Quantum Physics - A Platformer

Instructions: Welcome to Quantum Physics, the first game of the Paraphysics Chronicles. This is a platformer that features an adorable black cube, moving obstacles and brightly coloured dressed control freaks. This game tests your problem-solving skills and platforming skills, do you think you could help Quantum escape from the Keepers of the other Region?\nPlease read the instructions before playing.  \n-------------------------------------------------------------------------\nMove - Arrows\nSwitch weapons - 1, 2 & 3 (you'll have to retrieve them first)\nAttack - Spacebar\nTeleport - Clicking on the blue line\nSkip - 's'\nRestart - 'r'\n\nGoal - Get to the blue portal\n\nEnemies;\n\nGuards;\nGrey, Black Visors, Plain\nModerate Speed\nNormal\n\nMomentum Guards;\nGrey, Black Visors with red eyes, Plain\nHigh Speed\nWalkthrough walls\n\nHeavy Guards;\nDark Grey, Black Visors, Metal plated\nLow Speed\nImmune to blasters\n\nStompers;\nStomping legs mounted with a canon\nModerate Speed\nIndestructible, shoot lasers, walk through walls, stomps of you, OP\n\nMomentum;\nShoot fast-moving spikes at you\nMinor Keeper, a jerk who thinks he's better than everyone else.\n\nGravity;\nDrops heavy red colliders on you\nMain Keeper, old and experienced, also a jerk (not as much as Momentum)\n\nElectromagnetism;\nRandomly shoot lightning and purple colliders, depending who's in control.\nIf hit, they would split in two and shoot spikes at you. They will only remerge if you hit them both.\nMain Keeper(s), a tragic story, technology genius, suffers from a split personality disorder, possibly insane and very unpredictable.\n\nObstacles;\nGround; Grey things that get in the way\nWalls; Grey things that get in the way and occasionally smacks you in the face\nSpikes; a pain\nMoving Spikes; a bigger pain\nSaws; on half price\nCanons; Shoot lasers at you because they are also jerks\nLaser Barriers; laser barriers\nMoving platforms; walls that sometimes becomes floors and floors that sometimes become walls\nAnti-Teleporting Technology; Blue lines that prevent teleporting\n\nOthers;\nPurple mats; Bouncy mats, unfortunately, you are unauthorized to use them so have fun watching everyone else use them\n\nNote; if you beat the world record, comment in the comments below to notify me\nMore Notes; if you skip a level in the game you will be disqualified from the record-breaking list.\nEven More Notes; First Player to complete the game and notify me will be acknowledged\nEVENMORENOTES; I'm surprised you're still reading, great job! :)

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next v]\nif <(backdrop [number v]) < [51]> then\n    next backdrop\nend\n\nwhen I receive [end v]\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nif <(Qualify) = [1]> then\n    if <(Kills) > (☁ Most Kills)> then\n        set [☁ most kills v] to (Kills)\n    end\n    if <(☁ Least Death) > (Death Count)> then\n        set [☁ least death v] to (Death Count)\n    end\n    if <(☁ Least Time) > (Time \(Seconds\))> then\n        set [☁ least time v] to (Time \(Seconds\))\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (156) y: (24)\nshow\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (27) y: (25)\nshow\nwait (3) seconds\nrepeat (40)\n    change y by (3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-6) y: (32)\nshow\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-137) y: (-78)\nshow\nwait (1) seconds\nrepeat (40)\n    change x by (-3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (67) y: (-74)\nshow\nwait (2) seconds\nrepeat (40)\n    change x by (3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite6\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\nwhen flag clicked\nshow\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-55) y: (-160)\nset [ghost v] effect to (0)\nshow\nwait (4) seconds\nrepeat (80)\n    change [ghost v] effect by (1)\n    change x by (3)\nend\nwait (1) seconds\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nhide\n\n@Introduction\n\nwhen flag clicked\nset [intro v] to [0]\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (60)\n\nwhen I receive [message1 v]\nset [intro v] to [1]\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen [space v] key pressed\nif <(Quantum In) = [0]> then\n    if <(costume [number v]) = [11]> then\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        next costume\n        repeat (20)\n            change [ghost v] effect by (-5)\n        end\n        broadcast (Start v)\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        hide\n        broadcast (Quantum Entrance v)\n        set [intro v] to [0]\n    else\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        next costume\n        repeat (20)\n            change [ghost v] effect by (-5)\n        end\n    end\nend\n\nwhen [s v] key pressed\nif <(Intro) = [1]> then\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    broadcast (Start v)\n    hide\n    broadcast (Quantum Entrance v)\n    set [intro v] to [0]\nend\n\n@Quantum\n\nwhen flag clicked\nhide\nset [quantum in v] to [0]\nset [gravity v] to [15]\n\nwhen I receive [quantum entrance v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-210) y: (-100)\nset [quantum in v] to [1]\nset [momentum v] to [0.9]\nset [pause v] to [0]\nset [gravity v] to [15]\nset [death count v] to [0]\nset [kills v] to [0]\nset [time \(seconds\) v] to [0]\nforever\n    if <key (right arrow v) pressed?