Bennett Bullets (platformer) #all #games

Instructions: turbowarp link\n=================================\nhttps://turbowarp.org/524173913\n=================================\npress SPACE 2 advance dialogue\n\nrest of instructions in game.\n\nyou are playing as a character in the game named Bennett Bullets. Mr. Bullets is an agent hired by the goverment to stop a dude called Peter who is a villan, duh. will Mr. Bullets capture Peter? play the game to find out.

@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nwait (0.05) seconds\nset volume to (35) %\nforever\n    play sound [Cool Pixel Music! v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n    play sound [Pixel Theme v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (30)\n    change volume by (2.5)\nend\n\nwhen I receive [black screen v]\nrepeat (30)\n    change volume by (-2.5)\nend\nset volume to (0) %\n\nwhen I receive [credit v]\nwait (3) seconds\nset volume to (45) %\nswitch backdrop to (backdrop3 v)\nstop [other scripts in sprite v]\nforever\n    play sound [Pixel Theme v] until done\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nwait (0.05) seconds\nset volume to (30) %\nforever\n    play sound [8-Bit_RPG_Music_-_Boss_Battle_Original_Composition-NzFKyZc_va4 v] until done\nend\n\n@sprite sheet\n\nwhen flag clicked\nchange [☁ times this game is played v] by (1)\nforever\n    reset timer\nend\n\nset [☁ times ppl got to the boss v] to [0]\n\nwhen I receive [boss v]\nchange [☁ times ppl got to the boss v] by (1)\n\n@player\n\ndefine plat (gravity) (jump) (speed) (friction) (slope) <up> <left> <right>\nswitch costume to (hitbox v)\nchange [y v] by (gravity)\nchange y by (y)\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by ((([abs v] of (y) ) / (y)) * (-1))\n    end\n    set [y v] to (<<up> and <(([abs v] of (y) ) / (y)) = [-1]>> * (((1) - (<key (space v) pressed?> * (0.25))) * (<(talkin?) = [n]> * (jump))))\nend\nset [x v] to ((friction) * ((x) + (((<right> * (speed)) + (<left> * ((speed) * (-1)))) * <(talkin?) = [n]>)))\nif <key (space v) pressed?> then\n    set [x v] to ((x) * ((friction) + (0.06)))\nend\nchange x by (x)\nset [slope v] to [0]\nrepeat until <<not <touching (ground v)?>> or <((slope) * (-1)) = (slope)>>\n    change [slope v] by (-1)\n    change y by (1)\nend\nif <touching (ground v)?> then\n    change y by (slope)\n    repeat until <not <touching (ground v)?>>\n        change x by ((([abs v] of (x) ) / (x)) * (-1))\n    end\nend\nif <(boss) = [n]> then\n    position (round (x position))\nelse\n    broadcast (position v)\nend\nif <(y position) < [-180]> then\n    broadcast (death v)\n    stop [this script v]\nend\nif <touching (enemies v)?> then\n    if <not <(dialogue) > [18]>> then\n        broadcast (death v)\n    end\nend\nif <(boss) = [n]> then\n    if <(scroll x) > [5100]> then\n        set [boss v] to [y]\n        broadcast (boss v)\n    end\nend\nswitch costume to (hitbox2 v)\nif <key (space v) pressed?> then\n    switch costume to (costume)\nelse\n    if <touching (ground v)?> then\n        switch costume to (costume)\n    else\n        switch costume to (costume1 v)\n    end\nend\nif <touching (ene bullets v)?> then\n    broadcast (death v)\n    stop [this script v]\nend\npoint in direction ((<(x) > [0]> * (90)) + (<[0] > (x)> * (-90)))\n\ndefine position (x)\nchange [scroll x v] by (x)\ngo to x: (0) y: (y position)\nbroadcast (position v)\n\nwhen I receive [resume v]\nset rotation style [left-right v]\nset [costume v] to [3]\nforever\n    if <key (space v) pressed?