Pixl 2.2 | Competitive Multiplayer Platformer

Instructions: Two keyboards are required to play, because keyboard ghosting is a major issue.\nPLAYER 1: WASD (Move) JL (Aim) K (Fire) SPACE (Burst)\nPLATER 2: ARROW KEYS (Move) UO (Aim) I (Fire) G (Burst)\n\nSCRATCH FORUMS: https://scratch.mit.edu/discuss/topic/265172/\nDiscord invite: UtUbKDt

@Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p2score) = [4]>> then\n    set [brightness v] effect to (0)\n    repeat (10)\n        set [brightness v] effect to (-5)\n    end\nend\n\n@map2\n\nwhen flag clicked\nhide variable [map v]\ngo to x: (0) y: (0)\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n    if <(map) = [1]> then\n        set [brightness v] effect to (0)\n        switch costume to (map v)\n    end\n    if <(map) = [2]> then\n        switch costume to (thegridfg v)\n        set [brightness v] effect to (50)\n        set [ghost v] effect to (50)\n    end\n    if <(map) = [3]> then\n        switch costume to (map_cabin v)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [4]> then\n        switch costume to (test3 v)\n        set [brightness v] effect to (10)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [5]> then\n        switch costume to (sectorfourmap v)\n        show\n        set [color v] effect to (0)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [6]> then\n        switch costume to (docksmap v)\n        show\n        set [color v] effect to (0)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [refreshscore v]\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n    if <(map) = [1]> then\n        set [brightness v] effect to (0)\n        switch costume to (map v)\n    end\n    if <(map) = [2]> then\n        switch costume to (thegridfg v)\n        set [brightness v] effect to (50)\n        set [ghost v] effect to (35)\n    end\n    if <(map) = [3]> then\n        switch costume to (map_cabin v)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [4]> then\n        switch costume to (test3 v)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [5]> then\n        switch costume to (sectorfourmap v)\n        show\n        set [color v] effect to (0)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\n    if <(map) = [6]> then\n        switch costume to (docksmap v)\n        show\n        set [color v] effect to (0)\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nset [map v] to (pick random (1) to (6))\nif <(map) = [1]> then\n    set [brightness v] effect to (0)\n    switch costume to (map v)\nend\nif <(map) = [2]> then\n    switch costume to (thegridfg v)\n    set [brightness v] effect to (50)\n    set [ghost v] effect to (50)\nend\nif <(map) = [3]> then\n    switch costume to (map_cabin v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [4]> then\n    switch costume to (test3 v)\n    set [brightness v] effect to (10)\n    set [ghost v] effect to (0)\nend\nif <(map) = [5]> then\n    switch costume to (sectorfourmap v)\n    show\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [6]> then\n    switch costume to (docksmap v)\n    show\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\n\n@tide\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (0) y: (-45)\nforever\n    repeat (10)\n        change y by (0.5)\n    end\n    repeat (10)\n        change y by (0.2)\n    end\n    repeat (10)\n        change y by (-0.2)\n    end\n    repeat (10)\n        change y by (-0.5)\n    end\n    repeat (10)\n        change y by (-0.2)\n    end\n    repeat (10)\n        change y by (0.2)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(map) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nset [brightness v] effect to (-50)\n\nwhen I receive [1 v]\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p1score) = [4]>> then\n    repeat (10)\n        set [brightness v] effect to (-5)\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p1score) = [4]>> then\n    repeat (10)\n        set [brightness v] effect to (-5)\n    end\nend\n\n@mapbackground\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n    if <(map) = [1]> then\n        switch costume to (mapbackground2 v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [2]> then\n        switch costume to (thegridbg v)\n        show\n        set [color v] effect to (116)\n    end\n    if <(map) = [3]> then\n        switch costume to (map_cabin_bg v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [4]> then\n        switch costume to (testbg2 v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [5]> then\n        switch costume to (sectorfourmapbackground v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [6]> then\n        switch costume to (docksbackground v)\n        show\n        set [color v] effect to (0)\n    end\nend\n\nwhen I receive [refreshscore v]\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n    if <(map) = [1]> then\n        switch costume to (mapbackground2 v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [2]> then\n        switch costume to (thegridbg v)\n        show\n        set [color v] effect to (50)\n    end\n    if <(map) = [3]> then\n        switch costume to (map_cabin_bg v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [4]> then\n        switch costume to (testbg2 v)\n        show\n        set [color v] effect to (0)\n    end\n    if <(map) = [5]> then\n        switch costume to (sectorfourmapbackground v)\n        show\n        set [color v] effect to (0)\n    end\nend\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\n\ngo [backward v] (50) layers\n\nwhen I receive [gamestartvirustag v]\nset [brightness v] effect to (0)\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nif <(map) = [1]> then\n    set [brightness v] effect to (0)\n    switch costume to (map v)\nend\nif <(map) = [2]> then\n    switch costume to (thegridbg v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [3]> then\n    switch costume to (map_cabin v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [4]> then\n    switch costume to (testbg v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [5]> then\n    switch costume to (sectorfourmap v)\n    show\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\nif <(map) = [1]> then\n    switch costume to (mapbackground2 v)\n    show\n    set [color v] effect to (0)\nend\nif <(map) = [2]> then\n    switch costume to (thegridbg v)\n    show\n    set [color v] effect to (50)\nend\nif <(map) = [3]> then\n    switch costume to (map_cabin_bg v)\n    show\n    set [color v] effect to (0)\nend\nif <(map) = [4]> then\n    switch costume to (testbg2 v)\n    show\n    set [color v] effect to (0)\nend\nif <(map) = [5]> then\n    switch costume to (sectorfourmapbackground v)\n    show\n    set [color v] effect to (0)\nend\nif <(map) = [6]> then\n    switch costume to (docksbackground v)\n    show\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (0)\nend\n\nset [ghost v] effect to (0)\n\n@Sprite9\n\nwhen flag clicked\nset [endofleveltrue? v] to [0]\nhide\n\nwhen I receive [1 v]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n    if <not <touching (maphitbox v)?>> then\n        set [inair v] to [1]\n    else\n        set [inair v] to [0]\n    end\nend\n\nwhen I receive [recoil v]\nchange [xv v] by (pick random (-0.1) to (0.1))\n\ncreate clone of (_myself_ v)\n\nwhen I receive [gamestart v]\nwait (0.01) seconds\nshow\nset [map v] to (pick random (1) to (6))\nswitch costume to (costume4 v)\nset [brightness v] effect to (0)\ngo to x: (-190) y: (-97)\ngo to x: (-218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n    go to x: (-215) y: (-96)\nend\nif <(map) = [4]> then\n    go to x: (-135) y: (-38)\nend\nif <(map) = [6]> then\n    go to x: (-223) y: (25)\nend\nwait (6) seconds\nforever\n    if <(p1touchingwater) = [0]> then\n        set [bleh v] to [0]\n        if <key (a v) pressed?