> then\n        change [x2 v] by (1)\n        switch costume to (costume1 v)\n        create clone of (_myself_ v)\n        set [side v] to [0]\n    end\n    if <key (left arrow v) pressed?> then\n        change [x2 v] by (-1)\n        switch costume to (costume2 v)\n        create clone of (_myself_ v)\n        set [side v] to [1]\n    end\n    if <key (up arrow v) pressed?> then\n        create clone of (_myself_ v)\n    end\n    set [x2 v] to ((x2) * (Momentum))\n    change x by (x2)\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            set [x2 v] to ((x2) * (-1.3))\n                            change x by (x2)\n                            set [x2 v] to [0]\n                            change x by ((x2) / (5))\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y2 v] by (-1)\n    change y by (y2)\n    if <touching color (#8d8d8d)?> then\n        change y by ((y2) * (-1))\n        set [y2 v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#8d8d8d)?> then\n        if <key (up arrow v) pressed?> then\n            set [y2 v] to (Gravity)\n        end\n    end\n    change y by (1)\n    if <touching color (#8d8d8d)?> then\n        change x by ((x2) * (-1))\n        change y by (-5)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by ((y2) * (-1))\n        set [y2 v] to [0]\n    end\n    if <<key (r v) pressed?> and <(Quantum In) = [1]>> then\n        set [x2 v] to [0]\n        if <(backdrop [number v]) = [16]> then\n            go to x: (-217) y: (110)\n        else\n            if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n                go to x: (0) y: (-130)\n            else\n                if <(Electro Lv) = [9]> then\n                    go to x: (-210) y: (0)\n                else\n                    if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n                        go to x: (210) y: (-100)\n                    else\n                        go to x: (-210) y: (-100)\n                    end\n                end\n            end\n        end\n        set [tele limit v] to (Limit Num)\n        broadcast (Deathg v)\n    end\n    if <touching color (#ff0000)?> then\n        set [x2 v] to [0]\n        if <(backdrop [number v]) = [16]> then\n            go to x: (-217) y: (110)\n        else\n            if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n                go to x: (0) y: (-130)\n            else\n                if <(Electro Lv) = [9]> then\n                    go to x: (-210) y: (0)\n                else\n                    if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n                        go to x: (210) y: (-100)\n                    else\n                        go to x: (-210) y: (-100)\n                    end\n                end\n            end\n        end\n        set [tele limit v] to (Limit Num)\n        broadcast (Deathg v)\n        change [death count v] by (1)\n    end\n    if <<<touching (_edge_ v)?> and <(y position) < [-175]>> and <not <(backdrop [number v]) = [1]>>> then\n        set [x2 v] to [0]\n        if <(backdrop [number v]) = [16]> then\n            go to x: (-217) y: (110)\n        else\n            if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n                go to x: (0) y: (-130)\n            else\n                if <(Electro Lv) = [9]> then\n                    go to x: (-210) y: (0)\n                else\n                    if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n                        go to x: (210) y: (-100)\n                    else\n                        go to x: (-210) y: (-100)\n                    end\n                end\n            end\n        end\n        set [tele limit v] to (Limit Num)\n        broadcast (Deathg v)\n        change [death count v] by (1)\n    end\n    if  then\n        set [x2 v] to [0]\n        if <(backdrop [number v]) = [16]> then\n            go to x: (-217) y: (110)\n        else\n            if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n                go to x: (0) y: (-130)\n            else\n                if <(Electro Lv) = [9]> then\n                    go to x: (-210) y: (0)\n                else\n                    if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n                        go to x: (210) y: (-100)\n                    else\n                        go to x: (-210) y: (-100)\n                    end\n                end\n            end\n        end\n        set [tele limit v] to (Limit Num)\n        broadcast (Deathg v)\n        change [death count v] by (1)\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [15]> then\n    go to x: (-217) y: (110)\nelse\n    if <<(Electro Lv) = [13]> or <<(backdrop [number v]) = [35]> or <<(backdrop [number v]) = [18]> or <(backdrop [number v]) = [34]>>>> then\n        go to x: (0) y: (-130)\n    else\n        if <(Electro Lv) = [9]> then\n            go to x: (-210) y: (0)\n        else\n            if <<<(backdrop [number v]) = [48]> or <(Electro Lv) = [14]>> and <(Gravity Pos) = [1]>> then\n                go to x: (210) y: (-100)\n            else\n                go to x: (-210) y: (-100)\n            end\n        end\n    end\nend\nset [tele limit v] to (Limit Num)\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-10)\nend\ndelete this clone\n\nwhen I receive [quantum entrance v]\nset [qualify v] to [1]\nforever\n    if <<(Electro Lv) = [0]> and <<<key (s v) pressed?