> then\n        if <(talkin?) = [n]> then\n            set [costume v] to [5]\n        end\n    else\n        if <([floor v] of ([abs v] of (x) ) ) > [0]> then\n            set [costume v] to [4]\n            wait (0.15) seconds\n            set [costume v] to [3]\n            wait (0.15) seconds\n        else\n            set [costume v] to [3]\n        end\n    end\nend\n\nwhen I receive [resume v]\nset size to (150) %\nshow\ngo to x: (0) y: (0)\nset [y v] to [0]\nset [x v] to [0.001]\nif <(boss) = [n]> then\n    set [scroll x v] to [0]\nelse\n    set [scroll x v] to [5100]\nend\nforever\n    plat [-0.6] [7] [0.7] [0.8] [2] <<(<(username) = [surlo_gamez]> * <key (e v) pressed?>) = [1]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> <<(<(username) = [surlo_gamez]> * <key (s v) pressed?>) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> <<(<(username) = [surlo_gamez]> * <key (f v) pressed?>) = [1]> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\nend\n\nwhen I receive [death v]\nstart sound [death v]\nstop [other scripts in sprite v]\nset [delete all clones v] to [y]\nwait (0) seconds\nset [delete all clones v] to [n]\nswitch costume to (costume1 v)\nset [y v] to [7]\nchange y by (5)\nrepeat until <(y position) < [-180]>\n    change [y v] by (-0.6)\n    change y by (y)\nend\nhide\nif <(boss) = [n]> then\n    repeat until <<[-5] < (scroll x)> and <(scroll x) < [5]>>\n        set [change x v] to (scroll x)\n        set [scroll x v] to (((change x) - (0)) / (1.25))\n        broadcast (position v)\n    end\nend\nwait (0.2) seconds\nbroadcast (resume v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (5) layers\nhide\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nbroadcast (black screen v)\nwait (3) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nset [boss v] to [n]\nbroadcast (resume v)\n\nwhen I receive [resume v]\nforever\n    if <(talkin?) = [n]> then\n        if <key (space v) pressed?> then\n            wait (0.3) seconds\n            if <key (space v) pressed?> then\n                start sound [Gunshot 1 v]\n                create clone of (bullets v)\n            end\n        end\n    end\nend\n\nwhen I receive [resume v]\nset [ghost v] effect to (100)\nwait (0.3) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [credit v]\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss defeated v]\nrepeat until <<(x position) > [-5]> and <[5] > (x position)>>\n    if <(x position) > [0]> then\n        change [x v] by (-0.7)\n    else\n        change [x v] by (0.7)\n    end\nend\n\n@bullets\n\nwhen I start as a clone\nset size to (100) %\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (2))\npoint in direction ([direction v] of [player v])\nset [bullet x v] to ((scroll x) + ([x position v] of [player v]))\nshow\nforever\n    bullet collision [9]\nend\n\nwhen I receive [position v]\nset x to ((bullet x) - (scroll x))\nif <<touching (ground v)?> or <not <<(x position) > [-240]> and <[240] > (x position)>>>> then\n    delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <(delete all clones) = [y]> then\n        delete this clone\n    end\nend\n\ndefine bullet collision (speed)\nif <(direction) > [0]> then\n    repeat (speed)\n        change [bullet x v] by (1)\n        if <touching (enemies v)?> then\n            wait (0) seconds\n            delete this clone\n        end\n    end\nelse\n    repeat (speed)\n        change [bullet x v] by (-1)\n        if <touching (enemies v)?> then\n            wait (0) seconds\n            delete this clone\n        end\n    end\nend\n\n@ground\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nshow\nforever\n    check if on edge [480]\nend\n\ndefine check if on edge (x)\nif <<((tile x) - (scroll x)) > (x)> or <((x) * (-1)) > ((tile x) - (scroll x))>> then\n    hide\nelse\n    show\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nset [color v] effect to (0)\nset [brightness v] effect to (-10)\nswitch costume to (costume1 v)\ngenerate level [480]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\ndefine generate level (x)\nset [tile x v] to [0]\ncreate clone of (_myself_ v)\nrepeat (11)\n    next costume\n    change [tile x v] by (x)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <(delete buildings) = [y]> then\n        delete this clone\n    end\nend\n\n@ground2\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nshow\nforever\n    check if on edge [480]\nend\n\ndefine check if on edge (x)\nif <<((tile x) - (scroll x)) > (x)> or <((x) * (-1)) > ((tile x) - (scroll x))>> then\n    hide\nelse\n    show\nend\n\nwhen I receive [play v]\nset [color v] effect to (0)\nset [brightness v] effect to (-10)\nswitch costume to (costume1 v)\n[480]\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine (x)\nset [tile x v] to [0]\ncreate clone of (_myself_ v)\nrepeat (11)\n    next costume\n    change [tile x v] by (x)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <(delete buildings) = [y]> then\n        delete this clone\n    end\nend\n\n@background\n\nwhen I receive [position v]\nset size to (150) %\ngo to x: ((tile x) - ((scroll x) * (time\(#\)))) y: ((78) - (size))\nset size to ((100) * (time\(#\))) %\n\nwhen flag clicked\nset [brightness v] effect to (3)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (999) layers\nshow\nforever\n    check if touching edge [480]\nend\n\ndefine generate level (change x) (time\(#\))\nset [scroll x v] to [0]\nset [tile x v] to [0]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [time\(#\) v] to (time\(#\))\nrepeat (11)\n    next costume\n    change [tile x v] by ((change x) * (time\(#\)))\n    create clone of (_myself_ v)\nend\n\ndefine check if touching edge (x)\nif <<((tile x) - ((scroll x) * (time\(#\)))) > (x)> or <((x) * (-1)) > ((tile x) - ((scroll x) * (time\(#\))))>> then\n    hide\nelse\n    show\nend\n\nwhen I receive [play v]\ngenerate level [480] [0.6]\n\nwhen I start as a clone\nforever\n    if <(delete buildings) = [y]> then\n        delete this clone\n    end\nend\n\n@enemies\n\ndefine spawn (enemie) at (x) (y)\nset [ene x v] to (x)\nset y to (y)\nset [enemie type v] to (enemie)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nset x to ((ene x) - (scroll x))\n\nwhen I start as a clone\nif <(enemie type) = [1]> then\n    forever\n        wait (0.3) seconds\n        set [ene cos v] to [1]\n        wait (0.3) seconds\n        set [ene cos v] to [2]\n    end\nend\nif <(enemie type) = [3]> then\n    forever\n        wait (0.3) seconds\n        set [ene cos v] to [4]\n        wait (0.3) seconds\n        set [ene cos v] to [5]\n    end\nend\nif <(enemie type) = [4]> then\n    forever\n        if <(boss moving?) = [y]> then\n            wait (0.3) seconds\n            set [ene cos v] to [6]\n            wait (0.3) seconds\n            set [ene cos v] to [7]\n        else\n            set [ene cos v] to [6]\n        end\n    end\nend\nif <(enemie type) = [5]> then\n    forever\n        wait (0.3) seconds\n        set [ene cos v] to [4]\n        wait (0.3) seconds\n        set [ene cos v] to [5]\n    end\nend\nif <(enemie type) = [6]> then\n    switch costume to (costume3 v)\n    forever\n        change y by (-2)\n        wait (0.3) seconds\n        change y by (2)\n        wait (0.3) seconds\n    end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(enemie type) = [1]> then\n    forever\n        point in direction (90)\n        repeat (90)\n            change [ene x v] by (1)\n        end\n        point in direction (-90)\n        repeat (90)\n            change [ene x v] by (-1)\n        end\n    end\nend\nif <(enemie type) = [2]> then\n    forever\n        point towards (player v)\n    end\nend\nif <(enemie type) = [3]> then\n    forever\n        point in direction (90)\n        repeat (90)\n            change [ene x v] by (1)\n        end\n        point in direction (-90)\n        repeat (90)\n            change [ene x v] by (-1)\n        end\n    end\nend\nif <(enemie type) = [5]> then\n    