Mystic Valley || multiplayer platformer    #games #art 

Instructions:          ✿ Mʏsᴛɪᴄ Vᴀʟʟᴇʏ ✿\n      ✿ Multiplayer Scrolling Platformer ✿\n\nPlease help me get this top-loved! This is my biggest, most complex project! (over 3400 blocks!)\n\nIf there is LAG, click the "n" key to reduce some. It really helps a lot.\n\nWelcome to the Mʏsᴛɪᴄ Vᴀʟʟᴇʏ! Collect coins to buy items and powerups from the shop. Make sure to watch out for dangerous critters! Reach safe ground to complete your journey.\n\nA sequel will come out soon! Make sure to follow to get notified ツ\n         ✦✦✦How to play✦✦✦\n➜ Defeat critters by jumping on them\n➜ Collect coins. Use them to buy stuff in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase\n➜ [N] to toggle names\n➜ Comment your time!\n         ✦✦✦News✦✦✦\n(6/8/20) Project shared!\n         ✦✦✦Loves/faves✦✦✦\n@-SapphireDemon- ❤️⭐\n@QuaXX ❤️⭐\n@Lazy_Otter2_0 ❤️⭐\n@KrishTheKing123 ❤️⭐\n@0014049 ❤️⭐\n          ✦✦✦Credits✦✦✦\n➜ Big thanks to @ivanbb3 for testing!\n➜ Multiplayer engine by @StratfordJames\n➜ Art drawn by @StratfordJames\n➜ Art inspired by Veewo\n➜ Openmoji.org for emojis\n➜ textfx.co for cool text\n          ✦✦✦Tags✦✦✦\n#games #multiplayer #map #quality #scrolling #platformer #cloud #platformers #player #Griffpatch #stories #animations #valley #mystic #nature #stgp #stratfordjames #art #cats #videogames #tutorials #music #trending\n\nsymbols I used: ❤️⭐✨❌✔✦✿➜☁️⚠️★\n\nWant to advertise? Go here:\nhttps://scratch.mit.edu/studios/26606276/

@Stage\n\nwhen I receive [start! v]\nforever\n    broadcast (Tick v)\nend\n\nwhen I receive [start! v]\nforever\n    broadcast (Tick_Water v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nif <(username) = [stratfordjames]> then\n    show variable [fps v]\nelse\n    hide variable [fps v]\nend\nhide variable [@player v]\nhide variable [☁ cloud4 v]\nhide variable [☁ cloud5 v]\nhide variable [☁ cloud6 v]\nhide variable [☁ cloud7 v]\nhide variable [☁ cloud8 v]\nhide variable [☁ cloud9 v]\nhide variable [☁ cloud10 v]\nhide variable [☁ cloud1 v]\nhide variable [☁ cloud2 v]\nshow list [cloud list v]\nhide variable [☁ cloud3 v]\nshow list [active check v]\nforever\n    if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n        wait until <key (v v) pressed?>\n        show variable [☁ cloud1 v]\n        show variable [☁ cloud2 v]\n        show variable [☁ cloud3 v]\n        show variable [@player v]\n        show variable [☁ cloud4 v]\n        show variable [☁ cloud5 v]\n        show variable [☁ cloud6 v]\n        show variable [☁ cloud7 v]\n        show variable [☁ cloud8 v]\n        show variable [☁ cloud9 v]\n        show variable [☁ cloud10 v]\n        hide list [cloud list v]\n        hide list [active check v]\n        wait until <not <key (v v) pressed?>>\n        wait until <key (v v) pressed?>\n        hide variable [☁ cloud1 v]\n        hide variable [☁ cloud2 v]\n        show list [cloud list v]\n        hide variable [@player v]\n        hide variable [☁ cloud3 v]\n        show list [active check v]\n        hide variable [☁ cloud5 v]\n        hide variable [☁ cloud6 v]\n        hide variable [☁ cloud7 v]\n        hide variable [☁ cloud4 v]\n        hide variable [☁ cloud8 v]\n        hide variable [☁ cloud9 v]\n        hide variable [☁ cloud10 v]\n        wait until <not <key (v v) pressed?>>\n    end\nend\n\nwhen flag clicked\nforever\n    set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n    broadcast (online_tick v)\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n    set [ghost v] effect to (100)\n    show\n    go to [front v] layer\n    repeat (10)\n        go to [front v] layer\n        change [ghost v] effect by (-10)\n    end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n    delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n    switch costume to (1a v)\n    Clone [0] [0]\n    switch costume to (1b v)\n    Clone [470] [0]\n    switch costume to (1b2 v)\n    Clone [0] [-150]\n    switch costume to (1b3 v)\n    Clone [480] [0]\n    switch costume to (1e v)\n    Clone [600] [75]\n    switch costume to (1f v)\n    Clone [480] [0]\n    switch costume to (1g  v)\n    Clone [480] [0]\n    switch costume to (1h v)\n    Clone [640] [0]\n    switch costume to (1j v)\n    Clone [480] [0]\n    switch costume to (1j2 v)\n    Clone [0] [480]\n    switch costume to (1j3 v)\n    Clone [-300] [-200]\n    switch costume to (1k v)\n    Clone [-160] [280]\n    switch costume to (1l v)\n    Clone [-660] [100]\n    switch costume to (1m v)\n    Clone [-540] [0]\n    switch costume to (1p v)\n    Clone [-480] [200]\n    switch costume to (1q v)\n    Clone [-560] [0]\n    switch costume to (1r v)\n    Clone [-400] [0]\n    switch costume to (1s v)\n    Clone [0] [360]\n    switch costume to (1t v)\n    Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n    delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n    switch costume to (1a v)\n    Clone [0] [0]\n    switch costume to (1b v)\n    Clone [470] [0]\n    switch costume to (1b2 v)\n    Clone [0] [-150]\n    switch costume to (1b3 v)\n    Clone [480] [0]\n    switch costume to (1e v)\n    Clone [600] [75]\n    switch costume to (1f v)\n    Clone [480] [0]\n    switch costume to (1g v)\n    Clone [480] [0]\n    switch costume to (1h v)\n    Clone [640] [0]\n    switch costume to (1j v)\n    Clone [480] [0]\n    switch costume to (1j2 v)\n    Clone [0] [480]\n    set [@offsetx v] to [1950]\n    set [@offsety v] to [145]\n    switch costume to (1m v)\n    Clone [20] [240]\n    switch costume to (1p v)\n    Clone [-480] [200]\n    switch costume to (1q v)\n    Clone [-560] [0]\n    switch costume to (1r v)\n    Clone [-400] [0]\n    switch costume to (1t v)\n    Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n    delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n    switch costume to (1j3 v)\n    Clone [-300] [-200]\n    switch costume to (1k v)\n    Clone [-160] [240]\n    switch costume to (1l v)\n    Clone [-660] [140]\n    switch costume to (1m v)\n    Clone [-540] [0]\n    switch costume to (1p v)\n    Clone [-480] [200]\n    set [@offset_x v] to [530]\n    set [@offset_y v] to [945]\n    switch costume to (1s v)\n    Clone [0] [0]\n    switch costume to (t v)\n    Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    if <touching (game_level_liquid v)?