T.R.A.P. Platformer

Instructions: PLEASE, DOUBLE CLICK FLAG\nR - RESPAWN         M - MUTE\nWelcome to T R A P! It's not an ordinary platformer, it's platformer with unexpected traps you must avoid.\n\nAll intsructions are in the game.\nLet me know in the comments if you complete the whole game (i personally think it's really hard).\nGood Luck!

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [new_location v]\nnext backdrop\n\n@Спрайт 16\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (11)\n    go to [front v] layer\nend\nset [ghost v] effect to (0)\nshow\nbroadcast (Start_Game v)\nset [y_move v] to [45]\nrepeat until <(y_move) < [1]>\n    change y by (y_move)\n    change [y_move v] by (-3)\nend\nhide\n\n@Спрайт 17\n\nwhen flag clicked\n\nrepeat (13)\n    go to [front v] layer\nend\nwait (0.2) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (25)\nshow\nset [y_move v] to [0]\nrepeat (20)\n    change y by (y_move)\n    change [y_move v] by (2)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n    go to [front v] layer\nend\nset [ghost v] effect to (20)\nshow\nwait (0.15) seconds\nset [y_move v] to [45]\nrepeat until <(y_move) < [1]>\n    change y by (y_move)\n    change [y_move v] by (-3)\nend\nhide\n\n@Спрайт 18\n\nwhen flag clicked\n\nrepeat (12)\n    go to [front v] layer\nend\nwait (0.4) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nshow\nset [y_move v] to [0]\nrepeat (20)\n    change y by (y_move)\n    change [y_move v] by (2)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (9)\n    go to [front v] layer\nend\nset [ghost v] effect to (30)\nshow\nwait (0.3) seconds\nset [y_move v] to [45]\nrepeat until <(y_move) < [1]>\n    change y by (y_move)\n    change [y_move v] by (-3)\nend\nrepeat (3)\n    change [ghost v] effect by (25)\nend\nhide\n\n@Sprite1\n\ndefine slope (#) ($)\nif <<<touching color (#484849)?> and <not <touching (level7_tilesground v)?>>> or <<touching (level9_9 v)?> or <<touching (level9_10 v)?> or <<touching (hints v)?> and <<(level) = [9]> or <(level) = [22]>>>>>> then\n    if <(#) > [1]> then\n        change y by (1)\n        slope ((#) - (1)) ($)\n    else\n        if <<<touching color (#484849)?> and <not <touching (level7_tilesground v)?>>> or <<touching (level9_9 v)?> or <<touching (level9_10 v)?> or <<touching (hints v)?> and <<(level) = [9]> or <(level) = [22]>>>>>> then\n            change x by (() - (x))\n            set [x v] to [0]\n            change y by (() - (($) - (1)))\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [skipcode v] to (pick random (0) to (999))\nset [_skipcodechanged v] to [0]\nset [_skipcodeused v] to [0]\nset [breakcode v] to (pick random (0) to (99999))\nset [_breakcodetried v] to [0]\nset [bosscode v] to (pick random (0) to (99999))\n\nif <(level) = [14]> then\n    repeat until <(level) = [15]>\n        if <touching (mouse-pointer v)?> then\n            set [mouse_touch_player v] to [1]\n        else\n            set [mouse_touch_player v] to [0]\n        end\n        if <(x position) > [150]> then\n            set drag mode [not draggable v]\n            go to x: (-240) y: (0)\n        else\n            set drag mode [draggable v]\n        end\n    end\n    go to x: (-240) y: (0)\n    set drag mode [not draggable v]\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\nwhen I receive [start_game v]\ngo to x: (-100) y: (0)\nrepeat (6)\n    go to [front v] layer\nend\nswitch costume to (main v)\nset [ghost v] effect to (0)\nset drag mode [not draggable v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [mouse_touch_player v] to [0]\nset [cannottongle v] to [0]\nforever\n    set [playerx v] to (x position)\n    set [playery v] to (y position)\n    if <<<key (r v) pressed?> and <(CannotTongle) = [0]>> or <<<touching color (#ff5b24)?> or <touching (level7_tilesground v)?>> or <<touching color (#f6f3f3)?> and <(x position) > [-230]>>>> then\n        broadcast (fading v)\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        go to x: (-238) y: (0)\n        set [x v] to [0]\n        set [y v] to [0]\n        broadcast (restart_level v)\n        set [ghost v] effect to (0)\n        wait until <(turning_over) = [0]>\n    end\n    if <(x position) > [239]> then\n        broadcast (levelnext v)\n    end\n    if <<<(level) = [1]> and <(SpeedrunTick) = [0]>> and <(x position) < [-239]>> then\n        set x to (238)\n        broadcast (menuLevel v)\n        set [cannottongle v] to [1]\n    end\n    if <(y position) > [176]> then\n        set y to (-165)\n        broadcast (secretLevel1 v)\n        set [cannottongle v] to [1]\n    end\n    if <(y position) < [-176]> then\n        set y to (165)\n        broadcast (backFromSecret v)\n        set [cannottongle v] to [0]\n    end\n    change [y v] by (-0.5)\n    set [x v] to ((x) * (0.8))\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x v] by (1)\n    end\n    change x by (x)\n    slope (8) (8)\n    change y by (y)\n    if  then\n        change y by (() - (y))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        if  then\n            set [y v] to [7]\n        end\n        if <touching color (#c91ca1)?> then\n            set [y v] to [7]\n            broadcast (jumpedPurple v)\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [start_game v]\nforever\n    if <key (([floor v] of ((SkipCode) / (100)) ) v) pressed?> then\n        wait until <not <key (any v) pressed?>>\n        wait until <key (any v) pressed?>\n        if <key ((([floor v] of ((SkipCode) / (10)) ) mod (10)) v) pressed?> then\n            wait until <not <key (any v) pressed?>>\n            wait until <key (any v) pressed?>\n            if <key (((SkipCode) mod (10)) v) pressed?> then\n                set [_skipcodeused v] to [1]\n                if <<<(level) > [18]> and <(level) < [23]>> and <(_SkipCodeChanged) = [0]>> then\n                    set [skipcode v] to (pick random (0) to (999))\n                    set [_skipcodechanged v] to [1]\n                    if <(level) < [22]> then\n                        broadcast (SkipCode_changed v)\n                    end\n                else\n                    broadcast (levelnext v)\n                end\n                wait until <not <key (any v) pressed?>>\n            end\n        end\n    end\nend\n\nwhen I receive [levelnext v]\nif <(level) = [0]> then\n    set x to (-238)\nelse\n    go to x: (-238) y: (0)\n    set [x v] to [0]\n    set [y v] to [0]\nend\nwait (0.01) seconds\nif <(level) = [17]> then\n    set [cannottongle v] to [1]\nelse\n    set [cannottongle v] to [0]\nend\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [level24_typein v]\nrepeat until <(level) > [24]>\n    if <key (([floor v] of ((BossCode) / (10000)) ) v) pressed?> then\n        wait until <not <key (any v) pressed?>>\n        wait until <key (any v) pressed?>\n        if <key ((([floor v] of ((BossCode) / (1000)) ) mod (10)) v) pressed?> then\n            wait until <not <key (any v) pressed?>>\n            wait until <key (any v) pressed?>\n            if <key ((([floor v] of ((BossCode) / (100)) ) mod (10)) v) pressed?> then\n                wait until <not <key (any v) pressed?>>\n                wait until <key (any v) pressed?>\n                if <key ((([floor v] of ((BossCode) / (10)) ) mod (10)) v) pressed?> then\n                    wait until <not <key (any v) pressed?>>\n                    wait until <key (any v) pressed?>\n                    if <key ((([floor v] of (BossCode) ) mod (10)) v) pressed?> then\n                        if <(_BreakCodeTried) = [0]> then\n                            broadcast (Level24_Entered v)\n                        else\n                            broadcast (BossSmile v)\n                            stop [this script v]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start_game v]\nforever\n    if <key (([floor v] of ((BreakCode) / (10000)) ) v) pressed?> then\n        wait until <not <key (any v) pressed?>>\n        wait until <key (any v) pressed?>\n        if <key ((([floor v] of ((BreakCode) / (1000)) ) mod (10)) v) pressed?> then\n            wait until <not <key (any v) pressed?>>\n            wait until <key (any v) pressed?