level) > [24]> then\n                        switch costume to (join (Langue) [Ennemi - 1])\n                    else\n                        switch costume to (join (Langue) [Ennemi - 0])\n                    end\n                end\n            end\n        end\n    else\n        switch costume to (join (Langue) (length of [formes débloquées v]))\n    end\nend\n\nwhen I receive [aide v]\nset [aide - n° v] to [1]\nset [pause v] to [1]\nset [aide? v] to [1]\nwait (0) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\n\nwhen I receive [aide - 2 v]\nset [aide - n° v] to [2]\nset [pause v] to [1]\nset [aide? v] to [1]\nwait (0) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nset size to (70) %\n\nwait (1) seconds\nwait until <key (e v) pressed?>\nhide\nset [aide? v] to [0]\nset [pause v] to [0]\n\nwhen I receive [stop aide v]\nhide\nset [aide? v] to [0]\nset [pause v] to [0]\n\nwait (1) seconds\nwait until <key (o v) pressed?>\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Mur\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    switch costume to (level)\n    set [ghost v] effect to (100)\nend\n\n@Hitbox - down\n\nwhen flag clicked\nforever\n    go to (origami v)\n    show\n    set [ghost v] effect to (100)\n    set size to (100) %\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        set rotation style [left-right v]\n        point in direction (90)\n    else\n        if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n            set rotation style [left-right v]\n            point in direction (-90)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<not <touching (level v)?>> and <not <<(Forme) = [Bateau]> and <touching (water v)?>>>> then\n        set [jumping v] to [1]\n    else\n        set [jumping v] to [0]\n    end\nend\n\n@Clones\n\nwhen I start as a clone\nif <<(level) > [35]> and <not <(level) = [49]>>> then\n    wait (0.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Start) = [0]> then\n    show\n    go to x: (-240) y: (pick random (50) to (170))\n    switch costume to (sakura v)\n    set [ghost v] effect to (20)\n    go [backward v] (pick random (0) to (2)) layers\n    point in direction (pick random (-180) to (180))\n    set size to (30) %\n    repeat until <<(x position) > [235]> or <<(y position) < [-180]> or <(Start) = [1]>>>\n        change x by (2)\n        change y by (-1)\n        turn right (3) degrees\n    end\n    delete this clone\nelse\n    if <not <(level) = [49]>> then\n        if <(Poison) = [1]> then\n            switch costume to (costume1 v)\n            set [ghost v] effect to (20)\n            go to [back v] layer\n            set size to (30) %\n            show\n            go to x: (([x position v] of [origami v]) + (pick random (-5) to (5))) y: ([y position v] of [origami v])\n            if <(Poison) = [1]> then\n                repeat (15)\n                    change y by (2)\n                end\n                delete this clone\n            else\n                delete this clone\n            end\n        else\n            if <<(level) > [35]> and <(level) < [48]>> then\n                go to [back v] layer\n                switch costume to (costume3 v)\n                set size to (80) %\n                show\n                go to x: (pick random (-240) to (240)) y: (pick random (-180) to (0))\n                glide (1) secs to x: ((x position) + (pick random (-20) to (20))) y: ((y position) + (pick random (20) to (90)))\n            end\n        end\n    else\n        show\n        go to x: (-240) y: (pick random (50) to (200))\n        switch costume to (sakura v)\n        set [ghost v] effect to (20)\n        go to [front v] layer\n        go [backward v] (pick random (0) to (50)) layers\n        point in direction (pick random (-180) to (180))\n        set size to (30) %\n        repeat until <<(x position) > [235]> or <(y