Blockhead | Platformer v1.3

Instructions: Arrow keys to move, everything else is taught in game. \n\nALL levels are beatable. Believe me, half my time spent "developing" the game, was testing the levels and gameplay. If you are really stuck, comment below. Maybe somebody (or myself) could tip you off? I'm definitely going to make more lvl's in the future\n\nIf you likey what I makey:\nhttps://scratch.mit.edu/projects/250360792/ "Grimsky" \nhttps://scratch.mit.edu/projects/246732289/ "The Final Flame"\nhttps://scratch.mit.edu/projects/237709363/ "△TriPod△"\n\nOne tip I will give you is that because the gems float, timing exactly when you need to hit them is needed on some levels. If you think its impossible, take a breather, but then try to look for patterns in crystal movement and timing. \n\nBig thanks to @-invisible- for curating! According to some *rough* math I did, after I get curated I should be getting around 178 loves and 78 favs in a 24-hour period, let's see how close my prediction gets... Comment below, do you have any guesses? WOAH we blew this outta the water! Tysm!\n\nOne other thing people seem to miss, to do a "double jump" use your air dash while holding the up arrow. (This only works when you aren't holding left or right)

@Stage\n\nwhen flag clicked\nforever\n    play sound [Geometry Dash - Jumper v] until done\nend\n\n@Barz\n\nwhen flag clicked\nhide\nforever\n    go to x: (0) y: (75)\n    create clone of (_myself_ v)\n    go to x: (0) y: (-75)\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\nset [ghost v] effect to (0)\nif <(backdrop [name v]) = [1]> then\n    switch costume to (costume1 v)\nelse\n    switch costume to (costume2 v)\nend\nif <(y position) < [0]> then\n    repeat (50)\n        change y by (-0.2)\n        change [ghost v] effect by (2)\n    end\nelse\n    repeat (50)\n        change y by (0.2)\n        change [ghost v] effect by (2)\n    end\nend\ndelete this clone\n\n@Da BOI\n\nwhen flag clicked\nbroadcast (Spawn v)\nforever\n    change x by (Xvel)\n    change y by (Yvel)\n    go to [front v] layer\n    switch costume to (costume1 v)\n    if <<(y position) > [-70]> or <<(y position) < [-90]> or <touching (iaoe v)?>>> then\n        change [yvel v] by (-1)\n        if <key (space v) pressed?> then\n            if <(Can dash?) = [yes]> then\n                if <key (right arrow v) pressed?> then\n                    set [yvel v] to [0]\n                    set [xvel v] to [0]\n                    set [can dash? v] to [no]\n                    repeat (5)\n                        change x by (10)\n                    end\n                else\n                    if <key (left arrow v) pressed?> then\n                        set [yvel v] to [0]\n                        set [xvel v] to [0]\n                        set [can dash? v] to [no]\n                        repeat (5)\n                            change x by (-10)\n                        end\n                    else\n                        if <key (up arrow v) pressed?> then\n                            set [yvel v] to [3]\n                            set [xvel v] to [0]\n                            set [can dash? v] to [no]\n                            repeat (5)\n                                change y by (10)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    else\n        if <<not <touching (iaoe v)?>> and <(y position) > [-90]>> then\n            set [can dash? v] to [yes]\n            set [yvel v] to [0]\n            set y to (-70)\n            if <key (up arrow v) pressed?> then\n                set [yvel v] to [7]\n            end\n        end\n    end\n    if <key (right arrow v) pressed?> then\n        if <(Xvel) < [5]> then\n            change [xvel v] by (1)\n        end\n    else\n        if <key (left arrow v) pressed?