Hunger Games Platformer

Instructions: Welcome To My Hunger Games Platformer!\n*Before you start, please read Chapters 2 and 3*\n\nN͟O͟T͟I͟C͟E͟S͟\nMobile controls added!\n\nT͟A͟B͟L͟E͟ ͟O͟F͟ ͟C͟O͟N͟T͟E͟N͟T͟S͟\nChapter 1 - Introduction (a bit about the game)\nChapter 2 - Controls (buttons you need to press)\nChapter 3 - Important Info (things you need to know)\nChapter 4 - Answer Key (how to complete each level)\nChapter 5 - Credits (where I got stuff for this game)\nChapter 6 - Other Games Like This (if you enjoyed this game, try some of these)\n\nC͟H͟A͟P͟T͟E͟R͟ ͟1͟ ͟- ͟I͟N͟T͟R͟O͟D͟U͟C͟T͟I͟O͟N͟\nDo you love the Hunger Games? If so, this is the game for you! Journey as Katniss through this 10 minute long platformer and go through all your favourite Hunger Games moments. This platformer starts at the countdown of the Games and ends at the finale where Katniss and Peeta win, and includes all the characters, scenes, and sounds of the real movie! With Haymitch's guidance, navigate your way to the end of the arena. Let the 74th annual Hunger Games begin!\n\nC͟H͟A͟P͟T͟E͟R͟ ͟2͟ - ͟C͟O͟N͟T͟R͟O͟L͟S͟\nRight arrow key (→) - move to the right\nLeft arrow key (←) - move to the left\nUp arrow key (↑) - jump\nSpace bar (⎵) - shoot bow if you have it\nFor mobile controls, press the according yellow buttons on the screen.\n\nC͟H͟A͟P͟T͟E͟R͟ ͟3͟ - ͟I͟M͟P͟O͟R͟T͟A͟N͟T͟ ͟I͟N͟F͟O͟\n• You cannot move, use your bow, or click on anything while Haymitch is talking.\n• You cannot leave the level until you've completed Haymitch's instructions.\n• You cannot shoot your bow whenever you want to. You can only shoot it when Haymitch's instructions require you to.\n• This is not a self-directed game. You can only complete it by following Haymitch's instructions.\n\nC͟H͟A͟P͟T͟E͟R͟ ͟4͟ ͟- A͟N͟S͟W͟E͟R͟ ͟K͟E͟Y͟\nLevel 1 - Walk to the next level.\nLevel 2 - Click on the backpack and walk to the next level.\nLevel 3 - Walk to the next level. (Optional: use backpack)\nLevel 4 - Hold the space bar until you're in the tree. Click on the tracker jacker nest. Press the space bar to jump out of the tree. Walk to the next level.\nLevel 5 - Walk to the next level. (Optional: try shooting your bow!)\nLevel 6 - Shoot your bow at the 3 people to kill them. Walk to the next level.\nLevel 7 - Wait until Rue is done talking. Walk to the next level.\nLevel 8 - Shoot your bow to blow up the supplies. Walk to the next level.\nLevel 9 - Shoot your bow at Marvel to kill him. Walk to the next level.\nLevel 10 - Walk to the next level.\nLevel 11 - Walk to the next level.\nLevel 12 - Click on the #12 backpack. Wait until Thresh leaves. Walk to the next level.\nLevel 13 - Click on the needle to give Peeta the medicine. Walk to the next level.\nLevel 14 - Walk to the next level.\nLevel 15 - Walk to the next level.\nLevel 16 - Press the space bar to jump on the Cornucopia. Shoot Cato's hand. You win!\n\nC͟H͟A͟P͟T͟E͟R͟ ͟5͟ ͟- C͟R͟E͟D͟I͟T͟S͟\n- Move/jump code is from cute2008kitten.\n- All the characters except Katniss and Haymitch are from CreativeRarity.\n- All the sounds are from various downloading sounds websites. \n- The rest of the images are from Google Images.\n- Everything else is by me!\n\nC͟H͟A͟P͟T͟E͟R͟ 6͟ - O͟T͟H͟E͟R͟ G͟A͟M͟E͟S͟ L͟I͟K͟E͟ T͟H͟I͟S͟\n- Pixel Quest (another platformer similar to this one!)\nhttps://scratch.mit.edu/projects/771838030\n- Hunger Games Personality Quiz (find out which Hunger Games character is most like you!)\nhttps://scratch.mit.edu/projects/624276953\n- Wings Of Fire Platformer (another fun platformer!)\nhttps://scratch.mit.edu/projects/588741032\n\nFeel free to leave to leave questions/feedback in the comments. Heart/star if you enjoyed!\n#hungergames #platformer

@Stage\n\nwhen flag clicked\nset [pixelate v] effect to (50)\nswitch backdrop to (thumbnail v)\nset [cannon v] to [No]\n\nwhen I receive [start3 v]\nforever\n    play sound [Birds v] until done\nend\n\nwhen I receive [nextlevel2 v]\nif <(Level) = [1]> then\n    switch backdrop to (cornucopia v)\nend\nif <(Level) = [2]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [3]> then\n    switch backdrop to (woods2 v)\n    repeat (12)\n        play sound [Cannon v] until done\n        wait (.05) seconds\n    end\n    set [cannon v] to [No]\nend\nif <(Level) = [4]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [5]> then\n    switch backdrop to (woods2 v)\nend\nif <(Level) = [6]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [7]> then\n    switch backdrop to (woods2 v)\nend\nif <(Level) = [8]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [9]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [10]> then\n    switch backdrop