Santa's Retrieval Mission || A platformer #All #Games #Art #Music #Stories #Trending

Instructions: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n❄️ Santa's Retrieval Mission || A platformer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n✦ This is part 2! ✦ \nPart 1: https://scratch.mit.edu/projects/591297314/\nhttps://scratch.mit.edu/projects/589271293/\nhttps://scratch.mit.edu/projects/589268836/\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#21 on All!! #13 on Games! #5 on Music #7th on Art!!\n\n⭐ Welcome! ⭐\n ›› Here is part 2 for everyone who was waiting for it! Please leave a heart and star, and a follow to show your support :). It took a looooot a time doing the animation and the Bowser mechanism, and all the art was so hard. It took about 9-12 hours in total. Enjoy! \n\n⭐ Instructions! ⭐\n ››  You are Santa Claus. It's December 25th and you just finished delivering the presents. Then your friend fire guy asks for a favor, and now you have to find fire! Beat levels and beat the boss!! The boss is very easy and its very hard to die, but if you die, you'll have to start over.\n  ( Arrow keys and touch to move. )\n\nLag? Try it in turbowarp:\nhttps://turbowarp.org/619001134/fullscreen?interpolate&hqpen\n\n⭐ Comment Rules! ⭐\n✅ › Feedback, bug reports, kind words!\n❌ › f4f, spam, hate, advertisment\n\n⭐ Credits! ⭐\n›› All art mostly by me except mario and bowser\n›› All codes by me\n›› ᴍᴏꜱᴛ ᴄᴏᴅɪɴɢ ʙʏ ᴍᴇ (ᴇxᴄᴇᴘᴛ ꜰɪʀᴇᴡᴏʀᴋꜱ)\n›› Music from Youtube, Mario, Dis**rd\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nUpdates:\n:: 2021.12.19 ›› Shared!\n:: 2021.12.21 ›› On Trending!\n:: 2021.12.27 ›› Fixed major bug!\n:: 2021.12.29 ›› What the community is loving!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nTags:\n#All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games

@Stage\n\nwhen I receive [start v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [Shiveria_ Town - Super Mario Odyssey \[OST\] v] until done\nend\n\nwhen [s v] key pressed\nif <(username) = [dwseoh127]> then\n    broadcast (Reset v)\n    change [level v] by (1)\nend\n\nwhen I receive [music v]\nforever\n    play sound [Shiveria_ Town - Super Mario Odyssey \[OST\] v] until done\nend\n\nwhen I receive [player animation v]\nrepeat (10)\n    change volume by (-10)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\n\nwhen I receive [music change!! v]\nstop [other scripts in sprite v]\nforever\n    play sound [Slot Machine - Super Mario 3D World \(2\) v] until done\nend\n\n@Player\n\ndefine physics <touch>\nswitch costume to (costume1 v)\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\nclear graphic effects\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n    start sound [Boing sound effect v]\n    change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n    broadcast (Reset v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    go to x: (-200) y: (-45)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\n    change [xv v] by (0.9)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\n    change [xv v] by (-0.9)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by (-4)\n    change x by ((Xv) * (-1))\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <mouse down?>> and <<touching (platforms v)?> or <<touching (key door v)?> or <<<touching (on v)?> and <[on] = (ON/OFF STATUS)>> or <<touching (off v)?> and <[off] = (ON/OFF STATUS)>>>>>> then\n    if <touching (trampoline v)?> then\n        change [yv v] by (20)\n    else\n        change [yv v] by (14)\n    end\nend\nchange y by (1)\nif <(x position) > [235]> then\n    change [level v] by (1)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    reset\n    go to x: (-215) y: (-40)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <<<touching (boss 1 v)?> or <<touching (spikes v)?> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n    start sound [Crunch v]\n    if <(boss?) = [1]> then\n        change [player health v] by (-1)\n    end\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    reset\n    go to x: (-215) y: (-40)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nif <[-145] > (y position)> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    go to x: (-200) y: (-45)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\nset [boss? v] to [0]\nhide\nhide variable [level v]\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\ndelete all of [spawn points v]\nadd [-40] to [spawn points v]\nadd [-40] to [spawn points v]\nadd [-40] to [spawn points v]\n\nwhen I receive [glide v]\nSmooth Glide x: (_t10) y: (_t11) speed: [3] ghost: [0]\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\n    change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\nwhen I receive [move v]\nstop [other scripts in sprite v]\nbroadcast (glide v)\nwait (.5) seconds\nstop [other scripts in sprite v]\ngo to x: (_t10) y: (_t11)\nreset\n\nwhen I receive [free v]\nstop [other scripts in sprite v]\nwait (.1) seconds\nforever\n    physics <>\nend\n\nwhen I receive [start v]\nshow\nshow variable [level v]\nset rotation style [left-right v]\ngo to x: (-215) y: (item (Level) of [spawn points v])\nswitch costume to (costume1 v)\nforever\n    physics <>\nend\n\nwhen I receive [player animation v]\nstop [other scripts in sprite v]\npoint in direction (90)\nreset\ngo to x: (-215) y: (-40)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat until <touching (platforms v)?>\n    change [yv v] by (-1)\n    change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n    change y by (1)\nend\nrepeat (50)\n    change x by (2)\nend\nwait (2) seconds\nrepeat (2)\n    point in direction (-90)\n    wait (.5) seconds\n    point in direction (90)\n    wait (.5) seconds\nend\n\nwhen I receive [thud. v]\nset [yv v] to [0]\nrepeat (5)\n    change [yv v] by (1)\n    change y by (Yv)\nend\nrepeat until <touching (platforms v)?>\n    change [yv v] by (-1)\n    change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n    change y by (1)\nend\n\nwhen I receive [resume v]\nset [boss? v] to [1]\nforever\n    physics <>\nend\n\nwhen I receive [die! v]\nstop [other scripts in sprite v]\nbroadcast (cut music v)\nstart sound [smb_mariodies v]\nswitch costume to (costume2 v)\nset [yv v] to [0]\nrepeat (10)\n    change [yv v] by (2)\n    change y by (Yv)\nend\nrepeat (20)\n    change [yv v] by (-5)\n    change y by (Yv)\n    change [ghost v] effect by (5)\nend\nwait (2) seconds\nbroadcast (Game over v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nclear graphic effects\npoint in direction (90)\nreset\nrepeat until <touching (platforms v)?>\n    change [yv v] by (-1)\n    change y by (Yv)\nend\nrepeat until <not <touching (platforms v)?>>\n    change y by (1)\nend\npoint in direction (-90)\nrepeat until <(x position) < [-68]>\n    change x by (-2)\nend\npoint in direction (90)\n\nwhen I receive [resume game v]\nbroadcast (music v)\nforever\n    physics <>\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to [back v] layer\n    go [forward v] (2) layers\n    switch costume to (Level)\nend\n\n@Decorations\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to [back v] layer\n    switch costume to (Level)\n    go to [back v] layer\n    go [forward v] (1) layers\nend\n\n@Guide\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\n    change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nif <(costume [name v]) = [Level 1: 1]> then\n    set [ghost v] effect to (100)\n    show\n    go to x: (0) y: (-50)\n    Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n    End system level [1]\nelse\n    if <(costume [name v]) = [Level 1: 2]> then\n        set [ghost v] effect to (100)\n        show\n        go to x: (0) y: (-50)\n        wait (.5) seconds\n        Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n        End system level [1]\n    else\n        if <(costume [name v]) = [Level 2: 1]> then\n            set [ghost v] effect to (100)\n            show\n            go to x: (0) y: (-50)\n            Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n            End system level [2]\n        else\n            if <(costume [name v]) = [Level 2: 2]> then\n                set [ghost v] effect to (100)\n                show\n                go to x: (0) y: (-50)\n                wait (.5) seconds\n                Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n                End system level [2]\n            else\n                if <(costume [name v]) = [Level 3: 1]> then\n                    set [ghost v] effect to (100)\n                    show\n                    go to x: (0) y: (-50)\n                    Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n                    End system level [3]\n                else\n                    if <(costume [name v]) = [Level 3: 2]> then\n                        set [ghost v] effect to (100)\n                        show\n                        go to x: (0) y: (-50)\n                        wait (.5) seconds\n                        Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n                        End system level [3]\n                    else\n                        if <(costume [name v]) = [Level 4: 1]> then\n                            set [ghost v] effect to (100)\n                            show\n                            go to x: (170) y: (39)\n                            Smooth Glide x: (170) y: (89) speed: (3) ghost: [-10]\n                            End system level [4]\n                        else\n                            if <(costume [name v]) = [Level 4: 2]> then\n                                set [ghost v] effect to (100)\n                                show\n                                go to x: (40) y: (39)\n                                wait (.5) seconds\n                                Smooth Glide x: (40) y: (89) speed: (3) ghost: [-10]\n                                End system level [4]\n                            else\n                                if <(costume [name v]) = [Level 11: 1]> then\n                                    set [ghost v] effect to (100)\n                                    show\n                                    go to x: (0) y: (-50)\n                                    Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n                                    End system level [11]\n                                else\n                                    if <(costume [name v]) = [Level 11: 2]> then\n                                        set [ghost v] effect to (100)\n                                        show\n                                        go to x: (0) y: (-50)\n                                        wait (.5) seconds\n                                        Smooth Glide x: (0) y: (0) speed: (3) ghost: [-10]\n                                        End system level [11]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine End system level (lvl)\nwait until <not <(Level) = (lvl)>>\nrepeat (5)\n    change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Cloning until level: (lvl)\nhide\nswitch costume to (level 1: 1 v)\ncreate clone of (_myself_ v)\nrepeat until <(lvl) = (Level)>\n    set [_t1 v] to (Level)\n    repeat until <not <<(join (letter (7) of (costume [name v])) (letter (8) of (costume [name v]))) = (_t1)> or <(join (letter (7) of (costume [name v])) (letter (8) of (costume [name v]))) = (join (_t1) [:])>>>\n        create clone of (_myself_ v)\n        next costume\n    end\n    wait until <(Level) = ((_t1) + (1))>\nend\n\nwhen I receive [start v]\nCloning until level: [15]\n\n@Key\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\n    change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [key equipped? v] to [0]\nhide\n\ndefine Create a key at level (lvl) x,y of (x) (y) And size: (size)\nswitch costume to (key v)\ngo to x: (x) y: (y)\nset size to (size) %\nset [_t2 v] to (lvl)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nwait until <(Level) = (_t2)>\nset [_t3 v] to (y position)\nshow\nforever\n    if <touching (player v)?> then\n        change [key equipped? v] by (1)\n        set size to (70) %\n        start sound [recording1 v]\n        Smooth Glide x: [210] y: [-168] speed: [3] ghost: [0]\n        set [_t3 v] to (Key Equipped?)\n        wait until <<(Key Equipped?) = ((_t3) - (1))> or <not <(Level) = (_t2)>>>\n        delete this clone\n    end\n    set y to ((([sin v] of ((timer) * (100)) ) * (2)) + (_t3))\nend\n\nwhen I receive [key!! v]\nCreate a key at level [12] x,y of [71] [-114] And size: [90]\n\n@Key Door\n\ndefine Create a key door at level (lvl) x,y of (x) (y) And size: (size)\nhide\nswitch costume to (door v)\ngo to x: (x) y: (y)\nset size to (size) %\nset [_t4 v] to (lvl)\ncreate clone of (_myself_ v)\nset [_t8 v] to (join (x position) (join [|] (join (y position) (join [|] (join (size) (join [|] (_t4)))))))\nbroadcast (SETUP v) and wait\ncreate clone of (key activation v)\n\nwhen flag clicked\nCreate a key door at level [12] x,y of [222] [-93] And size: [100]\n\nwhen I start as a clone\nhide\nwait until <(Level) = (_t4)>\nshow\nwait until <[1] = (Key Equipped?)>\nwait until <[0] = (Key Equipped?)