8-Bit Adventure

Instructions: Oh noes! Lil' Bobby McBobberton the 3rd Junior Senior Sir Ma'am is lost! I wonder what deadly traps and enemies he will encounter?\n\nAs always, arrow keys to move the little guy around.

@Stage\n\nwhen flag clicked\nforever\n    play sound [577016_A-Whole-New-World-8Bit.mp3 v] until done\nend\n\n@Character\n\nwhen flag clicked\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [change v] to [0]\nshow\ngo to x: (-212) y: (-47)\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n    stuff (12) (0.75)\n    death\nend\n\nwhen I receive [message1 v]\nset volume to (70) %\nstart sound [Mario Die.mp3 v]\ngo to x: (-212) y: (-47)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\ndefine stuff (jump height) (friction)\nswitch costume to (costume2 v)\nchange y by (y vel)\nif <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n    repeat ([abs v] of (y vel) )\n        if <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n            change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n        end\n    end\n    if <<(y vel) < [0.01]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        switch costume to (costume1 v)\n        set volume to (30) %\n        start sound [Mario Jump v]\n        if <touching (spring v)?> then\n            set [y vel v] to [0]\n            set [y vel v] to ((jump height) * (1.35))\n        else\n            set [y vel v] to (jump height)\n        end\n    else\n        set [y vel v] to [0]\n    end\nelse\n    change [y vel v] by (-1)\nend\nchange x by (x vel)\nif <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n    repeat (([abs v] of (x vel) ) + (1))\n        if <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n            change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n        end\n    end\n    set [x vel v] to [0]\nend\nif <touching (spring v)?> then\n    set [y vel v] to [0]\n    set [y vel v] to ((jump height) * (1.35))\nend\nset [x vel v] to ((x vel) * (friction))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [x vel v] by (-1)\n    point in direction (-90)\nelse\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x vel v] by (1)\n        point in direction (90)\n    end\nend\nswitch costume to (costume1 v)\n\ndefine death\nif <(y position) < [-178]> then\n    set volume to (70) %\n    start sound [Mario Die.mp3 v]\n    go to x: (-212) y: (-47)\n    set [y vel v] to [0]\n    set [x vel v] to [0]\nend\nif <touching (death v)?> then\n    set volume to (70) %\n    start sound [Mario Die.mp3 v]\n    go to x: (-212) y: (-47)\n    set [y vel v] to [0]\n    set [x vel v] to [0]\nend\nif <touching (end v)?> then\n    go to x: (-212) y: (-47)\n    set [y vel v] to [0]\n    set [x vel v] to [0]\n    change [level v] by (1)\nend\nif <key (r v) pressed?> then\n    go to x: (-212) y: (-47)\n    set [y vel v] to [0]\n    set [x vel v] to [0]\nend\n\n@Terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (level)\nend\n\n@Death\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@Blocks\n\n@Clouds\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo [backward v] (99) layers\nshow\nforever\n    set [random v] to (pick random (-0.5) to (-2))\n    repeat until <(x position) < [-279]>\n        change x by (random)\n    end\n    set x to (279)\nend\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n    go to x: (254) y: (135)\nend\nif <(clone#) = [2]> then\n    go to x: (113) y: (40)\nend\nif <(clone#) = [3]> then\n    go to x: (170) y: (-44)\nend\nif <(clone#) = [4]> then\n    go to x: (-5) y: (1)\nend\nif <(clone#) = [5]> then\n    go to x: (-83) y: (47)\nend\nif <(clone#) = [6]> then\n    go to x: (-167) y: (-50)\nend\nif <(clone#) = [7]> then\n    go to x: (-10) y: (-101)\nend\nif <(clone#) = [8]> then\n    go to x: (-295) y: (87)\nend\n\n@Fireballs\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [2]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nwait until <(level) = [3]>\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [10]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [vel v] to [0]\nforever\n    if <(clone#) = [1]> then\n        show\n        go to x: (-123) y: (-173)\n        go [backward v] (99) layers\n        set [vel v] to [11.5]\n        repeat (60)\n            Hide (3)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (25)\n            Hide (3)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [2]> then\n        wait (0.25) seconds\n        