position) < [-180]>>\n            change x by (2)\n            change y by (-1)\n            turn right (3) degrees\n        end\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\nset [start v] to [0]\nwait (0.1) seconds\nStart\n\nwhen I receive [start v]\nset [start v] to [1]\n\ndefine Start\nset size to (30) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (-240) y: (pick random (50) to (170))\nrepeat until <(Start) = [1]>\n    create clone of (_myself_ v)\n    wait (pick random (0.5) to (2)) seconds\n    create clone of (_myself_ v)\n    wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I receive [start v]\nforever\n    if <(Poison) = [1]> then\n        wait (pick random (0.5) to (1)) seconds\n        create clone of (_myself_ v)\n    else\n        if <<(level) > [35]> and <not <(level) = [49]>>> then\n            wait (pick random (0.05) to (0.1)) seconds\n            create clone of (_myself_ v)\n        else\n            if <(level) = [50]> then\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nwait until <(level) = [49]>\nEnd\nif <(level) > [35]> then\n    wait (pick random (0.5) to (1)) seconds\n    create clone of (_myself_ v)\nend\n\ndefine End\nset size to (30) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (-240) y: (pick random (50) to (170))\nforever\n    create clone of (_myself_ v)\n    wait (pick random (5) to (6)) seconds\n    create clone of (_myself_ v)\n    wait (pick random (5) to (6)) seconds\nend\n\nset [level v] to [49]\n\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@Arbre\n\nwhen flag clicked\nclear graphic effects\nforever\n    go to [back v] layer\n    go to x: (141) y: (-48)\n    set [color v] effect to (-30)\n    set [brightness v] effect to (() - ((Arbre brûlé) * (20)))\nend\n\nwhen flag clicked\nset [arbre brûlé v] to [0]\nforever\n    if <<touching (flamme v)?> and <(Arbre brûlé) < [3]>> then\n        wait (0.1) seconds\n        change [arbre brûlé v] by (0.1)\n    else\n        if <<(Arbre brûlé) = [3]> or <(Arbre brûlé) > [3]>> then\n            switch costume to (backdrop2 v)\n        end\n    end\nend\n\ndefine Destruction\nDestruction\n\nwhen flag clicked\nforever\n    hide\n    wait until <(level) = [37]>\n    set [arbre brûlé v] to [0]\n    switch costume to (backdrop1 v)\n    show\n    wait until <(level) = [38]>\nend\n\n@Texture\n\nwhen flag clicked\nbroadcast (flag v)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n    if <(Aide?) = [0]> then\n        show\n        go to x: (0) y: (0)\n        set size to (150) %\n        set [ghost v] effect to (90)\n    else\n        hide\n    end\nend\n\nwhen I receive [flag v]\ngo to [front v] layer\nforever\n    show\n    go to x: (0) y: (0)\n    set size to (150) %\n    set [ghost v] effect to (85)\nend\n\nbroadcast (Boss battu v)\n\ngo to [back v] layer\n\n@Boutons\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to x: (0) y: (100)\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (join (Langue) [1])\nglide (0.5) secs to x: (0) y: (0)\nwait (1.5) seconds\nswitch costume to (join (Langue) [2])\nwait (1.5) seconds\nswitch costume to (join (Langue) [3])\nforever\n    if <(mouse y) > [98]> then\n        glide (0.1) secs to x: (0) y: (100)\n        hide\n        wait (0.5) seconds\n        wait until <not <(mouse y) > [98]>>\n        show\n        glide (0.1) secs to x: (0) y: (0)\n    else\n        show\n        glide (0.1) secs to x: (0) y: (0)\n    end\nend\n\nset [ghost v] to [60]\nset [size vel v] to [0]\n\nchange [ghost v] by (1)\n\nwhen I receive [layer v]\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (-220) y: (160)\ngo to [front v] layer\nset [ghost v] effect to (Ghost)\nswitch costume to (skip level v)\n\nif <touching (mouse-pointer v)?> then\n    set size to (120) %\nelse\n    set size to (100) %\nend\nif <(Aide?) = [1]> then\n    hide\nelse\n    show\nend\n\nwhen I receive [start v]\nforever\n    go to [front v] layer\n    if <<(Dead) = [0]> and <(Jumping) = [0]>> then\n        if <key (o v) pressed?