> then\n        change [xv v] by (2)\n    else\n        if <(slope) = [8]> then\n            change [xv v] by (2.3)\n        else\n            if <(slope) = [4]> then\n                change player y by [-3]\n                change [xv v] by (4)\n            else\n                change [xv v] by (3.6)\n            end\n        end\n    end\nelse\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n        if <touching (game_level_liquid v)?> then\n            change [xv v] by (-2)\n        else\n            if <(slope) = [8]> then\n                change [xv v] by (-2.3)\n            else\n                if <(slope) = [4]> then\n                    change player y by [-3]\n                    change [xv v] by (-4)\n                else\n                    change [xv v] by (-3.6)\n                end\n            end\n        end\n    end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    if <touching (game_level_liquid v)?> then\n        if <(water) > [5]> then\n            set [yv v] to [10]\n        end\n    else\n        if <(in air) < [4]> then\n            if <(jumpBOOST?) = [1]> then\n                set [yv v] to [14.5]\n            else\n                set [yv v] to [12.4]\n            end\n        end\n    end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n    change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n    repeat (10)\n        change [offset y v] by (0.5)\n        position\n        if <not <touching (game_level_hitbox v)?>> then\n            stop [this script v]\n        end\n    end\n    change [offset y v] by (-5)\n    repeat until <not <touching (game_level_hitbox v)?>>\n        if <(sx) > [0]> then\n            change [offset x v] by (-1)\n        else\n            change [offset x v] by (1)\n        end\n        position\n    end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n    Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n    if <(sy) > [0]> then\n        change [offset y v] by (-1)\n    else\n        change [offset y v] by (1)\n        if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n            set [in air v] to [0]\n        end\n    end\n    position\n    set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n    switch costume to (hitboxjumpth v)\n    if <(YV) > [0]> then\n        Set Costume\n        stop [this script v]\n    end\n    if <(sy) > [0]> then\n        change [offset y v] by (-1)\n    else\n        change [offset y v] by (1)\n        if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n            set [in air v] to [0]\n        end\n    end\n    position\n    set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n    set [yv v] to ((YV) * (0.5))\n    change [water v] by (1)\nelse\n    set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n    set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n    say (item (chat item) of [chat list v])\nelse\n    say []\nend\nif <(YV) < [-9]> then\n    set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n    reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n    reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n    set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n    wait (0.2) seconds\n    repeat (2)\n        change [ghost v] effect by (50)\n    end\n    wait (0.2) seconds\n    repeat (2)\n        change [ghost v] effect by (-50)\n    end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n    set [slope v] to [8]\nelse\n    switch costume to (right v)\n    if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n        set [slope v] to [8]\n    else\n        switch costume to (left2 v)\n        if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n            switch costume to (right3 v)\n            if <not <touching (game_level_hitbox v)?>> then\n                set [slope v] to [4]\n            else\n                set [slope v] to [0]\n            end\n        else\n            switch costume to (right2 v)\n            if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n                switch costume to (left3 v)\n                if <not <touching (game_level_hitbox v)?>> then\n                    set [slope v] to [4]\n                else\n                    set [slope v] to [0]\n                end\n            else\n                set [slope v] to [0]\n            end\n        end\n    end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n    switch costume to (2a v)\n    if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        switch costume to (4a v)\n    end\nelse\n    if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n        switch costume to (1a v)\n        if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            switch costume to (5a v)\n        end\n    else\n        switch costume to (3a v)\n        if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            switch costume to (6a v)\n        end\n    end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n    set [scroll x v] to [3430]\n    set [scroll y v] to [0]\n    set [offset x v] to [3430]\n    set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n    set [scroll x v] to [1481]\n    set [scroll y v] to [540]\n    set [offset x v] to [1481]\n    set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n    if <touching (game_level_danger v)?> then\n        broadcast (die v)\n        wait (5) seconds\n    end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\n@Game_Level_DANGER\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nrepeat (1)\n    delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n    switch costume to (1p v)\n    Clone [0] [0]\n    set [@offset_x v] to [2619]\n    set [@offset_y v] to [-310]\n    switch costume to (1e v)\n    Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n    delete this clone\nend\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n    set [@layer v] to [back]\n    switch costume to (heart v)\n    set [offsetx v] to [1653]\n    set [offsety v] to [798]\n    Clone [0] [60]\n    set [@layer v] to [front]\n    switch costume to (coin v)\n    set [offsetx v] to [0]\n    set [offsety v] to [0]\n    Clone [35] [-142]\n    Clone [35] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [offsetx v] to [239]\n    set [offsety v] to [-88]\n    Clone [0] [0]\n    Clone [0] [35]\n    set [offsetx v] to [311]\n    set [offsety v] to [-449]\n    Clone [0] [35]\n    Clone [0] [35]\n    Clone [0] [35]\n    Clone [35] [-70]\n    Clone [0] [35]\n    Clone [0] [35]\n    set [offsetx v] to [1070]\n    set [offsety v] to [-218]\n    Clone [0] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    Clone [73] [45]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [offsetx v] to [1490]\n    set [offsety v] to [-317]\n    Clone [0] [-22]\n    Clone [35] [0]\n    set [offsetx v] to [1665]\n    set [offsety v] to [-284]\n    Clone [0] [-22]\n    Clone [35] [0]\n    set [offsetx v] to [1875]\n    set [offsety v] to [-313]\n    Clone [0] [-22]\n    Clone [35] [0]\n    set [offsetx v] to [2062]\n    set [offsety v] to [-249]\n    Clone [0] [-22]\n    Clone [35] [0]\n    set [offsetx v] to [2580]\n    set [offsety v] to [-215]\n    Clone [0] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [@layer v] to [back]\n    set [offsetx v] to [3191]\n    set [offsety v] to [314]\n    Clone [0] [-30]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [offsetx v] to [2913]\n    set [offsety v] to [414]\n    Clone [0] [-30]\n    Clone [35] [0]\n    set [offsetx v] to [2225]\n    set [offsety v] to [405]\n    Clone [0] [-30]\n    Clone [35] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [@layer v] to [front]\n    set [offsetx v] to [1779]\n    set [offsety v] to [610]\n    Clone [0] [-28]\n    Clone [-30] [-17]\n    Clone [-30] [-17]\n    Clone [-30] [-17]\n    set [@layer v] to [back]\n    set [offsetx v] to [1639]\n    set [offsety v] to [810]\n    Clone [0] [-40]\n    Clone [35] [0]\n    set [offsetx v] to [1539]\n    set [offsety v] to [777]\n    Clone [0] [-40]\n    Clone [35] [0]\n    set [offsetx v] to [593]\n    set [offsety v] to [-160]\n    Clone [0] [0]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    set [offsetx v] to [3114]\n    set [offsety v] to [-120]\n    Clone [0] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    Clone [70] [0]\n    Clone [35] [0]\n    Clone [35] [0]\n    set [offsetx v] to [890]\n    set [offsety v] to [674]\n    Clone [0] [-22]\n    Clone [-35] [0]\n    Clone [-35] [0]\n    Clone [-35] [0]\n    set [offsetx v] to [230]\n    set [offsety v] to [635]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    Clone [0] [-60]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    set [offsetx v] to [195]\n    set [offsety v] to [635]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    Clone [0] [-60]\n    Clone [0] [-35]\n    Clone [0] [-35]\n    switch costume to (star v)\n    set [@layer v] to [back]\n    set [offsetx v] to [905]\n    set [offsety v] to [1130]\n    Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n    go to [front v] layer\n    go [backward v] (120) layers\nelse\n    go to [back v] layer\nend\nforever\n    if <touching (game_player v)?> then\n        if <(costume [name v]) = [star]> then\n            clear graphic effects\n            set size to (100) %\n            repeat until <(size) > [250]>\n                change size by (((251) - (size)) / (6))\n                change [ghost v] effect by (5)\n            end\n            broadcast (WIN!! v)\n            delete this clone\n        else\n            repeat (4)\n                change [ghost v] effect by (25)\n                change size by (((10) - (size)) / (4))\n            end\n            if <(costume [name v]) = [coin]> then\n                change [coins v] by (1)\n            else\n                if <(costume [name v]) = [heart]> then\n                    change [lives v] by (1)\n                end\n            end\n            set size to (110) %\n            switch costume to (+1 v)\n            repeat (4)\n                change [ghost v] effect by (-25)\n                change size by (((90) - (size)) / (6))\n                if <(y_chagne \(local\)) > [15]> then\n                    change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n                else\n                    change [y_chagne \(local\) v] by (2)\n                end\n            end\n            repeat until <(y_chagne \(local\)) > [28]>\n                if <(y_chagne \(local\)) > [15]> then\n                    change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n                    change [ghost v] effect by (4)\n                else\n                    change [y_chagne \(local\) v] by (2)\n                    change [ghost v] effect by (6)\n                end\n                change size by (((90) - (size)) / (5))\n            end\n            delete this clone\n        end\n    end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nset [lootxy v] to [none]\nforever\n    if <not <(LOOTXY) = [none]>> then\n        set [@layer v] to [front]\n        set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n        set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n        wait (0.4) seconds\n        switch costume to (coin v)\n        Clone [0] [15]\n        Clone [0] [35]\n        Clone [0] [35]\n        switch costume to (blank v)\n        wait (0.1) seconds\n        set [lootxy v] to [none]\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n@Game_Level_liquid\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n    delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n    switch costume to (1a v)\n    Clone [165] [0]\n    switch costume to (1b v)\n    Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\n\n@Game_Level_Parralax\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nrepeat (1)\n    delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n    switch costume to (join [Hills] (pick random (2) to (1)))\n    Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\n\n@USER_INTERFACE\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n    switch costume to (heart v)\n    create clone of (_myself_ v)\n    change [@clone v] by (1)\n    change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n    create clone of (_myself_ v)\n    set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n    change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(openmenu?) = [0]> then\n            show\n            switch costume to (button v)\n            set [ypos_menu v] to [0]\n            repeat until <(ypos_menu) < [-35]>\n                change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n            end\n            hide\n            set [move_layering v] to [1]\n            switch costume to (s000 v)\n            set [ypos_menu v] to [-225]\n            show\n            repeat until <(ypos_menu) > [-1]>\n                if <(ypos_menu) > [-60]> then\n                    change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n                else\n                    change [ypos_menu v] by (13)\n                end\n            end\n            set [openmenu? v] to [1]\n            wait until <not <mouse down?