Scribble || A Multiplayer Cloud Scrolling Platformer #all #games #semdebron


@Stage\n\nwhen flag clicked\nset [score v] to [0]\n\n@AntiLag\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n    if <key (1 v) pressed?> then\n        set [chat v] to [1]\n        say (item (Chat) of [chat v])\n        wait (2) seconds\n        say []\n        set [chat v] to [0]\n    else\n        if <key (2 v) pressed?> then\n            set [chat v] to [2]\n            say (item (Chat) of [chat v])\n            wait (2) seconds\n            say []\n            set [chat v] to [0]\n        else\n            if <key (3 v) pressed?> then\n                set [chat v] to [3]\n                say (item (Chat) of [chat v])\n                wait (2) seconds\n                say []\n                set [chat v] to [0]\n            else\n                if <key (4 v) pressed?> then\n                    set [chat v] to [4]\n                    say (item (Chat) of [chat v])\n                    wait (2) seconds\n                    say []\n                    set [chat v] to [0]\n                else\n                    if <key (5 v) pressed?> then\n                        set [chat v] to [5]\n                        say (item (Chat) of [chat v])\n                        wait (2) seconds\n                        say []\n                        set [chat v] to [0]\n                    else\n                        if <key (6 v) pressed?> then\n                            set [chat v] to [6]\n                            say (item (Chat) of [chat v])\n                            wait (2) seconds\n                            say []\n                            set [chat v] to [0]\n                        else\n                            if <key (7 v) pressed?> then\n                                set [chat v] to [7]\n                                say (item (Chat) of [chat v])\n                                wait (2) seconds\n                                say []\n                                set [chat v] to [0]\n                            else\n                                if <key (8 v) pressed?> then\n                                    set [chat v] to [8]\n                                    say (item (Chat) of [chat v])\n                                    wait (2) seconds\n                                    say []\n                                    set [chat v] to [0]\n                                else\n                                    if <key (9 v) pressed?> then\n                                        set [chat v] to [9]\n                                        say (item (Chat) of [chat v])\n                                        wait (2) seconds\n                                        say []\n                                        set [chat v] to [0]\n                                    else\n                                        set [chat v] to [0]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [inair v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n    CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    if <(inair) < [4]> then\n        set [sy v] to [16]\n        if <(inair) = [0]> then\n            change [jumps v] by (1)\n        end\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n    set [scroll x v] to [2649]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n    set [exit v] to [die]\n    change [die v] by (1)\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n    Chat\n    if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n        if <(is the chat open) = [1]> then\n            show list [chat v]\n            set [is the chat open v] to [0]\n        else\n            set [is the chat open v] to [1]\n            hide list [chat v]\n        end\n        wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n    end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers  v)?> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [exit v] to [die]\n    change [die v] by (1)\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n    repeat (18)\n        change [y v] by (1)\n        Position\n        if <not <touching (platform v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-18)\n    if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [inair v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platform v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\nwhen flag clicked\ngo to x: (-168) y: (-107)\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n    start sound [Connect v]\n    broadcast (joined v)\nelse\n    start sound [Disconnect v]\n    broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n    broadcast (reset v) and wait\n    broadcast (SETUP v) and wait\n    GAME ON\n    repeat until <(EXIT) > []>\n        TICK\n        broadcast (tick v)\n        if <(My Player #) > [0]> then\n            send cloud data\n        end\n    end\n    if <(EXIT) = [win]> then\n        Game-Win\n    else\n        GAME - DIE\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            if <(player) = [8]> then\n                                set [☁ p8 v] to (value)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nwhen flag clicked\nforever\n    set [score v] to (join (COINS) (join [/] (COINS TOTAL)))\nend\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(My Player #) = (player #)> then\n        hide\n        set [offline v] to [100]\n    else\n        tick\n    end\n    go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ P8)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n    say (join (player #) (join [:] (value)))\nelse\n    say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n    if <key (n v) pressed?> then\n        if <(names) = [1]> then\n            wait until <not <key (n v) pressed?>>\n            set [names v] to [0]\n        else\n            wait until <not <key (n v) pressed?>>\n            set [names v] to [1]\n        end\n    end\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [360] Y [0]\n    CLONE AT X [125] Y [265]\n    CLONE AT X [-40] Y [360]\n    CLONE AT X [-660] Y [160]\n    CLONE AT X [60] Y [760]\n    CLONE AT X [20] Y [460]\n    CLONE AT X [380] Y [540]\n    CLONE AT X [267] Y [578]\n    CLONE AT X [310] Y [70]\n    CLONE AT X [310] Y [50]\n    CLONE AT X [310] Y [70]\n    CLONE AT X [370] Y [70]\n    CLONE AT X [370] Y [0]\n    CLONE AT X [331] Y [262]\n    CLONE AT X [310] Y [70]\n    CLONE AT X [310] Y [0]\n    CLONE AT X [370] Y [70]\n    CLONE AT X [370] Y [0]\n    CLONE AT X [500] Y [245]\n    CLONE AT X [430] Y [70]\n    CLONE AT X [430] Y [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [0] Y [360]\n        CLONE AT X [400] Y [320]\n    else\n        if <(LEVEL) = [2]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nchange [x v] by (x)\nchange [y v] by (y)\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [-860] Y [160]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [-10]\n    