if <(ene x) > (scroll x)> then\n        point in direction (-90)\n        repeat (26)\n            change [ene x v] by (-1)\n            switch costume to (ene cos)\n        end\n    else\n        point in direction (90)\n        repeat (26)\n            change [ene x v] by (1)\n            switch costume to (ene cos)\n        end\n    end\n    forever\n        switch costume to (costume4 v)\n    end\nend\nif <(enemie type) = [6]> then\n    if <(ene x) > (scroll x)> then\n        point in direction (-90)\n        repeat (10)\n            change [ene x v] by (-1)\n            switch costume to (ene cos)\n        end\n    else\n        point in direction (90)\n        repeat (10)\n            change [ene x v] by (1)\n            switch costume to (ene cos)\n        end\n    end\n    forever\n        set y to (-91)\n    end\nend\n\nwhen I receive [resume v]\nhide\nspawn [4] at [5320] [-91]\nif <(boss) = [n]> then\n    spawn [1] at [170] [-110]\n    spawn [2] at [773] [-139]\n    spawn [1] at [1070] [-141]\n    spawn [1] at [1184] [-141]\n    spawn [1] at [1523] [-70]\n    spawn [1] at [1570] [-71]\n    spawn [2] at [1700] [-71]\n    spawn [2] at [2493] [-139]\n    spawn [3] at [3233] [-98]\n    spawn [3] at [3384] [-120]\n    spawn [3] at [4484] [-142]\n    spawn [2] at [4691] [-141]\n    spawn [2] at [2799] [-131]\n    spawn [1] at [4107] [-98]\n    wait (2) seconds\n    spawn [1] at [4107] [-98]\n    spawn [2] at [4491] [-55]\n    spawn [3] at [4589] [-55]\nend\n\nwhen I start as a clone\nforever\n    if <touching (_edge_ v)?> then\n        hide\n    else\n        show\n    end\n    if <(delete all clones) = [y]> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nset size to ([size v] of [player v]) %\nclear graphic effects\nif <(enemie type) = [1]> then\n    set [ene health v] to [2]\n    forever\n        if <touching (bullets v)?> then\n            change [ene health v] by (-1)\n            set [brightness v] effect to (100)\n            wait (0.05) seconds\n            set [brightness v] effect to (0)\n            wait until <not <touching (bullets v)?>>\n        end\n        if <(ene health) < [1]> then\n            switch costume to (costume1 v)\n            clear graphic effects\n            repeat (5)\n                change [brightness v] effect by (17)\n                change [ghost v] effect by (17)\n            end\n            delete this clone\n        end\n        switch costume to (ene cos)\n    end\nend\nif <(enemie type) = [2]> then\n    set [ene health v] to [2]\n    forever\n        if <touching (bullets v)?> then\n            change [ene health v] by (-1)\n            set [brightness v] effect to (100)\n            wait (0.05) seconds\n            set [brightness v] effect to (0)\n            wait until <not <touching (bullets v)?>>\n        end\n        if <(ene health) < [1]> then\n            switch costume to (costume3 v)\n            clear graphic effects\n            repeat (5)\n                change [brightness v] effect by (17)\n                change [ghost v] effect by (17)\n            end\n            delete this clone\n        end\n        switch costume to (costume3 v)\n    end\nend\nif <(enemie type) = [3]> then\n    set [ene health v] to [2]\n    forever\n        if <touching (bullets v)?> then\n            if <<<[0] < (direction)> and <((ene x) - (scroll x)) > [0]>> or <<(direction) < [0]> and <[0] > ((ene x) - (scroll x))>>> then\n                change [ene health v] by (-1)\n                set [brightness v] effect to (100)\n                wait (0.05) seconds\n                set [brightness v] effect to (0)\n                wait until <not <touching (bullets v)?