>>\n        end\n    end\n    if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n        if <(openmenu?) = [1]> then\n            switch costume to (s000 v)\n            set [ypos_menu v] to [0]\n            repeat until <(ypos_menu) < [-225]>\n                if <(y position) < [-50]> then\n                    change [ypos_menu v] by (-14)\n                else\n                    change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n                end\n            end\n            hide\n            set [move_layering v] to [0]\n            switch costume to (button v)\n            set [ypos_menu v] to [-36]\n            show\n            repeat until <(ypos_menu) > [-0.2]>\n                change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n            end\n            set [openmenu? v] to [0]\n            wait until <not <mouse down?>>\n        end\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n    go to x: (0) y: (0)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(letter (1) of (@clone)) = [v]> then\n        set [ghost v] effect to (100)\n        set [brightness v] effect to (100)\n        if <(letter (4) of (@clone)) = [1]> then\n            forever\n                switch costume to (join (letter (1) of (coins)) [a])\n                change [ghost v] effect by (-10)\n            end\n        else\n            if <(letter (4) of (@clone)) = [2]> then\n                forever\n                    switch costume to (join (letter (2) of (coins)) [a])\n                    change [ghost v] effect by (-10)\n                    if <(letter (1) of (coins)) = [1]> then\n                        set x to (202)\n                    else\n                        set x to (205)\n                    end\n                end\n            else\n                if <(letter (4) of (@clone)) = [3]> then\n                    forever\n                        switch costume to (join (letter (3) of (coins)) [a])\n                        change [ghost v] effect by (-10)\n                        if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n                            if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n                                set x to (214)\n                            else\n                                set x to (217)\n                            end\n                        else\n                            set x to (220)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(costume [name v]) = [heart]> then\n    if <(@clone) > (lives)> then\n        change [ghost v] effect by (25)\n    else\n        change [ghost v] effect by (-25)\n    end\nend\n\nwhen I receive [tick v]\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n    set y to (Y_SHAKE)\n    go to [front v] layer\n    go [backward v] (15) layers\nelse\n    if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n        set y to ((Y_SHAKE) + (147))\n    else\n        if <(letter (1) of (costume [name v])) = [S]> then\n            go to [front v] layer\n            go [backward v] (9) layers\n        else\n            if <(letter (1) of (costume [name v])) = [f]> then\n                go to [front v] layer\n                go [backward v] (4) layers\n            else\n                go to [front v] layer\n            end\n        end\n    end\nend\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n    change [coins v] by (10)\nend\n\nwhen flag clicked\nset [bought v] to [000]\n\nwhen flag clicked\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\n\nwhen flag clicked\nforever\n    if <(openmenu?) = [1]> then\n        if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n            if <(coins) > [39]> then\n                set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n                change [coins v] by (-40)\n                set [emojichat? v] to [1]\n                check\n                set [@clone v] to [f3]\n                create clone of (_myself_ v)\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(openmenu?) = [1]> then\n        if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n            if <(coins) > [19]> then\n                set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n                change [coins v] by (-20)\n                change [lives v] by (1)\n                check\n                wait until <not <mouse down?>>\n            end\n        end\n    end\n    if <(openmenu?) = [1]> then\n        set [clickshop v] to [1]\n    else\n        if <touching (mouse-pointer v)?> then\n            set [clickshop v] to [1]\n        else\n            set [clickshop v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(openmenu?) = [1]> then\n        if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n            if <(coins) > [29]> then\n                set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n                change [coins v] by (-30)\n                set [jumpboost? v] to [1]\n                check\n                set [@clone v] to [f2]\n                create clone of (_myself_ v)\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(letter (1) of (costume [name v])) = [S]> then\n    if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n        switch costume to (s100 v)\n    else\n        if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n            switch costume to (s010 v)\n        else\n            if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n                switch costume to (s001 v)\n            else\n                switch costume to (s000 v)\n            end\n        end\n    end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n    switch costume to (zcheck v)\n    go to (mouse-pointer v)\n    set [ghost v] effect to (100)\n    show\n    set size to (10) %\n    repeat until <(size) > [90]>\n        change [ghost v] effect by (-15)\n        change size by (((size) - (5)) / (3))\n    end\n    repeat until <(size) > [135]>\n        change size by (((137) - (size)) / (2))\n    end\n    repeat until <(size) < [90]>\n        change size by (((size) - (89)) / (-3))\n    end\n    wait (0.