to (woods2 v)\nend\nif <(Level) = [11]> then\n    switch backdrop to (cornucopia v)\nend\nif <(Level) = [12]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [13]> then\n    switch backdrop to (woods2 v)\nend\nif <(Level) = [14]> then\n    switch backdrop to (woods v)\nend\nif <(Level) = [15]> then\n    switch backdrop to (cornucopia v)\nend\nchange [level v] by (1)\nbroadcast (NextLevel v)\n\nwhen I receive [nextlevel2 v]\nif <(Level) = [3]> then\n    set [cannon v] to [Yes]\nend\n\nwhen I receive [kill v]\nplay sound [Cannon v] until done\n\nwhen I receive [kill2 v]\nplay sound [Cannon v] until done\n\nwhen I receive [kill3 v]\nplay sound [Cannon v] until done\n\nwhen I receive [die v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\nwhen I receive [die3 v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\nwhen I receive [die4 v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\nwhen I receive [die5 v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\nwhen I receive [die6 v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\nwhen I receive [die7 v]\nwait (.5) seconds\nplay sound [Cannon v] until done\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\n@Pictures\n\nwhen flag clicked\nset [pixelate v] effect to (30)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\nwait (.5) seconds\nshow\nwait (.5) seconds\nswitch costume to (2 v)\nwait (.5) seconds\nswitch costume to (3 v)\nwait (.5) seconds\nbroadcast (Start v)\n\nwhen I receive [start2 v]\nswitch costume to (2 v)\nwait (.5) seconds\nswitch costume to (1 v)\nwait (.5) seconds\nhide\nwait (.5) seconds\nswitch backdrop to (start v)\nbroadcast (Start3 v)\n\n@Start\n\nwhen flag clicked\ngo to x: (-107) y: (-95)\nset [pixelate v] effect to (30)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nshow\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\n\nwhen this sprite clicked\nstart sound [Whistle v]\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nhide\nwait (.5) seconds\nbroadcast (Start2 v)\n\n@Katniss\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<touching (pedestal v)?> or <touching (ground v)?>> then\n    repeat until <not <<touching (pedestal v)?> or <touching (ground v)?>>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to [0]\n    if <<key (up arrow v) pressed?> or <(Walk3) = [1]>> then\n        set [y velocity v] to (jump height)\n    end\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <(Walk1) = [1]>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <(Walk2) = [1]>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<touching (pedestal v)?> or <touching (ground v)?>>>>\n    change y by (1)\n    change [slope v] by (-1)\nend\nif <<touching (pedestal v)?> or <touching (ground v)?>> then\n    change y by (Slope)\n    repeat until <not <<touching (pedestal v)?> or <touching (ground v)?>>>\n        change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n    end\nend\n\nwhen I receive [nextlevel v]\nforever\n    if <(Edge) = [Yes]> then\n        if <touching (edge v)?> then\n            broadcast (NextLevel2 v)\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [startplatformer v]\nforever\n    if <touching (edge v)?> then\n        broadcast (NextLevel v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [move v] to [Yes]\nset [edge v] to [Yes]\nset [level v] to [1]\nset [bow v] to [NotEquipped]\nset [clickable2 v] to [No]\ngo to x: (-191) y: (-35)\nswitch costume to (right v)\nhide\n\nwhen I receive [start3 v]\nshow\n\nwhen [right arrow v] key pressed\nif <(Bow) = [NotEquipped]> then\n    switch costume to (right v)\nend\nif <(Bow) = [Equipped]> then\n    switch costume to (bowright v)\nend\n\nwhen [left arrow v] key pressed\nif <(Bow) = [NotEquipped]> then\n    switch costume to (left v)\nend\nif <(Bow) = [Equipped]> then\n    switch costume to (bowleft v)\nend\n\nwhen I receive [code v]\nforever\n    platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\n    if <(Move) = [No]> then\n        stop [this script v]\n    end\nend\n\nwhen [space v] key pressed\nif <<(Move) = [Yes]> and <(Level) = [4]>> then\n    if <(Tree) = [In]> then\n        go to [front v] layer\n        glide (.5) secs to x: (-150) y: (-100)\n        set [tree v] to [Nothing]\n        broadcast (Code v)\n        stop [this script v]\n    end\n    if <(Tree) = [Out]> then\n        glide (.2) secs to x: (-160) y: (-100)\n        glide (.5) secs to x: (-150) y: (75)\n        set [move v] to [No]\n        set [tree v] to [Tree]\n        switch costume to (left v)\n        broadcast (Careers v)\n        stop [this script v]\n    end\nend\nif <<(Shoot) = [Yes]> and <(Level) > [4]>> then\n    