> then\n            change [xv v] by (-0.6)\n        end\n        if <key (d v) pressed?> then\n            change [xv v] by (0.6)\n        end\n        set [xv v] to ((xv) * (0.9))\n        change x by (xv)\n        if <touching (map2 v)?> then\n            change y by (1)\n            change [bleh v] by (1)\n            if <touching (map2 v)?> then\n                change y by (1)\n                change [bleh v] by (1)\n                if <touching (map2 v)?> then\n                    change y by (1)\n                    change [bleh v] by (1)\n                    if <touching (map2 v)?> then\n                        change y by (1)\n                        change [bleh v] by (1)\n                        if <touching (map2 v)?> then\n                            change y by (1)\n                            change [bleh v] by (1)\n                            if <touching (map2 v)?> then\n                                change x by ((xv) * (-1))\n                                set [xv v] to [0]\n                                change y by (-5)\n                                if <key (w v) pressed?> then\n                                    change x by (5)\n                                    set [c n v] to [-5]\n                                    if <touching (map2 v)?> then\n                                        set [xv v] to [-6]\n                                        set [yv v] to [12]\n                                    else\n                                        change x by (-10)\n                                        set [c n v] to [5]\n                                        if <touching (map2 v)?> then\n                                            set [xv v] to [6]\n                                            set [yv v] to [12]\n                                        end\n                                    end\n                                    change x by (c n)\n                                else\n                                    change [xv v] by ((0) - ((xv) / (bleh)))\n                                end\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        set [yv v] to ((yv) * (0.9))\n        change y by (yv)\n        if <touching (map2 v)?> then\n            change y by ((yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <key (w v) pressed?> then\n            if <touching (map2 v)?> then\n                set [yv v] to (jumpheight)\n            end\n        end\n        change y by (1)\n        if <(yv) < [4]> then\n            change y by (-1)\n            if <not <touching (map2 v)?>> then\n                change [yv v] by (fallspeed)\n            end\n            change y by (1)\n        end\n    end\n    if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n        set [yv v] to [26]\n    end\n    if <touching (dockswater v)?> then\n        set [p1touchingwater v] to [1]\n        if <key (w v) pressed?> then\n            change [yv v] by (0.6)\n        end\n        if <key (a v) pressed?> then\n            change [xv v] by (-0.5)\n        end\n        if <key (s v) pressed?> then\n            change [yv v] by (-0.5)\n        end\n        if <key (d v) pressed?> then\n            change [xv v] by (0.5)\n        end\n        set [xv v] to ((xv) * (0.89))\n        if <(y position) > [-20]> then\n            set [yv v] to ((yv) * (0.97))\n        else\n            set [yv v] to ((yv) * (0.89))\n        end\n        change x by (xv)\n        change y by (yv)\n    end\n    if <not <touching (dockswater v)?>> then\n        set [p1touchingwater v] to [0]\n    end\n    if <touching (map2 v)?> then\n        set [yv v] to [-3]\n    end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nbroadcast (p2score v)\n\nwhen I receive [gamestart v]\n\ngo to x: (-135) y: (-38)\n\nset [thrust v] to [1]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (4)\n    change [ghost v] effect by (25)\nend\ndelete this clone\n\nset [p1score v] to [0]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\npoint in direction (90)\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (-218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n    go to x: (-215) y: (-96)\nend\nif <(map) = [4]> then\n    go to x: (-135) y: (-38)\nend\nif <(map) = [6]> then\n    go to x: (-223) y: (25)\nend\nwait (6) seconds\nforever\n    if <(p1touchingwater) = [0]> then\n        if <<key (a v) pressed?> and <not <(PLAYERWITHVIRUS) = [1]>>> then\n            change [xv v] by (-0.6)\n        end\n        if <<key (d v) pressed?> and <not <(PLAYERWITHVIRUS) = [1]>>> then\n            change [xv v] by (0.6)\n        end\n        if <<key (a v) pressed?> and <(PLAYERWITHVIRUS) = [1]>> then\n            change [xv v] by (-0.7)\n        end\n        if <<key (d v) pressed?> and <(PLAYERWITHVIRUS) = [1]>> then\n            change [xv v] by (0.7)\n        end\n        set [xv v] to ((xv) * (0.9))\n        change x by (xv)\n        if <touching (map2 v)?> then\n            change y by (1)\n            change [bleh v] by (1)\n            if <touching (map2 v)?> then\n                change y by (1)\n                change [bleh v] by (1)\n                if <touching (map2 v)?> then\n                    change y by (1)\n                    change [bleh v] by (1)\n                    if <touching (map2 v)?> then\n                        change y by (1)\n                        change [bleh v] by (1)\n                        if <touching (map2 v)?> then\n                            change y by (1)\n                            change [bleh v] by (1)\n                            if <touching (map2 v)?> then\n                                change x by ((xv) * (-1))\n                                set [xv v] to [0]\n                                change y by (-5)\n                                if <key (w v) pressed?> then\n                                    change x by (5)\n                                    set [c n v] to [-5]\n                                    if <touching (map2 v)?> then\n                                        set [xv v] to [-6]\n                                        set [yv v] to [12]\n                                    else\n                                        change x by (-10)\n                                        set [c n v] to [5]\n                                        if <touching (map2 v)?> then\n                                            set [xv v] to [6]\n                                            set [yv v] to [12]\n                                        end\n                                    end\n                                    change x by (c n)\n                                else\n                                    change [xv v] by ((0) - ((xv) / (bleh)))\n                                end\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        set [yv v] to ((yv) * (0.9))\n        change y by (yv)\n        if <touching (map2 v)?> then\n            change y by ((yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <key (w v) pressed?> then\n            if <touching (map2 v)?> then\n                set [yv v] to (jumpheight)\n            end\n        end\n        change y by (1)\n        if <(yv) < [4]> then\n            change y by (-1)\n            if <not <touching (map2 v)?