[2D]MINECRAFT PLATFORMER/[2D]マイクラ プラットフォーマー

Instructions: Part 1: https://scratch.mit.edu/projects/486252650/\nPart 2: https://scratch.mit.edu/projects/490344698/\nPlay the first 2 before this one!\nArrows or WASD to move, space to switch items (once you get items) and down arrow or s to use them\npickaxe is for breaking wood, like on lvl 3\nstory in game\nHeart and star if you enjoyed!\nfollow for more games!\nno ads\n#7 trending all! and #3 trending games :D\ntop loved!!\ncredits:\nstory for this part by @i_xm_bxd_luck\nsome art (chest, sword, enemies) @dreamworldcreations\nai @icmy123\ntext engine @amazinggamer2018\nhouse art @nemofish84\n^all of those i edited\nspikes and platform engine @killuaxlikesgon\npickaxe and helmet art by @coltroc\ntrampoline art @thecactusmaster\nmusic:\n@-xaf-: Unlimited\nTobu & Itro - Sunburst\nUndertale - Heartache\n\n#stories #music

@Stage\n\nwhen flag clicked\nforever\n    stop all sounds\n    play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nwhen I receive [begin v]\nforever\n    if <(Level) = [1]> then\n        stop [other scripts in sprite v]\n        stop all sounds\n        switch costume to (1 v)\n        play sound [Jungle - Dance of the Blocks \(Shrunk\) v] until done\n    end\n    if <(Level) = [2]> then\n        stop [other scripts in sprite v]\n        stop all sounds\n        switch costume to (2 v)\n        play sound [Ghosts in the tower v] until done\n    end\n    if <(Level) = [3]> then\n        stop [other scripts in sprite v]\n        stop all sounds\n        switch costume to (egypt background v)\n        play sound [Pyrmamid - Journey Through the Duat \(Nether\) v] until done\n    end\nend\n\nwhen I receive [levelup v]\nforever\n    if <(Level) = [1]> then\n        stop [other scripts in sprite v]\n        switch costume to (1 v)\n        stop all sounds\n        play sound [Jungle - Dance of the Blocks \(Shrunk\) v] until done\n    end\n    if <(Level) = [2]> then\n        stop [other scripts in sprite v]\n        switch costume to (2 v)\n        stop all sounds\n        play sound [Ghosts in the tower v] until done\n    end\n    if <(Level) = [3]> then\n        stop [other scripts in sprite v]\n        switch costume to (egypt background v)\n        stop all sounds\n        play sound [Pyrmamid - Journey Through the Duat \(Nether\) v] until done\n    end\nend\n\nstop all sounds\n\nplay sound [Menu - minecraft_holder_trap_remix v] until done\n\nwhen I receive [l2lightning v]\nstart sound [Thunder Storm2 v]\nrepeat (3)\n    switch backdrop to (2lighting v)\n    wait (0.1) seconds\n    switch backdrop to (2 v)\n    wait (0.1) seconds\nend\n\nnext backdrop\nswitch backdrop to (2lighting v)\nwait (0.1) seconds\nnext backdrop\n\nstop [other scripts in sprite v]\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n    stop all sounds\n    play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nswitch costume to (2 v)\n\nwhen I receive [showthefont v]\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n    stop all sounds\n    play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nstop [other scripts in sprite v]\nstop all sounds\nwait (1) seconds\nforever\n    play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nstop all sounds\n\n@INTRO\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (background v)\nclear graphic effects\ncreate clone of (_myself_ v)\nnext costume\nrepeat (4)\n    create clone of (_myself_ v)\n    next costume\n    wait (1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [name v]) = [background]> then\n    go to x: (0) y: (0)\n    show\n    wait (4) seconds\n    switch costume to (instructions v)\nend\nif <(costume [name v]) = [block]> then\n    go to x: (0) y: (-300)\n    show\n    glide (1) secs to x: (0) y: (0)\n    switch costume to (block v)\n    wait (4) seconds\n    repeat (18)\n        change size by (-5)\n        hide\n    end\nend\nif <(costume [name v]) = [minecraft]> then\n    go to x: (0) y: (300)\n    show\n    glide (1) secs to x: (0) y: (0)\n    wait (3) seconds\n    repeat (5)\n        change size by (-5)\n    end\n    glide (1) secs to x: (-30) y: (150)\nend\nif <(costume [name v]) = [Platformer]> then\n    go to x: (0) y: (300)\n    show\n    glide (1) secs to x: (0) y: (0)\n    wait (4) seconds\n    repeat (5)\n        change size by (-5)\n    end\n    glide (1) secs to x: (-30) y: (150)\nend\nif <(costume [name v]) = [Five]> then\n    go to x: (0) y: (300)\n    show\n    glide (1) secs to x: (0) y: (120)\n    wait (1) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n        change size by (-1)\n    end\n    go to x: (180) y: (200)\n    clear graphic effects\n    glide (1) secs to x: (180) y: (110)\nend\n\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Instructions]>> then\n    stop [this script v]\nend\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (background v)\nbroadcast (local broadcast to move main sprite to front v) and wait\n\nswitch costume to (background v)\nbroadcast (ShowModeOptions v)\n\nwhen I receive [start v]\nhide\n\nswitch costume to (background v)\ndelete this clone\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [local broadcast to move main sprite to front v]\nswitch costume to (background v)\nshow\ngo to [front v] layer\nbroadcast (ShowModeOptions v)\ndelete this clone\n\nset size to (100) %\ngo to [front v] layer\nswitch costume to (title v)\nshow\n\n@Player\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <(Level) = [1]> then\n    set [parrotflytopumkin? v] to [No]\n    switch costume to (jungle world v)\nend\nif <(Level) = [2]> then\n    switch costume to (2 - cellar blocked v)\n    set [l2 door opened? v] to [NO]\nend\nif <(Level) = [3]> then\n    switch costume to (3 - all doors closed v)\nend\nbroadcast (SwitchToTask v)\nforever\n    if <(-paused for animation?) = [Yes]> then\n        set [hero y velocity v] to [1]\n        set [hero x velocity v] to [0]\n        wait until <not <(-paused for animation?) = [Yes]>>\n    end\n    Player Tick\n    if <<(Level) = [1]> and <(ParrotFlyToPumkin?) = [Eaten]>> then\n        switch costume to (jungle world with exit v)\n    end\n    if <<(Level) = [2]> and <(L2 door opened?) = [Yes]>> then\n        switch costume to (2 door opened v)\n    end\nend\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\nif <(Hero y velocity) > [14]> then\n    set [hero y velocity v] to [14]\nend\nif <(Hero y velocity) < [-14]> then\n    set [hero y velocity v] to [-14]\nend\n\ndefine Gravity\nif <(Hero y velocity) > [0]> then\n    change y by (1)\n    repeat (Hero y velocity)\n        if <not <touching (herosensor v)?>> then\n            change y by (1)\n            set [-ypositionofplayer v] to [0]\n        end\n    end\n    if <touching (herosensor v)?> then\n        set [hero y velocity v] to [0]\n        change y by (-1)\n    end\nend\nif <(Hero y velocity) < [0]> then\n    change y by (-1)\n    repeat ([abs v] of (Hero y velocity) )\n        if <not <touching (herosensor v)?>> then\n            change y by (-1)\n        else\n            set [hero y velocity v] to [0]\n        end\n    end\n    change y by (1)\nend\nif <(Level) = [1]> then\n    if <(y position) > [550]> then\n        broadcast (Respawn v)\n        start sound [volcano v]\n        broadcast (#DamageMe v)\n    end\nend\nif <(Level) = [2]> then\n    if <(y position) > [670]> then\n        broadcast (Respawn v)\n        start sound [volcano v]\n        broadcast (#DamageMe v)\n    end\nend\nif <(Level) = [3]> then\n    if <(y position) > [670]> then\n        broadcast (Respawn v)\n        start sound [volcano v]\n        broadcast (#DamageMe v)\n    end\nend\n\ndefine JumpSensing\nif <<<<([costume name v] of [joystick v]) = [N]> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [NW]>>> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n    change y by (1)\n    if <<touching (herosensor v)?> or <(LiftJumpReady?) = [Yes]>> then\n        set [hero y velocity v] to [-13]\n    end\n    change y by (-1)\nend\n\ndefine Left right sensing\nif <(Joypad Disabled?) = [Yes]> then\n    set [hero x velocity v] to [0]\n    stop [this script v]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [E]>>> then\n    change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<([costume name v] of [joystick v]) = [NW]> or <([costume name v] of [joystick v]) = [W]>>> then\n    change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < [-8]> then\n    set [hero x velocity v] to [-8]\nend\nif <(Hero x velocity) > [8]> then\n    set [hero x velocity v] to [8]\nend\nif <(Hero x velocity) > [0]> then\n    repeat (Hero x velocity)\n        if <not <touching (herosensor v)?>> then\n            change x by (1)\n        end\n    end\n    change [hero x velocity v] by (-0.5)\n    if <touching (herosensor v)?> then\n        change x by (-1)\n        set [hero x velocity v] to [0]\n    end\nend\nif <(Hero x velocity) < [0]> then\n    repeat ([abs v] of (Hero x velocity) )\n        if <not <touching (herosensor v)?>> then\n            change x by (-1)\n        end\n    end\n    change [hero x velocity v] by (0.5)\n    if <touching (herosensor v)?> then\n        change x by (1)\n        set [hero x velocity v] to [0]\n    end\nend\n\nwhen I receive [respawn v]\nStartPostions\n\nwhen [i v] key pressed\n\nadd ((0) - (x position)) to [itemx v]\nadd ((-30) - (y position)) to [itemy v]\nask [What are we putting here?] and wait\nadd (answer) to [item name v]\nadd (Level) to [itemlevel v]\nask [Walk Rate?] and wait\nadd (answer) to [microbad - walk rate v]\n\nwhen [1 v] key pressed\n\nhide list [itemx v]\nhide list [itemy v]\nhide list [item name v]\nhide list [itemlevel v]\nhide list [microbad - walk rate v]\n\nwhen [2 v] key pressed\n\nshow list [itemx v]\nshow list [itemy v]\nshow list [item name v]\nshow list [itemlevel v]\nshow list [microbad - walk rate v]\n\nwhen [l v] key pressed\n\ndefine StartPostions\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nif <(Level) = [1]> then\n    go to x: (889) y: (490)\nend\nif <(Level) = [2]> then\n    go to x: (870) y: (490)\nend\nif <(Level) = [3]> then\n    go to x: (889) y: (0)\nend\n\nwait (1) seconds\n\nwhen I receive [levelup v]\nStartPostions\n\nwhen I receive [2b level shown - door open v]\nswitch costume to (2b v)\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n    switch costume to (jungle world v)\nend\nif <(Level) = [2]> then\n    switch costume to (2 - cellar blocked v)\nend\nif <(Level) = [3]> then\n    switch costume to (3 - all doors closed v)\nend\n\nwhen I receive [##launchplayer v]\nhide\nclear graphic effects\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my variable v] to [0]\nbroadcast (Respawn v)\nbroadcast (begin v)\n\nask [Level?] and wait\nset [level v] to (answer)\n\nwhen I receive [begin v]\nStartPostions\n\nPlayer Tick\n\nwait (1) seconds\n\nwait until <[] = [Eaten]>\n\nwait (1) seconds\n\nswitch costume to (jungle world v)\n\nwait until <(ParrotFlyToPumkin?) = [Eaten]>\n\nwhen I receive [l2 - cellar opened v]\nswitch costume to (2 cellar open v)\n\nwhen I receive [l3, close d1 v]\nswitch costume to (3 - all doors closed v)\n\nwhen I receive [l3, open d1 v]\nswitch costume to (3 - d1 open others closed v)\n\nwhen I receive [l3, close d2 v]\nswitch costume to (3 - d1 open others closed v)\n\nwhen I receive [l3, open d2 v]\nswitch costume to (3 - d1&2 open others closed v)\n\nwhen I receive [l3, open d3 v]\nswitch costume to (3 - all doors open v)\n\nwhen I receive [l3, close d3 v]\nswitch costume to (3 - d1&2 open others closed v)\n\nbroadcast (-ParrotTutorial v)\n\nwhen [space v] key pressed\n\nif <not <(costume [name v]) = [3 - lift clone!]>> then\n\nset [l3 lift started? v] to [No]\n\nif <touching (herosensor v)?