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n    switch costume to (join [front] (letter (2) of (@clone)))\n    go to x: (0) y: (0)\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nset [ypos_menu v] to [0]\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [tick v]\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n    goto\nend\nif <(costume [name v]) = [button]> then\n    goto\nend\n\nwhen flag clicked\nset [move_layering v] to [0]\n\nwhen I receive [win!! v]\nrepeat (30)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n    change [ghost v] effect by (-10)\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n    if <(item (c_4) of [active check v]) = [0]> then\n        set [@player v] to (c_4)\n        replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n        stop [this script v]\n    else\n        change [c_4 v] by (1)\n    end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n    set [save v] to [0000000011036565656565656565656565656565656565656565]\n    set [☁ cloud1 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud2 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud3 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud4 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud5 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud6 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud7 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud8 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud9 v] to (Save)\n    wait (0.1) seconds\n    set [☁ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n    if <(letter (c_1) of (input)) = []> then\n        switch costume to ( v)\n    else\n        if < [1234567890] contains (letter (c_1) of (input))?> then\n            switch costume to (join (letter (c_1) of (input)) [s])\n        else\n            switch costume to (letter (c_1) of (input))\n        end\n    end\n    set [output v] to (join (output) ((costume [number v]) + (9)))\n    change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n    switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n    set [output v] to (join (output) (letter (1) of (costume [name v])))\n    change [c_2 v] by (2)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n    set [pulse v] to [1]\n    forever\n        if <(pulse) = [9]> then\n            set [pulse v] to [0]\n        else\n            change [pulse v] by (1)\n        end\n        wait (0.15) seconds\n    end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n    forever\n        Import Pulse\n        wait (1.6) seconds\n        Kick AFK\n        determine players\n    end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n    set [☁ cloud1 v] to (value)\nelse\n    if <(@player) = [2]> then\n        set [☁ cloud2 v] to (value)\n    else\n        if <(@player) = [3]> then\n            set [☁ cloud3 v] to (value)\n        else\n            if <(@player) = [4]> then\n                set [☁ cloud4 v] to (value)\n            else\n                if <(@player) = [5]> then\n                    set [☁ cloud5 v] to (value)\n                else\n                    if <(@player) = [6]> then\n                        set [☁ cloud6 v] to (value)\n                    else\n                        if <(@player) = [7]> then\n                            set [☁ cloud7 v] to (value)\n                        else\n                            if <(@player) = [8]> then\n                                set [☁ cloud8 v] to (value)\n                            else\n                                if <(@player) = [9]> then\n                                    set [☁ cloud9 v] to (value)\n                                else\n                                    if <(@player) = [10]> then\n                                        set [☁ cloud10 v] to (value)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (52))\n    repeat (2)\n        Import string to letter [4] of input from (input)\n    end\n    Import string to letter [1] of input from (input)\n    Import string to letter [2] of input from (input)\n    Import string to letter [1] of input from (input)\n    Import string to letter [40] of input from (input)\n    change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n    set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n    change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n    replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n    change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n    change [tick v] by (1)\n    if <(timer) > [1]> then\n        set [fps v] to ((tick) / (timer))\n        reset timer\n        set [tick v] to [0]\n    end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n    if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n    change y by (((0) - (y position)) / (5))\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n    wait until <not <(@Player) = [null]>>\n    wait (1.5) seconds\n    if <not <(@Player) = [error]>> then\n        if <(@Player) = [full]> then\n            go to x: (0) y: (0)\n            show\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            switch costume to (full v)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            wait (1.3) seconds\n            repeat until <(y position) > [80]>\n                change y by (((y position) + (3)) / (5))\n                change [ghost v] effect by (10)\n            end\n        else\n            go to x: (0) y: (0)\n            show\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            switch costume to (connected v)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            wait (1.3) seconds\n            repeat until <(y position) > [80]>\n                change y by (((y position) + (3)) / (5))\n                change [ghost v] effect by (10)\n            end\n        end\n    end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n    forever\n        Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n    end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n    forever\n        Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n    end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n    if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n    go to x: (0) y: (0)\n    show\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    switch costume to (error v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (2) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    switch costume to (try again v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait (2.5) seconds\n    repeat until <(y position) > [80]>\n        change y by (((y position) + (3)) / (5))\n        change [ghost v] effect by (10)\n    end\n    stop [all v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n    add [] to [usernames v]\n    add [null] to [active check v]\n    add [1] to [pulse v]\n    repeat (6)\n        add [] to [cloud list v]\n    end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n    Decode (item ((c_9) * (6)) of [cloud list v])\n    replace item (c_9) of [usernames v] with (output)\n    change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n    if <(item (c_c) of [active check v]) = [1]> then\n        change [active check v] by (1)\n    end\n    change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n    replace item (c_3) of [pulse v] with (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10)))\n    change [c_3 v] by (1)\nend\n\ndefine Kick AFK\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n    if <(item (c_3) of [pulse v]) = (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10)))> then\n        replace item (c_3) of [active check v] with [0]\n    else\n        replace item (c_3) of [active check v] with [1]\n    end\n    change [c_3 v] by (1)\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n    if <not <(@ID) = (@Player)>> then\n        go to [front v] layer\n        go [backward v] (50) layers\n        create clone of (_myself_ v)\n    end\n    change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset [names v] to [1]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n    change [ghost v] effect by (-20)\n    if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n        if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n            say (item (@player) of [usernames v])\n        else\n            say []\n        end\n    else\n        say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n    end\nelse\n    change [ghost v] effect by (20)\n    say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset rotation style [don't rotate v]\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n    if <not <(@ID) = (@Player)>> then\n        go to [front v] layer\n        go [backward v] (40) layers\n        create clone of (_myself_ v)\n    end\n    change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset [names v] to [1]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n    go to (game_player v)\n    change y by (35)\n    switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n    if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n        change [ghost v] effect by (-20)\n        change size by (((100) - (size)) / (5))\n    else\n        change [ghost v] effect by (20)\n        change size by (((20) - (size)) / (5))\n    end\nelse\n    change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n    change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n    switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n    if <(item (@player) of [active check v]) = [1]> then\n        if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n            change [ghost v] effect by (-20)\n            change size by (((100) - (size)) / (5))\n        else\n            change [ghost v] effect by (20)\n            change size by (((20) - (size)) / (5))\n        end\n    else\n        change [ghost v] effect by (20)\n    end\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset rotation style [don't rotate v]\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n    if <not <(@ID) = (@Player)>> then\n        go to [front v] layer\n        go [backward v] (20) layers\n        create clone of (_myself_ v)\n    end\n    change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n    change [ghost v] effect by (20)\nelse\n    if <(item (@player) of [active check v]) = [1]> then\n        if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n            change [ghost v] effect by (-20)\n        else\n            change [ghost v] effect by (20)\n        end\n    else\n        change [ghost v] effect by (20)\n    end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n    move (1) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset size to (93) %\nset rotation style [all around v]\nshow\nset [ghost v] effect to (100)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\n\nrepeat until <(moveX) > ((x change \(l\)) - (2))>\n    set [movex v] to ((2) + (moveX))\n    if <touching (game_player v)?> then\n        if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n    end\nend\nrepeat until <(moveX) < [1]>\n    set [movex v] to ((-2) + (moveX))\n    if <touching (game_player v)?> then\n        if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n    end\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n    set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n    set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n    if <touching (game_player v)?> then\n        if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n            change [xv v] by (-1.35)\n        end\n    end\nend\nif <(timer) < [26]> then\n    set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n    set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n    if <touching (game_player v)?> then\n        if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n            change [xv v] by (1.35)\n        end\n    end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\n\nwhen flag clicked\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n    wait (1) seconds\n    forever\n        if <touching (game_player v)?> then\n            if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n                stop [other scripts in sprite v]\n                broadcast (small_bounce v)\n                switch costume to (costume1 v)\n                repeat (6)\n                    next costume\n                    change [ghost v] effect by (0)\n                end\n                repeat (5)\n                    change [ghost v] effect by (20)\n                end\n                set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n                delete this clone\n            else\n                broadcast (die v)\n            end\n            wait (4) seconds\n        end\n    end\nelse\n    if <(costume [name v]) = [bot1]> then\n        forever\n            if <touching (game_player v)?