>> then\n                change [yv v] by (fallspeed)\n            end\n            change y by (1)\n        end\n    end\n    if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n        set [yv v] to [26]\n    end\n    if <touching (poisongas v)?> then\n        set [p1ingas v] to [1]\n    else\n        set [p1ingas v] to [0]\n    end\n    if <touching (dockswater v)?> then\n        set [p1touchingwater v] to [1]\n        if <key (w v) pressed?> then\n            change [yv v] by (0.6)\n        end\n        if <key (a v) pressed?> then\n            change [xv v] by (-0.5)\n        end\n        if <key (s v) pressed?> then\n            change [yv v] by (-0.5)\n        end\n        if <key (d v) pressed?> then\n            change [xv v] by (0.5)\n        end\n        set [xv v] to ((xv) * (0.89))\n        if <(y position) > [-20]> then\n            set [yv v] to ((yv) * (0.97))\n        else\n            set [yv v] to ((yv) * (0.89))\n        end\n        change x by (xv)\n        change y by (yv)\n    end\n    if <not <touching (dockswater v)?>> then\n        set [p1touchingwater v] to [0]\n    end\n    if <touching (map2 v)?> then\n        set [yv v] to [-3]\n    end\nend\n\nwhen I receive [gamestart v]\nrepeat until <(someonewonround) = [1]>\n    if <<touching (sprite3 v)?> and <(p2shoot) = [1]>> then\n        change [p2score v] by (1)\n        set [someonewonround v] to [1]\n        if <<(deuce) = [1]> and <(p1score) = [1]>> then\n            set [p1score v] to [0]\n            set [p2score v] to [0]\n        end\n    end\nend\nbroadcast (p2score v)\n\nrepeat until <(someonewonround) = [1]>\nend\nbroadcast (p1score v)\n\nwhen I receive [selectrandomvirus v]\nforever\n    if <<touching (sprite3 v)?> and <(p2shoot) = [1]>> then\n        set [playerwithvirus v] to [1]\n        broadcast (PLAYER1HASVIRUS v)\n    end\nend\n\nif <(y position) > [-20]> then\nend\n\nif <(y position) > [-20]> then\n    set [yv v] to ((yv) * (0.95))\nelse\n    set [yv v] to ((yv) * (0.89))\nend\n\nrepeat (10)\nend\n\nwait (1) seconds\n\nwhen I receive [gamestart v]\nwait (6) seconds\nset [burstable1 v] to [1]\nforever\n    if <<key (space v) pressed?> and <(burstable1) = [1]>> then\n        set [burstable1 v] to [0]\n        start sound [Burst v]\n        if <key (w v) pressed?> then\n            set [yv v] to [10]\n        end\n        if <key (a v) pressed?> then\n            set [xv v] to [-7.5]\n        end\n        if <key (s v) pressed?> then\n            set [yv v] to [-12]\n        end\n        if <key (d v) pressed?> then\n            set [xv v] to [7.5]\n        end\n        set [brightness v] effect to (-80)\n        repeat (50)\n            change [brightness v] effect by (1)\n        end\n        repeat (5)\n            change [brightness v] effect by (6)\n        end\n        set [burstable1 v] to [1]\n        set [brightness v] effect to (0)\n    end\nend\n\nset [brightness v] effect to (0)\n\nwhen I receive [gamestartvirustag v]\nwait (6) seconds\nforever\n    if <key (space v) pressed?> then\n        if <(PLAYERWITHVIRUS) = [1]> then\n            start sound [Burst v]\n            if <key (w v) pressed?> then\n                set [yv v] to [10]\n            end\n            if <key (a v) pressed?> then\n                set [xv v] to [-7.5]\n            end\n            if <key (s v) pressed?> then\n                set [yv v] to [-12]\n            end\n            if <key (d v) pressed?> then\n                set [xv v] to [7.5]\n            end\n            set [brightness v] effect to (-80)\n            repeat (50)\n                change [brightness v] effect by (1)\n            end\n            repeat (5)\n                change [brightness v] effect by (6)\n            end\n        end\n    end\nend\n\nwhen I receive [p1burstdisabled v]\nset [brightness v] effect to (-80)\nset [burstable1 v] to [0]\nwait (1.26) seconds\nset [burstable1 v] to [0]\nrepeat (4)\n    set [burstable1 v] to [0]\n    change [brightness v] effect by (20)\nend\nset [burstable1 v] to [1]\nset [brightness v] effect to (0)\n\n@Sprite2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nset [endofleveltrue? v] to [0]\nhide\n\nwhen I receive [1 v]\n\nwhen flag clicked\nset [part1done v] to [0]\nset [levelno v] to [1]\n\nwhen flag clicked\nforever\n    if <not <touching (maphitbox v)?>> then\n        set [inair v] to [1]\n    else\n        set [inair v] to [0]\n    end\nend\n\nset [thrust v] to [1]\n\nset [yv v] to [-5]\n\nwhen flag clicked\nset [p1score v] to [0]\nset [p2score v] to [0]\n\nwhen I receive [gamestart v]\nrepeat until <(someonewonround) = [1]>\n    if <<touching (sprite1 v)?> and <(p1shoot) = [1]>> then\n        change [p1score v] by (1)\n        set [someonewonround v] to [1]\n    end\n    if <<(deuce) = [1]> and <(p2score) = [1]>> then\n        set [p2score v] to [0]\n        set [p1score v] to [0]\n    end\nend\nbroadcast (p1score v)\n\nwhen I receive [p1score v]\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (gamestart v)\n\nwhen flag clicked\nset [p1score v] to [0]\nset [p2score v] to [0]\nset [p1shoot v] to [0]\nset [p2shoot v] to [0]\nset [someonewonround v] to [0]\n\nwhen flag clicked\n\nwhen I receive [p1score v]\nset [p1shoot v] to [0]\nset [p2shoot v] to [0]\nset [someonewonround v] to [0]\n\nwhen I receive [gamestart v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\nset [brightness v] effect to (0)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n    go to x: (90) y: (-96)\nend\nif <(map) = [4]> then\n    go to x: (215) y: (-38)\nend\nif <(map) = [5]> then\n    go to x: (90) y: (-96)\nend\nif <(map) = [6]> then\n    go to x: (223) y: (25)\nend\nwait (6) seconds\nforever\n    if <(p2touchingwater) = [0]> then\n        set [bleh v] to [0]\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-0.6)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (0.6)\n        end\n        set [xv v] to ((xv) * (0.9))\n        change x by (xv)\n        if <touching (map2 v)?> then\n            change y by (1)\n            change [bleh v] by (1)\n            if <touching (map2 v)?> then\n                change y by (1)\n                change [bleh v] by (1)\n                if <touching (map2 v)?> then\n                    change y by (1)\n                    change [bleh v] by (1)\n                    if <touching (map2 v)?> then\n                        change y by (1)\n                        change [bleh v] by (1)\n                        if <touching (map2 v)?> then\n                            change y by (1)\n                            change [bleh v] by (1)\n                            if <touching (map2 v)?> then\n                                change x by ((xv) * (-1))\n                                set [xv v] to [0]\n                                change y by (-5)\n                                if <key (up arrow v) pressed?> then\n                                    change x by (5)\n                                    set [c n v] to [-5]\n                                    if <touching (map2 v)?> then\n                                        set [xv v] to [-6]\n                                        set [yv v] to [12]\n                                        start sound [Boost Jump - Sound Effect.mp3 v]\n                                    else\n                                        change x by (-10)\n                                        set [c n v] to [5]\n                                        if <touching (map2 v)?