>\nstart sound [Door v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@On\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t6 v] to (lvl)\nif <(element) = [ON]> then\n    if <(ON/OFF STATUS) = [on]> then\n        switch costume to (on -y v)\n    else\n        switch costume to (on -n v)\n    end\nelse\n    if <(element) = [OFF]> then\n        if <(ON/OFF STATUS) = [on]> then\n            switch costume to (off -n v)\n        else\n            switch costume to (off -y v)\n        end\n    else\n        if <(ON/OFF STATUS) = [on]> then\n            switch costume to (on v)\n        else\n            switch costume to (off v)\n        end\n    end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [on/off status v] to [on]\nhide\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [20] [-25] Size: [100] Level: [8]\n\nwhen I start as a clone\nwait until <(_t6) = (Level)>\nshow\nforever\n    go to [front v] layer\n    go [backward v] (2) layers\n    if <(ON/OFF STATUS) = [on]> then\n        switch costume to (on -y v)\n    else\n        switch costume to (on -n v)\n    end\n    if <not <(_t6) = (Level)>> then\n        delete this clone\n    end\nend\n\n@Off\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t5 v] to (lvl)\nif <(element) = [ON]> then\n    if <(ON/OFF STATUS) = [on]> then\n        switch costume to (on -y v)\n    else\n        switch costume to (on -n v)\n    end\nelse\n    if <(element) = [OFF]> then\n        if <(ON/OFF STATUS) = [on]> then\n            switch costume to (off -n v)\n        else\n            switch costume to (off -y v)\n        end\n    else\n        if <(ON/OFF STATUS) = [on]> then\n            switch costume to (on v)\n        else\n            switch costume to (off v)\n        end\n    end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [on/off status v] to [on]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-43] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-11] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [114] [34] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [147] [34] Size: [100] Level: [8]\n\nwhen I start as a clone\nwait until <(_t5) = (Level)>\nshow\nforever\n    go to [front v] layer\n    go [backward v] (2) layers\n    if <(ON/OFF STATUS) = [on]> then\n        switch costume to (off -n v)\n    else\n        switch costume to (off -y v)\n    end\n    if <not <(_t5) = (Level)>> then\n        delete this clone\n    end\nend\n\n@Switch\n\nwhen flag clicked\nhide\nCreate on-off Element: At x, y: [-225] [127] Size: [100] Level: [8] Dir: [90] Auto: [y]\n\ndefine Create on-off Element: At x, y: (x) (y) Size: (sz) Level: (lvl) Dir: (dir) Auto: (auto)\nset [_auto? v] to (auto)\npoint in direction (dir)\nset [_t7 v] to (lvl)\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(_t7) = (Level)>\nshow\nif <(ON/OFF STATUS) = [on]> then\n    switch costume to (on v)\nelse\n    switch costume to (off v)\nend\nforever\n    if <(ON/OFF STATUS) = [on]> then\n        switch costume to (off v)\n    else\n        switch costume to (on v)\n    end\n    go to [front v] layer\n    go [backward v] (2) layers\n    if <touching (player v)?> then\n        say [Press A To Activate]\n        if <key (a v) pressed?> then\n            wait until <not <key (a v) pressed?>>\n            if <(ON/OFF STATUS) = [on]> then\n                set [on/off status v] to [off]\n                switch costume to (off v)\n                start sound [smb_bump v]\n            else\n                set [on/off status v] to [on]\n                switch costume to (on v)\n                start sound [smb_bump v]\n            end\n        end\n    else\n        say []\n    end\n    if <not <(_t7) = (Level)>> then\n        delete this clone\n    end\n    if <(_auto?) = [y]> then\n        if <(timer) > [1]> then\n            reset timer\n            if <(ON/OFF STATUS) = [on]> then\n                set [on/off status v] to [off]\n                switch costume to (off v)\n                start sound [smb_bump v]\n            else\n                set [on/off status v] to [on]\n                start sound [smb_bump v]\n                switch costume to (on v)\n            end\n        end\n    end\nend\n\nCreate on-off Element: At x, y: [-163] [133] Size: [100] Level: [3] Dir: [90] Auto: [n]\n\n@Key Activation\n\nwhen flag clicked\nhide\n\ndefine Gather DATA\ngo to [back v] layer\nset [_c1 v] to [1]\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n    set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n    change [_c1 v] by (1)\nend\nset x to ((_temp) + (-48))\nchange [_c1 v] by (1)\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n    set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n    change [_c1 v] by (1)\nend\nchange [_c1 v] by (1)\nset y to (_temp)\nset [_temp v] to []\nrepeat until <(letter (_c1) of (_t8)) = [|]>\n    set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n    change [_c1 v] by (1)\nend\nset size to (_temp) %\nchange [_c1 v] by (1)\nset [_temp v] to []\nrepeat until <<(letter (_c1) of (_t8)) = []> or <(letter (_c1) of (_t8)) = [|]>>\n    set [_temp v] to (join (_temp) (letter (_c1) of (_t8)))\n    change [_c1 v] by (1)\nend\nset [_t9 v] to (_temp)\nset [_temp v] to []\n\nwhen I receive [setup v]\nGather DATA\n\nwhen I start as a clone\nswitch costume to (idle v)\nwait until <(_t9) = (Level)>\nshow\nforever\n    if <touching (player v)?