CLONE AT X [360] Y [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [0] Y [360]\n        CLONE AT X [400] Y [360]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [joined? v] to [false]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait until <(JOINED?) = [true]>\nrepeat (8)\n    change [ghost v] effect by (12.5)\nend\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nset [joined? v] to [false]\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nset [joined? v] to [false]\ngo to [front v] layer\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nset [joined? v] to [true]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [-170] Y [400]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [0] Y [360]\n        CLONE AT X [400] Y [320]\n    else\n        if <(LEVEL) = [2]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@FINISH\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    if <(COINS) = (COINS TOTAL)> then\n        set [won? v] to [true]\n    end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (blank v)\n    CLONE AT X [290] Y [840]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [0] Y [360]\n        CLONE AT X [400] Y [320]\n    else\n        if <(LEVEL) = [2]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [coins total v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (coin v)\n    CLONE AT X [-150] Y [100]\n    CLONE AT X [-150] Y [160]\n    CLONE AT X [170] Y [-90]\n    CLONE AT X [210] Y [-90]\n    CLONE AT X [250] Y [-90]\n    CLONE AT X [40] Y [633]\n    CLONE AT X [175] Y [703]\n    CLONE AT X [460] Y [505]\n    CLONE AT X [515] Y [570]\n    CLONE AT X [150] Y [640]\n    CLONE AT X [200] Y [640]\n    CLONE AT X [250] Y [645]\n    CLONE AT X [455] Y [740]\n    CLONE AT X [90] Y [450]\n    CLONE AT X [180] Y [455]\n    CLONE AT X [260] Y [450]\n    CLONE AT X [284] Y [-84]\n    CLONE AT X [119] Y [-93]\n    CLONE AT X [401] Y [445]\n    CLONE AT X [635] Y [520]\n    CLONE AT X [635] Y [480]\n    CLONE AT X [635] Y [440]\n    CLONE AT X [635] Y [400]\n    CLONE AT X [635] Y [360]\n    CLONE AT X [635] Y [760]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (coin v)\n        CLONE AT X [-150] Y [200]\n        CLONE AT X [-150] Y [160]\n        CLONE AT X [-150] Y [50]\n    end\nend\nset [x v] to [-99999]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [coins total v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n    if <touching (player v)?> then\n        change [coins v] by (1)\n        delete this clone\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [won? v] to [false]\nhide\nforever\n    if <(WON?) = [true]> then\n        go to [front v] layer\n        set [ghost v] effect to (100)\n        show\n        repeat (8)\n            change [ghost v] effect by (-12.5)\n        end\n    end\nend\n\n@Achievements\n\nwhen flag clicked\nset [die v] to [0]\nset [jumps v] to [0]\nhide\nset [achievement v] to [false]\nset [ghost v] to [100]\nset [ghost v] effect to (ghost)\nforever\n    go to x: (120) y: (-136)\n    switch costume to (COSTUME ACHIEVEMENTS)\n    if <(ACHIEVEMENT) = [true]> then\n        show\n        repeat (ghost)\n            change [ghost v] effect by (-1)\n        end\n        if <(JUMPS) = [10]> then\n            wait until <not <(JUMPS) = [10]>>\n        else\n            if <(JUMPS) = [25]> then\n                wait until <not <(JUMPS) = [25]>>\n            else\n                if <(JUMPS) = [50]> then\n                    wait until <not <(JUMPS) = [50]>>\n                else\n                    if <(JUMPS) = [100]> then\n                        wait until <not <(JUMPS) = [100]>>\n                    else\n                        if <(DIE) = [10]> then\n                            wait until <not <(DIE) = [10]>>\n                        else\n                            if <(DIE) = [25]> then\n                                wait until <not <(DIE) = [25]>>\n                            else\n                                if <(DIE) = [50]> then\n                                    wait until <not <(DIE) = [50]>>\n                                else\n                                    if <(DIE) = [100]> then\n                                        wait until <not <(DIE) = [100]>>\n                                    else\n                                        if <(WON?) = [true]> then\n                                            wait until <not <(WON?) = [true]>>\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        repeat (ghost)\n            change [ghost v] effect by (1)\n        end\n        hide\n        set [achievement v] to [false]\n    end\n    if <(JUMPS) = [10]> then\n        set [achievement v] to [true]\n        set [costume achievements v] to [2]\n    else\n        set [achievement v] to [false]\n        if <(JUMPS) = [25]> then\n            set [achievement v] to [true]\n            set [costume achievements v] to [3]\n        else\n            set [achievement v] to [false]\n            if <(JUMPS) = [50]> then\n                set [achievement v] to [true]\n                set [costume achievements v] to [4]\n            else\n                set [achievement v] to [false]\n                if <(JUMPS) = [100]> then\n                    set [achievement v] to [true]\n                    set [costume achievements v] to [5]\n                else\n                    set [achievement v] to [false]\n                    if <(WON?) = [true]> then\n                        set [achievement v] to [true]\n                        set [costume achievements v] to [6]\n                    else\n                        set [achievement v] to [false]\n                        if <(DIE) = [10]> then\n                            set [achievement v] to [true]\n                            set [costume achievements v] to [7]\n                        else\n                            set [achievement v] to [false]\n                            if <(DIE) = [25]> then\n                                set [achievement v] to [true]\n                                set [costume achievements v] to [8]\n                            else\n                                set [achievement v] to [false]\n                                if <(DIE) = [50]> then\n                                    set [achievement v] to [true]\n                                    set [costume achievements v] to [9]\n                                else\n                                    set [achievement v] to [false]\n                                    if <(DIE) = [100]> then\n                                        set [achievement v] to [true]\n                                        set [costume achievements v] to [10]\n                                    else\n                                        set [achievement v] to [false]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n