Dark Forest - Hardcore Platformer

Instructions: This is the reshared version of Scratch Souls I shared on my deleted account\nGood luck, remember to click Control to views all the keys\nAll Level 100% Possible\nThis is a Super Hardcore Game, especially on "Nightmare mode" so I put 'skip' button here

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n    if <<<(level) = [6]> or <(level) = [9]>> or <(level) = [11]>> then\n        switch backdrop to (backdrop2 v)\n    else\n        switch backdrop to (backdrop1 v)\n    end\nend\n\nwhen I receive [start v]\nset volume to (20) %\nrepeat until <(level) = [14]>\n    play sound [Hollow Knight OST - Enter Hallownest v] until done\nend\nbroadcast (Reactivate v)\nrepeat until <(level) = [15]>\n    play sound [Hollow Knight OST - False Knight v] until done\nend\nwait (0.1) seconds\nset [ghost v] effect to (10)\nset volume to (40) %\nstart sound [Win v]\n\nwhen I receive [start v]\nforever\n    if <key (m v) pressed?> then\n        if <not <(level) = [15]>> then\n            if <(volume) = [20]> then\n                set volume to (0) %\n            else\n                set volume to (20) %\n            end\n            wait until <not <key (m v) pressed?>>\n        end\n    end\nend\n\nwhen I receive [start v]\nwait until <(level) = [14]>\nstop all sounds\nwait until <(level) = [15]>\nstop all sounds\n\n@Blank\n\n@jump pad\n\nwhen I start as a clone\nshow\nswitch costume to (@5 v)\nforever\n    if <touching (player v)?> then\n        repeat (4)\n            next costume\n        end\n        if <(dash) = [no]> then\n            set [speed y v] to [18]\n        end\n        start sound [ting v]\n        switch costume to (@2 v)\n        switch costume to (@3 v)\n        switch costume to (@4 v)\n        switch costume to (@5 v)\n        switch costume to (@6 v)\n        switch costume to (@7 v)\n        switch costume to (@8 v)\n        switch costume to (@9 v)\n        switch costume to (@10 v)\n        repeat (5)\n            next costume\n        end\n    end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.01) seconds\nif <(level) = [4]> then\n    go to x: (-162) y: (-92)\n    create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n    go to x: (-150) y: (46)\n    create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n    set [brightness v] effect to (-100)\n    go to x: (20) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (85) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (150) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (10) y: (59)\n    create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n    set [brightness v] effect to (0)\n    go to x: (180) y: (4)\n    create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n    set [brightness v] effect to (-100)\n    go to x: (218) y: (-6)\n    create clone of (_myself_ v)\n    go to x: (-230) y: (18)\n    create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n    set [brightness v] effect to (0)\n    go to x: (-200) y: (-10)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Kill thing can move\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nwait (0.1) seconds\nif <(level) = [2]> then\n    go to x: (-100) y: (10)\n    switch costume to (costume1 v)\n    create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n    go to x: (110) y: (-30)\n    switch costume to (costume1 v)\n    create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n    go to x: (230) y: (-35)\n    switch costume to (costume2 v)\n    create clone of (_myself_ v)\nend\nif <<(level) = [8]> and <(Difficult) = [nightmare]>> then\n    go to x: (30) y: (50)\n    switch costume to (costume4 v)\n    create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n    go to x: (-50) y: (88)\n    switch costume to (costume3 v)\n    create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n    switch costume to (costume3 v)\n    go to x: (30) y: (80)\n    create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n    go to x: (42) y: (-110)\n    switch costume to (costume1 v)\n    create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n    switch costume to (costume3 v)\n    go to x: (20) y: (30)\n    create clone of (_myself_ v)\n    go to x: (155) y: (146)\n    create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n    switch costume to (costume1 v)\n    go to x: (135) y: (-100)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        repeat (30)\n            change y by (3.5)\n            turn right (15) degrees\n        end\n        repeat (30)\n            change y by (-3.5)\n            turn right (-15) degrees\n        end\n    end\nend\nif <(costume [number v]) = [2]> then\n    forever\n        repeat (40)\n            change x by (-8)\n            turn right (30) degrees\n        end\n        repeat (40)\n            change x by (8)\n            turn right (-30) degrees\n        end\n    end\nend\nif <(costume [number v]) = [3]> then\n    forever\n        repeat (25)\n            change x by (-6)\n            turn right (30) degrees\n        end\n        repeat (25)\n            change x by (6)\n            turn right (-30) degrees\n        end\n    end\nend\nif <(costume [number v]) = [4]> then\n    forever\n        repeat (10)\n            change x by (-6)\n            turn right (30) degrees\n        end\n        repeat (10)\n            change x by (6)\n            turn right (-30) degrees\n        end\n    end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n    set size to (110) %\nelse\n    set size to (90) %\nend\n\n@Player\n\nwhen flag clicked\nset [block v] to [no]\ngo [backward v] (2) layers\nset [attack v] to [no]\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [repeat v]\nif <(Stop) = [no]> then\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        if <(Block) = [yes]> then\n            change [speed x v] by (0.5)\n        else\n            if <not <(weapon) = [gun]>> then\n                if <[-1] > (speed x)> then\n                    change [speed x v] by (0.8)\n                else\n                    change [speed x v] by (1)\n                end\n            else\n                if <[-1] > (speed x)> then\n                    change [speed x v] by (0.7)\n                else\n                    change [speed x v] by (0.9)\n                end\n            end\n        end\n    end\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        if <(Block) = [yes]> then\n            change [speed x v] by (-0.5)\n        else\n            if <not <(weapon) = [gun]>> then\n                if <(speed x) > [1]> then\n                    change [speed x v] by (-0.8)\n                else\n                    change [speed x v] by (-1)\n                end\n            else\n                if <(speed x) > [1]> then\n                    change [speed x v] by (-0.7)\n                else\n                    change [speed x v] by (-0.9)\n                end\n            end\n        end\n    end\n    change x by (speed x)\n    if <touching (platform v)?> then\n        change y by (1)\n        if <touching (platform v)?> then\n            change y by (1)\n            if <touching (platform v)?> then\n                change y by (1)\n                if <touching (platform v)?> then\n                    change y by (1)\n                    if <touching (platform v)?> then\n                        change y by (-4)\n                        change x by ((speed x) * (-1))\n                        set [speed x v] to [0]\n                        if <(speed y) < [-2]> then\n                            set [speed y v] to [-2]\n                        end\n                        if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<not <touching (water v)?>> and <not <(Block) = [yes]>>>> then\n                            start sound [Jump v]\n                            if <(direction) = [90]> then\n                                set [speed y v] to [9]\n                                set [speed x v] to [-8]\n                            else\n                                if <(direction) = [-90]> then\n                                    set [speed y v] to [9]\n                                    set [speed x v] to [8]\n                                else\n                                    set [speed y v] to [9]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <touching (water v)?> then\n        set [speed x v] to ((speed x) * (0.65))\n    else\n        set [speed x v] to ((speed x) * (0.82))\n    end\n    change y by (speed y)\n    if <touching (platform v)?