Green platformer

Instructions: This is the only platformer on scratch to be made out of just dots. \n\nThe black dots indicate where your player is\nThe dark blue ones indicate where the ground is\nThe red ones indicated where lava and spikes are.\n\nArrow Keys to move.\nHold space if you need help.\nPress R to restart.\n\nHover your mouse at the top of the screen to change what type of dots are used.\n\nWant a longer game? Want a puzzle game? Try Box Dude! https://scratch.mit.edu/projects/362768576\n\nThis isn't as long or fun as most of my other games, so check them out at @04tmoody

@Stage\n\nwhen I receive [win v]\nset volume to (100) %\nrepeat (10)\n    change volume by (-10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n    play sound [Inferno v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0)\npoint in direction (80)\ngo to x: (0) y: (-100)\ngo to [front v] layer\nswitch costume to (resize v)\nset size to (100) %\nswitch costume to (thumbnail v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn right (((90) - (direction)) / (2)) degrees\n    change y by (((0) - (y position)) / (2))\nend\nset y to (0)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (resize v)\nset size to (100) %\npoint in direction (90)\nswitch costume to (thumbnail v)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (10)\n    turn right (((89) - (direction)) / (-3)) degrees\n    change size by (((101) - (size)) / (-4))\n    change y by (((1) - (y position)) / (-1.25))\nend\nhide\n\n@Multiplayer Engine\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n    stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n    set [letter v] to [1]\n    repeat (length of (item (item) of [list v]))\n        set [symbol v] to [1]\n        repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n            change [symbol v] by (1)\n        end\n        if <not <(symbol) > (length of (characters))>> then\n            if <not <(symbol) > [26]>> then\n                switch costume to (lowercase v)\n                switch costume to (letter (letter) of (item (item) of [list v]))\n                if <(costume [number v]) = [27]> then\n                    change [symbol v] by (26)\n                end\n            end\n            if <(length of (symbol)) < [2]> then\n                set [symbol v] to (join [0] (symbol))\n            end\n            add (letter (1) of (symbol)) to [return v]\n            add (letter (2) of (symbol)) to [return v]\n        end\n        change [letter v] by (1)\n    end\n    add (letter (1) of [0]) to [return v]\n    add (letter (1) of [0]) to [return v]\n    change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n    set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n    if <(symbol) = [0]> then\n        add (item) to [list v]\n        set [item v] to []\n    else\n        set [item v] to (join (item) (letter (symbol) of (characters)))\n    end\n    change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n    add [0] to [slots v]\nend\nset percent from [0.25] / [10]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [1]\nend\nwait (0.1) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n    reset player [1]\n    if <(Player ID) = [0]> then\n        set [player id v] to [1]\n        replace item (4) of [player1 v] with (username)\n        replace item (5) of [player1 v] with [1]\n        save player [1]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player1 v]) to [players v]\n    replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [2]\nend\nwait (0.1) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n    reset player [2]\n    if <(Player ID) = [0]> then\n        set [player id v] to [2]\n        replace item (4) of [player2 v] with (username)\n        replace item (5) of [player2 v] with [1]\n        save player [2]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player2 v]) to [players v]\n    replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [3]\nend\nwait (0.1) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n    reset player [3]\n    if <(Player ID) = [0]> then\n        set [player id v] to [3]\n        replace item (4) of [player3 v] with (username)\n        replace item (5) of [player3 v] with [1]\n        save player [3]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player3 v]) to [players v]\n    replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [4]\nend\nwait (0.1) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n    reset player [4]\n    if <(Player ID) = [0]> then\n        set [player id v] to [4]\n        replace item (4) of [player4 v] with (username)\n        replace item (5) of [player4 v] with [1]\n        save player [4]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player4 v]) to [players v]\n    replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [5]\nend\nwait (0.1) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n    reset player [5]\n    if <(Player ID) = [0]> then\n        set [player id v] to [5]\n        replace item (4) of [player5 v] with (username)\n        replace item (5) of [player5 v] with [1]\n        save player [5]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player5 v]) to [players v]\n    replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [6]\nend\nwait (0.1) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n    reset player [6]\n    if <(Player ID) = [0]> then\n        set [player id v] to [6]\n        replace item (4) of [player6 v] with (username)\n        replace item (5) of [player6 v] with [1]\n        save player [6]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player6 v]) to [players v]\n    replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [7]\nend\nwait (0.1) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n    reset player [7]\n    if <(Player ID) = [0]> then\n        set [player id v] to [7]\n        replace item (4) of [player7 v] with (username)\n        replace item (5) of [player7 v] with [1]\n        save player [7]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player7 v]) to [players v]\n    replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [8]\nend\nwait (0.1) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n    reset player [8]\n    if <(Player ID) = [0]> then\n        set [player id v] to [8]\n        replace item (4) of [player8 v] with (username)\n        replace item (5) of [player8 v] with [1]\n        save player [8]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player8 v]) to [players v]\n    replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [9]\nend\nwait (0.1) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n    reset player [9]\n    if <(Player ID) = [0]> then\n        set [player id v] to [9]\n        replace item (4) of [player9 v] with (username)\n        replace item (5) of [player9 v] with [1]\n        save player [9]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player9 v]) to [players v]\n    replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n    wait ((Offline Limit) / (1000)) seconds\n    load player [10]\nend\nwait (0.1) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n    reset player [10]\n    if <(Player ID) = [0]> then\n        set [player id v] to [10]\n        replace item (4) of [player10 v] with (username)\n        replace item (5) of [player10 v] with [1]\n        save player [10]\n        add (username) to [players v]\n        broadcast (DEMOtick v)\n    end\nelse\n    add (item (4) of [player10 v]) to [players v]\n    replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n    change [c v] by (1)\n    reset player (c)\n    save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n    delete all of [player1 v]\n    add [0] to [player1 v]\n    add [0] to [player1 v]\n    add [0] to [player1 v]\n    add [] to [player1 v]\n    add [0] to [player1 v]\n    add [0] to [player1 v]\n    add [1] to [player1 v]\n    add [0] to [player1 v]\nelse\n    if <(p) = [2]> then\n        delete all of [player2 v]\n        add [0] to [player2 v]\n        add [0] to [player2 v]\n        add [0] to [player2 v]\n        add [] to [player2 v]\n        add [0] to [player2 v]\n        add [0] to [player2 v]\n        add [1] to [player2 v]\n        add [0] to [player2 v]\n    else\n        if <(p) = [3]> then\n            delete all of [player3 v]\n            add [0] to [player3 v]\n            add [0] to [player3 v]\n            add [0] to [player3 v]\n            add [] to [player3 v]\n            add [0] to [player3 v]\n            add [0] to [player3 v]\n            add [1] to [player3 v]\n            add [0] to [player3 v]\n        else\n            if <(p) = [4]> then\n                delete all of [player4 v]\n                add [0] to [player4 v]\n                add [0] to [player4 v]\n                add [0] to [player4 v]\n                add [] to [player4 v]\n                add [0] to [player4 v]\n                add [0] to [player4 v]\n                add [1] to [player4 v]\n                add [0] to [player4 v]\n            else\n                if <(p) = [5]> then\n                    delete all of [player5 v]\n                    add [0] to [player5 v]\n                    add [0] to [player5 v]\n                    add [0] to [player5 v]\n                    add [] to [player5 v]\n                    add [0] to [player5 v]\n                    add [0] to [player5 v]\n                    add [1] to [player5 v]\n                    add [0] to [player5 v]\n                else\n                    if <(p) = [6]> then\n                        delete all of [player6 v]\n                        add [0] to [player6 v]\n                        add [0] to [player6 v]\n                        add [0] to [player6 v]\n                        add [] to [player6 v]\n                        add [0] to [player6 v]\n                        add [0] to [player6 v]\n                        add [1] to [player6 v]\n                        add [0] to [player6 v]\n                    else\n                        if <(p) = [7]> then\n                            delete all of [player7 v]\n                            add [0] to [player7 v]\n                            add [0] to [player7 v]\n                            add [0] to [player7 v]\n                            add [] to [player7 v]\n                            add [0] to [player7 v]\n                            add [0] to [player7 v]\n                            add [1] to [player7 v]\n                            add [0] to [player7 v]\n                        else\n                            if <(p) = [8]> then\n                                delete all of [player8 v]\n                                add [0] to [player8 v]\n                                add [0] to [player8 v]\n                                add [0] to [player8 v]\n                                add [] to [player8 v]\n                                add [0] to [player8 v]\n                                add [0] to [player8 v]\n                                add [1] to [player8 v]\n                                add [0] to [player8 v]\n                            else\n                                if <(p) = [9]> then\n                                    delete all of [player9 v]\n                                    add [0] to [player9 v]\n                                    add [0] to [player9 v]\n                                    add [0] to [player9 v]\n                                    add [] to [player9 v]\n                                    add [0] to [player9 v]\n                                    add [0] to [player9 v]\n                                    add [1] to [player9 v]\n                                    add [0] to [player9 v]\n                                else\n                                    if <(p) = [10]> then\n                                        delete all of [player10 v]\n                                        add [0] to [player10 v]\n                                        add [0] to [player10 v]\n                                        add [0] to [player10 v]\n                                        add [] to [player10 v]\n                                        add [0] to [player10 v]\n                                        add [0] to [player10 v]\n                                        add [1] to [player10 v]\n                                        add [0] to [player10 v]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n    repeat (length of [player1 v])\n        change [i v] by (1)\n        add (item (i) of [player1 v]) to [list v]\n    end\n    save list on var\n    set [☁ p1 v] to (var)\nelse\n    if <(p) = [2]> then\n        repeat (length of [player2 v])\n            change [i v] by (1)\n            add (item (i) of [player2 v]) to [list v]\n        end\n        save list on var\n        set [☁ p2 v] to (var)\n    else\n        if <(p) = [3]> then\n            repeat (length of [player3 v])\n                change [i v] by (1)\n                add (item (i) of [player3 v]) to [list v]\n            end\n            save list on var\n            set [☁ p3 v] to (var)\n        else\n            if <(p) = [4]> then\n                repeat (length of [player4 v])\n                    change [i v] by (1)\n                    add (item (i) of [player4 v]) to [list v]\n                end\n                save list on var\n                set [☁ p4 v] to (var)\n            else\n                if <(p) = [5]> then\n                    repeat (length of [player5 v])\n                        change [i v] by (1)\n                        add (item (i) of [player5 v]) to [list v]\n                    end\n                    save list on var\n                    set [☁ p5 v] to (var)\n                else\n                    if <(p) = [6]> then\n                        repeat (length of [player6 v])\n                            