> then\n                                            set [xv v] to [6]\n                                            set [yv v] to [12]\n                                            start sound [Boost Jump - Sound Effect.mp3 v]\n                                        end\n                                    end\n                                    change x by (c n)\n                                else\n                                    change [xv v] by ((0) - ((xv) / (bleh)))\n                                end\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        set [yv v] to ((yv) * (0.9))\n        change y by (yv)\n        if <touching (map2 v)?> then\n            change y by ((yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <key (up arrow v) pressed?> then\n            if <touching (map2 v)?> then\n                set [yv v] to (jumpheight)\n            end\n        end\n        change y by (1)\n        if <(yv) < [4]> then\n            change y by (-1)\n            if <not <touching (map2 v)?>> then\n                change [yv v] by (fallspeed)\n            end\n            change y by (1)\n        end\n    end\n    if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n        set [yv v] to [26]\n    end\n    if <touching (dockswater v)?> then\n        set [p2touchingwater v] to [1]\n        if <key (up arrow v) pressed?> then\n            change [yv v] by (0.6)\n        end\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-0.5)\n        end\n        if <key (down arrow v) pressed?> then\n            change [yv v] by (-0.5)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (0.5)\n        end\n        set [xv v] to ((xv) * (0.89))\n        if <(y position) > [-20]> then\n            set [yv v] to ((yv) * (0.97))\n        else\n            set [yv v] to ((yv) * (0.89))\n        end\n        change x by (xv)\n        change y by (yv)\n    end\n    if <not <touching (dockswater v)?>> then\n        set [p2touchingwater v] to [0]\n    end\n    if <touching (map2 v)?> then\n        set [yv v] to [-3]\n    end\nend\n\nwhen I receive [capturepointmode v]\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nwait (1) seconds\nforever\n    if <(pause) = [0]> then\n        set [bleh v] to [0]\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-0.6)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (0.6)\n        end\n        set [xv v] to ((xv) * (0.9))\n        change x by (xv)\n        if <touching (map2 v)?> then\n            change y by (1)\n            change [bleh v] by (1)\n            if <touching (map2 v)?> then\n                change y by (1)\n                change [bleh v] by (1)\n                if <touching (map2 v)?> then\n                    change y by (1)\n                    change [bleh v] by (1)\n                    if <touching (map2 v)?> then\n                        change y by (1)\n                        change [bleh v] by (1)\n                        if <touching (map2 v)?> then\n                            change y by (1)\n                            change [bleh v] by (1)\n                            if <touching (map2 v)?> then\n                                change x by ((xv) * (-1))\n                                set [xv v] to [0]\n                                change y by (-5)\n                                if <key (up arrow v) pressed?> then\n                                    change x by (5)\n                                    set [c n v] to [-5]\n                                    if <touching (map2 v)?> then\n                                        set [xv v] to [-8]\n                                        set [yv v] to [10]\n                                        start sound [Boost Jump - Sound Effect.mp3 v]\n                                    else\n                                        change x by (-10)\n                                        set [c n v] to [5]\n                                        if <touching (map2 v)?> then\n                                            set [xv v] to [8]\n                                            set [yv v] to [10]\n                                            start sound [Boost Jump - Sound Effect.mp3 v]\n                                        end\n                                    end\n                                    change x by (c n)\n                                else\n                                    change [xv v] by ((0) - ((xv) / (bleh)))\n                                end\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        set [yv v] to ((yv) * (0.9))\n        change y by (yv)\n        if <touching (map2 v)?> then\n            change y by ((yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <key (up arrow v) pressed?> then\n            if <touching (map2 v)?> then\n                set [yv v] to [12]\n            end\n        end\n        change y by (1)\n        if <(yv) < [4]> then\n            change y by (-1)\n            if <not <touching (map2 v)?>> then\n                change [yv v] by (-0.9)\n            end\n            change y by (1)\n        end\n    end\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n    go to x: (90) y: (-96)\nend\nif <(map) = [4]> then\n    go to x: (215) y: (-38)\nend\nif <(map) = [5]> then\n    go to x: (90) y: (-96)\nend\nwait (6) seconds\nforever\n    if <(p2touchingwater) = [0]> then\n        set [bleh v] to [0]\n        if <<key (left arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n            change [xv v] by (-0.6)\n        end\n        if <<key (right arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n            change [xv v] by (0.6)\n        end\n        if <<key (left arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n            change [xv v] by (-0.7)\n        end\n        if <<key (right arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n            change [xv v] by (0.7)\n        end\n        set [xv v] to ((xv) * (0.9))\n        change x by (xv)\n        if <touching (map2 v)?> then\n            change y by (1)\n            change [bleh v] by (1)\n            if <touching (map2 v)?> then\n                change y by (1)\n                change [bleh v] by (1)\n                if <touching (map2 v)?> then\n                    change y by (1)\n                    change [bleh v] by (1)\n                    if <touching (map2 v)?> then\n                        change y by (1)\n                        change [bleh v] by (1)\n                        if <touching (map2 v)?> then\n                            change y by (1)\n                            change [bleh v] by (1)\n                            if <touching (map2 v)?> then\n                                change x by ((xv) * (-1))\n                                set [xv v] to [0]\n                                change y by (-5)\n                                if <key (up arrow v) pressed?> then\n                                    change x by (5)\n                                    set [c n v] to [-5]\n                                    if <touching (map2 v)?> then\n                                        set [xv v] to [-6]\n                                        set [yv v] to [12]\n                                        start sound [Boost Jump - Sound Effect.mp3 v]\n                                    else\n                                        change x by (-10)\n                                        set [c n v] to [5]\n                                        if <touching (map2 v)?