> then\n    set [hero y velocity v] to [0]\n    change y by (-1)\nend\n\nwhen I receive [l3 - show stairs v]\nswitch costume to (3 - stairs built v)\n\nwhen I receive [l3 hide stairs v]\nswitch costume to (3 - d1&2 open others closed v)\n\nswitch costume to (3 - all doors open v)\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nswitch costume to (jungle world with exit v)\ngo to x: (0) y: (-500)\n\nswitch costume to (2 door opened v)\ngo to x: (0) y: (-500)\n\nswitch costume to (3 - all doors open v)\ngo to x: (-500) y: (-500)\n\nswitch costume to (2 - cellar blocked v)\n\n@Hero\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nglide (1) secs to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\nglide (1) secs to x: (-100) y: (y position)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n    delete this clone\nend\ngo to [front v] layer\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwait until <key (right arrow v) pressed?>\nreset timer\nrepeat until <<(timer) > [6]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n\nwhen I receive [lowhit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowhit v)\nrepeat (6)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [costumecontrol v]\nset [-paused for animation? v] to [No]\nshow\ngo to [front v] layer\nforever\n    wait until <not <(-paused for animation?) = [Yes]>>\n    if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (-90)\n        set [costumelock v] to [WalkCycle]\n    else\n        if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n            point in direction (90)\n            set [costumelock v] to [WalkCycle]\n        else\n            set [costumelock v] to [PlayerReadyStance]\n        end\n    end\n    if <<(#HeroInvulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n        set [#heroinvulnerable? v] to [No]\n        broadcast (HitDamage v)\n    end\nend\n\nwhen I receive [cycles v]\nforever\n    wait until <not <(-paused for animation?) = [Yes]>>\n    if <(COSTUMELOCK) = [WalkCycle]> then\n        switch costume to (normal v)\n        repeat until <<not <(COSTUMELOCK) = [WalkCycle]>> or <(COSTUMELOCK) = [Action]>>\n            next costume\n            if <(costume [number v]) = [13]> then\n                switch costume to (normal v)\n            end\n            repeat (1)\n        end\n    end\n    if <(COSTUMELOCK) = [PlayerReadyStance]> then\n        switch costume to (normal v)\n    end\n    repeat until <<not <(COSTUMELOCK) = [PlayerReadyStance]>> or <(COSTUMELOCK) = [Action]>>\nend\n\nwhen flag clicked\nhide\nset [costumelock v] to [PlayerReadyStance]\nclear graphic effects\n\nset x to (?Stageshift <-->)\n\nset x to (882)\n\nwhen I receive [tree hitter v]\nswitch costume to (*tree hitter v)\nwait (0.2) seconds\nswitch costume to (walk10 v)\n\nif <(-paused for animation?) = [Yes]> then\n    hide\nend\n\nshow\n\nforever\n    set [cloudcostume v] to (costume [number v])\nend\n\nrepeat (12)\n    next costume\nend\nset [-paused for animation? v] to [No]\n\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [l2evilswitch v]\nset [-paused for animation? v] to [Yes]\nset [costumelock v] to [PlayerReadyStance]\nset [xvelocity v] to [0]\nsay [That looks scary!] for (4) seconds\nbroadcast (L2lightning v)\nsay [....] for (2) seconds\nset [l2evilswitch? v] to [Yes]\nsay [I must be crazy!!!] for (4) seconds\nsay [I'll try to hit and retreat!] for (4) seconds\nset [-paused for animation? v] to [No]\n\nset [xvelocity v] to [0]\n\nset [l2evilswitch? v] to [No]\n\nif <<(Level) = [2]> and <<([costume # v] of [crafting v]) > [12]> and <([costume # v] of [crafting v]) < [19]>>> then\n    if <<([x position v] of [player v]) > [-820]> and <<([x position v] of [player v]) < [-770]> and <<([y position v] of [player v]) > [120]> and <(y position) < [140]>>>> then\n        set [-paused for animation? v] to [Yes]\n        point in direction (90)\n        repeat (3)\n            switch costume to (fisherman v)\n        end\n        repeat (12)\n            next costume\n            wait (0) seconds\n        end\n        set [-paused for animation? v] to [No]\n        broadcast (NextCraftingStage v)\n    end\nend\n\n\nwait until <(timer) > [10]>\n\nreset timer\n\nwait until <key (right arrow v) pressed?>\n\nstop [this script v]\n\nrepeat until \n\nsay [Press W or ↑  to jump] for (2) seconds\n\ngo to [front v] layer\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n    delete this clone\nend\n\nif <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n    point in direction (-90)\n    set [costumelock v] to [WalkCycle]\nelse\n    if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (90)\n        set [costumelock v] to [WalkCycle]\n    else\n        set [costumelock v] to [PlayerReadyStance]\n    end\nend\nif <<(#HeroInvulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n    set [#heroinvulnerable? v] to [No]\n    broadcast (HitDamage v)\nend\n\nchange [color v] effect by (25)\n\nwhen I receive [nextcolours v]\nchange [color v] effect by (25)\n\n@crafting\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine StartLevelWithRightCostume\nswitch costume to (l1,0 v)\nwait (0.5) seconds\nif <(Level) = [1]> then\n    switch costume to (*intro 1 v)\n    stop [this script v]\nend\nif <(Level) = [2]> then\n    switch costume to (level 2 v)\n    stop [this script v]\nend\nif <(Level) = [3]> then\n    switch costume to ( l3 start v)\n    stop [this script v]\nend\n\nwhen I receive [start v]\nStartLevelWithRightCostume\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <(Level) = [1]> then\n    switch costume to (*intro 1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (l2 blank v)\nend\nif <(Level) = [3]> then\n    switch costume to ( l3 start v)\nend\ngo to x: (171) y: (133)\npoint in direction (90)\nset size to (90) %\nbroadcast (Stretchwhenfull v)\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\n\nif <(costume [number v]) = [6]> then\n    if <([y position v] of [font v]) > [-10]> then\n        next costume\n        broadcast (-ShowLadder v)\n        stop [this script v]\n    else\n        broadcast (L1LadderPrompt v)\n    end\nend\nif <(costume [number v]) = [11]> then\n    next costume\n    set [holdingitem v] to [TNT]\nend\nif <(costume [number v]) = [22]> then\n    next costume\n    set [holdingitem v] to [BowAndArrow]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\ngo to [front v] layer\nstart sound [Chop v]\nif <(costume [number v]) = [7]> then\n    if <(Parrot Key touching cage?) = [Yes]> then\n        next costume\n        set [parrot key touching cage? v] to [Open]\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\nif <(costume [number v]) = [15]> then\n    next costume\n    broadcast (ParrotTamed! v)\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nif <<(costume [number v]) = [13]> or <(costume [number v]) = [14]>> then\n    if <(costume [number v]) = [13]> then\n        next costume\n    end\n    forever\n        if <(ParrotReadyToFeed?) = [Yes]> then\n            switch costume to (feed v)\n        else\n            switch costume to (find v)\n        end\n    end\nend\nif <(costume [number v]) = [21]> then\n    next costume\n    set [holdingitem v] to [Sword]\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nif <<(costume [number v]) = [22]> and <(HoldingItem) = [Pickaxe]>> then\n    next costume\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nif <<(costume [number v]) = [27]> or <(costume [number v]) = [33]>> then\n    next costume\n    broadcast (L3 - show goodsword v) and wait\n    set [holdingitem v] to [GoodSword]\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nglide (1) secs to x: (171) y: (133)\n\nswitch costume to (find v)\n\ndefine L1 crafting the table\npoint in direction (90)\nswitch costume to (*l1,pumkin v)\nset size to (80) %\ngo to x: (171) y: (133)\nrepeat (27)\n    change size by (1)\n    change y by (-2)\n    change x by (-6)\nend\nrepeat (5)\n    turn right (1) degrees\nend\nrepeat (10)\n    turn right (-1) degrees\nend\nswitch costume to (find v)\nrepeat (10)\n    turn right (1) degrees\nend\nrepeat (5)\n    turn right (-1) degrees\nend\nrepeat (27)\n    change size by (-1)\n    change y by (2)\n    change x by (6)\nend\nbroadcast (Stretchwhenfull v)\n\nif <(costume [number v]) = [5]> then\n    next costume\n    stop [this script v]\nend\n\nwhen I receive [stretchwhenfull v]\nforever\n    repeat (2)\n        if <(letter (1) of (costume [name v])) = [*]> then\n            set size to (90) %\n            repeat (10)\n                change size by (0.5)\n                HideMoveInstructions?\n            end\n            repeat (10)\n                change size by (-0.5)\n                HideMoveInstructions?\n            end\n        end\n    end\n    if <(costume [number v]) = [4]> then\n        switch costume to (*intro 1 v)\n    end\n    if <(costume [number v]) < [4]> then\n        next costume\n    end\nend\n\ndefine StretchWhenFull\n\nStretchWhenFull\n\nset size to (80) %\nbroadcast (Stretchwhenfull v)\n\nbroadcast (#ACTION v)\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\ngo to [front v] layer\nif <(Level) = [2]> then\n    switch costume to (l2 blank v)\nend\nif <(Level) = [3]> then\n    switch costume to ( l3 start v)\nend\n\ndefine HideMoveInstructions?\nif <<(costume [number v]) < [5]> and <([x position v] of [player v]) < [750]>> then\n    switch costume to (l1 1 --> v)\nend\n\nwhen I receive [l1showopencageinstruction v]\nnext costume\n\nif <(Parrot Key touching cage?) = [Yes]> then\n    set [parrot key touching cage? v] to [Open]\nend\n\n@HeroSensor\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nhide\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\nset [#heroinvulnerable? v] to [no]\nforever\n    if <(#HeroInvulnerable?) = [No]> then\n        if <touching (zombie v)?> then\n            broadcast (#DamageMe v)\n            play sound [splatter v] until done\n            wait (1) seconds\n        end\n        if <touching (blaze v)?> then\n            broadcast (#DamageMe v)\n            play sound [splatter v] until done\n            wait (1) seconds\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\n@Lava\n\nwhen I start as a clone\nset size to (75) %\nforever\n    set size to (75) %\n    if <(Level) = [1]> then\n        set y to (([y position v] of [player v]) - (600))\n        if <(([y position v] of [player v]) - (600)) = (y position)> then\n            show\n            next costume\n        else\n            hide\n        end\n    end\n    if <(Level) = [2]> then\n        set y to (([y position v] of [player v]) - (720))\n        if <(([y position v] of [player v]) - (720)) = (y position)> then\n            show\n            next costume\n        else\n            hide\n        end\n    end\n    if <(Level) = [3]> then\n        set y to (([y position v] of [player v]) - (705))\n        if <(([y position v] of [player v]) - (705)) = (y position)> then\n            show\n            next costume\n        else\n            hide\n        end\n    end\nend\n\nshow\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nwait (1) seconds\ndelete this clone\n\nif <(Level) = [3]> then\n    repeat (2)\n        set x to (() + (LavaX))\n    end\n    next costume\nelse\n    hide\n    if <(Level) = [4]> then\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\ngo to [front v] layer\n\nwait until <(Level) = [3]>\ngo to x: (-170) y: (-173)\nset size to (70) %\nset [lavax v] to [-900]\nrepeat (12)\n    next costume\n    create clone of (_myself_ v)\n    change [lavax v] by (260)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (-117) y: (-131)\ncreate clone of (_myself_ v)\ngo to x: (131) y: (-131)\ncreate clone of (_myself_ v)\nclear graphic effects\nif <(Level) = [2]> then\n    set [color v] effect to (115)\nend\n\ngo to x: (131) y: (-131)\n\nrepeat (10)\n\nchange [color v] effect by (25)\n\n\n\nhide\n\nset size to (70) %\n\n@Tree\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nif <(Level) = [2]> then\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Tree]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nstop [this script v]\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\n\ngo to x: (500) y: (500)\n\nthink [Hmm...]