> then\n                if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n                    broadcast (boucne v)\n                    switch costume to (bot1 v)\n                    repeat (4)\n                        next costume\n                    end\n                    wait (0.02) seconds\n                    repeat (4)\n                        switch costume to ((costume [number v]) - (1))\n                    end\n                end\n                wait (0.1) seconds\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [bounce???? v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (120) layers\nif <(costume [name v]) = [red1]> then\n    forever\n        if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n            switch costume to (red1 v)\n            repeat (6)\n                next costume\n            end\n            wait (0.01) seconds\n            repeat (6)\n                switch costume to ((costume [number v]) - (1))\n                wait (0.01) seconds\n            end\n        end\n    end\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n    set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n    point in direction (-90)\nend\nif <(timer) < [26]> then\n    set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n    point in direction (90)\nend\n\nwhen I receive [restart v]\nrepeat (1)\n    delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n    go to [front v] layer\n    switch costume to (blank v)\n    change size by (((100) - (size)) / (7))\n    switch costume to (win screen v)\n    change [ghost v] effect by (-5)\n    set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n    set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (1) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n    wait (1) seconds\n    change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n    switch costume to (join (letter (c_!) of (time)) [a])\n    set [@id v] to [null]\n    create clone of (_myself_ v)\n    change [c_! v] by (1)\n    if <(costume [name v]) = [1a]> then\n        change x by (9)\n    else\n        change x by (12)\n    end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n    go to [front v] layer\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    forever\n        go to [front v] layer\n    end\nelse\n    if <(@id) = [button]> then\n        go to x: (0) y: (0)\n        switch costume to (continue00 v)\n        show\n        set size to (150) %\n        set [ghost v] effect to (100)\n        repeat until <(size) < [101]>\n            change [ghost v] effect by (-8)\n            change size by (((100) - (size)) / (5))\n            go to [front v] layer\n        end\n        forever\n            run\n        end\n    else\n        if <(@id) = [lovefav]> then\n            go to x: (0) y: (0)\n            show\n            switch costume to (lovefav v)\n            set size to (150) %\n            set [ghost v] effect to (100)\n            repeat until <(size) < [101]>\n                change [ghost v] effect by (-8)\n                change size by (((100) - (size)) / (5))\n                go to [front v] layer\n            end\n            wait (2) seconds\n            repeat until <(size) > [150]>\n                change [ghost v] effect by (10)\n                change size by (((size) - (90)) / (5))\n                go to [front v] layer\n            end\n        end\n    end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>>> then\n    broadcast (hide v)\nelse\n    if <<mouse down?> and <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>>> then\n        switch costume to (continue01 v)\n        broadcast (localfade v)\n        stop [this script v]\n    end\nend\ngo to [front v] layer\nif <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>> then\n    switch costume to (continue10 v)\nelse\n    if <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>> then\n        switch costume to (continue01 v)\n    else\n        switch costume to (continue00 v)\n    end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n    repeat (10)\n        change [ghost v] effect by (10)\n        reset timer\n    end\n    forever\n        reset timer\n    end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n    if <(lives) < [1]> then\n        wait (0.3) seconds\n        set [ghost v] effect to (100)\n        go to x: (0) y: (0)\n        switch costume to (over v)\n        show\n        go to [front v] layer\n        set size to (150) %\n        set [pause v] to [1]\n        repeat until <(size) < [101]>\n            go to [front v] layer\n            change size by (((100) - (size)) / (7))\n            change [ghost v] effect by (-8)\n        end\n        wait (1) seconds\n        repeat until <(size) > [150]>\n            go to [front v] layer\n            change size by (((size) - (90)) / (7))\n            change [ghost v] effect by (8)\n        end\n        set [lives v] to [2]\n        set [coins v] to [0]\n        set [pause v] to [0]\n        broadcast (restart v)\n        broadcast (reset v)\n    end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n    set [ghost v] effect to (ghost)\n    if <(open caht) = [1]> then\n        if <not <(ghost) = [0]>> then\n            change [ghost v] by (-20)\n        end\n    else\n        if <not <(ghost) = [100]>> then\n            change [ghost v] by (20)\n        end\n    end\n    go to x: (-150) y: (0)\n    if <(EmojiCHAT?) = [1]> then\n        switch costume to (main2 v)\n    else\n        switch costume to (main v)\n    end\n    go to [front v] layer\n    go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n    if <(open caht) = [1]> then\n        if <(EmojiCHAT?) = [1]> then\n            if <key (g v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [10]\n                wait until <not <key (g v) pressed?>>\n            end\n            if <key (h v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [11]\n                wait until <not <key (h v) pressed?>>\n            end\n            if <key (j v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [12]\n                wait until <not <key (j v) pressed?>>\n            end\n            if <key (v v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [13]\n                wait until <not <key (v v) pressed?>>\n            end\n            if <key (b v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [14]\n                wait until <not <key (b v) pressed?>>\n            end\n            if <key (n v) pressed?> then\n                reset\n                set [chat reset v] to [0]\n                set [chat item v] to [15]\n                wait until <not <key (n v) pressed?>>\n            end\n        end\n        if <key (1 v) pressed?> then\n            reset\n            set [chat reset v] to [0]\n            set [chat item v] to [1]\n            wait until <not <key (1 v) pressed?>>\n        end\n        if <key (2 v) pressed?> then\n            reset\n            set [chat item v] to [2]\n            wait until <not <key (2 v) pressed?>>\n        end\n        if <key (3 v) pressed?