switch costume to (bow1 v)\n    repeat (13)\n        next costume\n    end\n    broadcast (ShootBow v)\n    switch costume to (bow1 v)\n    wait (.5) seconds\n    switch costume to (bowright v)\nend\nif <<(Move) = [Yes]> and <(Level) = [16]>> then\n    glide (.5) secs to x: (-85) y: (102)\n    set [move v] to [No]\n    set [rue v] to [Peeta3]\nend\n\nwhen I receive [trackerjackers v]\nplay sound [TrackerJackerBuzz v] until done\nrepeat until <(Level) = [5]>\n    play sound [TrackerJackerBuzz2 v] until done\nend\n\nwhen I receive [bow v]\nset [bow v] to [Equipped]\nif <(costume [name v]) = [Right]> then\n    switch costume to (bowright v)\nend\nif <(costume [name v]) = [Left]> then\n    switch costume to (bowleft v)\nend\n\nwhen I receive [nextlevel2 v]\nset [move v] to [No]\ngo to x: (-200) y: (-100)\nif <(Bow) = [NotEquipped]> then\n    switch costume to (right v)\nend\nif <(Bow) = [Equipped]> then\n    switch costume to (bowright v)\nend\n\nwhen I receive [move v]\ngo to x: (-85) y: (102)\n\nwhen I receive [bowbutton v]\nif <<(Shoot) = [Yes]> and <(Level) > [4]>> then\n    switch costume to (bow1 v)\n    repeat (13)\n        next costume\n    end\n    broadcast (ShootBow v)\n    switch costume to (bow1 v)\n    wait (.5) seconds\n    switch costume to (bowright v)\nend\nif <<(Move) = [Yes]> and <(Level) = [16]>> then\n    glide (.5) secs to x: (-85) y: (102)\n    set [move v] to [No]\n    set [rue v] to [Peeta3]\nend\n\n@Peeta\n\nwhen flag clicked\nswitch costume to (peeta v)\ngo to [back v] layer\nhide\nwait until <(Level) = [10]>\ngo to x: (-23) y: (-104)\nshow\n\nwhen I receive [peeta v]\nsay [Kᴀᴛɴɪꜱꜱ! I'ᴍ ꜱᴏ ɢʟᴀᴅ ʏᴏᴜ'ʀᴇ ᴏᴋ.]\nsay [Tʜᴇ ᴛʜɪɴɢ ɪꜱ, Cᴀᴛᴏ ᴄᴜᴛ ᴍᴇ ᴡɪᴛʜ ʜɪꜱ ꜱᴡᴏʀᴅ.]\nsay [Iᴛ'ꜱ ᴘʀᴇᴛᴛʏ ʙᴀᴅ, ᴀɴᴅ ɪ ᴛʜɪɴᴋ ɪᴛ'ꜱ ɪɴꜰᴇᴄᴛᴇᴅ.]\nsay [Hᴏᴘᴇꜰᴜʟʟʏ ᴡᴇ ᴄᴀɴ ꜰɪɴᴅ ꜱᴏᴍᴇ ᴡᴀʏ ᴛᴏ ꜰɪx ɪᴛ.]\nwait (.5) seconds\nsay [I'ʟʟ ᴊᴜꜱᴛ ꜰᴏʟʟᴏᴡ ʏᴏᴜ, ꜱɪɴᴄᴇ ʏᴏᴜ ᴘʀᴏʙᴀʙʟʏ ᴋɴᴏᴡ ᴡʜᴀᴛ ʏᴏᴜ'ʀᴇ ᴅᴏɪɴɢ ʙᴇᴛᴛᴇʀ ᴛʜᴀɴ I ᴅᴏ.]\nset [edge v] to [Yes]\nrepeat until <(Level) = [11]>\n    glide (.4) secs to (katniss v)\nend\ngo to x: (-150) y: (-104)\nwait until <(Level) = [12]>\nhide\nwait until <(Level) = [13]>\nshow\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen I receive [followkatniss v]\nswitch costume to (peetanothurt v)\nrepeat until <(Level) = [14]>\n    glide (.4) secs to (katniss v)\nend\ngo to x: (-150) y: (-104)\nwait until <(Rue) = [Peeta]>\nrepeat until <(Level) = [15]>\n    glide (.4) secs to (katniss v)\nend\ngo to x: (-150) y: (-104)\nwait until <(Rue) = [Peeta2]>\nrepeat until <(Level) = [16]>\n    glide (.4) secs to (katniss v)\nend\ngo to x: (-150) y: (-104)\nwait until <(Rue) = [Peeta4]>\nrepeat until <(Rue) = [Peeta3]>\n    glide (.4) secs to (katniss v)\nend\nglide (.2) secs to x: (-30) y: (127)\nwait (.5) seconds\nbroadcast (Cato v)\n\n@Haymitch\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen flag clicked\ngo to x: (220) y: (-249)\nset [clickable3 v] to [No]\ngo to [front v] layer\nhide\n\nwhen I receive [start3 v]\nAnimation1\nsay [Hᴇʟʟᴏ. Tʜɪꜱ ɪꜱ Hᴀʏᴍɪᴛᴄʜ ᴡᴀᴛᴄʜɪɴɢ ꜰʀᴏᴍ ᴛʜᴇ ᴍᴇɴᴛᴏʀ ᴀʀᴇᴀ ɪɴ ᴛʜᴇ Cᴀᴘɪᴛᴏʟ.]\nsay [I ᴡɪʟʟ ʙᴇ ʜᴇʟᴘɪɴɢ ʏᴏᴜ ᴛʜʀᴏᴜɢʜᴏᴜᴛ ᴛʜᴇ ɢᴀᴍᴇꜱ ᴛᴏ ᴍᴀᴋᴇ ꜱᴜʀᴇ ʏᴏᴜ ᴀᴄᴛᴜᴀʟʟʏ ʜᴀᴠᴇ ᴀ ᴄʜᴀɴᴄᴇ ᴀᴛ ꜱᴜʀᴠɪᴠᴀʟ.]\nwait (.5) seconds\nsay [Fɪʀꜱᴛ ᴛʜɪɴɢꜱ ꜰɪʀꜱᴛ: ᴡʜᴇɴ ᴛʜᴇ ɢᴀᴍᴇꜱ ꜱᴛᴀʀᴛ, ᴋᴇᴇᴘ ʀᴜɴɴɪɴɢ ᴜɴᴛɪʟ ʏᴏᴜ ɢᴇᴛ ᴛᴏ ᴛʜᴇ Cᴏʀɴᴜᴄᴏᴘɪᴀ.]\nsay [I'ʟʟ ɢɪᴠᴇ ʏᴏᴜ ꜰᴜʀᴛʜᴇʀ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ ᴏɴᴄᴇ ʏᴏᴜ ɢᴇᴛ ᴛʜᴇʀᴇ.]\nAnimation2\nbroadcast (Countdown v)\n\ndefine Animation1\nwait (.5) seconds\nshow\nglide (.3) secs to x: (220) y: (-99)\nwait (.5) seconds\n\ndefine Animation2\nwait (.5) seconds\nglide (.3) secs to x: (220) y: (-249)\nhide\nwait (.5) seconds\n\nwhen I receive [nextlevel2 v]\nwait until <(Cannon) = [No]>\nAnimation1\nif <(Level) = [2]> then\n    say [Gʀᴇᴀᴛ, ʏᴏᴜ'ᴠᴇ ᴍᴀᴅᴇ ɪᴛ ᴛᴏ ᴛʜᴇ Cᴏʀɴᴜᴄᴏᴘɪᴀ.]\n    say [Yᴏᴜ ᴅᴏɴ'ᴛ ᴡᴀɴᴛ ᴛᴏ ꜱᴛᴀʏ ʜᴇʀᴇ ꜰᴏʀ ʟᴏɴɢ, ʙᴇᴄᴀᴜꜱᴇ ᴛʜᴇ ᴄᴀʀᴇᴇʀꜱ ᴡɪʟʟ ᴄᴏᴍᴇ ᴀɴᴅ ᴋɪʟʟ ʏᴏᴜ.]\n    say [Eᴠᴇɴ ᴛʜᴏᴜɢʜ ᴛʜᴇʀᴇ ᴀʀᴇ ᴛᴏɴꜱ ᴀɴᴅ ᴛᴏɴꜱ ᴏꜰ ᴡᴇᴀᴘᴏɴꜱ, ɪᴛ'ꜱ ʀɪꜱᴋʏ ᴛᴏ ɢʀᴀʙ ᴛʜᴇᴍ.]\n    say [Gʀᴀʙ ᴛʜᴀᴛ ʙᴀᴄᴋᴘᴀᴄᴋ ʙʏ ᴄʟɪᴄᴋɪɴɢ ᴏɴ ɪᴛ ᴀɴᴅ ɢᴇᴛ ᴏᴜᴛ ᴏꜰ ʜᴇʀᴇ ᴀꜱ ꜰᴀꜱᴛ ᴀꜱ ʏᴏᴜ ᴄᴀɴ.]\n    set [edge v] to [No]\n    set [clickable v] to [Yes1]\nend\nif <(Level) = [3]> then\n    say [Tʜɪꜱ ʙᴀᴄᴋᴘᴀᴄᴋ ʜᴀꜱ ʙʀᴇᴀᴅ ᴀɴᴅ ᴡᴀᴛᴇʀ, ꜱᴏ ɪᴛ ꜱʜᴏᴜʟᴅ ᴋᴇᴇᴘ ʏᴏᴜ ɢᴏɪɴɢ ꜰᴏʀ ᴀ ᴡʜɪʟᴇ.]\n    say [Cʟɪᴄᴋ ᴏɴ ᴛʜᴇ ʙᴀᴄᴋᴘᴀᴄᴋ ᴛᴏ ᴏᴘᴇɴ ɪᴛ ᴀɴᴅ ᴄʟɪᴄᴋ ᴏɴ ᴛʜᴇ ᴛʜɪɴɢ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ᴜꜱᴇ ɪᴛ.]\n    say [Gᴇᴛ ꜱᴏᴍᴇᴛʜɪɴɢ ᴛᴏ ᴇᴀᴛ ᴀɴᴅ ᴅʀɪɴᴋ, ᴛʜᴇɴ ʜᴜʀʀʏ ᴜᴘ ᴀɴᴅ ʟᴇᴀᴠᴇ ᴛʜɪꜱ ᴘʟᴀᴄᴇ ʙᴇꜰᴏʀᴇ ꜱᴏᴍᴇᴏɴᴇ ᴄᴏᴍᴇꜱ.]\nend\nif <(Level) = [4]> then\n    say [Tʜᴏꜱᴇ ʙᴏᴏᴍꜱ ꜱɪɢɴɪꜰʏ ᴛʜᴇ ᴀᴍᴏᴜɴᴛ ᴏꜰ ᴛʀɪʙᴜᴛᴇꜱ ᴋɪʟʟᴇᴅ ɪɴ ᴛʜᴇ ʙʟᴏᴏᴅʙᴀᴛʜ ᴀᴛ ᴛʜᴇ Cᴏʀɴᴜᴄᴏᴘɪᴀ.]\n    say [Wʜɪᴄʜ ᴍᴇᴀɴꜱ ᴛʜᴀᴛ ʜᴀʟꜰ ᴛʜᴇ ᴛʀɪʙᴜᴛᴇꜱ ᴀʀᴇ ᴀʟʀᴇᴀᴅʏ ᴅᴇᴀᴅ.]