change [i v] by (1)\n                            add (item (i) of [player6 v]) to [list v]\n                        end\n                        save list on var\n                        set [☁ p6 v] to (var)\n                    else\n                        if <(p) = [7]> then\n                            repeat (length of [player7 v])\n                                change [i v] by (1)\n                                add (item (i) of [player7 v]) to [list v]\n                            end\n                            save list on var\n                            set [☁ p7 v] to (var)\n                        else\n                            if <(p) = [8]> then\n                                repeat (length of [player8 v])\n                                    change [i v] by (1)\n                                    add (item (i) of [player8 v]) to [list v]\n                                end\n                                save list on var\n                                set [☁ p8 v] to (var)\n                            else\n                                if <(p) = [9]> then\n                                    repeat (length of [player9 v])\n                                        change [i v] by (1)\n                                        add (item (i) of [player9 v]) to [list v]\n                                    end\n                                    save list on var\n                                    set [☁ p9 v] to (var)\n                                else\n                                    if <(p) = [10]> then\n                                        repeat (length of [player10 v])\n                                            change [i v] by (1)\n                                            add (item (i) of [player10 v]) to [list v]\n                                        end\n                                        save list on var\n                                        set [☁ p10 v] to (var)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n    load (☁ p1) to list\n    delete all of [player1 v]\n    repeat (length of [list v])\n        change [i v] by (1)\n        add (item (i) of [list v]) to [player1 v]\n    end\nelse\n    if <(p) = [2]> then\n        load (☁ p2) to list\n        delete all of [player2 v]\n        repeat (length of [list v])\n            change [i v] by (1)\n            add (item (i) of [list v]) to [player2 v]\n        end\n    else\n        if <(p) = [3]> then\n            load (☁ p3) to list\n            delete all of [player3 v]\n            repeat (length of [list v])\n                change [i v] by (1)\n                add (item (i) of [list v]) to [player3 v]\n            end\n        else\n            if <(p) = [4]> then\n                load (☁ p4) to list\n                delete all of [player4 v]\n                repeat (length of [list v])\n                    change [i v] by (1)\n                    add (item (i) of [list v]) to [player4 v]\n                end\n            else\n                if <(p) = [5]> then\n                    load (☁ p5) to list\n                    delete all of [player5 v]\n                    repeat (length of [list v])\n                        change [i v] by (1)\n                        add (item (i) of [list v]) to [player5 v]\n                    end\n                else\n                    if <(p) = [6]> then\n                        load (☁ p6) to list\n                        delete all of [player6 v]\n                        repeat (length of [list v])\n                            change [i v] by (1)\n                            add (item (i) of [list v]) to [player6 v]\n                        end\n                    else\n                        if <(p) = [7]> then\n                            load (☁ p7) to list\n                            delete all of [player7 v]\n                            repeat (length of [list v])\n                                change [i v] by (1)\n                                add (item (i) of [list v]) to [player7 v]\n                            end\n                        else\n                            if <(p) = [8]> then\n                                load (☁ p8) to list\n                                delete all of [player8 v]\n                                repeat (length of [list v])\n                                    change [i v] by (1)\n                                    add (item (i) of [list v]) to [player8 v]\n                                end\n                            else\n                                if <(p) = [9]> then\n                                    load (☁ p9) to list\n                                    delete all of [player9 v]\n                                    repeat (length of [list v])\n                                        change [i v] by (1)\n                                        add (item (i) of [list v]) to [player9 v]\n                                    end\n                                else\n                                    if <(p) = [10]> then\n                                        load (☁ p10) to list\n                                        delete all of [player10 v]\n                                        repeat (length of [list v])\n                                            change [i v] by (1)\n                                            add (item (i) of [list v]) to [player10 v]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n    replace item (1) of [player1 v] with (round (player_x))\n    replace item (2) of [player1 v] with (round (player_y))\n    replace item (3) of [player1 v] with (tick)\n    replace item (4) of [player1 v] with (username)\n    replace item (5) of [player1 v] with [1]\n    replace item (6) of [player1 v] with (player_shown?)\n    replace item (7) of [player1 v] with (Crouch?)\n    replace item (8) of [player1 v] with (P_Ghost)\nelse\n    if <(Player ID) = [2]> then\n        replace item (1) of [player2 v] with (round (player_x))\n        replace item (2) of [player2 v] with (round (player_y))\n        replace item (3) of [player2 v] with (tick)\n        replace item (4) of [player2 v] with (username)\n        replace item (5) of [player2 v] with [1]\n        replace item (6) of [player2 v] with (player_shown?)\n        replace item (7) of [player2 v] with (Crouch?)\n        replace item (8) of [player2 v] with (P_Ghost)\n    else\n        if <(Player ID) = [3]> then\n            replace item (1) of [player3 v] with (round (player_x))\n            replace item (2) of [player3 v] with (round (player_y))\n            replace item (3) of [player3 v] with (tick)\n            replace item (4) of [player3 v] with (username)\n            replace item (5) of [player3 v] with [1]\n            replace item (6) of [player3 v] with (player_shown?)\n            replace item (7) of [player3 v] with (Crouch?)