>\n            if <key ((([floor v] of ((BreakCode) / (100)) ) mod (10)) v) pressed?> then\n                wait until <not <key (any v) pressed?>>\n                wait until <key (any v) pressed?>\n                if <key ((([floor v] of ((BreakCode) / (10)) ) mod (10)) v) pressed?> then\n                    wait until <not <key (any v) pressed?>>\n                    wait until <key (any v) pressed?>\n                    if <key ((([floor v] of (BreakCode) ) mod (10)) v) pressed?> then\n                        stop [other scripts in sprite v]\n                        broadcast (GameBroke v)\n                        stop [this script v]\n                    end\n                end\n            end\n        end\n    end\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (start v)\ngo to [back v] layer\nshow\nset [turning_over v] to [0]\n\nwhen I receive [levelnext v]\nchange [level v] by (1)\npoint in direction (90)\nif <(level) = [14]> then\n    change [level v] by (1)\nend\nswitch costume to (level)\n\nwhen I receive [turn over v]\nset [turning_over v] to [1]\nstart sound [Oops v]\nrepeat (40)\n    turn left (9) degrees\nend\nset [turning_over v] to [0]\n\nwhen flag clicked\nwait until <(level) > [9]>\nstop all sounds\nrepeat until <(level) > [16]>\n    set volume to (50) %\n    play sound [papayrus-anderteyl-papayrus-anderteyl v] until done\nend\n\nwhen I receive [you_win_song v]\nrepeat until <(level) > [22]>\n    play sound [Centuries \(8 Bit Remix Cover Version\) \[Tribute to Fall Out Boy\] - 8 Bit Universe.mp3 v] until done\nend\n\nwhen [m v] key pressed\nbroadcast (Mute v)\n\nwhen [c v] key pressed\nbroadcast (ChangeMusic v)\n\nwhen I receive [start_game v]\nset [level v] to [1]\nswitch costume to (level)\nset [muted v] to [0]\nset [music_number v] to [1]\nset volume to (50) %\nplay sound [TheFatRat - Time Lapse.mp3 v] until done\nrepeat until <(level) > [9]>\n    if <(music_number) = [1]> then\n        play sound [TheFatRat - Time Lapse.mp3 v] until done\n    else\n        play sound [mc_hammer_-_u_can_t_touch_this_muzati v] until done\n    end\nend\n\nwhen I receive [backfromsecret v]\nswitch costume to (level)\nset volume to (50) %\n\nwhen I receive [secretlevel1 v]\nswitch costume to (secretlevel1 v)\nset volume to (0) %\n\nwhen I receive [menulevel v]\nswitch costume to (menu v)\nchange [level v] by (-1)\n\nwhen flag clicked\nwait until <(level) > [17]>\nstop all sounds\nrepeat until <(level) > [19]>\n    play sound [TheFatRat - Time Lapse.mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(level) > [19]>\nstop all sounds\nrepeat until <(level) > [21]>\n    play sound [TheFatRat - Time Lapse.mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(level) > [21]>\nwait (3) seconds\nset [cannottongle v] to [1]\nrepeat (20)\n    change volume by (-5)\nend\nwait (1) seconds\nstop all sounds\nwait (1) seconds\nset [cannottongle v] to [0]\nif <(Muted) = [0]> then\n    set volume to (50) %\nelse\n    set volume to (0) %\nend\n\nwhen flag clicked\nwait until <(level) = [17]>\nstop all sounds\nwait (10) seconds\nif <(level) > [17]> then\n    stop [this script v]\nend\nbroadcast (Level17_ShowText v)\nset volume to (50) %\nstart sound [horrorsound v]\nwait (7.5) seconds\nif <(level) > [17]> then\n    stop [this script v]\nend\nplay sound [electric_noise2 v] until done\nif <(level) > [17]> then\n    stop [this script v]\nend\nbroadcast (ShowGirl v)\nstart sound [About Time - Nick Laird Clowes Daniel Marques \[TubeRipper v]\n\nwhen flag clicked\nwait until <(level) > [22]>\nstop all sounds\nif <(Muted) = [0]> then\n    set volume to (50) %\nelse\n    set volume to (0) %\nend\n\nwhen flag clicked\nwait until <(level) > [9]>\nbroadcast (new_location v)\nwait (0.5) seconds\nwait until <(level) > [17]>\nbroadcast (new_location v)\n\nwhen I receive [start_game v]\nforever\n    set [fps_cnt v] to [0]\n    set [lasttime v] to (timer)\n    repeat until <((timer) - (lastTime)) > [1]>\n        change [fps_cnt v] by (1)\n    end\n    set [fps v] to (FPS_cnt)\nend\n\nwhen flag clicked\nwait until <(level) > [28]>\nbroadcast (new_location v)\n\nwhen flag clicked\nwait until <(level) > [35]>\nbroadcast (new_location v)\n\nwhen I receive [changemusic v]\nif <(CannotTongle) = [0]> then\n    set [music_number v] to (((music_number) mod (2)) + (1))\n    stop all sounds\nend\n\nwhen I receive [mute v]\nif <(CannotTongle) = [0]> then\n    if <(Muted) = [0]> then\n        set volume to (0) %\n        set [muted v] to [1]\n    else\n        set volume to (50) %\n        set [muted v] to [0]\n    end\nend\n\nwhen I receive [bossfight v]\nrepeat until <(level) > [35]>\n    play sound [Level ! But Its Actually a Soundtrack REMASTERED \[TubeRipper v] until done\nend\n\n@Спрайт1\n\nwhen flag clicked\nhide\nwait until <(level) = [2]>\ngo to x: (28) y: (-75)\nswitch costume to (костюм1 v)\nrepeat (10)\n    go to [back v] layer\nend\nrepeat until <(level) > [2]>\n    if <<<(playerX) > ((x position) + (-35))> and <(playerX) < ((x position) + (35))>> and <<(playerY) > ((y position) + (-35))> and <(playerY) < ((y position) + (35))>>> then\n        show\n        broadcast (inscription v)\n        wait (0.5) seconds\n        hide\n    end\nend\nhide\n\n@Спрайт2\n\nwhen flag clicked\nhide\nwait until <(level) = [3]>\ngo to x: (70) y: (-66)\nswitch costume to (костюм2 v)\nshow\nrepeat until <(level) > [3]>\n    if <touching (sprite1 v)?> then\n        switch costume to (костюм1 v)\n    end\nend\nhide\n\n@Спрайт3\n\nwhen flag clicked\nhide\nwait until <(level) = [4]>\ngo to x: (140) y: (-53)\nswitch costume to (костюм1 v)\nset [ghost v] effect to (50)\nrepeat (10)\n    go to [front v] layer\nend\nrepeat until <(level) > [4]>\n    if <<(playerX) > [70]> and <(playerY) < [0]>> then\n        show\n    else\n        hide\n    end\nend\nhide\n\n@Спрайт4\n\nwhen flag clicked\nhide\nwait until <(level) = [4]>\ngo to x: (207) y: (117)\nswitch costume to (костюм1 v)\nrepeat (10)\n    go to [back v] layer\nend\nrepeat until <(level) > [4]>\n    if <<(playerX) > [170]> and <(playerY) > [0]>> then\n        show\n        wait (0.5) seconds\n        hide\n    end\nend\nhide\n\n@Спрайт5\n\nwhen flag clicked\nhide\nwait until <(level) = [5]>\ngo to x: (0) y: (-2)\ngo to [back v] layer\ngo to [back v] layer\nshow\nrepeat until <(level) > [5]>\n    if <(playerX) > [200]> then\n        set [ghost v] effect to (50)\n    else\n        set [ghost v] effect to (0)\n    end\nend\nstop [other scripts in sprite v]\nhide\n\ngo to [back v] layer\n\n@Спрайт6\n\nwhen I receive [restart_level v]\nswitch costume to (костюм1 v)\nrepeat (10)\n    go to x: (200) y: (-2)\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [6]>\ngo to x: (200) y: (-2)\nswitch costume to (костюм1 v)\ngo to [back v] layer\nshow\nrepeat until <(level) > [6]>\n    if <touching (sprite1 v)?> then\n        set [triggered v] to [1]\n        switch costume to (костюм2 v)\n        repeat (2)\n            change y by (-20)\n        end\n        if <<(y position) < [-100]> and <(jumps_cnt) = [2]>> then\n            switch costume to (костюм3 v)\n        end\n        repeat (2)\n            change y by (-20)\n        end\n        change y by (-19)\n        wait (0.5) seconds\n    end\nend\nhide\n\nwhen I receive [restart_level v]\nif <(level) = [6]> then\n    set [triggered v] to [0]\nend\nwait (0.1) seconds\nwait until <(playerY) < [-100]>\nset [jumps_cnt v] to [0]\n\nwhen flag clicked\nwait until <(level) = [6]>\nwait (0.5) seconds\nwait until <(playerY) < [-100]>\nset [jumps_cnt v] to [0]\nrepeat until <(level) > [6]>\n    if <(playerY) > [-100]> then\n        change [jumps_cnt v] by (1)\n        wait until <(playerY) < [-100]>\n    end\nend\n\nset [jumps_cnt v] to [0]\n\nwhen I receive [fading v]\nset [jumps_cnt v] to [0]\n\n@Спрайт7\n\nwhen I receive [inscription v]\nswitch costume to (костюм1 v)\ngo to [front v] layer\ngo to [front v] layer\nshow\nwait until <(level) > [2]>\nhide\n\nwait (0.5) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [inscription_2 v]\nswitch costume to (костюм2 v)\nshow\nwait until <(level) > [7]>\nhide\n\nwhen I receive [inscription_3 v]\nswitch costume to (костюм3 v)\nshow\nwait until <(level) > [8]>\nhide\n\n@Level7_tilesGround\n\nwhen flag clicked\ngo to x: (-116) y: (-102)\nswitch costume to (ground v)\ngo to [front v] layer\nhide\nwait until <(level) = [7]>\nrepeat (3)\n    create clone of (_myself_ v)\n    change x by (94)\nend\nhide\n\nwhen I start as a clone\nshow\nrepeat until <(level) > [7]>\n    if <touching (sprite1 v)?