> then\n        change y by ((speed y) * (-1))\n        set [speed y v] to [0]\n        if <(Jump) = [yes]> then\n            if <<not <(Block) = [yes]>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n                start sound [Jump v]\n                set [speed y v] to [9.5]\n                set [jump v] to [no]\n            end\n        end\n    else\n        change [speed y v] by (-1)\n        set [jump v] to [yes]\n    end\n    if <touching (water v)?> then\n        set [speed y v] to ((speed y) * (0.65))\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            change [speed y v] by (2)\n        else\n            if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n                change [speed y v] by (-1)\n            end\n        end\n    end\n    if <not <(Block) = [broke]>> then\n        if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <not <touching (water v)?>>> then\n            set [block v] to [yes]\n        else\n            set [block v] to [no]\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <key (space v) pressed?> then\n        set [dash v] to [yes]\n        set [ghost v] effect to (40)\n        broadcast (Special v)\n        start sound [Ricochet v]\n        repeat (2)\n            if <(direction) = [90]> then\n                set [speed x v] to [15]\n            else\n                if <(direction) = [-90]> then\n                    set [speed x v] to [-15]\n                end\n            end\n            set [speed y v] to [1]\n        end\n        set [?>? v] to [1]\n        repeat (2)\n            wait (0.25) seconds\n            change [?>? v] by (1)\n        end\n        set [ghost v] effect to (0)\n        set [dash v] to [no]\n        set [speed x v] to ((direction) / (90))\n        repeat (3)\n            wait (0.3) seconds\n            change [?>? v] by (1)\n        end\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nhide\ngo to x: (-200) y: (-60)\nset [dash v] to [no]\nset [jump v] to [no]\nset [stop v] to [no]\nset [level v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset rotation style [left-right v]\nforever\n    if <(Stop) = [no]> then\n        if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <not <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>> then\n            if <(speed x) > [0.2]> then\n                set [speed x v] to ((speed x) - (0.25))\n            end\n            if <[-0.2] > (speed x)> then\n                set [speed x v] to ((speed x) + (0.25))\n            end\n            point in direction (0)\n            if <(speed y) > [3]> then\n                switch costume to (up v)\n            else\n                if <(speed y) < [-3]> then\n                    switch costume to (down v)\n                else\n                    switch costume to (normal v)\n                end\n            end\n        else\n            if <(speed y) > [3]> then\n                switch costume to (up-side v)\n            else\n                if <(speed y) < [-3]> then\n                    switch costume to (down-side v)\n                else\n                    switch costume to (side v)\n                end\n                if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n                    point in direction (90)\n                else\n                    point in direction (-90)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nset [brightness v] effect to (0)\nshow\nbroadcast (Repeat v)\n\nwhen I receive [death v]\nif <not <(level) = [15]>> then\n    change [deaths v] by (1)\n    start sound [roblox-death-sound-effect v]\n    go to x: (-200) y: (-80)\nend\nset [oxy... v] to [5]\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n    set [brightness v] effect to (-30)\nelse\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [change level v]\ngo to x: (-200) y: (-80)\nchange [level v] by (1)\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n    set [brightness v] effect to (-30)\nelse\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [start v]\nforever\n    if <<touching (kill v)?> or <<touching (kill thing can move v)?> or <<touching (kill thing rotate v)?> or <(Oxy...) < [0]>>>> then\n        broadcast (death v)\n        wait (0.25) seconds\n    end\n    if <(x position) > [238]> then\n        if <(level) = [7]> then\n            if <(Kill) = [4]> then\n                broadcast (change level v)\n            end\n        else\n            if <(level) = [13]> then\n                if <(Kill) = [8]> then\n                    broadcast (change level v)\n                end\n            else\n                if <<(level) = [14]> or <(level) = [15]>> then\n                    if <(Kill) = [1]> then\n                        broadcast (change level v)\n                    end\n                else\n                    broadcast (change level v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <touching (water v)?> then\n        wait (1.65) seconds\n        change [oxy... v] by (-1)\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <not <touching (water v)?>> then\n        set [oxy... v] to [5]\n    end\nend\n\nwhen I receive [start v]\nrepeat until <(level) = [15]>\n    wait (0.09) seconds\n    change [time v] by (0.1)\nend\nshow variable [time v]\nshow variable [deaths v]\n\nwhen I receive [repeat v]\nbroadcast (Repeat v)\n\nwhen I receive [start v]\nforever\n    if <<<touching (enemy v)?> or <<touching (enemy's sword v)?> or <<<touching (fire ball v)?> or <touching (boss v)?>> or <<<(Attack) = [yes]> and <<touching (boss's weapon v)?> or <touching (boss's skill v)?>>> or <<touching (super bullet v)?> or <touching (boss's shoot v)?>>>>>> and <<(dash) = [no]> or <(dash) = [ready]>>> then\n        if <<(Block) = [yes]> and <<touching (enemy's sword v)?> or <<touching (fire ball v)?> or <<<<(Boss's sword art) = [no]> and <(Attack) = [yes]>> and <touching (boss's weapon v)?>> or <<touching (super bullet v)?> or <touching (boss's shoot v)?>>>>>> then\n            start sound [Blocking v]\n            set [block v] to [Broke]\n            wait (0.75) seconds\n        else\n            if <(Difficult) = [nightmare]> then\n                set [dark blessing v] to (pick random (1) to (6))\n            else\n                set [dark blessing v] to (pick random (1) to (4))\n            end\n            if <(Dark Blessing) = [2]> then\n                start sound [Blocking v]\n                repeat (12)\n                    change [brightness v] effect by (-40)\n                    wait (0.1) seconds\n                    change [brightness v] effect by (40)\n                    wait (0.1) seconds\n                end\n                wait (0.1) seconds\n                if <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n                    set [brightness v] effect to (-30)\n                else\n                    set [brightness v] effect to (0)\n                end\n            else\n                broadcast (death v)\n                wait (0.25) seconds\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Block) = [broke]> then\n        wait (1.5) seconds\n        set [block v] to [no]\n    end\nend\n\n@orb\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nforever\n    if <touching (player v)?> then\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            set [brightness v] effect to (20)\n            set [speed y v] to [8]\n            start sound [pop v]\n            repeat (2)\n                change size by (50)\n                change [brightness v] effect by (25)\n            end\n            set size to (100) %\n            set [brightness v] effect to (0)\n            wait until <not <<key (w v) pressed?> and <key (up arrow v) pressed?>>>\n        else\n            if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n                set [brightness v] effect to (20)\n                change [speed y v] by (-20)\n                start sound [pop v]\n                repeat (2)\n                    change size by (50)\n                    change [brightness v] effect by (25)\n                end\n                set size to (100) %\n                set [brightness v] effect to (0)\n                wait until <not <<key (s v) pressed?> and <key (down arrow v) pressed?