\n\nshow\n\n@SkyParalax\n\nwhen I receive [begin v]\nif <(Level) = [1]> then\n    switch costume to (stretch v)\n    set size to (500) %\n    switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (stretch v)\n    set size to (400) %\n    switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n    switch costume to (stretch v)\n    set size to (400) %\n    switch costume to (pyramid - pixel v)\nend\ngo to [back v] layer\nforever\n    if <(Level) = [1]> then\n        go to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\n    end\n    if <(Level) = [2]> then\n        go to (player v)\n    end\n    if <(Level) = [3]> then\n        go to (player v)\n    end\nend\n\ngo to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\n\nwhen I receive [levelup v]\nclear graphic effects\nif <(Level) = [1]> then\n    switch costume to (stretch v)\n    set size to (500) %\n    switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (stretch v)\n    set size to (400) %\n    switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n    switch costume to (stretch v)\n    set size to (400) %\n    switch costume to (pyramid - pixel v)\nend\n\nswitch costume to (pyramid - pixel v)\nset size to (400) %\nswitch costume to (level 2 - house pixel v)\n\nswitch costume to (stretch v)\n\nclear graphic effects\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (50)\n\nclear graphic effects\n\nclear graphic effects\n\nclear graphic effects\n\nswitch costume to (stretch v)\n\nset size to (400) %\n\nswitch costume to (pyramid - pixel v)\n\ngo to [back v] layer\n\nif <(Level) = [1]> then\n    switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n\n@L2 villager\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [23]\nrepeat (1)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [villager]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset [l2 door opened? v] to [No]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    point towards (herosensor v)\n    turn right (180) degrees\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        next costume\n        if <(distance to [herosensor v]) < [40]> then\n            if <(Mode) = [Hardcore]> then\n                say [Sorry, no hints in hardcore mode!]\n                if <(HoldingItem) = [Pickaxe]> then\n                    if <(L2 door opened?) = [No]> then\n                        set [l2 door opened? v] to [Yes]\n                        broadcast (L2 door opened v)\n                    end\n                end\n            else\n                if <(HoldingItem) = [Pickaxe]> then\n                    if <(L2 door opened?) = [No]> then\n                        set [l2 door opened? v] to [Yes]\n                        broadcast (L2 door opened v)\n                    end\n                    say [Door opened!]\n                else\n                    if <([costume # v] of [crafting v]) = [17]> then\n                        say [Try bashing the trees down.]\n                    else\n                        say [I'll open the door, if you can get a pickaxe!]\n                    end\n                end\n            end\n        else\n            say []\n        end\n    else\n        hide\n    end\nend\n\nif <(Mode) = [Hardcore]> then\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (hero v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nset [baddies going l or r? v] to [0]\n\nset [l2 door opened? v] to [Yes]\nsay [Door opened!]\n\nsay [Door opened!]\n\n\n\n@Zombie\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n            switch costume to (hit v)\n            set [#heroinvulnerable? v] to [Yes]\n            repeat (4)\n                wait (0.05) seconds\n                next costume\n            end\n            set [#heroinvulnerable? v] to [No]\n            delete this clone\n        end\n        switch costume to ([costume # v] of [zombie v])\n        show\n    else\n        hide\n    end\nend\n\nif <touching (herosensor v)?> then\n    broadcast (#DamageMe v)\n    delete this clone\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [2]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Zombie]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen flag clicked\nset [baddie_clone_x_shift v] to [0]\nforever\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [r]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (1)\n        end\n        next costume\n    end\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [l]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (-1)\n        end\n        next costume\n    end\nend\n\n@#WEAPON\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\nif <<([costume # v] of [crafting v]) = [21]> or <([costume # v] of [crafting v]) = [33]>> then\n    clear graphic effects\n    if <(HoldingItem) = [GoodSword]> then\n        switch costume to (goodswordup v)\n    else\n        switch costume to (swordup v)\n    end\n    show\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\nif <(HoldingItem) = [Sword]> then\n    switch costume to (swordup v)\nend\nif <(HoldingItem) = [Pickaxe]> then\n    switch costume to (pickup v)\nend\n\nwhen flag clicked\nhide\nset [holdingitem v] to [0]\nset [isweaponattacking? v] to [No]\nforever\n    go to [front v] layer\n    point in direction ([direction v] of [hero v])\n    if <<([costume # v] of [hero v]) = [1]> or <([costume # v] of [hero v]) = [7]>> then\n        set y to (-1)\n    else\n        if <<([costume # v] of [hero v]) = [4]> or <([costume # v] of [hero v]) = [10]>> then\n            set y to (1)\n        else\n            set y to (0)\n        end\n    end\nend\n\nwhen I receive [#crafting v]\nif <(HoldingItem) = [Sword]> then\n    sword\nend\nif <(HoldingItem) = [Pickaxe]> then\n    pickaxe\nend\nif <(HoldingItem) = [GoodSword]> then\n    GoodSword\nend\n\nwhen I receive [armwithwater v]\nhide\n\nstop [other scripts in sprite v]\n\ndelete this clone\n\nchange [color v] effect by (25)\n\npoint in direction ([direction v] of [hero v])\n\ndefine sword\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (sworddiagonal v)\nwait (0.05) seconds\nswitch costume to (sword attack v)\nwait (0.3) seconds\nswitch costume to (sworddiagonal v)\nwait (0.05) seconds\nswitch costume to (swordup v)\nset [isweaponattacking? v] to [No]\n\ndefine pickaxe\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (pickup v)\nwait (0.05) seconds\nswitch costume to (attack3 v)\nwait (0.3) seconds\nswitch costume to (diagonal3 v)\nwait (0.05) seconds\nswitch costume to (pickup v)\nset [isweaponattacking? v] to [No]\n\ndefine GoodSword\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (goodswordup v)\nwait (0.05) seconds\nswitch costume to (attack2 v)\nwait (0.3) seconds\nswitch costume to (diagonal2 v)\nwait (0.05) seconds\nswitch costume to (goodswordup v)\nset [isweaponattacking? v] to [No]\n\n\n\n\nif <<([costume # v] of [hero v]) = [4]> or <([costume # v] of [hero v]) = [10]>> then\n    set y to (2)\nend\n\nset [holdingitem v] to [Goodsword]\n\n\n\nwhen I receive [l3 - show goodsword v]\nswitch costume to (goodswordup v)\nshow\n\nwhen I receive [levelup v]\nset [holdingitem v] to [0]\nhide\n\nswitch costume to (goodswordup v)\nshow\n\nset [--temp hearts baddie v] to [0]\n\n@Blaze\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (30))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (30))>> then\n        if <<touching (armwithwater v)?> and <not <([costume name v] of [armwithwater v]) = [Up]>>> then\n            set [holdingitem v] to [GoodSword]\n            broadcast (L3 - show goodsword v)\n            delete this clone\n        end\n        if <touching (herosensor v)?> then\n            set [holdingitem v] to [GoodSword]\n            broadcast (#DamageMe v)\n            hide\n            set [#heroinvulnerable? v] to [Yes]\n            wait (1) seconds\n            set [#heroinvulnerable? v] to [No]\n            go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (30))\n        end\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nset [holdingitem v] to [GoodSword]\nbroadcast (L3 - show goodsword v)\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [begin v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\nwhen I receive [upperblazepath v]\n\ndefine PositionZombie\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [48]\nif <(Level) = [3]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [blaze]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nforever\n    repeat (100)\n        change [zombiex v] by (1)\n        point in direction (90)\n    end\n    repeat (100)\n        change [zombiex v] by (-1)\n        point in direction (-90)\n    end\nend\n\nstart sound [Splash v]\n\nbroadcast (L3 - show goodsword v)\ndelete this clone\n\nbroadcast (L3 - show goodsword v)\n\ndelete this clone\n\nwait (0) seconds\n\nhide\n\nwait (1) seconds\n\n@bottle\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (water v)\nset [microbad clone number v] to [49]\nrepeat (1)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [bottle]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-12))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-12))>> then\n        show\n        set size to (80) %\n        if <touching (hero v)?> then\n            broadcast (ArmWithWater v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@ArmWithWater\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [armwithwater v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n    point in direction ([direction v] of [hero v])\nend\n\nwhen I receive [#crafting v]\ngo to [front v] layer\nwait (0.1) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [armwithwater v]\nshow\n\nwhen I receive [armwithbow v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [l3 - show goodsword v]\nhide\n\n@Snow etc\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nhide\nforever\n    repeat until <not <(Level) = [1]>>\n        set [myx v] to (([x position v] of [player v]) + (-234))\n        set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n        clear graphic effects\n        set [ghost v] effect to (10)\n        set size to (200) %\n        go to [back v] layer\n        go [forward v] (2) layers\n        create clone of (_myself_ v)\n        wait ((pick random (1) to (10)) / (3)) seconds\n    end\n    repeat until <not <(Level) = [2]>>\n        set [ghost v] effect to (5)\n        switch costume to (snowflake v)\n        set size to (200) %\n        set size to (pick random (50) to (150)) %\n        set [myx v] to (([x position v] of [player v]) + (pick random (-250) to (319)))\n        set [myy v] to [-150]\n        create clone of (_myself_ v)\n        wait (0.2) seconds\n    end\n    repeat until <not <(Level) = [3]>>\n        set [myx v] to (([x position v] of [player v]) + (-234))\n        set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n        switch costume to (costume1 v)\n        clear graphic effects\n        set [ghost v] effect to (10)\n        set size to (100) %\n        go to [back v] layer\n        go [forward v] (2) layers\n        create clone of (_myself_ v)\n        wait ((pick random (1) to (10)) / (5)) seconds\n    end\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(Level) = [1]> then\n    forever\n        if <(costume [number v]) = [2]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n        change [myx v] by (2)\n        change [myy v] by (pick random (1) to (-1))\n        go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + ((0) - (Myy)))\n        if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(y position) = (([y position v] of [player v]) + ((0) - (Myy)))>>> then\n            delete this clone\n        end\n    end\nend\nif <(Level) = [2]> then\n    forever\n        change [myy v] by (-3)\n        go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + (Myy))\n        turn right (4) degrees\n        if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(x position) = (([y position v] of [player