> then\n            broadcast (Aide - 2 v)\n            set [menu showing? v] to [0]\n            wait (0.2) seconds\n            wait until <key (o v) pressed?>\n            broadcast (Stop aide v)\n            wait until <not <key (o v) pressed?>>\n        else\n            if <key (e v) pressed?> then\n                broadcast (Aide v)\n                set [menu showing? v] to [0]\n                wait (0.2) seconds\n                wait until <key (e v) pressed?>\n                broadcast (Stop aide v)\n                wait until <not <key (e v) pressed?>>\n            end\n        end\n    end\nend\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (5)\nend\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-215)\nset size to (80) %\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\ncreate clone of (_myself_ v)\n\nset [old x v] to (x position)\nset [old y v] to (y position)\nset [target x v] to (x position)\nset [target y v] to (y position)\nshow\nif <(costume [number v]) = [1]> then\n    go to [front v] layer\nend\nset [ghost v] effect to (Ghost)\nforever\n    go to [front v] layer\n    go [backward v] (13) layers\n    set y to (160)\nend\n\nset [level v] to [49]\n\nswitch costume to (fr2 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (-220) y: (160)\nswitch costume to (skip level v)\ngo to [front v] layer\nset [ghost v] effect to (Ghost)\n\ngo [backward v] (1) layers\n\nwhen I receive [closeparchment v]\nshow\ngo to [front v] layer\n\nwhen I receive [openparchment v]\nhide\n\nwhen I receive [start v]\nforever\n    if <(Forme) = [Grenouille]> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [ghost v] effect to (100)\n        else\n            wait (0.5) seconds\n            set [ghost v] effect to (Ghost)\n        end\n    else\n        if <(Forme) = [Dragon]> then\n            set [ghost v] effect to (100)\n        else\n            set [ghost v] effect to (Ghost)\n        end\n    end\nend\n\nset [level v] to [43]\n\nwhen I receive [start v]\nwait until <(level) = [49]>\nswitch backdrop to (4 v)\n\nwhen I receive [start v]\nforever\n    wait until <<key (p v) pressed?> and <<<<not <(level) = [43]>> and <<not <(level) = [6]>> and <<not <(level) = [11]>> and <<not <(level) = [17]>> and <<not <(level) = [24]>> and <<not <(level) = [31]>> and <not <(level) = [36]>>>>>>>> and <(pause) = [0]>> and <(costume [number v]) < [4]>>>\n    next costume\n    wait until <not <key (p v) pressed?>>\n    broadcast (Passer au niveau suivant v)\n    wait (1) seconds\nend\n\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\nset [difficulté boss v] to [2]\nforever\n    go to x: (0) y: (150)\n    if <<(level) = [43]> and <(Boss Battu) = [0]>> then\n        show\n        set [ghost v] effect to (40)\n        if <(Mort contre le boss) = [0]> then\n            switch costume to (join (Langue) (join (Difficulté Boss) [*]))\n        else\n            switch costume to (join (Langue) (Difficulté Boss))\n        end\n        if <(Difficulté Boss) > [3]> then\n            set [difficulté boss v] to [1]\n        else\n            if <(Difficulté Boss) < [1]> then\n                set [difficulté boss v] to [3]\n            end\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [43]> and <(Boss Battu) = [0]>> then\n        if <(Mort contre le boss) = [0]> then\n            wait until <key (c v) pressed?>\n            change [difficulté boss v] by (-1)\n            wait until <not <key (c v) pressed?>>\n        end\n    else\n        hide\n    end\nend\n\nset [level v] to [43]\n\n@Sprite3\n\nwhen flag clicked\nforever\n    if <(level) = [9]> then\n        switch costume to (Langue)\n        go to x: (60) y: (160)\n        set [ghost v] effect to (40)\n        show\n    else\n        hide\n    end\nend\n\n