> and <(Quantum In) = [1]>> and <not <<(backdrop [number v]) = [36]> or <(backdrop [number v]) = [49]>>>>> then\n        set [qualify v] to [0]\n        go to x: (-210) y: (-100)\n        broadcast (Next v)\n        if <<(backdrop [number v]) = [11]> and <(Sword) = [0]>> then\n            set [sword v] to [1]\n            set [weapon choice v] to [1]\n        end\n        if <<(backdrop [number v]) = [16]> and <(Blaster) = [0]>> then\n            set [blaster v] to [1]\n            set [weapon choice v] to [2]\n        end\n        if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n            set [uncer v] to [1]\n            set [weapon choice v] to [3]\n            set [limit num v] to [3]\n            set [tele limit v] to [3]\n        end\n        wait (10) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Blaster) = [1]> then\n        if <key (1 v) pressed?> then\n            set [weapon choice v] to [1]\n        end\n        if <key (2 v) pressed?> then\n            set [weapon choice v] to [2]\n        end\n    end\n    if <(UnCer) = [1]> then\n        if <key (1 v) pressed?> then\n            set [weapon choice v] to [1]\n        end\n        if <key (2 v) pressed?> then\n            set [weapon choice v] to [2]\n        end\n        if <key (3 v) pressed?> then\n            set [weapon choice v] to [3]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<<mouse down?> and <(Allow Pass) = [1]>> and <(Weapon Choice) = [3]>> then\n        go to (uncer figure v)\n        change [tele limit v] by (-1)\n        wait (0.5) seconds\n    end\nend\n\nwhen flag clicked\nset [gravity v] to [15]\nforever\n    if <<(x position) > [0]> and <(backdrop [number v]) = [23]>> then\n        set [momentum v] to [0.99]\n        set [gravity v] to [15]\n    end\n    if <<[0] > (x position)> and <(backdrop [number v]) = [23]>> then\n        set [momentum v] to [0.9]\n        set [gravity v] to [15]\n    end\n    if <<[0] > (x position)> and <(backdrop [number v]) = [37]>> then\n        set [momentum v] to [0.99]\n        set [gravity v] to [15]\n    end\n    if <<(x position) > [0]> and <(backdrop [number v]) = [37]>> then\n        set [momentum v] to [0.7]\n        set [gravity v] to [10]\n    end\n    if <<[0] > (x position)> and <(backdrop [number v]) = [50]>> then\n        set [momentum v] to [0.7]\n        set [gravity v] to [10]\n    end\n    if <<(x position) > [0]> and <(backdrop [number v]) = [50]>> then\n        set [momentum v] to [0.9]\n        set [gravity v] to [15]\n    end\n    if <(backdrop [number v]) = [24]> then\n        set [momentum v] to [0.99]\n    end\n    if <(backdrop [number v]) = [29]> then\n        set [momentum v] to [1]\n    end\n    if <(backdrop [number v]) = [30]> then\n        set [momentum v] to [0.99]\n    end\n    if <(backdrop [number v]) = [38]> then\n        set [momentum v] to [0.7]\n        set [gravity v] to [10]\n    end\n    if <(backdrop [number v]) = [47]> then\n        set [momentum v] to [0.3]\n        set [gravity v] to [5]\n    end\n    if <(backdrop [number v]) = [48]> then\n        set [momentum v] to [0.7]\n        set [gravity v] to [10]\n    end\n    if <(backdrop [number v]) = [51]> then\n        set [momentum v] to [0.9]\n        set [gravity v] to [15]\n    end\nend\n\nwhen I receive [deathg v]\nif <<(backdrop [number v]) = [11]> and <(Sword) = [1]>> then\n    set [sword v] to [0]\n    set [weapon choice v] to [0]\nend\nif <<(backdrop [number v]) = [16]> and <(Blaster) = [1]>> then\n    set [blaster v] to [0]\n    set [weapon choice v] to [1]\nend\nif <<(backdrop [number v]) = [20]> and <(UnCer) = [1]>> then\n    set [uncer v] to [0]\n    set [weapon choice v] to [1]\nend\n\nwhen flag clicked\nforever\n    if <(x position) > [0]> then\n        set [0ornot0 v] to [0]\n    else\n        set [0ornot0 v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (portal v)?> then\n        set [tele limit v] to (Limit Num)\n        if <(backdrop [number v]) = [11]> then\n            if <(Sword) = [1]> then\n                broadcast (Next v)\n            end\n        else\n            if <(backdrop [number v]) = [16]> then\n                if <(Blaster) = [1]> then\n                    broadcast (Next v)\n                end\n            else\n                if <(backdrop [number v]) = [20]> then\n                    if <(UnCer) = [1]> then\n                        broadcast (Next v)\n                    end\n                else\n                    if <<<(backdrop [number v]) = [36]> or <(backdrop [number v]) = [49]>> or <(Electro Lv) = [15]>> then\n                        if <(Life) = [0]> then\n                            broadcast (Next v)\n                        end\n                    else\n                        if <(Electro Lv) = [16]> then\n                            broadcast (End v)\n                            wait (2) seconds\n                            hide\n                        else\n                            broadcast (Next v)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [48]> then\n    forever\n        set [tele limit v] to [42]\n    end\nend\nif <not <(backdrop [number v]) = [49]>> then\n    set [tele limit v] to [3]\n    stop [this script v]\nend\n\nwhen I receive [quantum entrance v]\nforever\n    repeat until <(Quantum In) = [0]>\n        wait (0.1) seconds\n        change [time \(seconds\) v] by (0.1)\n    end\nend\n\nwhen flag clicked\nforever\n    wait (0.5) seconds\n    set [gravity pos v] to (pick random (1) to (2))\nend\n\nwhen I receive [end v]\nhide\n\nset [life v] to [1]\n\nset [life v] to [1]\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Portal\n\nwhen I receive [start v]\nshow\nforever\n    go to [front v] layer\n    if <(backdrop [number v]) = [1]> then\n        hide\n    end\n    if <<(Electro Lv) = [11]> or <<(backdrop [number v]) = [47]> or <<(backdrop [number v]) = [50]> or <<(backdrop [number v]) = [37]> or <<(backdrop [number v]) = [25]> or <<(backdrop [number v]) = [22]> or <<<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [7]>> or <(backdrop [number v]) = [17]>>>>>>>> then\n        show\n        go to x: (202) y: (-143)\n    end\n    if <(backdrop [number v]) = [6]> then\n        show\n        go to x: (202) y: (33)\n    end\n    if <(backdrop [number v]) = [16]> then\n        show\n        go to x: (220) y: (89)\n    end\n    if <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>> then\n        show\n        go to x: (0) y: (64)\n    end\n    if <(backdrop [number v]) = [20]> then\n        show\n        go to x: (214) y: (88)\n    end\n    if <(backdrop [number v]) = [21]> then\n        show\n        go to x: (-221) y: (83)\n    end\n    if <(backdrop [number v]) = [25]> then\n        show\n        go to x: (213) y: (-50)\n    end\n    if <(backdrop [number v]) = [26]> then\n        show\n        go to x: (175) y: (-143)\n    end\n    if <(backdrop [number v]) = [30]> then\n        show\n        go to x: (200) y: (-143)\n    end\n    if <(backdrop [number v]) = [36]> then\n        show\n        go to x: (0) y: (-30)\n    end\n    if <(backdrop [number v]) = [44]> then\n        show\n        go to x: (207) y: (93)\n    end\n    if <(backdrop [number v]) = [49]> then\n        show\n        go to x: (0) y: (-143)\n    end\n    if <(backdrop [number v]) = [46]> then\n        show\n        go to x: (-87) y: (50)\n    end\n    if <<(backdrop [number v]) = [45]> or <(backdrop [number v]) = [48]>> then\n        show\n        go to x: (211) y: (-143)\n    end\n    if <(Electro Lv) = [9]> then\n        show\n        go to x: (204) y: (-9)\n    end\n    if <(Electro Lv) = [14]> then\n        show\n        go to x: (0) y: (87)\n    end\n    if <(Electro Lv) = [15]> then\n        show\n        go to x: (0) y: (-143)\n    end\n    if <(Electro Lv) = [16]> then\n        show\n        go to x: (200) y: (-143)\n    end\n    if <(Electro Lv) = [17]> then\n        hide\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [35]> then\n    hide\nend\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\nset [life v] to [0]\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (-13) y: (-140)\nforever\n    if <<(backdrop [number v]) = [11]> and <(Sword) = [0]>> then\n        show\n        if <<(y position) > [-130]> or <(y position) = [-130]>> then\n            glide (1) secs to x: (-13) y: (-140)\n        end\n        if <<[-140] > (y position)> or <[-140] = (y position)>> then\n            glide (1) secs to x: (-13) y: (-130)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <<touching (quantum v)?> or <<(Sword) = [1]> and <(backdrop [number v]) = [11]>>> then\n        hide\n        set [sword v] to [1 ]\n        set [weapon choice v] to [1]\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <(backdrop [number v]) = [11]>> then\n        hide\n    end\nend\n\nwhen I receive [deathg v]\nforever\n    if <<touching (quantum v)?> or <<(Sword) = [1]> and <(backdrop [number v]) = [11]>>> then\n        hide\n        set [sword v] to [1 ]\n        set [weapon choice v] to [1]\n        stop [this script v]\n    end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\ngo to x: (12) y: (74)\nset [blaster v] to [0]\nforever\n    if <<(backdrop [number v]) = [16]> and <(Blaster) = [0]>> then\n        show\n        if <<(y position) > [94]> or <(y position) = [94]>> then\n            glide (1) secs to x: (12) y: (74)\n        end\n        if <<[74] > (y position)> or <[74] = (y position)>> then\n            glide (1) secs to x: (12) y: (94)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (quantum v)?> or <<(Blaster) = [1]> and <(backdrop [number v]) = [16]>>> then\n        hide\n        set [blaster v] to [1 ]\n        set [weapon choice v] to [2]\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <not <(backdrop [number v]) = [16]>> then\n        hide\n    end\nend\n\nwhen I receive [deathg v]\nforever\n    if <<touching (quantum v)?> or <<(Blaster) = [1]> and <(backdrop [number v]) = [16]>>> then\n        hide\n        set [blaster v] to [1 ]\n        set [weapon choice v] to [2]\n        stop [this script v]\n    end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\nset [uncer v] to [0]\nset [limit num v] to [0]\nhide\ngo to x: (217) y: (-112)\nforever\n    if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n        show\n        if <<(y position) > [-112]> or <(y position) = [-112]>> then\n            glide (1) secs to x: (217) y: (-100)\n        end\n        if <<[-100] > (y position)> or <[-100] = (y position)>> then\n            glide (1) secs to x: (217) y: (-112)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (quantum v)?> or <<(UnCer) = [1]> and <(backdrop [number v]) = [20]>>> then\n        hide\n        set [uncer v] to [1]\n        set [weapon choice v] to [3]\n        set [limit num v] to [3]\n        set [tele limit v] to [3]\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <(backdrop [number v]) = [20]>> then\n        hide\n    end\nend\n\nwhen I receive [deathg v]\nforever\n    if <<touching (quantum v)?