v]) + (Myy))>>> then\n            delete this clone\n        end\n        change [myx v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\ndelete this clone\n\n@Joystick\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        point towards (mouse-pointer v)\n        if <<(direction) > [-23]> and <(direction) < [23]>> then\n            switch costume to (n v)\n        end\n        if <<(direction) > [-68]> and <(direction) < [-23]>> then\n            switch costume to (nw v)\n        end\n        if <<(direction) > [-140]> and <(direction) < [-68]>> then\n            switch costume to (w v)\n        end\n        if <<(direction) > [23]> and <(direction) < [68]>> then\n            switch costume to (ne v)\n        end\n        if <<(direction) > [68]> and <(direction) < [140]>> then\n            switch costume to (e v)\n        end\n        if <<(direction) < [-140]> or <(direction) > [140]>> then\n            switch costume to (action v)\n            broadcast (#ACTION v) and wait\n            broadcast (#Crafting v)\n            wait (0.3) seconds\n        end\n    else\n        switch costume to (neutral v)\n    end\nend\n\nbroadcast (Jump v)\n\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n    set [xvelocity v] to (MaxXVelocity)\nend\nbroadcast (HeroPointLeft v)\nbroadcast (Jump v)\n\nbroadcast (HeroPointLeft v)\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n    set [xvelocity v] to (MaxXVelocity)\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        show\n        go to [front v] layer\n        set [ghost v] effect to (50)\n        set [joyshowcounter v] to [0]\n    else\n        change [joyshowcounter v] by (1)\n        if <(JoyShowCounter) > [25]> then\n            switch costume to (neutral v)\n        end\n        if <(JoyShowCounter) > [50]> then\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (HeroPointRight v)\nbroadcast (Jump v)\n\n@Sprite1\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nswitch costume to (button v)\nset [ghost v] effect to (99)\nshow\nforever\n    go to [front v] layer\n    wait (1) seconds\nend\n\nwhen flag clicked\nset [gamepaused? v] to [No]\nhide\n\nwhen this sprite clicked\nhide\nif <(costume [number v]) = [1]> then\n    broadcast (localpause v)\nend\n\nset [ghost v] effect to (0)\n\nclear graphic effects\n\nwhen I receive [localpause v]\nset [gamepaused? v] to [Yes]\nstop [other scripts in sprite v]\nswitch costume to (ice v)\nshow\nset [ghost v] effect to (50)\nwait until <(GamePaused?) = [No]>\nhide\n\nwhen I receive [#gameover v]\nhide\n\n@Caged Parrot\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [1]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [cage]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nstop [this script v]\n\nif <touching (hero v)?> then\n    broadcast (-ParrotTutorial v)\n    stop [this script v]\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (caged parrot 2 v)\nset [parrot key touching cage? v] to [No]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <<touching (#weapon v)?> and <not <([costume name v] of [#weapon v]) = [Up]>>> then\n            delete this clone\n        end\n        if <(Parrot Key touching cage?) = [Open]> then\n            switch costume to (empty cage2 v)\n            say []\n        else\n            switch costume to (caged parrot 2 v)\n            point towards (hero v)\n            show\n            if <<([costume # v] of [crafting v]) = [6]> or <([costume # v] of [crafting v]) = [7]>> then\n                say [Bring key to cage!]\n                if <([costume # v] of [crafting v]) = [6]> then\n                    broadcast (L1ShowOpenCageInstruction v)\n                end\n                if <(distance to [hero v]) < [55]> then\n                    set [parrot key touching cage? v] to [Yes]\n                    say [Click gray box ↗        Press space                  OR click action ↘]\n                else\n                    set [parrot key touching cage? v] to [No]\n                end\n            else\n                say []\n            end\n            if <<([costume # v] of [crafting v]) < [5.5]> and <(distance to [hero v]) < [65]>> then\n                say [Save me!!!]\n            end\n            if <([costume # v] of [crafting v]) = [1]> then\n                broadcast (NextCraftingStage v)\n            end\n        end\n    else\n        hide\n    end\nend\n\nsay [Please open my cage]\n\nbroadcast (#ACTION v)\n\nswitch costume to (caged parrot 2 v)\n\n@Parrot\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nset [brightness v] effect to (7)\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [2]\nif <<(Level) = [3]> or <(Level) = [2]>> then\n    if <(ParrotTamed?) = [No]> then\n        stop [this script v]\n    else\n        show\n    end\nend\nif <(Level) = [1]> then\n    set [parrottamed? v] to [No]\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Parrot]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\nwait until <(Parrot Key touching cage?) = [open]>\ngo to [front v] layer\ngo to x: (([x position v] of [hero v]) + ()) y: ([y position v] of [hero v])\nshow\nstart sound [squark v]\nglide (1) secs to x: (0) y: (20)\nset [parrotflytopumkin? v] to [No]\nbroadcast (ParrotFla\[ v)\nstart sound [squark v]\nforever\n    if <(ParrotTamed?) = [Yes]> then\n        TamedParrot\n    else\n        if <(ParrotFlyToPumkin?) = [Yes]> then\n            FlyToEatPumkin\n        else\n            WildParrot\n        end\n    end\n    if <(Parrot Key touching cage?) = [open]> then\n        show\n    else\n        hide\n    end\nend\n\nif  then\nend\n\n\n\nset [parrottamed? v] to [Yes]\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [-parrottutorial v]\n\nif <(Mode) = [Hardcore]> then\n    say [Skwark!  I won't help you in hardcore mode!] for (25) seconds\nend\nwait (0.2) seconds\nshow\nsay [Use arrow keys, WASD or mobile!] for (6) seconds\nsay [I need a crafting table!] for (3) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [1]>>\n    say [Go to a tree.  Press space, action↘ or crafting⭧ to chop tree.]\nend\nsay [Keep cutting!] for (2) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [2]>>\n    say [Cut down 3 more trees.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [3]>>\n    say [2 trees to go.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [4]>>\n    say [1 more!]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [5]>>\n    say [Press space, action or crafting to make your table.]\nend\nsay [Awesome!] for (1) seconds\nsay [Table made!] for (2) seconds\nrepeat until <not <(Level) = [1]>>\n    say [Portal ➜]\nend\nsay []\n\nwhen flag clicked\nset [parrottamed? v] to [No]\nhide\n\ndefine CalcuateTrailing\n\ndefine TamedParrot\nturn right (180) degrees\npoint towards (hero v)\nglide (0.5) secs to x: ((() + (BADDIE_CLONE_X_SHIFT)) + (-40)) y: (30)\nforever\n    go to x: ((() + (BADDIE_CLONE_X_SHIFT)) + (-40)) y: (() + (30))\n    if <(baddies going l or r?) = [r]> then\n        point in direction (-90)\n    else\n        point in direction (90)\n    end\n    if <(Hero x velocity) > [5]> then\n        point in direction (90)\n    end\n    if <(Hero x velocity) < [-5]> then\n        point in direction (-90)\n    end\nend\n\ndefine WildParrot\npoint in direction (90)\nglide (1) secs to x: (pick random (-150) to (-100)) y: (pick random (-40) to (100))\npoint in direction (-90)\nglide (1) secs to x: (pick random (150) to (100)) y: (pick random (-40) to (100))\n\ndefine FlyToEatPumkin\nset [-paused for animation? v] to [Yes]\npoint in direction (90)\nglide (0.8) secs to x: (-219) y: (112)\npoint in direction (-90)\nglide (0.5) secs to x: (((-540) + (local_clone_x)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (local_clone_y)) - (-228))\nstart sound [Slurpy  v]\nrepeat (30)\n    go to x: (((-540) + (local_clone_x)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (local_clone_y)) - (-228))\nend\nset [parrotflytopumkin? v] to [Eaten]\nbroadcast (NextCraftingStage v)\nset [-paused for animation? v] to [No]\n\nif <[] = [50]> then\n\nbroadcast (NextCraftingStage v)\n\nwhen I receive [parrottamed! v]\nset [-paused for animation? v] to [Yes]\nstop [other scripts in sprite v]\nbroadcast (ParrotFla\[ v)\npoint in direction (90)\nglide (0.8) secs to x: (-150) y: (50)\npoint in direction (-90)\nglide (0.5) secs to x: (((520) + (0)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (0)) - (-130))\nstart sound [Slurpy  v]\nrepeat (60)\n    go to x: (((520) + ()) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + ()) - (-130))\nend\nset [parrotflytopumkin? v] to [Eaten]\nset [-paused for animation? v] to [No]\nforever\n    TamedParrot\nend\n\nwhen I receive [parrotfla\[ v]\nforever\n    next costume\nend\n\nset [--temp hearts baddie v] to [0]\n\nstart sound [squark v]\n\n@Key\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (string v)\nset [microbad clone number v] to [3]\nrepeat (1)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Key]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nswitch costume to (central v)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((0) - (BADDIE_CLONE_X_SHIFT))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ((0) - (BADDIE_CLONE_X_SHIFT)))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <(baddies going l or r?) = [l]> then\n            point in direction (-90)\n        else\n            point in direction (90)\n        end\n        show\n        if <touching (hero v)?> then\n            broadcast (NextCraftingStage v)\n            switch costume to (key2 v)\n            go to x: (0) y: (-20)\n            repeat until <([costume # v] of [crafting v]) = [8]>\n                point in direction ([direction v] of [hero v])\n            end\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (hero v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nsay [Y] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif <(distance to [herosensor v]) < [60]> then\n    if <([costume # v] of [crafting v]) = [6]> then\n        say [I hate trees!  Please cut them down and I'll open the door for you... →]\n    else\n        if <([costume # v] of [crafting v]) = [7]> then\n            say [Cut down the other tree! →]\n        else\n            if <([costume # v] of [crafting v]) = [8]> then\n                say [Hmm... can you craft the wood into sticks?]\n            else\n                if <([costume # v] of [crafting v]) = [9]> then\n                    say [Ok... the string is up there! ↖]\n                else\n                    if <([costume # v] of [crafting v]) = [10]> then\n                        say [The other string is up there too!]\n                    end\n                end\n            end\n        end\n    end\nelse\n    say []\nend\n\nnext costume\n\ndelete this clone\n\nbroadcast (NextCraftingStage v)\n\nif <touching (hero v)?> then\n    broadcast (NextCraftingStage v)\n    switch costume to (key2 v)\n    go to x: (0) y: (-20)\n    repeat until <([costume # v] of [crafting v]) = [4]>\n        point in direction ([direction v] of [hero v])\n    end\nend\n\n@Pumpkin\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nif <(Level) = [2]> then\n    stop [this script v]\nend\nhide\nswitch costume to (pumpkin v)\nset [microbad clone number v] to [4]\nrepeat (5)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Pumpkin]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n    broadcast (Tree Hitter v)\n    wait (0.1) seconds\n    set [costumelock v] to [Action]\n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\n\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-9))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-9))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@Parrot block switch\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [1]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Parrot Block Switch]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\nset [ghost v] effect to (99)\nset [parrotflytopumkin? v] to [No]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <<touching (hero v)?