>>>\n            end\n        end\n    end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.01) seconds\nif <(level) = [2]> then\n    go to x: (-20) y: (80)\n    create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n    go to x: (10) y: (50)\n    create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n    go to x: (160) y: (100)\n    create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n    go to x: (-208) y: (-8)\n    create clone of (_myself_ v)\n    wait (0.1) seconds\n    if <(Difficult) = [nightmare]> then\n        go to x: (12) y: (160)\n        create clone of (_myself_ v)\n    end\nend\nif <(level) = [10]> then\n    go to x: (110) y: (-60)\n    create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n    go to x: (80) y: (-60)\n    create clone of (_myself_ v)\n    go to x: (80) y: (72)\n    create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n    go to x: (-130) y: (-40)\n    create clone of (_myself_ v)\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@Weapon\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (-155)\n\nwhen I receive [start v]\nset [ghost v] effect to (30)\nshow\nwait (0.01) seconds\nforever\n    go to [front v] layer\n    switch costume to (weapon)\nend\n\n@Kill\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to x: (0) y: (0)\n    if <(Difficult) = [normal]> then\n        switch costume to (level)\n    else\n        switch costume to ((level) + (15))\n    end\nend\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (gun v)\npoint in direction ([direction v] of [gun v])\nmove (25) steps\nshow\nforever\n    if <touching (water v)?> then\n        move (8) steps\n    else\n        move (20) steps\n    end\n    if <<<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (kill v)?>> or <touching (enemy v)?>> or <<touching (boss v)?> or <<touching (kill thing rotate v)?> or <<touching (boss's skill v)?> or <<touching (kill thing can move v)?> or <touching (boss's weapon v)?>>>>>> then\n        wait (0.1) seconds\n        delete this clone\n    end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    set [go x v] to (x position)\n    set [go y v] to (y position)\n    set [go d v] to (direction)\n    create clone of (bullet effect v)\nend\n\n@Ammo\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.01) seconds\nset [reload v] to [no]\ngo to x: (40) y: (30)\nset [ghost v] effect to (10)\nshow\nforever\n    if <(weapon) = [gun]> then\n        go to [front v] layer\n        show\n        if <(Armor) < [6]> then\n            if <(Reload) = [yes]> then\n                switch costume to (reloading v)\n                repeat (6)\n                    play sound [Gun+Reload v] until done\n                end\n                set [armor v] to [6]\n                set [reload v] to [no]\n            else\n                if <[0] < (Armor)> then\n                    switch costume to (Armor)\n                else\n                    switch costume to (0 v)\n                end\n                if <key (r v) pressed?> then\n                    set [reload v] to [yes]\n                end\n            end\n        else\n            switch costume to (6 v)\n        end\n    else\n        hide\n    end\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (50)\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@sword\n\nwhen I receive [repeat v]\ngo to (player v)\n\nwhen flag clicked\nhide\nset [weapon v] to []\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nwait (0.1) seconds\nforever\n    if <<(weapon) = [sword]> and <not <(Block) = [yes]>>> then\n        if <(x position) > (mouse x)> then\n            hide\n            if <mouse down?> then\n                show\n                start sound [Drawing-A-Sword-www v]\n                point towards (mouse-pointer v)\n                turn right (60) degrees\n                wait (0.05) seconds\n                repeat (6)\n                    create clone of (_myself_ v)\n                    turn left (20) degrees\n                end\n                wait (0.1) seconds\n                hide\n                wait until <not <mouse down?>>\n            end\n        end\n    end\nend\n\nhide\n\nwhen I start as a clone\nshow\nrepeat (2)\n    change [ghost v] effect by (40)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(weapon) = [sword]>>\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n    if <<(weapon) = [sword]> and <not <(Block) = [yes]>>> then\n        if <(mouse x) > (x position)> then\n            hide\n            if <mouse down?> then\n                show\n                start sound [Drawing-A-Sword-www v]\n                point towards (mouse-pointer v)\n                turn left (60) degrees\n                wait (0.05) seconds\n                repeat (6)\n                    create clone of (_myself_ v)\n                    turn right (20) degrees\n                end\n                wait (0.1) seconds\n                hide\n                wait until <not <mouse down?>>\n            end\n        end\n    end\nend\n\n@Enemy's Sword\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I start as a clone\nforever\n    go to x: (item (Turn) of [x - sword v]) y: (item (Turn) of [y - sword v])\nend\n\nwhen I start as a clone\npoint in direction (item (Turn) of [r - sword v])\nif <(direction) > [0]> then\n    turn left (60) degrees\n    wait (0.05) seconds\n    show\n    repeat (10)\n        turn right (12) degrees\n    end\nelse\n    turn right (60) degrees\n    wait (0.05) seconds\n    show\n    repeat (10)\n        turn left (12) degrees\n    end\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\n@Gun\n\nwhen I receive [repeat v]\ngo to (player v)\npoint towards (mouse-pointer v)\nif <<(weapon) = [gun]> and <not <(Block) = [yes]>>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [start v]\nset [armor v] to [6]\nforever\n    if <<(weapon) = [gun]> and <not <(Block) = [yes]>>> then\n        if <(mouse x) < ([x position v] of [player v])> then\n            switch costume to (shotgun-2 v)\n        else\n            switch costume to (shotgun-1 v)\n        end\n        if <<(Armor) > [0]> and <(Reload) = [no]>> then\n            if <mouse down?> then\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (shotgun-shoot-2 v)\n                else\n                    switch costume to (shotgun-shoot-1 v)\n                end\n                start sound [Gun+Shot2 v]\n                create clone of (bullet v)\n                change [armor v] by (-1)\n                wait (0.25) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-12 v)\n                else\n                    switch costume to (buck-1 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-22 v)\n                else\n                    switch costume to (buck-2 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-32 v)\n                else\n                    switch costume to (buck-3 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-42 v)\n                else\n                    switch costume to (buck-4 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-52 v)\n                else\n                    switch costume to (buck-5 v)\n                end\n                start sound [Gun+Cock v]\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-42 v)\n                else\n                    switch costume to (buck-4 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-32 v)\n                else\n                    switch costume to (buck-3 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-22 v)\n                else\n                    switch costume to (buck-2 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (buck-12 v)\n                else\n                    switch costume to (buck-1 v)\n                end\n                wait (0.05) seconds\n                if <(mouse x) < ([x position v] of [player v])> then\n                    switch costume to (shotgun-2 v)\n                else\n                    switch costume to (shotgun-1 v)\n                end\n                wait (0.25) seconds\n                wait until <not <mouse down?>>\n            end\n        else\n            if <mouse down?> then\n                start sound [Gun+Empty v]\n                wait (0.25) seconds\n                wait until <not <mouse down?>>\n            end\n        end\n    end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nset [brightness v] effect to (-10)\nhide\nswitch costume to (shotgun-1 v)\n\nwhen I receive [start v]\nshow\nset [armor v] to [6]\nset [weapon v] to [no]\nforever\n    if <key (1 v) pressed?> then\n        set [weapon v] to [no]\n    end\n    if <key (2 v) pressed?> then\n        set [weapon v] to [gun]\n    end\n    if <key (3 v) pressed?> then\n        set [weapon v] to [sword]\n    end\n    if <key (4 v) pressed?> then\n        set [weapon v] to [light]\n    end\nend\n\n@Light\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [start v]\nforever\n    if <mouse down?> then\n        if <(weapon) = [light]> then\n            start sound [Tennis Hit v]\n            if <(costume [name v]) = [on]> then\n                switch costume to (off v)\n            else\n                switch costume to (on v)\n            end\n            wait until <not <mouse down?>>\n        end\n    end\nend\n\nwhen I receive [repeat v]\npoint towards (mouse-pointer v)\ngo to (player v)\nif <<(weapon) = [light]> and <not <(Block) = [yes]>>> then\n    show\nelse\n    hide\nend\n\n@Enemy\n\nwhen I start as a clone\nforever\n    if <<not <(costume [name v]) = [Shadow]>> and <touching (sword v)?