show\n        go to x: (-96) y: (-173)\n        go [backward v] (99) layers\n        set [vel v] to [11.5]\n        repeat (60)\n            Hide (3)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (25)\n            Hide (3)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [3]> then\n        wait (0.5) seconds\n        show\n        go to x: (-67) y: (-173)\n        go [backward v] (99) layers\n        set [vel v] to [11.5]\n        repeat (60)\n            Hide (3)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (25)\n            Hide (3)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [4]> then\n        show\n        go to x: (102) y: (-156)\n        go [backward v] (99) layers\n        set [vel v] to [12]\n        repeat (60)\n            Hide (4)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (25)\n            Hide (4)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [5]> then\n        wait (0.5) seconds\n        show\n        go to x: (136) y: (-157)\n        go [backward v] (99) layers\n        set [vel v] to [12]\n        repeat (60)\n            Hide (4)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (25)\n            Hide (4)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [6]> then\n        wait (0.5) seconds\n        show\n        go to x: (40) y: (-172)\n        go [backward v] (99) layers\n        set [vel v] to [9]\n        repeat (45)\n            Hide (6)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (10)\n            Hide (6)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [7]> then\n        wait (0.5) seconds\n        show\n        go to x: (105) y: (-172)\n        go [backward v] (99) layers\n        set [vel v] to [10]\n        repeat (50)\n            Hide (6)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (10)\n            Hide (6)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [8]> then\n        wait (0.5) seconds\n        show\n        go to x: (168) y: (-172)\n        go [backward v] (99) layers\n        set [vel v] to [11]\n        repeat (55)\n            Hide (6)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (10)\n            Hide (6)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [9]> then\n        wait (0.5) seconds\n        show\n        go to x: (232) y: (-172)\n        go [backward v] (99) layers\n        set [vel v] to [12]\n        repeat (60)\n            Hide (6)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (10)\n            Hide (6)\n            wait (0.01) seconds\n        end\n    end\n    if <(clone#) = [10]> then\n        wait (0.5) seconds\n        show\n        go to x: (42) y: (-172)\n        go [backward v] (99) layers\n        set [vel v] to [8]\n        repeat (60)\n            Hide (7)\n            change [vel v] by (-0.45)\n        end\n        set [vel v] to [0]\n        repeat (10)\n            Hide (7)\n            wait (0.01) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (character v)?> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\ndefine None\nchange y by (vel)\nturn right (4) degrees\nif <(level) = (level)> then\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\n@Timed Spikes\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n    go to [front v] layer\n    if <(clone#) < [9]> then\n        if <(level) = [4]> then\n            delete this clone\n        end\n        go to x: ((-56) + ((clone#) * (16))) y: (-88)\n    end\n    if <(clone#) = [9]> then\n        if <(level) = [4]> then\n            delete this clone\n        end\n        go to x: (185) y: (-34)\n    end\n    if <(clone#) = [10]> then\n        if <(level) = [5]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [11]> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [12]> then\n        if <(level) = [7]> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [10]\ngo to x: (-68) y: (-56)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (84)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (124) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\nwait until <(level) = [5]>\nset [clone# v] to [11]\ngo to x: (168) y: (-12)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [12]\ngo to x: (88) y: (-172)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\n\n@Timed Spikes Spike\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [10]\ngo to x: (-68) y: (-56)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (84)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (124) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [11]\ngo