> then\n        say [Press Space To Activate]\n        if <key (space v) pressed?> then\n            wait until <not <key (space v) pressed?>>\n            set [_t10 v] to (x position)\n            set [_t11 v] to (y position)\n            broadcast (Move v)\n            start sound [Bump v]\n            repeat (7)\n                next costume\n            end\n            repeat (2)\n                switch costume to (loop1 v)\n                repeat (5)\n                    next costume\n                end\n                if <(Key Equipped?) > [0]> then\n                    set [key equipped? v] to [0]\n                    start sound [BrickShatter v]\n                else\n                end\n                switch costume to (intro7 v)\n                repeat (7)\n                    switch costume to ((costume [number v]) - (1))\n                end\n                broadcast (free v)\n            end\n        end\n    else\n        say []\n    end\n    go to [front v] layer\n    go [backward v] (2) layers\n    if <not <(_t9) = (Level)>> then\n        delete this clone\n    end\nend\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n    replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n    if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n        if <((i) mod (3)) > [0]> then\n            replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n            replace item (i) of [y v] with [190]\n        else\n            if <([sin v] of (Angle) ) > [0]> then\n                replace item (i) of [x v] with [-245]\n                replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n            else\n                replace item (i) of [x v] with [245]\n                replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n            end\n        end\n    end\n    change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    go to x: (item (i) of [x v]) y: (item (i) of [y v])\n    set pen size to (item (i) of [r v])\n    pen down\n    pen up\n    change [i v] by (1)\nend\nUpdate\n\nwhen flag clicked\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n    add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n    add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n    add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n    change [i v] by (1)\nend\n\nwhen I receive [start v]\nthingy\nforever\n    if <not <(On/Off??) = [off]>> then\n        Draw\n    else\n        erase all\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [on/off?? v] to [on]\nswitch costume to (on v)\nhide\n\nwhen I receive [start v]\nforever\n    switch costume to (On/Off??)\n    go to [front v] layer\n    go to x: (222) y: (-171)\n    show\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (20)\n        if <mouse down?> then\n            if <(On/Off??) = [on]> then\n                repeat until <(costume [name v]) = [on10]>\n                    switch costume to ((costume [number v]) - (1))\n                end\n                switch costume to (off v)\n                set [on/off?? v] to [off]\n            else\n                repeat until <(costume [name v]) = [off9]>\n                    next costume\n                end\n                switch costume to (on v)\n                set [on/off?? v] to [on]\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (size bypass v)\ngo to x: (-400) y: (pick random (113) to (176))\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (60))\nshow\nrepeat (70)\n    change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n    change x by (2)\nend\nrepeat (10)\n    change x by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n    if <not <(On/Off??) = [off]>> then\n        create clone of (_myself_ v)\n        wait (pick random (1) to (2)) seconds\n    else\n    end\nend\n\n@spikes\n\nwhen I receive [start v]\nshow\nforever\n    go to [back v] layer\n    switch costume to (Level)\n    go [forward v] (3) layers\n    go to x: (-67) y: (-115)\nend\n\nwhen flag clicked\nhide\n\n@Cutscene\n\nwhen flag clicked\nplay sound [Cafe Music BGM channel - NEW SONGS _Jazz City_ v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nstart sound [Slurping Sound Effect v]\nrepeat until <[#1] = (costume [name v])>\n    next costume\n    wait (.02) seconds\nend\nstop all sounds\nswitch costume to (#1 v)\nwait (.