Marshmello Platformer (COLLAB) 

Instructions: コミュニティありがとう!\nコミュりありがとうございます!\nhttps://uploads.scratch.mit.edu/get_image/project/760734912_600x450.png\n　　　　　　　~~~NEON platformer~~~\n　　　　　　　　\n　　　　　　　　　日本語\n矢印キーまたはタップで操作です。\n楽しんで!\n\n　　　　　　　English\nArrow keys or tap for operation\nThe shades are Tik Tok icons.\n\n\n\nhttps://uploads.scratch.mit.edu/get_image/project/753166614_600x450.png

@Stage\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n    switch costume to (1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (2 v)\nend\nif <(Level) = [3]> then\n    switch costume to (3 v)\nend\n\nwhen I receive [begin v]\nif <(Level) = [1]> then\n    switch costume to (1 v)\nend\nif <(Level) = [2]> then\n    switch costume to (2 v)\nend\nif <(Level) = [3]> then\n    switch costume to (3 v)\nend\n\nwhen I receive [gamemusic v]\n\nwhen flag clicked\nforever\n    stop all sounds\n    play sound [minecraft_holder_trap_remix v] until done\nend\n\n@Player\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nshow\nif <(Level) = [1]> then\n    switch costume to (fun world v)\nend\nif <(Level) = [2]> then\n    switch costume to (ice world v)\nend\nif <(Level) = [3]> then\n    switch costume to (warrior world v)\nend\nbroadcast (SwitchToTask v)\nforever\n    if <(-paused for animation?) = [Yes]> then\n        set [hero y velocity v] to [1]\n        set [hero x velocity v] to [0]\n        wait until <not <(-paused for animation?) = [Yes]>>\n    end\n    Player Tick\nend\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\nif <(Hero y velocity) > [14]> then\n    set [hero y velocity v] to [14]\nend\nif <(Hero y velocity) < [-14]> then\n    set [hero y velocity v] to [-14]\nend\n\ndefine Gravity\nif <(Hero y velocity) > [0]> then\n    change y by (1)\n    repeat (Hero y velocity)\n        if <not <touching (herosensor v)?>> then\n            change y by (1)\n            set [-ypositionofplayer v] to [0]\n        end\n    end\n    if <touching (herosensor v)?> then\n        set [hero y velocity v] to [0]\n        change y by (-1)\n    end\nend\nif <(Hero y velocity) < [0]> then\n    change y by (-1)\n    repeat ([abs v] of (Hero y velocity) )\n        if <not <touching (herosensor v)?>> then\n            change y by (-1)\n        else\n            set [hero y velocity v] to [0]\n        end\n    end\n    change y by (1)\nend\nif <(y position) > [530]> then\n    broadcast (Respawn v)\n    start sound [volcano v]\n    broadcast (#DamageMe v)\nend\n\ndefine JumpSensing\nif <<<<([costume name v] of [joystick v]) = [N]> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [NW]>>> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n    change y by (1)\n    if <<touching (herosensor v)?> or <(LiftJumpReady?) = [Yes]>> then\n        set [hero y velocity v] to [-13]\n    end\n    change y by (-1)\nend\n\ndefine Left right sensing\nif <(Joypad Disabled?) = [Yes]> then\n    set [hero x velocity v] to [0]\n    stop [this script v]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [E]>>> then\n    change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<([costume name v] of [joystick v]) = [NW]> or <([costume name v] of [joystick v]) = [W]>>> then\n    change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < [-8]> then\n    set [hero x velocity v] to [-8]\nend\nif <(Hero x velocity) > [8]> then\n    set [hero x velocity v] to [8]\nend\nif <(Hero x velocity) > [0]> then\n    repeat (Hero x velocity)\n        if <not <touching (herosensor v)?>> then\n            change x by (1)\n        end\n    end\n    change [hero x velocity v] by (-0.5)\n    if <touching (herosensor v)?> then\n        change x by (-1)\n        set [hero x velocity v] to [0]\n    end\nend\nif <(Hero x velocity) < [0]> then\n    repeat ([abs v] of (Hero x velocity) )\n        if <not <touching (herosensor v)?>> then\n            change x by (-1)\n        end\n    end\n    change [hero x velocity v] by (0.5)\n    if <touching (herosensor v)?> then\n        change x by (1)\n        set [hero x velocity v] to [0]\n    end\nend\n\nwhen I receive [respawn v]\nStartPostions\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [i v] key pressed\n\nwhen [1 v] key pressed\n\nwhen [2 v] key pressed\n\nwhen [l v] key pressed\n\ndefine StartPostions\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\ngo to x: (889) y: (490)\n\nwait (1) seconds\n\nwhen I receive [levelup v]\nStartPostions\n\nwhen I receive [2b level shown - door open v]\nswitch costume to (2b v)\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n    switch costume to (fun world v)\nend\nif <(Level) = [2]> then\n    switch costume to (ice world v)\nend\nif <(Level) = [3]> then\n    switch costume to (warrior world v)\nend\n\nwhen I receive [##launchplayer v]\nhide\nclear graphic effects\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nbroadcast (Respawn v)\nbroadcast (begin v)\n\nask [Level?] and wait\nset [level v] to (answer)\n\nshow list [itemx v]\nshow list [itemy v]\nshow list [item name v]\nshow list [itemlevel v]\nshow list [microbad - walk rate v]\n\nadd ((0) - (x position)) to [itemx v]\nadd ((-30) - (y position)) to [itemy v]\nask [What are we putting here?] and wait\nadd (answer) to [item name v]\nadd (Level) to [itemlevel v]\nask [Walk Rate?] and wait\nadd (answer) to [microbad - walk rate v]\n\nhide list [itemx v]\nhide list [itemy v]\nhide list [item name v]\nhide list [itemlevel v]\nhide list [microbad - walk rate v]\n\nwhen I receive [begin v]\nStartPostions\n\n@crafting\n\ndefine StartLevelWithRightCostume\nswitch costume to (l1,0 v)\nwait (0.5) seconds\nif <(Level) = [1]> then\n    switch costume to (l1,0 v)\n    stop [this script v]\nend\nif <(Level) = [2]> then\n    switch costume to (level 2 v)\n    stop [this script v]\nend\nif <(Level) = [3]> then\n    switch costume to (l3start v)\n    stop [this script v]\nend\n\nif <(Level) = [4]> then\n    switch costume to (level 4 v)\n    stop [this script v]\nend\n\nwhen I receive [start v]\nStartLevelWithRightCostume\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nif <(Level) = [1]> then\n    switch costume to (l1,0 