> then\n        switch costume to (lava v)\n        wait (0.4) seconds\n        wait until <not <touching (sprite1 v)?>>\n        switch costume to (ground v)\n    end\nend\nhide\n\n@Спрайт10\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\ngo to x: (-70) y: (41)\nswitch costume to (костюм2 v)\nshow\nrepeat until <(level) > [8]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_3 v)\n        switch costume to (костюм1 v)\n        wait (0.5) seconds\n        switch costume to (костюм2 v)\n    end\nend\nhide\n\ngo to x: (-22) y: (-50)\n\n@Спрайт11\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\ngo to x: (-44) y: (-22)\nswitch costume to (костюм2 v)\nrepeat (5)\n    go to [back v] layer\nend\nshow\nrepeat until <(level) > [8]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_3 v)\n        switch costume to (костюм1 v)\n        wait (0.5) seconds\n        switch costume to (костюм2 v)\n    end\nend\nhide\n\n@Спрайт12\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\ngo to x: (-70) y: (-87)\nswitch costume to (костюм2 v)\nshow\nrepeat until <(level) > [8]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_3 v)\n        switch costume to (костюм1 v)\n        wait (0.5) seconds\n        switch costume to (костюм2 v)\n    end\nend\nhide\n\n@Спрайт13\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\ngo to x: (139) y: (50)\nswitch costume to (костюм2 v)\ngo to [back v] layer\nshow\nrepeat until <(level) > [8]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_3 v)\n        switch costume to (костюм1 v)\n        wait (0.5) seconds\n        switch costume to (костюм2 v)\n    end\nend\nhide\n\n@Спрайт 1\n\nwhen flag clicked\nhide\nwait until <(level) = [10]>\ngo to x: (36) y: (28)\nshow\nrepeat until <(level) > [10]>\n    if <touching (sprite1 v)?> then\n        repeat (10)\n            change x by (-10)\n        end\n        wait (1) seconds\n        repeat (4)\n            change x by (25)\n        end\n    end\nend\nhide\n\nwhen I receive [levelnext v]\nif <(level) = [11]> then\n    hide\nend\n\nwhen flag clicked\nwait until <(level) > [10]>\nhide\n\n@Спрайт 2\n\nwhen flag clicked\nhide\nwait until <(level) = [12]>\ngo to x: (-36) y: (30)\nswitch costume to (костюм 1 v)\ngo to [front v] layer\nshow\nrepeat until <(level) > [12]>\n    if <touching (sprite1 v)?> then\n        switch costume to (костюм 2 v)\n        repeat (20)\n            turn right (18) degrees\n            change x by (10)\n        end\n        repeat (20)\n            change x by (-10)\n        end\n        switch costume to (костюм 1 v)\n    end\nend\nhide\n\nwhen I receive [turn over v]\nhide\nwait (1.3) seconds\nshow\n\nwhen I receive [restart_level v]\n\nif <(level) = [12]> then\n    wait (0.5) seconds\n    show\nend\n\n@Спрайт 3\n\nwhen flag clicked\nhide\nwait until <(level) = [12]>\ngo to x: (36) y: (28)\ngo to [back v] layer\ngo to [back v] layer\nshow\nrepeat until <(level) > [12]>\n    if <touching (sprite1 v)?> then\n        hide\n        broadcast (turn over v)\n        wait (1.5) seconds\n        show\n    end\nend\nhide\n\nwhen I receive [restart_level v]\nif <(level) = [12]> then\n    show\nend\n\n@Sprite15\n\nwhen flag clicked\nwait until <(level) > [13]>\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\ngo to x: (-100) y: (-60)\npoint in direction (-90)\ngo to [back v] layer\nswitch costume to (costume3 v)\nshow\nrepeat until <(level) > [13]>\n    if <touching (sprite1 v)?> then\n        start sound [00002a0d v]\n        switch costume to (costume1 v)\n        show\n        wait (1) seconds\n        start sound [000029bd v]\n        switch costume to (costume2 v)\n        wait (0.4) seconds\n        switch costume to (costume3 v)\n    end\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nwait until <(level) > [13]>\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\ngo to x: (60) y: (-136)\npoint in direction (90)\ngo to [back v] layer\nswitch costume to (costume3 v)\nshow\nrepeat until <(level) > [13]>\n    if <touching (sprite1 v)?> then\n        start sound [00002a0d v]\n        switch costume to (costume1 v)\n        show\n        wait (1) seconds\n        start sound [000029bd v]\n        switch costume to (costume2 v)\n        wait (0.4) seconds\n        switch costume to (costume3 v)\n    end\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\ngo to x: (220) y: (-40)\npoint in direction (90)\nrepeat (10)\n    go to [front v] layer\nend\nswitch costume to (costume3 v)\nshow\nset [_turn v] to [1]\nrepeat until <(level) > [13]>\n    if <touching (sprite1 v)?> then\n        set [_turn v] to [1]\n        start sound [000029bd v]\n        switch costume to (costume2 v)\n        show\n        wait (0.5) seconds\n        if <(_turn) = [1]> then\n            wait (0.5) seconds\n            start sound [Jump v]\n            repeat (40)\n                move (12) steps\n                turn right (9) degrees\n            end\n            wait (0.4) seconds\n        end\n        switch costume to (costume3 v)\n        wait (0.2) seconds\n    end\nend\nhide\n\nwhen I receive [levelnext v]\nif <(level) = [13]> then\n    hide\nend\n\nwhen I receive [fading v]\nif <(level) = [13]> then\n    set [_turn v] to [0]\nend\n\n@Спрайт 4\n\nwhen flag clicked\nhide\nwait until <(level) = [14]>\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (200) %\nrepeat until <(level) = [15]>\n    go to x: (pick random (-150) to (150)) y: (-66)\n    switch costume to (images v)\n    show\n    repeat (10)\n        change size by (-10)\n        change [ghost v] effect by (-10)\n    end\n    switch costume to (images2 v)\n    wait (0.1) seconds\n    switch costume to (images v)\n    repeat (10)\n        change size by (10)\n        change [ghost v] effect by (10)\n    end\n    hide\n    wait (1) seconds\nend\n\nwhen I receive [levelnext v]\nwait (0.01) seconds\nif <(level) = [15]> then\n    hide\nend\n\n@Спрайт 5\n\nwhen flag clicked\ngo to x: (50) y: (-20)\nswitch costume to (костюм 1 v)\nhide\nwait until <(level) = [14]>\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nrepeat until <(level) = [15]>\n    if <touching (sprite1 v)?> then\n        set size to (200) %\n        set [ghost v] effect to (100)\n        switch costume to (1200px-trollface v)\n        repeat (10)\n            change size by (-10)\n            change [ghost v] effect by (-10)\n        end\n        wait (0.1) seconds\n        repeat (10)\n            change size by (10)\n            change [ghost v] effect by (10)\n        end\n        switch costume to (костюм 1 v)\n        set size to (100) %\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [levelnext v]\nwait (0.01) seconds\nif <(level) = [15]> then\n    hide\nend\n\n@Спрайт 6\n\nwhen flag clicked\nhide\nwait until <(level) = [14]>\ngo to x: (8) y: (84)\nset [ghost v] effect to (20)\nrepeat until <(level) > [14]>\n    if <(mouse_touch_player) = [1]> then\n        show\n    else\n        hide\n    end\nend\nhide\n\n@Спрайт14\n\nwhen flag clicked\ngo to x: (-64) y: (-176)\nswitch costume to (костюм2 v)\ngo to [back v] layer\ngo to [back v] layer\nhide\nwait until <(level) = [8]>\nrepeat until <(level) > [8]>\n    if <<<(playerX) > [-85]> and <(playerX) < [-35]>> and <(playerY) < [-130]>> then\n        set [triggered v] to [1]\n        go to [back v] layer\n        show\n        broadcast (inscription_3 v)\n        wait (1) seconds\n        broadcast (level8_countdown v)\n        repeat until <not <(x position) < [130]>>\n            change x by (3)\n        end\n        wait (1) seconds\n        repeat until <not <[-64] < (x position)>>\n            change x by (-9)\n            if <(level) > [8]> then\n                hide\n            end\n        end\n    end\nend\nhide\n\nwhen I receive [level8_countdown v]\nset [_beat v] to [0]\nwait (0.6) seconds\nreset timer\nrepeat until <(timer) > [0.3]>\n    if <touching (sprite1 v)?