\n            replace item (8) of [player3 v] with (P_Ghost)\n        else\n            if <(Player ID) = [4]> then\n                replace item (1) of [player4 v] with (round (player_x))\n                replace item (2) of [player4 v] with (round (player_y))\n                replace item (3) of [player4 v] with (tick)\n                replace item (4) of [player4 v] with (username)\n                replace item (5) of [player4 v] with [1]\n                replace item (6) of [player4 v] with (player_shown?)\n                replace item (7) of [player4 v] with (Crouch?)\n                replace item (8) of [player4 v] with (P_Ghost)\n            else\n                if <(Player ID) = [5]> then\n                    replace item (1) of [player5 v] with (round (player_x))\n                    replace item (2) of [player5 v] with (round (player_y))\n                    replace item (3) of [player5 v] with (tick)\n                    replace item (4) of [player5 v] with (username)\n                    replace item (5) of [player5 v] with [1]\n                    replace item (6) of [player5 v] with (player_shown?)\n                    replace item (7) of [player5 v] with (Crouch?)\n                    replace item (8) of [player5 v] with (P_Ghost)\n                else\n                    if <(Player ID) = [6]> then\n                        replace item (1) of [player6 v] with (round (player_x))\n                        replace item (2) of [player6 v] with (round (player_y))\n                        replace item (3) of [player6 v] with (tick)\n                        replace item (4) of [player6 v] with (username)\n                        replace item (5) of [player6 v] with [1]\n                        replace item (6) of [player6 v] with (player_shown?)\n                        replace item (7) of [player6 v] with (Crouch?)\n                        replace item (8) of [player6 v] with (P_Ghost)\n                    else\n                        if <(Player ID) = [7]> then\n                            replace item (1) of [player7 v] with (round (player_x))\n                            replace item (2) of [player7 v] with (round (player_y))\n                            replace item (3) of [player7 v] with (tick)\n                            replace item (4) of [player7 v] with (username)\n                            replace item (5) of [player7 v] with [1]\n                            replace item (6) of [player7 v] with (player_shown?)\n                            replace item (7) of [player7 v] with (Crouch?)\n                            replace item (8) of [player7 v] with (P_Ghost)\n                        else\n                            if <(Player ID) = [8]> then\n                                replace item (1) of [player8 v] with (round (player_x))\n                                replace item (2) of [player8 v] with (round (player_y))\n                                replace item (3) of [player8 v] with (tick)\n                                replace item (4) of [player8 v] with (username)\n                                replace item (5) of [player8 v] with [1]\n                                replace item (6) of [player8 v] with (player_shown?)\n                                replace item (7) of [player8 v] with (Crouch?)\n                                replace item (8) of [player8 v] with (P_Ghost)\n                            else\n                                if <(Player ID) = [9]> then\n                                    replace item (1) of [player9 v] with (round (player_x))\n                                    replace item (2) of [player9 v] with (round (player_y))\n                                    replace item (3) of [player9 v] with (tick)\n                                    replace item (4) of [player9 v] with (username)\n                                    replace item (5) of [player9 v] with [1]\n                                    replace item (6) of [player9 v] with (player_shown?)\n                                    replace item (7) of [player9 v] with (Crouch?)\n                                    replace item (8) of [player9 v] with (P_Ghost)\n                                else\n                                    if <(Player ID) = [10]> then\n                                        replace item (1) of [player10 v] with (round (player_x))\n                                        replace item (2) of [player10 v] with (round (player_y))\n                                        replace item (3) of [player10 v] with (tick)\n                                        replace item (4) of [player10 v] with (username)\n                                        replace item (5) of [player10 v] with [1]\n                                        replace item (6) of [player10 v] with (player_shown?)\n                                        replace item (7) of [player10 v] with (Crouch?)\n                                        replace item (8) of [player10 v] with (P_Ghost)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n    set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n    load player [1]\nend\nif <not <(Player ID) = [2]>> then\n    load player [2]\nend\nif <not <(Player ID) = [3]>> then\n    load player [3]\nend\nif <not <(Player ID) = [4]>> then\n    load player [4]\nend\nif <not <(Player ID) = [5]>> then\n    load player [5]\nend\nif <not <(Player ID) = [6]>> then\n    load player [6]\nend\nif <not <(Player ID) = [7]>> then\n    load player [7]\nend\nif <not <(Player ID) = [8]>> then\n    load player [8]\nend\nif <not <(Player ID) = [9]>> then\n    load player [9]\nend\nif <not <(Player ID) = [10]>> then\n    load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n    Update\n    Measure Memory\nend\n\nwhen I receive [play v]\nforever\n    Tick\n    wait (0.25) seconds\nend\n\nwhen I receive [play v]\nforever\n    Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n    set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n    if <(Player ID) = [2]> then\n        set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n    else\n        if <(Player ID) = [3]> then\n            set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n        else\n            if <(Player ID) = [4]> then\n                set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n            else\n                if <(Player ID) = [5]> then\n                    set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n                else\n                    if <(Player ID) = [6]> then\n                        set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n                    else\n                        if <(Player ID) = [7]> then\n                            set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n                        else\n                            if <(Player ID) = [8]> then\n                                set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n                            else\n                                