> then\n            if <(Xvel) > [-5]> then\n                change [xvel v] by (-1)\n            end\n        else\n            if <(Xvel) > [0]> then\n                change [xvel v] by (-1)\n            else\n                if <(Xvel) < [0]> then\n                    change [xvel v] by (1)\n                end\n            end\n        end\n    end\n    if <(y position) < [-178]> then\n        hide\n        wait (0.5) seconds\n        broadcast (Spawn v)\n    end\n    if <(x position) > [235]> then\n        hide\n        broadcast (Next level v)\n        wait (0.5) seconds\n        broadcast (Spawn v)\n    end\nend\n\nwhen I receive [spawn v]\nSpawn (0) (-220) (-60)\n\ndefine None\nshow\nset [can dash? v] to [no]\nset [xvel v] to [0]\nset [yvel v] to (grav)\ngo to x: (xp) y: (yp)\n\n@IAOE\n\nwhen flag clicked\ngo [backward v] (99) layers\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\nbroadcast (Next level v)\n\nswitch costume to (15 v)\n\n@Print engine2\n\nwhen I start as a clone\nrepeat (4)\n    change size by (-10)\n    go to [front v] layer\nend\nset [brightness v] effect to (40)\nforever\n    repeat (10)\n        change size by (2)\n        change [brightness v] effect by (-6)\n        go to [front v] layer\n    end\n    repeat (10)\n        change size by (-2)\n        change [brightness v] effect by (6)\n        go to [front v] layer\n    end\nend\n\nwhen flag clicked\nPrint: [hello!_welcome_to_my_first_completely__original_platformer!_] X: [-180] Y: [160]\nwait (0.5) seconds\nPrint: [this_is_the_most____original_knockoff_of_celeste_i've_ever___seen] X: [5] Y: [140]\nwait (0.5) seconds\nPrint: [\(advance_to_the_right_of] X: [-200] Y: [-120]\nPrint: [every_level_to_move_on\)] X: [-200] Y: [-140]\n\nwhen I receive [print now v]\nif <([costume # v] of [iaoe v]) = [1]> then\n    wait (1) seconds\n    Print: [well_done_lil'_boi.] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [you_beat_the_game__and_made_it_back_to_lvl_1.] X: [20] Y: [160]\n    wait (0.5) seconds\n    Print: [if_you________continue,] X: [70] Y: [140]\n    wait (0.5) seconds\n    Print: [you_will_go_threw_the_levels___you_had_already_beaten] X: [-100] Y: [120]\n    wait (1.5) seconds\n    Print: [new_levels_coming_soon!] X: [-115] Y: [-130]\nend\nif <([costume # v] of [iaoe v]) = [2]> then\n    wait (6) seconds\n    Print: [having_trouble?_] X: [-180] Y: [160]\n    wait (1) seconds\n    Print: [press_the_space_bar_to_perform_a_midair_dash] X: [-20] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [3]> then\n    wait (1) seconds\n    Print: [hit_a_pink_gem_to_be_able_to_do_a______second_midair_dash!] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [\(to_reach_it_press_up_arrow_and_space\)] X: [-180] Y: [100]\nend\nif <([costume # v] of [iaoe v]) = [4]> then\n    wait (1) seconds\n    Print: [hmm..._] X: [-180] Y: [160]\n    wait (1) seconds\n    Print: [what_does_dat_green_boi_do?] X: [-120] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [5]> then\n    wait (1) seconds\n    Print: [not_bad_so_far._] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [can_you_use_both_______without_the_ground_to_save_your_skin?] X: [-20] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [6]> then\n    wait (1) seconds\n    Print: [red_stuff_is_bad_for_your_health] X: [-180] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [7]> then\n    wait (1) seconds\n    Print: [pink_stuff...] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [_green_stuff...] X: [-50] Y: [160]\n    wait (0.5) seconds\n    Print: [_and_red___stuff?!?] X: [100] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [8]> then\n    wait (1) seconds\n    Print: [ooh_neat!_] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [double_bounce_action...] X: [-80] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [9]> then\n    wait (1) seconds\n    Print: [that's_a_lot_of_red_stuff...] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [watch_your_health!] X: [100] Y: [160]\n    wait (1) seconds\n    Print: [it's_all_you've_got_m8.] X: [-120] Y: [140]\nend\nif <([costume # v] of [iaoe v]) = [10]> then\n    wait (1) seconds\n    Print: [i'm_beginning_to_think_the_person_who__made_this_game_wanted_the_player_to_die..] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [0.0] X: [-15] Y: [100]\nend\nif <([costume # v] of [iaoe v]) = [11]> then\n    wait (1) seconds\n    Print: [was_this_even_designed?] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [looks_like_it__was_made_by_a_two-year-old...] X: [60] Y: [160]\n    wait (1) seconds\n    Print: [an_evil____two-year-old...] X: [100] Y: [140]\nend\n\ndefine Print: [] X: [] Y: []\nset size to (120) %\npoint in direction (90)\ngo to x: (x pos) y: (y pos)\nshow\nset [letter v] to [0]\nrepeat (length of (text))\n    change [letter v] by (1)\n    switch costume to (letter (letter) of (text))\n    start sound [increase v]\n    create clone of (_myself_ v)\n    move (10) steps\n    if <(x position) > [200]> then\n        go to x: (-200) y: ((y position) - (20))\n    end\nend\nif <(x position) > [200]> then\n    go to x: (-200) y: ((y position) - (20))\nend\nhide\n\nwhen I receive [next level v]\nbroadcast (clear v)\n\nwhen I receive [clear v]\nstop [other scripts in sprite v]\nhide\nbroadcast (print now v)\ndelete this clone\n\ndefine None\nshow\nswitch costume to (next v)\ngo to x: (x) y: (y)\nset [brightness v] effect to (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n    go to [front v] layer\nend\nset [brightness v] effect to (35)\nswitch costume to (next2 v)\nrepeat until <not <mouse down?>>\n    go to [front v] layer\nend\nbroadcast (clear v)\nhide\n\nbroadcast (clear v)\n\n@Print engine3\n\nwhen I start as a clone\nrepeat (4)\n    change size by (-10)\n    go to [front v] layer\nend\nforever\n    repeat (10)\n        change size by (2)\n        go to [front v] layer\n    end\n    repeat (10)\n        change size by (-2)\n        go to [front v] layer\n    end\nend\n\nwhen I receive [print now v]\nif <([costume # v] of [iaoe v]) = [12]> then\n    wait (1) seconds\n    Print: [super_job_so_far!] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [since_you've_proven__yourself_to_wield_great_skill,] X: [0] Y: [160]\n    wait (0.5) seconds\n    Print: [you_will__no_longer_have_a_shadow_to_assist_you.] X: [110] Y: [140]\n    wait (0.5) seconds\n    Print: [>:\)] X: [-15] Y: [100]\nend\nif <([costume # v] of [iaoe v]) = [13]> then\n    wait (1) seconds\n    Print: [2_paths?] X: [-180] Y: [160]\n    wait (0.5) seconds\n    Print: [which_is_less_painful?] X: [-90] Y: [160]\nend\nif <([costume # v] of [iaoe v]) = [14]> then\n    wait (1) seconds\n    Print: [apples] X: [-25] Y: [120]\nend\nif <([costume # v] of [iaoe v]) = [15]> then\n    wait (1) seconds\n    Print: [selppa] X: [-25] Y: [120]\nend\nif <([costume # v] of [iaoe v]) = [16]> then\n    wait (1) seconds\n    Print: [comment_"like_a_troo_boss!"_if_you_made_it_this_far] X: [-180] Y: [160]\nend\n\ndefine Print: [] X: [] Y: []\nset size to (120) %\npoint in direction (90)\ngo to x: (x pos) y: (y pos)\nshow\nset [letter v] to [0]\nrepeat (length of (text))\n    change [letter v] by (1)\n    switch costume to (letter (letter) of (text))\n    start sound [increase v]\n    create clone of (_myself_ v)\n    move (10) steps\n    if <(x position) > [200]> then\n        go to x: (-200) y: ((y position) - (20))\n    end\nend\nif <(x position) > [200]> then\n    go to x: (-200) y: ((y position) - (20))\nend\nhide\n\nwhen I receive [clear v]\nstop [other scripts in sprite v]\nhide\nbroadcast (print now v)\ndelete this clone\n\nbroadcast (clear v)\n\nwhen I receive [next level v]\nbroadcast (clear v)\n\ndefine None\nshow\nswitch costume to (next v)\ngo to x: (x) y: (y)\nset [brightness v] effect to (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n    go to [front v] layer\nend\nset [brightness v] effect to (35)\nswitch costume to (next2 v)\nrepeat until <not <mouse down?>>\n    go to [front v] layer\nend\nbroadcast (clear v)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\nend\n\ndefine None\nset [ghost v] effect to (40)\nif <(pick random (1) to (2)) = [1]> then\n    go to x: (pick random (-240) to (240)) y: (-180)\n    repeat (30)\n        change [ghost v] effect by (2)\n        change y by (speed)\n        if <(pick random (1) to (10)) = [1]> then\n            change x by (-2)\n        else\n            if <(pick random (1) to (20)) = [1]> then\n                change x by (2)\n            end\n        end\n    end\nelse\n    go to x: (pick random (-240) to (240)) y: (180)\n    repeat (30)\n        change [ghost v] effect by (2)\n        change y by ((0) - (speed))\n        if <(pick random (1) to (10)) = [1]> then\n            change x by (-2)\n        else\n            if <(pick random (1) to (20)) = [1]> then\n                change x by (2)\n            end\n        end\n    end\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nFloat (pick random (2) to (5))\n\n@Red stuff\n\nwhen flag clicked\nforever\n    switch costume to ([costume # v] of [iaoe v])\n    if <touching (da boi v)?