☁️ Cloud Platformer v1.4 Multiplayer ☁️ #games #cloud #online #platformer #Stunt7 #mobile

Instructions: ⚠️ Info: ⚠️ Für ein grosses Update hier vorbeischauen (https://scratch.mit.edu/projects/664966673)\n\n\nDeutsch:\nWillkommen zu meinem ersten richtigen ☁ Cloud ☁ Spiel und gleichzeitig auch zu meinem ersten guten Platformer. Es war sehr zeitaufwendig, die beiden Tutorials von @Griffpatch zu kombinieren also würde ich mich über einen Like freuen.\n\n10 Goldmünzen = 1 Diamant\nEsse Donuts und deine Leben regenerieren sich mit jedem Donut um 0.5 Herzen.\nWenn es Nacht ist, kannst du mit der Kerze, das Level erleuchten. Der Tag geht insgesammt 3 Minuten. Die Nacht nur 1 Minute und 30 Sekunden.\n\nSteuerung: Pfeiltasten\nChat: T\nInventar Fach wechseln: 1,2,3,4,5\nIn Hardcore-Modus wechseln: H\nSchwerthieb: Leertaste\nEssen: F\nItems zeigen: z\nItems verstecken: v\nEinstellungen: auf grauen Punkt klicken\nCommands: C\n-------------------------------------------------------------------------\nenglish:\n\nWelcome to my first real cloud game and at the same time to my first good platformer. It was very time consuming to combine @Griffpatch's two tutorials so a like would be appreciated.\n\n10 gold coins = 1 diamond\nEat donuts and your life regenerates by 0.5 hearts with each donut.\nWhen it's night, you can use the candle to light up the level. The day takes a total of 3 minutes. The night lasts only 1 minute and 30 seconds.\n\nControls: Arrow Keys\nChat: T\nChange inventory tray: 1,2,3,4,5\nSwitch in hardcore mode: H\nSlash: Spacebar\nFood: F\nShow objects: e.g\nhide objects: v\nSettings: click on the gray dot\nCommands: C\n\n\n\nCommands:\nhttps://scratch.mit.edu/studios/30979576\n\n\nTags:\n#game #online #cloud #multiplayer #mobil #friendly #Stunt7 #griffpatch #Tutorial #Abenteuer #adventure #realistic #realistisch #all

@Stage\n\nwhen flag clicked\nset [mobilsteuerung? v] to [0]\nswitch backdrop to (blank v)\n\n@Cloud \n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            set [☁ p8 v] to (value)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Send Cloud Data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ([x position v] of [player v]) to encoded\nwrite ([y position v] of [player v]) to encoded\nwrite ([costume # v] of [player v]) to encoded\nwrite ([direction v] of [player v]) to encoded\nwrite ([costume # v] of [level v]) to encoded\nwrite (Leben \(Herzen\) :) to encoded\nwrite (Item:) to encoded\nif <(Item:) = [0]> then\n    set [item: v] to [6]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwrite (Chat) to encoded\n\nwhen I receive [cloud verbunden v]\nforever\n    if <(MY PLAYER #) > [0]> then\n        Send Cloud Data\n    end\nend\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n    switch backdrop to (joined v)\nelse\n    switch backdrop to (full v)\nend\nbroadcast (Cloud verbunden v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\n@Hinweise\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Alarm\n\nwhen flag clicked\nhide\nset [live gelost? v] to [1]\n\nwhen I receive [lose life v]\nset [live gelost? v] to [0]\nset [live gelost? v] to [1]\n\nshow\nrepeat (3)\n    start sound [Alert v]\n    set [ghost v] effect to (50)\n    wait (0.25) seconds\n    set [ghost v] effect to (75)\n    wait (0.25) seconds\nend\nhide\n\n@danger Lava / Wasser3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n    set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    if <touching (player v)?> then\n        change [leben \(herzen\) : v] by (-0.5)\n    end\n    repeat (2)\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\n\n@Level2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@danger spickes3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n    if <touching (player v)?> then\n        change [leben \(herzen\) : v] by (-1)\n    end\n    wait (0.2) seconds\nend\n\nwhen [h v] key pressed\nif <[0.5] < (Leben \(Herzen\) :)> then\n    set [leben \(herzen\) : v] to [0.5]\nend\n\n@Player\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value platformer v] to (x position)\n    change x by ((Geschwindigkeit X) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide X - Slope or wall?\n    end\n    set [last value platformer v] to (y position)\n    change y by ((Geschwindigkeit Y) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide Y - Ceiling or floor\n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <<touching (platform v)?> or <<touching (platform2 v)?> or <<touching (door1 v)?> or <touching (door2 v)?>>>>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nControls - Up and Down\nControls - Left and Right\nmove in steps (([abs v] of (Geschwindigkeit X) ) + ([abs v] of (Geschwindigkeit Y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <not <touching (leiter v)?>> then\n    if <<(Einstellungen?) = [0]> and <<<key (up arrow v) pressed?> or <(Stick Y) > [0.5]>> and <(Inventar?) = [0]>>> then\n        if <(Mobilsteuerung?) = [0]> then\n            if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n                start sound [Jump v]\n                set [jumping v] to [1]\n                set [falling v] to [3]\n                set [wall slide v] to [3]\n                turn right (180) degrees\n                set [geschwindigkeit x v] to (((direction) / (90)) * (7))\n                set [long jump v] to [12]\n            end\n            if <<(falling) < [3]> and <(jumping) = [0]>> then\n                start sound [Jump v]\n                set [jumping v] to [1]\n                set [falling v] to [3]\n            end\n            if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n                change [jumping v] by (1)\n                set [geschwindigkeit y v] to (JUMP FORCE)\n            end\n        else\n            if <(wall slide) > [0]> then\n                start sound [Jump v]\n                set [jumping v] to [1]\n                set [falling v] to [3]\n                set [wall slide v] to [3]\n                turn right (((direction) / (90)) * (7)) degrees\n                set [geschwindigkeit x v] to [0]\n                set [long jump v] to [12]\n            end\n            if <(falling) < [3]> then\n                start sound [Jump v]\n                set [jumping v] to [1]\n                set [falling v] to [3]\n            end\n            if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n                change [jumping v] by (1)\n                set [geschwindigkeit y v] to (JUMP FORCE)\n            end\n        end\n    else\n        set [jumping v] to [0]\n    end\n    change [geschwindigkeit y v] by (Gravity)\n    if <(wall slide) > [0]> then\n        Check Can Wall Slide\n        if <(Geschwindigkeit Y) < [0]> then\n            set [geschwindigkeit y v] to ((Geschwindigkeit Y) * (0.6))\n        end\n    end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nif <<<(Einstellungen?) = [0]> and <(Inventar?) = [0]>> and <(Mobilsteuerung?) = [0]>> then\n    set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nelse\n    if <<(Einstellungen?) = [0]> and <(Inventar?) = [0]>> then\n        set [key x v] to (<(Stick X) > [-0.5]> - <(Stick X) < [0.5]>)\n    end\nend\nif <(KEY X) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.98))\n        stop [this script v]\n    end\n    if <([abs v] of (Geschwindigkeit X) ) < [1]> then\n        set [frame v] to [0]\n        set [geschwindigkeit x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [geschwindigkeit x v] by ((KEY X) * (ACCELERATION))\n    if <not <(direction) = ((KEY X) * (90))>> then\n        set [wall slide v] to [0]\n    end\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\nend\nset [geschwindigkeit x v] to ((Geschwindigkeit X) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [scene # v] to [1]\nset [geschwindigkeit y v] to [0]\nset [geschwindigkeit x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [leben \(herzen\) : v] to [10]\npoint in direction (90)\nBegin Scene # (Spawn Scene) go to x: (Spawn X) y: (Spawn Y)\n\nwhen I receive [tick - last  v]\nif <(x position) > [235]> then\n    Begin Scene # ((Scene #) + (1)) go to x: [-235] y: []\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((Scene #) - (1)) go to x: [235] y: []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((Scene #) + (100)) go to x: [] y: [-160]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((Scene #) - (100)) go to x: [] y: [180]\nend\nif <(Leben \(Herzen\) :) < [0.5]> then\n    set [leben \(herzen\) : v] to [0]\n    broadcast (lose life v)\nend\n\ndefine Begin Scene # (scene #) go to x: (x) y: (y)\nset [scene # v] to (scene #)\nif <not <(x) = []>> then\n    set x to (x)\nend\nif <not <(y) = []>> then\n    set y to (y)\nend\nbroadcast (About to Chance Scene v)\nbroadcast (Chance Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <not <(x) = []>> then\n    Fix Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (2048)\n    Check Touching Solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling) > [1]> then\n    if <(Geschwindigkeit Y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(touching) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X - Slope or wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(touching) > [0]> then\n        change y by (-2)\n        set x to (last value Platformer)\n        set [geschwindigkeit x v] to [0]\n        stop [this script v]\n    end\n    set [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.8))\nend\nset [geschwindigkeit x v] to ((Geschwindigkeit X) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or floor\nset y to (last value Platformer)\nif <(Geschwindigkeit Y) > [0]> then\n    set [geschwindigkeit y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [geschwindigkeit y v] to ((Geschwindigkeit Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [geschwindigkeit x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [geschwindigkeit x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nsay []\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (3)\nend\nwait until <(live gelost?) = [1]>\nset size to (50) %\nReset and Begin Level\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last  v)\n    broadcast (Tick - Joystick v)\n    broadcast (Stamp shadow v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Find Closest Space to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (lose life v)\n    end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [begin v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [inventar? v] to [0]\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player, sag chat v]\nsay (item (Chat) of [z chat v])\n\nwhen I receive [game loop v]\nforever\n    if <not <(Chat) = [0]>> then\n        wait until <(Chat) = [0]>\n        say []\n    end\nend\n\nwhen I receive [game loop v]\nforever\n    if <<(Inventar?) = [1]> or <(Einstellungen?) = [1]>> then\n        set [key x v] to [0]\n    end\nend\n\nwhen I receive [player - bounce v]\nset [geschwindigkeit y v] to [10]\n\nwhen I receive [begin v]\ngo to [front v] layer\n\nif <(Mobilsteuerung?) = [1]> then\n    set [geschwindigkeit x v] to ((Joystick_Horizontal) * (5))\n    if <([abs v] of (Joystick_Horizontal) ) > [0.5]> then\n        if <(Joystick_Horizontal) > [0]> then\n            point in direction (90)\n        else\n            point in direction (90)\n        end\n    else\n        if <([abs v] of (Joystick_Horizontal) ) > [0.1]> then\n            if <(Joystick_Horizontal) > [0]> then\n                point in direction (90)\n            else\n                point in direction (-90)\n            end\n        end\n    end\nend\n\nwhen I receive [comand: go to last scene v]\nBegin Scene # [705] go to x: [-50] y: [-100]\n\nwhen I receive [setup - leitern v]\nif <touching (leiter v)?> then\n    if <key (up arrow v) pressed?> then\n        change y by (10)\n    end\n    if <key (down arrow v) pressed?> then\n        change y by (-10)\n    end\nend\n\nchange [leben \(herzen\) : v] by (round ((Geschwindigkeit Y) / (3)))\n\nwhen I receive [command: go scene v]\nBegin Scene # (answer) go to x: [0] y: [0]\n\n@Opponents\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [cloud verbunden v]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            set [value v] to (☁ P8)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine setup players\nclear graphic effects\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        replace item (player #) of [online players v] with [0]\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <[99] > (offline)> then\n        replace item (player #) of [online players v] with [1]\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nif <<(value) = ([costume # v] of [level v])> and <[99] > (offline)>> then\n    show\n    value = read from encoded\n    Show Health-Bar (value) of [10] offset y [35]\nelse\n    hide\nend\nvalue = read from encoded\n\nif <not <(value) = [0]>> then\n    say (item (value) of [z chat v])\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\n\ndefine Show Health-Bar (health) of (max.) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max.)) to [healths v]\ncreate clone of (health-bar v)\n\n@Chat\n\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (0)\nshow\ncreate clone of (_myself_ v)\nforever\n    go to [front v] layer\n    if <key (t v) pressed?> then\n        if <(costume [number v]) = [1]> then\n            switch costume to (kostüm3 v)\n        else\n            switch costume to (kostüm1 v)\n        end\n    end\n    repeat until <not <key (t v) pressed?>>\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nswitch costume to (kostüm1 v)\ngo to [front v] layer\nset [ghost v] effect to (30)\nshow\nforever\n    if <key (t v) pressed?> then\n        if <(costume [number v]) = [1]> then\n            switch costume to (kostüm2 v)\n        else\n            switch costume to (kostüm1 v)\n        end\n    end\n    repeat until <not <key (t v) pressed?>>\n        show\n    end\nend\n\nforever\n    if <key (a v) pressed?> then\n    end\n    wait until <not <key (a v) pressed?>>\n    if <key (d v) pressed?> then\n    end\n    wait until <not <key (d v) pressed?>>\nend\n\nif <(costume [number v]) = [4]> then\n    switch costume to (kostüm3 v)\nelse\n    if <(costume [number v]) = [5]> then\n        switch costume to (kostüm4 v)\n    end\nend\n\nif <(costume [number v]) = [3]> then\n    switch costume to (kostüm4 v)\nelse\n    if <(costume [number v]) = [4]> then\n        switch costume to (kostüm5 v)\n    end\nend\n\nforever\n    if <(costume [number v]) = [3]> then\n        if <key (1 v) pressed?> then\n            set [chat v] to [1]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (1 v) pressed?>>\n        if <key (2 v) pressed?> then\n            set [chat v] to [2]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (2 v) pressed?>>\n        if <key (3 v) pressed?> then\n            set [chat v] to [3]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (3 v) pressed?>>\n        if <key (4 v) pressed?> then\n            set [chat v] to [4]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (4 v) pressed?>>\n        if <key (5 v) pressed?> then\n            set [chat v] to [5]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (5 v) pressed?>>\n        if <key (6 v) pressed?> then\n            set [chat v] to [6]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (6 v) pressed?>>\n        if <key (7 v) pressed?> then\n            set [chat v] to [7]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (7 v) pressed?>>\n        if <key (8 v) pressed?> then\n            set [chat v] to [8]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (8 v) pressed?>>\n        if <key (9 v) pressed?> then\n            set [chat v] to [9]\n            broadcast (Player, sag Chat v) and wait\n        end\n        wait until <not <key (9 v) pressed?>>\n    end\nend\n\nforever\n    if <not <(Chat) = [0]>> then\n        wait (4) seconds\n        set [chat v] to [0]\n    end\nend\n\n@Wolken / Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nforever\n    go to [back v] layer\n    switch costume to (pick random (1) to (5))\n    go to x: (509) y: (0)\n    glide (pick random (30) to (34)) secs to x: (-509) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@items\n\nwhen I receive [begin v]\nforever\n    if <<<key (space v) pressed?> or <(aktiviert anwendungstaste?) = [1]>> and <(costume [number v]) = [6]>> then\n        set [aktiviert anwendungstaste? v] to [0]\n        switch costume to (kostüm1006 v)\n        wait (0.1) seconds\n        switch costume to (kostüm10006 v)\n        wait (0.15) seconds\n        repeat until <not <key (space v) pressed?>>\n            set [item: v] to (costume [number v])\n            switch costume to (item (Inventar #) of [inventar v])\n            go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n            point in direction ([direction v] of [player v])\n        end\n    end\n    set [item: v] to (costume [number v])\n    switch costume to (item (Inventar #) of [inventar v])\n    go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n    point in direction ([direction v] of [player v])\n    if <<key (f v) pressed?> or <(aktiviert anwendungstaste?) = [1]>> then\n        if <<(item (Inventar #) of [inventar v]) = [3]> and <not <(Leben \(Herzen\) :) = [10]>>> then\n            change [leben \(herzen\) : v] by (0.5)\n            replace item (Inventar #) of [inventar anzahlen: v] with ((item (Inventar #) of [inventar anzahlen: v]) - (1))\n            switch costume to (kostüm1003 v)\n            set [item: v] to (costume [number v])\n            go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n            point in direction ([direction v] of [player v])\n            wait (0.1) seconds\n            switch costume to (kostüm3 v)\n            set [item: v] to (costume [number v])\n            go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n            point in direction ([direction v] of [player v])\n            wait (0.1) seconds\n            switch costume to (kostüm10003 v)\n            set [item: v] to (costume [number v])\n            go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n            point in direction ([direction v] of [player v])\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [tick - last  v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - first v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - platforms v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [tick - player v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\nwhen I receive [begin v]\nset [diamanten v] to [0]\nforever\n    if <(Points:) = [10]> then\n        change [diamanten v] by (1)\n        set [points: v] to [0]\n    end\nend\n\n@Opponents Items\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            set [value v] to (☁ P8)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine setup players\nclear graphic effects\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <[99] > (offline)> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nvalue = read from encoded\nif <<(value) = ([costume # v] of [level v])> and <[99] > (offline)>> then\n    show\nelse\n    hide\nend\nvalue = read from encoded\nswitch costume to (value)\nif <<touching (player v)?