> or <<(UnCer) = [1]> and <(backdrop [number v]) = [20]>>> then\n        hide\n        set [uncer v] to [1]\n        set [weapon choice v] to [3]\n        set [limit num v] to [3]\n        set [tele limit v] to [3]\n        stop [this script v]\n    end\nend\n\n@Sword Handle\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n    go to (quantum v)\n    if <<(Handle) = [1]> and <<(Sword) = [1]> and <(Weapon Choice) = [1]>>> then\n        show\n    else\n        hide\n    end\n    if <key (right arrow v) pressed?> then\n        switch costume to (costume1 v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Sword\n\nwhen flag clicked\nhide\nset [sword v] to [0]\nforever\n    go to (quantum v)\n    if <<(Weapon Choice) = [1]> and <<<(Quantum In) = [1]> and <key (space v) pressed?>> and <(Sword) = [1]>>> then\n        set [handle v] to [0]\n        show\n        if <(Side) = [0]> then\n            switch costume to (costume1 v)\n            repeat (10)\n                turn right (36) degrees\n                go to (quantum v)\n            end\n            set [handle v] to [1]\n            hide\n            wait (0.5) seconds\n        end\n        if <(Side) = [1]> then\n            switch costume to (costume2 v)\n            repeat (10)\n                turn left (36) degrees\n                go to (quantum v)\n            end\n            set [handle v] to [1]\n            hide\n            wait (0.3) seconds\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset [sword v] to [0]\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Blaster\n\nwhen flag clicked\nhide\nset [blaster v] to [0]\nforever\n    go to (quantum v)\n    change x by (x2)\n    if <key (right arrow v) pressed?> then\n        switch costume to (costume1 v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (costume2 v)\n    end\n    if <<(Weapon Choice) = [2]> and <(Blaster) = [1]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Laser Wave\n\nwhen flag clicked\nhide\nforever\n    go to (quantum v)\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\nend\n\nwhen I start as a clone\nif <(direction) = [90]> then\n    repeat until \n        change x by (10)\n        next costume\n    end\nend\nif <(direction) = [-90]> then\n    repeat until \n        change x by (-10)\n        next costume\n    end\nend\n\nwhen flag clicked\nforever\n    if <<key (space v) pressed?> and <<(Weapon Choice) = [2]> and <[1] = (Blaster)>>> then\n        show\n        create clone of (_myself_ v)\n        hide\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nforever\n    if  then\n        wait (0.00001) seconds\n        delete this clone\n    end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@UnCer Arrow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n    go to (quantum v)\n    point towards (mouse-pointer v)\n    if <<(Weapon Choice) = [3]> and <(UnCer) = [1]>> then\n        show\n        if <(Allow Pass) = [1]> then\n            set [ghost v] effect to (5)\n        else\n            set [ghost v] effect to (70)\n        end\n    else\n        hide\n    end\n    if <touching color (#2900ff)?> then\n        set [allow pass v] to [0]\n        set [ghost v] effect to (70)\n    else\n        broadcast (Allow Pass v)\n    end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@UnCer Figure\n\nwhen flag clicked\nforever\n    go to (mouse-pointer v)\n    if <<(Weapon Choice) = [3]> and <(UnCer) = [1]>> then\n        if <(Allow Pass) = [1]> then\n            show\n            set [ghost v] effect to (5)\n        else\n            show\n            set [ghost v] effect to (70)\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (costume1 v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [allow pass v]\nif <<<touching (uncer arrow v)?> and <not <<<touching color (#8d8d8d)?> or <touching color (#ff0000)?>> and <touching (mouse-pointer v)?>>>> and <<(Tele Limit) > [1]> or <(Tele Limit) = [1]>>> then\n    set [allow pass v] to [1]\n    set [ghost v] effect to (30)\nelse\n    set [allow pass v] to [0]\n    set [ghost v] effect to (70)\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@TeleIndicator\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <<[1] = (UnCer)> and <[3] = (Weapon Choice)>> then\n        show\n        if <(Tele Limit) = [0]> then\n            switch costume to (0 v)\n        end\n        if <(Tele Limit) = [1]> then\n            switch costume to (1 v)\n        end\n        if <(Tele Limit) = [2]> then\n            switch costume to (2 v)\n        end\n        if <(Tele Limit) = [3]> then\n            switch costume to (3 v)\n        end\n        if <(Tele Limit) = [4]> then\n            switch costume to (4 v)\n        end\n        if <(Tele Limit) = [5]> then\n            switch costume to (5 v)\n        end\n        if <(Tele Limit) = [42]> then\n            switch costume to (6 v)\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Electromag Terrian\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [electro lv v] to [0]\nforever\n    go to x: (0) y: (-3)\n    if <(backdrop [number v]) > [50]> then\n        show\n        set [electro lv v] to (costume [number v])\n    else\n        hide\n    end\n    if <(Electro Lv) = [16]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) > [50]> then\n    next costume\n    change [electro lv v] by (1)\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [50]> then\n    set [electro lv v] to [1]\nend\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n    hide\nend\n\n@Moving