> then\n        broadcast (Spawn v)\n    end\nend\n\n@Bloo Crystal3\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: (xloc) y: (yloc)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nrepeat until <touching (da boi v)?>\n    go to [front v] layer\n    change y by (([sin v] of ((timer) * (100)) ) / (3))\nend\nset [can dash? v] to [yes]\nset [yvel v] to [3]\nrepeat (3)\n    next costume\n    turn right (15) degrees\nend\nhide\n\nwhen I receive [next level v]\nhide\nwait (0.1) seconds\nif <([costume # v] of [iaoe v]) = [3]> then\n    forever\n        Crystal spawn (0) (-10)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [5]> then\n    forever\n        Crystal spawn (30) (-20)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [7]> then\n    forever\n        Crystal spawn (80) (-75)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [10]> then\n    forever\n        Crystal spawn (0) (-80)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [11]> then\n    forever\n        Crystal spawn (75) (-80)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [13]> then\n    forever\n        Crystal spawn (0) (-130)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [14]> then\n    forever\n        Crystal spawn (0) (-5)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [15]> then\n    forever\n        Crystal spawn (0) (-5)\n        wait (1) seconds\n    end\nelse\n    hide\nend\n\n@Bloo Crystal2\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: (xloc) y: (yloc)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nrepeat until <touching (da boi v)?>\n    go to [front v] layer\n    change y by (([sin v] of ((timer) * (100)) ) / (3))\nend\nset [can dash? v] to [yes]\nset [yvel v] to [3]\nrepeat (3)\n    next costume\n    turn right (15) degrees\nend\nhide\n\nwhen I receive [next level v]\nhide\nwait (0.1) seconds\nif <([costume # v] of [iaoe v]) = [9]> then\n    forever\n        Crystal spawn (0) (0)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [11]> then\n    forever\n        Crystal spawn (-145) (15)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [12]> then\n    forever\n        Crystal spawn (0) (-35)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [12]> then\n    forever\n        Crystal spawn (107) (-85)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [14]> then\n    forever\n        Crystal spawn (50) (-15)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [15]> then\n    forever\n        Crystal spawn (-40) (-15)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [16]> then\n    forever\n        Crystal spawn (0) (-50)\n        wait (1) seconds\n    end\nelse\n    hide\nend\n\n@Green Crystal\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: (xloc) y: (yloc)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nrepeat until <touching (da boi v)?>\n    go to [front v] layer\n    change y by (([sin v] of ((timer) * (100)) ) / (3))\nend\nset [yvel v] to [10]\nrepeat (3)\n    next costume\n    turn right (15) degrees\nend\nhide\n\nwhen I receive [next level v]\nhide\nwait (0.1) seconds\nif <([costume # v] of [iaoe v]) = [4]> then\n    forever\n        Crystal spawn (0) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [5]> then\n    forever\n        Crystal spawn (-80) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [7]> then\n    forever\n        Crystal spawn (0) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [7]> then\n    forever\n        Crystal spawn (0) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [8]> then\n    forever\n        Crystal spawn (-60) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [12]> then\n    forever\n        Crystal spawn (107) (-85)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [13]> then\n    forever\n        Crystal spawn (-70) (5)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [16]> then\n    forever\n        Crystal spawn (-75) (-50)\n        wait (1) seconds\n    end\nelse\n    hide\nend\n\n@Green Crystal2\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: (xloc) y: (yloc)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nrepeat until <touching (da boi v)?