> then\n        set [_beat v] to [1]\n    end\nend\nif <(_beat) = [1]> then\n    broadcast (beat v)\nend\n\nwhen flag clicked\nwait until <(level) > [8]>\nhide\n\n@Спрайт 8\n\nwhen flag clicked\nhide\n\nwhen I receive [beat v]\ngo to x: (104) y: (401)\npoint in direction (90)\ngo to [front v] layer\nshow\nrepeat (9)\n    change y by (-50)\nend\nwait (0.9) seconds\nrepeat (9)\n    change y by (50)\nend\nhide\n\n@Level16_1\n\nwhen flag clicked\nhide\nwait until <(level) = [16]>\ngo to x: (230) y: (-73)\nrepeat (10)\n    go to [back v] layer\nend\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (0)\nshow\nwait until <touching (sprite1 v)?>\nif <(level) = [16]> then\n    switch costume to (костюм 2 v)\n    broadcast (have_no_levels v)\nend\n\nwhen I receive [have_idea v]\n\nwhen I receive [have_fun v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [16]>\nhide\nwait until <(level) > [21]>\nhide\n\nwhen flag clicked\nwait until <(level) = [21]>\ngo to x: (230) y: (-69)\nset [ghost v] effect to (0)\nswitch costume to (костюм 3 v)\nrepeat (10)\n    go to [front v] layer\nend\nshow\nwait until <touching (sprite1 v)?>\nif <(level) = [21]> then\n    switch costume to (костюм 2 v)\n    broadcast (have_bug v)\nend\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@Level16_2\n\nwhen flag clicked\nwait until <(level) > [16]>\nhide\n\nwhen I receive [have_no_levels v]\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (6)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (2.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\nend\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nif <(level) = [16]> then\n    change [level v] by (1)\n    broadcast (levelnext v)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\n\n@Level21_2\n\nwhen I receive [have_bug v]\ngo to x: (0) y: (10)\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (3)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\nend\nrepeat (5)\n    change [ghost v] effect by (-10)\nend\nbroadcast (have_fun v)\nrepeat (5)\n    change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nwait until <(level) > [21]>\nhide\n\n@Спрайт 11\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\ngo to x: (203) y: (140)\nswitch costume to (normal v)\nhide\nwait until <(level) > [3]>\nset [ghost v] effect to (50)\nset size to (100) %\ngo to [front v] layer\nshow\nset [touched_hint v] to [0]\n\n    if <touching (mouse-pointer v)?> then\n        if <<(level) > [9]> and <(level) < [18]>> then\n            hide\n            set [touched_hint v] to [1]\n            stop [this script v]\n        end\n        if <(level) > [22]> then\n            stop [other scripts in sprite v]\n            broadcast (level22_hide v)\n        end\n        set [ghost v] effect to (20)\n        if <mouse down?> then\n            broadcast (touched v)\n            broadcast (show_hint v)\n            set size to (90) %\n            wait (1) seconds\n            wait until <(hint_shown) = [0]>\n        else\n            set size to (100) %\n        end\n    else\n        set [ghost v] effect to (50)\n        set size to (100) %\n    end\n    go to [front v] layer\nend\n\nwhen flag clicked\nwait until <(level) > [16]>\nhide\nwait until <(level) > [17]>\nif <(touched_hint) = [0]> then\n    show\nend\nwait until <(level) > [22]>\nwait (5) seconds\nstop [other scripts in sprite v]\nbroadcast (level22_hide v)\n\nwhen I receive [levelnext v]\nwait (0.01) seconds\ngo to [front v] layer\n\nwhen I receive [level22_hide v]\nswitch costume to (corrupted v)\nstop [other scripts in sprite v]\nwait (0.2) seconds\nhide\n\nswitch costume to (normal v)\nshow\n\n@Hints\n\nwhen I receive [backfromsecret v]\nif <(hint_seen) = [1]> then\n    show\nend\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [triggered v] to [0]\nset [hint_shown v] to [0]\nset [hint_seen v] to [0]\n\nwhen I receive [show_hint v]\nset [hint_seen v] to [1]\nset [hint_shown v] to [1]\nset [ghost v] effect to (100)\nshow\nif <<(level) > [17]> and <(level) < [20]>> then\n    set [cur_level v] to (level)\n    repeat until <(level) > (cur_level)>\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        set [ghost v] effect to (100)\n    end\nelse\n    if <<(level) > [19]> and <(level) < [23]>> then\n        set [cur_level v] to (level)\n        repeat until <(level) > (cur_level)>\n            repeat (pick random (1) to (5))\n                change [ghost v] effect by (-10)\n            end\n            set [ghost v] effect to (pick random (0) to (50))\n        end\n    else\n        if <(level) = [9]> then\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            next costume\n            wait until <(level) > [9]>\n        else\n            repeat (3)\n                repeat (12)\n                    change [ghost v] effect by (-10)\n                end\n                repeat (12)\n                    change [ghost v] effect by (10)\n                end\n            end\n        end\n    end\nend\nhide\nset [hint_shown v] to [0]\n\nwhen I receive [levelnext v]\nset [hint_seen v] to [0]\nhide\nset [triggered v] to [0]\ngo to x: (0) y: (0)\nwait (0.01) seconds\nif <(level) < [5]> then\n    switch costume to (n4 v)\nelse\n    if <(level) < [17]> then\n        switch costume to (((((level) - (4)) * (2)) + (triggered)) + (1))\n    else\n        switch costume to ((level) - (5))\n    end\nend\n\nwhen flag clicked\nrepeat until <(level) > [9]>\n    wait until <(triggered) = [1]>\n    switch costume to (((((level) - (4)) * (2)) + (triggered)) + (1))\n    hide\n    wait until <(triggered) = [0]>\n    switch costume to (((((level) - (4)) * (2)) + (triggered)) + (1))\n    hide\nend\n\nwait until <(level) > [17]>\nrepeat until <(level) > [22]>\n    switch costume to ((level) - (5))\nend\n\nwhen I receive [level22_hide v]\nhide\n\n@Спрайт 13\n\nwhen flag clicked\ngo to x: (36) y: (28)\nrepeat (10)\n    go to [front v] layer\nend\nhide\nwait until <(level) = [20]>\nwait (1) seconds\nshow\nwait until <(level) > [20]>\nhide\n\n@gaster_blaster\n\nwhen flag clicked\nhide\n\nwhen I receive [levelnext v]\nhide\n\nwhen flag clicked\nwait until <(touched_hint) = [1]>\nif <not <(level) > [16]>> then\n    go to x: (169) y: (140)\n    point in direction (0)\n    switch costume to (gaster_blaster v)\n    set size to (40) %\n    show\n    start sound [Gaster Blaster \(Undertale\) - QuickSounds v]\n    repeat (3)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (0.4) seconds\n    repeat (3)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (0.5) seconds\n    repeat (3)\n        next costume\n        wait (0.03) seconds\n    end\n    hide\nend\n\n@Спрайт 14\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\ngo to x: (0) y: (0)\nswitch costume to (костюм 2 v)\nrepeat (5)\n    go to [back v] layer\nend\nshow\nrepeat until <(level) > [8]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_3 v)\n        switch costume to (костюм 1 v)\n        wait (0.5) seconds\n        switch costume to (костюм 2 v)\n    end\nend\nhide\n\n@Sprite5\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Спрайт 15\n\nwhen flag clicked\nhide\nwait until <(level) > [3]>\nif <(level) = [4]> then\n    wait (0.2) seconds\n    go to x: (122) y: (85)\n    set [ghost v] effect to (100)\n    set size to (50) %\n    show\n    set [zoom_in v] to [22]\n    repeat (20)\n        change [ghost v] effect by (() - ((zoom_in) * (1.5)))\n        change size by (zoom_in)\n        set [zoom_in v] to ((zoom_in) / (1.5))\n    end\nend\n\nwhen I receive [touched v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) > [4]>\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait until <(level) = [5]>\nwait (8.1) seconds\nif <(level) = [5]> then\n    go to x: (-105) y: (240)\n    show\n    repeat (9)\n        change y by (-11)\n    end\n    set [y_move v] to [-11]\n    repeat until <(y_move) > [0]>\n        change y by (y_move)\n        change [y_move v] by (1)\n    end\n    wait until <(level) > [5]>\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [5]>\nhide\n\nset x to (-105)\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (25) y: (240)\nwait until <(level) = [5]>\nwait (8.2) seconds\nif <(level) = [5]> then\n    show\n    repeat (9)\n        change y by (-11)\n    