> then\n                                            set [xv v] to [6]\n                                            set [yv v] to [12]\n                                            start sound [Boost Jump - Sound Effect.mp3 v]\n                                        end\n                                    end\n                                    change x by (c n)\n                                else\n                                    change [xv v] by ((0) - ((xv) / (bleh)))\n                                end\n                            else\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        set [yv v] to ((yv) * (0.9))\n        change y by (yv)\n        if <touching (map2 v)?> then\n            change y by ((yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <key (up arrow v) pressed?> then\n            if <touching (map2 v)?> then\n                set [yv v] to (jumpheight)\n            end\n        end\n        change y by (1)\n        if <(yv) < [4]> then\n            change y by (-1)\n            if <not <touching (map2 v)?>> then\n                change [yv v] by (fallspeed)\n            end\n            change y by (1)\n        end\n    end\n    if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n        set [yv v] to [26]\n    end\n    if <touching (poisongas v)?> then\n        set [p2ingas v] to [1]\n    else\n        set [p2ingas v] to [0]\n    end\n    if <touching (dockswater v)?> then\n        set [p2touchingwater v] to [1]\n        if <key (up arrow v) pressed?> then\n            change [yv v] by (0.6)\n        end\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-0.5)\n        end\n        if <key (down arrow v) pressed?> then\n            change [yv v] by (-0.5)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (0.5)\n        end\n        set [xv v] to ((xv) * (0.89))\n        if <(y position) > [-20]> then\n            set [yv v] to ((yv) * (0.97))\n        else\n            set [yv v] to ((yv) * (0.89))\n        end\n        change x by (xv)\n        change y by (yv)\n    end\n    if <not <touching (dockswater v)?>> then\n        set [p2touchingwater v] to [0]\n    end\n    if <touching (map2 v)?> then\n        set [yv v] to [-3]\n    end\nend\n\nwhen I receive [gamestart v]\nif <(p2score) = [5]> then\n    broadcast (p2win v)\n    stop [other scripts in sprite v]\nend\nif <(p1score) = [5]> then\n    broadcast (p1win v)\n    stop [other scripts in sprite v]\nend\nif <<(deuce) = [1]> and <(p2score) = [2]>> then\n    broadcast (p2win v)\n    stop [other scripts in sprite v]\nend\nif <<(deuce) = [1]> and <(p1score) = [2]>> then\n    broadcast (p1win v)\n    stop [other scripts in sprite v]\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    go to x: (218) y: (-77)\n    if <(map) = [5]> then\n        go to x: (215) y: (-95)\n    end\n    if <(map) = [4]> then\n        go to x: (135) y: (-38)\n    end\n    if <(map) = [5]> then\n        go to x: (215) y: (-96)\n    end\nend\n\nif <<key (left arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n    change [xv v] by (-0.6)\nend\nif <<key (right arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n    change [xv v] by (0.6)\nend\nif <<key (left arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n    change [xv v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n    change [xv v] by (0.7)\nend\n\nwhen I receive [selectrandomvirus v]\nforever\n    if <<touching (sprite1 v)?> and <(p1shoot) = [1]>> then\n        set [playerwithvirus v] to [2]\n        broadcast (PLAYER2HASVIRUS v)\n    end\nend\n\nbroadcast (p2score v)\n\nwhen I receive [gamestart v]\nrepeat (10)\n    go to x: (218) y: (-77)\n    if <(map) = [5]> then\n        go to x: (215) y: (-95)\n    end\n    if <(map) = [4]> then\n        go to x: (135) y: (-38)\n    end\n    if <(map) = [5]> then\n        go to x: (215) y: (-96)\n    end\n    if <(map) = [6]> then\n        go to x: (223) y: (25)\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    go to x: (218) y: (-77)\n    if <(map) = [5]> then\n        go to x: (215) y: (-95)\n    end\n    if <(map) = [4]> then\n        go to x: (135) y: (-38)\n    end\n    if <(map) = [5]> then\n        go to x: (215) y: (-96)\n    end\n    if <(map) = [6]> then\n        go to x: (223) y: (25)\n    end\nend\n\nwhen I receive [gamestart v]\nwait (6) seconds\nset [burstable2 v] to [1]\nforever\n    if <<key (g v) pressed?> and <(burstable2) = [1]>> then\n        set [burstable2 v] to [0]\n        start sound [Burst v]\n        if <key (up arrow v) pressed?> then\n            set [yv v] to [10]\n        end\n        if <key (left arrow v) pressed?> then\n            set [xv v] to [-7.5]\n        end\n        if <key (down arrow v) pressed?> then\n            set [yv v] to [-12]\n        end\n        if <key (right arrow v) pressed?> then\n            set [xv v] to [7.5]\n        end\n        set [brightness v] effect to (-80)\n        repeat (50)\n            change [brightness v] effect by (1)\n        end\n        repeat (5)\n            change [brightness v] effect by (6)\n        end\n        set [brightness v] effect to (0)\n        set [burstable2 v] to [1]\n    end\nend\n\nchange [xv v] by (6)\n\nwhen I receive [gamestartvirustag v]\nwait (6) seconds\nforever\n    if <key (g v) pressed?> then\n        if <(PLAYERWITHVIRUS) = [2]> then\n            start sound [Burst v]\n            if <key (up arrow v) pressed?> then\n                set [yv v] to [10]\n            end\n            if <key (left arrow v) pressed?> then\n                set [xv v] to [-7.5]\n            end\n            if <key (down arrow v) pressed?> then\n                set [yv v] to [-12]\n            end\n            if <key (right arrow v) pressed?> then\n                set [xv v] to [7.5]\n            end\n            set [brightness v] effect to (-80)\n            repeat (50)\n                change [brightness v] effect by (1)\n            end\n            repeat (5)\n                change [brightness v] effect by (6)\n            end\n        end\n    end\nend\n\nwhen I receive [p2burstdisabled v]\nset [burstable2 v] to [0]\nset [brightness v] effect to (-80)\nwait (1.26) seconds\nset [burstable2 v] to [0]\nrepeat (4)\n    set [burstable2 v] to [0]\n    change [brightness v] effect by (20)\nend\nset [burstable2 v] to [1]\nset [brightness v] effect to (0)\n\nset [burstable2 v] to [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [gamestart v]\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume1 v)\nwait (6) seconds\nshow\nforever\n    go to (sprite9 v)\n    if <key (l v) pressed?> then\n        change [1aimvelr v] by (1.5)\n        turn right (1aimvelr) degrees\n        if <(1aimvelr) > [9]> then\n            set [1aimvelr v] to [9]\n        end\n    else\n        set [1aimvelr v] to [0]\n    end\n    if <key (j v) pressed?> then\n        change [1aimvell v] by (-1.5)\n        turn right (1aimvell) degrees\n        if <[-9] > (1aimvell)> then\n            set [1aimvell v] to [-9]\n        end\n    else\n        set [1aimvell v] to [0]\n    end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\npoint towards (sprite2 v)\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nhide\nswitch costume to (costume1 v)\nwait (6) seconds\nshow\nset [ghost v] effect to (0)\nforever\n    if <<key (k v) pressed?> and <(burstable1) = [1]>> then\n        set [ghost v] effect to (0)\n        set [p1shoot v] to [1]\n        set [burstable1 v] to [0]\n        broadcast (p1burstdisabled v)\n        set [ghost v] effect to (0)\n        switch costume to (costume2 v)\n        broadcast (reload v)\n        broadcast (p1shoot v)\n        start sound [Attack.mp3 v]\n        wait (0.08) seconds\n        set [ghost v] effect to (50)\n        set [p1shoot v] to [0]\n        switch costume to (costume1 v)\n        wait (1.18) seconds\n        set [burstable1 v] to [1]\n        broadcast (p1burst v)\n        set [ghost v] effect to (0)\n    end\nend\n\npoint towards (mouse-pointer v)\n\nwhen I start as a clone\nrepeat (4)\n    change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [gamestartvirustag v]\nset [playerwithvirus v] to [3]\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume1 v)\nshow\nforever\n    go to (sprite9 v)\n    if <key (l v) pressed?