v)\nend\nif <(Level) = [2]> then\n    switch costume to (l1 end l2 start blank v)\nend\nif <(Level) = [3]> then\n    switch costume to (l3start v)\nend\ngo to x: (171) y: (133)\npoint in direction (90)\nset size to (90) %\nbroadcast (Stretchwhenfull v)\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\n\nif <(costume [number v]) = [6]> then\n    if <([y position v] of [font v]) > [-10]> then\n        next costume\n        broadcast (-ShowLadder v)\n        stop [this script v]\n    else\n        broadcast (L1LadderPrompt v)\n    end\nend\nif <(costume [number v]) = [11]> then\n    next costume\n    set [holdingitem v] to [TNT]\nend\nif <(costume [number v]) = [22]> then\n    next costume\n    set [holdingitem v] to [BowAndArrow]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nif <(costume [number v]) = [5]> then\n    stop [other scripts in sprite v]\n    L1 crafting the table\n    stop [this script v]\nend\nif <(costume [number v]) = [9]> then\n    next costume\n    stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n    next costume\n    stop [this script v]\nend\nif <(costume [number v]) = [19]> then\n    next costume\n    broadcast (#L2 energy up! v)\n    stop [this script v]\nend\nif <(costume [number v]) = [24]> then\n    next costume\n    stop [this script v]\nend\nbroadcast (#ACTION v)\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nstop [this script v]\n\nforever\n    say (timer)\nend\n\nglide (1) secs to x: (171) y: (133)\n\nswitch costume to (l1 end l2 start blank v)\n\ndefine L1 crafting the table\npoint in direction (90)\nswitch costume to (*l1,4 wood for table3 v)\nset size to (80) %\ngo to x: (171) y: (133)\nrepeat (27)\n    change size by (1)\n    change y by (-2)\n    change x by (-6)\nend\nrepeat (5)\n    turn right (1) degrees\nend\nrepeat (10)\n    turn right (-1) degrees\nend\nswitch costume to (l1 end l2 start blank v)\nrepeat (10)\n    turn right (1) degrees\nend\nrepeat (5)\n    turn right (-1) degrees\nend\nrepeat (27)\n    change size by (-1)\n    change y by (2)\n    change x by (6)\nend\nbroadcast (Stretchwhenfull v)\n\nif <(costume [number v]) = [5]> then\n    next costume\n    stop [this script v]\nend\n\nwhen I receive [stretchwhenfull v]\nforever\n    if <(letter (1) of (costume [name v])) = [*]> then\n        set size to (90) %\n        repeat (10)\n            change size by (0.5)\n        end\n        repeat (10)\n            change size by (-0.5)\n        end\n    end\nend\n\ndefine StretchWhenFull\n\nStretchWhenFull\n\nset size to (80) %\nbroadcast (Stretchwhenfull v)\n\nbroadcast (#ACTION v)\n\nstop [other scripts in sprite v]\n\nbroadcast (#ACTION v)\n\nset [ghost v] effect to (10)\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n    switch costume to (l1 end l2 start blank v)\nend\nif <(Level) = [3]> then\n    switch costume to (l3start v)\nend\n\nswitch costume to (l3start v)\nstop [this script v]\n\nnext costume\n\n@HeroSensor\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\nforever\n    if <touching (zombie v)?> then\n        broadcast (#DamageMe v)\n        play sound [splatter v] until done\n        wait (1) seconds\n    end\n    if <touching (blaze v)?> then\n        broadcast (#DamageMe v)\n        play sound [splatter v] until done\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\n@MyCostumes\n\nwhen I receive [#crafting v]\ngo to [front v] layer\nif <<(Level) = [2]> and <<([costume # v] of [crafting v]) > [12]> and <([costume # v] of [crafting v]) < [19]>>> then\n    if <<([x position v] of [player v]) > [-820]> and <<([x position v] of [player v]) < [-770]> and <<([y position v] of [player v]) > [120]> and <(y position) < [140]>>>> then\n        set [-paused for animation? v] to [Yes]\n        point in direction (90)\n        repeat (3)\n            switch costume to (fisherman v)\n        end\n        repeat (12)\n            next costume\n            wait (0) seconds\n        end\n        set [-paused for animation? v] to [No]\n        broadcast (NextCraftingStage v)\n    end\nend\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nglide (1) secs to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\nglide (1) secs to x: (-100) y: (y position)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n    delete this clone\nend\ngo to [front v] layer\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowhit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowhit v)\nrepeat (6)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [costumecontrol v]\nset [-paused for animation? v] to [No]\nshow\ngo to [front v] layer\nforever\n    wait until <not <(-paused for animation?) = [Yes]>>\n    if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (-90)\n        set [costumelock v] to [WalkCycle]\n    else\n        if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n            point in direction (90)\n            set [costumelock v] to [WalkCycle]\n        else\n            set [costumelock v] to [PlayerReadyStance]\n        end\n    end\n    if <<(#HeroVulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n        set [#herovulnerable? v] to [No]\n        broadcast (HitDamage v)\n    end\nend\n\nwhen I receive [cycles v]\nforever\n    wait until <not <(-paused for animation?) = [Yes]>>\n    if <(COSTUMELOCK) = [WalkCycle]> then\n        switch costume to (normal v)\n        repeat until <<not <(COSTUMELOCK) = [WalkCycle]>> or <(COSTUMELOCK) = [Action]>>\n            next costume\n            if <(costume [number v]) = [13]> then\n                switch costume to (normal v)\n            end\n            repeat (1)\n        end\n    end\n    if <(COSTUMELOCK) = [PlayerReadyStance]> then\n        switch costume to (normal v)\n    end\n    repeat until <<not <(COSTUMELOCK) = [PlayerReadyStance]>> or <(COSTUMELOCK) = [Action]>>\nend\n\nwhen flag clicked\nhide\nset [costumelock v] to [PlayerReadyStance]\n\nset x to (?Stageshift <-->)\n\nset x to (882)\n\nwhen I receive [tree hitter v]\nswitch costume to (*tree hitter v)\nwait (0.2) seconds\nswitch costume to (walk10 v)\n\nif <(-paused for animation?) = [Yes]> then\n    