\n    say [Fᴏʀ ɴᴏᴡ, ᴊᴜꜱᴛ ʜɪᴅᴇ ᴜᴘ ɪɴ ᴛʜᴇ ᴛʀᴇᴇ ᴛʜᴀᴛ'ꜱ ᴄʟᴏꜱᴇꜱᴛ ᴛᴏ ʏᴏᴜ ᴀɴᴅ ꜱᴇᴇ ᴡʜᴀᴛ ʜᴀᴘᴘᴇɴꜱ.]\n    say [Tᴏ ɢᴇᴛ ɪɴ ᴛʜᴇ ᴛʀᴇᴇ, ʜᴏʟᴅ ᴛʜᴇ ꜱᴘᴀᴄᴇ ʙᴀʀ ᴜɴᴛɪʟ ʏᴏᴜ ᴀʀᴇ ɪɴ ɪᴛ.]\n    set [edge v] to [No]\n    set [tree v] to [Out]\nend\nif <(Level) = [5]> then\n    set [shoot v] to [No]\n    say [Yᴏᴜ ɢᴏᴛ ᴀ ʙᴏᴡ! Tʜᴀᴛ'ꜱ ᴀᴡᴇꜱᴏᴍᴇ!]\n    say [Wʜɪʟᴇ ɴᴏ ᴏɴᴇ'ꜱ ʜᴇʀᴇ, ɪ'ᴍ ɢᴏɪɴɢ ᴛᴏ ᴛᴇᴀᴄʜ ʏᴏᴜ ʜᴏᴡ ᴛᴏ ᴜꜱᴇ ɪᴛ.]\n    say [Pʀᴇꜱꜱ ᴛʜᴇ ꜱᴘᴀᴄᴇ ʙᴀʀ ᴏʀ ᴄʟɪᴄᴋ ᴏɴ ᴛʜᴇ ʙᴏᴡ ʙᴜᴛᴛᴏɴ ᴛᴏ ꜱʜᴏᴏᴛ ʏᴏᴜʀ ʙᴏᴡ. Iꜰ ᴛʜᴇ ᴀʀʀᴏᴡ ʜɪᴛꜱ ᴀɴʏᴏɴᴇ, ᴛʜᴇʏ ᴡɪʟʟ ᴅɪᴇ.]\n    say [Wʜᴇɴ ʏᴏᴜ ꜰᴇᴇʟ ᴄᴏᴍꜰᴏʀᴛᴀʙʟᴇ ᴜꜱɪɴɢ ɪᴛ, ᴍᴏᴠᴇ ᴛᴏ ᴛʜᴇ ɴᴇxᴛ ᴀʀᴇᴀ.]\n    set [shoot v] to [Yes]\nend\nif <(Level) = [6]> then\n    set [shoot v] to [No]\n    say [Oᴋ Kᴀᴛɴɪꜱꜱ, ʜᴇʀᴇ'ꜱ ᴀ ᴄʜᴀɴᴄᴇ ᴛᴏ ᴜꜱᴇ ʏᴏᴜʀ ʙᴏᴡ.]\n    say [Sʜᴏᴏᴛ ᴀʟʟ ᴛʜʀᴇᴇ ᴏꜰ ᴛʜᴇᴍ, ᴀɴᴅ ᴡʜᴇɴ ᴛʜᴇʏ ᴅɪᴇ, ʏᴏᴜ ᴄᴀɴ ᴘᴀꜱꜱ.]\n    set [shoot v] to [Yes]\n    set [edge v] to [No]\nend\nif <(Level) = [7]> then\n    set [shoot v] to [No]\n    set [edge v] to [No]\n    say [Nᴏᴡ ɪꜱ ʏᴏᴜʀ ᴄʜᴀɴᴄᴇ ᴛᴏ ɢᴇᴛ ᴀɴ ᴀʟʟʏ.]\n    say [Sʜᴇ ꜱᴇᴇᴍꜱ ᴘʀᴇᴛᴛʏ ꜱᴍᴀʀᴛ, ꜱᴏ ꜱʜᴇ'ᴅ ʙᴇ ᴀ ɢᴏᴏᴅ ᴘᴇʀꜱᴏɴ ᴛᴏ ᴡᴏʀᴋ ᴡɪᴛʜ.]\n    say [Tᴀʟᴋ ᴛᴏ ʜᴇʀ ᴀɴᴅ ꜱᴇᴇ ᴡʜᴀᴛ ꜱʜᴇ ᴡᴀɴᴛꜱ ᴛᴏ ᴅᴏ.]\n    broadcast (Rue v)\nend\nif <(Level) = [8]> then\n    set [edge v] to [No]\n    say [Tʜᴀᴛ'ꜱ ᴡᴇɪʀᴅ, ᴛʜᴇ ᴄᴀʀᴇᴇʀꜱ ᴀʀᴇɴ'ᴛ ʜᴇʀᴇ.]\n    say [Pʀᴏʙᴀʙʟʏ ᴏᴜᴛ ᴋɪʟʟɪɴɢ ᴘᴇᴏᴘʟᴇ.]\n    wait (.5) seconds\n    say [Sʜᴏᴏᴛ ʏᴏᴜʀ ʙᴏᴡ ᴀᴛ ᴛʜᴇ ʙᴏᴍʙ ᴛᴏ ʙʟᴏᴡ ᴇᴠᴇʀʏᴛʜɪɴɢ ᴜᴘ.]\n    say [Tʜᴇɴ ʀᴜɴ ɪɴᴛᴏ ᴛʜᴇ ɴᴇxᴛ ᴀʀᴇᴀ ᴀꜱ ꜰᴀꜱᴛ ᴀꜱ ʏᴏᴜ ᴄᴀɴ. Yᴏᴜ ᴅᴏɴ'ᴛ ᴡᴀɴᴛ ᴛʜᴇ ᴄᴀʀᴇᴇʀꜱ ᴛᴏ ᴄᴀᴛᴄʜ ʏᴏᴜ ʜᴇʀᴇ.]\n    set [shoot v] to [Yes]\nend\nif <(Level) = [9]> then\n    set [edge v] to [No]\n    set [shoot v] to [No]\n    wait until <(Rue) = [Dead]>\n    wait (.5) seconds\n    say [Oʜ ɴᴏ! Mᴀʀᴠᴇʟ ᴋɪʟʟᴇᴅ Rᴜᴇ!]\n    say [Qᴜɪᴄᴋ! Kɪʟʟ ʜɪᴍ ᴡɪᴛʜ ʏᴏᴜʀ ʙᴏᴡ ʙᴇꜰᴏʀᴇ ʜᴇ ɢᴇᴛꜱ ᴀᴡᴀʏ!]\n    set [shoot v] to [Yes]\nend\nif <(Level) = [10]> then\n    set [edge v] to [No]\n    set [shoot v] to [No]\n    say [Kᴀᴛɴɪꜱꜱ! Tʜᴀᴛ'ꜱ Pᴇᴇᴛᴀ!]\n    say [Bᴜᴛ ʜᴇ ʟᴏᴏᴋꜱ ʟɪᴋᴇ ʜᴇ ᴡᴀꜱ ᴄᴜᴛ ᴘʀᴇᴛᴛʏ ʙᴀᴅʟʏ ᴏɴ ʜɪꜱ ʟᴇɢ...]\n    say [Tᴀʟᴋ ᴛᴏ ʜɪᴍ ᴀɴᴅ ꜱᴇᴇ ᴡʜᴀᴛ'ꜱ ɢᴏɪɴɢ ᴏɴ.]\n    broadcast (Peeta v)\nend\nif <(Level) = [11]> then\n    say [I ʜᴀᴠᴇ ᴀɴ ᴀɴɴᴏᴜɴᴄᴇᴍᴇɴᴛ ꜰᴏʀ ʏᴏᴜ ᴛᴡᴏ ꜰʀᴏᴍ ᴛʜᴇ ɢᴀᴍᴇᴍᴀᴋᴇʀꜱ.]\n    say [Tʜᴇʀᴇ ᴡɪʟʟ ʙᴇ ᴀ ꜰᴇᴀꜱᴛ ʜᴇʟᴅ ᴀᴛ ᴛʜᴇ ᴄᴏʀɴᴜᴄᴏᴘɪᴀ, ᴡʜᴇʀᴇ ʏᴏᴜ ᴄᴀɴ ɢᴇᴛ ᴛʜᴇ ᴛʜɪɴɢ ʏᴏᴜ ɴᴇᴇᴅ ᴍᴏꜱᴛ.]\n    say [Wʜɪᴄʜ ᴡɪʟʟ ᴘʀᴏʙᴀʙʟʏ ʙᴇ ᴛʜᴇ ᴍᴇᴅɪᴄɪɴᴇ ꜰᴏʀ Pᴇᴇᴛᴀ'ꜱ ʟᴇɢ!]\n    say [I ꜱᴜɢɢᴇꜱᴛ Pᴇᴇᴛᴀ ꜱᴛᴀʏ ʜᴇʀᴇ, ʙᴇᴄᴀᴜꜱᴇ ʏᴏᴜ ᴅᴏɴ'ᴛ ᴡᴀɴᴛ ʜɪꜱ ʙᴀᴅ ʟᴇɢ ᴛᴏ ꜱʟᴏᴡ ʏᴏᴜ ᴅᴏᴡɴ.]\n    say [Tʜᴇ ᴄᴏʀɴᴜᴄᴏᴘɪᴀ ɪꜱ ɪɴ ᴛʜᴇ ɴᴇxᴛ ᴀʀᴇᴀ. Gᴏᴏᴅ ʟᴜᴄᴋ!]\nend\nif <(Level) = [12]> then\n    say [Tʜᴇʀᴇ'ꜱ ᴏɴʟʏ ᴛʜʀᴇᴇ ʙᴀᴄᴋᴘᴀᴄᴋꜱ ʟᴇꜰᴛ, ꜱᴏ ɪ ɢᴜᴇꜱꜱ Fᴏxꜰᴀᴄᴇ ᴀʟʀᴇᴀᴅʏ ɢᴏᴛ ʜᴇʀꜱ.]\n    say [Cʟɪᴄᴋ ᴏɴ ᴛʜᴇ ɴᴜᴍʙᴇʀ ᴛᴡᴇʟᴠᴇ ʙᴀᴄᴋᴘᴀᴄᴋ ᴛᴏ ɢᴇᴛ ᴛʜᴇ ᴍᴇᴅɪᴄɪɴᴇ.]\n    say [Iꜰ ʏᴏᴜ ʀᴜɴ ɪɴᴛᴏ ᴀɴʏᴏɴᴇ, ꜱᴛᴀʏ ᴄᴀʟᴍ ᴀɴᴅ ᴛʀʏ ɴᴏᴛ ᴛᴏ ᴅɪᴇ.]\n    set [clickable2 v] to [Yes]\n    set [move v] to [No]\nend\nif <(Level) = [13]> then\n    set [edge v] to [No]\n    say [Gʀᴇᴀᴛ! Yᴏᴜ ɢᴏᴛ ᴛʜᴇ ᴍᴇᴅɪᴄɪɴᴇ ᴀɴᴅ ᴍᴀᴅᴇ ɪᴛ ᴏᴜᴛ ᴀʟɪᴠᴇ.]\n    say [Gɪᴠᴇ Pᴇᴇᴛᴀ ᴛʜᴇ ᴍᴇᴅɪᴄɪɴᴇ ʙʏ ᴄʟɪᴄᴋɪɴɢ ᴏɴ ɪᴛ, ᴀɴᴅ ᴋᴇᴇᴘ ᴍᴏᴠɪɴɢ.]\n    set [clickable3 v] to [Yes]\nend\nif <(Level) = [14]> then\n    wait until <(Rue) = [Foxface]>\n    say [Oʜ! Fᴏxꜰᴀᴄᴇ ᴍᴜꜱᴛ ʜᴀᴠᴇ ᴇᴀᴛᴇɴ ꜱᴏᴍᴇ ᴏꜰ ᴛʜᴏꜱᴇ ɴɪɢʜᴛʟᴏᴄᴋ ʙᴇʀʀɪᴇꜱ ᴀɴᴅ ᴅɪᴇᴅ.]\n    say [I ɢᴜᴇꜱꜱ ᴛʜᴀᴛ'ꜱ ᴏɴᴇ ʟᴇꜱꜱ ᴘᴇʀꜱᴏɴ ʟᴇꜰᴛ.]\n    set [rue v] to [Peeta]\nend\nif <(Level) = [15]> then\n    wait until <(Rue) = [Thresh]>\n    say [Wᴏᴡ! Tʜᴇʀᴇ ᴀʀᴇ ᴏɴʟʏ 3 ᴘᴇᴏᴘʟᴇ ʟᴇꜰᴛ ᴀʟʀᴇᴀᴅʏ.]\n    say [Tʜᴇ ꜰɪɴᴀʟᴇ ᴡɪʟʟ ᴘʀᴏʙᴀʙʟʏ ʙᴇ ꜱᴏᴏɴ!]\n    set [rue v] to [Peeta2]\nend\nif <(Level) = [16]> then\n    set [edge v] to [No]\n    say [Iᴛ'ꜱ ᴛʜᴇ ꜰɪɴᴀʟᴇ! Aɴᴅ ᴛʜᴇʀᴇ'ꜱ ᴍᴜᴛᴛꜱ!]\n    say [Qᴜɪᴄᴋ! Jᴜᴍᴘ ᴏɴ ᴛʜᴇ Cᴏʀɴᴜᴄᴏᴘɪᴀ ʙʏ ᴘʀᴇꜱꜱɪɴɢ ᴛʜᴇ ꜱᴘᴀᴄᴇ ʙᴀʀ ʙᴇꜰᴏʀᴇ ᴛʜᴇ ᴍᴜᴛᴛꜱ ɢᴇᴛ ʏᴏᴜ!]\n    set [rue v] to [Peeta4]\nend\nif <(Level) = [12]> then\n    Animation2\nelse\n    Animation2\n    set [move v] to [Yes]\n    broadcast (Code v)\nend\n\nwhen I receive [haymitch v]\nAnimation1\nsay [Uʜ ᴏʜ. Tʜᴏꜱᴇ ᴀʀᴇ ᴛʜᴇ ᴄᴀʀᴇᴇʀꜱ: Cᴀᴛᴏ, Cʟᴏᴠᴇ, Gʟɪᴍᴍᴇʀ, ᴀɴᴅ Mᴀʀᴠᴇʟ.]\nsay [Tʜᴇʏ ᴀʀᴇ ᴛʀɪʙᴜᴛᴇꜱ ᴡʜᴏ ʜᴀᴠᴇ ᴛʀᴀɪɴᴇᴅ ᴛʜᴇɪʀ ᴡʜᴏʟᴇ ʟɪꜰᴇ ᴛᴏ ʙᴇ ɪɴ ᴛʜᴇ ɢᴀᴍᴇꜱ.]\nsay [Jᴜꜱᴛ ꜱᴛᴀʏ ɪɴ ᴛʜᴇ ᴛʀᴇᴇ ᴀɴᴅ ᴛʀʏ ᴛᴏ ꜰɪɴᴅ ᴀ ᴡᴀʏ ᴛᴏ ᴇꜱᴄᴀᴘᴇ.]\nAnimation2\nwait (.5) seconds\nbroadcast (CareersTalk v)\n\nwhen I receive [haymitch2 v]\nAnimation1\nsay [Oʜ ᴍʏ. Tʜᴏꜱᴇ ᴀʀᴇ ᴛʀᴀᴄᴋᴇʀ ᴊᴀᴄᴋᴇʀꜱ.]\nsay [Tʜᴇɪʀ ꜱᴛɪɴɢᴇʀꜱ ᴘʀᴏᴅᴜᴄᴇ ᴠᴇɴᴏᴍ ᴛʜᴀᴛ ᴄᴀɴ ᴄᴀᴜꜱᴇ ʜᴀʟʟᴜᴄɪɴᴀᴛɪᴏɴꜱ, ᴏʀ ɪɴ ꜱᴏᴍᴇ ᴄᴀꜱᴇꜱ, ᴅᴇᴀᴛʜ.]\nsay [Cᴀʀᴇꜰᴜʟʟʏ, ᴛʀʏ ᴛᴏ ᴋɴᴏᴄᴋ ɪᴛ ᴏᴜᴛ ᴏꜰ ᴛʜᴇ ᴛʀᴇᴇ. Hᴏᴘᴇꜰᴜʟʟʏ ɪᴛ ᴡɪʟʟ ʟᴀɴᴅ ᴏɴ ᴛʜᴇᴍ.]\nsay [Tʜᴇɴ, ɢᴇᴛ ᴏᴜᴛ ᴏꜰ ʜᴇʀᴇ ᴀꜱ ꜰᴀꜱᴛ ᴀꜱ ʏᴏᴜ ᴄᴀɴ. Bᴜᴛ ɪꜰ ᴛʜᴇʏ ʟᴇᴀᴠᴇ ᴀɴʏ ᴡᴇᴀᴘᴏɴꜱ ᴀʀᴏᴜɴᴅ, ɢʀᴀʙ ᴛʜᴇᴍ.]\nsay [Wʜᴇɴ ʏᴏᴜ ᴄʟɪᴄᴋ ᴏɴ ɪᴛ, ɪᴛ ᴡɪʟʟ ꜰᴀʟʟ. Pʀᴇꜱꜱ ᴛʜᴇ ꜱᴘᴀᴄᴇ ʙᴀʀ ᴛᴏ ᴊᴜᴍᴘ ᴏᴜᴛ ᴏꜰ ᴛʜᴇ ᴛʀᴇᴇ.]\nAnimation2\nset [trackerjacker v] to [Yes]\nset [tree v] to [In]\nset [move v] to [Yes]\n\nwhen I receive [haymitch3 v]\nAnimation1\nsay [Uʜ ᴏʜ. Tʜɪꜱ ɪꜱ ᴀ ᴅᴀɴɢᴇʀᴏᴜꜱ ᴘᴏꜱɪᴛɪᴏɴ ᴛᴏ ʙᴇ ɪɴ.]