> and <<(Waffe eingesetzt?) = [0]> and <(costume [name v]) = [Kostüm10006]>>> then\n    change [leben \(herzen\) : v] by (-0.5)\n    set [waffe eingesetzt? v] to [1]\nelse\n    set [waffe eingesetzt? v] to [0]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\n@Inventar\n\nwhen I receive [begin v]\nswitch costume to (kostüm2 v)\ndelete all of [inventar v]\nset [inventar # v] to [1]\nadd [3] to [inventar v]\nadd [4] to [inventar v]\nadd [5] to [inventar v]\nadd [6] to [inventar v]\nadd [2] to [inventar v]\nset [klon id v] to [1]\ngo to x: (-92) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [2]\ngo to x: (-46) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [3]\ngo to x: (0) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [4]\ngo to x: (45) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [5]\ngo to x: (93) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [6]\ngo to x: (-134) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [7]\ngo to x: (-178) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [8]\ngo to x: (-91) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [9]\ngo to x: (-47) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [10]\ngo to x: (1) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [11]\ngo to x: (43) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [12]\ngo to x: (92) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [13]\ngo to x: (137) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [14]\ngo to x: (177) y: (-95)\ncreate clone of (_myself_ v)\nset [klon id v] to [15]\ngo to x: (-134) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [16]\ngo to x: (-178) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [17]\ngo to x: (-91) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [18]\ngo to x: (-47) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [19]\ngo to x: (1) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [20]\ngo to x: (43) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [21]\ngo to x: (92) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [22]\ngo to x: (137) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [23]\ngo to x: (177) y: (-49)\ncreate clone of (_myself_ v)\nset [klon id v] to [24]\ngo to x: (-134) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [25]\ngo to x: (-178) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [26]\ngo to x: (-91) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [27]\ngo to x: (-47) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [28]\ngo to x: (1) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [29]\ngo to x: (43) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [30]\ngo to x: (92) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [31]\ngo to x: (137) y: (-6)\ncreate clone of (_myself_ v)\nset [klon id v] to [32]\ngo to x: (177) y: (-6)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (inventar v)\nshow\nforever\n    set [ghost v] effect to (0)\n    wait until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n    repeat (5)\n        change [ghost v] effect by (12)\n    end\n    wait until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n    repeat (5)\n        change [ghost v] effect by (-12)\n    end\nend\n\nwhen I start as a clone\nif <[5] < (Klon ID)> then\n    forever\n        go to [front v] layer\n        if <(Inventar?) = [1]> then\n            show\n        else\n            hide\n        end\n        switch costume to (item (Klon ID) of [inventar v])\n    end\nelse\n    forever\n        set [ghost v] effect to (0)\n        repeat until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n            switch costume to (item (Klon ID) of [inventar v])\n        end\n        repeat (5)\n            change [ghost v] effect by (12)\n        end\n        repeat until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n            switch costume to (item (Klon ID) of [inventar v])\n        end\n        repeat (5)\n            change [ghost v] effect by (-12)\n        end\n    end\nend\n\nwhen [1 v] key pressed\nset [inventar # v] to [1]\n\nwhen [2 v] key pressed\nset [inventar # v] to [2]\n\nwhen [3 v] key pressed\nset [inventar # v] to [3]\n\nwhen [4 v] key pressed\nset [inventar # v] to [4]\n\nwhen [5 v] key pressed\nset [inventar # v] to [5]\n\nwhen I receive [begin v]\nforever\n    if <(item (1) of [inventar anzahlen: v]) < [0]> then\n        replace item (1) of [inventar v] with [2]\n        replace item (1) of [inventar anzahlen: v] with [0]\n    end\n    if <(item (2) of [inventar anzahlen: v]) < [0]> then\n        replace item (2) of [inventar v] with [2]\n        replace item (2) of [inventar anzahlen: v] with [0]\n    end\n    if <(item (3) of [inventar anzahlen: v]) < [0]> then\n        replace item (3) of [inventar v] with [2]\n        replace item (3) of [inventar anzahlen: v] with [0]\n    end\n    if <(item (4) of [inventar anzahlen: v]) < [0]> then\n        replace item (4) of [inventar v] with [2]\n        replace item (4) of [inventar anzahlen: v] with [0]\n    end\n    if <(item (5) of [inventar anzahlen: v]) < [0]> then\n        replace item (5) of [inventar v] with [2]\n        replace item (5) of [inventar anzahlen: v] with [0]\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <(Inventar?) = [1]> then\n        switch costume to (inventar ganz v)\n    else\n        switch costume to (inventar v)\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <key (e v) pressed?> then\n        if <(Inventar?) = [1]> then\n            set [inventar? v] to [0]\n        else\n            set [inventar? v] to [1]\n        end\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen I receive [begin v]\nwait until <(length of [inventar v]) = [5]>\nrepeat (27)\n    add [2] to [inventar v]\nend\n\nwhen I receive [begin v]\nforever\n    if <key (z v) pressed?> then\n        show\n    end\n    if <key (v v) pressed?> then\n        hide\n    end\nend\n\nwhen I start as a clone\nif <[5] < (Klon ID)> then\n    forever\n        if <(Inventar?) = [1]> then\n            show\n        else\n            hide\n        end\n    end\nelse\n    forever\n        if <key (z v) pressed?> then\n            show\n        end\n        if <key (v v) pressed?> then\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <[1] = (Klon ID)> then\n    forever\n        if <(Mobilsteuerung?) = [1]> then\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                wait until <not <mouse down?>>\n                set [inventar # v] to [1]\n            end\n        end\n    end\nelse\n    if <[2] = (Klon ID)> then\n        forever\n            if <(Mobilsteuerung?) = [1]> then\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    wait until <not <mouse down?>>\n                    set [inventar # v] to [2]\n                end\n            end\n        end\n    else\n        if <[3] = (Klon ID)> then\n            forever\n                if <(Mobilsteuerung?) = [1]> then\n                    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                        wait until <not <mouse down?>>\n                        set [inventar # v] to [3]\n                    end\n                end\n            end\n        else\n            if <[4] = (Klon ID)> then\n                forever\n                    if <(Mobilsteuerung?) = [1]> then\n                        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                            wait until <not <mouse down?>>\n                            set [inventar # v] to [4]\n                        end\n                    end\n                end\n            else\n                if <[5] = (Klon ID)> then\n                    forever\n                        if <(Mobilsteuerung?) = [1]> then\n                            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                                wait until <not <mouse down?>>\n                                set [inventar # v] to [5]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nrepeat (250)\n    go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (300)\n    go to [front v] layer\nend\n\n@Sack1\n\n@Lebensanzeige\n\nwhen I receive [begin v]\nshow\ngo to x: (-138) y: (166)\nforever\n    switch costume to (join [Leben:] (Leben \(Herzen\) :))\n    go to [front v] layer\nend\n\n@Wird geladen...\n\nwhen flag clicked\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [cloud verbunden v]\nhide\n\n@Inventar Anzahlen\n\nwhen I receive [begin v]\nhide\nswitch costume to (kostüm2 v)\ndelete all of [inventar anzahlen: v]\nset [inventar # v] to [1]\nadd [64] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [1] to [inventar anzahlen: v]\nadd [0] to [inventar anzahlen: v]\nset [klon id v] to [1]\ngo to x: (-92) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [2]\ngo to x: (-46) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [3]\ngo to x: (0) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [4]\ngo to x: (45) y: (-135)\ncreate clone of (_myself_ v)\nset [klon id v] to [5]\ngo to x: (93) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n    set [ghost v] effect to (0)\n    wait until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n    repeat (5)\n        change [ghost v] effect by (12)\n    end\n    wait until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n    repeat (5)\n        change [ghost v] effect by (-12)\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (0)\n    repeat until <<touching (player v)?