>>\n            else\n                start sound [block v]\n            end\n        end\n        if <(ene health) < [1]> then\n            switch costume to (costume4 v)\n            clear graphic effects\n            repeat (5)\n                change [brightness v] effect by (17)\n                change [ghost v] effect by (17)\n            end\n            delete this clone\n        end\n        switch costume to (ene cos)\n    end\nend\nif <<(enemie type) = [5]> or <(enemie type) = [6]>> then\n    set [ene health v] to [1]\nend\nif <(enemie type) = [4]> then\n    switch costume to (costume6 v)\n    set [ene health v] to [60]\n    wait until <(boss) = [y]>\n    wait (0) seconds\n    wait until <(talkin?) = [n]>\n    forever\n        if <touching (bullets v)?> then\n            change [ene health v] by (-1)\n            set [brightness v] effect to (100)\n            wait (0.05) seconds\n            set [brightness v] effect to (0)\n            wait until <not <touching (bullets v)?>>\n        end\n        if <(ene health) < [1]> then\n            switch costume to (costume6 v)\n            clear graphic effects\n            repeat (5)\n                change [brightness v] effect by (17)\n                change [ghost v] effect by (17)\n            end\n            broadcast (boss defeated v)\n            delete this clone\n        end\n        switch costume to (ene cos)\n    end\nend\n\nwhen I receive [resume v]\nset [bullet count v] to [0]\ndelete all of [dir v]\ndelete all of [x v]\ndelete all of [y v]\n\nwhen I start as a clone\nif <(enemie type) = [2]> then\n    forever\n        if <<([abs v] of ((ene x) - (scroll x)) ) < [230]> and <((y position) - ([y position v] of [player v])) < [40]>> then\n            wait (2) seconds\n            change [bullet count v] by (1)\n            add (ene x) to [x v]\n            add (y position) to [y v]\n            add (direction) to [dir v]\n            start sound [shoot v]\n            create clone of (ene bullets v)\n        end\n    end\nend\n\nwhen I receive [capture animation v]\nspawn [5] at [5330] [-91]\nspawn [5] at [4870] [-91]\nspawn [6] at [5330] [-91]\nspawn [6] at [4870] [-91]\nwait (2) seconds\nbroadcast (dialogue v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(enemie type) = [4]> then\n    wait until <(boss) = [y]>\n    wait (0) seconds\n    wait until <(talkin?) = [n]>\n    forever\n        set [boss moving? v] to [n]\n        point in direction (-90)\n        wait (1) seconds\n        repeat (2)\n            repeat (3)\n                change [bullet count v] by (1)\n                add (ene x) to [x v]\n                add (y position) to [y v]\n                add (direction) to [dir v]\n                start sound [shoot v]\n                create clone of (ene bullets v)\n                wait (0.15) seconds\n            end\n            wait (1) seconds\n        end\n        if <(pick random (1) to (2)) = [2]> then\n            repeat (2)\n                change y by (5)\n            end\n            repeat (4)\n                change y by (2)\n            end\n            repeat (3)\n                change [bullet count v] by (1)\n                add (ene x) to [x v]\n                add (y position) to [y v]\n                add (direction) to [dir v]\n                start sound [shoot v]\n                create clone of (ene bullets v)\n                wait (0.15) seconds\n            end\n            repeat (2)\n                change y by (-5)\n            end\n            repeat (4)\n                change y by (-2)\n            end\n        end\n        wait (0.5) seconds\n        set [boss moving? v] to [y]\n        point in direction (-90)\n        repeat until <(x position) < [-220]>\n            change [ene x v] by (-4)\n        end\n        set [boss moving? v] to [n]\n        point in direction (90)\n        wait (1) seconds\n        repeat (2)\n            repeat (3)\n                change [bullet count v] by (1)\n                