hide\nend\n\nshow\n\nforever\n    set [cloudcostume v] to (costume [number v])\nend\n\nrepeat (12)\n    next costume\nend\nset [-paused for animation? v] to [No]\n\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\n@Lava\n\nwhen I start as a clone\nforever\n    set y to (([y position v] of [player v]) - (600))\n    if <(([y position v] of [player v]) - (600)) = (y position)> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\nshow\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nif <(Level) = [3]> then\n    repeat (2)\n        set x to (() + (LavaX))\n    end\n    next costume\nelse\n    hide\n    if <(Level) = [4]> then\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\ngo to [front v] layer\n\nwait until <(Level) = [3]>\ngo to x: (-170) y: (-173)\nset size to (70) %\nset [lavax v] to [-900]\nrepeat (12)\n    next costume\n    create clone of (_myself_ v)\n    change [lavax v] by (260)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (-117) y: (-131)\ncreate clone of (_myself_ v)\ngo to x: (131) y: (-131)\ncreate clone of (_myself_ v)\n\ngo to x: (131) y: (-131)\n\nrepeat (10)\n\n@Tree\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nif <(Level) = [2]> then\n    stop [this script v]\nend\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Tree]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\nif <touching (mycostumes v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@SkyParalax\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    go to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\nend\n\n@L1 Speech\n\nwhen I receive [begin v]\nRightTutor\n\nrepeat until <not <([costume # v] of [crafting v]) = [1]>>\nrepeat until <([costume # v] of [crafting v]) = [5]>\n\ndefine L1Speech\nif <(Mode) = [Hardcore]> then\n    stop [this script v]\nend\nwait (0.2) seconds\nshow\nsay [Use arrow keys, WASD or mobile!] for (6) seconds\nsay [I need a crafting table!] for (3) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [1]>>\n    say [Go to a tree.  Press space, action↘ or crafting⭧ to chop tree.]\nend\nsay [Keep cutting!] for (2) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [2]>>\n    say [Cut down 3 more trees.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [3]>>\n    say [2 trees to go.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [4]>>\n    say [1 more!]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [5]>>\n    say [Press space, action or crafting to make your table.]\nend\nsay [Awesome!] for (1) seconds\nsay [Table made!] for (2) seconds\nrepeat until <not <(Level) = [1]>>\n    say [Portal ➜]\nend\nsay []\n\ndefine L2Speech\nwait (0.2) seconds\n\nsay [Oh no! ] for (1) seconds\nsay [Look down there!] for (1.5) seconds\nsay [My hunger bar says I'm going to starve!] for (4) seconds\nsay [I'd better catch some fish...] for (4) seconds\n\nrepeat until <not <([costume # v] of [health v]) = [1]>>\n    say [I need to find the some ]\nend\n\nwhen I receive [levelup v]\nRightTutor\n\ndefine RightTutor\npoint in direction (-90)\ngo to x: (-25) y: (0)\nif <(Level) = [1]> then\n    L1Speech\nend\nif <(Level) = [2]> then\n    L2Speech\nend\n\nrepeat until <not <([costume # v] of [crafting v]) = [2]>>\n    say [Now find and cut down 3 more trees.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [3]>>\n    say [2 trees to go.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [4]>>\n    say [1 left!]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [5]>>\n    say [Press space or click crafting to make your table.]\nend\nsay [Awesome!] for (1) seconds\nsay [Crafting table upgraded!] for (2) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [6]>>\n    say [Go to the portal ➜]\nend\n\nwhen I receive [#gameover v]\nhide\n\nwhen flag clicked\nhide\n\n@Portal\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\ngo to [back v] layer\nrepeat until <not <(Level) = [1]>>\n    go to x: (([x position v] of [player v]) + (891)) y: (([y position v] of [player v]) + (-548))\n    if <<(x position) = (([x position v] of [player v]) + (891))> and <(y position) = (([y position v] of [player v]) + (-548))>> then\n        if <([costume # v] of [crafting v]) = [6]> then\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\nrepeat until <not <(Level) = [2]>>\n    go to x: (([x position v] of [player v]) + (-575)) y: (([y position v] of [player v]) + (-218))\n    go to [front v] layer\n    if <<(x position) = (([x position v] of [player v]) + (-575))> and <(y position) = (([y position v] of [player v]) + (-218))>> then\n        if <([costume # v] of [crafting v]) = [20]> then\n            show\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\nrepeat until <not <(Level) = [3]>>\n    go to x: (([x position v] of [player v]) + (-575)) y: (([y position v] of [player v]) + (-218))\n    go to [front v] layer\n    if <<(x position) = (([x position v] of [player v]) + (-575))> and <(y position) = (([y position v] of [player v]) + (-218))>> then\n        if <([costume # v] of [crafting v]) = [20]> then\n            show\n            Sensing\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\n\ndefine Sensing\nshow\nnext costume\nif <touching (herosensor v)?> then\n    if <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n        change [level v] by (1)\n        broadcast (LevelUp v)\n        stop [this script v]\n    end\n    if <(Mode) = [Trainer]> then\n        broadcast (#GameOver v)\n        stop [this script v]\n    end\nend\n\nshow\n\nchange [level v] by (1)\n\n@Health\n\nhide\n\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <(Mode) = [Trainer]> then\n    switch costume to (health8 v)\n    stop [this script v]\nend\nif <(Mode) = [Normal]> then\n    switch costume to (health8 v)\n    stop [this script v]\nend\nif <(Mode) = [Hardcore]> then\n    switch costume to (health 1 v)\n    stop [this script v]\nend\n\nwhen I receive [nextcraftingstage v]\n\ndefine Costumes\n\nwhen I receive [levelup v]\n\nwhen flag clicked\ngo to x: (126) y: (-164)\nhide\n\nwhen I receive [#l2 energy up! v]\nif <(Mode) = [Hardcore]> then\n    go to x: (73) y: (-164)\n    set size to (300) %\n    