Mega Man - Trial of Torch Man /// Scrolling Platformer #games

Instructions: ★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Press C to dash\n- Press Up or W when in the air to Double Jump\n- Press Z or X to switch Special Weapons (if you have any)\n- Hold Up or W on ladders to climb them\n\n- Mobile supported as well\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nTorch Man, a robot made by the scientist, Dr. Light, is hosting a competition with a $100,000 prize to find out who can beat him in a fight. Dr. Light sends Mega Man, his best creation, to the competition, to fight and prove himself stronger than the powerful Torch Man. Will he succeed?\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom,    the original creator of Mega Man. \n\n- Credit to Spriters Resource and Sprites Inc for additional sprites\n\n- Menu theme is Get the Punk Out MMX2 remix, stage music is Bounce Man theme SNES remix, Tundra Man theme SNES remix, Torch Man theme SNES remix and Gear Fortress theme SNES remix. Tundra Man boss theme is from Mega Man Maker, Torch Man boss theme is MMZ4 Falling Down.\n\n- Credit to Mega Man Maker for the backgrounds and tilesets\n\n- Huge credit to BowchersPrincipal for the Torch Man sprites\n\n- Credit to Peggdraws for the robot master icons\n\n- Dashing sprite is from Rockman CX

@Stage\n\nwhen flag clicked\nset [heard torchman speech v] to [0]\nset [dash enabled? v] to [1]\nset [double jump enabled? v] to [1]\nset volume to (100) %\nset [music v] to [1]\nforever\n    play sound (Music) until done\nend\n\nwhen I receive [stage fade v]\nrepeat (50)\n    change volume by (-2)\nend\n\nwhen I receive [setup v]\nrepeat (10)\n    change volume by (-10)\nend\nstop all sounds\nset [music v] to [5]\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [die v]\nwait (1) seconds\nbroadcast (Transition Effect v)\nwait (.5) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [special weapon cooldown v] to [0]\nforever\n    if <(Special Weapon Cooldown) = [1]> then\n        wait (2) seconds\n        set [special weapon cooldown v] to [0]\n    end\nend\n\nwhen flag clicked\nset [megaman costume v] to [1]\nset [unlocked tundra storm? v] to [0]\nforever\n    if <(Unlocked Tundra Storm?) = [1]> then\n        if <<key (z v) pressed?> or <key (x v) pressed?>> then\n            if <(Megaman Costume) = [1]> then\n                set [megaman costume v] to [2]\n            else\n                set [megaman costume v] to [1]\n            end\n            wait until <<not <key (x v) pressed?>> and <not <key (z v) pressed?>>>\n        end\n    end\nend\n\nwhen I receive [transition down v]\nrepeat (20)\n    change [scroll y min v] by (-20)\n    change [scroll y max v] by (-20)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <<(Scroll X) > [6500]> and <(Checkpoint #) = [2]>>\nset [scroll x min v] to [6585]\nbroadcast (Disable Movement v)\nbroadcast (TundraManCutscene v)\n\nwhen I receive [tundramancutscene v]\nrepeat (10)\n    change volume by (-10)\nend\nstop all sounds\nset [music v] to [4]\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [battle begin v]\nrepeat (10)\n    change volume by (-10)\nend\nif <(Scroll X) > [14000]> then\n    set [music v] to [7]\nelse\n    set [music v] to [3]\nend\nstop all sounds\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [play torch man theme v]\nrepeat (10)\n    change volume by (-10)\nend\nstop all sounds\nset [music v] to [2]\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [transition up v]\nrepeat (20)\n    change [scroll y min v] by (20)\n    change [scroll y max v] by (20)\nend\n\nwhen I receive [teleportin v]\nwait (2) seconds\nwait until <<(Scroll X) > [14100]> and <<(Scroll Y) < [-799]> and <(Checkpoint #) = [5]>>>\nwait (1) seconds\nbroadcast (Torchman Entrance v)\nbroadcast (Disable Movement v)\n\nwhen I receive [torchman entrance v]\nrepeat (10)\n    change volume by (-10)\nend\nstop all sounds\nset [music v] to [6]\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [teleportin v]\nif <(heard torchman speech) = [1]> then\n    repeat (10)\n        change volume by (-10)\n    end\n    stop all sounds\n    set [music v] to [2]\n    repeat (10)\n        change volume by (10)\n    end\n    set volume to (100) %\nend\n\nwhen I receive [megaman dash to left v]\nrepeat (50)\n    change volume by (-2)\nend\nstop all sounds\nset [music v] to [6]\nrepeat (10)\n    change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [teleportin v]\nwait (2) seconds\nwait until <<(Scroll X) > [13685]> and <(Checkpoint #) = [4]>>\nset [scroll x min v] to [13690]\nbroadcast (Miniboss time v)\n\nwhen I receive [tundra man victory speech v]\nrepeat (20)\n    broadcast (Disable Movement v)\nend\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    repeat (6)\n        change y by (-10)\n    end\n    repeat (3)\n        change y by (-3)\n    end\nend\nif <(costume [number v]) = [2]> then\n    repeat (12)\n        change y by (-10)\n    end\n    repeat (7)\n        change y by (-3)\n    end\nend\nif <(costume [number v]) = [4]> then\n    hide\n    wait (.2) seconds\n    set size to (80) %\n    go to x: (0) y: (250)\n    show\n    glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (70))\n    forever\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (25)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\nend\nif <(costume [number v]) = [3]> then\n    hide\n    wait (.2) seconds\n    set size to (80) %\n    go to x: (0) y: (250)\n    show\n    glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (90))\n    forever\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (25)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\nend\nif <(costume [number v]) = [16]> then\n    hide\n    wait (.2) seconds\n    set size to (80) %\n    go to x: (-170) y: (250)\n    show\n    glide (.3) secs to x: (-170) y: (-149)\n    forever\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (25)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\nend\nif <(costume [number v]) = [5]> then\n    set size to (4000) %\n    go to x: (142) y: (-50)\n    go [backward v] (15) layers\n    show\nend\nif <(costume [number v]) = [14]> then\n    set size to (4000) %\n    go to x: (142) y: (-50)\n    set [brightness v] effect to (100)\n    go [backward v] (30) layers\n    show\nend\nif <(costume [number v]) = [6]> then\n    set size to (300) %\n    go to x: (0) y: (0)\n    go [backward v] (5000) layers\n    show\n    forever\n        set [brightness v] effect to (25)\n        switch costume to (torch_22 v)\n        repeat (7)\n            next costume\n        end\n    end\nend\nif <(costume [number v]) = [15]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    go [backward v] (5) layers\n    show\nend\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nwait (1.5) seconds\nset [origin_y v] to (y position)\nforever\n    change [my variable v] by (1)\n    set y to ((origin_y) + ([sin v] of (my variable) ))\nend\n\nwhen flag clicked\nset [game mode v] to [1]\nset [able to select? v] to [1]\nset [area at v] to [hub]\nswitch costume to (trial-of v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (torch-man v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nrepeat (2)\n    create clone of (_myself_ v)\n    next costume\nend\nset size to (400) %\nswitch costume to (torch_man v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (torch_man2 v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (torch_22 v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (border v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [stage fade v]\nwait (1.5) seconds\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nset [dr. light monologue? v] to [1]\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Able to Select?) = [1]> then\n            if <(how to play screen) = [0]> then\n                if <(costume [number v]) = [3]> then\n                    start sound [ching v]\n                    set [able to select? v] to [0]\n                    broadcast (Stage Fade v)\n                end\n                if <(costume [number v]) = [4]> then\n                    start sound [Mouse Click - Sound Effect \(HD\)2 v]\n                    broadcast (how to play v)\n                end\n                if <(costume [number v]) = [16]> then\n                    start sound [Mouse Click - Sound Effect \(HD\)2 v]\n                    switch costume to (costume4 v)\n                    set [game mode v] to [2]\n                    wait until <not <mouse down?>>\n                else\n                    if <(costume [number v]) = [17]> then\n                        start sound [Mouse Click - Sound Effect \(HD\)2 v]\n                        switch costume to (costume1 v)\n                        set [game mode v] to [1]\n                        wait until <not <mouse down?>>\n                    end\n                end\n            end\n        end\n    end\nend\n\n@border\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Transition effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (.05) seconds\nswitch costume to (costume1 v)\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (1)\n    set [ghost v] effect to (50)\n    wait (.1) seconds\n    set [ghost v] effect to (0)\n    wait (.1) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [brightness v] effect by (25)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [brightness v] effect by (-25)\nend\nhide\n\nwhen I receive [stage fade v]\nwait (2.5) seconds\nstart sound [Stage Start v]\nhide\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to (costume4 v)\ngo to x: (-4) y: (-999)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (5)\n    change y by (15)\nend\nrepeat (4)\n    change y by (8)\nend\nrepeat (4)\n    change y by (5)\nend\nwait (4) seconds\nbroadcast (Transition Effect v)\nwait (.45) seconds\nbroadcast (SetUp v)\nwait (.4) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nif <(Dr. Light monologue?) = [1]> then\n    broadcast (dr light tedious talk time v)\n    set [dr. light monologue? v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nclear graphic effects\ngo to x: (0) y: (999)\nshow\nrepeat (6)\n    change y by (-25)\nend\nrepeat (6)\n    change y by (-12)\nend\nrepeat (3)\n    change y by (-8)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [transition effect v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    go to [front v] layer\nend\nwait (.2) seconds\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [play ending v]\nhide\ndelete this clone\n\nwhen I receive [stage fade v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (8)\n    change [ghost v] effect by (-10)\n    change [brightness v] effect by (25)\nend\nrepeat (8)\n    change [ghost v] effect by (10)\n    change [brightness v] effect by (25)\nend\nhide\nwait (.5) seconds\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [brightness v] effect by (-10)\nend\nwait (.2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nset [dr. light monologue? v] to [1]\n\n@menu thingy\n\nwhen flag clicked\nhide\nforever\n    if <(AREA AT) = [hub]> then\n        wait (.2) seconds\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(AREA AT) = [hub]> then\n    if <([volume v] of [_stage_ v]) = [0]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\n    go to x: (300) y: (pick random (-200) to (200))\n    set size to (pick random (100) to (150)) %\n    set [ghost v] effect to (75)\n    show\n    repeat (20)\n        change x by (-25)\n    end\n    delete this clone\nend\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Torch Man/Tundra Man\n\nwhen flag clicked\nset [heard torchman speech v] to [1]\nclear graphic effects\nset rotation style [left-right v]\nhide\n\nwhen I receive [stage fade v]\nwait (3) seconds\npoint in direction (90)\ngo to [front v] layer\ngo to x: (7) y: (235)\nshow\nswitch costume to (torchblast3 v)\nglide (.2) secs to x: (7) y: (6)\ngo to x: (7) y: (25)\nswitch costume to (torchblast3 v)\nstart sound [SE \[78\] v]\nstart sound [SE \[92\] v]\nrepeat (6)\n    wait (.05) seconds\n    next costume\nend\nrepeat (3)\n    wait (.05) seconds\n    switch costume to ((costume [number v]) + (-1))\nend\nswitch costume to (torchstand1 v)\nrepeat (2)\n    wait (.05) seconds\n    next costume\nend\nswitch costume to (torch1 v)\nrepeat (11)\n    wait (.05) seconds\n    next costume\nend\nrepeat (11)\n    switch costume to (torch10 v)\n    repeat (2)\n        wait (.05) seconds\n        next costume\n    end\n    wait (.05) seconds\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n    if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\n        broadcast (BossDMG v)\n        create clone of (boss hp v)\n        repeat (2)\n            set [ghost v] effect to (90)\n            wait (.05) seconds\n            set [ghost v] effect to (0)\n            wait (.1) seconds\n        end\n    end\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n    if <touching (hitbox v)?