end\n    set [y_move v] to [-11]\n    repeat until <(y_move) > [0]>\n        change y by (y_move)\n        change [y_move v] by (1)\n    end\n    wait until <(level) > [5]>\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [5]>\nhide\n\nset x to (25)\n\nwhen I receive [changemusic v]\nwait (1) seconds\nif <(music_number) = [2]> then\n    repeat until <<(level) > [5]> or <(music_number) = [1]>>\n        repeat (3)\n            repeat (6)\n                change x by (3)\n                change y by (-3)\n            end\n            repeat (6)\n                change x by (-3)\n                change y by (3)\n            end\n            if <not <(music_number) = [2]>> then\n                stop [this script v]\n            end\n            repeat (6)\n                change x by (-3)\n                change y by (-3)\n            end\n            repeat (6)\n                change x by (3)\n                change y by (3)\n            end\n            if <not <(music_number) = [2]>> then\n                stop [this script v]\n            end\n        end\n        repeat (6)\n            change x by (3)\n            change y by (-3)\n        end\n        repeat (6)\n            change x by (-3)\n            change y by (3)\n        end\n        wait (0.6) seconds\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nwait until <(level) = [12]>\nset [shown v] to [0]\nset [y_move v] to [0]\nrepeat until <(level) > [12]>\n    set [last_xlevel v] to (playerX)\n    set [last_ylevel v] to (playerY)\n    wait (0.7) seconds\n    if <<<(last_xLevel) = (playerX)> and <(last_yLevel) = (playerY)>> and <<(turning_over) = [0]> and <(level) = [12]>>> then\n        set [shown v] to [1]\n        go to x: (130) y: (240)\n        show\n        repeat (8)\n            change y by (-11)\n        end\n        set [y_move v] to [-11]\n        repeat until <(y_move) > [0]>\n            change y by (y_move)\n            change [y_move v] by (1)\n        end\n        wait until <(level) > [12]>\n    end\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [12]>\nhide\n\nwhen I receive [turn over v]\nhide\nwait (1.3) seconds\nif <(shown) = [1]> then\n    show\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait until <(level) = [5]>\nwait (8) seconds\nif <(level) = [5]> then\n    go to x: (0) y: (240)\n    show\n    repeat (6)\n        change y by (-11)\n    end\n    set [y_move v] to [-11]\n    repeat until <(y_move) > [0]>\n        change y by (y_move)\n        change [y_move v] by (1)\n    end\n    wait until <(level) > [5]>\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [5]>\nhide\n\n@Спрайт 19\n\nwhen flag clicked\nhide\nwait until <(level) = [12]>\ngo to x: (0) y: (-212)\ngo to [front v] layer\nshow\nrepeat until <(level) > [12]>\n    wait until <<(playerY) < [80]> and <<(playerX) > [-15]> and <(playerX) < [30]>>>\n    repeat (5)\n        change y by (42)\n    end\n    wait until <not <<(playerY) < [80]> and <<(playerX) > [-15]> and <(playerX) < [30]>>>>\n    repeat (5)\n        change y by (-42)\n    end\nend\nhide\n\nwhen I receive [turn over v]\nhide\nwait (1.3) seconds\nshow\n\nwhen flag clicked\nwait until <(level) > [12]>\nhide\n\n@Level9_1\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (-87) y: (55)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\n@Level9_2\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (-140) y: (-90)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_3\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (-58) y: (-110)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_4\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (20) y: (-90)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_5\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (74) y: (-58)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_6\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (191) y: (10)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_7\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (202) y: (45)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_8\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\ngo to x: (231) y: (117)\nswitch costume to (костюм2 v)\nshow\nwait until <touching (sprite1 v)?>\nswitch costume to (костюм1 v)\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Level9_9\n\nwhen I receive [backfromsecret v]\ngo to [back v] layer\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\nwhen I receive [level9_9_show v]\ngo to x: (60) y: (89)\ngo to [back v] layer\nshow\n\n@Level9_10\n\nwhen I receive [backfromsecret v]\nshow\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\nset [x_move v] to [0]\nrepeat until <(level) > [9]>\n    set [last_xlevel v] to (playerX)\n    set [last_ylevel v] to (playerY)\n    wait (0.7) seconds\n    if <<<(last_xLevel) = (playerX)> and <(last_yLevel) = (playerY)>> and <(level) = [9]>> then\n        go to x: (-252) y: (110)\n        show\n        set [x_move v] to [10]\n        repeat until <(x_move) < [0]>\n            change x by (x_move)\n            change [x_move v] by (-1)\n        end\n        wait until <(level) > [9]>\n    end\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@Menu1\n\nwhen flag clicked\nhide\n\nwhen I receive [menulevel v]\ngo to x: (0) y: (-35)\nshow\nreset timer\nforever\n    change y by (([sin v] of (((timer) * (500)) + (90)) ) * (2))\nend\n\nwhen I receive [levelnext v]\nhide\n\n@Menu2\n\nwhen flag clicked\nhide\n\nwhen I receive [menulevel v]\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\nshow\nforever\n    if <(SpeedrunTick) = [1]> then\n        switch costume to (костюм 2 v)\n        repeat until <(SpeedrunTick) = [0]>\n            repeat (7)\n                change y by (-4)\n            end\n            repeat (7)\n                change y by (4)\n            end\n        end\n    else\n        if <(TouchedSpeedrunTick) = [1]> then\n            switch costume to (костюм 3 v)\n            wait (0.15) seconds\n            switch costume to (костюм 2 v)\n            wait (0.15) seconds\n        end\n    end\nend\n\nwhen I receive [levelnext v]\nhide\n\nwhen I receive [menulevel v]\nforever\n    if <<(TouchedSpeedrunTick) = [0]> and <(SpeedrunTick) = [0]>> then\n        switch costume to (костюм 1 v)\n    end\nend\n\n@Спрайт 20\n\nwhen flag clicked\nhide\nset [speedruntick v] to [0]\n\nwhen I receive [levelnext v]\nhide\n\nwhen I receive [menulevel v]\ngo to x: (0) y: (-80)\nswitch costume to (костюм 1 v)\nshow\nforever\n    if <touching (sprite1 v)?> then\n        set [touchedspeedruntick v] to [1]\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <(SpeedrunTick) = [0]> then\n                switch costume to (костюм 2 v)\n                set [speedruntick v] to [1]\n            else\n                switch costume to (костюм 1 v)\n                set [speedruntick v] to [0]\n            end\n            wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n        end\n    else\n        set [touchedspeedruntick v] to [0]\n    end\nend\n\n@Спрайт 22\n\nwhen flag clicked\nhide\n\nwhen I receive [levelnext v]\nhide\n\nwhen I receive [menulevel v]\ngo to x: (113) y: (40)\nset [ghost v] effect to (100)\nshow\nwait (0.2) seconds\nforever\n    if <(SpeedrunTick) = [1]> then\n        repeat (10)\n            change [ghost v] effect by (-10)\n            set x to ((([sin v] of ((timer) * (500)) ) * (5)) + (113))\n        end\n        repeat until <(SpeedrunTick) = [0]>\n            set x to ((([sin v] of ((timer) * (500)) ) * (5)) + (113))\n        end\n        repeat (10)\n            change [ghost v] effect by (10)\n            set x to ((([sin v] of ((timer) * (500)) ) * (5)) + (113))\n        end\n        set x to (113)\n    end\nend\n\n@Спрайт 21\n\nwhen flag clicked\nhide\n\nwhen I receive [levelnext v]\nhide\n\nwhen I receive [menulevel v]\ngo to x: (113) y: (100)\nset [ghost v] effect to (100)\nshow\nwait (0.2) seconds\nforever\n    if <(SpeedrunTick) = [1]> then\n        repeat until <(SpeedrunTick) = [0]>\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n    end\nend\n\n@Level9_9_help\n\nwhen I receive [backfromsecret v]\nif <(Hidden) = [1]> then\n    go to [front v] layer\n    show\nend\n\nwhen I receive [secretlevel1 v]\nhide\n\nwhen flag clicked\nhide\nset [hidden v] to [1]\nwait until <(level) = [9]>\ngo to x: (60) y: (89)\ngo to [front v] layer\nshow\nwait until <touching (sprite1 v)?