\nsay [I ᴛʜɪɴᴋ ᴛʜᴇ ᴏɴʟʏ ᴡᴀʏ ʏᴏᴜ ᴍɪɢʜᴛ ʙᴇ ᴀʙʟᴇ ᴛᴏ ɢᴇᴛ ᴏᴜᴛ ᴏꜰ ᴛʜɪꜱ ɪꜱ ᴛᴏ ꜱʜᴏᴏᴛ Cᴀᴛᴏ'ꜱ ʜᴀɴᴅ.]\nsay [Tʜᴀᴛ ᴡᴀʏ ʜᴇ'ʟʟ ʟᴇᴛ ɢᴏ ᴏꜰ Pᴇᴇᴛᴀ ᴀɴᴅ ꜰᴀʟʟ ɪɴᴛᴏ ᴛʜᴇ ᴍᴜᴛᴛꜱ.]\nwait (.5) seconds\nsay [Jᴜꜱᴛ ɢᴏ ꜰᴏʀ ɪᴛ. Iᴛ'ꜱ ʏᴏᴜʀ ʙᴇꜱᴛ ʙᴇᴛ ᴀᴛ ᴛʜɪꜱ ᴘᴏɪɴᴛ.]\nAnimation2\nset [shoot v] to [Yes]\nbroadcast (Move v)\n\nwhen I receive [haymitch4 v]\nAnimation1\nsay [I ʜᴀᴠᴇ ᴀ ᴍᴇꜱꜱᴀɢᴇ ꜰʀᴏᴍ ᴛʜᴇ ɢᴀᴍᴇᴍᴀᴋᴇʀꜱ.]\nsay [Tʜᴇʀᴇ ʜᴀꜱ ʙᴇᴇɴ ᴀ ʀᴜʟᴇ ᴄʜᴀɴɢᴇ ɪɴ ᴛʜᴇ ɢᴀᴍᴇꜱ.]\nsay [Uɴᴅᴇʀ ᴛʜᴇ ɴᴇᴡ ʀᴜʟᴇ, ʙᴏᴛʜ ᴛʀɪʙᴜᴛᴇꜱ ꜰʀᴏᴍ ᴛʜᴇ ꜱᴀᴍᴇ ᴅɪꜱᴛʀɪᴄᴛ ᴡɪʟʟ ʙᴇ ᴅᴇᴄʟᴀʀᴇᴅ ᴡɪɴɴᴇʀꜱ ɪꜰ ᴛʜᴇʏ ᴀʀᴇ ᴛʜᴇ ʟᴀꜱᴛ ᴛᴡᴏ ᴀʟɪᴠᴇ.]\nsay [Wʜɪᴄʜ ᴍᴇᴀɴꜱ ʏᴏᴜ ᴛᴡᴏ ᴀʀᴇ ᴏꜰꜰɪᴄɪᴀʟʟʏ ᴛʜᴇ ᴡɪɴɴᴇʀꜱ ᴏꜰ ᴛʜᴇ 74ᴛʜ ᴀɴɴᴜᴀʟ Hᴜɴɢᴇʀ Gᴀᴍᴇꜱ!]\nAnimation2\nstop [all v]\n\n@Pedestal\n\nwhen flag clicked\nset [pixelate v] effect to (45)\ngo to x: (-195) y: (-115)\nhide\n\nwhen I receive [start3 v]\nshow\n\nwhen I receive [nextlevel v]\nhide\n\n@Edge\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [pixelate v] effect to (50)\nhide\n\nwhen I receive [start3 v]\nshow\nforever\n    switch costume to (backdrop [name v])\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (-4)\nset [pixelate v] effect to (50)\ngo to [back v] layer\nhide\n\nwhen I receive [start3 v]\nshow\nforever\n    switch costume to (backdrop [name v])\nend\n\n@Countdown\n\nwhen flag clicked\nswitch costume to (5 v)\ngo to x: (20) y: (28)\nset [pixelate v] effect to (40)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [countdown v]\nwait (.5) seconds\nshow\nstart sound [Countdown v]\nrepeat (5)\n    wait (1) seconds\n    next costume\nend\nwait (.5) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\nbroadcast (StartPlatformer v)\nbroadcast (Code v)\n\n@Cornucopia\n\nwhen flag clicked\ngo to x: (30) y: (-71)\nset [pixelate v] effect to (50)\nhide\n\nwhen I receive [startplatformer v]\ngo to [back v] layer\nwait until <(Level) = [2]>\nshow\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [12]>\nshow\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [16]>\nshow\n\n@Weapons\n\nwhen I receive [startplatformer v]\nwait until <(Level) = [2]>\nshow\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [8]>\nswitch costume to (careers v)\ngo to x: (0) y: (-100)\nshow\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\ngo to x: (-24) y: (-94)\nswitch costume to (cornucopia v)\ngo to [back v] layer\nhide\n\n@Backpack\n\nwhen flag clicked\nset [pixelate v] effect to (70)\ngo to x: (25) y: (-110)\ngo to [back v] layer\nset [clickable v] to [No]\nhide\n\nwhen I receive [startplatformer v]\nwait until <(Level) = [2]>\nshow\n\nwhen this sprite clicked\nif <(Clickable) = [Yes1]> then\n    glide (.5) secs to x: (205) y: (140)\n    set [clickable v] to [Yes2]\n    set [edge v] to [Yes]\n    go to [front v] layer\n    stop [this script v]\nend\nif <(Clickable) = [Yes2]> then\n    broadcast (OpenBackpack v)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (200) y: (135)\nhide\n\nwhen I receive [openbackpack v]\nshow\nglide (.2) secs to x: (140) y: (90)\ngo to [front v] layer\n\nwhen I receive [closebackpack v]\ngo to [back v] layer\nglide (.2) secs to x: (200) y: (135)\nhide\n\nwhen this sprite clicked\nglide (.5) secs to (katniss v)\nglide (.1) secs to x: ((x position) + (10)) y: (y position)\nturn left (15) degrees\nwait (1) seconds\nturn right (15) degrees\nglide (.2) secs to x: (140) y: (90)\n\n@Bread\n\nwhen flag clicked\ngo to x: (200) y: (135)\nhide\n\nwhen I receive [openbackpack v]\nshow\nglide (.2) secs to x: (200) y: (60)\ngo to [front v] layer\n\nwhen I receive [closebackpack v]\ngo to [back v] layer\nglide (.2) secs to x: (200) y: (135)\nhide\n\nwhen this sprite clicked\nglide (.5) secs to (katniss v)\nglide (.1) secs to x: ((x position) + (10)) y: (y position)\nturn left (15) degrees\nwait (1) seconds\nturn right (15) degrees\nglide (.2) secs to x: (200) y: (60)\n\n@X\n\nwhen this sprite clicked\nbroadcast (CloseBackpack v)\nglide (.2) secs to x: (200) y: (135)\nhide\n\nwhen flag clicked\ngo to x: (200) y: (135)\nhide\n\nwhen I receive [openbackpack v]\nshow\nglide (.2) secs to x: (145) y: (155)\n\n@Cato\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> or <(letter (Progress) of (text)) = [-]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen I receive [careerstalk v]\nsay [Tʜᴇʀᴇ ꜱʜᴇ ɪꜱ!]\nwait (10) seconds\nsay [Sᴏᴜɴᴅꜱ ɢᴏᴏᴅ. Eᴠᴇʀʏᴏɴᴇ, ᴋᴇᴇᴘ ᴡᴀᴛᴄʜɪɴɢ ʜᴇʀ.]\nbroadcast (TrackerJackers v)\n\nwhen I receive [cato v]\nglide (.3) secs to x: (53) y: (130)\nglide (.1) secs to x: (29) y: (133)\nwait (.5) seconds\nsay [Sʜᴏᴏᴛ ᴍᴇ ᴀɴᴅ ʜᴇ ɢᴏᴇꜱ ᴅᴏᴡɴ ᴡɪᴛʜ ᴍᴇ.]