> and <(Parrot Key touching cage?) = [Open]>> then\n            set [parrotflytopumkin? v] to [Yes]\n            delete this clone\n        end\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\n@Bird table\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [10]\nif <(Level) = [1]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Bird table]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\nswitch costume to (bird table v)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        if <(distance to [hero v]) < [62]> then\n            set [parrotreadytofeed? v] to [Yes]\n        else\n            set [parrotreadytofeed? v] to [No]\n        end\n    else\n        hide\n        set [parrotreadytofeed? v] to [No]\n    end\nend\n\nset [parrotflytopumkin? v] to [Yes]\ndelete this clone\n\nbroadcast (#ACTION v)\n\nset [parrotreadytofeed? v] to [Yes]\n\nwhen I receive [parrotfla\[ v]\nswitch costume to (with seed v)\nwait (2.2) seconds\nswitch costume to (bird table v)\n\nbroadcast (ParrotFla\[ v)\n\n@Pickaxe\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (pickaxe v)\nset [microbad clone number v] to [20]\nrepeat (1)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Pickaxe]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#crafting v]\nif <touching (hero v)?> then\n    broadcast (Tree Hitter v)\n    wait (0.1) seconds\n    set [costumelock v] to [Action]\n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\n\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        if <touching (hero v)?> then\n            set [holdingitem v] to [Pickaxe]\n            broadcast (#Crafting v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nclear graphic effects\n\nif <(Level) = [2]> then\n    stop [this script v]\nend\n\nclear graphic effects\n\nshow\n\n@Runeblock\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n    broadcast (Tree Hitter v)\n    wait (0.1) seconds\n    set [costumelock v] to [Action]\n    next costume\n    if <(costume [number v]) > [5]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (rune v)\nset [microbad clone number v] to [21]\nrepeat (20)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [runeblock]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nhide\n\n@EVIL ENEMY!\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [l2evilswitch? v] to [No]\nset [l2 evil enemy vulnerable? v] to [Yes]\npoint in direction (-90)\nforever\n    if <(L2evilswitch?) = [No]> then\n        go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (-5))\n        set size to (40) %\n        if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-5))>> then\n            if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n            next costume\n            show\n        else\n            hide\n        end\n    else\n        go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (30))\n        if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (30))>> then\n            if <touching (herosensor v)?> then\n                if <(timer) > [1]> then\n                    reset timer\n                    broadcast (#DamageMe v)\n                end\n            end\n            if <<touching (#weapon v)?> and <<(IsWeaponAttacking?) = [Yes]> and <(L2 evil enemy vulnerable?) = [Yes]>>> then\n                set [l2 evil enemy vulnerable? v] to [No]\n                broadcast (L2 EvilBossDamage v)\n            end\n            next costume\n            show\n            set size to (100) %\n        else\n            hide\n        end\n    end\nend\n\nbroadcast (#DamageMe v)\n\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [26]\nif <(Level) = [2]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Evil]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen flag clicked\n\nwhen I receive [l2lightning v]\n\nset size to (100) %\n\nswitch costume to ([costume # v] of [zombie v])\n\ndelete this clone\n\ndelete this clone\n\nset [l2evilswitch? v] to [no]\n\nswitch costume to ([costume # v] of [zombie v])\n\nset size to (50) %\n\nshow\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (L2evilswitch v)\n\nset [brightness v] effect to (20)\n\nset [color v] effect to (20)\n\nwhen I receive [l2 evil boss delete v]\nset [#heroinvulnerable? v] to [No]\nset [costumelock v] to [PlayerReadyStance]\nset [hero x velocity v] to [0]\nrepeat (90)\n    say [No!!!]\n    change y by (-0.5)\n    change size by (-1)\nend\nhide\nset [#heroinvulnerable? v] to [Yes]\ndelete this clone\n\ndelete this clone\n\ndelete this clone\n\nwhen I receive [l2evilswitch v]\n\nset [baddie_clone_x_shift v] to [0]\nforever\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [r]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (1)\n        end\n        next costume\n    end\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [l]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (-1)\n        end\n        next costume\n    end\nend\n\nset [l2 evil enemy vulnerable? v] to [Yes]\n\nreset timer\nbroadcast (#DamageMe v)\n\n@L2 evil switch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [2]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [L2evilswitch]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (99)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <touching (hero v)?> then\n            broadcast (L2evilswitch v)\n            delete this clone\n        end\n        show\n    else\n        hide\n    end\n    show\nend\n\nclear graphic effects\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\nset [l2evilswitch? v] to [No]\n\nbroadcast (L2evilswitch v)\n\ndelete this clone\n\n@L2needweaponswitch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [2]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [L2needweaponswitch]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (70)) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (70))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <touching (hero v)?> then\n            if <(HoldingItem) = [Sword]> then\n                broadcast (L2 - cellar opened v)\n                delete this clone\n            else\n                say [I need a weapon first!]\n            end\n        else\n            say []\n        end\n        show\n    else\n        hide\n    end\n    show\nend\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\nset [l2evilswitch? v] to [No]\n\nbroadcast (L2evilswitch v)\n\ndelete this clone\n\nthink [G] for (2) seconds\n\nbroadcast (L2evilswitch v)\n\nthink [Get a weapon first!]\n\n\n\nclear graphic effects\n\n@L2 - Enemy Health\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nwait until <(Level) = [2]>\nif <[1] = [1]> then\n    delete this clone\nend\nset [health bar local clone number v] to [1]\nrepeat (length of [item name v])\n    set [local_clone_x v] to (item (Health Bar local clone number) of [itemx v])\n    set [local_clone_y v] to ((item (Health Bar local clone number) of [itemy v]) + (30))\n    if <(item (Health Bar local clone number) of [item name v]) = [evil]> then\n        create clone of (_myself_ v)\n    end\n    change [health bar local clone number v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (start v)\nforever\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        go to [front v] layer\n        show\n    end\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (1))) y: ((([y position v] of [player v]) + (local_clone_y)) + (50))\n    if <(Level) = [3]> then\n        delete this clone\n    end\nend\n\nswitch costume to (item (Health Bar local clone number) of [itemlevel v])\n\nwhen flag clicked\n\ndefine HealthCleaning\n\ndelete all of [itemlevel v]\nrepeat (length of [item name v])\n    add [0] to [itemlevel v]\nend\n\nHealthCleaning\n\nadd [] to [itemlevel v]\n\nwhen I receive [l2 evilbossdamage v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n    hide\n    change [enemiesdefeated v] by (1)\n    broadcast (L2 evil boss delete v)\n    start sound [moan v]\n    delete this clone\nend\nplay sound [Pain v] until done\nset [l2 evil enemy vulnerable? v] to [Yes]\n\nshow\n\nset [local_clone_x v] to (item (Health Bar local clone number) of [itemx v])\nset [local_clone_y v] to ((item (Health Bar local clone number) of [itemy v]) + (30))\n\nwhen I receive [l2lightning v]\nswitch costume to (3 v)\nwait (1) seconds\nrepeat (3)\n    next costume\n    wait (0.1) seconds\nend\nwait (2) seconds\nrepeat (4)\n    next costume\n    wait (0.1) seconds\nend\nwait (2) seconds\nrepeat (10)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (20 - strength v)\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (L2lightning v)\n\nrepeat (17)\n    next costume\n    wait (0.1) seconds\nend\n\ngo to x: (0) y: (100)\n\nbroadcast (L2lightning v)\n\nswitch costume to (20 - strength v)\n\nswitch costume to (20 - strength v)\n\nset [--temp hearts baddie v] to [0]\n\nwhen I receive [l2 evil boss delete v]\nhide\ndelete this clone\n\nhide\nchange [enemiesdefeated v] by (1)\nbroadcast (L2 evil boss delete v)\ndelete this clone\n\nstop [this script v]\n\n\n\n@Switch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nswitch costume to (closed v)\nPosition\n\nwhen I receive [levelup v]\nswitch costume to (closed v)\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nif <(Level) = [2]> then\n    stop [this script v]\nend\nhide\nset [microbad clone number v] to [31]\nset [l3 local door number v] to [1]\nrepeat (20)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(letter (1) of (item (MicroBad Clone Number) of [item name v])) = [#]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n            change [l3 local door number v] by (1)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n    broadcast (Tree Hitter v)\n    wait (0.1) seconds\n    set [costumelock v] to [Action]\n    start sound [CREEK v]\n    next costume\n    if <(L3 local door number) = [1]> then\n        if <(costume [number v]) = [2]> then\n            broadcast (L3, open d1 v)\n        else\n            broadcast (L3, close D1 v)\n        end\n    end\n    if <(L3 local door number) = [2]> then\n        if <(costume [number v]) = [2]> then\n            broadcast (L3, open d2 v)\n        else\n            broadcast (L3, close D2 v)\n        end\n    end\n    if <(L3 local door number) = [3]> then\n        if <(costume [number v]) = [2]> then\n            broadcast (L3, open D3 v)\n        else\n            broadcast (L3, close D3 v)\n        end\n    end\n    if <(L3 local door number) = [4]> then\n        if <(costume [number v]) = [2]> then\n            broadcast (l3 - show stairs v)\n        else\n            broadcast (L3 hide stairs v)\n        end\n    end\nend\n\n\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nswitch costume to (closed v)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (16))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (16))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nsay [Hello!] for (2) seconds\n\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (closed v)\nPosition\n\n@spikes\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: (((([y position v] of [player v]) + (local_clone_y)) - ((BADDIE_CLONE_X_SHIFT) / (letter (1) of (costume [name v])))) - (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = (((([y position v] of [player v]) + (local_clone_y)) - ((BADDIE_CLONE_X_SHIFT) / (letter (1) of (costume [name v])))) - (0))>> then\n        if <<touching (herosensor v)?> and <(#HeroInvulnerable?) = [No]>> then\n            broadcast (HeroTempInvulnerable v)\n        end\n        show\n    else\n        hide\n    end\nend\n\nif <touching (herosensor v)?