>\nset [hidden v] to [0]\nbroadcast (level9_9_show v)\nhide\n\nwhen flag clicked\nwait until <(level) > [9]>\nhide\n\n@SecretLevel1_1\n\nwhen I receive [secretlevel1 v]\nerase all\ngo to x: (-150) y: (100)\nswitch costume to (([floor v] of ((SkipCode) / (100)) ) + (1))\nshow\nstamp\nchange x by (20)\nswitch costume to ((([floor v] of ((SkipCode) / (10)) ) mod (10)) + (1))\nstamp\nchange x by (20)\nswitch costume to (((SkipCode) mod (10)) + (1))\nstamp\nhide\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [backfromsecret v]\nhide\nerase all\n\nwhen I receive [levelnext v]\nhide\nerase all\n\n@Level22_1\n\nwhen flag clicked\nhide\nwait until <(level) > [22]>\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait until <(level) = [22]>\ngo to x: (0) y: (10)\nswitch costume to (костюм 5 v)\nset [ghost v] effect to (100)\nshow\nwait (8) seconds\nrepeat (3)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\nend\nif <(_SkipCodeUsed) = [0]> then\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\n    broadcast (You_Win_Song v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    switch costume to (skipcodestart v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (1) seconds\n    repeat (5)\n        next costume\n        wait (0.1) seconds\n    end\n    next costume\n    wait (2) seconds\n    if <(touched_hint) = [1]> then\n        switch costume to (nohints v)\n        wait (3.5) seconds\n        switch costume to (anyway v)\n    else\n        next costume\n        wait (1.5) seconds\n        next costume\n        wait (1.5) seconds\n        next costume\n        wait (1.5) seconds\n        hide\n        wait (6) seconds\n        broadcast (level22_hide v)\n        wait (1) seconds\n        switch costume to (fixed v)\n        set [ghost v] effect to (100)\n        show\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (3) seconds\n        next costume\n    end\n    wait (2) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    switch costume to (youwin v)\n    broadcast (You_Win_Song v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\n@Level17_1\n\nwhen flag clicked\nhide\nset [startx v] to [-120]\nset [starty v] to [10]\nwait until <(level) > [17]>\nhide\nwait until <(level) > [34]>\ngo to x: (startX) y: (startY)\nswitch costume to (static1 v)\nset size to (150) %\nset [ghost v] effect to (80)\nshow\nrepeat until <(level) > [35]>\n    switch costume to (static1 v)\n    go to x: ((startX) + (pick random (-10) to (10))) y: ((startY) + (pick random (-10) to (10)))\n    wait (0.1) seconds\n    next costume\n    go to x: ((startX) + (pick random (-10) to (10))) y: ((startY) + (pick random (-10) to (10)))\n    wait (0.1) seconds\nend\nhide\n\nwhen I receive [showgirl v]\ngo to x: (startX) y: (startY)\nswitch costume to (horror v)\nset size to (150) %\nset [ghost v] effect to (95)\nshow\n\nwhen I receive [gamebroke v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Level17_2\n\nwhen flag clicked\nhide\nwait until <(level) > [17]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level17_showtext v]\nhide\nwait (6.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (костюм 1 v)\nshow\nwait (1.7) seconds\nswitch costume to (костюм 2 v)\n\nwhen I receive [showgirl v]\nhide\n\n@Level17_3\n\nwhen flag clicked\nerase all\nhide\nwait until <(level) > [17]>\nstop [other scripts in sprite v]\nerase all\nhide\n\nwhen I receive [showgirl v]\nerase all\nhide\ngo to x: (50) y: (20)\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (4) seconds\nrepeat (4)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    stamp\n    wait (2) seconds\n    set [ghost v] effect to (100)\n    next costume\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (3.5) seconds\n    erase all\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (0.5) seconds\n    next costume\nend\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Level17_TypeIn v)\n\n@Level17_4\n\nwhen I receive [level17_typein v]\ngo to x: (25) y: (-25)\nset [ghost v] effect to (100)\nswitch costume to (([floor v] of ((BreakCode) / (10000)) ) + (1))\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nstamp\nwait until <(pressed1) = [1]>\nset [ghost v] effect to (100)\nchange x by (40)\nswitch costume to ((([floor v] of ((BreakCode) / (1000)) ) mod (10)) + (1))\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nstamp\nwait until <(pressed2) = [1]>\nset [ghost v] effect to (100)\nchange x by (40)\nswitch costume to ((([floor v] of ((BreakCode) / (100)) ) mod (10)) + (1))\nrepeat (5)\n    change [ghost v] effect by (-10)\nend\nset [_breakcodetried v] to [1]\nbroadcast (levelnext v)\n\nwhen flag clicked\nhide\nerase all\nwait until <(level) > [17]>\nstop [other scripts in sprite v]\nhide\nwait until <(level) = [35]>\nrepeat until <(level) > [35]>\n    Level35_BreakCode\n    wait (0.05) seconds\nend\nerase all\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [showgirl v]\nhide\n\nwhen I receive [level17_typein v]\nset [pressed1 v] to [0]\nset [pressed2 v] to [0]\nwait until <key (([floor v] of ((BreakCode) / (10000)) ) v) pressed?>\nset [pressed1 v] to [1]\nwait until <not <key (any v) pressed?>>\nwait until <key ((([floor v] of ((BreakCode) / (1000)) ) mod (10)) v) pressed?>\nset [pressed2 v] to [1]\n\ndefine Level35_BreakCode\nerase all\ngo to x: (35) y: (0)\nset [ghost v] effect to (0)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (([floor v] of ((BreakCode) / (10000)) ) + (1))\nif <not <(pick random (1) to (10)) = [1]>> then\n    stamp\nend\nchange x by (40)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to ((([floor v] of ((BreakCode) / (1000)) ) mod (10)) + (1))\nif <not <(pick random (1) to (10)) = [1]>> then\n    stamp\nend\nchange x by (40)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to ((([floor v] of ((BreakCode) / (100)) ) mod (10)) + (1))\nif <not <(pick random (1) to (10)) = [1]>> then\n    stamp\nend\nchange x by (40)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to ((([floor v] of ((BreakCode) / (10)) ) mod (10)) + (1))\nif <not <(pick random (1) to (10)) = [1]>> then\n    stamp\nend\nchange x by (40)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (((BreakCode) mod (10)) + (1))\nif <not <(pick random (1) to (10)) = [1]>> then\n    stamp\nend\nhide\n\nwhen I receive [gamebroke v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@ceil\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nshow\nforever\n    if <(level) = [9]> then\n        switch costume to (lvl9 v)\n    else\n        if <(level) = [12]> then\n            switch costume to (lvl12 v)\n        else\n            if <(level) = [28]> then\n                switch costume to (lvl28 v)\n            else\n                switch costume to (normal v)\n            end\n        end\n    end\nend\n\n@SkipCode_changed\n\nwhen flag clicked\nhide\n\nwhen I receive [skipcode_changed v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [levelnext v]\nhide\n\n@Level24_Wall\n\nwhen flag clicked\nhide\nwait until <(level) > [23]>\ngo to x: (388) y: (0)\npoint in direction (90)\ngo to [back v] layer\ngo to [back v] layer\nshow\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level24_boo v]\nrepeat (20)\n    change x by (-18)\nend\nif <(_SkipCodeUsed) = [0]> then\n    broadcast (Level24_dialogStart v)\nelse\n    broadcast (Level24_dialogContinue v)\nend\n\nwhen I receive [level24_morespace v]\nrepeat (20)\n    change x by (11)\nend\nrepeat (20)\n    turn right (4.5) degrees\nend\n\n@Level24_wall\n\nwhen I receive [level24_wallslidein v]\ngo to x: (200) y: (0)\ngo to [back v] layer\nshow\nset [wall_speed v] to [11]\nrepeat until <(wall_speed) < [1]>\n    change x by (() - (wall_speed))\n    set [wall_speed v] to ((wall_speed) / (1.13))\nend\n\nwhen flag clicked\nhide\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\n\n@Level24_text\n\nwhen flag clicked\nhide\nset [die_count v] to [0]\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait until <(level) > [23]>\nif <(_SkipCodeUsed) = [0]> then\n    hide\n    wait (6) seconds\n    broadcast (Level24_BOO v)\nelse\n    if <(_BreakCodeTried) = [0]> then\n        erase all\n        hide\n        wait until <(level) = [24]>\n        erase all\n        hide\n        wait (2) seconds\n        delete all of [dialogtimes v]\n        add [4] to [dialogtimes v]\n        add [3] to [dialogtimes v]\n        add [4] to [dialogtimes v]\n        go to x: (0) y: (130)\n        switch costume to (neutral v)\n        set [ghost v] effect to (100)\n        show\n        repeat (2)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            wait (item (1) of [dialogtimes v]) seconds\n            delete (1) of [dialogtimes v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            next costume\n        end\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (item (1) of [dialogtimes v]) seconds\n        delete all of [dialogtimes v]\n        add [1.5] to [dialogtimes v]\n        add [3.5] to [dialogtimes v]\n        add [1] to [dialogtimes v]\n        add [0.3] to [dialogtimes v]\n        add [1] to [dialogtimes v]\n        add [1] to [dialogtimes v]\n        add [4] to [dialogtimes v]\n        add [4] to [dialogtimes v]\n        repeat until <(length of [dialogtimes v]) = [0]>\n            next costume\n            wait (item (1) of [dialogtimes v]) seconds\n            delete (1) of [dialogtimes v]\n        end\n        hide\n        erase all\n        wait (5) seconds\n        delete all of [dialogtimes v]\n        add [2] to [dialogtimes v]\n        add [3] to [dialogtimes v]\n        add [3.5] to [dialogtimes v]\n        add [2] to [dialogtimes v]\n        go to x: (0) y: (130)\n        switch costume to (neutral12_favour v)\n        set [ghost v] effect to (100)\n        show\n        repeat (3)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            stamp\n            wait (item (1) of [dialogtimes v]) seconds\n            delete (1) of [dialogtimes v]\n            set [ghost v] effect to (100)\n            next costume\n        end\n        erase all\n        switch costume to (neutral14 v)\n        set [ghost v] effect to (0)\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        next costume\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (item (1) of [dialogtimes v]) seconds\n        delete (1) of [dialogtimes v]\n        broadcast (Level24_TypeIn v)\n    else\n        hide\n        wait (2) seconds\n        go to x: (0) y: (130)\n        set [ghost v] effect to (0)\n        switch costume to (enemy v)\n        show\n        repeat (2)\n            wait (2) seconds\n            next costume\n        end\n        repeat (9)\n            wait (0.75) seconds\n            next costume\n        end\n        wait (3) seconds\n        broadcast (Level24_TypeIn v)\n    end\nend\n\nwhen I receive [bosssmile v]\nhide\n\nwhen I receive [bosstext v]\ngo to x: (0) y: (130)\nswitch costume to (bosstext v)\nshow\nrepeat (5)\n    wait (0.5) seconds\n    next costume\nend\nbroadcast (BossShow v)\nwait (0.5) seconds\nbroadcast (BossFight v)\nwait (0.5) seconds\nhide\n\nwhen I receive [level24_dialogstart v]\nwait (1) seconds\ndelete all of [dialogtimes v]\nadd [3] to [dialogtimes v]\nadd [3] to [dialogtimes v]\nadd [4] to [dialogtimes v]\nadd [3.5] to [dialogtimes v]\ngo to x: (0) y: (130)\nswitch costume to (friend v)\nset [ghost v] effect to (0)\nshow\nwait (item (1) of [dialogtimes v]) seconds\ndelete (1) of [dialogtimes v]\nrepeat until <(length of [dialogtimes v]) = [0]>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (item (1) of [dialogtimes v]) seconds\n    delete (1) of [dialogtimes v]\nend\nwait (1) seconds\nbroadcast (BossShow v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (BossFight v)\nwait (4) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nswitch costume to (friend_hint v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [level24_dialogstart v]\nwait until <(BossStage) = [2]>\nstop [other scripts in sprite v]\nwait (2) seconds\ngo to x: (0) y: (130)\nswitch costume to (friend_morespace v)\nset [ghost v] effect to (0)\nshow\nwait (0.5) seconds\nbroadcast (Level24_MoreSpace v)\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nswitch costume to (friend_hint2 v)\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <key (r v) pressed?>\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nswitch costume to (friend_enjoy v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [die_count v] to [0]\nwait until <(Die_Count) > [4]>\nswitch costume to (friend_noescape1 v)\ndelete all of [dialogtimes v]\nadd [4] to [dialogtimes v]\nadd [2.5] to [dialogtimes v]\nrepeat until <(length of [dialogtimes v]) = [0]>\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (item (1) of [dialogtimes v]) seconds\n    delete (1) of [dialogtimes v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    next costume\nend\nwait until <(Die_Count) > [7]>\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Level24_WallSlideIn v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nwait until <(Die_Count) > [9]>\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nwait until <(Die_Count) > [11]>\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [restart_level v]\nif <(costume [number v]) > [9]> then\n    change [die_count v] by (1)\nend\n\nwhen I receive [level24_entered v]\ngo to x: (0) y: (130)\nset [level24_entered v] to [1]\ndelete all of [dialogtimes v]\nadd [1.5] to [dialogtimes v]\nadd [2.5] to [dialogtimes v]\nadd [1.5] to [dialogtimes v]\nadd [1.5] to [dialogtimes v]\nadd [1] to [dialogtimes v]\nswitch costume to (neutral_entered v)\nset [ghost v] effect to (100)\nshow\nerase all\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat until <(length of [dialogtimes v]) = [2]>\n    stamp\n    wait (item (1) of [dialogtimes v]) seconds\n    delete (1) of [dialogtimes v]\n    set [ghost v] effect to (100)\n    next costume\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nstamp\nwait (item (1) of [dialogtimes v]) seconds\ndelete (1) of [dialogtimes v]\nerase all\nnext costume\nwait (item (1) of [dialogtimes v]) seconds\ndelete (1) of [dialogtimes v]\nhide\nwait (5) seconds\nbroadcast (Level24_BOO v)\n\nwhen I receive [level24_typein v]\nset [level24_timeup v] to [0]\nif <(_BreakCodeTried) = [0]> then\n\nwhen I receive [level24_dialogcontinue v]\ngo to x: (0) y: (130)\ndelete all of [dialogtimes v]\nadd [2] to [dialogtimes v]\nadd [3] to [dialogtimes v]\nadd [3] to [dialogtimes v]\nadd [2.5] to [dialogtimes v]\nswitch costume to (neutral_entered6 v)\nset [ghost v] effect to (0)\nshow\nerase all\nwait (item (1) of [dialogtimes v]) seconds\ndelete (1) of [dialogtimes v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat until <(length of [dialogtimes v]) = [1]>\n    wait (item (1) of [dialogtimes v]) seconds\n    delete (1) of [dialogtimes v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (1) seconds\n    next costume\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nstamp\nwait (item (1) of [dialogtimes v]) seconds\ndelete (1) of [dialogtimes v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (-135)\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n@Level24_bossCode\n\nwhen I receive [level24_typein v]\nerase all\nif <(_BreakCodeTried) = [0]> then\n    go to x: (-75) y: (80)\nelse\n    go to x: (-75) y: (40)\nend\nswitch costume to (([floor v] of ((BossCode) / (10000)) ) + (1))\nshow\nstamp\nchange x by (40)\nswitch costume to ((([floor v] of ((BossCode) / (1000)) ) mod (10)) + (1))\nstamp\nchange x by (40)\nswitch costume to ((([floor v] of ((BossCode) / (100)) ) mod (10)) + (1))\nstamp\nchange x by (40)\nswitch costume to ((([floor v] of ((BossCode) / (10)) ) mod (10)) + (1))\nstamp\nchange x by (40)\nswitch costume to (((BossCode) mod (10)) + (1))\nstamp\nhide\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [levelnext v]\nhide\nerase all\n\nwhen I receive [bosstext v]\nhide\nerase all\n\n@Level24_Smile\n\nwhen I receive [bosssmile v]\nerase all\nset [time_gap v] to [2]\ngo to x: (0) y: (130)\nstamp\nrepeat (3)\n    wait (time_gap) seconds\n    change x by (10)\n    stamp\n    set [time_gap v] to ((time_gap) / (3))\nend\nrepeat (10)\n    wait (time_gap) seconds\n    change x by (10)\n    stamp\n    set [time_gap v] to [0.0000001]\nend\nerase all\nbroadcast (BossText v)\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [levelnext v]\nhide\nerase all\n\n@Level24_Enemy\n\nwhen I receive [restart_level v]\nif <(_BreakCodeTried) = [1]> then\n    erase all\n    pen up\nend\n\nwhen I receive [bossshow v]\ngo to x: (-190) y: (0)\nswitch costume to (stage 1 v)\ngo to [front v] layer\nshow\nerase all\nset pen color to (#484849)\nset pen size to (5)\npen up\nset [speedchange v] to [5]\nset [maxspeedx v] to [5]\nset [maxspeedy v] to [5]\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [bossfight v]\nforever\n    if <(x position) < (playerX)> then\n        change [speedx v] by ((speedChange) / (30))\n    end\n    if <(x position) > (playerX)> then\n        change [speedx v] by ((() - (speedChange)) / (30))\n    end\n    if <(y position) < (playerY)> then\n        change [speedy v] by ((speedChange) / (30))\n    end\n    if <(y position) > (playerY)> then\n        change [speedy v] by ((() - (speedChange)) / (30))\n    end\n    if <(speedX) > (MaxSpeedX)> then\n        set [speedx v] to (MaxSpeedX)\n    end\n    if <(speedX) < (() - (MaxSpeedX))> then\n        set [speedx v] to (() - (MaxSpeedX))\n    end\n    if <(speedY) > (MaxSpeedY)> then\n        set [speedy v] to (MaxSpeedY)\n    end\n    if <(speedY) < (() - (MaxSpeedY))> then\n        set [speedy v] to (() - (MaxSpeedY))\n    end\n    if <<((x position) + (speedX)) < [-230]> or <((x position) + (speedX)) > [211]>> then\n        set [speedx v] to [0]\n    end\n    if <<((y position) + (speedY)) < [-87]> or <((y position) + (speedY)) > [170]>> then\n        set [speedy v] to [0]\n    end\n    go to x: ((x position) + (speedX)) y: ((y position) + (speedY))\n    if <(BossStage) = [1]> then\n        switch costume to (stage 1 v)\n        pen up\n    else\n        switch costume to (stage 2 v)\n        pen down\n    end\n    if <touching (sprite1 v)?> then\n        set [touchboss v] to [1]\n    else\n        set [touchboss v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\nerase all\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\nerase all\n\n@Level24_pressR\n\nwhen flag clicked\nhide\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [bossfight v]\nhide\nwait until <(BossStage) = [2]>\nif <(_SkipCodeUsed) = [1]> then\n    switch costume to (костюм 1 v)\n    show\n    wait until <key (r v) pressed?>\n    switch costume to (костюм 2 v)\n    wait (1.5) seconds\n    hide\nend\n\n@Level24_Enemy_Trace\n\nwhen flag clicked\nhide\nset [bossstage v] to [1]\n\nwhen I receive [jumpedpurple v]\nwait (0.1) seconds\nif <(level) > [24]> then\n    hide\n    stop [this script v]\nend\nset [bossstage v] to [2]\ngo to (level24_enemy v)\nswitch costume to (stage 2 v)\nset [ghost v] effect to (20)\nset size to (170) %\ngo to [front v] layer\nshow\nrepeat (8)\n    go to (level24_enemy v)\n    change size by (20)\n    change [ghost v] effect by (10)\nend\nhide\nwait (4.5) seconds\nif <(level) > [24]> then\n    hide\n    stop [this script v]\nend\ngo to (level24_enemy v)\nswitch costume to (stage 1 v)\nset [ghost v] effect to (100)\nset size to (260) %\ngo to [front v] layer\nshow\nrepeat (8)\n    go to (level24_enemy v)\n    change size by (-20)\n    change [ghost v] effect by (-10)\nend\nhide\nset [bossstage v] to [1]\n\nwhen I receive [levelnext v]\nif <(level) > [24]> then\n    stop [other scripts in sprite v]\n    hide\nend\n\nwhen I receive [restart_level v]\nstop [other scripts in sprite v]\nhide\nset [bossstage v] to [1]\n\n@GameBroke_Background\n\nwhen flag clicked\nhide\n\nwhen I receive [gamebroke v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (0.001) seconds\ngo to [front v] layer\n\n@Level36_text3\n\nwhen flag clicked\nhide\nwait until <(level) = [38]>\nhide\nwait (2.5) seconds\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n@level5_question\n\nwhen flag clicked\nhide\nwait until <(level) = [5]>\ngo to x: (210) y: (60)\nshow\nrepeat until <(level) > [5]>\n    ask [How much will be 0 / 0 ?] and wait\n    if <<(answer) = [m]> or <(answer) = [M]>> then\n        broadcast (Mute v)\n    else\n        if <<(answer) = [c]> or <(answer) = [C]>> then\n            broadcast (ChangeMusic v)\n        else\n            if <(level) = [5]> then\n                set volume to (50) %\n                start sound [wrong-answer-sound-fx v]\n                wait (1) seconds\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\nwait until <(level) > [5]>\nstop [other scripts in sprite v]\nhide\n\ngo to x: (210) y: (60)\nask [How much will be 0 / 0 ?] and wait\n\n@GameBroken_Text\n\nwhen flag clicked\nhide\n\nwhen I receive [gamebroke v]\nwait (2) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nif <(level) < [36]> then\n    delete all of [girltimes v]\n    add [2] to [girltimes v]\n    add [2.5] to [girltimes v]\n    add [2.5] to [girltimes v]\n    add [2.5] to [girltimes v]\n    add [3] to [girltimes v]\n    add [3] to [girltimes v]\n    switch costume to (girl1 v)\n    repeat until <(length of [girltimes v]) = [0]>\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (item (1) of [girltimes v]) seconds\n        delete (1) of [girltimes v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        wait (0.5) seconds\n        next costume\n    end\nelse\n    delete all of [narratortimes v]\n    add [2] to [narratortimes v]\n    add [6] to [narratortimes v]\n    add [4.5] to [narratortimes v]\n    switch costume to (narrator1 v)\n    repeat until <(length of [narratortimes v]) = [0]>\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (item (1) of [narratortimes v]) seconds\n        delete (1) of [narratortimes v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        next costume\n    end\nend\n\nset [ghost v] effect to (0)\n\n@Level36_text\n\nwhen flag clicked\nhide\nwait until <(level) = [36]>\nhide\nwait (2) seconds\ngo to x: (90) y: (115)\nswitch costume to (костюм 1 v)\nshow\nwait (1.5) seconds\nnext costume\nwait (1.5) seconds\nnext costume\n\nwhen I receive [levelnext v]\nhide\n\n@Level24_Hint\n\nwhen flag clicked\n\nwait until <(level) > [23]>\ngo to x: (-35) y: (10)\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (50)\nset size to (90) %\nrepeat until <(level) > [24]>\n    wait (0.1) seconds\n    next costume\nend\n\nwhen flag clicked\n\nforever\n    if <<(BossStage) = [1]> and <(touchBoss) = [1]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\nwait until <(level) > [24]>\nstop [other scripts in sprite v]\nhide\n\n@Level36_text2\n\nwhen flag clicked\nhide\nerase all\nwait until <(level) = [37]>\nhide\nerase all\nwait (1.5) seconds\nerase all\ngo to x: (-32) y: (47)\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2) seconds\nstamp\nset [ghost v] effect to (100)\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.5) seconds\nerase all\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nstamp\nset [ghost v] effect to (100)\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (3)\n    stamp\n    set [ghost v] effect to (100)\n    next costume\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (1) seconds\nend\nstamp\nset [ghost v] effect to (100)\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.5) seconds\nerase all\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nnext costume\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nwait until <(level) > [37]>\nstop [other scripts in sprite v]\nhide\nerase all\n\n@Level7_tilesLava\n\nwhen flag clicked\ngo to x: (-116) y: (-102)\nchange y by (-6)\nchange x by (50)\nswitch costume to (lava v)\ngo to [front v] layer\nhide\nwait until <(level) = [7]>\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by (94)\nend\nswitch costume to (lava v)\nshow\nrepeat until <(level) > [7]>\n    if <touching (sprite1 v)?> then\n        broadcast (inscription_2 v)\n        stop [this script v]\n    end\nend\nhide\n\nwhen I start as a clone\nshow\nrepeat until <(level) > [7]>\n    if <touching (sprite1 v)?> then\n        switch costume to (ground v)\n        wait until <not <touching (sprite1 v)?>>\n        switch costume to (lava v)\n    end\nend\nhide\n\nwhen flag clicked\nwait until <(level) > [7]>\nstop [other scripts in sprite v]\nhide\n\n