> then\n        change [health v] by (2)\n        broadcast (KNOCKBACK v)\n        broadcast (TAKE DMG v)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [battle begin v]\nif <(Checkpoint #) = [2]> then\n    switch costume to (tundrataunt1 v)\n    wait (.5) seconds\n    next costume\n    wait (.5) seconds\n    repeat until <<(Boss_Weak) = [1]> or <(HEALTH) > [13]>>\n        broadcast (tundra man taunt v)\n        repeat (2)\n            point towards (hitbox v)\n            turn right (180) degrees\n            set [y v] to [20]\n            repeat (5)\n                move (-5) steps\n                change y by (y)\n                change [y v] by (-2)\n            end\n            repeat until <(y position) < [-85]>\n                move (-5) steps\n                change y by (y)\n                change [y v] by (-2)\n            end\n            start sound [SE \[78\] v]\n            set y to (-94)\n        end\n        wait (.2) seconds\n        switch costume to (tundrataunt1 v)\n        point towards (hitbox v)\n        turn right (180) degrees\n        wait (.5) seconds\n        next costume\n        wait (.5) seconds\n    end\n    broadcast (Disable Movement v)\n    broadcast (Play Torch man theme v)\n    if <(Boss_Weak) = [1]> then\n        broadcast (Tundra man defeat speech v)\n    else\n        broadcast (Tundra Man victory speech v)\n    end\n    switch costume to (tundrataunt1 v)\n    point towards (hitbox v)\n    turn right (180) degrees\n    wait (.5) seconds\n    next costume\n    wait (.5) seconds\nelse\n    switch costume to (torch1 v)\n    repeat (4)\n        wait (.05) seconds\n        next costume\n        next costume\n    end\n    switch costume to (torchkick1 v)\n    repeat (13)\n        wait (.05) seconds\n        next costume\n    end\n    forever\n        if <(pick random (1) to (2)) = [1]> then\n            repeat (pick random (1) to (3))\n                if <([x position v] of [hitbox v]) < (x position)> then\n                    point in direction (90)\n                else\n                    point in direction (-90)\n                end\n                switch costume to (torchfist1 v)\n                set [proj x v] to (((x position) + (14125)) + (([sin v] of (direction) ) * (50)))\n                set [proj y v] to ((y position) + (-800))\n                if <(direction) = [90]> then\n                    set [proj direction v] to [-90]\n                else\n                    set [proj direction v] to [90]\n                end\n                set [projectile name v] to [torchpunch]\n                broadcast (CREATE PROJECTILE v)\n                start sound [SE \[92\] v]\n                repeat (10)\n                    wait (.05) seconds\n                    next costume\n                end\n            end\n        else\n            point towards (hitbox v)\n            switch costume to (torchdive1 v)\n            turn right (180) degrees\n            set [y v] to [20]\n            repeat (6)\n                next costume\n                repeat (2)\n                    move (-5) steps\n                    change y by (y)\n                    change [y v] by (-2)\n                end\n            end\n            point towards (hitbox v)\n            turn right (180) degrees\n            repeat until <(y position) < [-30]>\n                move (-20) steps\n                change y by (y)\n                change [y v] by (-1)\n            end\n            start sound [SE \[78\] v]\n            set y to (-41)\n            switch costume to (torch1 v)\n            repeat (5)\n                wait (.05) seconds\n                next costume\n            end\n            if <(distance to [hitbox v]) < [120]> then\n                switch costume to (torchkick1 v)\n                start sound [SE \[47\] v]\n                repeat (13)\n                    wait (.02) seconds\n                    next costume\n                end\n                wait (.2) seconds\n                switch costume to (torchdive1 v)\n                set [y v] to [20]\n                point towards (hitbox v)\n                turn right (180) degrees\n                repeat (10)\n                    move (10) steps\n                    change y by (y)\n                    change [y v] by (-2)\n                end\n                repeat until <(y position) < [-30]>\n                    move (10) steps\n                    change y by (y)\n                    change [y v] by (-2)\n                end\n                set y to (-41)\n                switch costume to (torch1 v)\n                start sound [SE \[78\] v]\n                repeat (5)\n                    wait (.05) seconds\n                    next costume\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [tundra man taunt v]\nswitch costume to (tundra1 v)\nrepeat (10)\n    wait (.05) seconds\n    next costume\nend\nwait (.5) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundramancutscene v]\nswitch costume to (tundra11 v)\ngo to x: (139) y: (350)\nclear graphic effects\npoint in direction (90)\ngo to [front v] layer\nshow\nglide (.5) secs to x: (139) y: (-94)\nswitch costume to (tundrataunt1 v)\nwait (.5) seconds\nnext costume\nwait (1) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundra man point v]\nswitch costume to (tundrataunt1 v)\nwait (.3) seconds\nnext costume\nwait (1) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundra man: aight imma head out v]\nstop [other scripts in sprite v]\npoint in direction (90)\nstart sound [SE \[19\] v]\nswitch costume to (tundraskate v)\nglide (.5) secs to x: (216) y: (y position)\nhide\nset [megaman_unable to die v] to [0]\nset [checkpoint # v] to [3]\nset [scroll x max v] to [11600]\nbroadcast (Enable Movement v)\n\nwhen I receive [miniboss time v]\nset [brightness v] effect to (-100)\nswitch costume to (drago1 v)\ngo to x: (200) y: (60)\npoint in direction (-90)\nshow\nwait (1) seconds\nrepeat (10)\n    change [brightness v] effect by (11)\nend\nforever\n    set [y v] to [0]\n    repeat (2)\n        repeat (2)\n            repeat (5)\n                switch costume to (drago1 v)\n                move (5) steps\n                set y to ((([sin v] of (y) ) * (40)) + (25))\n                change [y v] by (5)\n            end\n            repeat (5)\n                switch costume to (drago2 v)\n                move (5) steps\n                change [y v] by (5)\n                set y to ((([sin v] of (y) ) * (40)) + (25))\n            end\n        end\n        repeat (1)\n            start sound [SE \[59\] v]\n            set [proj x v] to (((x position) + (13690)) + (([sin v] of (direction) ) * (150)))\n            set [proj y v] to ((y position) + (400))\n            if <(direction) = [90]> then\n                set [proj direction v] to [150]\n            else\n                set [proj direction v] to [-150]\n            end\n            set [projectile name v] to [dragonflame]\n            broadcast (CREATE PROJECTILE v)\n            repeat (5)\n                switch costume to (drago3 v)\n                move (5) steps\n                set y to ((([sin v] of (y) ) * (40)) + (25))\n                change [y v] by (5)\n            end\n            repeat (5)\n                switch costume to (drago2 v)\n                move (5) steps\n                change [y v] by (5)\n                set y to ((([sin v] of (y) ) * (40)) + (25))\n            end\n        end\n    end\n    repeat (8)\n        repeat (5)\n            switch costume to (drago1 v)\n            move (5) steps\n            set y to ((([sin v] of (y) ) * (40)) + (25))\n            change [y v] by (5)\n        end\n        repeat (5)\n            switch costume to (drago2 v)\n            move (5) steps\n            change [y v] by (5)\n            set y to ((([sin v] of (y) ) * (40)) + (25))\n        end\n    end\n    turn right (180) degrees\nend\n\nwhen I receive [miniboss time v]\nset [miniboss hp v] to [10]\nwait (1) seconds\nforever\n    if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\n        if <(Universal Hold) > [28]> then\n            change [miniboss hp v] by (-3)\n        else\n            change [miniboss hp v] by (-1)\n        end\n        start sound [SE \[11\] v]\n        set [brightness v] effect to (90)\n        wait (.05) seconds\n        set [brightness v] effect to (0)\n        wait (.05) seconds\n    end\n    if <touching (tundra storm v)?> then\n        change [miniboss hp v] by (-15)\n        start sound [SE \[11\] v]\n        set [brightness v] effect to (90)\n        wait (.05) seconds\n        set [brightness v] effect to (0)\n        wait (.05) seconds\n    end\nend\n\nwhen I receive [die v]\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [miniboss time v]\nwait (1) seconds\nwait until <(Miniboss HP) < [1]>\nrepeat (5)\n    change [brightness v] effect by (-20)\n    stop [other scripts in sprite v]\n    set [proj x v] to (((x position) + (13690)) + (pick random (-150) to (150)))\n    set [proj y v] to (((y position) + (400)) + (pick random (-25) to (25)))\n    set [proj direction v] to [90]\n    set [projectile name v] to [explo]\n    broadcast (CREATE PROJECTILE v)\n    wait (.2) seconds\nend\nhide\nwait (.5) seconds\nset [checkpoint # v] to [5]\nset [scroll x max v] to [14125]\n\nwhen I receive [torchman entrance v]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (153) y: (235)\nshow\nswitch costume to (torchblast3 v)\nglide (.2) secs to x: (153) y: (-41)\nswitch costume to (torchblast3 v)\nstart sound [SE \[78\] v]\nstart sound [SE \[92\] v]\nrepeat (6)\n    wait (.05) seconds\n    next costume\nend\nrepeat (3)\n    wait (.05) seconds\n    switch costume to ((costume [number v]) + (-1))\nend\nswitch costume to (torchstand1 v)\nrepeat (2)\n    wait (.05) seconds\n    next costume\nend\nswitch costume to (torch1 v)\nrepeat (4)\n    wait (.05) seconds\n    next costume\n    next costume\nend\nwait (.5) seconds\nif <(heard torchman speech) = [0]> then\n    set [heard torchman speech v] to [1]\n    set [torch_idle_animation v] to [1]\n    broadcast (torchman speech v)\n    repeat until <(torch_idle_animation) = [0]>\n        repeat (3)\n            switch costume to (torch1 v)\n            repeat (2)\n                wait (.05) seconds\n                next costume\n            end\n            wait (.05) seconds\n        end\n    end\nelse\n    broadcast (bATTLE begin v)\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n    if <touching (tundra storm v)?> then\n        broadcast (bossweakness DMG v)\n        create clone of (boss hp v)\n        repeat (5)\n            set [ghost v] effect to (90)\n            wait (.05) seconds\n            set [ghost v] effect to (0)\n            wait (.1) seconds\n        end\n    end\nend\n\nwhen I receive [battle begin v]\nif <(Checkpoint #) = [5]> then\n    wait (2) seconds\n    wait until <([costume # v] of [boss hp v]) > [20]>\n    stop [other scripts in sprite v]\n    broadcast (Boss_regen-health v)\n    broadcast (Torchman phase 2 v)\nend\n\nwhen I receive [torchman phase 2 v]\nwait (3) seconds\nclear graphic effects\nforever\n    if <touching (hitbox v)?