>> then\n        change [brightness v] effect by (25)\n        if <<(costume [name v]) = [strong]> or <(costume [name v]) = [Strong Broke Armor]>> then\n            if <<[-6] > (([y position v] of [player v]) - (y position))> or <not <(Armor HP for strong) > [0]>>> then\n                change [enemy's strong hp v] by (-4)\n                start sound [pop v]\n            else\n                change [armor hp for strong v] by (-4)\n                start sound [Blocking v]\n                set [brightness v] effect to (0)\n            end\n        else\n            if <(costume [name v]) = [Fast]> then\n                change [enemy's fast hp v] by (-4)\n                start sound [pop v]\n            else\n                if <(costume [name v]) = [High Jump]> then\n                    change [enemy's high jump hp v] by (-4)\n                    start sound [pop v]\n                else\n                    if <<(costume [name v]) = [Sword]> or <(costume [name v]) = [Sword Broke Armor]>> then\n                        if <<[-2] > (([y position v] of [player v]) - (y position))> or <not <(Armor HP for sword) > [0]>>> then\n                            change [enemy's sword hp v] by (-4)\n                            start sound [pop v]\n                        else\n                            set [brightness v] effect to (0)\n                            change [armor hp for sword v] by (-4)\n                            start sound [Blocking v]\n                        end\n                    else\n                        if <(costume [name v]) = [Wizard]> then\n                            change [enemy's wizard hp v] by (-4)\n                            start sound [pop v]\n                        else\n                            if <(costume [name v]) = [Swim]> then\n                                change [enemy's swim hp v] by (-4)\n                                start sound [pop v]\n                            else\n                                change [enemy's hp v] by (-4)\n                                start sound [pop v]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        wait (0.1) seconds\n        set [brightness v] effect to (0)\n        wait until <not <touching (sword v)?>>\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (bullet v)?> and <not <(costume [name v]) = [Shadow]>>> then\n        change [brightness v] effect by (25)\n        if <<(costume [name v]) = [strong]> or <(costume [name v]) = [Strong Broke Armor]>> then\n            if <<[-7] > ((Go Y) - (y position))> or <not <(Armor HP for strong) > [0]>>> then\n                change [enemy's strong hp v] by (-8)\n                start sound [pop v]\n            else\n                start sound [Blocking v]\n                set [brightness v] effect to (0)\n                change [armor hp for strong v] by (-8)\n            end\n        else\n            if <(costume [name v]) = [Fast]> then\n                change [enemy's fast hp v] by (-8)\n                start sound [pop v]\n            else\n                if <(costume [name v]) = [High Jump]> then\n                    change [enemy's high jump hp v] by (-8)\n                    start sound [pop v]\n                else\n                    if <<(costume [name v]) = [Sword]> or <(costume [name v]) = [Sword Broke Armor]>> then\n                        if <<[-3] > ((Go Y) - (y position))> or <not <(Armor HP for sword) > [0]>>> then\n                            change [enemy's sword hp v] by (-8)\n                            start sound [pop v]\n                        else\n                            set [brightness v] effect to (0)\n                            start sound [Blocking v]\n                            change [armor hp for sword v] by (-8)\n                        end\n                    else\n                        if <(costume [name v]) = [Wizard]> then\n                            change [enemy's wizard hp v] by (-8)\n                            start sound [pop v]\n                        else\n                            if <(costume [name v]) = [Swim]> then\n                                change [enemy's swim hp v] by (-8)\n                                start sound [pop v]\n                            else\n                                change [enemy's hp v] by (-8)\n                                start sound [pop v]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        wait (0.1) seconds\n        set [brightness v] effect to (0)\n        wait until <not <touching (sword v)?>>\n    end\nend\n\nwhen I receive [change level v]\nset [kill v] to [0]\ndelete this clone\n\nwhen I receive [death v]\nset [kill v] to [0]\nset [armor v] to [6]\ndelete this clone\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Sword]> then\n    forever\n        if <(distance to [player v]) < [80]> then\n            create clone of (enemy's sword v)\n            wait (2) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Sword]> then\n    forever\n        if <(distance to [player v]) < [80]> then\n            repeat (20)\n                add (x position) to [x - sword v]\n                add (y position) to [y - sword v]\n                add (direction) to [r - sword v]\n                change [turn v] by (1)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nhide\nset [enemy's swim hp v] to [8]\nset [enemy's strong hp v] to [32]\nset [enemy's fast hp v] to [12]\nset [enemy's high jump hp v] to [12]\nset [enemy's sword hp v] to [16]\nset [enemy's hp v] to [8]\nset [enemy's wizard hp v] to [4]\nset [enemy's speed x v] to [0]\nset [enemy's speed y v] to [0]\nset [enemy's speed z v] to [0]\nset [armor hp for strong v] to [56]\nset [armor hp for sword v] to [24]\nset [turn v] to [0]\ndelete all of [r - sword v]\ndelete all of [x - sword v]\ndelete all of [y - sword v]\n\nwhen I start as a clone\nset [ok? v] to [0]\ngo [backward v] (2) layers\nswitch costume to (Mode)\ngo to x: (Spawn X) y: (Spawn Y)\nshow\nrepeat until <<not <(costume [name v]) = [Shadow]>> and <<not <[0] < (Enemy's HP)>> or <<not <[0] < (Enemy's Strong HP)>> or <<not <[0] < (Enemy's Fast HP)>> or <<not <[0] < (Enemy's High Jump HP)>> or <<not <[0] < (Enemy's Sword HP)>> or <<not <[0] < (Enemy's Swim HP)>> or <not <[0] < (Enemy's Wizard HP)>>>>>>>>>\n    set rotation style [left-right v]\n    point towards (player v)\n    if <touching (water v)?> then\n        if <(costume [name v]) = [Swim]> then\n            change [enemy's speed z v] by (2)\n        else\n            change [enemy's speed z v] by (1.5)\n        end\n        move (Enemy's Speed Z) steps\n        if <touching (platform v)?> then\n            move ((0) - (Enemy's Speed Z)) steps\n            set [enemy's speed z v] to [0]\n        else\n            set [enemy's speed z v] to ((Enemy's Speed Z) * (0.65))\n        end\n    else\n        if <(x position) > ([x position v] of [player v])> then\n            if <(costume [name v]) = [Fast]> then\n                change [enemy's speed x v] by (-0.75)\n            else\n                if <(costume [name v]) = [wizard]> then\n                    change [enemy's speed x v] by (-0.15)\n                else\n                    if <(costume [name v]) = [Sword]> then\n                        if <(distance to [player v]) > [60]> then\n                            change [enemy's speed x v] by (-0.5)\n                        end\n                    else\n                        change [enemy's speed x v] by (-0.5)\n                    end\n                end\n            end\n        else\n            if <(costume [name v]) = [Fast]> then\n                change [enemy's speed x v] by (0.75)\n            else\n                if <(costume [name v]) = [wizard]> then\n                    change [enemy's speed x v] by (0.2)\n                else\n                    if <(costume [name v]) = [Sword]> then\n                        if <(distance to [player v]) > [60]> then\n                            change [enemy's speed x v] by (0.5)\n                        end\n                    else\n                        change [enemy's speed x v] by (0.5)\n                    end\n                end\n            end\n        end\n        change x by (Enemy's Speed x)\n        if <touching (platform v)?> then\n            change y by (1)\n            if <touching (platform v)?> then\n                change y by (1)\n                if <touching (platform v)?> then\n                    change y by (1)\n                    if <touching (platform v)?> then\n                        change y by (1)\n                        if <touching (platform v)?