> then\n        change [1aimvelr v] by (1.5)\n        turn right (1aimvelr) degrees\n        if <(1aimvelr) > [9]> then\n            set [1aimvelr v] to [9]\n        end\n    else\n        set [1aimvelr v] to [0]\n    end\n    if <key (j v) pressed?> then\n        change [1aimvell v] by (-1.5)\n        turn right (1aimvell) degrees\n        if <[-9] > (1aimvell)> then\n            set [1aimvell v] to [-9]\n        end\n    else\n        set [1aimvell v] to [0]\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nhide\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nforever\n    set [ghost v] effect to (0)\n    if <<key (k v) pressed?> and <<(PLAYERWITHVIRUS) = [1]> or <(PLAYERWITHVIRUS) = [3]>>> then\n        set [ghost v] effect to (0)\n        set [p1shoot v] to [1]\n        set [ghost v] effect to (0)\n        switch costume to (costume2 v)\n        broadcast (reload v)\n        broadcast (p1shoot v)\n        start sound [Attack.mp3 v]\n        wait (0.08) seconds\n        set [ghost v] effect to (50)\n        set [p1shoot v] to [0]\n        switch costume to (costume1 v)\n        wait (1.18) seconds\n        set [ghost v] effect to (0)\n    end\n    if <(PLAYERWITHVIRUS) = [2]> then\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [player2hasvirus v]\nwait (0.01) seconds\nset [p1shoot v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p1burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [gamestart v]\nhide\nwait (6) seconds\nshow\nswitch costume to (costume1 v)\nforever\n    if <<key (i v) pressed?> and <(burstable2) = [1]>> then\n        set [ghost v] effect to (0)\n        broadcast (p2burstdisabled v)\n        set [p2shoot v] to [1]\n        set [burstable2 v] to [0]\n        set [ghost v] effect to (0)\n        switch costume to (costume2 v)\n        start sound [Attack.mp3 v]\n        broadcast (reload v)\n        broadcast (p2shoot v)\n        wait (0.08) seconds\n        set [p2shoot v] to [0]\n        switch costume to (costume1 v)\n        set [ghost v] effect to (50)\n        wait (1.18) seconds\n        set [burstable2 v] to [1]\n        broadcast (p2burst v)\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [gamestart v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nhide\nwait (6) seconds\nshow\nforever\n    go to (sprite2 v)\n    if <key (o v) pressed?> then\n        change [2aimvelr v] by (1.5)\n        turn right (2aimvelr) degrees\n        if <(2aimvelr) > [9]> then\n            set [2aimvelr v] to [9]\n        end\n    else\n        set [2aimvelr v] to [0]\n    end\n    if <key (u v) pressed?> then\n        change [2aimvell v] by (-1.5)\n        turn right (2aimvell) degrees\n        if <[-9] > (2aimvell)> then\n            set [2aimvell v] to [-9]\n        end\n    else\n        set [2aimvell v] to [0]\n    end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (4)\n    change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nhide\nshow\nforever\n    go to (sprite2 v)\n    if <key (o v) pressed?> then\n        change [2aimvelr v] by (1.5)\n        turn right (2aimvelr) degrees\n        if <(2aimvelr) > [9]> then\n            set [2aimvelr v] to [9]\n        end\n    else\n        set [2aimvelr v] to [0]\n    end\n    if <key (u v) pressed?> then\n        change [2aimvell v] by (-1.5)\n        turn right (2aimvell) degrees\n        if <[-9] > (2aimvell)> then\n            set [2aimvell v] to [-9]\n        end\n    else\n        set [2aimvell v] to [0]\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nhide\nshow\nswitch costume to (costume1 v)\nforever\n    set [ghost v] effect to (0)\n    if <<key (i v) pressed?> and <<(PLAYERWITHVIRUS) = [2]> or <(PLAYERWITHVIRUS) = [3]>>> then\n        set [ghost v] effect to (0)\n        set [p2shoot v] to [1]\n        set [ghost v] effect to (0)\n        switch costume to (costume2 v)\n        start sound [Attack.mp3 v]\n        broadcast (reload v)\n        broadcast (p2shoot v)\n        wait (0.08) seconds\n        set [p2shoot v] to [0]\n        switch costume to (costume1 v)\n        set [ghost v] effect to (50)\n        wait (1.18) seconds\n        set [ghost v] effect to (0)\n    end\n    if <(PLAYERWITHVIRUS) = [1]> then\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [player1hasvirus v]\nwait (0.01) seconds\nset [p2shoot v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p2burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p2burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\n@vignette\n\nwhen flag clicked\nshow\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [gamestart v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [refreshscore v]\nshow\n\nwhen I receive [gamestartvirustag v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [beginmatch v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@1\n\nwhen flag clicked\ngo to x: (0) y: (10)\nhide\n\nwhen I receive [gamestart v]\nwait (1) seconds\nswitch costume to (6 v)\nrepeat (4)\n    wait (1) seconds\n    next costume\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (1)\nend\nbroadcast (beginmatch v)\n\nwhen flag clicked\nshow variable [map v]\n\nwhen I receive [gamestart v]\nhide variable [map v]\n\nwhen I receive [capturepointmode v]\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [capturepointmode v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nswitch costume to (5 v)\nrepeat (9)\n    wait (1) seconds\n    next costume\nend\n\nwhen I receive [gamestart v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nswitch costume to (5 v)\n\nwhen I receive [gamestart v]\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [gamestartvirustag v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nswitch costume to (5 v)\n\nwhen I receive [gamestartvirustag v]\nwait (1) seconds\nswitch costume to (6 v)\nrepeat (4)\n    wait (1) seconds\n    next costume\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (1)\nend\nbroadcast (beginmatch v)\nbroadcast (virustagstart v)\n\nwhen I receive [gamestartvirustag v]\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [gamestartvirustag v]\nhide variable [map v]\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (2) y: (-5)\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [gamestartvirustag v]\nshow\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [p2win v]\n\nwhen I receive [p1win v]\n\nhide\nstop [other scripts in sprite v]\n\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen I receive [p2score v]\nif <not <<(p1score) = [5]> or <(p2score) = [5]>>> then\n    go to [front v] layer\n    go to x: (0) y: (0)\n    show\n    set [ghost v] effect to (100)\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    wait (0.5) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [p1score v]\nif <<not <<(p1score) = [5]> or <(p2score) = [5]>>> or <<<(deuce) = [1]> and <(p1score) = [2]>> or <<(deuce) = [1]> and <(p2score) = [2]>>>> then\n    go to [front v] layer\n    go to x: (0) y: (0)\n    show\n    set [ghost v] effect to (100)\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    wait (0.5) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\nend\n\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [refreshscore v]\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\nwhen I receive [p2win v]\nrepeat (10)\n    change [ghost v] effect by (-5)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nrepeat (10)\n    change [ghost v] effect by (-5)\nend\nstop [other scripts in sprite v]\n\n@fight\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nshow\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nset size to (90) %\nwait (5.