> then\n        change [health v] by (2)\n        broadcast (KNOCKBACK v)\n        broadcast (TAKE DMG v)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [torchman phase 2 v]\nwait (3) seconds\nclear graphic effects\nforever\n    if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\n        broadcast (BossDMG v)\n        create clone of (boss hp v)\n        repeat (3)\n            set [ghost v] effect to (90)\n            wait (.05) seconds\n            set [ghost v] effect to (0)\n            wait (.1) seconds\n        end\n    end\nend\n\nwhen I receive [torchman phase 2 v]\nforever\n    repeat until <(Boss_Weak) = [1]>\n        clear graphic effects\n        set y to (-41)\n        switch costume to (torchflame12 v)\n        repeat (8)\n            wait (.05) seconds\n            switch costume to ((costume [number v]) + (-1))\n            clear graphic effects\n        end\n        start sound [SE \[92\] v]\n        repeat (3)\n            wait (.05) seconds\n            switch costume to ((costume [number v]) + (-1))\n        end\n        repeat (3)\n            switch costume to (torchflame1 v)\n            wait (.05) seconds\n            next costume\n            wait (.05) seconds\n            next costume\n            wait (.05) seconds\n        end\n        repeat (3)\n            switch costume to (torchflamejump v)\n            set [y v] to [20]\n            point towards (hitbox v)\n            turn right (180) degrees\n            repeat (10)\n                move (-5) steps\n                change y by (y)\n                change [y v] by (-3)\n            end\n            repeat until <(y position) < [-30]>\n                move (-5) steps\n                change y by (y)\n                change [y v] by (-3)\n            end\n            set y to (-41)\n            start sound [SE \[78\] v]\n            repeat (3)\n                switch costume to (torchflame1 v)\n                wait (.05) seconds\n                next costume\n                wait (.05) seconds\n                next costume\n                wait (.05) seconds\n            end\n        end\n        repeat (3)\n            point towards (hitbox v)\n            turn right (180) degrees\n            switch costume to (torcharm1 v)\n            start sound [SE \[59\] v]\n            repeat (6)\n                wait (.05) seconds\n                next costume\n            end\n            wait (.1) seconds\n            if <([x position v] of [hitbox v]) < (x position)> then\n                point in direction (90)\n            else\n                point in direction (-90)\n            end\n            set [proj x v] to (((x position) + (14125)) + (([sin v] of (direction) ) * (50)))\n            set [proj y v] to ((y position) + (-800))\n            if <(direction) = [90]> then\n                set [proj direction v] to [-90]\n            else\n                set [proj direction v] to [90]\n            end\n            set [projectile name v] to [megapunch]\n            broadcast (CREATE PROJECTILE v)\n            start sound [SE \[92\] v]\n            repeat (3)\n                switch costume to (torchflame1 v)\n                wait (.05) seconds\n                next costume\n                wait (.05) seconds\n                next costume\n                wait (.05) seconds\n            end\n        end\n        switch costume to (torchflamejump v)\n        glide (.5) secs to x: (x position) y: (350)\n        hide\n        wait (.8) seconds\n        if <(Boss_Weak) = [0]> then\n            go to x: ([x position v] of [hitbox v]) y: (350)\n            switch costume to (torchblast3 v)\n            show\n            if <(GAME MODE) = [2]> then\n                glide (.15) secs to x: (x position) y: (-41)\n            else\n                glide (.5) secs to x: (x position) y: (-41)\n            end\n            start sound [SE \[78\] v]\n            start sound [SE \[92\] v]\n            repeat (6)\n                wait (.05) seconds\n                next costume\n            end\n            repeat (3)\n                wait (.05) seconds\n                switch costume to ((costume [number v]) + (-1))\n            end\n            switch costume to (torchstand1 v)\n            repeat (2)\n                wait (.05) seconds\n                next costume\n            end\n            switch costume to (torch1 v)\n            repeat (8)\n                wait (.05) seconds\n                next costume\n            end\n            repeat (2)\n                switch costume to (torch7 v)\n                repeat (2)\n                    wait (.05) seconds\n                    next costume\n                end\n            end\n        end\n    end\n    stop [other scripts in sprite v]\n    broadcast (Disable Movement v)\n    broadcast (megaman dash to left v)\n    point in direction (90)\n    go to x: (150) y: (-41)\n    switch costume to (torchblast3 v)\n    show\n    glide (.2) secs to x: (150) y: (-41)\n    start sound [SE \[78\] v]\n    start sound [SE \[92\] v]\n    repeat (6)\n        wait (.05) seconds\n        next costume\n    end\n    repeat (3)\n        wait (.05) seconds\n        switch costume to ((costume [number v]) + (-1))\n    end\n    switch costume to (torchstand1 v)\n    repeat (2)\n        wait (.05) seconds\n        next costume\n    end\n    switch costume to (torch1 v)\n    repeat (8)\n        wait (.05) seconds\n        next costume\n    end\n    repeat (2)\n        switch costume to (torch7 v)\n        repeat (2)\n            wait (.05) seconds\n            next costume\n        end\n    end\n    set [torch_idle_animation v] to [1]\n    broadcast (torchman lose speech v)\n    repeat until <(torch_idle_animation) = [0]>\n        repeat (3)\n            switch costume to (torch1 v)\n            repeat (2)\n                wait (.05) seconds\n                next costume\n            end\n            wait (.05) seconds\n        end\n    end\nend\n\nwhen I receive [torchman phase 2 v]\nwait (2) seconds\nclear graphic effects\nforever\n    if <touching (tundra storm v)?> then\n        broadcast (bossweakness DMG v)\n        create clone of (boss hp v)\n        repeat (5)\n            set [ghost v] effect to (90)\n            wait (.05) seconds\n            set [ghost v] effect to (0)\n            wait (.1) seconds\n        end\n    end\nend\n\nwhen I receive [miniboss time v]\nwait (2) seconds\nclear graphic effects\nforever\n    if <touching (hitbox v)?> then\n        change [health v] by (2)\n        broadcast (KNOCKBACK v)\n        broadcast (TAKE DMG v)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [teleportin v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@mega man\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nif <not <(HEALTH) > [14]>> then\n    if <(hold) = [42]> then\n        turn left (10) degrees\n    else\n        if <(hold) = [41]> then\n            turn right (10) degrees\n        end\n    end\n    if <(hold) = [60]> then\n        forever\n            switch costume to (shot1 v)\n            wait (.05) seconds\n            next costume\n            wait (.05) seconds\n            next costume\n            wait (.05) seconds\n            next costume\n            wait (.05) seconds\n        end\n    else\n        start sound [Mega Man 5 SFX \(4\) v]\n        switch costume to (laser v)\n    end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nforever\n    if <<key (space v) pressed?> or <mouse down?>> then\n        set [animations: using gun?2 v] to [1]\n    else\n        set [animations: using gun?2 v] to [0]\n    end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(Dashing?) = [0]>> then\n    if <(what?) = [Walk]> then\n        if <not <(dead:) = [1]>> then\n            if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n                if <(animations: using gun?2) = [1]> then\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-3)))\n                    end\n                else\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [run] (((Megaman Costume) * (4)) + (-3)))\n                    end\n                end\n                if <(Dashing?) = [0]> then\n                    wait (.1) seconds\n                end\n            end\n            if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n                if <(animations: using gun?2) = [1]> then\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-2)))\n                    end\n                else\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [run] (((Megaman Costume) * (4)) + (-2)))\n                    end\n                end\n                if <(Dashing?) = [0]> then\n                    wait (.1) seconds\n                end\n            end\n            if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n                if <(animations: using gun?2) = [1]> then\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-1)))\n                    end\n                else\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [run] (((Megaman Costume) * (4)) + (-1)))\n                    end\n                end\n                if <(Dashing?) = [0]> then\n                    wait (.1) seconds\n                end\n            end\n            if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n                if <(animations: using gun?2) = [1]> then\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (0)))\n                    end\n                else\n                    if <(Dashing?) = [0]> then\n                        switch costume to (join [run] (((Megaman Costume) * (4)) + (0)))\n                    end\n                end\n                if <(Dashing?) = [0]> then\n                    wait (.1) seconds\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n    move (20) steps\n    repeat until <<(x position) < [-230]> or <(x position) > [230]>>\n        move (20) steps\n    end\n    delete this clone\nend\nif <(HEALTH) > [14]> then\n    set size to (100) %\n    repeat until <touching (_edge_ v)?>\n        move (10) steps\n    end\n    delete this clone\nend\n\ndefine death\nif <(clone) = [0]> then\n    hide\n    start sound [Mega Man 5 SFX \(7\) v]\n    switch costume to (death v)\n    point in direction (0)\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    create clone of (_myself_ v)\n    turn right (45) degrees\n    point in direction (90)\nend\n\nwhen I start as a clone\nforever\n    show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nset [megaman costume v] to [1]\nwait (1) seconds\nswitch costume to (idle v)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n    set [ghost v] effect to (100)\n    wait (.05) seconds\n    set [ghost v] effect to (0)\n    wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (4)\n    set [ghost v] effect to (100)\n    wait (.05) seconds\n    set [ghost v] effect to (0)\n    wait (.05) seconds\nend\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n    repeat (3)\n        set [ghost v] effect to (100)\n        wait (.05) seconds\n        set [ghost v] effect to (0)\n        wait (.05) seconds\n    end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n    hide\n    set [canmove? v] to [0]\n    go to [front v] layer\n    switch costume to (break v)\n    go to x: (0) y: (899)\n    wait (1) seconds\n    switch costume to (break v)\n    show\n    repeat (15)\n        switch costume to (break v)\n        change y by (-35)\n    end\n    repeat until <touching (ground v)?