> then\n                            change y by (-4)\n                            change x by ((0) - (Enemy's Speed x))\n                            if <not <(costume [name v]) = [Wizard]>> then\n                                set [enemy's speed x v] to ((direction) / (-22.5))\n                            else\n                                set [enemy's speed x v] to ((direction) / (-45))\n                            end\n                            if <(costume [name v]) = [High Jump]> then\n                                set [enemy's speed y v] to [14]\n                            else\n                                set [enemy's speed y v] to [8]\n                            end\n                            start sound [Jump v]\n                        end\n                    end\n                end\n            end\n        end\n        set [enemy's speed x v] to ((Enemy's Speed x) * (0.8))\n        change y by (Enemy's Speed y)\n        if <touching (platform v)?> then\n            change y by ((0) - (Enemy's Speed y))\n            set [enemy's speed y v] to [0]\n            if <(Enemy's Jump) = [yes]> then\n                if <(costume [name v]) = [High Jump]> then\n                    set [enemy's speed y v] to [12]\n                    start sound [Jump v]\n                else\n                    if <(costume [name v]) = [Strong]> then\n                        if <not <[0] < (Armor HP for strong)>> then\n                            switch costume to (strong broke armor v)\n                        end\n                        if <(weapon) = [gun]> then\n                            set [ok? v] to (pick random (1) to (20))\n                            if <(ok?) = [1]> then\n                                set [enemy's speed y v] to (pick random (6) to (9))\n                                start sound [Jump v]\n                                set [enemy's jump v] to [no]\n                            end\n                        end\n                    else\n                        if <(costume [name v]) = [Sword]> then\n                            if <not <[0] < (Armor HP for sword)>> then\n                                switch costume to (sword broke armor v)\n                            end\n                            if <(weapon) = [gun]> then\n                                set [enemy's speed y v] to (pick random (7) to (10))\n                                start sound [Jump v]\n                                set [enemy's jump v] to [no]\n                            end\n                        else\n                            set [enemy's speed y v] to (pick random (6) to (9))\n                            start sound [Jump v]\n                            set [enemy's jump v] to [no]\n                        end\n                    end\n                end\n            end\n        else\n            set [enemy's jump v] to [yes]\n            change [enemy's speed y v] by (-1)\n        end\n    end\nend\nchange [kill v] by (1)\ndelete this clone\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Wizard]> then\n    forever\n        set [brightness v] effect to (15)\n        add (x position) to [x-fire v]\n        add (y position) to [y-fire v]\n        change [turn-2 v] by (1)\n        create clone of (fire ball v)\n        wait (0.5) seconds\n        set [brightness v] effect to (-10)\n        wait (0.75) seconds\n    end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Shadow]> then\n    forever\n        if <touching (light- v)?> then\n            change [brightness v] effect by (25)\n            wait (0.1) seconds\n            change [brightness v] effect by (-25)\n            wait (0.1) seconds\n            if <touching (light- v)?> then\n                change [brightness v] effect by (25)\n                wait (0.1) seconds\n                change [brightness v] effect by (-25)\n                wait (0.1) seconds\n                if <touching (light- v)?> then\n                    change [brightness v] effect by (25)\n                    wait (0.1) seconds\n                    change [brightness v] effect by (-25)\n                    wait (0.1) seconds\n                    if <touching (light- v)?> then\n                        change [brightness v] effect by (25)\n                        wait (0.1) seconds\n                        change [brightness v] effect by (-25)\n                        wait (0.1) seconds\n                        if <(Difficult) = [nightmare]> then\n                            if <touching (light- v)?> then\n                                change [brightness v] effect by (25)\n                                wait (0.1) seconds\n                                change [brightness v] effect by (-25)\n                                wait (0.1) seconds\n                                if <touching (light- v)?> then\n                                    change [brightness v] effect by (25)\n                                    wait (0.05) seconds\n                                    change [brightness v] effect by (-25)\n                                    wait (0.05) seconds\n                                    change [kill v] by (1)\n                                    delete this clone\n                                end\n                            end\n                        else\n                            change [kill v] by (1)\n                            delete this clone\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [death v]\nwait (0.05) seconds\nbroadcast (Spawn v)\n\nwhen I receive [change level v]\nwait (0.05) seconds\nbroadcast (Spawn v)\n\nwhen I receive [spawn v]\nif <(level) = [3]> then\n    set [spawn x v] to [160]\n    set [spawn y v] to [0]\n    set [mode v] to [Fast]\n    create clone of (_myself_ v)\n    set [mode v] to [Normal]\n    wait (0.1) seconds\n    if <(Difficult) = [nightmare]> then\n        set [mode v] to [Fast]\n        create clone of (_myself_ v)\n    end\nend\nif <(level) = [4]> then\n    set [spawn x v] to [70]\n    set [spawn y v] to [-88]\n    set [mode v] to [Wizard]\n    create clone of (_myself_ v)\n    if <(Difficult) = [nightmare]> then\n        wait (1) seconds\n        create clone of (_myself_ v)\n    end\nend\nif <(level) = [5]> then\n    wait until <([x position v] of [player v]) > [-60]>\n    set [spawn x v] to [240]\n    set [spawn y v] to [0]\n    set [mode v] to [Swim]\n    create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n    wait until <([x position v] of [player v]) > [80]>\n    set [spawn x v] to [200]\n    set [spawn y v] to [-50]\n    set [mode v] to [Shadow]\n    create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n    set [spawn x v] to [220]\n    set [spawn y v] to [-50]\n    set [mode v] to [Strong]\n    create clone of (_myself_ v)\n    wait (0.2) seconds\n    set [mode v] to [High Jump]\n    create clone of (_myself_ v)\n    wait (0.2) seconds\n    set [mode v] to [Sword]\n    create clone of (_myself_ v)\n    wait (0.2) seconds\n    set [mode v] to [Wizard]\n    create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n    set [spawn x v] to [5]\n    set [spawn y v] to [-10]\n    set [mode v] to [Normal]\n    create clone of (_myself_ v)\n    wait until <<([x position v] of [player v]) > [140]> and <([y position v] of [player v]) < [-20]>>\n    set [spawn x v] to [160]\n    set [spawn y v] to [120]\n    set [mode v] to [Swim]\n    create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n    set [spawn x v] to [180]\n    set [spawn y v] to [-90]\n    wait until <([x position v] of [player v]) > [-30]>\n    set [mode v] to [Shadow]\n    create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n    set [spawn x v] to [220]\n    set [spawn y v] to [10]\n    set [mode v] to [Normal]\n    create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n    wait until <<([x position v] of [player v]) > [-40]> and <([y position v] of [player v]) > [155]>>\n    set [spawn x v] to [200]\n    set [spawn y v] to [162]\n    set [mode v] to [Shadow]\n    create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n    wait until <([y position v] of [player v]) > [150]>\n    set [spawn x v] to [-222]\n    set [spawn y v] to [155]\n    set [mode v] to [Wizard]\n    create clone of (_myself_ v)\n    wait (0.01) seconds\n    set [spawn x v] to [140]\n    create clone of (_myself_ v)\n    wait (0.01) seconds\n    set [mode v] to [Normal]\n    create clone of (_myself_ v)\n    wait until <<([x position v] of [player v]) > [0]> and <[70] > ([y position v] of [player v])>>\n    set [spawn x v] to [220]\n    set [spawn y v] to [-80]\n    set [mode v] to [Swim]\n    create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n    set [spawn x v] to [220]\n    set [spawn y v] to [-50]\n    set [mode v] to [Strong]\n    create clone of (_myself_ v)\n    wait until <(Kill) = [1]>\n    set [mode v] to [Sword]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait until <(Kill) = [3]>\n    set [mode v] to [Strong]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    set [mode v] to [Sword]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    wait (0.5) seconds\n    set [mode v] to [Shadow]\n    create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n    set [enemy's swim hp v] to [12]\n    set [enemy's strong hp v] to [36]\n    set [enemy's fast hp v] to [16]\n    set [enemy's high jump hp v] to [16]\n    set [enemy's sword hp v] to [20]\n    set [enemy's hp v] to [12]\n    set [enemy's wizard hp v] to [8]\n    set [armor hp for strong v] to [64]\n    set [armor hp for sword v] to [36]\nend\n\n@???