> then\n    broadcast (#DamageMe v)\n    delete this clone\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [32]\nif <(Level) = [3]> then\n    repeat (10)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [spikes]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                switch costume to (item (MicroBad Clone Number) of [microbad - walk rate v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nnext costume\n\nswitch costume to (3 steps 4 spikes up v)\n\nnext costume\n\nrepeat (4)\n\nswitch costume to (hit v)\n\ndelete this clone\n\nset [#heroinvulnerable? v] to [Yes]\nwait (0.5) seconds\nhide\nset [#heroinvulnerable? v] to [No]\n\n@Demon\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n    switch costume to (demon v)\n    repeat (24)\n        repeat (3)\n        next costume\n    end\n    switch costume to (demon v)\n    repeat (24)\n        repeat (3)\n        next costume\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (15))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (15))>> then\n        point towards (hero v)\n        if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n            switch costume to (hit v)\n            set [#heroinvulnerable? v] to [Yes]\n            repeat (4)\n                wait (0.05) seconds\n                next costume\n            end\n            set [#heroinvulnerable? v] to [No]\n            delete this clone\n        end\n        if <touching (herosensor v)?> then\n            switch costume to (hit v)\n            broadcast (#DamageMe v)\n            repeat (4)\n                wait (0.05) seconds\n                next costume\n            end\n            delete this clone\n        end\n        switch costume to ([costume # v] of [demon v])\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [40]\nif <(Level) = [3]> then\n    repeat (10)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [demon]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nnext costume\n\nset [#heroinvulnerable? v] to [No]\ndelete this clone\n\n@God\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (15))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (15))>> then\n        point towards (hero v)\n        if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n            switch costume to (hit v)\n            set [#heroinvulnerable? v] to [Yes]\n            repeat (4)\n                wait (0.05) seconds\n                next costume\n            end\n            set [#heroinvulnerable? v] to [No]\n            delete this clone\n        end\n        if <touching (herosensor v)?> then\n            switch costume to (hit v)\n            broadcast (#DamageMe v)\n            repeat (4)\n                wait (0.05) seconds\n                next costume\n            end\n            delete this clone\n        end\n        switch costume to ([costume # v] of [demon v])\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [God]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nnext costume\n\nset [#heroinvulnerable? v] to [No]\ndelete this clone\n\n@Game Mode\n\nwhen I receive [showmodeoptions v]\nFaster\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        start sound [Collect v]\n        repeat until <not <touching (mouse-pointer v)?>>\n            repeat (7)\n                change size by (0.5)\n            end\n            repeat (7)\n                change size by (-0.5)\n            end\n        end\n    end\nend\n\nwhen this sprite clicked\nif <(Clickable) = [Yes]> then\n    reset timer\n    set [clickable v] to [No]\n    if <(costume [number v]) = [1]> then\n        set [mode v] to [Normal]\n        set [level v] to [1]\n    end\n    if <(costume [number v]) = [2]> then\n        set [level v] to [1]\n        set [mode v] to [Hardcore]\n    end\n    if <(costume [number v]) = [3]> then\n        set [level v] to [1]\n        set [mode v] to [Trainer]\n    end\n    if <(costume [number v]) = [4]> then\n        set [level v] to [2]\n        set [mode v] to [Trainer]\n    end\n    if <(costume [number v]) = [5]> then\n        set [level v] to [3]\n        set [mode v] to [Trainer]\n    end\n    stop [other scripts in sprite v]\n    broadcast (begin v)\n    delete this clone\nend\n\nset [mode v] to [Normal]\n\nif <(costume [number v]) = [6]> then\n    set [level v] to [4]\n    set [mode v] to [Trainer]\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [hardcore death v]\nset [clickable v] to [No]\nswitch costume to (hardcore v)\ngo to x: (-170) y: (-80)\nset size to (1) %\nshow\nrepeat (30)\n    go to [front v] layer\n    change size by (5)\nend\n\nwhen I receive [showtraininglevelcomplete v]\nset [clickable v] to [No]\nwait (0.1) seconds\nset size to (300) %\nchange [level v] by (0)\nif <(Level) = [1]> then\n    switch costume to (jungle v)\n    go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n    switch costume to (spooky v)\n    go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n    switch costume to (egypt v)\n    go to x: (-175) y: (600)\nend\nif <(Level) = [4]> then\n    switch costume to (air v)\n    go to x: (-525) y: (600)\nend\nshow\ngo to [front v] layer\nglide (1) secs to x: (x position) y: (350)\nbroadcast (ShowBestTimes v)\n\ndefine Faster\nhide\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nset [clickable v] to [Yes]\nrepeat (5)\n    create clone of (_myself_ v)\n    next costume\nend\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nif <(costume [number v]) = [1]> then\n    set [level v] to [1]\nend\nif <(costume [number v]) = [2]> then\n    set [level v] to [1]\n    set [mode v] to [Hardcore]\nend\nif <(costume [number v]) = [3]> then\n    set [level v] to [1]\n    set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [4]> then\n    set [level v] to [2]\n    set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [5]> then\n    set [level v] to [3]\n    set [mode v] to [Trainer]\nend\nstop [other scripts in sprite v]\nbroadcast (begin v)\ndelete this clone\n\n@Portal\n\nwhen I receive [showbesttimes v]\nrepeat (10)\n    stop [other scripts in sprite v]\n    hide\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nif <(Localclone?) = [no]> then\n    stop [this script v]\nend\nrepeat until <not <(Level) = [1]>>\n    go to x: (([x position v] of [player v]) + (-850)) y: (([y position v] of [player v]) + (173))\n    if <<(x position) = (([x position v] of [player v]) + (-850))> and <(y position) = (([y position v] of [player v]) + (173))>> then\n        if <([costume # v] of [crafting v]) = [16]> then\n            show\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\nrepeat until <not <(Level) = [2]>>\n    go to x: (([x position v] of [player v]) + (-400)) y: (([y position v] of [player v]) + (338))\n    go to [front v] layer\n    if <<(x position) = (([x position v] of [player v]) + (-400))> and <(y position) = (([y position v] of [player v]) + (338))>> then\n        if <([costume # v] of [crafting v]) = [28]> then\n            show\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\nrepeat until <not <(Level) = [3]>>\n    go to x: (([x position v] of [player v]) + (-150)) y: (([y position v] of [player v]) + (323))\n    go to [front v] layer\n    if <<(x position) = (([x position v] of [player v]) + (-150))> and <(y position) = (([y position v] of [player v]) + (323))>> then\n        if <([costume # v] of [crafting v]) = [34]> then\n            show\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\n\ndefine Sensing\nshow\nnext costume\nif <touching (herosensor v)?> then\n    start sound [minecraft-rare-achievements-sound v]\n    if <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n        if <(Level) = [3]> then\n            hide\n            broadcast (#ReleaseTheFruit v)\n            wait (7) seconds\n            broadcast (#GameOver v)\n            hide\n            stop [other scripts in sprite v]\n            stop [this script v]\n        end\n        hide\n        broadcast (#ReleaseTheFruit v)\n        wait (7) seconds\n        change [level v] by (1)\n        broadcast (LevelUp v)\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\n    if <(Mode) = [Trainer]> then\n        hide\n        broadcast (#ReleaseTheFruit v)\n        wait (7) seconds\n        broadcast (#GameOver v)\n        wait (11111111111111111111111111111111111111111) seconds\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nbroadcast (#ReleaseTheFruit v) and wait\n\nchange [level v] by (1)\n\nshow\nthink [Hmm...] for (0) seconds\n\nset [mode v] to [Hardcore]\n\nset [mode v] to [Normal]\n\nwhen flag clicked\nhide\nset [localclone? v] to [Yes]\ncreate clone of (_myself_ v)\nset [localclone? v] to [no]\n\ncreate clone of (_myself_ v)\n\nif <(Localclone?) = [no]> then\n    stop [this script v]\nend\n\nif <(Localclone?) = [no]> then\n    stop [this script v]\nend\n\nif <(Mode) = [Normal]> then\nif <(Mode) = [Hardcore]> then\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (LaunchMinecraftVictory v)\nhide\nstop [this script v]\n\nbroadcast (LevelUp v)\nstop [this script v]\n\nshow\n\nhide\nbroadcast (#GameOver v)\nwait (11111111111111111111111111111111111111111) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n    if <(Level) = [3]> then\n        broadcast (ShowBestTimes v)\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\n    change [level v] by (1)\n    hide\n    broadcast (LevelUp v)\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nif <(Mode) = [Trainer]> then\n    hide\n    broadcast (ShowBestTimes v)\n    wait (11111111111111111111111111111111111111111) seconds\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\n\nbroadcast (#ReleaseTheFruit v) and wait\n\ngo to [front v] layer\n\nshow\n\nbroadcast (#ReleaseTheFruit v) and wait\n\ndelete this clone\n\nbroadcast (#GameOver v)\nwait (11111111111111111111111111111111111111111) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Health\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [herotempinvulnerable v]\nset [#heroinvulnerable? v] to [Yes]\nstart sound [Chomp v]\nbroadcast (#DamageMe v)\nwait (0.5) seconds\nset [#heroinvulnerable? v] to [No]\n\nhide\n\nwhen I receive [begin v]\nshow\nif <(Mode) = [Trainer]> then\n    switch costume to (health8 v)\nend\nif <(Mode) = [Normal]> then\n    switch costume to (health8 v)\nend\nif <(Mode) = [Hardcore]> then\n    switch costume to (health 1 v)\nend\nrepeat (10)\n    wait (0.1) seconds\n    go to [front v] layer\nend\n\ngo to [front v] layer\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [nextcraftingstage v]\ngo to [front v] layer\n\ndefine Costumes\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (133) y: (-167)\nhide\n\nwhen I receive [#l2 energy up! v]\nif <(Mode) = [Hardcore]> then\n    go to x: (73) y: (-164)\n    set size to (300) %\n    switch costume to (health 2 v)\n    play sound [Chomp v] until done\n    go to x: (126) y: (-164)\n    set size to (200) %\n    wait (0.2) seconds\n    stop [this script v]\nend\ngo to x: (73) y: (-164)\nset size to (300) %\nswitch costume to (health8 v)\nplay sound [Chomp v] until done\ngo to x: (126) y: (-164)\nset size to (200) %\nwait (0.2) seconds\n\nwhen I receive [#damageme v]\ngo to [front v] layer\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n    if <(#HeroInvulnerable?) = [No]> then\n        set [#heroinvulnerable? v] to [Yes]\n        broadcast (#GameOver v)\n    end\nend\n\nCostumes\n\nif <(Level) = [1]> then\n    switch costume to (health 3 v)\nend\nif <(Level) = [2]> then\n    switch costume to (health 3 v)\nend\nif <(Level) = [3]> then\n    switch costume to (health8 v)\nend\n\nshow\n\nsay [Game over] for (2) seconds\n\nif <(Level) = [1]> then\n\nswitch costume to ((costume [number v]) - (1))\n\nrepeat until <(costume [number v]) = [11]>\n\nwhen I receive [levelup v]\nset [#heroinvulnerable? v] to [No]\n\nwhen I receive [healthupboost v]\nnext costume\n\ngo to x: (-168) y: (-165)\n\nwhen I receive [#gameover v]\nrepeat (10)\n    stop [other scripts in sprite v]\n    hide\nend\n\n@minecraft font\n\nwhen I start as a clone\nset [digitx v] to (x position)\nset [digity v] to (y position)\nif <(y position) > [160]> then\n    show\n    go to [front v] layer\n    show\n    go to [front v] layer\n    glide (0.5) secs to x: (x position) y: (LineHeight)\n    show\n    go to [front v] layer\n    glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n    