\nbroadcast (Haymitch3 v)\n\nwhen flag clicked\ngo to x: (-249) y: (-95)\npoint in direction (90)\nswitch costume to (cato v)\nhide\n\nwhen I receive [catofall v]\nswitch costume to (catobleeding v)\nglide (.5) secs to x: (59) y: (-153)\nbroadcast (Mutts v)\nwait (2) seconds\nbroadcast (Die7 v)\nhide\n\nwhen I receive [careers v]\nshow\nglide (.2) secs to x: (-210) y: (-95)\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Attack]>\nsay [Eᴠᴇʀʏᴏɴᴇ ʀᴜɴ!]\nglide (.5) secs to x: (-249) y: (-95)\nhide\nwait until <(Level) = [15]>\ngo to x: (55) y: (-60)\nshow\nwait (.5) seconds\nbroadcast (Die5 v)\nglide (1) secs to x: (270) y: (-60)\nhide\nwait until <(Level) = [16]>\ngo to x: (120) y: (75)\nshow\n\nwhen I receive [catofall v]\nrepeat (10)\n    turn right (9) degrees\nend\n\n@Clove\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <<(letter (Progress) of (text)) = [:]> or <(letter (Progress) of (text)) = [-]>>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-249) y: (-103)\nhide\n\nwhen I receive [careerstalk v]\nwait (2.5) seconds\nsay [Wᴇ'ᴠᴇ ɢᴏᴛ ʜᴇʀ ɴᴏᴡ!]\n\nwhen I receive [needle v]\ngo to [front v] layer\ngo to x: (255) y: (-95)\nwait (1) seconds\nshow\nglide (1) secs to x: (-151) y: (-95)\nwait (.5) seconds\nsay [Wʜᴀᴛ'ꜱ ɪɴ ᴛʜᴇ ʙᴀᴄᴋᴘᴀᴄᴋ ᴅɪꜱᴛʀɪᴄᴛ ᴛᴡᴇʟᴠᴇ? Mᴇᴅɪᴄɪɴᴇ ꜰᴏʀ Lᴏᴠᴇʀ Bᴏʏ?]\nsay [Tᴏᴏ ʙᴀᴅ ʜᴇ'ʟʟ ɴᴇᴠᴇʀ ɢᴇᴛ ɪᴛ.]\nwait (.5) seconds\nsay [I'ᴍ ɢᴏɪɴɢ ᴛᴏ ᴋɪʟʟ ʏᴏᴜ. Jᴜꜱᴛ ʟɪᴋᴇ ᴡᴇ ᴅɪᴅ ᴡɪᴛʜ ʏᴏᴜʀ ᴘᴀᴛʜᴇᴛɪᴄ ʟɪᴛᴛʟᴇ ᴀʟʟʏ... ᴡʜᴀᴛ ᴡᴀꜱ ʜᴇʀ ɴᴀᴍᴇ ᴀɢᴀɪɴ? Rᴜᴇ?]\nsay [Wᴇʟʟ ꜰɪʀꜱᴛ Rᴜᴇ, ᴛʜᴇɴ ʏᴏᴜ, ᴀɴᴅ ɪ ᴛʜɪɴᴋ ᴡᴇ'ʟʟ ᴊᴜꜱᴛ ʟᴇᴛ ɴᴀᴛᴜʀᴇ ᴛᴀᴋᴇ ᴄᴀʀᴇ ᴏꜰ Lᴏᴠᴇʀ Bᴏʏ. Hᴏᴡ ᴅᴏᴇꜱ ᴛʜᴀᴛ ꜱᴏᴜɴᴅ?]\nwait (.5) seconds\ngo [backward v] (1) layers\nbroadcast (Thresh v)\nwait until <(Thresh) = [1]>\nglide (.5) secs to x: ((x position) + (210)) y: (y position)\nwait until <(Thresh) = [2]>\nsay [Nᴏ! Nᴏ! Iᴛ ᴡᴀꜱɴ'ᴛ ᴍᴇ!]\nset [thresh v] to [3]\nwait until <(Thresh) = [4]>\nsay [Nᴏ, ɪ ᴅɪᴅɴ'ᴛ- Cᴀᴛᴏ! CATO!]\nset [thresh v] to [5]\nwait until <(Thresh) = [6]>\nbroadcast (Die3 v)\nrepeat (10)\n    turn left (9) degrees\nend\n\nwhen I receive [die3 v]\nglide (.3) secs to x: (x position) y: ((y position) - (60))\nset [thresh v] to [7]\nwait until <(Level) = [13]>\nhide\n\nwhen I receive [careers v]\nwait (.2) seconds\nshow\nglide (.5) secs to x: (-155) y: (-103)\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Attack]>\nwait (2.5) seconds\nglide (.7) secs to x: (-249) y: (-95)\nhide\n\n@Glimmer\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen flag clicked\ngo to x: (-249) y: (-106)\nswitch costume to (glimmer v)\npoint in direction (90)\nhide\n\nwhen I receive [careerstalk v]\nwait (5.5) seconds\nsay [Lᴇᴛ'ꜱ ᴊᴜꜱᴛ ᴡᴀɪᴛ ʜᴇʀ ᴏᴜᴛ.]\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Attack]>\nwait (4) seconds\nglide (.1) secs to x: (-105) y: (-140)\nwait (1) seconds\nplay sound [Cannon v] until done\nswitch costume to (glimmernobow v)\nset [trackerjacker v] to [Bow]\nset [edge v] to [Yes]\nwait until <(Level) = [5]>\nhide\n\nwhen I receive [careers v]\nwait (.7) seconds\nshow\nglide (.5) secs to x: (-105) y: (-106)\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Attack]>\nwait (4) seconds\nrepeat (10)\n    turn left (9) degrees\nend\n\n@Marvel\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen I receive [careerstalk v]\nwait (8.5) seconds\nsay [Sʜᴇ'ʟʟ ʜᴀᴠᴇ ᴛᴏ ᴄᴏᴍᴇ ᴅᴏᴡɴ ᴀᴛ ꜱᴏᴍᴇ ᴘᴏɪɴᴛ.]\n\nwhen I receive [die2 v]\nglide (.3) secs to x: (x position) y: ((y position) - (60))\nbroadcast (Die6 v)\nset [edge v] to [Yes]\n\nwhen I receive [die2 v]\nswitch costume to (dead v)\nrepeat (10)\n    turn right (9) degrees\nend\nwait until <(Level) = [10]>\nhide\n\nwhen flag clicked\ngo to x: (-249) y: (-98)\nset [rue v] to [Alive]\npoint in direction (90)\nswitch costume to (alive v)\nhide\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Attack]>\nwait (2.5) seconds\nglide (1) secs to x: (-249) y: (-95)\nhide\nwait until <(Level) = [9]>\ngo to x: (-93) y: (-100)\nshow\nwait (1) seconds\nglide (.5) secs to x: (-17) y: (-100)\nbroadcast (Die v)\n\nwhen I receive [careers v]\nwait (1.2) seconds\nshow\nglide (.5) secs to x: (-50) y: (-98)\nwait (.5) seconds\nbroadcast (Haymitch v)\n\n@TrackerJackers\n\nwhen flag clicked\nset [trackerjacker v] to [No]\ngo to x: (-205) y: (194)\npoint in direction (90)\nhide\n\nwhen I receive [trackerjackers v]\nwait (2) seconds\nshow\nglide (3) secs to x: (-205) y: (150)\nbroadcast (Haymitch2 v)\n\nwhen I receive [trackerjackers v]\nforever\n    next costume\n    wait (.04) seconds\nend\n\nwhen this sprite clicked\nif <(TrackerJacker) = [Yes]> then\n    repeat (15)\n        turn right (3) degrees\n    end\n    glide (1) secs to x: (-100) y: (-155)\n    set [trackerjacker v] to [Attack]\n    wait until <(Level) = [5]>\n    hide\n    stop [other scripts in sprite v]\nend\n\n@Bow\n\nwhen flag clicked\ngo to x: (-125) y: (-130)\ngo to [back v] layer\nhide\n\nwhen I receive [trackerjackers v]\nwait until <(TrackerJacker) = [Bow]>\nshow\nglide (.3) secs to (katniss v)\nhide\nbroadcast (Bow v)\n\n@Arrow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shootbow v]\nshow\ngo to (katniss v)\nif <(Level) = [6]> then\n    repeat until <<touching (randomplayer1 v)?