if <(Player ID) = [9]> then\n                                    set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n                                else\n                                    if <(Player ID) = [10]> then\n                                        set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [demotick v]\nforever\n    Tick\n    Update\n    Update Players\n    Measure Memory\n    wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n    if <not <(item (4) of [list v]) = []>> then\n        reset player (p)\n    end\n    stop [this script v]\nend\nif <(p) = [1]> then\n    set [ot1 v] to (item (3) of [list v])\n    wait ((Offline Limit) / (1000)) seconds\n    load player (p)\n    if <(item (3) of [list v]) = (ot1)> then\n        reset player (p)\n    end\nelse\n    if <(p) = [2]> then\n        set [ot2 v] to (item (3) of [list v])\n        wait ((Offline Limit) / (1000)) seconds\n        load player (p)\n        if <(item (3) of [list v]) = (ot2)> then\n            reset player (p)\n        end\n    else\n        if <(p) = [3]> then\n            set [ot3 v] to (item (3) of [list v])\n            wait ((Offline Limit) / (1000)) seconds\n            load player (p)\n            if <(item (3) of [list v]) = (ot3)> then\n                reset player (p)\n            end\n        else\n            if <(p) = [4]> then\n                set [ot4 v] to (item (3) of [list v])\n                wait ((Offline Limit) / (1000)) seconds\n                load player (p)\n                if <(item (3) of [list v]) = (ot4)> then\n                    reset player (p)\n                end\n            else\n                if <(p) = [5]> then\n                    set [ot5 v] to (item (3) of [list v])\n                    wait ((Offline Limit) / (1000)) seconds\n                    load player (p)\n                    if <(item (3) of [list v]) = (ot5)> then\n                        reset player (p)\n                    end\n                else\n                    if <(p) = [6]> then\n                        set [ot6 v] to (item (3) of [list v])\n                        wait ((Offline Limit) / (1000)) seconds\n                        load player (p)\n                        if <(item (3) of [list v]) = (ot6)> then\n                            reset player (p)\n                        end\n                    else\n                        if <(p) = [7]> then\n                            set [ot7 v] to (item (3) of [list v])\n                            wait ((Offline Limit) / (1000)) seconds\n                            load player (p)\n                            if <(item (3) of [list v]) = (ot7)> then\n                                reset player (p)\n                            end\n                        else\n                            if <(p) = [8]> then\n                                set [ot8 v] to (item (3) of [list v])\n                                wait ((Offline Limit) / (1000)) seconds\n                                load player (p)\n                                if <(item (3) of [list v]) = (ot8)> then\n                                    reset player (p)\n                                end\n                            else\n                                if <(p) = [9]> then\n                                    set [ot9 v] to (item (3) of [list v])\n                                    wait ((Offline Limit) / (1000)) seconds\n                                    load player (p)\n                                    if <(item (3) of [list v]) = (ot9)> then\n                                        reset player (p)\n                                    end\n                                else\n                                    if <(p) = [9]> then\n                                        set [ot10 v] to (item (3) of [list v])\n                                        wait ((Offline Limit) / (1000)) seconds\n                                        load player (p)\n                                        if <(item (3) of [list v]) = (ot10)> then\n                                            reset player (p)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [3]>> then\n        check player [3]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [4]>> then\n        check player [4]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [5]>> then\n        check player [5]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [6]>> then\n        check player [6]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [7]>> then\n        check player [7]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [8]>> then\n        check player [8]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [1]>> then\n        check player [1]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [2]>> then\n        check player [2]\n    end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n    repeat (length of [player1 v])\n        change [i v] by (1)\n        add (item (i) of [player1 v]) to [data v]\n    end\nelse\n    if <(p) = [2]> then\n        repeat (length of [player2 v])\n            change [i v] by (1)\n            add (item (i) of [player2 v]) to [data v]\n        end\n    else\n        if <(p) = [3]> then\n            repeat (length of [player3 v])\n                change [i v] by (1)\n                add (item (i) of [player3 v]) to [data v]\n            end\n        else\n            if <(p) = [4]> then\n                repeat (length of [player4 v])\n                    change [i v] by (1)\n                    add (item (i) of [player4 v]) to [data v]\n                end\n            else\n                if <(p) = [5]> then\n                    repeat (length of [player5 v])\n                        change [i v] by (1)\n                        add (item (i) of [player5 v]) to [data v]\n                    end\n                else\n                    if <(p) = [6]> then\n                        repeat (length of [player6 v])\n                            change [i v] by (1)\n                            add (item (i) of [player6 v]) to [data v]\n                        end\n                    else\n                        if <(p) = [7]> then\n                            repeat (length of [player7 v])\n                                change [i v] by (1)\n                                add (item (i) of [player7 v]) to [data v]\n                            end\n                        else\n                            if <(p) = [8]> then\n                                repeat (length of [player8 v])\n                                    change [i v] by (1)\n                                    add (item (i) of [player8 v]) to [data v]\n                                end\n                            else\n                                if <(p) = [9]> then\n                                    repeat (length of [player9 v])\n                                        change [i v] by (1)\n                                        add (item (i) of [player9 v]) to [data v]\n                                    end\n                                else\n                                    if <(p) = [10]> then\n                                        repeat (length of [player10 v])\n                                            change [i v] by (1)\n                                            add (item (i) of [player10 v]) to [data v]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [connect & start v]\nif <(username) = []> then\n    broadcast (Not logged in! v)\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nif <(Player ID) = [0]> then\n    broadcast (Game full! v)\nelse\n    broadcast (Connected! v)\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [9]>> then\n        check player [9]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <not <(Player ID) = [10]>> then\n        check player [10]\n    end\nend\n\n@Status\n\nwhen I receive [connect & start v]\nset [ghost v] effect to (1000)\nswitch costume to (connecting v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n    change [ghost v] effect by (-20)\n    change y by (((155) - (y position)) / (2))\nend\nset y to (155)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (140) y: (1000)\ngo to [front v] layer\nhide\n\nwhen I receive [connected! v]\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Connect v]\nset [ghost v] effect to (1000)\nswitch costume to (connected v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n    change [ghost v] effect by (-20)\n    change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [game full! v]\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Bonk v]\nset [ghost v] effect to (1000)\nswitch costume to (game full! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n    change [ghost v] effect by (-20)\n    change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [not logged in! v]\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\nset volume to ([volume v] of [player v]) %\nstart sound [Bonk v]\nset [ghost v] effect to (1000)\nswitch costume to (not logged in! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [155]>\n    change [ghost v] effect by (-20)\n    change y by (((155) - (y position)) / (2))\nend\nclear graphic effects\nset y to (155)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change y by (((154) - (y position)) / (-1.25))\nend\nhide\n\n@Player\n\nwhen flag clicked\nsay []\nhide\n\nwhen flag clicked\nset [player_shown? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [p_ghost v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\npoint in direction (90)\nset y to (-86)\nshow\nset [ghost v] effect to (0)\nforever\n    set rotation style [don't rotate v]\n    switch costume to (hitbox check v)\n    if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n        switch costume to (hitbox check - crouch v)\n    end\n    if <touching color (#66c7ff)?> then\n        stop [other scripts in sprite v]\n        broadcast (Win v)\n        set rotation style [left-right v]\n        if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n            switch costume to (player green v)\n        else\n            switch costume to (player v)\n        end\n        repeat (10)\n            if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n                switch costume to (player green v)\n            else\n                switch costume to (player v)\n            end\n            change [ghost v] effect by (10)\n            change [p_ghost v] by (10)\n        end\n        hide\n        stop [this script v]\n    end\n    if <<(y position) < [-171]> or <touching (spikes v)?>> then\n        create clone of (_myself_ v)\n        set rotation style [left-right v]\n        if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n            switch costume to (player green v)\n        else\n            switch costume to (player v)\n        end\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [p_ghost v] by (10)\n        end\n        set [x v] to (Spawn point)\n        set [xvel v] to [0]\n        set [yvel v] to [0]\n        set y to (-86)\n        wait (0.4) seconds\n    end\n    if <touching color (#ffdd6e)?> then\n        set [yvel v] to [20]\n    end\n    switch costume to (hitbox up v)\n    if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n        switch costume to (hitbox - crouch v)\n    else\n        switch costume to (hitbox v)\n    end\n    change [ghost v] effect by (-10)\n    if <not <(P_Ghost) < [1]>> then\n        change [p_ghost v] by (-10)\n    end\n    if <touching (water v)?> then\n        set [accel. speed v] to [0.4]\n        set [gravity v] to [-0.75]\n    else\n        set [accel. speed v] to [1]\n        set [gravity v] to [-1.25]\n    end\n    if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n        if <not <touching (level v)?>> then\n            change [xvel v] by (Accel. speed)\n            point in direction (90)\n        end\n    end\n    if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n        if <not <touching (level v)?>> then\n            change [xvel v] by ((Accel. speed) * (-1))\n            point in direction (-90)\n        end\n    end\n    set [xvel v] to ((Xvel) * (0.9))\n    switch costume to (hitbox up v)\n    if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n        switch costume to (hitbox right - crouch v)\n    else\n        switch costume to (hitbox right v)\n    end\n    set [bump? v] to [0]\n    if <touching (level v)?> then\n        if <(Bump?) = [0]> then\n            if <not <(Xvel) < [0]>> then\n                set [bump? v] to [1]\n                set [xvel v] to ((Xvel) * (-1.1))\n            end\n        end\n    end\n    switch costume to (hitbox up v)\n    if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n        switch costume to (hitbox left - crouch v)\n    else\n        switch costume to (hitbox left v)\n    end\n    if <touching (level v)?> then\n        if <(Bump?) = [0]> then\n            if <not <(Xvel) > [0]>> then\n                set [bump? v] to [1]\n                set [xvel v] to ((Xvel) * (-1.1))\n            end\n        end\n    end\n    if <(x position) < [-213]> then\n        if <not <(Xvel) > [0]>> then\n            set [bump? v] to [1]\n            set [xvel v] to ((Xvel) * (-1.1))\n        end\n    end\n    if <(x position) > [213]> then\n        if <not <(Xvel) < [0]>> then\n            set [bump? v] to [1]\n            set [xvel v] to ((Xvel) * (-1.1))\n        end\n    end\n    switch costume to (hitbox up v)\n    if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n        switch costume to (hitbox - crouch v)\n    else\n        switch costume to (hitbox v)\n    end\n    change [x v] by (Xvel)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (-5)\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yvel v] by (Gravity)\n    change y by (Yvel)\n    if <touching (level v)?