> or <touching (danger spickes3 v)?>>\n        switch costume to (item (Klon ID) of [inventar anzahlen: v])\n    end\n    repeat (5)\n        change [ghost v] effect by (12)\n    end\n    repeat until <<not <touching (player v)?>> and <not <touching (danger spickes3 v)?>>>\n        switch costume to (item (Klon ID) of [inventar anzahlen: v])\n    end\n    repeat (5)\n        change [ghost v] effect by (-12)\n    end\nend\n\nwhen I receive [tick - first v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n    if <key (z v) pressed?> then\n        show\n    end\n    if <key (v v) pressed?> then\n        hide\n    end\nend\n\n@Goldanzeige\n\nwhen I receive [begin v]\nshow\ngo to x: (-15) y: (166)\nforever\n    switch costume to (Points:)\n    go to [front v] layer\nend\n\n@Diamantanzeige\n\nwhen I receive [begin v]\nhide variable [diamanten v]\nshow\ngo to x: (40) y: (166)\nforever\n    if <(Diamanten) > [20]> then\n        switch costume to (20+ v)\n        if <touching (mouse-pointer v)?> then\n            show variable [diamanten v]\n        else\n            hide variable [diamanten v]\n        end\n    else\n        switch costume to (Diamanten)\n    end\n    go to [front v] layer\nend\n\n@Schnee3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\nforever\n    if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n        show\n    else\n        hide\n    end\nend\n\n@Abend / Tag\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nforever\n    if <(Inventar #) = [3]> then\n        set [ghost v] effect to ((Uhrzeit) * (30))\n    else\n        set [ghost v] effect to ((Uhrzeit) * (10))\n    end\nend\n\nwhen I receive [begin v]\nset [uhrzeit v] to [10]\nforever\n    if <[405] < ([x position v] of [sonne v])> then\n        set [uhrzeit v] to [1]\n    else\n        if <[360] < ([x position v] of [sonne v])> then\n            set [uhrzeit v] to [2]\n        else\n            if <[315] < ([x position v] of [sonne v])> then\n                set [uhrzeit v] to [3]\n            else\n                if <[270] < ([x position v] of [sonne v])> then\n                    set [uhrzeit v] to [4]\n                else\n                    if <[225] < ([x position v] of [sonne v])> then\n                        set [uhrzeit v] to [5]\n                    else\n                        if <[180] < ([x position v] of [sonne v])> then\n                            set [uhrzeit v] to [6]\n                        else\n                            if <[135] < ([x position v] of [sonne v])> then\n                                set [uhrzeit v] to [7]\n                            else\n                                if <[90] < ([x position v] of [sonne v])> then\n                                    set [uhrzeit v] to [8]\n                                else\n                                    if <[45] < ([x position v] of [sonne v])> then\n                                        set [uhrzeit v] to [9]\n                                    else\n                                        if <[0] < ([x position v] of [sonne v])> then\n                                            set [uhrzeit v] to [10]\n                                        else\n                                            if <[-45] < ([x position v] of [sonne v])> then\n                                                set [uhrzeit v] to [10]\n                                            else\n                                                if <[-90] < ([x position v] of [sonne v])> then\n                                                    set [uhrzeit v] to [9]\n                                                else\n                                                    if <[-135] < ([x position v] of [sonne v])> then\n                                                        set [uhrzeit v] to [8]\n                                                    else\n                                                        if <[-180] < ([x position v] of [sonne v])> then\n                                                            set [uhrzeit v] to [7]\n                                                        else\n                                                            if <[-225] < ([x position v] of [sonne v])> then\n                                                                set [uhrzeit v] to [6]\n                                                            else\n                                                                if <[-270] < ([x position v] of [sonne v])> then\n                                                                    set [uhrzeit v] to [5]\n                                                                else\n                                                                    if <[-315] < ([x position v] of [sonne v])> then\n                                                                        set [uhrzeit v] to [4]\n                                                                    else\n                                                                        if <[-360] < ([x position v] of [sonne v])> then\n                                                                            set [uhrzeit v] to [3]\n                                                                        else\n                                                                            if <[-405] < ([x position v] of [sonne v])> then\n                                                                                set [uhrzeit v] to [2]\n                                                                            else\n                                                                                if <[-451] < ([x position v] of [sonne v])> then\n                                                                                    set [uhrzeit v] to [1]\n                                                                                end\n                                                                            end\n                                                                        end\n                                                                    end\n                                                                end\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    switch costume to (kostüm2 v)\n    go to (player v)\n    set [ghost v] effect to (0)\n    if <([costume # v] of [items v]) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [inventar # v] to [1]\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\n\n@fallender Schnee\n\nwhen I receive [begin v]\nforever\n    if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n        create clone of (_myself_ v)\n        wait (pick random (0.5) to (1.3)) seconds\n    end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\npoint in direction (180)\nrepeat until <(y position) = [-180]>\n    if <(pick random (1) to (2)) = [1]> then\n        point in direction (pick random (-150) to (-179))\n    else\n        point in direction (pick random (180) to (150))\n    end\n    move (2) steps\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\n\nStamp outline\n\ndefine Stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [cloud verbunden v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (join [Scene0.] (MY PLAYER #))\n\n@Safe Zones\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@danger Lava / Wasser\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n    set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    if <touching (player v)?> then\n        change [leben \(herzen\) : v] by (-0.5)\n    end\n    repeat (2)\n        set y to ((5) * ([sin v] of ((timer) * (360)) ))\n    end\nend\n\n@Schnee\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    if <<(current [month v]) = [11]> or <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>>> then\n        show\n    else\n        hide\n    end\nend\n\n@Aufsammelbare Dinge\n\nwhen I receive [chance scene v]\nif <(Scene #) = (my scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.5) * ([sin v] of (frame) ))\n    change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n    start sound [Coin v]\n    change [points: v] by (1)\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [Wand v]\n        set [spawn scene v] to (Scene #)\n        set [spawn x v] to ([x position v] of [player v])\n        set [spawn y v] to ([y position v] of [player v])\n    else\n        start sound [Wand v]\n        add (costume [name v]) to [collected v]\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [setup v]\nset [frame v] to [0]\nset [points: v] to [0]\ndelete all of [collected v]\nhide\nPlace [Coin] scene [1] xy [-24] [-5]\nPlace [Coin] scene [1] xy [-195] [56]\nPlace [Coin] scene [2] xy [-64] [-34]\nPlace [Key 1] scene [6] xy [29] [-25]\nPlace [Coin] scene [2] xy [170] [81]\nPlace [Coin] scene [2] xy [170] [141]\nPlace [Coin] scene [102] xy [170] [-134]\nPlace [Coin] scene [102] xy [170] [-60]\nPlace [Coin] scene [102] xy [170] [25]\nPlace [Coin] scene [102] xy [80] [110]\nPlace [Coin] scene [103] xy [-59] [-20]\nPlace [Coin] scene [103] xy [-59] [-100]\nPlace [Coin] scene [103] xy [55] [110]\nPlace [Coin] scene [103] xy [180] [30]\nPlace [Coin] scene [103] xy [180] [-120]\nPlace [Coin] scene [4] xy [-60] [110]\nPlace [Coin] scene [4] xy [124] [100]\nPlace [Coin] scene [4] xy [0] [-60]\nPlace [Coin] scene [5] xy [8] [114]\nPlace [Coin] scene [5] xy [5] [-70]\nPlace [Coin] scene [6] xy [30] [-110]\nPlace [Coin] scene [6] xy [170] [110]\nPlace [Coin] scene [7] xy [175] [65]\nPlace [Key 2] scene [105] xy [-120] [-84]\nPlace [Coin] scene [106] xy [194] [96]\nPlace [Coin] scene [106] xy [121] [96]\nPlace [Coin] scene [106] xy [61] [96]\nPlace [Coin] scene [106] xy [-5] [96]\nPlace [Coin] scene [106] xy [-67] [96]\nPlace [Coin] scene [106] xy [-143] [96]\nPlace [Coin] scene [106] xy [-170] [22]\nPlace [Coin] scene [106] xy [-174] [-58]\nPlace [Coin] scene [106] xy [-32] [-80]\nPlace [Coin] scene [106] xy [160] [-115]\nPlace [Coin] scene [105] xy [197] [79]\nPlace [Green Flag] scene [6] xy [11] [59]\n\ndefine Place (costum name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costum name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nPlace [Coin] scene [103] xy [-195] [56]\n\nPlace [Coin] scene [106] xy [-32] [-80]\n\n@danger spickes\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [chance scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n    if <touching (player v)?