> then\n            reset\n            set [chat item v] to [3]\n            wait until <not <key (3 v) pressed?>>\n        end\n        if <key (4 v) pressed?> then\n            reset\n            set [chat item v] to [4]\n            wait until <not <key (4 v) pressed?>>\n        end\n        if <key (5 v) pressed?> then\n            reset\n            set [chat item v] to [5]\n            wait until <not <key (5 v) pressed?>>\n        end\n        if <key (6 v) pressed?> then\n            reset\n            set [chat item v] to [6]\n            wait until <not <key (6 v) pressed?>>\n        end\n        if <key (7 v) pressed?> then\n            reset\n            set [chat item v] to [7]\n            wait until <not <key (7 v) pressed?>>\n        end\n        if <key (8 v) pressed?> then\n            reset\n            set [chat item v] to [8]\n            wait until <not <key (8 v) pressed?>>\n        end\n        if <key (9 v) pressed?> then\n            reset\n            set [chat item v] to [9]\n            wait until <not <key (9 v) pressed?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n    wait (1) seconds\n    change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n    if <(chat item) > [9]> then\n        if <(chat reset) > [3]> then\n            set [chat item v] to [0]\n        end\n    else\n        if <(chat reset) > [5]> then\n            set [chat item v] to [0]\n        end\n    end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n    if <key (t v) pressed?> then\n        set [open caht v] to ((1) - (open caht))\n        wait until <not <key (t v) pressed?>>\n    end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n    wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n    wait (0.1) seconds\n    set [loved? v] to [0]\n    set [stared? v] to [0]\n    set [both??? v] to ((1) - (both???))\n    if <(both???) = [1]> then\n        change [coins v] by (10)\n        broadcast (alert v)\n        stop [this script v]\n    else\n    end\n    wait until <<(heart) = [false]> and <(star) = [false]>>\n    set [stared? v] to [0]\n    set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n    switch costume to (fave v)\n    set [detector di v] to [2]\n    create clone of (_myself_ v)\n    go to x: (-15) y: (0)\n    forever\n        set [star v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [stared? v] to [1]\n        end\n    end\nelse\n    switch costume to (love v)\n    go to x: (-15) y: (0)\n    show\n    forever\n        set [heart v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved? v] to [1]\n        end\n    end\nend\n\n@Player\n\ndefine Reset\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [9]> then\n    go to x: (-200) y: (-100)\nelse\n    go to x: (-200) y: (0)\nend\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nReset\nset [level v] to [1]\nforever\n    Platforming Engine\n    if <<touching (moving spikes up/down v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n        switch costume to (die  v)\n        start sound [whoop v]\n        broadcast (Die v)\n        Go down\n        repeat (11)\n            next costume\n        end\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        broadcast (Retry v)\n        set [ghost v] effect to (0)\n        go to x: (-200) y: (0)\n    end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (moving platforms v)?> or <touching (ground v)?>>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n        start sound [Jump v]\n        if <(wall jump) = [0]> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [max bounce v] to [11]\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        end\n    else\n        set [speed x v] to [0]\n    end\nend\nif <(speed) < [0]> then\n    change [frame v] by ((speed) / (-8))\nelse\n    change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [next level v]\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n        change [idle frame v] by (0.5)\n    else\n        switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n    end\nelse\n    if <touching (ladder v)?> then\n        switch costume to ([floor v] of ((61) + (((timer) * (10)) mod (3))) )\n    else\n        switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\n    end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms v)?>>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine Go down\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n    change y by (-2)\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (50) %\nset [level v] to [1]\ngo to x: (-200) y: (-20)\nswitch costume to (idle  v)\nforever\n    switch costume to (idle  v)\n    repeat (15)\n        next costume\n        wait (0) seconds\n    end\nend\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n    change [speed y v] by (-1)\nelse\n    change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n    change [wall jump v] by (-1)\nelse\n    set [speed x v] to ((speed x) * (0.7))\n    if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n        change [speed x v] by (-1.5)\n    end\n    if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n        change [speed x v] by (1.5)\n    end\nend\nif <(speed x) < [-0.5]> then\n    Walk (-90) (speed x)\nelse\n    if <(speed x) > [0.5]> then\n        Walk (90) (speed x)\n    else\n        set [frame v] to [0]\n    end\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        start sound [Jump v]\n        set [max bounce v] to [14]\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n    go to x: (-200) y: (0)\n    broadcast (Retry v)\n    set [speed y v] to [0]\nend\nif <touching (portal v)?> then\n    start sound [Connect v]\n    go to x: (-200) y: (0)\n    change [level v] by (1)\n    broadcast (Retry v)\n    Reset\nend\nif <touching (bounce v)?> then\n    start sound [Jump v]\n    set [max bounce v] to [25]\n    set [speed y v] to [25]\nend\nif <(x position) < [-190]> then\n    set x to (-190)\nend\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <touching (ladder v)?>> then\n    set [speed y v] to [5]\nend\nSet Costume\n\nif <not <(Level) = [9]>> then\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Player] in [layers v]) - (1)) layers\nMoving platforms check\n\nwhen I receive [layer v]\nLayer\n\ndefine Moving platforms check\nchange y by (-3)\nif <touching (moving platforms v)?> then\n    change x by ((([x position v] of [moving platforms v]) - (x position)) / (2))\nend\nchange y by (3)\n\nbroadcast (Retry v)\n\nwhen flag clicked\nhide\n\nwhen [down arrow v] key pressed\nshow\n\n