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change size by (1)\nend\nwait (0.5) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [gamestartvirustag v]\nshow\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nset size to (90) %\nwait (5.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change size by (1)\nend\nwait (0.5) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\ngo to [front v] layer\n\n@foreground\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    if <(map) = [1]> then\n        set [brightness v] effect to (0)\n        switch costume to (foreground v)\n        show\n    end\n    if <(map) = [2]> then\n        hide\n    end\n    if <(map) = [3]> then\n        hide\n    end\n    if <(map) = [4]> then\n        hide\n    end\n    if <(map) = [5]> then\n        hide\n    end\n    if <(map) = [6]> then\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@0\n\nwhen flag clicked\nset [deuce v] to [0]\nset [p1score v] to [0]\nset [p2score v] to [0]\nclear graphic effects\nhide\nswitch costume to (0 v)\ngo to x: (-20) y: (164)\nhide variable [p1score v]\nforever\n    if <(p1score) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(p1score) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(p1score) = [3]> then\n        switch costume to (3 v)\n    end\n    if <(p1score) = [4]> then\n        switch costume to (4 v)\n    end\n    if <(p1score) = [5]> then\n        switch costume to (5 v)\n    end\n    if <(p1score) = [0]> then\n        switch costume to (0 v)\n    end\nend\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [deuce v]\nrepeat (10)\n    change [ghost v] effect by (25)\nend\nset [p1score v] to [0]\nset [p2score v] to [0]\nset [deuce v] to [1]\nrepeat (10)\n    change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@2\n\nwhen I receive [gamestart v]\nshow\nforever\n    if <(p2score) = [0]> then\n        switch costume to (0 v)\n    end\n    if <(p2score) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(p2score) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(p2score) = [3]> then\n        switch costume to (3 v)\n    end\n    if <(p2score) = [4]> then\n        switch costume to (4 v)\n    end\n    if <(p2score) = [5]> then\n        switch costume to (5 v)\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nhide variable [p2score v]\nhide\nswitch costume to (0 v)\ngo to x: (22) y: (164)\n\nwhen I receive [deuce v]\nrepeat (10)\n    change [ghost v] effect by (25)\nend\nrepeat (10)\n    change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@scorebg\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\ngo to x: (0) y: (0)\n\n@pixlmenu2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\nwhen I receive [gamestart v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nhide\n\n@mpmenu\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to x: (-175) y: (22)\ngo to x: (-114) y: (22)\ngo to x: (135) y: (-106)\ngo to x: (1) y: (-136)\ngo to x: (-30) y: (24)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (gamestartvirustag v)\nset [gamemode v] to [tag]\n\nwhen I receive [gamestart v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\n@snow\n\ndefine snow\nerase all\nset [counter v] to [0]\nrepeat (length of [v v])\n    change [counter v] by (1)\n    pen up\n    set pen size to ((item (counter) of [v v]) * (-1))\n    go to x: (item (counter) of [x v]) y: (item (counter) of [y v])\n    pen down\n    change y by ((((item (counter) of [v v]) / (2)) * (speed)) * (0.5))\n    pen up\n    replace item (counter) of [y v] with ((item (counter) of [y v]) + (((item (counter) of [v v]) / (2)) * (speed)))\n    if <(item (counter) of [y v]) < [-179]> then\n        delete (counter) of [x v]\n        delete (counter) of [y v]\n        delete (counter) of [v v]\n        change [counter v] by (-1)\n    end\nend\n\nwhen flag clicked\nhide\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [v v]\nset pen color to (#ffffff)\nset [density v] to [3]\nset [speed v] to [0.8]\nforever\n    snow\nend\n\ndefine None\nrepeat (x)\n    add (pick random (-240) to (240)) to [x v]\n    add [180] to [y v]\n    add (pick random (-4) to (-0.2)) to [v v]\nend\n\nwhen flag clicked\nforever\n    wait ((pick random (0.1) to (0.5)) / (density)) seconds\n    create ((round ((density) / (10))) + (1)) flakes\nend\n\nwhen flag clicked\nforever\n    if <not <(map) = [3]>> then\n        erase all\n    end\nend\n\n@P1ATTACK\n\nwhen I start as a clone\nrepeat (20)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange y by (-1)\n\nwhen I receive [atstart v]\ngo to x: (0) y: (-25)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (1)\nend\n\nwhen flag clicked\nhide\n\n@winbars\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [p1win v]\nset [deuce v] to [0]\nswitch costume to (p1win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (10)\n    change size by (-5)\n    change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [p2win v]\nset [deuce v] to [0]\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (10)\n    change size by (-5)\n    change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (10)\n    change size by (5)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nrepeat (10)\n    change size by (-2.5)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestartvirustag v]\nhide\n\n@PLAY AGAIN\n\nwhen I receive [p2win v]\nwait (1) seconds\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (5)\n    change size by (-10)\n    change [ghost v] effect by (-20)\nend\ncreate clone of (_myself_ v)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [p1score v] to [0]\nset [p2score v] to [0]\nif <(gamemode) = [standard]> then\n    broadcast (gamestart v)\n    broadcast (refreshscore v)\nend\nif <(gamemode) = [tag]> then\n    broadcast (gamestartvirustag v)\nend\n\nwhen I start as a clone\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [p1win v]\nwait (1) seconds\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (5)\n    change size by (-10)\n    change [ghost v] effect by (-20)\nend\ncreate clone of (_myself_ v)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [p1score v] to [0]\nset [p2score v] to [0]\nif <(gamemode) = [standard]> then\n    broadcast (gamestart v)\n    broadcast (refreshscore v)\nend\nif <(gamemode) = [tag]> then\n    broadcast (gamestartvirustag v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestartvirustag v]\nhide\n\ngo to x: (0) y: (0)\n\n@MATCHPOINTPLAYER1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [gamestart v]\nset size to (100) %\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nif  then\nend\n\nwhen I receive [gamestart v]\nwait (1) seconds\nif <(p1score) = [4]> then\n    switch costume to (matchpointplayer1 v)\n    show\n    if <(p2score) = [4]> then\n        switch costume to (deuce v)\n        broadcast (deuce v)\n        show\n    end\nelse\n    hide\n    if <(p2score) = [4]> then\n        switch costume to (matchpointplayer2 v)\n        show\n    else\n        hide\n    end\nend\nif <(deuce) = [1]> then\n    switch costume to (deuce v)\n    show\n    if <(p1score) = [1]> then\n        switch costume to (advantagep1 v)\n    end\n    if <(p2score) = [1]> then\n        switch costume to (advantagep2 v)\n    