add (ene x) to [x v]\n                add (y position) to [y v]\n                add (direction) to [dir v]\n                start sound [shoot v]\n                create clone of (ene bullets v)\n                wait (0.15) seconds\n            end\n            wait (1) seconds\n        end\n        if <(pick random (1) to (2)) = [2]> then\n            repeat (2)\n                change y by (5)\n            end\n            repeat (4)\n                change y by (3)\n            end\n            repeat (3)\n                change [bullet count v] by (1)\n                add (ene x) to [x v]\n                add (y position) to [y v]\n                add (direction) to [dir v]\n                start sound [shoot v]\n                create clone of (ene bullets v)\n                wait (0.15) seconds\n            end\n            repeat (2)\n                change y by (-5)\n            end\n            repeat (4)\n                change y by (-3)\n            end\n        end\n        set [boss moving? v] to [y]\n        wait (0.5) seconds\n        point in direction (90)\n        repeat until <[220] < (x position)>\n            change [ene x v] by (4)\n        end\n    end\nend\n\n@ene bullets\n\nwhen I start as a clone\nset size to (100) %\nset y to (item (bullet count) of [y v])\npoint in direction (item (bullet count) of [dir v])\nset [bullet x v] to (item (bullet count) of [x v])\nshow\nforever\n    if <(direction) > [0]> then\n        point in direction (90)\n        change [bullet x v] by (5)\n    else\n        point in direction (-90)\n        change [bullet x v] by (-5)\n    end\n    if <touching (player v)?> then\n        wait (0) seconds\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <(delete all clones) = [y]> then\n        delete this clone\n    end\nend\n\nwhen I receive [position v]\nset x to ((bullet x) - (scroll x))\nif <<touching (ground v)?> or <not <<(x position) > [-240]> and <[240] > (x position)>>>> then\n    delete this clone\nend\n\nwhen I receive [boss defeated v]\nset [delete all clones v] to [y]\nwait (0) seconds\nset [delete all clones v] to [n]\n\n@text\n\nwhen I receive [dialogue v]\nset [talkin? v] to [y]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete all dialogue v] to [n]\nif <(dialogue) = [26]> then\n    broadcast (credit v)\nend\nif <not <<<(dialogue) = [7]> or <(dialogue) = [13]>> or <(dialogue) = [19]>>> then\n    switch costume to (who`s talkin?)\n    go to x: (0) y: (100)\n    set size to (100) %\n    create clone of (_myself_ v)\n    type (item (dialogue) of [dialogue v])\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    change [dialogue v] by (1)\n    broadcast (dialogue v)\nelse\n    set [talkin? v] to [n]\n    change [dialogue v] by (1)\nend\n\ndefine type (\(dialogue\))\nset [letter # v] to [0]\ngo to x: (-210) y: (140)\nset size to (75) %\nrepeat (length of (\(dialogue\)))\n    change [letter # v] by (1)\n    switch costume to (letter (letter #) of (\(dialogue\)))\n    create clone of (_myself_ v)\n    start sound (pick random (1) to (3))\n    change x by (11)\n    if <<<(costume [name v]) = [I]> or <(costume [name v]) = [i]>> or <<(costume [name v]) = [l]> or <(costume [name v]) = [L]>>> then\n        change x by (-6)\n    end\n    if <<(costume [name v]) = [j]> or <(costume [name v]) = [J]>> then\n        change x by (-5)\n    end\n    if <<(x position) > [200]> and <(costume [name v]) = [ ]>> then\n        change y by (-20)\n        set x to (-210)\n    end\n    wait (0) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nif <<<(costume [number v]) = [54]> or <(costume [number v]) = [55]>> or <<(costume [number v]) = [56]> or <(costume [number v]) = [57]>>> then\n    set [brightness v] effect to (0)\nelse\n    set [brightness v] effect to (100)\nend\nforever\n    if <(delete all