Platforms\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n    if <(Electro Lv) = [7]> then\n        switch costume to (costume1 v)\n        show\n        point towards (quantum v)\n        go to x: (0) y: (-100)\n    else\n        if <(Electro Lv) = [10]> then\n            switch costume to (costume2 v)\n            show\n            point towards (quantum v)\n            go to x: (0) y: (-60)\n        else\n            if <(Electro Lv) = [12]> then\n                switch costume to (costume2 v)\n                show\n                point towards (quantum v)\n                go to x: (-100) y: (-60)\n            else\n                if <(Electro Lv) = [13]> then\n                    switch costume to (costume2 v)\n                    show\n                    go to x: (-130) y: (-60)\n                    turn left (2) degrees\n                else\n                    if <(Electro Lv) = [15]> then\n                        switch costume to (costume4 v)\n                        show\n                        go to x: (-130) y: (-40)\n                        turn left (Spin 1) degrees\n                    else\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Electro Lv) = [12]> then\n        switch costume to (costume3 v)\n        show\n        point towards (quantum v)\n        go to x: (100) y: (60)\n    else\n        if <(Electro Lv) = [13]> then\n            switch costume to (costume2 v)\n            show\n            go to x: (-110) y: (80)\n            turn right (2) degrees\n        else\n            if <(Electro Lv) = [15]> then\n                switch costume to (costume5 v)\n                show\n                go to x: (130) y: (-40)\n                turn right (Spin 2) degrees\n            else\n                delete this clone\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nif <<(Electro Lv) = [14]> or <<(Electro Lv) = [11]> or <(Electro Lv) = [12]>>> then\n    create clone of (_myself_ v)\nelse\n    delete this clone\nend\n\nwhen flag clicked\nset [spin 1 v] to (pick random (-2) to (-6))\nset [spin 2 v] to (pick random (-3) to (-5))\n\nwhen I receive [deathg v]\nset [spin 1 v] to (pick random (-2) to (-6))\nset [spin 2 v] to (pick random (-3) to (-5))\n\n@Background Sparks\n\nwhen flag clicked\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n    change x by (-4)\n    change y by (-1)\n    change [ghost v] effect by (1)\nend\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (pick random (0.5) to (1)) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n    change x by (-4)\n    change y by (-1)\n    change [ghost v] effect by (1)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n    change x by (-4)\n    change y by (-1)\n    change [ghost v] effect by (1)\nend\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (pick random (0.5) to (1)) seconds\nend\nhide\n\n@UncerSpark\n\nwhen flag clicked\nhide\nforever\n    if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n        show\n        go to (sprite12 v)\n        repeat (10)\n            create clone of (_myself_ v)\n        end\n    else\n        if <(Allow Pass) = [1]> then\n            show\n            go to (uncer figure v)\n            repeat (10)\n                create clone of (_myself_ v)\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(Allow Pass) = [1]> then\n    go to (uncer figure v)\nend\nif <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n    go to (sprite12 v)\nend\nchange x by (pick random (-15) to (15))\nrepeat (20)\n    change y by (3)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\n@QuantumSpark\n\nwhen flag clicked\nhide\nforever\n    if <(Allow Pass) = [1]> then\n        show\n        go to (quantum v)\n        repeat (10)\n            create clone of (_myself_ v)\n        end\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to (quantum v)\nchange x by (pick random (-15) to (15))\nrepeat (20)\n    change y by (3)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Moving Saw\n\nwhen flag clicked\nhide\nforever\n    turn right (12) degrees\nend\n\nwhen flag clicked\nhide\ngo to x: (7) y: (-130)\nset [electro lv v] to [0]\ngo to [back v] layer\nforever\n    if <(Electro Lv) = [1]> then\n        show\n        if <<(y position) > [-130]> or <(y position) = [-130]>> then\n            repeat (20)\n                change y by (2)\n            end\n        end\n        if <<(y position) > [-100]> or <(y position) = [-100]>> then\n            repeat (20)\n                change y by (-2)\n            end\n        end\n    else\n        if <(Electro Lv) = [2]> then\n            show\n            set y to (-155)\n            if <<(x position) < [-150]> or <(x position) = [-150]>> then\n                repeat (100)\n                    change x by (3)\n                end\n            end\n            if <<(x position) = [150]> or <(x position) > [150]>> then\n                repeat (100)\n                    change x by (-3)\n                end\n            end\n        else\n            if <(Electro Lv) = [4]> then\n                show\n            else\n                if <(Electro Lv) = [11]> then\n                    show\n                else\n                    if <(Electro Lv) = [14]> then\n                        show\n                    else\n                        if <(Electro Lv) = [15]> then\n                            show\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nhide\nif <<(Electro Lv) = [1]> and <(backdrop [number v]) = [50]>> then\n    switch costume to (costume1 