switch costume to (health 2 v)\n    play sound [Chomp v] until done\n    go to x: (126) y: (-164)\n    set size to (200) %\n    wait (0.2) seconds\n    stop [this script v]\nend\ngo to x: (73) y: (-164)\nset size to (300) %\nswitch costume to (health8 v)\nplay sound [Chomp v] until done\ngo to x: (126) y: (-164)\nset size to (200) %\nwait (0.2) seconds\n\nnext costume\n\nwhen I receive [#damageme v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n    broadcast (#GameOver v)\nend\n\nCostumes\n\nif <(Level) = [1]> then\n    switch costume to (health 3 v)\nend\nif <(Level) = [2]> then\n    switch costume to (health 3 v)\nend\nif <(Level) = [3]> then\n    switch costume to (health8 v)\nend\n\nshow\ngo to [front v] layer\n\nsay [Game over] for (2) seconds\n\nif <(Level) = [1]> then\n\nswitch costume to ((costume [number v]) - (1))\n\nrepeat until <(costume [number v]) = [11]>\n\n@L2 trader\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Trader]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    point towards (herosensor v)\n    turn right (180) degrees\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        next costume\n        if <(Mode) = [Hardcore]> then\n            if <([costume # v] of [crafting v]) = [10]> then\n                broadcast (2b level shown - door open v)\n            else\n                say [Hi!]\n            end\n        end\n        if <not <(Mode) = [Hardcore]>> then\n            if <(distance to [herosensor v]) < [60]> then\n                if <([costume # v] of [crafting v]) = [6]> then\n                    say [I hate trees!  Please cut them down and I'll open the door for you.  →]\n                else\n                    if <([costume # v] of [crafting v]) = [7]> then\n                        say [Cut down the other 2 trees! →]\n                    end\n                    if <([costume # v] of [crafting v]) = [8]> then\n                        say [Cut down the last tree! →]\n                    else\n                        if <([costume # v] of [crafting v]) = [9]> then\n                            say [Hmm... can you craft the wood into sticks?]\n                        else\n                            if <([costume # v] of [crafting v]) = [10]> then\n                                say [Ok... I've opened the door for you.]\n                                broadcast (2b level shown - door open v)\n                            else\n                                if <([costume # v] of [crafting v]) = [11]> then\n                                    say [There is more string up there to find!]\n                                else\n                                    if <([costume # v] of [crafting v]) = [12]> then\n                                        say [Why not craft a rod?]\n                                    else\n                                        if <([costume # v] of [crafting v]) = [13]> then\n                                            say [Cool fishing rod.  Now go and catch some fish. →]\n                                        else\n                                            if <<([costume # v] of [crafting v]) > [13]> and <([costume # v] of [crafting v]) < [19]>> then\n                                                say [Keep fishing!]\n                                            else\n                                                if <([costume # v] of [crafting v]) = [19]> then\n                                                    say [Eat the fish to boost your energy!]\n                                                else\n                                                    if <([costume # v] of [crafting v]) = [20]> then\n                                                        say [Now head into the portal in the house!]\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            else\n                say []\n            end\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif  then\nelse\nend\n\n@L2 string\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (string v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [String]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        show\n        if <touching (mycostumes v)?> then\n            broadcast (NextCraftingStage v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif <(distance to [herosensor v]) < [60]> then\n    if <([costume # v] of [crafting v]) = [6]> then\n        say [I hate trees!  Please cut them down and I'll open the door for you... →]\n    else\n        if <([costume # v] of [crafting v]) = [7]> then\n            say [Cut down the other tree! →]\n        else\n            if <([costume # v] of [crafting v]) = [8]> then\n                say [Hmm... can you craft the wood into sticks?]\n            else\n                if <([costume # v] of [crafting v]) = [9]> then\n                    say [Ok... the string is up there! ↖]\n                else\n                    if <([costume # v] of [crafting v]) = [10]> then\n                        say [The other string is up there too!]\n                    end\n                end\n            end\n        end\n    end\nelse\n    say []\nend\n\nnext costume\n\n@L2 fishing\n\nwhen I receive [#crafting v]\nif <([costume # v] of [crafting v]) = [13]> then\n    forever\n        if <([abs v] of (Hero x velocity) ) > [0]> then\n            change [costumecounter v] by (1)\n            if <(Costumecounter) > [5]> then\n                next costume\n                set [costumecounter v] to [0]\n            end\n        end\n        if <(Level) = [3]> then\n            hide\n            stop [this script v]\n        end\n    end\nend\n\nnext costume\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [crafting v]) = [13]>\nforever\n    point in direction ([direction v] of [mycostumes v])\n    if <(-paused for animation?) = [Yes]> then\n        hide\n    else\n        if <([costume # v] of [player v]) < [14]> then\n            show\n        else\n            hide\n        end\n    end\n    if <(Level) = [3]> then\n        hide\n        stop [this script v]\n    end\nend\n\nshow\n\n@L2 Fish\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (string v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [fish]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-40))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-40))>> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif <(distance to [herosensor v]) < [60]> then\n    if <([costume # v] of [crafting v]) = [6]> then\n        say [I hate trees!  