\n\nwhen flag clicked\nhide\n\nwhen I receive [special v]\nset size to (75) %\nset [ghost v] effect to (0)\ngo to (player v)\nshow\nrepeat (40)\n    change [ghost v] effect by (2)\n    change size by (-2)\nend\nhide\n\n@Kill thing rotate\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n    turn right (15) degrees\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.1) seconds\nif <(level) = [2]> then\n    switch costume to (ball v)\n    go to x: (-10) y: (-60)\n    create clone of (_myself_ v)\n    go to x: (200) y: (50)\n    create clone of (_myself_ v)\nend\nif <(level) = [3]> then\n    switch costume to (ball v)\n    go to x: (145) y: (-20)\n    create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n    switch costume to (ball v)\n    if <(Difficult) = [nightmare]> then\n        go to x: (-160) y: (95)\n        create clone of (_myself_ v)\n        go to x: (-120) y: (95)\n        create clone of (_myself_ v)\n    else\n        go to x: (-180) y: (100)\n        create clone of (_myself_ v)\n    end\n    go to x: (120) y: (-70)\n    create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n    switch costume to (ball v)\n    go to x: (0) y: (-40)\n    create clone of (_myself_ v)\n    go to x: (0) y: (10)\n    create clone of (_myself_ v)\n    go to x: (0) y: (60)\n    create clone of (_myself_ v)\n    go to x: (90) y: (55)\n    create clone of (_myself_ v)\n    go to x: (90) y: (10)\n    create clone of (_myself_ v)\n    go to x: (90) y: (-100)\n    create clone of (_myself_ v)\n    go to x: (200) y: (0)\n    create clone of (_myself_ v)\n    go to x: (200) y: (-70)\n    create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n    switch costume to (black v)\n    go to x: (190) y: (51)\n    create clone of (_myself_ v)\n    go to x: (50) y: (150)\n    create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n    switch costume to (ball v)\n    go to x: (-40) y: (10)\n    create clone of (_myself_ v)\n    go to x: (-214) y: (100)\n    create clone of (_myself_ v)\n    go to x: (214) y: (100)\n    create clone of (_myself_ v)\n    go to x: (-160) y: (160)\n    create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n    switch costume to (black v)\n    go to x: (200) y: (170)\n    create clone of (_myself_ v)\n    go to x: (-40) y: (160)\n    create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n    switch costume to (ball v)\n    go to x: (170) y: (150)\n    create clone of (_myself_ v)\n    go to x: (115) y: (150)\n    create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n    switch costume to (black v)\n    go to x: (55) y: (28)\n    create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n    switch costume to (ball v)\n    go to x: (80) y: (-20)\n    create clone of (_myself_ v)\n    go to x: (210) y: (-70)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nswitch costume to (ball v)\ngo to x: (-200) y: (10)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (30)\ncreate clone of (_myself_ v)\n\n@Light-\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\nwait (0.5) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n    if <<([costume # v] of [light v]) = [2]> and <(weapon) = [light]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [repeat v]\ngo to (player v)\npoint towards (mouse-pointer v)\n\n@Fire Ball\n\nwhen flag clicked\nhide\nset [turn-2 v] to [0]\ndelete all of [y-fire v]\ndelete all of [x-fire v]\n\nwhen I start as a clone\ngo to x: (item (Turn-2) of [x-fire v]) y: (item (Turn-2) of [y-fire v])\nif <(dash) = [yes]> then\n    point towards (??? v)\nelse\n    point towards (player v)\nend\nturn right (pick random (2) to (-2)) degrees\nstart sound [Pew v]\nshow\nrepeat until <<touching (sword v)?> or <<touching (platform v)?> or <<touching (player v)?> or <<touching (kill thing can move v)?> or <<touching (kill v)?> or <<touching (_edge_ v)?> or <<touching (water v)?> or <touching (kill thing rotate v)?>>>>>>>>\n    set [brightness v] effect to (pick random (0) to (20))\n    set [color v] effect to (pick random (0) to (10))\n    move (6) steps\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [change level v]\ndelete this clone\n\n@backdrop2\n\nwhen flag clicked\nset [kill v] to [0]\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n    go to x: (0) y: (0)\n    set [ghost v] effect to (8)\n    if <(Difficult) = [nightmare]> then\n        switch costume to ((level) + (15))\n    else\n        switch costume to (level)\n    end\nend\n\n@Introduce\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (99)\n\n@Oxy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [oxy... v] to [5]\ngo to x: (-15) y: (-20)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n    switch costume to ((Oxy...) + (1))\n    if <(Oxy...) = [5]> then\n        wait (1) seconds\n        hide\n    else\n        show\n    end\nend\n\n@Dash\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset [?>? v] to [6]\ngo to x: (-10) y: (45)\nset [ghost v] effect to (25)\nshow\nforever\n    switch costume to (?>?)\nend\n\n@Bullet Effect\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [back v] layer\nshow\ngo to x: (Go X) y: (Go Y)\npoint in direction (Go D)\nwait (1) seconds\ndelete this clone\n\n@Skip\n\nwhen flag clicked\nset [skip v] to [no]\nhide\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen I receive [change level v]\nif <(level) < [14]> then\n    wait (0.5) seconds\n    show\nelse\n    hide\nend\n\nwhen this sprite clicked\nset [skip v] to [yes]\nhide\nbroadcast (change level v)\nset [kill v] to [0]\n\n@Boss's Skill\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\nwait until <not <(boss hp) > [0]>>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skill special v]\ngo to x: (pick random (-30) to (30)) y: (0)\nwait (1) seconds\nshow\nset [attack v] to [no]\nwait (0.75) seconds\nstart sound [Drawing-A-Sword-www v]\nrepeat (6)\n    change y by (12)\nend\nset [attack v] to [yes]\nwait (1) seconds\nrepeat (6)\n    change y by (-12)\nend\nhide\nset [endure v] to [no]\n\n@Boss's weapon\n\nwhen flag clicked\nset [ghost v] effect to (2)\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [spawn v]\nwait until <(level) = [14]>\nwait until <(TEXT) = [DONE]>\nwait (0.1) seconds\nset [ghost v] effect to (5)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (0) y: (140)\npoint in direction (180)\nset [boss's sword art v] to [no]\nset [attack v] to [no]\nshow\nrepeat (10)\n    change y by (-22.5)\nend\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        turn left (18) degrees\n        change y by (1)\n    end\nelse\n    repeat (10)\n        turn right (18) degrees\n        change y by (1)\n    end\nend\nwait until <not <(boss hp) > [0]>>\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skill special v]\nset [endure v] to [yes]\nset [attack v] to [no]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        turn left (18) degrees\n    end\nelse\n    repeat (10)\n        turn right (18) degrees\n    end\nend\nwait (0.1) seconds\nrepeat (5)\n    change y by (5)\nend\nwait (0.1) seconds\nrepeat (5)\n    change y by (-6)\nend\nwait (0.2) seconds\nrepeat (5)\n    change y by (1)\nend\nwait (0.1) seconds\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        turn right (18) degrees\n    end\nelse\n    repeat (10)\n        turn left (18) degrees\n    end\nend\n\nwhen I receive [skill 1 v]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (6)\n        turn right (15) degrees\n    end\nelse\n    repeat (6)\n        turn left (15) degrees\n    end\nend\nset [boss's sword art v] to (pick random (1) to (3))\nif <(Boss's sword art) = [1]> then\n    repeat (12)\n        move (-8) steps\n        change [brightness v] effect by (2)\n    end\n    wait (0.5) seconds\n    set [attack v] to [yes]\n    set [boss's sword art v] to [yes]\n    repeat (3)\n        move (52) steps\n    end\n    repeat (4)\n        move (-15) steps\n    end\nelse\n    repeat (12)\n        move (-8) steps\n    end\n    wait (0.1) seconds\n    