> then\n        if <<(y position) < [-171]> or <touching (spikes v)?>> then\n            create clone of (_myself_ v)\n            set rotation style [left-right v]\n            if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n                switch costume to (player green v)\n            else\n                switch costume to (player v)\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n                change [p_ghost v] by (10)\n            end\n            set [x v] to (Spawn point)\n            set [xvel v] to [0]\n            set [yvel v] to [0]\n            set y to (-86)\n            wait (0.4) seconds\n        end\n        change y by ((Yvel) * (-1))\n        set [yvel v] to [0]\n    end\n    change y by (-5)\n    if <<touching (level v)?> or <<touching (water v)?> and <(Yvel) < [0]>>> then\n        if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(y position) < ((mouse y) - (20))>>> then\n            if <touching (water v)?> then\n                set [yvel v] to [12]\n            else\n                set [yvel v] to [15]\n            end\n        end\n    end\n    change y by (5)\n    set rotation style [left-right v]\n    if <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n        set [crouch? v] to [3]\n        switch costume to (hitbox up v)\n        if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n            set [crouch? v] to [4]\n            switch costume to (player green - crouch v)\n        else\n            switch costume to (player green v)\n        end\n    else\n        set [crouch? v] to [1]\n        switch costume to (hitbox up v)\n        if <<touching (level v)?> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>>> then\n            set [crouch? v] to [2]\n            switch costume to (player - crouch v)\n        else\n            switch costume to (player v)\n        end\n    end\n    set [player_x v] to (X)\n    set [player_y v] to (y position)\nend\n\nwhen flag clicked\nshow\nset [spawn point v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nforever\n    set size to (1000) %\n    if <<(X) < [0]> or <(X) = [0]>> then\n        change [scroll x v] by (((0) - (scroll x)) / (3))\n    else\n        if <<(X) > [9120]> or <(X) = [9120]>> then\n            change [scroll x v] by (((9120) - (scroll x)) / (3))\n        else\n            change [scroll x v] by (((X) - (scroll x)) / (3))\n        end\n    end\n    if <<(X) > [2400]> and <(Spawn point) = [0]>> then\n        set [spawn point v] to [2400]\n    end\n    if <<(X) > [4800]> and <(Spawn point) = [2400]>> then\n        set [spawn point v] to [4800]\n    end\n    if <<(X) > [7200]> and <(Spawn point) = [4800]>> then\n        set [spawn point v] to [7200]\n    end\n    set x to (((X) - (scroll x)) - (184))\n    set size to (100) %\nend\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nif <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n    switch costume to (effect green v)\nelse\n    switch costume to (effect v)\nend\nrepeat (10)\n    turn right (10) degrees\n    change size by (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen this sprite clicked\nsay [This place is awesome!] for (2) seconds\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n    repeat (length of [player1 v])\n        change [i v] by (1)\n        add (item (i) of [player1 v]) to [data v]\n    end\nelse\n    if <(p) = [2]> then\n        repeat (length of [player2 v])\n            change [i v] by (1)\n            add (item (i) of [player2 v]) to [data v]\n        end\n    else\n        if <(p) = [3]> then\n            repeat (length of [player3 v])\n                change [i v] by (1)\n                add (item (i) of [player3 v]) to [data v]\n            end\n        else\n            if <(p) = [4]> then\n                repeat (length of [player4 v])\n                    change [i v] by (1)\n                    add (item (i) of [player4 v]) to [data v]\n                end\n            else\n                if <(p) = [5]> then\n                    repeat (length of [player5 v])\n                        change [i v] by (1)\n                        add (item (i) of [player5 v]) to [data v]\n                    end\n                else\n                    if <(p) = [6]> then\n                        repeat (length of [player6 v])\n                            change [i v] by (1)\n                            add (item (i) of [player6 v]) to [data v]\n                        end\n                    else\n                        if <(p) = [7]> then\n                            repeat (length of [player7 v])\n                                change [i v] by (1)\n                                add (item (i) of [player7 v]) to [data v]\n                            end\n                        else\n                            if <(p) = [8]> then\n                                repeat (length of [player8 v])\n                                    change [i v] by (1)\n                                    add (item (i) of [player8 v]) to [data v]\n                                end\n                            else\n                                if <(p) = [9]> then\n                                    repeat (length of [player9 v])\n                                        change [i v] by (1)\n                                        add (item (i) of [player9 v]) to [data v]\n                                    end\n                                else\n                                    if <(p) = [10]> then\n                                        repeat (length of [player10 v])\n                                            change [i v] by (1)\n                                            add (item (i) of [player10 v]) to [data v]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n    get data of player (pID)\n    set [current_x v] to (item (1) of [data v])\n    set [current_y v] to (item (2) of [data v])\n    point in direction (90)\n    go to x: (current_x) y: (current_y)\n    forever\n        set [prevstate v] to (item (8) of [data v])\n        get data of player (pID)\n        switch costume to (item (7) of [data v])\n        if <(item (5) of [data v]) = [1]> then\n            change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n            change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n            set [xpos v] to (current_x)\n            set [ypos v] to (current_y)\n            set size to (400) %\n            go to x: ((((scroll x) - (current_x)) * (-1)) - (184)) y: (current_y)\n            set size to (100) %\n            set rotation style [left-right v]\n            if <((item (1) of [data v]) - (Xpos)) > [0]> then\n                point in direction (90)\n            end\n            if <((item (1) of [data v]) - (Xpos)) < [0]> then\n                point in direction (-90)\n            end\n            if <<(x position) < [-300]> or <(x position) > [300]>> then\n                