>\n        change y by (-35)\n    end\n    start sound [Mega Man 5 SFX \(2\)2 v]\n    switch costume to (tele2 v)\nend\nwait (.1) seconds\nset [canmove? v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossdie v]\nset [canmove? v] to [-1]\nchange y by (-3)\nif <([falling? v] of [hitbox v]) < [3]> then\n    repeat (10)\n        if <(Megaman Costume) = [1]> then\n            switch costume to (idle v)\n        else\n            switch costume to (join [idle] (Megaman Costume))\n        end\n    end\nelse\n    repeat (10)\n        if <(Megaman Costume) = [1]> then\n            switch costume to (jump v)\n        else\n            switch costume to (join [jump] (Megaman Costume))\n        end\n    end\nend\nrepeat until <touching (ground v)?>\n    change y by (-8)\nend\nchange y by (-6)\nif <(Megaman Costume) = [1]> then\n    switch costume to (idle v)\nelse\n    switch costume to (join [idle] (Megaman Costume))\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n    clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\nif <(Megaman Costume) = [1]> then\n    switch costume to (idle v)\nelse\n    switch costume to (join [idle] (Megaman Costume))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nif <(HEALTH) > [14]> then\n    forever\n        switch costume to (death v)\n    end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [die v]\nset [health v] to [15]\n\nwhen I receive [bossgate #1 v]\nif <(FIGHTSTART?) = [0]> then\n    repeat (100)\n        set [canmove? v] to [0]\n    end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (15)\n    set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset size to (200) %\nset [speed v] to [1]\nforever\n    if <(CanMove?) = [1]> then\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n            point in direction (-90)\n            set [speed v] to [-4]\n        end\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n            point in direction (90)\n            set [speed v] to [-4]\n        end\n    end\nend\n\nwhen I receive [teleportin v]\nforever\n    if <<not <(HEALTH) > [14]>> and <not <(CanMove?) = [-1]>>> then\n        go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-9))\n    end\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [-1]\nrepeat (10)\n    change x by (5)\n    wait (0) seconds\n    repeat (2)\n        change x by (-5)\n        wait (0) seconds\n    end\n    change x by (5)\n    wait (0) seconds\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nif <not <(HEALTH) > [14]>> then\n    wait (.05) seconds\n    delete this clone\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2.2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [back to select v]\nswitch costume to (break2 v)\nrepeat until <(y position) > [178]>\n    set [canmove? v] to [-1]\n    change y by (20)\nend\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [back to select v]\ndelete this clone\n\nwhen I receive [take dmg v]\nrepeat (45)\n    set [invincibility v] to [1]\nend\nset [invincibility v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [bossdie v]\nset [za warudo v] to [1]\nif <(Megaman Costume) = [1]> then\n    switch costume to (idle v)\nelse\n    if <(Megaman Costume) = [2]> then\n        switch costume to (join [idle] [2])\n    else\n        if <(Megaman Costume) = [3]> then\n            switch costume to (join [idle] [3])\n        else\n            switch costume to (join [idle] [4])\n        end\n    end\nend\nshow\nset [canmove? v] to [-1]\nwait (1) seconds\nstop [other scripts in sprite v]\nchange y by (5)\nstart sound [Mega Man II - Victory v]\nwait (7) seconds\nset [y v] to [25]\nif <(Megaman Costume) = [1]> then\n    switch costume to (jump v)\nelse\n    if <(Megaman Costume) = [2]> then\n        switch costume to (jump2 v)\n    else\n        if <(Megaman Costume) = [3]> then\n            switch costume to (jump3 v)\n        else\n            switch costume to (jump4 v)\n        end\n    end\nend\nglide (.6) secs to x: (0) y: (50)\nbroadcast (Get Weapon v)\nrepeat (3)\n    start sound [SE \[32\] v]\n    wait (.6) seconds\nend\nwait (.5) seconds\nstart sound [Mega Man 5 SFX \(31\) v]\nset [y v] to [0]\nwait (.1) seconds\nswitch costume to (tele2 v)\nwait (.1) seconds\nrepeat until <(y position) > [170]>\n    switch costume to (break v)\n    change [y v] by (5)\n    change y by (y)\nend\nhide\nbroadcast (Transition Effect v)\nwait (.5) seconds\nbroadcast (Weapon get screen v)\n\nwhen I receive [teleportin v]\nforever\n    set [universal hold v] to (hold)\nend\n\nwhen I start as a clone\nwait until <touching (boss v)?>\nif <not <(HEALTH) > [14]>> then\n    wait (.05) seconds\n    delete this clone\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [teleportin v]\nset size to (200) %\n\nwhen I receive [teleportin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nset rotation style [left-right v]\nforever\n    if <(getting ouched ?) = [1]> then\n        if <(Megaman Costume) = [1]> then\n            switch costume to (takedmg v)\n        else\n            switch costume to (join [takedmg] (Megaman Costume))\n        end\n    else\n        if <(Dashing?) = [1]> then\n            if <(Megaman Costume) = [1]> then\n                switch costume to (swipe v)\n            else\n                switch costume to (join [swipe] ((Megaman Costume) * (3)))\n            end\n        else\n            if <(CanMove?) = [1]> then\n                if <([falling? v] of [hitbox v]) > [1]> then\n                    if <(animations: using gun?2) = [1]> then\n                        if <(Dashing?) = [0]> then\n                            if <(Megaman Costume) = [1]> then\n                                switch costume to (jumpgun v)\n                            else\n                                switch costume to (join [jumpgun] (Megaman Costume))\n                            end\n                        end\n                    else\n                        if <(Dashing?) = [0]> then\n                            if <(Megaman Costume) = [1]> then\n                                switch costume to (jump v)\n                            else\n                                switch costume to (join [jump] (Megaman Costume))\n                            end\n                        end\n                    end\n                else\n                    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n                        if <(Dashing?) = [0]> then\n                            Do [Walk]\n                        end\n                    else\n                        if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n                            if <(animations: using gun?2) = [1]> then\n                                if <(Dashing?) = [0]> then\n                                    if <(Megaman Costume) = [1]> then\n                                        switch costume to (idlegun v)\n                                    else\n                                        switch costume to (join [idlegun] (Megaman Costume))\n                                    end\n                                end\n                            else\n                                if <(Dashing?) = [0]> then\n                                    if <(Megaman Costume) = [1]> then\n                                        switch costume to (idle v)\n                                    else\n                                        switch costume to (join [idle] (Megaman Costume))\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [teleportin v]\nset [dashing? v] to [0]\nforever\n    if <(Megaman Costume) = [1]> then\n        if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n            if <(Megaman Costume) = [1]> then\n                set [hold v] to [0]\n                create clone of (_myself_ v)\n                repeat until <<(hold) > [39]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n                    change [hold v] by (1)\n                end\n                if <(hold) > [39]> then\n                    repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n                        start sound [Mega Man 5 SFX \(12\) v]\n                        set [brightness v] effect to (80)\n                        wait (.1) seconds\n                        set [brightness v] effect to (0)\n                        wait (.1) seconds\n                    end\n                    set [hold v] to [60]\n                    if <not <(HEALTH) > [14]>> then\n                        if <(Megaman Costume) = [1]> then\n                            if <(CanMove?) = [1]> then\n                                create clone of (_myself_ v)\n                                start sound [Mega Man 5 SFX \(21\) v]\n                            end\n                        end\n                    end\n                else\n                    wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n                end\n            end\n        end\n    else\n        if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n            if <(Special Weapon Cooldown) = [0]> then\n                set [special weapon cooldown v] to [1]\n                broadcast (Fire Special Weapon v)\n            end\n            wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n        end\n    end\nend\n\nwhen I receive [teleportin v]\nforever\n    set [dashing? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I receive [teleportin v]\nforever\n    if <(CanMove?) = [1]> then\n        if <(Dashing?) = [1]> then\n            if <(animations: using gun?2) = [1]> then\n                if <(Megaman Costume) = [1]> then\n                    switch costume to (megamandash2 v)\n                else\n                    switch costume to (join [megamandash] (((Megaman Costume) * (2)) + (-1)))\n                end\n            else\n                if <(Megaman Costume) = [1]> then\n                    switch costume to (megamandash1 v)\n                else\n                    switch costume to (join [megamandash] (((Megaman Costume) * (2)) + (0)))\n                end\n            end\n        else\n            if <(Collide with ladder) = [1]> then\n                if <(Megaman Costume) = [1]> then\n                    if <key (space v) pressed?> then\n                        switch costume to (ladderfire v)\n                    else\n                        switch costume to (join [climb] (Ladder Climb Alternate))\n                    end\n                else\n                    switch costume to (join [climb] ((Ladder Climb Alternate) + (2)))\n                end\n            else\n                if <([falling? v] of [hitbox v]) > [2]> then\n                    if <(animations: using gun?2) = [1]> then\n                        if <(Megaman Costume) = [1]> then\n                            switch costume to (jumpgun v)\n                        else\n                            switch costume to (join [jumpgun] (Megaman Costume))\n                        end\n                    else\n                        if <(Megaman Costume) = [1]> then\n                            switch costume to (jump v)\n                        else\n                            switch costume to (join [jump] (Megaman Costume))\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [teleportin v]\nforever\n    if <<key (space v) pressed?> or <mouse down?>> then\n        set [animations: using gun?2 v] to [1]\n    else\n        set [animations: using gun?2 v] to [0]\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [tundramancutscene v]\nrepeat (10)\n    set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-150) y: (-107)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\n\nwhen I receive [megaman get tundra storm v]\nrepeat (5)\n    start sound [Mega Man 5 SFX \(21\)2 v]\n    set [brightness v] effect to (100)\n    if <(y position) < [-100]> then\n        switch costume to (idle2 v)\n    else\n        switch costume to (jumpgun2 v)\n    end\n    wait (.05) seconds\n    clear graphic effects\n    wait (.05) seconds\nend\n\nwhen I receive [teleportin v]\nforever\n    if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>> then\n        if <(Ladder Climb Alternate) = [2]> then\n            set [ladder climb alternate v] to [1]\n        else\n            set [ladder climb alternate v] to [2]\n        end\n        wait (.1) seconds\n    end\nend\n\nwhen I receive [transition up v]\nset [canmove? v] to [0]\nrepeat (40)\n    change y by (-20)\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (torch man/tundra man v)?