v)\n    go to x: (7) y: (-130)\n    show\nend\nif <(Electro Lv) = [2]> then\n    switch costume to (costume1 v)\n    go to x: (150) y: (-155)\n    show\nend\nif <(Electro Lv) = [4]> then\n    switch costume to (costume1 v)\n    show\n    go to x: (10) y: (-115)\nend\nif <(Electro Lv) = [11]> then\n    switch costume to (costume2 v)\n    show\n    go to x: (90) y: (-143)\nend\nif <(Electro Lv) = [14]> then\n    switch costume to (costume3 v)\n    show\n    go to x: (5) y: (60)\n    create clone of (_myself_ v)\nend\nif <(Electro Lv) = [15]> then\n    switch costume to (costume1 v)\n    show\n    go to x: (5) y: (45)\nend\n\nwhen I receive [next v]\nhide\n\nwhen I start as a clone\nforever\n    if <(Electro Lv) = [14]> then\n        turn right (13) degrees\n        show\n        switch costume to (costume1 v)\n        go to x: (-130) y: (90)\n    else\n        delete this clone\n    end\nend\n\n@Moving Spikes\n\nwhen flag clicked\nhide\nset [electro lv v] to [0]\nforever\n    go to [back v] layer\n    if <(Electro Lv) = [3]> then\n        show\n        if <<(y position) > [-200]> or <(y position) = [-200]>> then\n            glide (1) secs to x: (-100) y: (-143)\n        end\n        wait (1) seconds\n        if <<(y position) > [-143]> or <(y position) = [-143]>> then\n            glide (1) secs to x: (-100) y: (-200)\n        end\n    else\n        if <(Electro Lv) = [11]> then\n            show\n            if <<(y position) > [-30]> or <(y position) = [-30]>> then\n                glide (1) secs to x: (-179) y: (27)\n            end\n            wait (1) seconds\n            if <<(y position) > [27]> or <(y position) = [27]>> then\n                glide (1) secs to x: (-179) y: (-30)\n            end\n        else\n            if <(Electro Lv) = [14]> then\n                show\n                if <<(y position) > [-200]> or <(y position) = [-200]>> then\n                    glide (1) secs to x: (211) y: (-143)\n                end\n                wait (1) seconds\n                if <<(y position) > [-143]> or <(y position) = [-143]>> then\n                    glide (1) secs to x: (211) y: (-200)\n                end\n            else\n                if <(Electro Lv) = [15]> then\n                    show\n                    if <<(y position) > [-200]> or <(y position) = [-200]>> then\n                        glide (pick random (0.01) to (0.5)) secs to x: (150) y: (-143)\n                    end\n                    wait (pick random (1) to (4)) seconds\n                    if <<(y position) > [-143]> or <(y position) = [-143]>> then\n                        glide (1) secs to x: (150) y: (-200)\n                    end\n                    wait (pick random (0.1) to (1)) seconds\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [3]> then\n    show\n    go to x: (-100) y: (-200)\nend\nif <(Electro Lv) = [11]> then\n    show\n    go to x: (-179) y: (27)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (211) y: (-200)\nend\n\n@Moving Spikes2\n\nwhen flag clicked\nhide\nset [electro lv v] to [0]\nforever\n    go to [back v] layer\n    if <(Electro Lv) = [3]> then\n        show\n        if <<(y position) > [-200]> or <(y position) = [-200]>> then\n            glide (1) secs to x: (100) y: (-143)\n        end\n        wait (1) seconds\n        if <<(y position) > [-143]> or <(y position) = [-143]>> then\n            glide (1) secs to x: (100) y: (-200)\n        end\n    else\n        if <(Electro Lv) = [14]> then\n            show\n            if <<(y position) > [-200]> or <(y position) = [-200]>> then\n                glide (1) secs to x: (-211) y: (-143)\n            end\n            wait (1) seconds\n            if <<(y position) > [-143]> or <(y position) = [-143]>> then\n                glide (1) secs to x: (-211) y: (-200)\n            end\n        else\n            if <(Electro Lv) = [15]> then\n                show\n                if <<(y position) > [-200]> or <(y position) = [-200]>> then\n                    glide (pick random (0.01) to (0.5)) secs to x: (-150) y: (-143)\n                end\n                wait (pick random (1) to (4)) seconds\n                if <<(y position) > [-143]> or <(y position) = [-143]>> then\n                    glide (1) secs to x: (-150) y: (-200)\n                end\n                wait (pick random (0.1) to (1)) seconds\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [3]> then\n    show\n    go to x: (100) y: (-200)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (-211) y: (-143)\nend\n\n@Canon Projectile\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    point towards (quantum v)\n    if  then\n        show\n        wait (1) seconds\n        create clone of (_myself_ v)\n        wait (1) seconds\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nshow\npoint towards (quantum v)\nforever\n    move (5) steps\n    next costume\nend\n\nwhen I start as a clone\nforever\n    if <<touching (bob v)?> or <<<touching (bob's friend v)?> or <<touching (fast bob v)?> or <<touching (fast bob's friend v)?> or <<touching (fat bob v)?> or <touching (heavy bob v)?>>>>> or <<touching (electromag terrian v)?> or <<touching (moving platforms v)?> or <<touching (sword v)?> or <touching (_edge_ v)?>>>>>> then\n        delete this clone\n    end\n    if <touching (quantum v)?