set [attack v] to [yes]\n    set [boss's sword art v] to [no]\n    repeat (3)\n        move (48) steps\n    end\n    repeat (4)\n        move (-12) steps\n    end\nend\nset [brightness v] effect to (0)\nset [attack v] to [no]\nset [boss's sword art v] to [no]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (3)\n        turn left (30) degrees\n    end\nelse\n    repeat (3)\n        turn right (30) degrees\n    end\nend\n\nwhen I receive [skill shoot v]\nrepeat (pick random (40) to (50))\n    point towards (player v)\nend\nif <not <(Difficult) = [nightmare]>> then\n    repeat (pick random (1) to (3))\n        repeat (2)\n            move (-30) steps\n        end\n        create clone of (boss's shoot v)\n        set [attack v] to [yes]\n        repeat (2)\n            move (30) steps\n        end\n        wait (0.25) seconds\n        set [attack v] to [no]\n    end\nelse\n    repeat (pick random (3) to (5))\n        repeat (2)\n            move (-30) steps\n        end\n        create clone of (boss's shoot v)\n        set [attack v] to [yes]\n        repeat (2)\n            move (30) steps\n        end\n        wait (0.25) seconds\n        set [attack v] to [no]\n    end\nend\npoint in direction (0)\n\nwhen I receive [slash far v]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (6)\n        turn right (15) degrees\n    end\n    repeat (9)\n        change x by (-2)\n        turn right (25) degrees\n    end\nelse\n    repeat (6)\n        turn left (15) degrees\n    end\n    repeat (9)\n        change x by (2)\n        turn left (25) degrees\n    end\nend\nwait (0.5) seconds\nbroadcast (Slash Far step 2 v) and wait\n\nwhen I receive [slash far step 2 v]\nset [attack v] to [yes]\nstart sound [Drawing-A-Sword-www v]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        change x by (23.8)\n        turn left (31.5) degrees\n    end\nelse\n    repeat (10)\n        change x by (-23.8)\n        turn right (31.5) degrees\n    end\nend\nif <(Mid or no) = [mid]> then\n    set [mid or no v] to [no]\nelse\n    set [mid or no v] to [mid]\nend\nset [attack v] to [no]\n\nwhen I receive [jump v]\nset [attack v] to [yes]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        change x by (22)\n        change y by (15)\n        turn right (9) degrees\n    end\n    wait (0.15) seconds\n    repeat (10)\n        change x by (22)\n        change y by (-15)\n        turn right (9) degrees\n    end\n    repeat (10)\n        turn left (18) degrees\n    end\nelse\n    repeat (10)\n        change x by (-22)\n        change y by (15)\n        turn left (9) degrees\n    end\n    wait (0.15) seconds\n    repeat (10)\n        change x by (-22)\n        change y by (-15)\n        turn left (9) degrees\n    end\n    repeat (10)\n        turn right (18) degrees\n    end\nend\nset [attack v] to [no]\n\nwhen I receive [throwing v]\nchange [brightness v] effect by (25)\nset [endure v] to [yes]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (5)\n        turn left (9) degrees\n    end\n    wait (1) seconds\n    set [attack v] to [yes]\n    set [boss's sword art v] to [yes]\n    repeat (5)\n        turn right (9) degrees\n    end\n    repeat (20)\n        turn right ((720) / (20)) degrees\n        change x by (22)\n    end\n    wait (0.25) seconds\n    repeat (10)\n        turn left ((720) / (20)) degrees\n        change x by (-22)\n    end\n    repeat (10)\n        turn left ((720) / (20)) degrees\n    end\nelse\n    repeat (5)\n        turn right (9) degrees\n    end\n    wait (0.75) seconds\n    set [attack v] to [yes]\n    set [boss's sword art v] to [yes]\n    repeat (5)\n        turn left (9) degrees\n    end\n    repeat (20)\n        turn left ((720) / (20)) degrees\n        change x by (-22)\n    end\n    wait (0.25) seconds\n    repeat (10)\n        turn right ((720) / (20)) degrees\n        change x by (22)\n    end\n    repeat (10)\n        turn right ((720) / (20)) degrees\n    end\nend\nset [attack v] to [no]\nset [boss's sword art v] to [no]\nbroadcast (Teleport v)\nset [brightness v] effect to (0)\nset [mid or no v] to [mid]\n\nwhen I receive [sword saint v]\nset [boss's sword art v] to [yes]\nset [endure v] to [yes]\nrepeat (4)\n    change [ghost v] effect by (15)\n    wait (0.1) seconds\nend\nhide\nset [ghost v] effect to (2)\npoint in direction (180)\nwait (0.1) seconds\nset y to (100)\nset [attack v] to [yes]\nshow\nchange [brightness v] effect by (15)\nrepeat (65)\n    set x to ([x position v] of [player v])\nend\nstart sound [Drawing-A-Sword-www v]\nrepeat (6)\n    change y by (-18)\nend\nif <touching (boss v)?> then\n    start sound [Oof v]\n    change [boss hp v] by (-20)\nend\nrepeat (4)\n    change [ghost v] effect by (15)\n    wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\ngo to x: ([x position v] of [boss v]) y: (-75)\npoint in direction (0)\nset [ghost v] effect to (2)\nset [brightness v] effect to (0)\nshow\nset [attack v] to [no]\nset [endure v] to [no]\nset [boss's sword art v] to [no]\n\nwhen I receive [parry v]\nset [endure v] to [yes]\nchange [brightness v] effect by (15)\nif <([direction v] of [boss v]) > [0]> then\n    repeat (12)\n        turn left (18) degrees\n        change y by (2)\n        change x by (1)\n    end\nelse\n    repeat (12)\n        turn left (-18) degrees\n        change y by (2)\n        change x by (-1)\n    end\nend\nset [attack v] to [yes]\nwait (5) seconds\nset [attack v] to [no]\nwait (0.5) seconds\nset [endure v] to [no]\nset [brightness v] effect to (0)\nif <([direction v] of [boss v]) > [0]> then\n    repeat (12)\n        turn left (-18) degrees\n        change x by (-1)\n        change y by (-2)\n    end\nelse\n    repeat (12)\n        turn left (18) degrees\n        change x by (1)\n        change y by (-2)\n    end\nend\n\nwhen I receive [couter attack v]\nstart sound [Drawing-A-Sword-www v]\nif <([direction v] of [boss v]) > [0]> then\n    repeat (10)\n        turn left (36) degrees\n        change y by (-2)\n        change x by (6)\n    end\n    wait (0.02) seconds\n    repeat (5)\n        change x by (-12)\n        change y by (4)\n    end\nelse\n    repeat (10)\n        turn left (36) degrees\n        change y by (-2)\n        change x by (-6)\n    end\n    wait (0.02) seconds\n    repeat (5)\n        change x by (12)\n        change y by (4)\n    end\nend\n\nwhen I receive [parry v]\nrepeat until <not <(Endure) = [yes]>>\n    if <touching (bullet v)?> then\n        start sound [Blocking v]\n        wait (0.15) seconds\n        create clone of (super bullet v)\n    end\n    if <touching (sword v)?> then\n        start sound [Blocking v]\n        wait (0.1) seconds\n        broadcast (Couter Attack v) and wait\n    end\nend\n\n@Boss\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nhide\nset rotation style [left-right v]\n\nwhen I receive [spawn v]\nwait until <(level) = [14]>\nset [endure v] to [no]\nif <(Difficult) = [nightmare]> then\n    set [boss hp v] to [190]\nelse\n    set [boss hp v] to [140]\nend\npoint in direction (-90)\nwait until <(TEXT) = [DONE]>\nwait (0.1) seconds\ngo to x: (0) y: (148)\nshow\nset [brightness v] effect to (0)\nrepeat (10)\n    change y by (-22.5)\nend\nset [mid or no v] to [mid]\nwait (1) seconds\nrepeat until <not <(boss hp) > [0]>>\n    wait (0.3) seconds\n    if <(Mid or no) = [mid]> then\n        point towards (player v)\n    else\n        if <(x position) > [0]> then\n            point in direction (-90)\n        else\n            point in direction (90)\n        end\n    end\n    wait (0.3) seconds\n    if <(Mid or no) = [mid]> then\n        if <[120] > (distance to [player v])> then\n            set [a - choose skill for boss v] to (pick random (1) to (2))\n        else\n            set [a - choose skill for boss v] to (pick random (2) to (5))\n        end\n    else\n        if <[130] > (distance to [player v])> then\n            set [a - choose skill for boss v] to (pick random (1) to (2))\n        else\n            set [a - choose skill for boss v] to (pick random (2) to (8))\n        end\n    end\n    if <(a - Choose Skill For Boss) = [1]> then\n        broadcast (Skill 1 v) and wait\n    else\n        if <(a - Choose Skill For Boss) = [2]> then\n            broadcast (Slash Far v) and wait\n        else\n            if <(a - Choose Skill For Boss) = [3]> then\n                broadcast (Skill Special v) and wait\n            else\n                if <(a - Choose Skill For Boss) = [4]> then\n                    broadcast (Sword Saint v) and wait\n                else\n                    if <(a - Choose Skill For Boss) = [5]> then\n                        broadcast (Skill Shoot v) and wait\n                    else\n                        if <(a - Choose Skill For Boss) = [6]> then\n                            broadcast (Throwing v) and wait\n                        else\n                            if <(a - Choose Skill For Boss) = [7]> then\n                                broadcast (Parry v) and wait\n                            else\n                                broadcast (Jump v) and wait\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <(Difficult) = [normal]> then\n        wait (0.45) seconds\n    end\nend\nhide\nchange [kill v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [spawn v]\nwait until <(TEXT) = [DONE]>\nwait (0.2) seconds\nforever\n    if <touching (sword v)?