>>\nif <(HEALTH) < [15]> then\n    wait (.03) seconds\n    delete this clone\nend\n\nwhen I receive [torchman entrance v]\nrepeat (10)\n    set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-180) y: (-79)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\n\nwhen I receive [megaman dash to left v]\nrepeat (10)\n    set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-180) y: (-79)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\n\n@hitbox\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        set [using gun? v] to [1]\n    else\n        set [using gun? v] to [0]\n    end\nend\n\nwhen I receive [teleportin v]\nset [falling? v] to [0]\nforever\n    wait until <(falling?) > [3]>\n    wait until <(falling?) < [2]>\n    start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nswitch costume to (idle3 v)\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nwhen I receive [slide v]\nreset timer\nrepeat until <<(timer) > [.1]> and <(STAY SLIDING) = [0]>>\n    set [dash cooldown v] to [0]\n    set [sliding?2 v] to [1]\n    start sound [SE \[95\] v]\n    repeat (15)\n        set [particle_to_create v] to [dash]\n        set [particle_x v] to ((x position) + (Scroll X))\n        set [particle_y v] to ((y position) + (Scroll Y))\n        create clone of (particles v)\n        if <(direction) = [90]> then\n            Walk (direction) [10]\n        else\n            Walk (direction) [-10]\n        end\n    end\nend\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [dash cooldown v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (10)\n    set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n    set [canmove? v] to [0]\nend\n\nwhen flag clicked\nset [dash cooldown v] to [1]\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n    broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\nrepeat (3)\n    go to (mega man v)\n    change y by (10)\nend\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n    if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n        if <(Collide with ladder) = [0]> then\n            change [speed y v] by (-.5)\n            if <(Collide with ladder) = [0]> then\n                change y by (speed y)\n            end\n        end\n    else\n        if <(Collide with ladder) = [0]> then\n            change [speed y v] by (-.5)\n            if <(Collide with ladder) = [0]> then\n                change y by (speed y)\n            end\n        end\n    end\n    Touch Ground <(speed y) > [0]>\n    if <<key (c v) pressed?> and <(Dash Enabled?) = [1]>> then\n        if <(dash cooldown) = [1]> then\n            broadcast (slide v)\n        end\n    end\n    if <<> then\n        point in direction (-90)\n        if <(Speed Boots Enabled?) = [1]> then\n            Walk (direction) [-10]\n        else\n            Walk (direction) [-7]\n        end\n    end\n    if <>> then\n        point in direction (90)\n        if <(Speed Boots Enabled?) = [1]> then\n            Walk (direction) [10]\n        else\n            Walk (direction) [7]\n        end\n    end\n    set [speed x v] to ((speed x) * (.65))\n    if <(Collide with ladder) = [1]> then\n    Touch Ground <(speed y) > [0]>\n    if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n        if <(Collide with ladder) = [1]> then\n            if <mouse down?> then\n                change y by (2)\n            else\n                if <not <key (space v) pressed?>> then\n                    change y by (-5)\n                end\n            end\n        else\n            change [speed y v] by (-1)\n        end\n    end\n    if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n        if <(Collide with ladder) = [1]> then\n            if <not <key (space v) pressed?>> then\n                change y by (5)\n            end\n        else\n            if <(falling?) < [3]> then\n                set [speed y v] to [7]\n            end\n        end\n    else\n        if <(Collide with ladder) = [1]> then\n    end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>>\n    change [slope v] by (1)\n    change y by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n    if <<(CanMove?) = [1]> and <(TRANSITION2) = [0]>> then\n        Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n    end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\nset [frame v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n    if <key (left arrow v) pressed?> then\n        set [speed v] to [-3]\n    end\n    if <key (right arrow v) pressed?> then\n        set [speed v] to [-3]\n    end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [knockback v]\nset [knock v] to [15]\nif <(direction) = [90]> then\n    repeat (6)\n        change [knock v] by (-2.5)\n        Walk [90] ((knock) * (-1))\n    end\nelse\n    repeat (6)\n        change [knock v] by (-2.5)\n        Walk [-90] (knock)\n    end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n    set [scroll x v] to (Scroll X Min)\nelse\n    if <(Scroll X) > (Scroll X Max)> then\n        set [scroll x v] to (Scroll X Max)\n    else\n        set x to (0)\n    end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n    set [scroll y v] to (Scroll Y Min)\nelse\n    if <(Scroll Y) > (Scroll Y Max)> then\n        set [scroll y v] to (Scroll Y Max)\n    else\n        set y to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [scroll y v] to [0]\nset [speed y v] to [1]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nchange y by (300)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nif <(Section At) = ((LevelLength) + (-1))> then\n    repeat (14)\n        change y by (-20)\n    end\nelse\n    repeat (8)\n        change y by (-20)\n    end\nend\nrepeat until <touching (ground v)?>\n    change y by (-20)\nend\nset x to (0)\nchange y by (30)\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\nset [canmove? v] to [1]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwhen I receive [rush_jump v]\nset [speed y v] to [15]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [teleportin v]\n\nforever\n    if <<(Scroll Y) < [-790]> and <(falling?) < [3]>> then\n        if <(Scroll X) < [6800]> then\n            if <(CanMove?) = [1]> then\n                if <(direction) = [90]> then\n                    Walk (direction) [3]\n                else\n                    Walk (direction) [-3]\n                end\n            end\n        end\n    end\nend\n\nforever\n    if <(x position) < [-195]> then\n        set x to (-195)\n    end\nend\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (99)\n    show\nend\n\nwhen flag clicked\nforever\n    if <(falling?) < [3]> then\n        set [jump_counter v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<<(falling?) > [5]> and <(Double Jump Enabled?) = [1]>> and <(Jump_counter) = [0]>>\n    wait until <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>>\n    wait until <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>\n    if <<(falling?) > [5]> and <<(Jump_counter) = [0]> and <(CanMove?) = [1]>>> then\n        broadcast (Double Jump v)\n        set [speed y v] to [9]\n        set [jump_counter v] to [1]\n        start sound [Mega Man 6 SRX \(9\) v]\n        set [particle_to_create v] to [jump]\n        set [particle_x v] to ((Scroll X) + (x position))\n        set [particle_y v] to ((Scroll Y) + (y position))\n        create clone of (particles v)\n        wait (.02) seconds\n        set [particle_to_create v] to [jump2]\n        set [particle_x v] to ((Scroll X) + (x position))\n        set [particle_y v] to ((Scroll Y) + (y position))\n        create clone of (particles v)\n    end\nend\n\nwhen I receive [teleportin v]\nforever\n    wait (1) seconds\n    wait until <(y position) < [-155]>\n    if <(Scroll X) > [14000]> then\n        broadcast (Transition Down v)\n        set [scroll x min v] to [14125]\n        set [scroll x max v] to [14125]\n        wait (.7) seconds\n    else\n        if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <not <(Scroll Y) < [-799]>>> then\n            if <(Collide with ladder) = [0]> then\n                broadcast (Transition Down v)\n                set [scroll x max v] to [11600]\n                wait (.7) seconds\n            end\n        else\n            if <<(Scroll X) > [4300]> and <(Scroll X) < [4520]>> then\n                broadcast (Transition Down v)\n                set [scroll x min v] to [4500]\n                set [checkpoint # v] to [2]\n                wait (1) seconds\n                if <(Scroll Y) < [-620]> then\n                    set [scroll x max v] to [6585]\n                end\n            else\n                set [health v] to [15]\n                set [sliding?2 v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [megaman move w/ platform v]\nWalk (direction) [5]\n\nwhen I receive [fire special weapon v]\nset [speed y v] to [10]\n\nwhen I receive [transition down v]\nset [canmove? v] to [0]\nrepeat (40)\n    change y by (20)\nend\nset [canmove? v] to [1]\n\nwhen I receive [transition up v]\nset [canmove? v] to [0]\nrepeat (40)\n    change y by (-20)\nend\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n    wait (1) seconds\n    wait until <(y position) > [190]>\n    if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [-799]>> then\n        if <(Collide with ladder) = [1]> then\n            broadcast (Transition Up v)\n            set [scroll x min v] to (Scroll X Max)\n            wait (.7) seconds\n        end\n    else\n        if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [-399]>> then\n            if <(Collide with ladder) = [1]> then\n                broadcast (Transition Up v)\n                set [scroll x min v] to (Scroll X Max)\n                wait (.7) seconds\n            end\n        else\n            if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [1]>> then\n                if <(Collide with ladder) = [1]> then\n                    broadcast (Transition Up v)\n                    set [scroll x min v] to (Scroll X Max)\n                    wait (.7) seconds\n                    set [scroll x max v] to [13690]\n                    set [checkpoint # v] to [4]\n                end\n            else\n            end\n        end\n    end\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (particle_to_create)\n\nwhen I start as a clone\nset [scr_x v] to (particle_x)\nset [scr_y v] to (particle_y)\nshow\nforever\n    go to x: ((scr_x) - (Scroll X)) y: ((scr_y) - (Scroll Y))\n    if <(x position) < [-180]> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nswitch costume to (particle_to_create)\nshow\n\nwhen I start as a clone\nset [y v] to [0]\nif <(costume [number v]) = [1]> then\n    change [scr_y v] by (-17)\n    if <(Megaman Costume) = [1]> then\n        switch costume to (dash v)\n    else\n        if <(Megaman Costume) = [2]> then\n            switch costume to (megamandash3 v)\n        end\n    end\n    set rotation style [left-right v]\n    point in direction ([direction v] of [mega man v])\n    go [backward v] (100) layers\n    set size to (140) %\n    repeat (8)\n        change [ghost v] effect by (15)\n        change size by (-5)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [2]> then\n    set rotation style [left-right v]\n    go [backward v] (15) layers\n    set size to (200) %\n    repeat (8)\n        change [y v] by (-1)\n        change [scr_y v] by (y)\n        change [scr_x v] by (7)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [5]> then\n    