> then\n        change [leben \(herzen\) : v] by (-1)\n    end\n    wait (0.2) seconds\nend\n\nwhen [h v] key pressed\nif <[0.5] < (Leben \(Herzen\) :)> then\n    set [leben \(herzen\) : v] to [0.5]\nend\n\n@Play button\n\nwhen I receive [cloud verbunden v]\nshow\nset size to (10) %\ngo to x: (0) y: (-75)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n    else\n        change size by ((0.2) * ((100) - (size)))\n    end\n    go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (begin v)\nhide\n\nwhen flag clicked\nhide\n\n@Hintergrund Start\n\nwhen I receive [cloud verbunden v]\ngo to [front v] layer\nshow\nforever\n    play sound [Hintergrundmusik 3 v] until done\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\n@Player online checker\n\nwhen flag clicked\ndelete all of [online players v]\nrepeat (8)\n    add [0] to [online players v]\nend\n\nwhen I receive [cloud verbunden v]\nforever\n    Set online Players to value\nend\n\ndefine Set online Players to value\nset [online players: v] to [0]\nif <(item (1) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (2) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (3) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (4) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (5) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (6) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (7) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\nif <(item (8) of [online players v]) = [1]> then\n    change [online players: v] by (1)\nend\n\nwhen I receive [cloud verbunden v]\nforever\n    replace item (MY PLAYER #) of [online players v] with [1]\nend\n\nwhen I receive [cloud verbunden v]\nforever\n    set [check online players und füge in liste ein v] to (join [A] (☁ P1))\n    wait (0.5) seconds\n    if <(join [A] (☁ P1)) = (check online players und füge in liste ein)> then\n        replace item (1) of [online players v] with [0]\n    else\n        replace item (1) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P2))\n    wait (0.5) seconds\n    if <(join [A] (☁ P2)) = (check online players und füge in liste ein)> then\n        replace item (2) of [online players v] with [0]\n    else\n        replace item (2) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P3))\n    wait (0.5) seconds\n    if <(join [A] (☁ P3)) = (check online players und füge in liste ein)> then\n        replace item (3) of [online players v] with [0]\n    else\n        replace item (3) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P4))\n    wait (0.5) seconds\n    if <(join [A] (☁ P4)) = (check online players und füge in liste ein)> then\n        replace item (4) of [online players v] with [0]\n    else\n        replace item (4) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P5))\n    wait (0.5) seconds\n    if <(join [A] (☁ P5)) = (check online players und füge in liste ein)> then\n        replace item (5) of [online players v] with [0]\n    else\n        replace item (5) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P6))\n    wait (0.5) seconds\n    if <(join [A] (☁ P6)) = (check online players und füge in liste ein)> then\n        replace item (6) of [online players v] with [0]\n    else\n        replace item (6) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P7))\n    wait (0.5) seconds\n    if <(join [A] (☁ P7)) = (check online players und füge in liste ein)> then\n        replace item (7) of [online players v] with [0]\n    else\n        replace item (7) of [online players v] with [1]\n    end\n    set [check online players und füge in liste ein v] to (join [A] (☁ P8))\n    wait (0.5) seconds\n    if <(join [A] (☁ P8)) = (check online players und füge in liste ein)> then\n        replace item (8) of [online players v] with [0]\n    else\n        replace item (8) of [online players v] with [1]\n    end\nend\n\nwhen flag clicked\nhide variable [online players: v]\nhide variable [scene # v]\n\nwhen I receive [begin v]\nshow variable [online players: v]\nshow variable [scene # v]\n\n@Text\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\ngo to x: (50) y: (0)\nforever\n    switch costume to (online players:)\n    hide variable [online players: v]\nend\n\n@Platform\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n    change y by (4)\n    if <touching (player v)?> then\n        Rotation Maths CCW (Counter Clockwise) ((0) - (turn))\n    end\n    change y by (-4)\nelse\n    if <(new y) > (last y)> then\n        change y by (1)\n    else\n        set y to ((last y) + (1))\n    end\n    if <touching (player v)?> then\n        set [platform dx v] to ((new x) - (last x))\n        set [platform dy v] to ((new y) - (last y))\n    end\n    go to x: (new x) y: (new y)\nend\n\nwhen I receive [chance scene v]\nforever\n    if <(Scene #) = [1]> then\n        Spawn [Kostüm1] at [-25] [-73] dir [90] turn []\n        Spawn [Square] at [0] [50] dir [90] turn [1]\n        wait until <not <(Scene #) = [1]>>\n    end\n    if <(Scene #) = [4]> then\n        Spawn [Kostüm 1] at [-102] [-104] dir [90] turn []\n        wait until <not <(Scene #) = [4]>>\n    end\n    if <(Scene #) = [7]> then\n        Spawn [Key 1] at [-102] [-104] dir [90] turn []\n        wait until <not <(Scene #) = [1]>>\n    end\nend\n\nwhen I receive [begin v]\nforever\n\ndefine vorwärts\nrepeat (10)\n    change x by (1)\n    if <[150] < (x position)> then\n        set [angelangt? v] to [1]\n        stop [this script v]\n    end\nend\n\nwhen I receive [begin v]\nswitch costume to (kostüm1 v)\nshow\n\ndefine Animate Platform (nr.)\nif <(nr.) = [1]> then\n    forever\n        wait (1) seconds\n        glide (1) secs to x: ((x position) - (75)) y: (y position)\n        wait (1) seconds\n        glide (1) secs to x: ((x position) + (75)) y: (y position)\n    end\nelse\n    if <(nr.) = [4]> then\n        switch costume to (kostüm1 v)\n        forever\n            wait (1) seconds\n            glide (2) secs to x: (150) y: (-100)\n            wait (1) seconds\n            glide (2) secs to x: (-120) y: (-100)\n        end\n    else\n    end\nend\n\nwhen I receive [begin v]\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chance scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\ngo to x: (-25) y: (-73)\n\nwhen I start as a clone\npoint in direction (90)\nif < (costume [name v]) contains [Key]?> then\n    Doors at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n    set rotation style [all around v]\n    show\n    forever\n        turn right (turn) degrees\n    end\nend\nshow\nAnimate Platform (Scene #)\n\ndefine Rotation Maths CCW (Counter Clockwise) (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dx v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Platform2\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (last x))\n    set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Doors at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [begin v]\nforever\n    switch costume to (kostüm2 v)\n    show\n    go to x: (0) y: (0)\n    forever\n        wait (1) seconds\n        glide (0.5) secs to x: (0) y: (-100)\n        wait (1) seconds\n        glide (0.5) secs to x: (0) y: (0)\n    end\nend\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    if <(Scene #) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\n@Door1\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [begin v]\nDoors at [-102] [-104] key [Key 1]\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    if <(Scene #) = [7]> then\n        show\n    else\n        hide\n    end\nend\n\n@Door2\n\nwhen I receive [begin v]\nDoors at [-132] [20] key [Key 2]\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    if <(Scene #) = [105]> then\n        show\n    else\n        hide\n    end\nend\n\ndefine Doors at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n        wait until <not <touching (player v)?