Please cut them down and I'll open the door for you... →]\n    else\n        if <([costume # v] of [crafting v]) = [7]> then\n            say [Cut down the other tree! →]\n        else\n            if <([costume # v] of [crafting v]) = [8]> then\n                say [Hmm... can you craft the wood into sticks?]\n            else\n                if <([costume # v] of [crafting v]) = [9]> then\n                    say [Ok... the string is up there! ↖]\n                else\n                    if <([costume # v] of [crafting v]) = [10]> then\n                        say [The other string is up there too!]\n                    end\n                end\n            end\n        end\n    end\nelse\n    say []\nend\n\nnext costume\n\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nif <touching (mycostumes v)?> then\n\n@Zombie\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n        if <<touching (sword v)?> and <not <([costume name v] of [sword v]) = [Up]>>> then\n            delete this clone\n        end\n        switch costume to ([costume # v] of [zombie v])\n        show\n    else\n        hide\n    end\nend\n\nif <touching (herosensor v)?> then\n    broadcast (#DamageMe v)\n    delete this clone\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [Zombie]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen flag clicked\nset [baddie_clone_x_shift v] to [0]\nforever\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [r]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (1)\n        end\n        next costume\n    end\n    switch costume to (firstz v)\n    set [baddies going l or r? v] to [l]\n    repeat (24)\n        repeat (3)\n            change [baddie_clone_x_shift v] by (-1)\n        end\n        next costume\n    end\nend\n\n@Wood\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (wood v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Wood]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n        if <touching (mycostumes v)?> then\n            broadcast (NextCraftingStage v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nhide\n\n@Stick\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (wood v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Stick]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n        if <touching (mycostumes v)?> then\n            broadcast (NextCraftingStage v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nhide\n\n@Sword\n\nwhen I receive [#crafting v]\nif <([costume # v] of [crafting v]) = [24]> then\n    show\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\nforever\n    point in direction ([direction v] of [mycostumes v])\nend\n\nwhen I receive [#action v]\ngo to [front v] layer\nswitch costume to (diagonal v)\nwait (0.05) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [armwithwater v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\npoint in direction ([direction v] of [mycostumes v])\n\n@Winter Tree\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (tree v)\nif <not <(Level) = [2]>> then\n    stop [this script v]\nend\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [Tree]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\nif <touching (mycostumes v)?> then\n    \n    next costume\n    if <(costume [number v]) > [4]> then\n        hide\n        broadcast (NextCraftingStage v)\n        delete this clone\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n        show\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@Blaze\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (30))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (30))>> then\n        if <<touching (armwithwater v)?> and <not <([costume name v] of [armwithwater v]) = [Up]>>> then\n            delete this clone\n        end\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [begin v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\nwhen I receive [upperblazepath v]\n\ndefine PositionZombie\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [blaze]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\nforever\n    repeat (100)\n        change [zombiex v] by (1)\n        point in direction (90)\n    end\n    repeat (100)\n        change [zombiex v] by (-1)\n        point in direction (-90)\n    end\nend\n\nstart sound [Splash v]\n\nif <touching (herosensor v)?> then\n    broadcast (#DamageMe v)\n    delete this clone\nend\n\n@bottle\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nswitch costume to (water v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [bottle]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-10))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-10))>> then\n        show\n        set size to (80) %\n        if <touching (mycostumes v)?> then\n            broadcast (ArmWithWater v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@ArmWithWater\n\nwhen I receive [armwithwater v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n    point in direction ([direction v] of [mycostumes v])\nend\n\nwhen I receive [#action v]\ngo to [front v] layer\nwait (0.1) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [armwithwater v]\nshow\n\nwhen I receive [armwithbow v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@dragon\n\nwhen I start as a clone\nset size to (300) %\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5))) y: ((([y position v] of [player v]) + (local_clone_y)) + (100))\n    if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5)))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (100))>> then\n        if <touching (arrow v)?