set rotation style [left-right v]\n    go [backward v] (15) layers\n    set size to (200) %\n    repeat (8)\n        change [y v] by (-1)\n        change [scr_y v] by (y)\n        change [scr_x v] by (-7)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    switch costume to (jump v)\n    repeat (2)\n        wait (.1) seconds\n        next costume\n    end\n    wait (.1) seconds\n    delete this clone\nend\nif <(costume [number v]) = [5]> then\n    switch costume to (jump2 v)\n    wait (.1) seconds\n    switch costume to (slide2 v)\n    repeat (1)\n        wait (.1) seconds\n        next costume\n    end\n    wait (.1) seconds\n    delete this clone\nend\n\n@ground\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\n\ndefine Create\nset [scroll x v] to [0]\nset [level_y v] to [0]\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nset size to (200) %\nrepeat (10)\n    create clone of (_myself_ v)\n    next costume\n    change [level_x v] by (510)\nend\nwait (.02) seconds\nchange [level_x v] by (-500)\nrepeat (2)\n    change [level_y v] by (-400)\n    create clone of (_myself_ v)\n    next costume\nend\nset size to (200) %\nrepeat (14)\n    change [level_x v] by (500)\n    create clone of (_myself_ v)\n    next costume\nend\nrepeat (3)\n    change [level_y v] by (400)\n    create clone of (_myself_ v)\n    next costume\nend\nrepeat (5)\n    change [level_x v] by (500)\n    create clone of (_myself_ v)\n    next costume\nend\nrepeat (1)\n    change [level_y v] by (-400)\n    create clone of (_myself_ v)\nend\nrepeat (1)\n    change [level_y v] by (-400)\n    next costume\nend\nrepeat (1)\n    change [level_y v] by (-400)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [scroll x min v] to [0]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    set [ghost v] effect to (0)\n    set x to ((Level_X) - (Scroll X))\n    set y to ((Level_Y) - (Scroll Y))\n    if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [399]>> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nset [scroll x v] to (Scroll X Max)\n\nset [scroll x v] to [4000]\n\n@Level_Art\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (str1 v)\nCreate\n\ndefine Create\nswitch costume to (torch_22 v)\nset size to (200) %\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (10)\n    create clone of (_myself_ v)\n    switch costume to (torch_22 v)\n    change [level_x v] by (510)\nend\nwait (.02) seconds\nswitch costume to (sprbgmm6wily2_0 v)\nchange [level_x v] by (-500)\nrepeat (2)\n    change [level_y v] by (-400)\n    create clone of (_myself_ v)\nend\nset size to (200) %\nrepeat (4)\n    change [level_x v] by (500)\n    create clone of (_myself_ v)\nend\nswitch costume to (torch_2_alt2 v)\nrepeat (10)\n    change [level_x v] by (500)\n    create clone of (_myself_ v)\nend\nswitch costume to (flash in da dark v)\nchange [level_y v] by (400)\ncreate clone of (_myself_ v)\nrepeat (1)\n    switch costume to (bgmm9wily1_42 v)\n    change [level_y v] by (400)\n    create clone of (_myself_ v)\nend\nchange [level_y v] by (400)\nrepeat (6)\n    switch costume to (flash in da dark v)\n    create clone of (_myself_ v)\n    change [level_x v] by (500)\nend\nchange [level_x v] by (-500)\nrepeat (2)\n    change [level_y v] by (-400)\n    switch costume to (flash in da dark v)\n    create clone of (_myself_ v)\nend\nchange [level_y v] by (-400)\nswitch costume to (torch_2_alt2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nif <(costume [number v]) = [2]> then\n    forever\n        switch costume to (torch_22 v)\n        repeat (3)\n            wait (.05) seconds\n            next costume\n        end\n        wait (.05) seconds\n    end\nend\nif <(costume [number v]) = [7]> then\n    forever\n        switch costume to (torch_2_alt2 v)\n        repeat (7)\n            wait (.05) seconds\n            next costume\n        end\n        wait (.05) seconds\n    end\nend\nif <(costume [number v]) = [15]> then\n    forever\n        switch costume to (flash in da dark v)\n        set [brightness v] effect to (10)\n        wait (3) seconds\n        if <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>>> then\n            switch costume to (bgmm9wily1_42 v)\n            start sound [SE \[54\] v]\n            wait (1) seconds\n            switch costume to (flash in da dark v)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    go to [back v] layer\n    set x to ((Level_X) - (Scroll X))\n    set y to ((Level_Y) - (Scroll Y))\n    if <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [teleportin v]\nrepeat (3)\n    if <(Checkpoint #) = [1]> then\n        set [scroll y min v] to [0]\n        set [scroll y max v] to [0]\n        set [scroll x max v] to [4500]\n        set [scroll x min v] to [0]\n    end\n    if <(Checkpoint #) = [2]> then\n        set [scroll y min v] to [-800]\n        set [scroll y max v] to [-800]\n        set [scroll x max v] to [6585]\n        set [scroll x min v] to [4500]\n    end\n    if <(Checkpoint #) = [3]> then\n        set [scroll y min v] to [-800]\n        set [scroll y max v] to [-800]\n        set [scroll x min v] to [7100]\n        set [scroll x max v] to [11600]\n    end\n    if <(Checkpoint #) = [4]> then\n        set [scroll y min v] to [400]\n        set [scroll y max v] to [400]\n        set [scroll x min v] to [11600]\n        set [scroll x max v] to [13690]\n    end\n    if <(Checkpoint #) = [5]> then\n        set [scroll y min v] to [400]\n        set [scroll y max v] to [400]\n        set [scroll x min v] to [13690]\n        set [scroll x max v] to [14125]\n    end\n    set [scroll x v] to [0]\n    set [scroll y v] to [0]\nend\n\nwhen flag clicked\nset [checkpoint # v] to [1]\n\nset [checkpoint # v] to [5]\nbroadcast (SetUp v)\nbroadcast (Teleportin v)\nbroadcast (Play Torch man theme v)\nrepeat (10)\n    set [unlocked tundra storm? v] to [1]\nend\n\n@hpbar\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\nrepeat (10)\n    set [health v] to [1]\nend\nforever\n    wait until <(HEALTH) > [14]>\n    if <<([costume # v] of [boss hp v]) > [28]> or <(MegaMan_unable to die) = [1]>> then\n        set [health v] to [14]\n    else\n        broadcast (die v)\n        wait (5) seconds\n        set [health v] to [1]\n    end\n    wait (.05) seconds\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n    set [brightness v] effect to (60)\n    wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (0)\ngo to x: (-200) y: (91)\nclear graphic effects\nset size to (250) %\nshow\nforever\n    switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (2)\n    set [brightness v] effect to (50)\n    wait (.1) seconds\n    clear graphic effects\n    wait (.1) seconds\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nstart sound [Mega Man 2 SFX \(12\) v]\ngo to (mega man v)\nif <([direction v] of [hitbox v]) = [90]> then\n    change x by (-15)\nelse\n    change x by (15)\nend\nchange y by (-20)\nshow\nswitch costume to (slide1 v)\nrepeat (2)\n    wait (.05) seconds\n    next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\ngo to [front v] layer\nset [invincibility v] to [0]\n\nwhen I receive [take dmg v]\nset [invincibility v] to [1]\nwait (.8) seconds\nset [invincibility v] to [0]\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nrepeat (10)\n    set [health v] to [1]\nend\nshow\n\nwhen I receive [teleportin v]\nrepeat (10)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [get rid of textbox v]\nshow\n\nwhen I receive [textbox show v]\nhide\n\n@toenail\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [brightness v] effect to (5)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [fade into ending v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nforever\n    go to [front v] layer\nend\n\n@Textbox/Icons\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (textbox v)\nset [ghost v] effect to (25)\ngo to x: (16) y: (300)\ngo to [front v] layer\nshow\nrepeat (5)\n    change y by (-25)\nend\ngo to x: (16) y: (112)\n\nwhen I receive [blink v]\ndelete this clone\n\nbroadcast (blink v)\n\nwhen I receive [get rid of textbox v]\nrepeat (5)\n    change y by (25)\nend\nhide\ndelete this clone\n\nwhen I receive [textbox show v]\nswitch costume to (Speaker)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (-154) y: (127)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n    switch costume to (Speaker)\nend\n\n@Text\n\ndefine Type X: (x) Y: (y) Button: (button) Delay: (delay) Message (message)\nset size to (200) %\ngo to x: ((x) - (10)) y: (y)\nset [var v] to [0]\nhide\nrepeat (length of (message))\n    start sound (Speaker)\n    show\n    change [var v] by (1)\n    if <(letter (Var) of (message)) = [ ]> then\n    change x by (15)\n    hide\n    if <(delay) = [2]> then\n        wait (.01) seconds\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(size) = [250]> then\n    forever\n        show\n        wait (.6) seconds\n        hide\n        wait (.2) seconds\n    end\nend\n\nwhen I receive [text_foreground_clear v]\ndelete this clone\n\nwhen flag clicked\nset [megaman_unable to die v] to [0]\nerase all\nhide\n\ndefine clear\nbroadcast (text_foreground_clear v)\n\ndefine pressspace\nset size to (150) %\ngo to x: (90) y: (50)\nset [var v] to [0]\nhide\nrepeat (length of [PRESS SPACE])\n    show\n    change [var v] by (1)\n    if <(letter (Var) of [PRESS SPACE]) = [ ]> then\n    change x by (12)\n    hide\nend\n\nwhen I receive [tundramancutscene v]\nwait (3) seconds\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HELLO THERE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [TUNDRA MAN?]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT ARE YOU DOING]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [HERE?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [tundra]\nbroadcast (tundra man taunt v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I WAS ON MY]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WAY TO TORCH MAN'S]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [COMPETITION. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [BUT SINCE YOUR]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HERE NOW. . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I SUPPOSE MAYBE WE]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COULD HAVE A DUEL!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IF YOU BEAT ME. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I MIGHT JUST GIVE]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [YOU A PRIZE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nbroadcast (tundra man taunt v)\nwait (1.5) seconds\nbroadcast (bATTLE begin v)\n\ndefine Insanely fast text (x) (y) (text) (size)\nset size to (size) %\ngo to x: ((x) - (10)) y: (y)\nset [var v] to [0]\nhide\nrepeat (length of (text))\n    show\n    change [var v] by (1)\n    if <(letter (Var) of (text)) = [ ]> then\n    change x by ((size) / (13))\n    hide\nend\n\nwhen I receive [game start fade v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [tundra man defeat speech v]\nwait (2) seconds\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I'M IMPRESSED, MEGA]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I TOLD YOU THAT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I WOULD GIVE YOU]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [A PRIZE IF YOU]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [BEAT ME. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (tundra man taunt v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SO, FOR YOUR PRIZE.]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I'LL LET YOU HAVE]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MY SIGNATURE WEAPON...]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [TUNDRA STORM!