>>\n    end\nend\n\n@Werte zu Cloud hinzufügen\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Send Cloud Data\nset [encoded v] to []\nwrite ([x position v] of [platform v]) to encoded\nwrite ([y position v] of [platform v]) to encoded\nwrite ([x position v] of [platform2 v]) to encoded\nwrite ([y position v] of [platform2 v]) to encoded\nwrite ([x position v] of [door1 v]) to encoded\nwrite ([y position v] of [door1 v]) to encoded\nwrite ([x position v] of [door2 v]) to encoded\nwrite ([y position v] of [door2 v]) to encoded\nset [☁ allgemeine werte v] to (encoded)\n\nwhen I receive [begin v]\nset [sendender spieler? v] to [0]\nforever\n    if <(MY PLAYER #) = [1]> then\n        set [sendender spieler? v] to [1]\n    else\n        if <<(MY PLAYER #) = [2]> and <(item (1) of [online players v]) = [0]>> then\n            set [sendender spieler? v] to [1]\n        else\n            if <<(MY PLAYER #) = [3]> and <<(item (1) of [online players v]) = [0]> and <(item (2) of [online players v]) = [0]>>> then\n                set [sendender spieler? v] to [1]\n            else\n                if <<(MY PLAYER #) = [4]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <(item (3) of [online players v]) = [0]>>>> then\n                    set [sendender spieler? v] to [1]\n                else\n                    if <<(MY PLAYER #) = [5]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <(item (4) of [online players v]) = [0]>>>>> then\n                        set [sendender spieler? v] to [1]\n                    else\n                        if <<(MY PLAYER #) = [6]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <(item (5) of [online players v]) = [0]>>>>>> then\n                            set [sendender spieler? v] to [1]\n                        else\n                            if <<(MY PLAYER #) = [7]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <<(item (5) of [online players v]) = [0]> and <(item (6) of [online players v]) = [0]>>>>>>> then\n                                set [sendender spieler? v] to [1]\n                            else\n                                if <<(MY PLAYER #) = [8]> and <<(item (1) of [online players v]) = [0]> and <<(item (2) of [online players v]) = [0]> and <<(item (3) of [online players v]) = [0]> and <<(item (4) of [online players v]) = [0]> and <<(item (5) of [online players v]) = [0]> and <<(item (6) of [online players v]) = [0]> and <(item (7) of [online players v]) = [0]>>>>>>>> then\n                                    set [sendender spieler? v] to [1]\n                                else\n                                    set [sendender spieler? v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <(sendender Spieler?) = [1]> then\n        repeat until <not <(sendender Spieler?) = [1]>>\n            Send Cloud Data\n        end\n    end\nend\n\n@enenmy\n\nwhen I receive [chance scene v]\nset rotation style [left-right v]\nhide\nif <(Scene #) = [1]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Red] at [52] [-48] dir [-90]\n    else\n        Spawn [Red] at [37] [-48] dir [90]\n    end\nend\n\nwhen I start as a clone\nshow\nset [schaden? v] to [25]\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    set rotation style [don't rotate v]\n    switch costume to (red1 v)\n    Move - left and right\n    Move - Down\n    change [frame v] by (0.33)\n    switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n    set rotation style [left-right v]\n    if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n        touchin Player\n    end\nend\n\nwhen I receive [begin v]\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chance scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed Y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move - left and right\nmove (2) steps\nrepeat (4)\n    if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n        if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n            if <not <<touching (platform2 v)?> or <touching (door1 v)?>>> then\n                if <not <touching (door2 v)?>> then\n                    stop [this script v]\n                end\n            end\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine touchin Player\nif <([geschwindigkeit y v] of [player v]) < [-3]> then\n    change [points: v] by (1)\n    broadcast (Player - Bounce v)\n    start sound [Squish Pop v]\n    switch costume to (red squish v)\n    wait (0.3) seconds\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    delete this clone\nend\nif <(Schaden?) = [25]> then\n    change [leben \(herzen\) : v] by (-1)\n    set [schaden? v] to [0]\nelse\n    change [schaden? v] by (1)\nend\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (red squish v)\ncreate clone of (_myself_ v)\n\nchange [☁ allgemeine werte v] by (1)\n\n@Sonne\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\nbroadcast (Command: set time to day v)\n\nwhen I receive [command: set time to day v]\nstop [other scripts in sprite v]\nbroadcast (Sonne: drehe dich v)\nforever\n    go to x: (0) y: (150)\n    wait (150) seconds\n    go to x: (0) y: (150)\n    glide (150) secs to x: (450) y: (150)\n    wait (90) seconds\n    go to x: (-450) y: (150)\n    glide (150) secs to x: (0) y: (150)\n    wait (150) seconds\nend\n\nwhen I receive [command: set time to night v]\nstop [other scripts in sprite v]\nbroadcast (Sonne: drehe dich v)\nforever\n    go to x: (450) y: (150)\n    wait (90) seconds\n    go to x: (-450) y: (150)\n    glide (150) secs to x: (0) y: (150)\n    wait (300) seconds\n    go to x: (0) y: (150)\n    glide (150) secs to x: (450) y: (150)\nend\n\nwhen I receive [sonne: drehe dich v]\nforever\n    point towards (player v)\nend\n\n@Player shadow\n\ndefine Stamp shadow\nhide\ngo to (player v)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nswitch costume to ([costume name v] of [player v])\nset rotation style [don't rotate v]\npoint in direction ([direction v] of [sonne v])\nmove (10) steps\nshow\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\n\nwhen I receive [stamp shadow v]\nStamp shadow\n\n@Einstellungen\n\nwhen I receive [begin v]\nshow\nforever\n    broadcast (Setup - Einstellungen v)\nend\n\nwhen I receive [setup - einstellungen v]\nif <(Einstellungen?) = [0]> then\n    go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-216) y: (128)\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nset [einstellungen? v] to [0]\nhide\n\nwhen this sprite clicked\nif <(Einstellungen?) = [0]> then\n    set [einstellungen? v] to [1]\nelse\n    set [einstellungen? v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (mobile v)\nforever\n    go to x: (0) y: (50)\n    if <(Einstellungen?) = [1]> then\n        show\n        go to [front v] layer\n        repeat until <(Einstellungen?) = [0]>\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                go to [front v] layer\n                if <(Mobilsteuerung?) = [0]> then\n                    set [mobilsteuerung? v] to [1]\n                    broadcast (Mobilsteuerung Einschalten v)\n                    switch costume to (computer v)\n                else\n                    set [mobilsteuerung? v] to [0]\n                    switch costume to (mobile v)\n                end\n            end\n        end\n    else\n        hide\n    end\nend\n\n@Comands\n\nwhen flag clicked\nhide\n\nwhen [c v] key pressed\nask [Comand?] and wait\nif <<(username) = [Stunt7]> or <(username) = [DSDMT]>> then\n    if <(answer) = [/go_last_scene]> then\n        broadcast (Comand: go to last scene v)\n    else\n        if <(answer) = [/give_Key1]> then\n            if <not <[collected v] contains [Key 1]?>> then\n                add [Key 1] to [collected v]\n            end\n        else\n            if <(answer) = [/give_Key2]> then\n                if <not <[collected v] contains [Key 2]?>> then\n                    add [Key 2] to [collected v]\n                end\n            else\n                if <(answer) = [/collect_Checkpoint]> then\n                    set [spawn scene v] to [6]\n                    set [spawn x v] to [20]\n                    set [spawn y v] to [70]\n                else\n                    if <(answer) = [/give_diamonds]> then\n                        ask [Wie viele?] and wait\n                        change [diamanten v] by (answer)\n                        stop [this script v]\n                    else\n                        if <(answer) = [/give_donuts]> then\n                            replace item (item # of [3] in [inventar v]) of [inventar anzahlen: v] with [64]\n                        else\n                            if <(answer) = [/go_to_scene]> then\n                                ask [Welche?] and wait\n                                broadcast (Command: go scene v)\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <(answer) = [/give_live]> then\n    set [leben \(herzen\) : v] to [10]\nelse\n    if <(answer) = [/kill]> then\n        set [leben \(herzen\) : v] to [0]\n    else\n        if <(answer) = [/set_time_to_day]> then\n            broadcast (Command: set time to day v)\n        else\n            if <(answer) = [/set_time_to_night]> then\n                broadcast (Command: set time to night v)\n            else\n                if <(answer) = [/spawnpoint]> then\n                    set [spawn scene v] to (Scene #)\n                    set [spawn x v] to ([x position v] of [player v])\n                    set [spawn y v] to ([y position v] of [player v])\n                else\n                    say (join (join [Das Komando ] (answer)) [gibt es nicht.]) for (2) seconds\n                end\n            end\n        end\n    end\nend\n\nif <(answer) = [/safecode]> then\nend\n\nsay (join (join [Das Komando ] (answer)) [gibt es nicht.]) for (2) seconds\n\n@Leiter\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [chance scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [begin v]\ngo to [back v] layer\n\n@Control Stick\n\nwhen I start as a clone\nshow\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (50)\nforever\n    set [stick power v] to []\n    set [stick x v] to [0]\n    set [stick y v] to [0]\n    repeat until <mouse down?