> then\n            change size by (-5)\n            start sound [eek v]\n            if <(size) < [50]> then\n                think [NO!!!!] for (2) seconds\n                broadcast (#GameOver v)\n                delete this clone\n            end\n        end\n        if <touching (herosensor v)?> then\n            broadcast (#DamageMe v)\n            repeat (15)\n                go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5))) y: ((([y position v] of [player v]) + (local_clone_y)) + (100))\n                if <(baddies going l or r?) = [l]> then\n                    point in direction (90)\n                else\n                    point in direction (-90)\n                end\n                next costume\n                show\n            end\n        end\n        if <(baddies going l or r?) = [l]> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [begin v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n    repeat (length of [item name v])\n        if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n            if <(item (MicroBad Clone Number) of [item name v]) = [dragon]> then\n                set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n                set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n                create clone of (_myself_ v)\n            end\n        end\n        change [microbad clone number v] by (1)\n    end\nend\n\ndelete this clone\n\nset size to (300) %\n\nbroadcast (#GameOver v)\ndelete this clone\n\n@armwithbow\n\nwhen I receive [#action v]\n\ngo to [front v] layer\nswitch costume to (diagonal v)\nwait (0.05) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [armwithbow v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n    point in direction ([direction v] of [mycostumes v])\nend\n\n@bow\n\nwhen I receive [begin v]\nset [armed with bow? v] to [No]\nPosition\n\nwhen I receive [levelup v]\nset [armed with bow? v] to [No]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n    if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n        if <(item (MicroBad Clone Number) of [item name v]) = [bow]> then\n            set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n            set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n            create clone of (_myself_ v)\n        end\n    end\n    change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n    if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-10))\n    if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-10))>> then\n        show\n        set size to (80) %\n        if <touching (mycostumes v)?> then\n            set [armed with bow? v] to [Yes]\n            broadcast (ArmWithBow v)\n            delete this clone\n        end\n    else\n        hide\n    end\nend\n\n@Arrow\n\nwhen I start as a clone\nshow\ngo to (herosensor v)\nif <([direction v] of [mycostumes v]) = [90]> then\n    point in direction (45)\nelse\n    point in direction (-45)\nend\nrepeat until <touching (_edge_ v)?>\n    move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [#action v]\nif <not <(Armed with bow?) = [Yes]>> then\n    stop [this script v]\nend\ncreate clone of (_myself_ v)\n\n@Snow etc\n\nwhen I receive [begin v]\nhide\nforever\n    repeat until <not <(Level) = [1]>>\n        set [myx v] to (([x position v] of [player v]) + (-234))\n        set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n        switch costume to (costume1 v)\n        clear graphic effects\n        set [ghost v] effect to (10)\n        set size to (100) %\n        go to [back v] layer\n        go [forward v] (2) layers\n        create clone of (_myself_ v)\n        wait ((pick random (1) to (10)) / (3)) seconds\n    end\n    repeat until <not <(Level) = [2]>>\n        set [ghost v] effect to (5)\n        switch costume to (snowflake v)\n        set size to (200) %\n        set size to (pick random (50) to (150)) %\n        set [myx v] to (([x position v] of [player v]) + (pick random (-250) to (319)))\n        set [myy v] to [-150]\n        create clone of (_myself_ v)\n        wait (0.2) seconds\n    end\n    repeat until <not <(Level) = [3]>>\n        set [myx v] to (([x position v] of [player v]) + (-234))\n        set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n        switch costume to (costume1 v)\n        clear graphic effects\n        set [ghost v] effect to (10)\n        set size to (100) %\n        go to [back v] layer\n        go [forward v] (2) layers\n        create clone of (_myself_ v)\n        wait ((pick random (1) to (10)) / (5)) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(Level) = [1]> then\n    forever\n        if <(costume [number v]) = [2]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n        change [myx v] by (2)\n        change [myy v] by (pick random (1) to (-1))\n        go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + ((0) - (Myy)))\n        if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(y position) = (([y position v] of [player v]) + ((0) - (Myy)))>>> then\n            delete this clone\n        end\n    end\nend\nif <(Level) = [2]> then\n    forever\n        change [myy v] by (-3)\n        go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + (Myy))\n        turn right (4) degrees\n        if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(x position) = (([y position v] of [player v]) + (Myy))>>> then\n            delete this clone\n        end\n        change [myx v] by (1)\n    end\nend\n\nwhen I receive [levelup v]\ndelete this clone\n\n@Start End screens\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nwait (1) seconds\nswitch costume to (selection v)\nbroadcast (ShowModeOptions v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n    change size by (-1)\n    change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nset [level v] to [1]\n\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\n\nrepeat (40)\n    change size by (-1)\n    change y by (1.5)\nend\n\n@gAMEPLAYsELECTION2\n\nwhen I receive [showmodeoptions v]\nFaster\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        start sound [Collect v]\n        repeat until <not <touching (mouse-pointer v)?