>\n    go to [front v] layer\n    change y by (([sin v] of ((timer) * (100)) ) / (3))\nend\nset [yvel v] to [10]\nrepeat (3)\n    next costume\n    turn right (15) degrees\nend\nhide\n\nwhen I receive [next level v]\nhide\nwait (0.1) seconds\nif <([costume # v] of [iaoe v]) = [8]> then\n    forever\n        Crystal spawn (100) (-120)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [9]> then\n    forever\n        Crystal spawn (-60) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [10]> then\n    forever\n        Crystal spawn (65) (-40)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [11]> then\n    forever\n        Crystal spawn (-10) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [12]> then\n    forever\n        Crystal spawn (-80) (-100)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [13]> then\n    forever\n        Crystal spawn (65) (-105)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [14]> then\n    forever\n        Crystal spawn (0) (-50)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [15]> then\n    forever\n        Crystal spawn (10) (-90)\n        wait (1) seconds\n    end\nelse\n    hide\nend\nif <([costume # v] of [iaoe v]) = [16]> then\n    forever\n        Crystal spawn (75) (-90)\n        wait (1) seconds\n    end\nelse\n    hide\nend\n\n@Shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [shadow on v]\nforever\n    go to [front v] layer\n    set [ghost v] effect to (40)\n    repeat (20)\n        change [ghost v] effect by (2)\n    end\n    repeat (20)\n        change [ghost v] effect by (-2)\n    end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nhide\nwait (10) seconds\nif <([costume # v] of [iaoe v]) = [2]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 2 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 2 x v]) y: (item (VidCount) of [level 2 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [3]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 3 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 3 x v]) y: (item (VidCount) of [level 3 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [4]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 4 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 4 x v]) y: (item (VidCount) of [level 4 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [5]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 5 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 5 x v]) y: (item (VidCount) of [level 5 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [6]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 6 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 6 x v]) y: (item (VidCount) of [level 6 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [7]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 7 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 7 x v]) y: (item (VidCount) of [level 7 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [8]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 8 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 8 x v]) y: (item (VidCount) of [level 8 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [9]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 9 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 9 x v]) y: (item (VidCount) of [level 9 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [10]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [level 10 x v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [level 10 x v]) y: (item (VidCount) of [level 10 y v])\n        end\n    end\nend\nif <([costume # v] of [iaoe v]) = [11]> then\n    broadcast (shadow on v)\n    show\n    forever\n        set [vidcount v] to [0]\n        repeat (length of [video y v])\n            change [vidcount v] by (1)\n            go to x: (item (VidCount) of [video x v]) y: (item (VidCount) of [video y v])\n        end\n    end\nend\n\n@Fingernail\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nforever\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\ngo to [front v] layer\nshow\n\n