>\n        go to (myself)\n    end\n    if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n        Stick Drag\n    else\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n    go to (mouse-pointer v)\n    point towards (myself)\n    turn right (180) degrees\n    set [stick dir v] to (direction)\n    set [stick power v] to (distance to [(myself) v])\n    if <(Stick power) > (MAX Stick)> then\n        move ((MAX Stick) - (Stick power)) steps\n        set [stick power v] to (MAX Stick)\n    end\n    set [stick power v] to ((Stick power) / (MAX Stick))\n    set [stick x v] to ((Stick power) * ([sin v] of (Stick dir) ))\n    set [stick y v] to ((Stick power) * ([cos v] of (Stick dir) ))\nend\n\nwhen I receive [mobilsteuerung einschalten v]\ngo to x: (-179) y: (-122)\nhide\ngo to [front v] layer\nset [max stick v] to ((size) / (4))\nset [myself v] to [Control Stick]\nswitch costume to (base v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nforever\n    if <(Mobilsteuerung?) = [0]> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I start as a clone\nrepeat until <(Mobilsteuerung?) = [0]>\n    go to [front v] layer\n    show\nend\ndelete this clone\n\nwhen I receive [begin v]\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [online players: v]\nhide\n\n@Online-Chat (mit Whitelist)\n\ndefine begin decode of (encoded)\nset [encoded chat v] to (encoded)\nset [letter # chat v] to [1]\n\ndefine value = read from encoded\nset [value chat v] to []\nforever\n    set [idx chat v] to (join (letter (letter # chat) of (encoded chat)) (letter ((letter # chat) + (1)) of (encoded chat)))\n    change [letter # chat v] by (2)\n    if <(idx chat) < [1]> then\n        stop [this script v]\n    end\n    set [value chat v] to (join (value chat) (item (idx chat) of [code v]))\nend\n\nwhen flag clicked\nshow list [chat: v]\nset [ghost v] effect to (100)\n\nask [Chat:] and wait\nsay []\nbroadcast (aktiviere online Chat v)\n\ndefine Einzelne Wörter ausfindig machen von (element)\ndelete all of [einzelne wörter: v]\nset [wörter detector: wort v] to []\nset [wörter detector: zeichen v] to [1]\nrepeat (length of (element))\n    if <<<(letter (Wörter Detector: Zeichen) of (element)) = [ ]> or <(letter (Wörter Detector: Zeichen) of (element)) = [.]>> or <<(letter (Wörter Detector: Zeichen) of (element)) = [?]> or <(letter (Wörter Detector: Zeichen) of (element)) = [!]>>> then\n        add (Wörter Detector: Wort) to [einzelne wörter: v]\n        set [wörter detector: wort v] to []\n    else\n        set [wörter detector: wort v] to (join (Wörter Detector: Wort) (letter (Wörter Detector: Zeichen) of (element)))\n    end\n    change [wörter detector: zeichen v] by (1)\nend\nrepeat until <(letter (Wörter Detector: Zeichen) of (element)) = []>\n    set [wörter detector: wort v] to (join (Wörter Detector: Wort) (letter (Wörter Detector: Zeichen) of (element)))\n    change [wörter detector: zeichen v] by (1)\nend\n\ndefine Checke Satz (satz)\nEinzelne Wörter ausfindig machen von (join (satz) [ ZufälligesWort])\nChecke Ausfindig gemachte Wörter\nif <not <(Böse Wörter) = []>> then\n    broadcast (Sage ERROR Chat v)\nelse\n    set [online-chat \(mit whitelist\): chat v] to (satz)\nend\n\ndefine Checke Ausfindig gemachte Wörter\nset [böse wörter v] to []\nset [wörter detector: zeichen v] to [1]\nrepeat (length of [einzelne wörter: v])\n    if <not <[whytelist v] contains (item (Wörter Detector: Zeichen) of [einzelne wörter: v])?>> then\n        set [böse wörter v] to (join (Böse Wörter) (join [ ] (item (Wörter Detector: Zeichen) of [einzelne wörter: v])))\n    end\n    change [wörter detector: zeichen v] by (1)\nend\n\nset [☁ cloud-chat v] to []\n\ndefine Setze Whytelist\ndelete all of [blacklist \(wortgruppen\) v]\nFüge [nicht nett] zu Blacklist hinzu\nFüge [nicht cool] zu Blacklist hinzu\nFüge [du bist nicht schön] zu Blacklist hinzu\nFüge [ich finde dich nicht schön] zu Blacklist hinzu\nFüge [nicht gut] zu Blacklist hinzu\nFüge [gegenteil von nett] zu Blacklist hinzu\nFüge [gegenteil von schlau] zu Blacklist hinzu\ndelete all of [whytelist v]\nfüge [HALLO] zu Whitelist hinzu\nfüge [IST] zu Whitelist hinzu\nfüge [JEMAND] zu Whitelist hinzu\nfüge [ONLINE] zu Whitelist hinzu\nfüge [WAS] zu Whitelist hinzu\nfüge [SIND] zu Whitelist hinzu\nfüge [DEINE] zu Whitelist hinzu\nfüge [HOBBYS] zu Whitelist hinzu\nfüge [IST] zu Whitelist hinzu\nfüge [DEIN] zu Whitelist hinzu\nfüge [HOBBY] zu Whitelist hinzu\nfüge [SCRATCH] zu Whitelist hinzu\nfüge [SPORT] zu Whitelist hinzu\nfüge [FUSSBALL] zu Whitelist hinzu\nfüge [PROGRAMMIEREN] zu Whitelist hinzu\nfüge [KENNST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [GRIFFPATCHS] zu Whitelist hinzu\nfüge [GRIFFPATCH] zu Whitelist hinzu\nfüge [JA] zu Whitelist hinzu\nfüge [NEIN] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [HABE] zu Whitelist hinzu\nfüge [VON] zu Whitelist hinzu\nfüge [IHM] zu Whitelist hinzu\nfüge [GEHÖRT] zu Whitelist hinzu\nfüge [DANN] zu Whitelist hinzu\nfüge [DAN] zu Whitelist hinzu\nfüge [KENNST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [SICHER] zu Whitelist hinzu\nfüge [AUCH] zu Whitelist hinzu\nfüge [SEIN] zu Whitelist hinzu\nfüge [PROJEKT] zu Whitelist hinzu\nfüge [PAPER] zu Whitelist hinzu\nfüge [MINECRAFT] zu Whitelist hinzu\nfüge [ODER] zu Whitelist hinzu\nfüge [MASSIV] zu Whitelist hinzu\nfüge [MULTIPLAYER] zu Whitelist hinzu\nfüge [PLATFORMER] zu Whitelist hinzu\nfüge [VON] zu Whitelist hinzu\nfüge [IHM] zu Whitelist hinzu\nfüge [AN] zu Whitelist hinzu\nfüge [WAS] zu Whitelist hinzu\nfüge [ARBEITEST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [GERADE] zu Whitelist hinzu\nfüge [PLATFORMER] zu Whitelist hinzu\nfüge [LIEBLINGSTIER] zu Whitelist hinzu\nfüge [HUND] zu Whitelist hinzu\nfüge [KATZE] zu Whitelist hinzu\nfüge [HUND] zu Whitelist hinzu\nfüge [HI] zu Whitelist hinzu\nfüge [WELCHE] zu Whitelist hinzu\nfüge [SPRACHE] zu Whitelist hinzu\nfüge [SPRICHST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [ALT] zu Whitelist hinzu\nfüge [BIST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DEUTSCH] zu Whitelist hinzu\nfüge [1] zu Whitelist hinzu\nfüge [2] zu Whitelist hinzu\nfüge [3] zu Whitelist hinzu\nfüge [4] zu Whitelist hinzu\nfüge [5] zu Whitelist hinzu\nfüge [6] zu Whitelist hinzu\nfüge [7] zu Whitelist hinzu\nfüge [8] zu Whitelist hinzu\nfüge [9] zu Whitelist hinzu\nfüge [] zu Whitelist hinzu\nfüge [10] zu Whitelist hinzu\nfüge [11] zu Whitelist hinzu\nfüge [12] zu Whitelist hinzu\nfüge [13] zu Whitelist hinzu\nfüge [14] zu Whitelist hinzu\nfüge [15] zu Whitelist hinzu\nfüge [16] zu Whitelist hinzu\nfüge [17] zu Whitelist hinzu\nfüge [18] zu Whitelist hinzu\nfüge [19] zu Whitelist hinzu\nfüge [20] zu Whitelist hinzu\nfüge [ENGLISCH] zu Whitelist hinzu\nfüge [ABER] zu Whitelist hinzu\nfüge [WIR] zu Whitelist hinzu\nfüge [CHATEN] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [FINDEST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DIESES] zu Whitelist hinzu\nfüge [PROJEKT] zu Whitelist hinzu\nfüge [SUPER] zu Whitelist hinzu\nfüge [GUT] zu Whitelist hinzu\nfüge [VERBESSERUNGSWÜRDIG] zu Whitelist hinzu\nfüge [MEGA] zu Whitelist hinzu\nfüge [PROGRAMMIERST] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [NATÜRLICH] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [SO] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [KLAR] zu Whitelist hinzu\nfüge [] zu Whitelist hinzu\nfüge [ ] zu Whitelist hinzu\nfüge [HMM] zu Whitelist hinzu\nfüge [SEIT] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [VIELEN] zu Whitelist hinzu\nfüge [WIEVIELEN] zu Whitelist hinzu\nfüge [JAHREN] zu Whitelist hinzu\nfüge [BIST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [AUF] zu Whitelist hinzu\nfüge [JAHR] zu Whitelist hinzu\nfüge [JAHRE] zu Whitelist hinzu\nfüge [COOL] zu Whitelist hinzu\nfüge [KRASS] zu Whitelist hinzu\nfüge [ECHT] zu Whitelist hinzu\nfüge [OK] zu Whitelist hinzu\nfüge [OKAY] zu Whitelist hinzu\nfüge [DSDMT] zu Whitelist hinzu\nfüge [STUNT7] zu Whitelist hinzu\nfüge [FRESSRAUPE] zu Whitelist hinzu\nfüge [-LIKE-ENTERTAIMENT] zu Whitelist hinzu\nfüge [THEO0001] zu Whitelist hinzu\nfüge [HAST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [EIN] zu Whitelist hinzu\nfüge [HAUSTIER] zu Whitelist hinzu\nfüge [SAG] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [WIESO] zu Whitelist hinzu\nfüge [KEIN] zu Whitelist hinzu\nfüge [STREIT] zu Whitelist hinzu\nfüge [HÖFLICH] zu Whitelist hinzu\nfüge [NETT] zu Whitelist hinzu\nfüge [HAMSTER] zu Whitelist hinzu\nfüge [WIE] zu Whitelist hinzu\nfüge [MEINST] zu Whitelist hinzu\nfüge [DU] zu Whitelist hinzu\nfüge [DAS] zu Whitelist hinzu\nfüge [ABER] zu Whitelist hinzu\nfüge [JUMP] zu Whitelist hinzu\nfüge [AN] zu Whitelist hinzu\nfüge [AND] zu Whitelist hinzu\nfüge [RUN] zu Whitelist hinzu\nfüge [RENNEN] zu Whitelist hinzu\nfüge [ZEICHNEN] zu Whitelist hinzu\nfüge [MALEN] zu