to x: (168) y: (-12)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [12]\ngo to x: (88) y: (-172)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [death v] to [0]\nforever\n    if <(clone#) < [9]> then\n        go to x: ((-56) + ((clone#) * (16))) y: (-88)\n        Thing\n    end\n    if <(clone#) = [9]> then\n        go to x: (185) y: (-34)\n        Thing\n    end\n    if <(clone#) = [10]> then\n        Thing\n    end\n    if <(clone#) = [11]> then\n        Thing\n    end\n    if <(clone#) = [12]> then\n        Thing\n    end\nend\n\ndefine Thing\nif <touching (character v)?> then\n    set [ghost v] effect to (0)\n    switch costume to (costume3 v)\n    wait (0.3) seconds\n    repeat (15)\n        change y by (1)\n        change [death v] by (1)\n    end\n    wait (0.5) seconds\n    repeat (15)\n        change y by (-1)\n        change [death v] by (-1)\n    end\nelse\n    set [ghost v] effect to (100)\n    switch costume to (costume2 v)\nend\n\nwhen I start as a clone\nforever\n    if <(clone#) < [9]> then\n        if <(level) = [4]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [9]> then\n        if <(level) = [4]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [10]> then\n        if <(level) = [5]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [11]> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [12]> then\n        if <(level) = [7]> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (character v)?> and <(death) > [3]>> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\n@End\n\nwhen flag clicked\nshow\nwait until <(level) = [1]>\ngo to x: (231) y: (-35)\nwait until <(level) = [2 ]>\ngo to x: (232) y: (-55)\nwait until <(level) = [3]>\ngo to x: (87) y: (65)\nwait until <(level) = [4]>\ngo to x: (-133) y: (61)\nwait until <(level) = [5]>\ngo to x: (6) y: (113)\nwait until <(level) = [6]>\ngo to x: (-232) y: (-116)\nwait until <(level) = [7]>\nhide\n\nwhen flag clicked\nforever\n    repeat (15)\n        change y by (0.2)\n    end\n    repeat (15)\n        change y by (-0.2)\n    end\nend\n\n@Spring\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ngo to x: (220) y: (-124)\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [2]\ngo to x: (155) y: (-40)\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [3]\ngo to x: (-203) y: (-28)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [4]\ngo to x: (9) y: (-56)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n    if <(clone#) = [1]> then\n        if <(level) = [4]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [2]> then\n        if <(level) = [5]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [3]> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [4]> then\n        if <(level) = [7]> then\n            delete this clone\n        end\n    end\n    if <touching (character v)?> then\n        start sound [Boing Cartoonish-SoundBible.com-277290791.mp3 v]\n        repeat (3)\n            next costume\n        end\n        wait (0) seconds\n        switch costume to (costume3 v)\n        wait (0) seconds\n        switch costume to (costume2 v)\n        wait (0) seconds\n        switch costume to (costume1 v)\n    end\nend\n\n@Cannon\n\nwhen flag clicked\nhide\nset [wait v] to [0]\nset [shot v] to [0]\ndelete (all) of [dir v]\ndelete (all) of [yshot v]\ndelete (all) of [xshot v]\nwait (0.1) seconds\nwait until <(level) = [4]>\npoint in direction (-90)\ngo to x: (108) y: (-40)\nset [wait v] to [0.5]\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-232) y: (72)\nset [wait v] to [1]\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\npoint in direction (90)\nset [wait v] to [0]\nset [clone# v] to [3]\ngo to x: (-118) y: (-28)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    if <touching (character v)?> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nwait (wait) seconds\nforever\n    change [shot v] by (1)\n    add (direction) to [dir v]\n    add (x position) to [xshot v]\n    add (y position) to [yshot v]\n    create clone of (cannonball v)\n    repeat (2)\n        change x by (1)\n    end\n    wait (0) seconds\n    repeat (2)\n        change x by (-1)\n    end\n    wait (1.5) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n    if <<(clone#) = [1]> or <(clone#) = [2]>> then\n        if <(level) = [5]> then\n            delete this clone\n        end\n    end\n    if <<(clone#) = [1]> or <(clone#) = [3]>> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\nend\n\n@Cannonball\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [4]>\nset [clone# v] to [1]\nwait until <(level) = [5]>\nset [clone# v] to [2]\n\nwhen I start as a clone\nforever\n    if <(clone#) = [1]> then\n        if <(level) = [5]> then\n            delete this clone\n        end\n    end\n    if <(clone#) = [2]> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (character v)?> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nshow\npoint in direction (item (shot) of [dir v])\ngo to x: (item (shot) of [xshot v]) y: (item (shot) of [yshot v])\nswitch costume to (costume1 v)\nset size to (50) %\nrepeat until <<touching (_edge_ v)?> or <touching (timed spikes v)?>>\n    move (5) steps\n    if <touching (character v)?> then\n        broadcast (message1 v)\n    end\nend\ndelete this clone\n\n@Spike Blocks\n\nwhen flag clicked\nset [wait v] to [0]\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [5]>\nset [clone# v] to [1]\nset [wait v] to [0]\ngo to x: (-168) y: (-156)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nset [wait v] to [0.5]\ngo to x: (-148) y: (80)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    switch costume to (costume)\n    if <(clone#) = [1]> then\n        if <(level) = [6]> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nset [costume v] to [1]\nshow\nwait (wait) seconds\nforever\n    repeat (5)\n        change [costume v] by (1)\n    end\n    wait (0.5) seconds\n    repeat (5)\n        change [costume v] by (-1)\n    end\n    wait (0.75) seconds\nend\n\nwhen I start as a clone\nforever\n    go to [front v] layer\n    if <<touching (character v)?> and <(costume [number v]) > [2]>> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\n@Fireball\n\nwhen I start as a clone\nforever\n    repeat (3)\n        change y by (1)\n        wait (0.07) seconds\n    end\n    repeat (3)\n        change y by (-1)\n        wait (0.07) seconds\n    end\nend\n\ndefine If\nif <(distance to [character v]) < [125]> then\n    set [costume v] to [13]\n    set [animation v] to [1]\nelse\n    set [animation v] to [0]\nend\n\nwhen I start as a clone\nforever\n    if <(animation) = [1]> then\n        wait (0.25) seconds\n        change [shot2 v] by (1)\n        add (x position) to [xshot2 v]\n        add (y position) to [yshot2 v]\n        create clone of (flaming ball v)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (character v)?> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nset [animation v] to [0]\nset [costume v] to [1]\nshow\nforever\n    If\n    repeat (11)\n        wait (0.06) seconds\n        change [costume v] by (1)\n        If\n    end\n    repeat (11)\n        wait (0.06) seconds\n        change [costume v] by (-1)\n        If\n    end\n    set [costume v] to [1]\n    If\nend\n\nwhen I start as a clone\nforever\n    point towards (character v)\n    switch costume to (costume)\n    If\nend\n\nwhen flag clicked\ndelete (all) of [xshot2 v]\ndelete (all) of [yshot2 v]\nset [shot2 v] to [0]\nset [clone# v] to [0]\nhide\nwait (1) seconds\nwait until <(level) = [6]>\nset [clone# v] to [1]\ngo to x: (35) y: (-40)\ncreate clone of (_myself_ v)\ngo to x: (230) y: (73)\ncreate clone of (_myself_ v)\ngo to x: (110) y: (-61)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    if <(level) = [7]> then\n        delete this clone\n    end\nend\n\n@Flaming Ball\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [6]>\nset [clone# v] to [1]\n\nwhen I start as a clone\nforever\n    if <(clone#) = [1]> then\n        if <(level) = [7]> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nshow\ngo to x: (item (shot2) of [xshot2 v]) y: (item (shot2) of [yshot2 v])\nswitch costume to (costume1 v)\nset size to (50) %\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (timed spikes v)?>> or <<touching (terrain v)?> or <<touching (spike blocks v)?> or >>>\n    move (4) steps\n    if <touching (character v)?> then\n        broadcast (message1 v)\n    end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <touching (character v)?> then\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\n@Thumbnail\n\nclear graphic effects\n\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nset size to (400) %\n\nwhen flag clicked\nhide\n\n@Sprite2\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nset size to (200) %\n\nwhen flag clicked\nhide\n\n