>>\n            repeat (7)\n                change size by (0.5)\n            end\n            repeat (7)\n                change size by (-0.5)\n            end\n        end\n    end\nend\n\nwhen this sprite clicked\nif <(Clickable) = [Yes]> then\n    reset timer\n    set [clickable v] to [No]\n    if <(costume [number v]) = [1]> then\n        set [mode v] to [Normal]\n        set [level v] to [1]\n    end\n    if <(costume [number v]) = [2]> then\n        set [level v] to [1]\n        set [mode v] to [Hardcore]\n    end\n    if <(costume [number v]) = [3]> then\n        set [level v] to [1]\n        set [mode v] to [Trainer]\n    end\n    if <(costume [number v]) = [4]> then\n        set [level v] to [2]\n        set [mode v] to [Trainer]\n    end\n    if <(costume [number v]) = [5]> then\n        set [level v] to [3]\n        set [mode v] to [Trainer]\n    end\n    stop [other scripts in sprite v]\n    broadcast (begin v)\n    delete this clone\nend\n\nset [mode v] to [Normal]\n\nif <(costume [number v]) = [6]> then\n    set [level v] to [4]\n    set [mode v] to [Trainer]\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [hardcore death v]\nset [clickable v] to [No]\nswitch costume to (hardcore v)\ngo to x: (-170) y: (-80)\nset size to (1) %\nshow\nrepeat (30)\n    go to [front v] layer\n    change size by (5)\nend\n\nwhen I receive [showtraininglevelcomplete v]\nset [clickable v] to [No]\nwait (0.1) seconds\nset size to (300) %\nchange [level v] by (0)\nif <(Level) = [1]> then\n    switch costume to (summer v)\n    go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n    switch costume to (winter v)\n    go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n    switch costume to (battle v)\n    go to x: (-175) y: (600)\nend\nif <(Level) = [4]> then\n    switch costume to (air v)\n    go to x: (-525) y: (600)\nend\nshow\ngo to [front v] layer\nglide (1) secs to x: (x position) y: (350)\nbroadcast (ShowBestTimes v)\n\ndefine Faster\nhide\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nset [clickable v] to [Yes]\nrepeat (5)\n    create clone of (_myself_ v)\n    next costume\nend\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nif <(costume [number v]) = [1]> then\n    set [level v] to [1]\nend\nif <(costume [number v]) = [2]> then\n    set [level v] to [1]\n    set [mode v] to [Hardcore]\nend\nif <(costume [number v]) = [3]> then\n    set [level v] to [1]\n    set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [4]> then\n    set [level v] to [2]\n    set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [5]> then\n    set [level v] to [3]\n    set [mode v] to [Trainer]\nend\nstop [other scripts in sprite v]\nbroadcast (begin v)\ndelete this clone\n\n@Joystick\n\nwhen I receive [begin v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        point towards (mouse-pointer v)\n        if <<(direction) > [-23]> and <(direction) < [23]>> then\n            switch costume to (n v)\n        end\n        if <<(direction) > [-68]> and <(direction) < [-23]>> then\n            switch costume to (nw v)\n        end\n        if <<(direction) > [-140]> and <(direction) < [-68]>> then\n            switch costume to (w v)\n        end\n        if <<(direction) > [23]> and <(direction) < [68]>> then\n            switch costume to (ne v)\n        end\n        if <<(direction) > [68]> and <(direction) < [140]>> then\n            switch costume to (e v)\n        end\n        if <<(direction) < [-140]> or <(direction) > [140]>> then\n            switch costume to (action v)\n            broadcast (#ACTION v) and wait\n            broadcast (#Crafting v)\n            wait (0.3) seconds\n        end\n    else\n        switch costume to (neutral v)\n    end\nend\n\nbroadcast (Jump v)\n\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n    set [xvelocity v] to (MaxXVelocity)\nend\nbroadcast (HeroPointLeft v)\nbroadcast (Jump v)\n\nbroadcast (HeroPointLeft v)\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n    set [xvelocity v] to (MaxXVelocity)\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n    if <<mouse down?> and <(mouse y) < [30]>> then\n        show\n        go to [front v] layer\n        set [ghost v] effect to (50)\n        set [joyshowcounter v] to [0]\n    else\n        change [joyshowcounter v] by (1)\n        if <(JoyShowCounter) > [25]> then\n            switch costume to (neutral v)\n        end\n        if <(JoyShowCounter) > [50]> then\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (HeroPointRight v)\nbroadcast (Jump v)\n\n@Jobs list\n\n@Timer\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nset [###time v] to [0]\nset [localsecondscounter v] to [0]\nwait (1) seconds\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n    forever\n        change [###time v] by (1)\n        change [localsecondscounter v] by (1)\n        if <(LocalSecondsCounter) = [60]> then\n            change [###time v] by (40)\n            set [localsecondscounter v] to [0]\n        end\n        if <(GamePaused?) = [Yes]> then\n            wait (7) seconds\n            set [gamepaused? v] to [No]\n        end\n        wait (1) seconds\n    end\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (###Time)) - (Numeral)) of (###Time))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (-140) y: (165)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-23)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nswitch costume to (clock normal v)\n\ngo to [front v] layer\n\nset [brightness v] effect to (50)\n\nbroadcast (#GameOver v)\n\n@cloud]\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\nclear graphic effects\ngo to [front v] layer\nstop [other scripts in sprite v]\nif <(Mode) = [Normal]> then\n    if <(###Time) < (☁ Normal)> then\n        set [☁ normal v] to (###Time)\n        set [####display_cloud_times v] to (###Time)\n    end\nend\nif <(Mode) = [Hardcore]> then\n    if <(###Time) < (☁ -Hardcore)> then\n        set [☁ -hardcore v] to (###Time)\n        set [####display_cloud_times v] to (###Time)\n    end\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        if <(###Time) < (☁ -L1)> then\n            set [☁ -l1 