show\n    go to [front v] layer\n    glide (0.25) secs to x: (x position) y: (LineHeight)\n    show\n    go to [front v] layer\n    glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n    show\n    go to [front v] layer\n    glide (0.1) secs to x: (x position) y: (LineHeight)\n    set [digitclonenumber v] to [0]\n    wait (1) seconds\n    repeat (3)\n        wait (0) seconds\n        create clone of (_myself_ v)\n        change x by (-1)\n        change y by (1)\n        change [digitclonenumber v] by (1)\n    end\n    hide\nend\nwait (2) seconds\nbroadcast (3DTextRipple v)\nforever\n    change [color v] effect by (1)\nend\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n    set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n    set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n    set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n    set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n    set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n    set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n    set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n    set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n    set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n    set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n    set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n    set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n    set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n    set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n    set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n    set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n    set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n    set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n    set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n    set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n    set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n    set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n    set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n    set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n    set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n    set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n    set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n    change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n    change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n    switch costume to (  v)\n    CapitalsCheck\n    switch costume to (CostumeToSwitchTo)\n    if <not <(CostumeToSwitchTo) = [space]>> then\n        create clone of (_myself_ v)\n    end\n    change x by ((size) * (0.2))\n    wait (0.05) seconds\n    change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [showbesttimes v]\n\nwait (0) seconds\nif <[1] = [1]> then\n    delete this clone\nend\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ seconds])\nif <(Mode) = [Hardcore]> then\n    if <(###Time) < (☁ #hardleveltime)> then\n        wait (1) seconds\n        set [☁ #hardleveltime v] to (###Time)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ #hardleveltime)\n    set [timertexttosay v] to (join (###Time) [ seconds])\n    broadcast (ShowTheFont v)\n    stop [this script v]\nend\nif <(Mode) = [Normal]> then\n    if <(TimeSoFar) < (☁ #Normaltime)> then\n        wait (1) seconds\n        set [☁ #normaltime v] to (###Time)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ #Normaltime)\n    set [timertexttosay v] to (join (###Time) [ seconds])\n    broadcast (ShowTheFont v)\n    stop [this script v]\nend\nif <(Level) = [1]> then\n    if <(TimeTakenOnLevel) < (☁ #L1time)> then\n        wait (1) seconds\n        set [☁ #l1time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ #L1time)\nend\nif <(Level) = [2]> then\n    if <(TimeTakenOnLevel) < (☁ #L2time)> then\n        wait (1) seconds\n        set [☁ #l2time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ #L2time)\nend\nif <(Level) = [3]> then\n    if <(TimeTakenOnLevel) < (☁ #L3time)> then\n        wait (1) seconds\n        set [☁ #l3time v] to (TimeTakenOnLevel)\n        wait (1) seconds\n    end\n    set [wr v] to (☁ #L3time)\nend\nbroadcast (ShowTheFont v)\n\nwhen I receive [#gameover v]\nwait (1) seconds\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (-25)\nset [color v] effect to (-100)\nset size to (70) %\nif <([costume # v] of [health v]) = [1]> then\n    set [lineheight v] to [-133]\n    set [texttoshow v] to (join [Game over-try a new level] [])\n    ShowTextOnScreen\n    stop [this script v]\nend\nset [lineheight v] to [-133]\nset [texttoshow v] to (join (username) [wins!])\nShowTextOnScreen\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ #bestscore v] to [99]\nset [☁ #hardleveltime v] to [999]\nset [☁ #l1time v] to [999]\nset [☁ #l2time v] to [999]\nset [☁ #l3time v] to [999]\nset [☁ #normaltime v] to [999]\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\ngo to [front v] layer\nif <[1] = [1]> then\n    delete this clone\nend\nrepeat (pick random (5) to (15))\n    create clone of (_myself_ v)\n    wait (0.05) seconds\n    turn right (72) degrees\nend\n\nwhen I start as a clone\nset [color v] effect to (150)\nshow\nset size to (50) %\ngo to x: (-2) y: (-20)\nrepeat (15)\n    move (-5) steps\n    change [color v] effect by (5)\nend\nrepeat (10)\n    move (5) steps\n    change [color v] effect by (5)\nend\nchange [score v] by (1000)\ndelete this clone\n\nchange x by (7)\n\npoint towards (player v)\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nif <[1] = [1]> then\n    delete this clone\nend\ngo to [front v] layer\nhide\nswitch costume to (openingchest v)\nset [microbad clone number v] to [50]\nrepeat (30)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Chest]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen flag clicked\nset [score v] to [0]\nhide\ngo to x: (400) y: (400)\nset size to (30) %\n\nwhen I start as a clone\nshow\nrepeat until <touching (hero v)?>\n    go to x: (([x position v] of [player v]) + (local_clone_x)) y: ((([y position v] of [player v]) + (local_clone_y)) + (-3))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-3))>> then\n        next costume\n        show\n    else\n        hide\n    end\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\nbroadcast (-ParrotTutorial v)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Prompts\n\nwhen I receive [begin v]\nwait until <key (right arrow v) pressed?>\nrepeat (150)\n    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n        stop [this script v]\n    end\nend\nsay [Press W or ↑  to jump] for (10) seconds\n\nwhen I receive [#releasethefruit v]\nsay [Grab chests!] for (2) seconds\n\n@heal\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (water v)\nset [microbad clone number v] to [71]\nrepeat (20)\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [heal]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nset size to (20) %\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-12))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-12))>> then\n        show\n        next costume\n        if <touching (hero v)?> then\n            if <(Mode) = [Hardcore]> then\n                change [score v] by (1000)\n                broadcast (Showscorebonus v)\n                start sound [win v]\n                delete this clone\n            end\n            if <([costume # v] of [health v]) = [9]> then\n                change [score v] by (1000)\n                broadcast (Showscorebonus v)\n                start sound [win v]\n                delete this clone\n            end\n            broadcast (showhealthbonus v)\n            broadcast (HealthUpBoost v)\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nbroadcast (Showscorebonus v)\n\n@MidGameBlag\n\nwhen flag clicked\nhide\n\nwhen I receive [showscorebonus v]\ngo to x: (0) y: (20)\nswitch costume to (score v)\nclear graphic effects\nshow\ngo to [front v] layer\nrepeat (10)\n    change y by (4)\nend\nrepeat (25)\n    change [ghost v] effect by (5)\n    change y by (4)\nend\n\nchange [ghost v] effect by (5)\n\nwhen I receive [showhealthbonus v]\ngo to x: (0) y: (20)\nswitch costume to (health v)\nclear graphic effects\nshow\ngo to [front v] layer\nrepeat (10)\n    change y by (4)\nend\nrepeat (25)\n    change [ghost v] effect by (5)\n    change y by (4)\nend\n\nwhen I receive [#gameover v]\nhide\n\n@hats\n\nwhen I receive [begin v]\n\ngo to x: (0) y: (1)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (1)\nforever\n    go to [front v] layer\n    if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (90)\n    else\n        if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n            point in direction (-90)\n        end\n    end\nend\n\nwhen I receive [#gameover v]\nhide\ngo to x: (300) y: (300)\n\nwhen I receive [showbesttimes v]\nhide\ngo to x: (300) y: (300)\n\npoint in direction (([direction v] of [hero v]) - (180))\n\nshow\n\nwhen I receive [next hat v]\nshow\nnext costume\n\n@COLOURS\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [84]\nif <(Level) = [2]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [HAT]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\nswitch costume to (bird table v)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        if <touching (hero v)?> then\n            broadcast (nEXTcOLOURS v)\n            hide\n            start sound [Win - short v]\n            wait (1) seconds\n            go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n            point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n            show\n        end\n    else\n        hide\n        set [parrotreadytofeed? v] to [No]\n    end\nend\n\nbroadcast (NEXT HAT v)\n\nwait (2) seconds\n\nbroadcast (#ACTION v)\n\nplay sound [Win - short v] until done\n\n@hats2\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [85]\nif <(Level) = [3]> then\n    repeat (1)\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [hats]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            end\n            create clone of (_myself_ v)\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I start as a clone\nswitch costume to (bird table v)\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ())> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        if <touching (hero v)?> then\n            broadcast (NEXT HAT v)\n            hide\n            play sound [Win - short v] until done\n            go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n            point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n            show\n        end\n    else\n        hide\n        set [parrotreadytofeed? v] to [No]\n    end\nend\n\nwait (2) seconds\n\nbroadcast (#ACTION v)\n\n@EndBlag\n\nwhen I receive [#gameover v]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [brightness v] effect to (-25)\nclear graphic effects\nforever\n    go to x: (0) y: (-50)\n    next costume\n    if <(costume [number v]) = [1]> then\n        next costume\n    end\n    set size to (0) %\n    set [size v] to (size)\n    repeat until <touching (_edge_ v)?