> or <<touching (randomplayer2 v)?> or <touching (randomplayer3 v)?>>>\n        change x by (10)\n    end\n    repeat (2)\n        change x by (10)\n    end\n    if <touching (randomplayer1 v)?> then\n        broadcast (Kill v)\n    end\n    if <touching (randomplayer2 v)?> then\n        broadcast (Kill2 v)\n    end\n    if <touching (randomplayer3 v)?> then\n        broadcast (Kill3 v)\n    end\n    hide\n    stop [this script v]\nend\nif <(Level) = [8]> then\n    repeat until <touching (bomb v)?>\n        change x by (10)\n    end\n    repeat (2)\n        change x by (10)\n    end\n    broadcast (BombExplode v)\n    hide\n    stop [this script v]\nend\nif <(Level) = [9]> then\n    repeat until <touching (marvel v)?>\n        change x by (10)\n    end\n    repeat (2)\n        change x by (10)\n    end\n    broadcast (Die2 v)\n    hide\n    stop [this script v]\nend\nif <(Level) = [16]> then\n    go to [front v] layer\n    repeat until <touching color (#ffd499)?>\n        change x by (10)\n    end\n    set [shoot v] to [No]\n    broadcast (CatoFall v)\n    hide\n    stop [this script v]\nend\nrepeat until <(x position) = [170]>\n    change x by (10)\nend\nhide\n\n@Fire\n\nwhen flag clicked\ngo to x: (21) y: (-111)\nhide\nwait until <(Level) = [6]>\nshow\nforever\n    next costume\n    wait (.05) seconds\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nwait until <(Kills) = [3]>\nset [edge v] to [Yes]\n\n@RandomPlayer1\n\nwhen flag clicked\nset [kills v] to [0]\nset [killable v] to [Yes]\ngo to x: (-19) y: (-100)\npoint in direction (90)\ngo to [back v] layer\nswitch costume to (alive v)\nhide\nwait until <(Level) = [6]>\nshow\nwait until <(Level) = [7]>\nhide\n\nwhen I receive [kill v]\nif <(Killable) = [Yes]> then\n    switch costume to (dead v)\n    repeat (10)\n        turn right (9) degrees\n    end\nend\n\nwhen I receive [kill v]\nif <(Killable) = [Yes]> then\n    glide (.3) secs to x: (x position) y: ((y position) - (60))\n    change [kills v] by (1)\n    set [killable v] to [No]\nend\n\n@RandomPlayer2\n\nwhen flag clicked\nset [killable v] to [Yes]\ngo to x: (63) y: (-62)\npoint in direction (90)\nswitch costume to (alive v)\ngo to [back v] layer\nhide\nwait until <(Level) = [6]>\nshow\nwait until <(Level) = [7]>\nhide\n\nwhen I receive [kill2 v]\nif <(Killable) = [Yes]> then\n    switch costume to (dead v)\n    repeat (10)\n        turn right (9) degrees\n    end\nend\n\nwhen I receive [kill2 v]\nif <(Killable) = [Yes]> then\n    glide (.3) secs to x: (x position) y: ((y position) - (60))\n    change [kills v] by (1)\n    set [killable v] to [No]\nend\n\n@RandomPlayer3\n\nwhen flag clicked\nset [killable v] to [Yes]\ngo to x: (14) y: (-79)\npoint in direction (90)\ngo to [back v] layer\nswitch costume to (alive v)\nhide\nwait until <(Level) = [6]>\nshow\nwait until <(Level) = [7]>\nhide\n\nwhen I receive [kill3 v]\nif <(Killable) = [Yes]> then\n    switch costume to (dead v)\n    repeat (10)\n        turn right (9) degrees\n    end\nend\n\nwhen I receive [kill3 v]\nif <(Killable) = [Yes]> then\n    glide (.3) secs to x: (x position) y: ((y position) - (60))\n    change [kills v] by (1)\n    set [killable v] to [No]\nend\n\n@Rue\n\nwhen flag clicked\ngo to x: (22) y: (-80)\npoint in direction (90)\nswitch costume to (alive v)\ngo to [back v] layer\nhide\nwait until <(Level) = [7]>\nshow\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen I receive [rue v]\nwait (.5) seconds\nsay [Hɪ Kᴀᴛɴɪꜱꜱ! I'ᴍ Rᴜᴇ.]\nsay [Lᴇᴛ'ꜱ ʙᴇ ᴀʟʟɪᴇꜱ!]\nwait (.5) seconds\nsay [I ꜰᴇᴇʟ ʟɪᴋᴇ ᴛʜᴇ ᴄᴀʀᴇᴇʀꜱ ʜᴀᴠᴇ ᴛᴏᴏ ᴍᴜᴄʜ ᴘᴏᴡᴇʀ ʀɪɢʜᴛ ɴᴏᴡ.]\nsay [Mᴀʏʙᴇ ʏᴏᴜ ᴄᴏᴜʟᴅ ʙʟᴏᴡ ᴜᴘ ᴛʜᴇɪʀ ꜱᴜᴘᴘʟɪᴇꜱ ꜱɪɴᴄᴇ ʏᴏᴜ ʜᴀᴠᴇ ᴀ ʙᴏᴡ!]\nsay [Tʜᴇɪʀ ᴄᴀᴍᴘ ɪꜱ ᴊᴜꜱᴛ ɪɴ ᴛʜᴇ ɴᴇxᴛ ᴀʀᴇᴀ, ꜱᴏ ɪ'ʟʟ ᴡᴀɪᴛ ʜᴇʀᴇ ᴡʜɪʟᴇ ʏᴏᴜ ᴅᴏ ɪᴛ.]\nsay [Gᴏᴏᴅ ʟᴜᴄᴋ!]