end\nend\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nif  then\n    switch costume to (matchpointplayer2 v)\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@MATCHPOINTP1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    if <(p1score) = [4]> then\n        switch costume to (matchpointp1 v)\n        show\n    else\n        if <(p2score) = [4]> then\n            switch costume to (matchpointp2 v)\n            show\n        else\n            if <<(deuce) = [1]> and <(p1score) = [1]>> then\n                switch costume to (matchpointp1 v)\n                show\n            else\n                if <<(deuce) = [1]> and <(p2score) = [1]>> then\n                    switch costume to (matchpointp2 v)\n                    show\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\n@pixl1.02\n\nwhen flag clicked\nhide\n\nshow\nforever\n    go to [front v] layer\nend\n\n@mpmenu2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to x: (-175) y: (72)\ngo to x: (-30) y: (20)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (gamestart v)\nset [gamemode v] to [standard]\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (mpvshover v)\n    else\n        switch costume to (mpvs v)\n    end\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\n@gamemode\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [virustagstart v]\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\n@randominfected5\n\nwhen I receive [virustagstart v]\nbroadcast (SELECTRANDOMVIRUS v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-150)\n\ngo to x: (0) y: (-2)\n\nwait (1) seconds\nswitch costume to (randominfected5 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nswitch costume to (randominfected5 v)\nrepeat (4)\n    wait (1) seconds\n    next costume\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@PLAYER1 HAS THE VIRUS\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [player1hasvirus v]\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\nset size to (90) %\nswitch costume to (player1 has the virus v)\nrepeat (10)\n    change [ghost v] effect by (-8)\n    change size by (1)\nend\nwait (0.2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\nwhen I receive [selectrandomvirus v]\n\nwhen I receive [selectrandomvirus v]\n\nset [playerwithvirus v] to (pick random (1) to (2))\nif <(PLAYERWITHVIRUS) = [1]> then\n    switch costume to (player1 has the virus v)\nend\nif <(PLAYERWITHVIRUS) = [2]> then\n    switch costume to (player2 has the virus v)\nend\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\n\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\n@PLAYER1METER\n\nwhen flag clicked\nhide\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\nforever\n    if <(PLAYERWITHVIRUS) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\nend\n\n@player2meter\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\nforever\n    if <(PLAYERWITHVIRUS) = [2]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\nend\n\n@marker\n\nwhen flag clicked\nhide\ngo to x: (-227) y: (157)\n\nwhen I receive [selectrandomvirus v]\ngo to x: (-227) y: (157)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nforever\n    if <(PLAYERWITHVIRUS) = [1]> then\n        set [ghost v] effect to (0)\n        change x by (0.2)\n    else\n        set [ghost v] effect to (50)\n        set [ghost v] effect to (50)\n        if <(x position) > [-227]> then\n            wait (0.1) seconds\n            change x by (-0.2)\n        else\n        end\n    end\nend\n\nforever\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [selectrandomvirus v]\nwait until <(x position) = [-26]>\nbroadcast (p2win v)\nhide\ngo to x: (-227) y: (157)\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [player2hasvirus v]\nif <(x position) > [-60]> then\n    change x by (-4)\n    wait (1) seconds\nend\n\nif <(PLAYERWITHVIRUS) = [1]> then\n    set [ghost v] effect to (0)\n    change x by (0.2)\nelse\n    set [ghost v] effect to (50)\n    set [ghost v] effect to (50)\n    if <(x position) > [-227]> then\n        wait (0.1) seconds\n        change x by (-0.2)\n    else\n    end\nend\n\nchange x by (0.2)\n\nif <(x position) > [-60]> then\nend\n\n@marker2\n\nwhen flag clicked\nhide\ngo to x: (227) y: (157)\n\nwhen I receive [selectrandomvirus v]\ngo to x: (227) y: (157)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nforever\n    if <(PLAYERWITHVIRUS) = [2]> then\n        set [ghost v] effect to (0)\n        change x by (-0.2)\n    else\n        set [ghost v] effect to (50)\n        if <(x position) < [227]> then\n            wait (0.1) seconds\n            change x by (0.2)\n        else\n        end\n    end\nend\n\nwhen I receive [selectrandomvirus v]\nwait until <(x position) = [26]>\nbroadcast (p1win v)\nhide\ngo to x: (227) y: (157)\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [player1hasvirus v]\nif <(x position) < [60]> then\n    change x by (4)\n    wait (1) seconds\nend\n\nchange x by (4)\nwait (1) seconds\n\nwait (1) seconds\n\nif <(x position) < [60]> then\nend\n\n@PLAYER1 HAS THE VIRUS2\n\nwhen I receive [player2hasvirus v]\nshow\nset size to (90) %\nswitch costume to (player2 has the virus v)\nrepeat (10)\n    change [ghost v] effect by (-8)\n    change size by (1)\nend\nwait (0.2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@lowgravityoff\n\nwhen flag clicked\ngo to x: (-30) y: (22)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (mpvshover v)\n    else\n        switch costume to (mpvs v)\n    end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nswitch costume to (lowgravityoff v)\nset [modifier v] to [normal]\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    if <(costume [number v]) = [1]> then\n        switch costume to (lowgravityon v)\n        set [modifier v] to [moon]\n    else\n        switch costume to (lowgravityoff v)\n        set [modifier v] to [normal]\n    end\n    wait (0.1) seconds\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n    change x by (-2)\n    change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n    if <(modifier) = [normal]> then\n        set [fallspeed v] to [-1.1]\n        set [jumpheight v] to [12.5]\n    end\n    if <(modifier) = [moon]> then\n        set [fallspeed v] to [-0.6]\n        set [jumpheight v] to [16]\n    end\nend\n\n@poisongas\n\nwhen I receive [gamestartvirustag v]\n\nwhen I receive [fogsetsin v]\n\nwhen flag clicked\n\nchange [ghost v] effect by (-0.5)\n\nhide\nwait (pick random (20) to (40)) seconds\nbroadcast (fogsetsin v)\n\nshow\nset [ghost v] effect to (100)\nset size to (150) %\nrepeat (100)\n    change [ghost v] effect by (-0.5)\n    change size by (-0.4)\nend\nrepeat (50)\n    change size by (-0.1)\n    change [ghost v] effect by (-0.5)\nend\n\nhide\n\n@poisongasspawning\n\nwhen I receive [fogsetsin v]\ngo to x: (0) y: (0)\nshow\nset size to (90) %\nswitch costume to (poisongasspawning v)\nrepeat (10)\n    change [ghost v] effect by (-8)\n    change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (5)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@DOCKSWATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    if <(map) = [1]> then\n        hide\n    end\n    if <(map) = [2]> then\n        hide\n    end\n    if <(map) = [3]> then\n        hide\n    end\n    if <(map) = [4]> then\n        hide\n    end\n    if <(map) = [5]> then\n        hide\n    end\n    if <(map) = [6]> then\n        hide\n        set [brightness v] effect to (0)\n        switch costume to (foreground v)\n        show\n    end\nend\n\ngo [backward v] (-1) layers\n\nchange y by (1)\nwait (1) seconds\nchange y by (0)\n\n