Whitelist hinzu\nfüge [LIEBLINGSFARBE] zu Whitelist hinzu\nfüge [GRÜN] zu Whitelist hinzu\nfüge [BLAU] zu Whitelist hinzu\nfüge [SCHWARZ] zu Whitelist hinzu\nfüge [MEINE] zu Whitelist hinzu\nfüge [AUCH] zu Whitelist hinzu\nfüge [LUSTIG] zu Whitelist hinzu\nfüge [WITZIG] zu Whitelist hinzu\nfüge [WITZ] zu Whitelist hinzu\nfüge [KLASSE] zu Whitelist hinzu\nfüge [IN] zu Whitelist hinzu\nfüge [WELCHE] zu Whitelist hinzu\nfüge [SCHULE] zu Whitelist hinzu\nfüge [GEHST] zu Whitelist hinzu\nfüge [GERNE] zu Whitelist hinzu\nfüge [IN] zu Whitelist hinzu\nfüge [DIE] zu Whitelist hinzu\nfüge [SCHULE] zu Whitelist hinzu\nfüge [MITTEL] zu Whitelist hinzu\nfüge [MITTELMÄSSIG] zu Whitelist hinzu\nfüge [JETZT] zu Whitelist hinzu\nfüge [MORGEN] zu Whitelist hinzu\nfüge [INTERWIEW] zu Whitelist hinzu\nfüge [ICH] zu Whitelist hinzu\nfüge [MIT] zu Whitelist hinzu\nfüge [EIN] zu Whitelist hinzu\nfüge [DIR] zu Whitelist hinzu\nfüge [MACHEN] zu Whitelist hinzu\nfüge [MACHST] zu Whitelist hinzu\nfüge [SICHER] zu Whitelist hinzu\nfüge [DOCH] zu Whitelist hinzu\nfüge [MOIN] zu Whitelist hinzu\nfüge [NICHT] zu Whitelist hinzu\nfüge [GEHT] zu Whitelist hinzu\nfüge [ES] zu Whitelist hinzu\n\ndefine füge (wort) zu Whitelist hinzu\nadd (wort) to [whytelist v]\n\ndelete all of [chat: v]\nadd [willkommen im online chat mit whitelist von stunt7] to [chat: v]\nforever\n    if <<not <(timer cloud chat) = [0]>> and <(MY PLAYER #) = [1]>> then\n        begin decode of (☁ Cloud-Chat)\n        value = read from encoded\n        if <<not <(value chat) = []>> and <not <(value chat) = (item (1) of [chat: v])>>> then\n            insert (value chat) at (1) of [chat: v] \n        end\n        value = read from encoded\n        set [encoded chat v] to []\n        write (item (1) of [chat: v]) to encoded\n        write (timer) to encoded\n        set [☁ cloud-chat v] to (encoded chat)\n    end\n    if <not <(Online-Chat \(mit Whitelist\): Chat) = []>> then\n        set [encoded chat v] to []\n        write (join (join (username) [: ]) (Online-Chat \(mit Whitelist\): Chat)) to encoded\n        write (timer) to encoded\n        if <(length of (encoded chat)) > [249]> then\n            say [Fehler! Deine Nachricht ist zu lange.]\n        else\n            set [☁ cloud-chat v] to (encoded chat)\n        end\n        set [online-chat \(mit whitelist\): chat v] to []\n    end\n    begin decode of (☁ Cloud-Chat)\n    value = read from encoded\n    if <<not <(value chat) = []>> and <not <(value chat) = (item (1) of [chat: v])>>> then\n        insert (value chat) at (1) of [chat: v] \n    end\n    value = read from encoded\nend\n\nwhen I receive [begin v]\n\nwhen I receive [aktiviere online chat v]\nset [aktuell chat v] to (answer)\n\ndefine Füge (wortgruppe) zu Blacklist hinzu\nadd (wortgruppe) to [blacklist \(wortgruppen\) v]\n\ndefine Checke ausfindig gemachte Wörter in Blacklist (wort)\nset [wörter detector: zeichen v] to [1]\nrepeat (length of [blacklist \(wortgruppen\) v])\n    if < (wort) contains (item (Wörter Detector: Zeichen) of [blacklist \(wortgruppen\) v])?> then\n        set [böse wörter v] to (join (Böse Wörter) (join [ ] (item (Wörter Detector: Zeichen) of [einzelne wörter: v])))\n    end\n    change [wörter detector: zeichen v] by (1)\nend\n\nChecke ausfindig gemachte Wörter in Blacklist (satz)\n\nwhen I receive [begin v]\nSetze Whytelist\nforever\n    if <not <(aktuell Chat) = []>> then\n        Checke Satz (aktuell Chat)\n        set [aktuell chat v] to []\n    end\nend\n\nwhen [t v] key pressed\n\nwhen I receive [begin v]\nset [timer cloud chat v] to [0]\nforever\n    if <(pick random (1) to (50)) = [2]> then\n        change [timer cloud chat v] by (1)\n    else\n        if <not <[1] > (timer cloud chat)>> then\n            change [timer cloud chat v] by (-1)\n        end\n    end\nend\n\ndefine write (val) to encoded\nset [letter # chat v] to [1]\nrepeat (length of (val))\n    set [encoded chat v] to (join (encoded chat) (item # of (letter (letter # chat) of (val)) in [code v]))\n    change [letter # chat v] by (1)\nend\nset [encoded chat v] to (join (encoded chat) [00])\n\nwhen I receive [sage error chat v]\nsay (join [Fehler! Deine bösen / nicht in der Whitelist enthaltenen Wörter sind: ] (Böse Wörter)) for (5) seconds\n\nwhen flag clicked\nforever\n    hide variable [chat-1 v]\n    hide variable [chat-2 v]\n    hide variable [chat-3 v]\n    hide variable [chat-4 v]\nend\n\n@Hintergrund chat\n\nwhen I receive [begin v]\nset [ghost v] effect to (50)\nhide\ngo to [front v] layer\ndelete all of [chat anzeigen v]\n\nwhen flag clicked\nhide variable [chat-4 v]\nhide variable [chat-3 v]\nhide variable [chat-2 v]\nhide variable [chat-1 v]\ngo to x: (-162) y: (-97)\nhide\n\nwhen I receive [begin v]\nforever\n    replace item (1) of [chat anzeigen v] with (item (1) of [chat: v])\n    replace item (2) of [chat anzeigen v] with (item (2) of [chat: v])\n    if <[2] < (length of [chat: v])> then\n        replace item (3) of [chat anzeigen v] with (item (3) of [chat: v])\n        if <[3] < (length of [chat: v])> then\n            replace item (4) of [chat anzeigen v] with (item (4) of [chat: v])\n        end\n    end\nend\n\nwhen I receive [begin v]\nforever\n    set [chat-1 v] to (item (1) of [chat anzeigen v])\n    set [chat-2 v] to (item (2) of [chat anzeigen v])\n    set [chat-3 v] to (item (3) of [chat anzeigen v])\n    set [chat-4 v] to (item (4) of [chat anzeigen v])\nend\n\nwhen I receive [begin v]\nforever\n    if <not <(length of [chat anzeigen v]) = [4]>> then\n        add [] to [chat anzeigen v]\n    end\nend\n\nwhen I receive [begin v]\nset [klon idx und wert v] to [1]\nrepeat (4)\n    create clone of (_myself_ v)\n    change [klon idx und wert v] by (1)\nend\n\nwhen I start as a clone\nif <(Klon idx und Wert) = [1]> then\n    forever\n        show variable [chat-1 v]\n        set [klon idx und wert v] to (Chat-1)\n        wait (10) seconds\n        hide variable [chat-1 v]\n        wait until <not <(Chat-1) = (Klon idx und Wert)>>\n    end\nelse\n    if <(Klon idx und Wert) = [2]> then\n        forever\n            show variable [chat-2 v]\n            set [klon idx und wert v] to (Chat-2)\n            wait (10) seconds\n            hide variable [chat-2 v]\n            wait until <not <(Chat-2) = (Klon idx und Wert)>>\n        end\n    else\n        if <(Klon idx und Wert) = [3]> then\n            forever\n                show variable [chat-3 v]\n                set [klon idx und wert v] to (Chat-3)\n                wait (10) seconds\n                hide variable [chat-3 v]\n                wait until <not <(Chat-3) = (Klon idx und Wert)>>\n            end\n        else\n            if <(Klon idx und Wert) = [4]> then\n                forever\n                    show variable [chat-4 v]\n                    set [klon idx und wert v] to (Chat-4)\n                    wait (10) seconds\n                    hide variable [chat-4 v]\n                    wait until <not <(Chat-4) = (Klon idx und Wert)>>\n                end\n            end\n        end\n    end\nend\n\n@Text Schreibmaschine\n\ndefine Schreibe: (text) von (von x) bis (bis x) ab (ab y) bis mit grösse (grösse) Farbe (1= weiss, 2= schwarz) (farbe)\nif <(farbe) = [1]> then\n    set [brightness v] effect to (100)\nelse\n    set [brightness v] effect to (0)\nend\nset [grösse v] to (grösse)\nshow\nset [zeichen text schreiben v] to [1]\ngo to x: (von x) y: (ab y)\nrepeat (length of (text))\n    set [kostüm v] to (letter (Zeichen Text schreiben) of (text))\n    switch costume to (letter (Zeichen Text schreiben) of (text))\n    create clone of (_myself_ v)\n    set size to (grösse) %\n    move ((grösse) / (5)) steps\n    if <<(bis x) < (x position)> or <(letter (Zeichen Text schreiben) of (text)) = [§]>> then\n        go to x: (von x) y: ((y position) - ((grösse) / (4)))\n    end\n    change [zeichen text schreiben v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\n\nforever\n    Schreibe: (join (join (item (1) of [chat: v]) (join [§§] (item (2) of [chat: v]))) (join [§§] (item (3) of [chat: v]))) von [-227] bis [-126] ab [-37] bis mit grösse (((Mobilsteuerung?) * (20)) + (20)) Farbe (1= weiss, 2= schwarz) [1]\n    wait (1) seconds\nend\n\nwhen I start as a clone\nwait (1.1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <not <(Einstellungen?) = [1]>> then\n        go to [front v] layer\n    end\n    grösse\nend\n\ndefine grösse\nswitch costume to (big v)\nset size to (grösse) %\nswitch costume to (kostüm)\n\n@Health-Bar\n\nwhen flag clicked\ndelete all of [healths v]\nhide\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nchange y by (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n    go to [front v] layer\n    show\n    wait (0) seconds\nend\ndelete this clone\n\n@Control Stick anwenden\n\nwhen I receive [mobilsteuerung einschalten v]\ngo to x: (186) y: (-122)\nhide\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n    go to [front v] layer\n    if <(Mobilsteuerung?) = [0]> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I receive [mobilsteuerung einschalten v]\nforever\n    set [aktiviert anwendungstaste? v] to [0]\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        set [aktiviert anwendungstaste? v] to [1]\n        wait until <not <mouse down?>>\n    end\nend\n\nwhen I receive [begin v]\nhide\nwait (0.5) seconds\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [tick - first v]\ngo to [front v] layer\n\n