\nset [edge v] to [Yes]\nwait until <(Level) = [8]>\nhide\nwait until <(Level) = [9]>\nshow\n\nwhen I receive [die v]\nswitch costume to (dead v)\nrepeat (10)\n    turn right (9) degrees\nend\n\nwhen I receive [die v]\nglide (.3) secs to x: (x position) y: ((y position) - (60))\nset [rue v] to [Dead]\nwait until <(Level) = [10]>\nhide\n\n@Bomb\n\nwhen flag clicked\ngo to x: (-37) y: (-121)\ngo to [back v] layer\nhide\nwait until <(Level) = [8]>\nshow\n\nwhen I receive [bombexplode v]\nstart sound [explosion v]\nhide\n\n@BombFire\n\nwhen flag clicked\ngo to x: (12) y: (-70)\nhide\n\nwhen flag clicked\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [bombexplode v]\nset [edge v] to [Yes]\nshow\nwait until <(Level) = [9]>\nhide\n\n@KatnissBackpack\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(Level) = [12]>\nshow\nwait until <(Level) = [13]>\nhide\n\nwhen this sprite clicked\nif <(Clickable2) = [Yes]> then\n    broadcast (Needle v)\n    set [clickable2 v] to [No]\nend\n\n@OtherBackpacks\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(Level) = [12]>\nshow\nwait until <(Level) = [13]>\nhide\n\n@Medicine\n\nwhen flag clicked\ngo to x: (14) y: (-102)\nhide\n\nwhen I receive [needle v]\nshow\nglide (.5) secs to x: (155) y: (157)\n\nwhen this sprite clicked\nif <(Clickable3) = [Yes]> then\n    point in direction (-45)\n    glide (.5) secs to x: (-127) y: (-132)\n    wait (1) seconds\n    hide\n    set [edge v] to [Yes]\n    broadcast (FollowKatniss v)\nend\n\n@Thresh\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (alive v)\ngo to x: (240) y: (-90)\nset [thresh v] to [0]\nhide\n\nwhen I receive [thresh v]\nshow\nglide (.3) secs to x: (-110) y: (-90)\nset [thresh v] to [1]\nglide (.5) secs to x: ((x position) + (210)) y: (y position)\nsay [Yᴏᴜ ᴋɪʟʟ ʜᴇʀ?]\nset [thresh v] to [2]\nwait until <(Thresh) = [3]>\nsay [I ʜᴇᴀʀᴅ ʏᴏᴜ. Yᴏᴜ ᴋɪʟʟᴇᴅ ʜᴇʀ ʟɪᴋᴇ ʏᴏᴜ ᴀʀᴇ ɢᴏɪɴɢ ᴛᴏ ᴋɪʟʟ ᴛʜɪꜱ ɢɪʀʟ ʜᴇʀᴇ?]\nset [thresh v] to [4]\nwait until <(Thresh) = [5]>\nglide (.1) secs to (clove v)\nset [thresh v] to [6]\nwait (1) seconds\nsay [Jᴜꜱᴛ ᴛʜɪꜱ ᴛɪᴍᴇ Tᴡᴇʟᴠᴇ, ꜰᴏʀ Rᴜᴇ.]\nglide (.3) secs to x: (240) y: (-90)\nhide\nset [move v] to [Yes]\nbroadcast (Code v)\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [15]>\ngo to [back v] layer\ngo to x: (5) y: (-55)\nshow\n\ndefine say (text)\nset [text v] to []\nset [progress v] to [0]\nrepeat (length of (text))\n    say (join (Text) (letter (Progress) of (text)))\n    if <<(letter (Progress) of (text)) = [.]> or <<(letter (Progress) of (text)) = [?]> or <(letter (Progress) of (text)) = [!]>>> then\n        wait (.3) seconds\n    end\n    if <<(letter (Progress) of (text)) = [,]> or <(letter (Progress) of (text)) = [:]>> then\n        wait (.2) seconds\n    end\n    set [text v] to (join (Text) (letter (Progress) of (text)))\n    change [progress v] by (1)\nend\nsay (text) for (2) seconds\n\nwhen I receive [die5 v]\nglide (.3) secs to x: (x position) y: ((y position) - (60))\nset [rue v] to [Thresh]\nwait until <(Level) = [16]>\nhide\n\nwhen I receive [die5 v]\nswitch costume to (dead v)\nrepeat (10)\n    turn right (9) degrees\nend\n\n@Foxface\n\nwhen flag clicked\ngo to x: (23) y: (-75)\npoint in direction (90)\nhide\nwait until <(Level) = [14]>\nshow\nwait (.5) seconds\ngo to [back v] layer\nbroadcast (Die4 v)\n\nwhen I receive [die4 v]\nrepeat (10)\n    turn right (9) degrees\nend\n\nwhen I receive [die4 v]\nglide (.3) secs to x: (x position) y: ((y position) - (60))\nset [rue v] to [Foxface]\nwait until <(Level) = [15]>\nhide\n\n@Mutts\n\nwhen flag clicked\ngo to x: (200) y: (-112)\nswitch costume to (normal v)\nset [pixelate v] effect to (40)\nhide\nwait until <(Level) = [16]>\nshow\nrepeat until <(Rue) = [Mutts]>\n    play sound [Mutts v] until done\nend\n\nwhen I receive [mutts v]\nswitch costume to (eating v)\nglide (.3) secs to x: (95) y: (-185)\nwait (2) seconds\nswitch costume to (normalflipped v)\nglide (.3) secs to x: (338) y: (-185)\nhide\nset [rue v] to [Mutts]\nbroadcast (Haymitch4 v)\n\n@Arrow1\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk1 v] to [1]\nbroadcast (Walk1 v)\nwait (.1) seconds\nset [walk1 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (137) y: (-152)\nset [pixelate v] effect to (30)\nhide\n\nwhen I receive [startplatformer v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Arrow2\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk2 v] to [1]\nbroadcast (Walk2 v)\nwait (.1) seconds\nset [walk2 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (202) y: (-152)\nset [pixelate v] effect to (30)\nhide\n\nwhen I receive [startplatformer v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Arrow3\n\nwhen this sprite clicked\ngo to [front v] layer\nset [walk3 v] to [1]\nwait (.1) seconds\nset [walk3 v] to [0]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (168) y: (-112)\nset [pixelate v] effect to (30)\nhide\n\nwhen I receive [startplatformer v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Arrow4\n\nwhen this sprite clicked\nbroadcast (BowButton v)\n\nwhen flag clicked\ngo to x: (-202) y: (144)\nset [pixelate v] effect to (25)\nhide\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [bow v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-25)\nend\n\n