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nswitch costume to (#2 v)\nwait (1.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nwait (.1) seconds\nstart sound [Undertale - sans v]\nswitch costume to (#3 v)\nwait (1.5) seconds\nswitch costume to (#4 v)\nstart sound [Discord Notification - Sound Effect v]\nwait (1.5) seconds\nswitch costume to (#5 v)\nstart sound [Discord Notification - Sound Effect v]\nwait (1.5) seconds\nstop all sounds\nstart sound [beluga_dun_sound_effect_-1982064800802061695 v]\nswitch costume to (#6 v)\nwait (1.5) seconds\nstop all sounds\nstart sound [Vegeta Super Saiyan Theme \[2018 Epic Cinematic Cover\] \(1\) v]\nswitch costume to (#7 v)\nwait (2) seconds\nstop all sounds\nstart sound [Discord Notification - Sound Effect v]\nbroadcast (ready v)\nswitch costume to (#8 v)\nwait (1.5) seconds\nstart sound [Discord Notification - Sound Effect v]\nswitch costume to (#9 v)\nwait (1.5) seconds\nswitch costume to (1 v)\nstart sound [Cafe Music BGM channel - NEW SONGS _Jazz City_ v]\nstop all sounds\nrepeat until <[46] = (costume [name v])>\n    next costume\nend\nrepeat (4)\n    start sound [alert  sound v]\n    switch costume to (48 v)\n    wait (1) seconds\n    switch costume to (47 v)\n    wait (1) seconds\nend\nrepeat until <[60] = (costume [name v])>\n    next costume\nend\nbroadcast (end intro v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (Start v)\n\nwhen I receive [skip intro v]\nstop all sounds\nstop [other scripts in sprite v]\nclear graphic effects\nrepeat (25)\n    change [ghost v] effect by (4)\nend\n\n@Skip: Intro\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [skip]> then\n    go to x: (207) y: (-147)\n    set size to (100) %\n    clear graphic effects\n    switch costume to (skip v)\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        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            if <mouse down?> then\n                broadcast (Skip Intro v)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                wait (1) seconds\n                broadcast (Start v)\n                delete this clone\n            end\n        else\n            change size by (((100) - (size)) / (5))\n        end\n    end\nend\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n    set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    go to [back v] layer\n    switch costume to (Level)\n    set y to ((([cos v] of ((timer) * (300)) ) * (4.5)) + (0))\nend\n\n@Boss 1\n\nwhen flag clicked\nswitch costume to (9-bit_bowser-1 v)\ngo to x: (0) y: (196)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nwait (1) seconds\nwait until <(Level) = [12]>\nbroadcast (Player animation v) and wait\nshow\nrepeat until <touching (platforms v)?>\n    change [yv v] by (-2)\n    change y by (Yv)\nend\nbroadcast (thud. v)\nstart sound [smb_fireworks v]\nup\nset y to (-105)\nwait (1) seconds\nbroadcast (speek v)\n\ndefine up\nrepeat until <not <touching (platforms v)?>>\n    change y by (1)\nend\n\nwhen I receive [resume v]\nforever\n    switch costume to (9-bit_bowser-1 v)\n    wait (.1) seconds\n    switch costume to (9-bit_bowser-3 v)\n    wait (.1) seconds\n    if <(x position) > ([x position v] of [player v])> then\n        point in direction (-90)\n    else\n        point in direction (90)\n    end\nend\n\nwhen I receive [resume v]\nforever\n    go to [front v] layer\n    if <(pick random (1) to (2)) = [1]> then\n        if <[-130] < (x position)> then\n            if <not <(pick random (1) to (7)) = [1]>> then\n                repeat (10)\n                    if <(x position) > ([x position v] of [player v])> then\n                        point in direction (-90)\n                        change x by (-2)\n                    else\n                        point in direction (90)\n                        change x by (2)\n                    end\n                end\n            else\n                repeat (10)\n                    change x by (3)\n                end\n            end\n        else\n            repeat (10)\n                change x by (5)\n            end\n        end\n        wait (pick random (.1) to (1)) seconds\n        create clone of (_myself_ v)\n        wait (pick random (1) to (2)) seconds\n    else\n        set [bv v] to [0]\n        repeat (10)\n            change [bv v] by (1)\n            change y by (Bv)\n        end\n        repeat until <touching (platforms v)?