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (Tundra Man Point v)\nwait (.3) seconds\nset [unlocked tundra storm? v] to [1]\nbroadcast (Megaman get tundra storm v)\nwait (1) seconds\nbroadcast (textbox show v)\nwait (.6) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NOW YOU CAN]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [USE THE Z AND X]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [KEYS TO SWITCH]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [BETWEEN WEAPONS!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I BETTER GET]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GOING NOW! I WISH]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [YOU THE BEST OF LUCK]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [AT THE COMPETITION]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [MEGAMAN!]\npressspace\nset [megaman costume v] to [2]\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (tundra man: aight imma head out v)\n\nwhen I receive [tundra man victory speech v]\nwait (2) seconds\nbroadcast (Disable Movement v)\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nbroadcast (Disable Movement v)\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [UH OH!]\nbroadcast (Disable Movement v)\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOUR WEAK MEGAMAN!]\nbroadcast (Disable Movement v)\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SADLY YOU DIDN'T]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WIN SO I CAN'T]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [GIVE YOU A]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [PRIZE. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELP, I BETTER GO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [NOW. . . I WISH YOU]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [LUCK AT THE]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COMPETITION, MEGAMAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (tundra man: aight imma head out v)\n\nwhen I receive [torchman speech v]\nset [speaker v] to [torch]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [speaker v] to [torch]\nset [megaman_unable to die v] to [0]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WELL WELL. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [IF IT ISN'T MEGAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IT'S PRONOUNCED]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MEGA MAN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND I'M HERE FOR THE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [COMPETITION I SIGNED]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [UP FOR!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL LUCKY FOR YOU...]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOUR OUR 68TH]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [CONTESTANT . . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [. . . THAT'S ALSO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GONNA LOSE TODAY!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [DON'T GET TOO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [CONFIDENT TORCHMAN!]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I THINK I MIGHT WIN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [ALRIGHT THEN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IF YOU WANT TO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HAVE YOUR]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [100,000 DOLLAR]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [PRIZE . . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THEN YOU BETTER]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [PROVE STRONGER]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [THAN ME!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [torch_idle_animation v] to [0]\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (bATTLE begin v)\n\nwhen I receive [torchman lose speech v]\nset [speaker v] to [torch]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [speaker v] to [torch]\nset [megaman_unable to die v] to [0]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WHAT?! . . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HOW ?! . . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I DON'T BELIEVE IT!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I TRULY AM SPEECHLESS,]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MEGA MAN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [GREAT JOB. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU PROVED YOURSELF]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [STRONGER THAN ME.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [FAREWELL MEGAMAN. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I HOPE YOU HAVE A]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [GREAT REST OF YOUR DAY]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND BE LOOKING FORWARD]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [TO A POSTCARD]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [CONTAINING 100,000]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [DOLLARS I'LL BE]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [SENDING YOU IN THE MAIL ]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YOU SURE EARNED IT!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (Fade into ending v)\n\nwhen I receive [dr light tedious talk time v]\nset [speaker v] to [light]\nbroadcast (textbox show v)\nwait (.6) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [MEGA MAN! THIS IS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [A TRANSMISSION FROM]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [DR. LIGHT!]\nwait (2) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [ONE OF MY ROBOTS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I BUILT, TORCH MAN, IS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [HOSTING A FIGHTING]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COMPETITION!]\nwait (3) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HE SAYS THE PRIZE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [FOR WINNING IS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [100,000 DOLLARS!]\nwait (3) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [DO YOU THINK YOU'RE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [UP FOR THE TASK?]\nwait (2) seconds\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YES SIR DR. LIGHT, I]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [DO.]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [I'M ON MY WAY]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [THERE!]\nwait (2) seconds\nclear\nset [speaker v] to [light]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THANK YOU MEGA MAN!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [AND GOOD LUCK!]\nwait (2) seconds\nclear\nbroadcast (get rid of textbox v)\n\nwhen flag clicked\nset [megaman_unable to die v] to [0]\n\n@Tundra Storm\n\nwhen flag clicked\nhide\n\nwhen I receive [fire special weapon v]\ngo to (hitbox v)\nset rotation style [left-right v]\nstart sound [SE \[48\] v]\nif <(clone) = [0]> then\n    repeat (8)\n        point in direction (0)\n        create clone of (_myself_ v)\n        point in direction (180)\n        create clone of (_myself_ v)\n    end\nend\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\ngo to x: (-150) y: (150)\nswitch costume to (costume1 v)\nrepeat (7)\n    wait (.2) seconds\n    next costume\nend\nhide\n\nwhen I start as a clone\nset [clone v] to [0]\nswitch costume to (tstorm1 v)\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nshow\nrepeat (2)\n    repeat (5)\n        move (15) steps\n    end\n    next costume\nend\nrepeat (5)\n    move (15) steps\nend\ndelete this clone\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\nset [boss_weak v] to [0]\nset [fightstart? v] to [1]\ngo to x: (-180) y: (91)\nset size to (250) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\n    start sound [Mega Man 5 SFX \(16\) v]\n    switch costume to ((costume [number v]) + (-1))\n    go to [front v] layer\n    wait (0) seconds\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n    repeat (3)\n        set [brightness v] effect to (60)\n        wait (.1) seconds\n        set [brightness v] effect to (0)\n        wait (.1) seconds\n    end\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n    if <(BOSS_INVINCIBLE) = [0]> then\n        next costume\n        if <<(Universal Hold) > [40]> and <(Megaman Costume) = [1]>> then\n            next costume\n            next costume\n        end\n        if <(costume [number v]) > [27]> then\n            set [boss_weak v] to [1]\n            switch costume to (hpbar28 v)\n        end\n    end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (hpbar v)\n\nwhen I receive [play torch man theme v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nset [ghost v] effect to (5)\nswitch costume to (dmg v)\ngo to [front v] layer\nshow\nstart sound [sfx6 v]\nrepeat (6)\n    go to (torch man/tundra man v)\nend\ndelete this clone\n\nwhen I receive [bossweakness dmg v]\nif <(clone) = [0]> then\n    repeat (3)\n        set [brightness v] effect to (60)\n        wait (.1) seconds\n        set [brightness v] effect to (0)\n        wait (.1) seconds\n    end\nend\n\nset [boss_weak v] to [0]\n\nwhen I receive [bossweakness dmg v]\nif <(clone) = [0]> then\n    if <(BOSS_INVINCIBLE) = [0]> then\n        next costume\n        next costume\n        next costume\n        next costume\n        next costume\n        if <(costume [number v]) > [27]> then\n            set [boss_weak v] to [1]\n            switch costume to (hpbar28 v)\n        end\n    end\nend\n\nwhen I receive [boss_regen-health v]\nrepeat until <(costume [number v]) < [2]>\n    start sound [Mega Man 5 SFX \(16\) v]\n    switch costume to ((costume [number v]) + (-1))\n    go to [front v] layer\n    wait (0) seconds\nend\nswitch costume to (hpbar v)\n\nwhen I receive [die v]\nhide\n\nwhen I receive [torchman lose speech v]\nhide\n\nwhen I receive [torchman lose speech v]\nhide\n\n@misc objects\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to [front v] layer\nforever\n    go [backward v] (5) layers\n    set [ghost v] effect to (0)\n    set x to ((Level_X) - (Scroll X))\n    set y to ((Level_Y) - (Scroll Y))\n    if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (ladder v)\nCreate\n\ndefine Create\nset size to (250) %\nset [level_y v] to [-800]\nset [level_x v] to [11700]\nswitch costume to (ladder v)\ncreate clone of (_myself_ v)\nrepeat (3)\n    next costume\n    change [level_y v] by (400)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nset [collide with ladder v] to [1]\n\n@ladder collision checker\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n    go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n    if <touching (misc objects v)?> then\n        set [collide with ladder v] to [1]\n    else\n        set [collide with ladder v] to [0]\n    end\nend\n\n@Projectiles\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n    clear graphic effects\n    switch costume to (PROJECTILE NAME)\n    set [level_x v] to (PROJ X)\n    set [level_y v] to (PROJ Y)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nset [clone v] to [1]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [42]> then\n    switch costume to (explo v)\n    start sound [SE \[83\] v]\n    repeat (4)\n        wait (.02) seconds\n        next costume\n    end\n    wait (.02) seconds\n    delete this clone\nend\nif <(costume [number v]) = [55]> then\n    set rotation style [left-right v]\n    set [y v] to [15]\n    repeat (5)\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([sin v] of ([y position v] of [hitbox v]) ) * (8)))\n    end\n    repeat until <touching (_edge_ v)?>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n    end\n    delete this clone\nend\nif <(costume [number v]) = [57]> then\n    set rotation style [left-right v]\n    set [y v] to [20]\n    repeat (5)\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([sin v] of ([y position v] of [hitbox v]) ) * (8)))\n    end\n    repeat until <touching (_edge_ v)?