> then\n        change [brightness v] effect by (25)\n        start sound [pop v]\n        if <(Endure) = [yes]> then\n            change [boss hp v] by (-1)\n        else\n            change [boss hp v] by (-4)\n        end\n        wait (0.15) seconds\n        set [brightness v] effect to (0)\n        wait until <not <touching (sword v)?>>\n    end\nend\n\nwhen I receive [spawn v]\nwait until <(TEXT) = [DONE]>\nwait (0.2) seconds\nforever\n    if <touching (bullet v)?> then\n        change [brightness v] effect by (25)\n        start sound [pop v]\n        if <(Endure) = [yes]> then\n            change [boss hp v] by (-2)\n        else\n            change [boss hp v] by (-8)\n        end\n        wait (0.15) seconds\n        set [brightness v] effect to (0)\n        wait until <not <touching (bullet v)?>>\n    end\nend\n\nwhen I receive [slash far step 2 v]\nif <(direction) > [0]> then\n    repeat (10)\n        change x by (22)\n    end\nelse\n    repeat (10)\n        change x by (-22)\n    end\nend\n\nwhen I receive [jump v]\nif <(direction) > [0]> then\n    repeat (10)\n        change x by (22)\n        change y by (15)\n    end\n    wait (0.15) seconds\n    repeat (10)\n        change x by (22)\n        change y by (-15)\n    end\n    start sound [? v]\n    set [mid or no v] to [no]\nelse\n    repeat (10)\n        change x by (-22)\n        change y by (15)\n    end\n    wait (0.15) seconds\n    repeat (10)\n        change x by (-22)\n        change y by (-15)\n    end\n    start sound [? v]\n    set [mid or no v] to [no]\nend\n\nwhen I receive [teleport v]\nrepeat (10)\n    change [ghost v] effect by (8)\n    change size by (-6)\nend\ngo to x: (0) y: (-77)\nrepeat (10)\n    change [ghost v] effect by (-8)\n    change size by (6)\nend\npoint towards (player v)\nset [endure v] to [no]\nset [mid or no v] to [mid]\n\nwhen I receive [parry v]\nrepeat until <not <(Endure) = [yes]>>\n    if <touching (bullet v)?> then\n        change [boss hp v] by (2)\n        wait (0.15) seconds\n    end\n    if <touching (sword v)?> then\n        change [boss hp v] by (1)\n        wait (0.15) seconds\n    end\nend\n\n@Play button\n\nwhen flag clicked\nhide\ngo to x: (0) y: (20)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    wait (0.1) seconds\n    change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (30)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@BOSS bonus and plot twist\n\nwhen flag clicked\nerase all\nset [bosshp long v] to [80]\n\ndefine update HP\nerase all\npen up\nset pen color to (#ffffff)\nset pen size to (14)\ngo to x: ((0) - (bosshp long)) y: (140)\npen down\ngo to x: ((0) + (bosshp long)) y: (140)\npen up\nset pen color to (#10ff00)\nset pen (color v) to (((boss hp) / (maxbosshp)) * (25))\nset pen size to (8)\ngo to x: ((0) - (bosshp long)) y: (140)\npen down\nchange x by ((boss hp) / ((maxbosshp) / ((bosshp long) * (2))))\npen up\n\nwhen I receive [change level v]\nif <[15] > (level)> then\n    stop [other scripts in sprite v]\n    erase all\nend\n\ndefine SAY! (text) duration: (duration)\nset [# v] to [0]\nset [text v] to []\nrepeat (length of (text))\n    change [# v] by (1)\n    say (join (TEXT) (letter (#) of (text)))\n    start sound [Pop v]\n    set [text v] to (join (TEXT) (letter (#) of (text)))\n    wait (duration) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [text v] to [UNDONE]\n\nwhen I receive [start v]\nforever\n    if <not <(level) = [14]>> then\n        erase all\n    end\nend\n\nwhen I receive [repeat v]\nif <(level) = [14]> then\n    if <(boss hp) > [0]> then\n        update HP\n    else\n        stop [other scripts in sprite v]\n        erase all\n    end\nend\n\nwhen I receive [reactivate v]\nif <<(level) = [14]> and <(TEXT) = [UNDONE]>> then\n    show\n    SAY! [Stop Right There !!] duration: [0.05]\n    wait (1) seconds\n    say []\n    SAY! [I will never let you take the souls and destroy you !] duration: [0.05]\n    wait (1) seconds\n    say []\n    set [text v] to [DONE]\nend\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n    set [maxbosshp v] to [200]\nelse\n    set [maxbosshp v] to [140]\nend\n\n@Boss's Shoot\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to (boss's weapon v)\npoint in direction ([direction v] of [boss's weapon v])\nmove (30) steps\nstart sound [Pew v]\nshow\nrepeat until <<<touching (_edge_ v)?> or <<touching (player v)?> or <not <(boss hp) > [0]>>>> or <touching (sword v)?>>\n    move (10) steps\nend\nwait (0.05) seconds\ndelete this clone\n\n@Target...Block\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n    if <(weapon) = [gun]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [repeat v]\ngo to [front v] layer\ngo to (mouse-pointer v)\n\n@Control\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    wait (0.05) seconds\n    change [ghost v] effect by (-4.75)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    go to [front v] layer\n    if <(costume [number v]) = [1]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\n    wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (30)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Boss Effect\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [repeat v]\nif <<(Endure) = [yes]> and <(level) = [14]>> then\n    go to (boss v)\n    show\nelse\n    hide\nend\n\n@Super bullet\n\nwhen I start as a clone\ngo to x: (Go X) y: (Go Y)\npoint towards (player v)\nmove (30) steps\nstart sound [Pew v]\nshow\nrepeat until <<touching (_edge_ v)?> or <<<touching (player v)?> or <not <(boss hp) > [0]>>> or <touching (sword v)?>>>\n    move (25) steps\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n    set [go x v] to (x position)\n    set [go y v] to (y position)\n    set [go d v] to (direction)\n    create clone of (bullet effect v)\nend\n\n@block\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [start v]\nforever\n    if <(Block) = [yes]> then\n        go to (player v)\n        point towards (mouse-pointer v)\n        set rotation style [left-right v]\n        show\n    else\n        hide\n    end\nend\n\n@Difficult\n\nwhen flag clicked\nhide\nwait (1) seconds\nswitch costume to (normal v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (10)\nset [difficult v] to [normal]\nbroadcast (The WR v)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nif <(Difficult) = [normal]> then\n    set [difficult v] to [nightmare]\n    broadcast (The WR v)\nelse\n    set [difficult v] to [normal]\n    broadcast (The WR v)\nend\nswitch costume to (Difficult)\n\n@Script\n\ndefine Goto (x) (y) (size) (text) (wait)\nbroadcast (Delete Words v) and wait\nset [based x position v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [number v] to [1]\nrepeat (length of (text))\n    switch costume to (letter (Number) of (text))\n    create clone of (_myself_ v)\n    change [number v] by (1)\n    if <(letter (Number) of (text)) = [ ]> then\n        change x by ((size) / (10))\n    else\n        change x by ((size) / (7.4))\n    end\n    wait ((wait) / (1.4)) seconds\nend\n\nwhen I receive [delete words v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\ndefine Words (words)\nset [choose v] to []\nset [count v] to [1]\nrepeat (length of (words))\n    switch costume to (letter (Count) of (words))\n    set [numb-answer v] to (costume [number v])\n    if <(Numb-Answer) < [10]> then\n        set [numb-answer v] to (join [0] (Numb-Answer))\n    end\n    set [choose v] to (join (Choose) (Numb-Answer))\n    change [count v] by (1)\nend\n\ndefine Number (number)\nset [numb v] to [010203040506070809101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566]\nset [char v] to [AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz1234567890_ -.]\nset [show v] to []\nset [numb-answer v] to [1]\nrepeat (length of ((number) / (2)))\n    set [count v] to [1]\n    repeat until <(join (letter (((Numb-Answer) * (2)) - (1)) of (number)) (letter ((Numb-Answer) * (2)) of (number))) = (join (letter (((Count) * (2)) - (1)) of (Numb)) (letter ((Count) * (2)) of (Numb)))>\n        change [count v] by (1)\n    end\n    set [show v] to (join (Show) (letter (Count) of (Char)))\n    change [numb-answer v] by (1)\nend\n\n