>\n            change [bv v] by (-2)\n            change y by (Bv)\n        end\n        up\n    end\nend\n\nwhen I start as a clone\nif <(direction) = [-90]> then\n    change x by (-10)\nelse\n    change x by (10)\nend\nchange y by (10)\nswitch costume to (fire v)\nshow\nif <(direction) = [-90]> then\n    repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n        change x by (-5)\n    end\n    repeat (10)\n        change [ghost v] effect by (10)\n        change x by (-5)\n    end\n    delete this clone\nelse\n    repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n        change x by (5)\n    end\n    repeat (10)\n        change [ghost v] effect by (10)\n        change x by (5)\n    end\n    delete this clone\nend\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nbroadcast (delete cloned v) and wait\nrepeat until <touching (platforms v)?>\n    change [yv v] by (-1)\n    change y by (Yv)\nend\nup\npoint in direction (90)\nrepeat until <(x position) > [93]>\n    change x by (2)\nend\nwait (1) seconds\nrepeat (2)\n    point in direction (-90)\n    wait (1) seconds\n    point in direction (90)\n    wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Mario!! v)\n\nwhen I receive [delete cloned v]\ndelete this clone\n\nwhen I receive [bye boss! v]\nset rotation style [all around v]\nrepeat (20)\n    change x by (-5)\n    change y by (-5)\n    turn left (15) degrees\n    change [ghost v] effect by (5)\nend\nwait (1) seconds\nbroadcast (key!! v)\n\n@Boss Cutscene Top\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n    change x by (((round (x)) - (round (x position))) / (speed))\n    change y by (((round (y)) - (round (y position))) / (speed))\n    turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n    change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen I receive [player animation v]\nshow\nSmooth Glide x position: [0] Y position: [0] Smoothness: [5] Direction: [90] Size: [100]\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\nswitch costume to (bot v)\ncreate clone of (_myself_ v)\nswitch costume to (top v)\ngo to x: (0) y: (400)\n\nwhen I receive [resume game v]\nif <(costume [name v]) = [top]> then\n    Smooth Glide x position: [0] Y position: [40] Smoothness: [5] Direction: [90] Size: [100]\nelse\n    Smooth Glide x position: [0] Y position: [-40] Smoothness: [5] Direction: [90] Size: [100]\nend\n\nwhen I receive [resume game v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\n@Cutscene Talk\n\nwhen I receive [speek v]\ngo to x: (13) y: (-32)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nrepeat (2)\n    change size by (1)\nend\nnext costume\nrepeat (2)\n    change size by (-1)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nrepeat (2)\n    change size by (1)\nend\nnext costume\nrepeat (2)\n    change size by (-1)\nend\nwait until <mouse down?>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (boss game v)\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nswitch costume to (de1vxsw-951cff0f-9f57-44c5-95f8-d6134a19c9e9 v)\nset size to (70) %\nshow\nrepeat (15)\n    change size by (-4)\n    change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nset size to (100) %\n\nwhen I receive [boss game v]\nbroadcast (resume v)\nforever\n    play sound [Super Mario Bros v] until done\nend\n\nwhen I receive [cut music v]\nstop [other scripts in sprite v]\n\n@health bar\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [player health v] to [22]\n\nwhen I receive [boss game v]\nshow\nrepeat until <(player health) < [1]>\n    go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (30))\n    switch costume to ((1) + (player health))\nend\nhide\nbroadcast (die! v)\n\nwhen I receive [mario cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Game Over.