>\n        change size by (3)\n        change [size v] by (3)\n    end\n    repeat (8)\n        change size by (-3)\n        change [size v] by (-3)\n    end\n    repeat (6)\n        repeat (10)\n            change size by (1)\n            change [size v] by (1)\n        end\n        repeat (10)\n            change size by (-1)\n            change [size v] by (-1)\n        end\n    end\n    repeat until <not <(size) = (size)>>\n        change size by (-4)\n        change [size v] by (-4)\n    end\nend\n\nswitch costume to (training level complete v)\n\nwhen flag clicked\nhide\n\nif <([costume # v] of [health v]) = [1]> then\n    stop [this script v]\nend\n\nnext costume\n\nchange [color v] effect by (25)\n\n@score\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\n\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to [front v] layer\n    switch costume to (10 v)\n    switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nset [brightness v] effect to (100)\nset size to (80) %\ngo to x: (-45) y: (-165)\nset [numeral v] to [0]\nrepeat (6)\n    create clone of (_myself_ v)\n    change x by (-20)\n    change [numeral v] by (1)\nend\nset x to (-168)\nset size to (60) %\nswitch costume to (score v)\nforever\n    go to [front v] layer\nend\n\nshow\n\ndelete this clone\n\nwhen I receive [#gameover v]\nrepeat (10)\n    go to [front v] layer\n    wait (0.1) seconds\nend\n\nbroadcast (#GameOver v)\n\n@cloud score\n\nchange x by (-300)\nchange y by (-300)\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\ngo to [front v] layer\nstop [other scripts in sprite v]\nwait (2) seconds\nif <(Mode) = [Normal]> then\n    if <(Score) > (☁ #Normalscore)> then\n        set [☁ #normalscore v] to (Score)\n        set [####show_as_cloud_highscore v] to (Score)\n    else\n        set [####show_as_cloud_highscore v] to (☁ #Normalscore)\n    end\nend\nif <(Mode) = [Hardcore]> then\n    if <(Score) > (☁ #hardscore)> then\n        set [☁ #hardscore v] to (Score)\n        set [####show_as_cloud_highscore v] to (Score)\n    else\n        set [####display_cloud_times v] to (☁ #hardscore)\n    end\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        if <(Score) > (☁ #L1score)> then\n            set [☁ #l1score v] to (Score)\n            set [####show_as_cloud_highscore v] to (Score)\n        else\n            set [####show_as_cloud_highscore v] to (☁ #L1score)\n        end\n    end\n    if <(Level) = [2]> then\n        if <(Score) > (☁ #L2score)> then\n            set [☁ #l2score v] to (Score)\n            set [####show_as_cloud_highscore v] to (Score)\n        else\n            set [####show_as_cloud_highscore v] to (☁ #L2score)\n        end\n    end\n    if <(Level) = [3]> then\n        if <(Score) > (☁ #L3score)> then\n            set [☁ #l3score v] to (Score)\n            set [####show_as_cloud_highscore v] to (Score)\n        else\n            set [####show_as_cloud_highscore v] to (☁ #L3score)\n        end\n    end\nend\nshow\ngo to [front v] layer\nswitch costume to (10 v)\nif <(Numeral) = [6]> then\n    switch costume to (score v)\nend\nforever\n    switch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\n    go to [front v] layer\nend\n\nif  then\nend\n\nif  then\nend\n\nif <(Score) > (☁ #L1score)> then\nend\n\nif  then\nend\n\nif  then\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n    set [####show_as_cloud_highscore v] to (☁ #Normalscore)\nend\nif <(Mode) = [Hardcore]> then\n    set [####show_as_cloud_highscore v] to (☁ #hardscore)\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        set [####show_as_cloud_highscore v] to (☁ #L1score)\n    end\n    if <(Level) = [2]> then\n        set [####show_as_cloud_highscore v] to (☁ #L2score)\n    end\n    if <(Level) = [3]> then\n        set [####show_as_cloud_highscore v] to (☁ #L3score)\n    end\nend\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\nif <(Numeral) = [4]> then\n    switch costume to (clock normal v)\nend\nforever\n    go to [front v] layer\nend\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to [front v] layer\n    switch costume to (10 v)\n    switch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset size to (50) %\ngo to x: (-130) y: (-144)\nset [numeral v] to [0]\nrepeat (6)\n    create clone of (_myself_ v)\n    change x by (-14)\n    change [numeral v] by (1)\nend\nset size to (40) %\nswitch costume to (score v)\nforever\n    go to [front v] layer\nend\n\ndelete this clone\n\nset [####display_cloud_times v] to (###Time)\n\nset [####display_cloud_times v] to (###Time)\n\nset [####display_cloud_times v] to (###Time)\n\nset [☁ #normaltime v] to (Score)\n\nset [####show_as_cloud_highscore v] to (Score)\n\nswitch costume to (score v)\nforever\n    show\n    go to [front v] layer\nend\n\nset size to (40) %\n\nclear graphic effects\n\nbroadcast (#GameOver v)\n\nrepeat (10)\n\nset [####show_as_cloud_highscore v] to (Score)\n\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\n\n@cloudtimer\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nstop [other scripts in sprite v]\nchange x by (250)\nchange y by (-312)\nif <(Mode) = [Normal]> then\n    if <(###Time) < (☁ #Normaltime)> then\n        set [☁ #normaltime v] to (###Time)\n        set [####display_cloud_times v] to (###Time)\n    else\n        set [####display_cloud_times v] to (☁ #Normaltime)\n    end\nend\nif <(Mode) = [Hardcore]> then\n    if <(###Time) < (☁ #hardleveltime)> then\n        set [☁ #hardleveltime v] to (###Time)\n        set [####display_cloud_times v] to (###Time)\n    else\n        set [####display_cloud_times v] to (☁ #hardleveltime)\n    end\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        if <(###Time) < (☁ #L1time)> then\n            set [☁ #l1time v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        else\n            set [####display_cloud_times v] to (☁ #L1time)\n        end\n    end\n    if <(Level) = [2]> then\n        if <(###Time) < (☁ #L2time)> then\n            set [☁ #l2time v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        else\n            set [####display_cloud_times v] to (☁ #L2time)\n        end\n    end\n    if <(Level) = [3]> then\n        if <(###Time) < (☁ #L3time)> then\n            set [☁ #l3time v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        else\n            set [####display_cloud_times v] to (☁ #L3time)\n        end\n    end\nend\nswitch costume to (10 v)\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nrepeat (10)\n    show\n    go to [front v] layer\n    if <(Numeral) = [4]> then\n        switch costume to (clock normal v)\n    end\nend\nforever\n    go to [front v] layer\nend\n\nclear graphic effects\n\ngo to [front v] layer\n\nif  then\nend\n\nif  then\nend\n\nif  then\nend\n\nif  then\nend\n\nif  then\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n    set [####display_cloud_times v] to (☁ #Normaltime)\nend\nif <(Mode) = [Hardcore]> then\n    set [####display_cloud_times v] to (☁ #hardleveltime)\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        set [####display_cloud_times v] to (☁ #L1time)\n    end\n    if <(Level) = [2]> then\n        set [####display_cloud_times v] to (☁ #L2time)\n    end\n    if <(Level) = [3]> then\n        set [####display_cloud_times v] to (☁ #L3time)\n    end\nend\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nif <(Numeral) = [4]> then\n    switch costume to (clock normal v)\nend\nforever\n    go to [front v] layer\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (100)\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (40) %\ngo to x: (-30) y: (168)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nforever\n    go to [front v] layer\nend\n\nset [☁ #hardleveltime v] to [8888]\nset [☁ #l1time v] to [8888]\nset [☁ #l2time v] to [8888]\nset [☁ #l3time v] to [8888]\nset [☁ #normaltime v] to [8888]\nset [☁ #l1score v] to [0]\nset [☁ #l2score v] to [0]\nset [☁ #l3score v] to [0]\nset [☁ #normalscore v] to [0]\nset [☁ #hardscore v] to [0]\n\nrepeat (10)\n\nswitch costume to (10 v)\n\nshow\n\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n\nif <(Level) = [1]> then\nif <(Level) = [2]> then\nif <(Level) = [3]> then\n\nbroadcast (#GameOver v)\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nchange x by (300)\nchange y by (-250)\n\nbroadcast (#GameOver v)\n\nchange y by (10)\n\nchange x by (180)\nchange y by (-310)\n\n\n\n@Timer\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nset [gamepausedforever? v] to [Yes]\nchange x by (360)\nchange y by (-330)\n\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <not <(costume [name v]) = [Clock Normal]>> then\n    stop [this script v]\nend\nif <(Level) = [1]> then\n    set [###time v] to [0]\n    set [localsecondscounter v] to [0]\nend\nif <not <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>>> then\n    set [###time v] to [0]\n    set [localsecondscounter v] to [0]\nend\nwait (1) seconds\nforever\n    change [###time v] by (1)\n    change [localsecondscounter v] by (1)\n    if <(LocalSecondsCounter) = [60]> then\n        change [###time v] by (40)\n        set [localsecondscounter v] to [0]\n    end\n    if <(GamePaused?) = [Yes]> then\n        wait (5) seconds\n        set [gamepaused? v] to [No]\n    end\n    wait (1) seconds\n    if <(GamePausedForever?) = [Yes]> then\n        stop [this script v]\n    end\nend\n\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go to [front v] layer\n    switch costume to (10 v)\n    switch costume to (letter ((length of (###Time)) - (Numeral)) of (###Time))\nend\n\nwhen flag clicked\nset [gamepausedforever? v] to [no]\nset [has cheat timer been activated? v] to [No]\nset [timesofar v] to [0]\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nset [brightness v] effect to (100)\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (-140) y: (165)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-23)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nswitch costume to (clock normal v)\nclear graphic effects\nforever\n    go to [front v] layer\nend\n\ngo to [front v] layer\n\nset [brightness v] effect to (50)\n\nwhen I receive [begin v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nchange [timesofar v] by (1)\n\nforever\n    change [timesofar v] by (1)\n    change [localsecondscounter v] by (1)\n    if <(LocalSecondsCounter) = [60]> then\n        change [timesofar v] by (40)\n        set [localsecondscounter v] to [0]\n    end\n    if <(GamePaused?) = [Yes]> then\n        wait (7) seconds\n        set [gamepaused? v] to [No]\n    end\n    wait (1) seconds\nend\n\n\n\n\n\nwhen this sprite clicked\nset [has cheat timer been activated? v] to [Yes]\nset [gamepaused? v] to [Yes]\nbroadcast (localpause v)\n\nstop [other scripts in sprite v]\n\nhide\ndelete this clone\n\nchange x by (100)\n\n@ENDICON\n\nwhen I start as a clone\nif <not <(costume [name v]) = [me]>> then\n    stop [this script v]\nend\nshow\nforever\n    point in direction (90)\n    go to x: (126) y: (0)\n    clear graphic effects\n    repeat (10)\n        turn right (0.5) degrees\n    end\n    repeat (3)\n        repeat (20)\n            turn right (-0.5) degrees\n        end\n        repeat (20)\n            turn right (0.5) degrees\n        end\n    end\n    repeat (10)\n        turn right (-0.5) degrees\n    end\n    set [yvelocity v] to [10]\n    repeat (23)\n        set [yvelocity v] to ((yvelocity) - (0.8))\n        change y by (yvelocity)\n    end\n    if <(costume [name v]) = [me4]> then\n        switch costume to (me v)\n    else\n        next costume\n    end\n    broadcast (NextBlag v)\nend\n\nswitch costume to (me4 v)\n\ndelete this clone\n\nwhen I start as a clone\nif <not <(costume [name v]) = [blag]>> then\n    stop [this script v]\nend\nshow\ngo to x: (126) y: (-60)\n\nforever\n\nwhen I receive [nextblag v]\nif <<(costume [number v]) > [5.5]> and <(costume [number v]) < [19.5]>> then\n    next costume\n    if <(costume [number v]) = [12]> then\n        switch costume to (blag v)\n    end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [games]>> then\n    stop [this script v]\nend\nclear graphic effects\nshow\nforever\n    go to x: (-106) y: (-30)\n    wait (3) seconds\n    next costume\n    if <(costume [name v]) = [LoopGames]> then\n        switch costume to (games v)\n    end\nend\n\nshow\n\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    show\nend\n\nwhen I receive [#gameover v]\nif <[1] = [1]> then\n    delete this clone\nend\nif <[1] = [1]> then\n    stop [other scripts in sprite v]\nend\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (me v)\ncreate clone of (_myself_ v)\nswitch costume to (blag v)\ncreate clone of (_myself_ v)\nswitch costume to (games v)\ncreate clone of (_myself_ v)\nhide\n\nbroadcast (#GameOver v)\n\nbroadcast (#GameOver v)\n\nbroadcast (#GameOver v)\n\nwhen flag clicked\nhide\n\n