v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        end\n    end\n    if <(Level) = [2]> then\n        if <(###Time) < (☁ -L2)> then\n            set [☁ -l2 v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        end\n    end\n    if <(Level) = [3]> then\n        if <(###Time) < (☁ -level3)> then\n            set [☁ -level3 v] to (###Time)\n            set [####display_cloud_times v] to (###Time)\n        end\n    end\nend\nshow\ngo to [front v] layer\nswitch costume to (10 v)\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nif <(Numeral) = [4]> then\n    switch costume to (clock normal v)\nend\nforever\n    go to [front v] layer\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n    set [####display_cloud_times v] to (☁ Normal)\nend\nif <(Mode) = [Hardcore]> then\n    set [####display_cloud_times v] to (☁ -Hardcore)\nend\nif <(Mode) = [Trainer]> then\n    if <(Level) = [1]> then\n        set [####display_cloud_times v] to (☁ -L1)\n    end\n    if <(Level) = [2]> then\n        set [####display_cloud_times v] to (☁ -L2)\n    end\n    if <(Level) = [3]> then\n        set [####display_cloud_times v] to (☁ -level3)\n    end\nend\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nif <(Numeral) = [4]> then\n    switch costume to (clock normal v)\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (40) %\ngo to x: (-30) y: (168)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\nset [#mode v] to [0]\n\nset [☁ -hardcore v] to [9999]\nset [☁ -level3 v] to [7777]\nset [☁ normal v] to [5555]\nset [☁ -l1 v] to [5555]\nset [☁ -l2 v] to [5555]\n\nif <(Level) = [1]> then\n    if <(###Time) < (####display_cloud_times)> then\nend\n\nset [☁ -l2 v] to (####display_cloud_times)\n\nif <(###Time) < (☁ -level3)> then\n    set [☁ -level3 v] to (####display_cloud_times)\nend\n\nset [☁ -hardcore v] to (####display_cloud_times)\n\nrepeat (10)\n\nswitch costume to (10 v)\n\nshow\n\n@Sprite1\n\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nswitch costume to (button v)\nset [ghost v] effect to (99)\nshow\nforever\n    go to [front v] layer\n    wait (1) seconds\nend\n\nwhen flag clicked\nset [gamepaused? v] to [No]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    broadcast (localpause v)\nend\n\nset [ghost v] effect to (0)\n\nclear graphic effects\n\nwhen I receive [localpause v]\nset [gamepaused? v] to [Yes]\nstop [other scripts in sprite v]\nswitch costume to (ice v)\nshow\nset [ghost v] effect to (50)\nwait until <(GamePaused?) = [No]>\nhide\n\nwhen I receive [#gameover v]\nhide\n\n@Minecraft platformer 4 end screen\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    stop [this script v]\nend\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n    clear graphic effects\n    go to [front v] layer\n    set size to (100) %\n    show\n    switch costume to (minecraft platformer 4 end screen v)\n    go to x: (0) y: (-360)\n    glide (1) secs to x: (0) y: (0)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen3 v)\nforever\n    go to x: (0) y: (-132)\n    next costume\n    if <(costume [number v]) = [1]> then\n        next costume\n    end\n    set size to (0) %\n    set [size v] to (size)\n    repeat until <touching (_edge_ v)?>\n        change size by (3)\n        change [size v] by (3)\n    end\n    repeat (8)\n        change size by (-3)\n        change [size v] by (-3)\n    end\n    repeat (6)\n        repeat (10)\n            change size by (1)\n            change [size v] by (1)\n        end\n        repeat (10)\n            change size by (-1)\n            change [size v] by (-1)\n        end\n    end\n    repeat until <not <(size) = (size)>>\n        change size by (-4)\n        change [size v] by (-4)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Minecraft platformer 4 end screen2\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    stop [this script v]\nend\nif <(Mode) = [Trainer]> then\n    clear graphic effects\n    go to [front v] layer\n    set size to (100) %\n    show\n    switch costume to (minecraft platformer 4 end screen v)\n    go to x: (0) y: (-360)\n    glide (1) secs to x: (0) y: (0)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen2 v)\nforever\n    go to x: (0) y: (-132)\n    next costume\n    if <(costume [number v]) = [1]> then\n        next costume\n    end\n    set size to (0) %\n    set [size v] to (size)\n    repeat until <touching (_edge_ v)?>\n        change size by (3)\n        change [size v] by (3)\n    end\n    repeat (8)\n        change size by (-3)\n        change [size v] by (-3)\n    end\n    repeat (6)\n        repeat (10)\n            change size by (1)\n            change [size v] by (1)\n        end\n        repeat (10)\n            change size by (-1)\n            change [size v] by (-1)\n        end\n    end\n    repeat until <not <(size) = (size)>>\n        change size by (-4)\n        change [size v] by (-4)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Minecraft platformer 4 end screen3\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n    clear graphic effects\n    go to [front v] layer\n    set size to (100) %\n    show\n    switch costume to (minecraft platformer 4 end screen v)\n    go to x: (0) y: (-360)\n    glide (1) secs to x: (0) y: (0)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen2 v)\nforever\n    go to x: (0) y: (-132)\n    next costume\n    if <(costume [number v]) = [1]> then\n        next costume\n    end\n    set size to (0) %\n    set [size v] to (size)\n    repeat until <touching (_edge_ v)?>\n        change size by (3)\n        change [size v] by (3)\n    end\n    repeat (8)\n        change size by (-3)\n        change [size v] by (-3)\n    end\n    repeat (6)\n        repeat (10)\n            change size by (1)\n            change [size v] by (1)\n        end\n        repeat (10)\n            change size by (-1)\n            change [size v] by (-1)\n        end\n    end\n    repeat until <not <(size) = (size)>>\n        change size by (-4)\n        change [size v] by (-4)\n    end\nend\n\nwhen flag clicked\nhide\n\nif <(Mode) = [Trainer]> then\n\nif <([costume # v] of [health v]) = [1]> then\nend\n\n