\n\nwhen I receive [game over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n    change size by (((100) - (size)) / (8))\n    change [ghost v] effect by (-15)\nend\nstop [all v]\n\nwhen I receive [game over v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Support Phone\n\nwhen I receive [boss game v]\nshow\nswitch costume to (30 v)\nSmooth Glide x: [0] y: [20] speed: [4] ghost: []\nset [timer v] to [30]\nrepeat (30)\n    wait (1) seconds\n    change [timer v] by (-1)\n    ck\nend\nbroadcast (cut music v)\nswitch costume to (1 v)\nSmooth Glide x: [0] y: [50] speed: [4] ghost: [10]\nbroadcast (Mario Cutscene v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\n    change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine ck\nif <<[31] > (Timer)> and <(Timer) > [15]>> then\n    switch costume to (30 v)\nelse\n    if <<[16] > (Timer)> and <(Timer) > [10]>> then\n        switch costume to (15 v)\n    else\n        switch costume to (join (Timer) [])\n    end\nend\n\n@Mario\n\nswitch costume to (w2 v)\n\nset [mv v] to [0]\n\nchange [mv v] by (1)\n\ndefine up\nrepeat until <not <touching (platforms v)?>>\n    change y by (1)\nend\nswitch costume to (stand v)\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (170) y: (187)\nhide\n\nwhen I receive [mario!! v]\nshow\nset [mv v] to [0]\nrepeat until <touching (platforms v)?>\n    change [mv v] by (-1)\n    change y by (Mv)\nend\nup\npoint in direction (-90)\nrepeat until <touching (boss 1 v)?>\n    switch costume to (w1 v)\n    change x by (-10)\n    wait (.05) seconds\n    switch costume to (w3 v)\n    change x by (-10)\n    wait (.05) seconds\n    change x by (-10)\n    switch costume to (w2 v)\n    wait (.05) seconds\nend\nset [boss? v] to [0]\nbroadcast (bye boss! v)\nswitch costume to (stand v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (Resume game v)\n\nwhen I receive [mario!! v]\nforever\n    change [color v] effect by (5)\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n    next costume\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    go to x: (-78) y: (0)\n    wait until <(Level) = [13]>\n    show\n    broadcast (Music change!! v)\n    forever\n        tk\n    end\nelse\n    if <(costume [number v]) = [2]> then\n        go to x: (-9) y: (0)\n        wait until <(Level) = [13]>\n        show\n        forever\n            tk\n        end\n    else\n        go to x: (86) y: (0)\n        wait until <(Level) = [13]>\n        show\n        forever\n            tk\n        end\n    end\nend\n\ndefine tk\nif <touching (player v)?> then\n    if <[15] = (_Gh EFFECT)> then\n        repeat (5)\n            change [brightness v] effect by (1)\n        end\n        wait (.1) seconds\n        repeat (5)\n            change [brightness v] effect by (-1)\n        end\n    else\n        change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n        set [brightness v] effect to (_Gh EFFECT)\n    end\nelse\n    change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n    set [brightness v] effect to (_Gh EFFECT)\nend\n\n@Fire\n\nwhen flag clicked\nhide\n\nwhen I receive [music change!! v]\ngo to [front v] layer\nshow\n\nwhen I receive [music change!! v]\nforever\n    next costume\nend\n\n@Follow, Heart, StarSprite2\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (-121) y: (-177)\nhide\n\nwhen I receive [start v]\nforever\n    hide\n    clear graphic effects\n    go to x: (-18) y: (50)\n    wait (pick random (1) to (30)) seconds\n    show\n    glide in\n    wait (pick random (5) to (15)) seconds\n    glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n    go to [front v] layer\nend\n\n@Fireworks\n\nwhen I receive [music change!! v]\nforever\n    create clone of (_myself_ v)\n    wait (.8) seconds\nend\n\nwhen I start as a clone\nswitch costume to (fire hit 1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (107) to (-162))\nset size to (200) %\nshow\nstart sound [smb_fireworks v]\nrepeat (2)\n    wait (.05) seconds\n    next costume\nend\ndelete this clone\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@TB\n\nwhen [timer v] > (timer check)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (mario v)\nset size to (100) %\nswitch costume to (모양 1 v)\nset [ghost v] effect to (100)\nbroadcast (STOP v)\nhide variable [fps v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    wait (.01) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nrepeat (10)\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\nwhen flag clicked\nset [offset v] to ((timer) + (1))\nforever\n    change [counter 2 v] by (1)\n    if <(timer) > (offset)> then\n        set [offset v] to ((timer) + (1))\n        set [fps v] to (Counter 2)\n        set [counter 2 v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    set [timer check v] to ((timer) + (0.1))\nend\n\n