hide\n            end\n        end\n        if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n            show\n            if <(round (item (8) of [data v])) = [100]> then\n                think []\n            else\n                think (item (4) of [data v])\n            end\n            change [ghost v] by (((0) - (Ghost)) / (3))\n            if <<(x position) < [-300]> or <(x position) > [300]>> then\n                hide\n            end\n        else\n            if <(round (PrevState)) = [100]> then\n                set [ghost v] to [100]\n                set [prevstate v] to [0]\n            end\n            change [ghost v] by (((100) - (Ghost)) / (3))\n            if <(round (Ghost)) = [100]> then\n                hide\n            else\n                show\n                if <<(x position) < [-300]> or <(x position) > [300]>> then\n                    hide\n                end\n            end\n        end\n        set [ghost v] effect to ((item (8) of [data v]) + (Ghost))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n    get data of player (pID)\n    if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n        wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n        if <not <(length of [players v]) = [1]>> then\n            broadcast (Left v)\n        end\n    end\n    forever\n        if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n            broadcast (Join v)\n            wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n            broadcast (Left v)\n        end\n    end\nend\n\nwhen I receive [play v]\nset [pid v] to [0]\nrepeat (10)\n    change [pid v] by (1)\n    create clone of (_myself_ v)\nend\n\n@Sun\n\nwhen flag clicked\nshow\ngo to x: (209) y: (161)\ngo to [back v] layer\nset [size v] to [0]\nforever\n    change [size v] by (3)\n    set size to ((([sin v] of (size) ) * (4)) + (100)) %\n    go to [back v] layer\nend\n\n@Level\n\nwhen I receive [tick v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n    hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n    set [scroll x v] to [0]\n    broadcast (Clear all v)\n    go to [back v] layer\n    Clone all\n    forever\n        broadcast (tick v)\n    end\nend\n\ndefine Clone all\ngo to [back v] layer\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n    change [id v] by (1)\n    change [ox v] by (480)\n    set size to (100) %\n    create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [win v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Parallax\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (400) %\ngo to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\nshow\nset y to (0)\nif <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-800]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [800]>> then\n    hide\nend\nset size to (100) %\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to [back v] layer\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [480]\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [win v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Water\n\nwhen I receive [tick2 v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n    hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n    set [scroll x v] to [0]\n    go to [back v] layer\n    Clone all of them\n    forever\n        broadcast (tick2 v)\n    end\nend\n\nwhen I receive [win v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\ndefine Clone all of them\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n    change [id v] by (1)\n    change [ox v] by (480)\n    set size to (100) %\n    create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\n@Spikes\n\nwhen I receive [tick2 v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n    hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n    set [scroll x v] to [0]\n    go to [back v] layer\n    Clone all of them\n    forever\n        broadcast (tick2 v)\n    end\nend\n\nwhen I receive [win v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\ndefine Clone all of them\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n    change [id v] by (1)\n    change [ox v] by (480)\n    set size to (100) %\n    create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\n@Text\n\nwhen I receive [tick2 v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n    hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n    set [scroll x v] to [0]\n    go to [back v] layer\n    Clone all of them\n    forever\n        broadcast (tick2 v)\n    end\nend\n\nwhen I receive [win v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\ndefine Clone all of them\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n    change [id v] by (1)\n    change [ox v] by (480)\n    set size to (100) %\n    create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\n@Love/Fav detector\n\nwhen I start as a clone\nif <(Clone) = [Love]> then\n    show\n    switch costume to (love v)\n    go to x: (0) y: (0)\n    forever\n        if <touching (mouse-pointer v)?> then\n            set [loved? v] to [1]\n            delete this clone\n        end\n    end\nelse\n    if <(Clone) = [Fav]> then\n        show\n        switch costume to (fav v)\n        go to x: (0) y: (0)\n        forever\n            if <touching (mouse-pointer v)?> then\n                set [faved? v] to [1]\n                delete this clone\n            end\n        end\n    else\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\nif <not <<(Loved?) = [1]> and <(Faved?) = [1]>>> then\n    set [loved? v] to [0]\n    set [faved? v] to [0]\n    set [clone v] to [Love]\n    create clone of (_myself_ v)\n    set [clone v] to [Fav]\n    create clone of (_myself_ v)\n    wait until <<(Loved?) = [1]> and <(Faved?) = [1]>>\n    wait (1) seconds\n    show\n    go to x: (-120) y: (1000)\n    switch costume to (pick random (1) to (4))\n    start sound [Thank you! ^w^ v]\n    set size to (100) %\n    set [ghost v] effect to (100)\n    repeat (25)\n        change y by (((120) - (y position)) / (5))\n        change [ghost v] effect by (-4)\n    end\n    set y to (120)\n    wait (3) seconds\n    repeat (10)\n        change y by (((119) - (y position)) / (-1.8))\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n    stop [other scripts in sprite v]\n    repeat (10)\n        go to [front v] layer\n        change y by (((115) - (y position)) / (-1.8))\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\n@Win\n\nwhen I receive [win v]\nshow\nswitch costume to (resize v)\ngo to [front v] layer\nset size to (150) %\nswitch costume to (win v)\nset [ghost v] effect to (100)\nrepeat (20)\n    switch costume to (resize v)\n    change [ghost v] effect by (-10)\n    change size by (((100) - (size)) / (3.2))\n    switch costume to (win v)\nend\nswitch costume to (win v)\n\nwhen I receive [win v]\nstart sound [Clapping v]\nplay sound [YOU WON! v] until done\nwait (2) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\n