>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n    end\n    delete this clone\nend\nif <(costume [number v]) = [53]> then\n    set rotation style [left-right v]\n    set [y v] to [10]\n    repeat until <(y position) < [-107]>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n    end\n    set [level_y v] to [290]\n    if <([x position v] of [hitbox v]) < (x position)> then\n        point in direction (-90)\n    else\n        point in direction (90)\n    end\n    set [proj direction v] to (direction)\n    switch costume to (dragonflame1 v)\n    create clone of (_myself_ v)\n    wait (1) seconds\n    delete this clone\nend\nif <(costume [number v]) = [51]> then\n    change [level_y v] by (-10)\n    set rotation style [left-right v]\n    set [y v] to [10]\n    repeat until <touching (_edge_ v)?>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n    end\n    delete this clone\nend\nif <(costume [number v]) = [59]> then\n    set rotation style [left-right v]\n    set [y v] to [15]\n    repeat until <touching (_edge_ v)?>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n    end\n    delete this clone\nend\nif <(costume [number v]) = [61]> then\n    set rotation style [left-right v]\n    set [y v] to [10]\n    set [x v] to [15]\n    repeat (15)\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to (((Level_Y) + (([cos v] of (direction) ) * (y))) + (x))\n        change [x v] by (-3)\n    end\n    repeat until <touching (_edge_ v)?>\n        set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n        set [level_y v] to (((Level_Y) + (([cos v] of (direction) ) * (y))) + (x))\n        change [x v] by (-3)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    set x to ((Level_X) - (Scroll X))\n    set y to ((Level_Y) - (Scroll Y))\n    if <<([abs v] of ((Level_X) - (Scroll X)) ) > [350]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [1]>\n    wait (1) seconds\n    change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [53]> then\n    forever\n        switch costume to (dragonflame v)\n        wait (.1) seconds\n        next costume\n        wait (.1) seconds\n    end\nend\nif <(costume [number v]) = [51]> then\n    forever\n        switch costume to (dragonflame1 v)\n        wait (.1) seconds\n        next costume\n        wait (.1) seconds\n    end\nend\nif <(costume [number v]) = [55]> then\n    forever\n        switch costume to (torchpunch v)\n        wait (.1) seconds\n        next costume\n        wait (.1) seconds\n    end\nend\nif <(costume [number v]) = [57]> then\n    forever\n        switch costume to (megapunch v)\n        wait (.1) seconds\n        next costume\n        wait (.1) seconds\n    end\nend\nif <(costume [number v]) = [59]> then\n    forever\n        switch costume to (twirl v)\n        wait (.05) seconds\n        next costume\n        wait (.05) seconds\n    end\nend\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [geodragon die v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <not <(costume [number v]) = [42]>> then\n        if <touching (hitbox v)?> then\n            if <(INVINCIBILITY) = [0]> then\n                change [health v] by (GAME MODE)\n                broadcast (TAKE DMG v)\n            end\n        end\n    end\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nif <(costume [number v]) = [9]> then\n    forever\n        wait (.1) seconds\n        switch costume to (beetle v)\n        wait (.1) seconds\n        next costume\n    end\nelse\n    if <(costume [number v]) = [40]> then\n        forever\n            wait (.05) seconds\n            switch costume to (spinny v)\n            repeat (3)\n                wait (.05) seconds\n                next costume\n            end\n            switch costume to (spinny6 v)\n            wait (.05) seconds\n            next costume\n        end\n    end\nend\n\nwhen I receive [die v]\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n    set [hp v] to ((GAME MODE) * (2))\n    forever\n        point in direction (-90)\n        if <(ENEMY ONSCREEN?) = [1]> then\n            set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n            set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (10)))\n        end\n    end\nend\nif <(costume [number v]) = [9]> then\n    set [hp v] to ((GAME MODE) * (2))\n    forever\n        point in direction (-90)\n        if <(ENEMY ONSCREEN?) = [1]> then\n            set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n            set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n        end\n    end\nend\nif <(costume [number v]) = [32]> then\n    set [hp v] to (((GAME MODE) * (2)) + (2))\n    forever\n        if <([x position v] of [hitbox v]) < (x position)> then\n            point in direction (-90)\n        else\n            point in direction (90)\n        end\n        if <(ENEMY ONSCREEN?) = [1]> then\n            switch costume to (dude v)\n            repeat (3)\n                wait (.05) seconds\n                next costume\n            end\n            wait (.05) seconds\n            repeat (5)\n                switch costume to (dude5 v)\n                wait (.05) seconds\n                next costume\n                wait (.05) seconds\n            end\n            set [projectile name v] to [twirl]\n            set [proj x v] to (Level_X)\n            set [proj y v] to (Level_Y)\n            set [proj direction v] to (direction)\n            broadcast (CREATE PROJECTILE v)\n            switch costume to (dude7 v)\n            wait (.05) seconds\n            next costume\n            wait (.5) seconds\n        end\n    end\nend\nif <(costume [number v]) = [40]> then\n    set [hp v] to ((GAME MODE) * (2))\n    forever\n        point in direction (90)\n        repeat (25)\n            set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n            set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (5)))\n        end\n        point in direction (-90)\n        repeat (25)\n            set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n            set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (5)))\n        end\n    end\nend\nif <(costume [number v]) = [44]> then\n    set [hp v] to ((GAME MODE) * (3))\n    switch costume to (tree v)\n    forever\n        if <(ENEMY ONSCREEN?) = [1]> then\n            repeat until <(distance to [hitbox v]) < [150]>\n                point towards (hitbox v)\n            end\n            switch costume to (tree v)\n            wait (.1) seconds\n            next costume\n            wait (.1) seconds\n            start sound [SE \[77\] v]\n            set [projectile name v] to [treeshot]\n            set [proj x v] to (Level_X)\n            set [proj y v] to (Level_Y)\n            set [proj direction v] to [-30]\n            broadcast (CREATE PROJECTILE v)\n            wait (.02) seconds\n            set [projectile name v] to [treeshot]\n            set [proj x v] to (Level_X)\n            set [proj y v] to (Level_Y)\n            set [proj direction v] to [30]\n            broadcast (CREATE PROJECTILE v)\n            set [y v] to [15]\n            repeat (1)\n                repeat (5)\n                    set [level_y v] to ((Level_Y) + (y))\n                    change [y v] by (-2)\n                end\n                next costume\n            end\n            repeat until <touching (ground v)?>\n                set [level_y v] to ((Level_Y) + (y))\n                change [y v] by (-2)\n            end\n            change [level_y v] by (-5)\n            switch costume to (tree v)\n            repeat until <not <touching (ground v)?>>\n                change [level_y v] by (5)\n            end\n            wait (1) seconds\n        end\n    end\nend\nif <(costume [number v]) = [53]> then\n    set [hp v] to ((GAME MODE) * (2))\n    switch costume to (jumper v)\n    forever\n        if <(ENEMY ONSCREEN?) = [1]> then\n            wait (1) seconds\n            next costume\n            wait (.05) seconds\n            point towards (hitbox v)\n            set [y v] to [15]\n            next costume\n            repeat (5)\n                set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n                set [level_y v] to (((Level_Y) + (([cos v] of (direction) ) * (8))) + (y))\n                change [y v] by (-2)\n            end\n            next costume\n            repeat until <touching (ground v)?>\n                set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n                set [level_y v] to (((Level_Y) + (([cos v] of (direction) ) * (8))) + (y))\n                change [y v] by (-2)\n            end\n            change [level_y v] by (-15)\n            switch costume to (jumper v)\n            repeat until <not <touching (ground v)?>>\n                change [level_y v] by (5)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    wait until <touching (hitbox v)?>\n    broadcast (KNOCKBACK v)\n    wait (.1) seconds\n    change [health v] by ((GAME MODE) * (2))\n    broadcast (TAKE DMG v)\n    wait (1) seconds\nend\n\nwhen I receive [load enemies v]\nCreate Enemy [jumper] [1000] [-110]\nwait (.05) seconds\nCreate Enemy [beetle] [1500] [100]\nwait (.05) seconds\nCreate Enemy [jumper] [2000] [-110]\nwait (.05) seconds\nCreate Enemy [jumper] [2500] [-40]\nwait (.05) seconds\nCreate Enemy [beetle] [4500] [100]\nwait (.05) seconds\nCreate Enemy [spinny] [4950] [-815]\nwait (.05) seconds\nCreate Enemy [spinny] [5200] [-910]\nwait (.05) seconds\nCreate Enemy [dude] [7600] [-705]\nwait (.05) seconds\nCreate Enemy [tree] [8200] [-812]\nwait (.05) seconds\nCreate Enemy [tree] [9050] [-678]\nwait (.05) seconds\nCreate Enemy [tree] [9935] [-726]\nwait (.05) seconds\nCreate Enemy [beetle] [10800] [-700]\nwait (.05) seconds\nCreate Enemy [jumper] [11600] [-910]\nwait (.05) seconds\nCreate Enemy [spinny] [11390] [-380]\nwait (.05) seconds\nCreate Enemy [dude] [11430] [25]\nwait (.05) seconds\nCreate Enemy [tree] [11700] [-295]\nwait (.05) seconds\nCreate Enemy [spinny] [11885] [294]\nwait (.05) seconds\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n    set x to ((Level_X) - (Scroll X))\n    set y to ((Level_Y) - (Scroll Y))\n    if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n        set [enemy onscreen? v] to [0]\n        hide\n    else\n        set [enemy onscreen? v] to [1]\n        show\n    end\nend\n\nwhen I receive [blink v]\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    wait until <<<touching (mega man v)?> and <not <touching (hitbox v)?>>> or <touching (tundra storm v)?>>\n    if <touching (tundra storm v)?> then\n        change [hp v] by (-2)\n    else\n        if <(Universal Hold) > [20]> then\n            change [hp v] by (-3)\n        else\n            change [hp v] by (-1)\n        end\n    end\n    if <(HP) < [1]> then\n        stop [other scripts in sprite v]\n        start sound [Mega Man 6 SRX \(19\) v]\n        switch costume to (edeath1 v)\n        repeat (3)\n            wait (0) seconds\n            set x to ((Level_X) - (Scroll X))\n            set y to ((Level_Y) - (Scroll Y))\n            next costume\n        end\n        wait (0) seconds\n        delete this clone\n    else\n        start sound [Mega Man 6 SRX \(19\) v]\n        set [brightness v] effect to (100)\n        wait (.1) seconds\n        clear graphic effects\n        wait (.05) seconds\n    end\nend\n\nwhen I receive [teleportin v]\nwait (.03) seconds\nbroadcast (load enemies v)\n\nif <((Level_X) - (Scroll X)) < [-500]> then\n    delete this clone\nend\n\n@how to play\n\nwhen flag clicked\nset [how to play screen v] to [0]\nhide\n\nwhen I receive [how to play v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (howtoplay v)\ngo to [front v] layer\nshow\nset [how to play screen v] to [1]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [how to play screen v] to [0]\nhide\n\n