dialogue) = [y]> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [delete all dialogue v] to [n]\nset [dialogue v] to [1]\nset [who`s talkin? v] to [DudeThroughCall]\ndelete all of [dialogue v]\nadd [You know the drill] to [dialogue v]\nadd [WAD or arrow keys to run and jump] to [dialogue v]\nadd [Press and hold SPACE to shoot] to [dialogue v]\nadd [Your mission is to take down Pew Pew   Peter] to [dialogue v]\nadd [But be careful because he has bodyguards watching at all times] to [dialogue v]\nadd [Good luck] to [dialogue v]\nadd [7] to [dialogue v]\nadd [So you are the guy who is after me] to [dialogue v]\nadd [Did they not tell you who I am] to [dialogue v]\nadd [Alright] to [dialogue v]\nadd [I see you have chosen] to [dialogue v]\nadd [Death] to [dialogue v]\nadd [13] to [dialogue v]\nadd [IM] to [dialogue v]\nadd [IMPOSSIBLE] to [dialogue v]\nadd [Great work Bullets] to [dialogue v]\nadd [Wait] to [dialogue v]\nadd [What is that noise] to [dialogue v]\nadd [19] to [dialogue v]\nadd [Sir we have captured the target] to [dialogue v]\nadd [Good] to [dialogue v]\nadd [I knew using Peter as a bait would work] to [dialogue v]\nadd [Come back to get your rewards] to [dialogue v]\nadd [And for you Bullets] to [dialogue v]\nadd [I will see you very soon] to [dialogue v]\nadd [] to [dialogue v]\nbroadcast (dialogue v)\n\nwhen I receive [play v]\nforever\n    if <(dialogue) < [7]> then\n        set [who`s talkin? v] to [DudeThroughCall]\n    end\n    if <<[7] < (dialogue)> and <(dialogue) < [16]>> then\n        set [who`s talkin? v] to [PewPewPeter]\n    end\n    if <<[15] < (dialogue)> and <(dialogue) < [19]>> then\n        set [who`s talkin? v] to [DudeThroughCall]\n    end\n    if <<(dialogue) < [21]> and <[19] < (dialogue)>> then\n        set [who`s talkin? v] to [enemie]\n    end\n    if <[20] < (dialogue)> then\n        set [who`s talkin? v] to [KoolTophat]\n    end\nend\n\nwhen I receive [boss defeated v]\nbroadcast (dialogue v)\n\nwhen I receive [death v]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete all dialogue v] to [n]\n\nwhen I receive [play v]\nforever\n    if <(dialogue) = [20]> then\n        broadcast (capture animation v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [credit v]\nwait (3) seconds\nset [delete buildings v] to [y]\nset [delete all clones v] to [y]\nset [delete all dialogue v] to [y]\nwait (0) seconds\nset [delete buildings v] to [n]\nset [delete all clones v] to [n]\nset [delete all dialogue v] to [n]\n\nwhen I start as a clone\nforever\n    if <(dialogue) > [25]> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nset [delete buildings v] to [n]\nset [delete all clones v] to [n]\nset [delete all dialogue v] to [n]\n\nwhen I receive [boss v]\nset [talkin? v] to [y]\nbroadcast (dialogue v)\n\n@thumbnail\n\nwhen I receive [credit v]\nbroadcast (black screen v)\n\nwhen I receive [black screen v]\nswitch costume to (dark v)\nset [fancy stuff? v] to [n]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set size to (300) %\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (43)\n        change y by (2.5)\n        change [ghost v] effect by (-2.5)\n    end\nend\nif <(costume [number v]) = [3]> then\n    show\n    go to x: (0) y: (-25)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    forever\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        wait (0.5) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n    end\nend\n\nwhen flag clicked\nset [fancy stuff? v] to [y]\nhide\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to (press space v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    if <(fancy stuff?) = [n]> then\n        delete this clone\n    end\nend\n\nwhen [timer v] > (0.001)\nshow\nset [ghost v] effect to (0)\nswitch costume to (thumbnail v)\n\nwhen I receive [position v]\ngo to [front v] layer\n\n