> then\n        wait (0.01) seconds\n        delete this clone\n    end\n    if <(Electro Lv) = [6]> then\n        show\n    else\n        if <(Electro Lv) = [8]> then\n            show\n        else\n            if <(Electro Lv) = [9]> then\n                show\n            else\n                if <(Electro Lv) = [12]> then\n                    show\n                else\n                    if <(Electro Lv) = [14]> then\n                        show\n                    else\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    go to (canon v)\nend\n\nwhen flag clicked\nforever\n    if <not > then\n        hide\n    end\nend\n\n@Canon\n\nwhen flag clicked\nhide\nforever\n    point towards (quantum v)\n    if <(Electro Lv) = [6]> then\n        show\n        go to x: (0) y: (-114)\n    else\n        if <(Electro Lv) = [8]> then\n            show\n            go to (moving canon v)\n        else\n            if <(Electro Lv) = [9]> then\n                show\n                go to x: (-70) y: (-100)\n            else\n                if <(Electro Lv) = [12]> then\n                    show\n                    go to (moving canon v)\n                else\n                    if <(Electro Lv) = [14]> then\n                        show\n                        go to (moving canon v)\n                    else\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Canon Projectile2\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    point towards (quantum v)\n    if  then\n        show\n        wait (1) seconds\n        create clone of (_myself_ v)\n        wait (1) seconds\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nshow\npoint towards (quantum v)\nforever\n    move (5) steps\n    next costume\nend\n\nwhen I start as a clone\nforever\n    if <<touching (electromag terrian v)?> or <<touching (moving platforms v)?> or <<touching (sword v)?> or <touching (_edge_ v)?>>>> then\n        delete this clone\n    end\n    if <touching (quantum v)?> then\n        wait (0.01) seconds\n        delete this clone\n    end\n    if <(Electro Lv) = [9]> then\n        show\n    else\n        if <(Electro Lv) = [10]> then\n            show\n        else\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    go to (canon2 v)\nend\n\n@Canon2\n\nwhen flag clicked\nhide\nforever\n    point towards (quantum v)\n    if <(Electro Lv) = [9]> then\n        show\n        go to x: (70) y: (0)\n    else\n        if <(Electro Lv) = [10]> then\n            show\n            go to x: (90) y: (-20)\n        else\n            hide\n        end\n    end\nend\n\n@Moving Canon\n\nwhen flag clicked\nhide\nforever\n    point towards (quantum v)\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <[0] > (direction)> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <(direction) > [0]> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <not <touching (electromag terrian v)?>> then\n        change y by (-1)\n    end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [7]> then\n    show\n    go to x: (100) y: (-110)\nend\nif <(Electro Lv) = [11]> then\n    show\n    go to x: (150) y: (-110)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (150) y: (-110)\nend\n\nwhen I receive [deathg v]\nif <(Electro Lv) = [8]> then\n    show\n    go to x: (100) y: (-110)\nend\nif <(Electro Lv) = [12]> then\n    show\n    go to x: (150) y: (-110)\nend\nif <(Electro Lv) = [14]> then\n    show\n    go to x: (150) y: (-110)\nend\n\nwhen flag clicked\nforever\n    next costume\nend\n\nwhen flag clicked\nhide\nforever\n    if <<(Electro Lv) = [14]> or <<(Electro Lv) = [8]> or <(Electro Lv) = [12]>>> then\n        show\n    else\n        hide\n    end\nend\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n        wait (1) seconds\n        create clone of (_myself_ v)\n        if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n            stop [this script v]\n        end\n    end\nend\n\nwhen I start as a clone\nhide\ngo to x: (pick random (-200) to (200)) y: (200)\nforever\n    if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n        show\n        change y by (-5)\n        turn right (15) degrees\n        if <<touching (gravity v)?> or <<touching (sword v)?> or <<touching color (#8d8d8d)?> or <<touching (_edge_ v)?> and <[-175] > (y position)>>>>> then\n            delete this clone\n        end\n        if <touching (quantum v)?> then\n            wait (0.01) seconds\n            delete this clone\n        end\n    end\n    if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n        delete this clone\n    end\nend\n\nwhen I receive [next v]\nhide\ngo to x: (pick random (-200) to (200)) y: (200)\nforever\n    if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n        show\n        change y by (-5)\n        turn right (15) degrees\n        if <<touching (quantum v)?> or <<touching (sword v)?> or <<touching color (#8d8d8d)?> or <<touching (_edge_ v)?> and <[-175] > (y position)>>>>> then\n            hide\n        end\n    end\n    if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n        hide\n    end\nend\n\n@Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-2)\n    end\n    if <(direction) > [0]> then\n        change x by (2)\n    end\n    if <(direction) < [0]> then\n        change x by (-2)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (-200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [8]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [9]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [10]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [16]> then\n    show\n    go to x: (200) y: (100)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n    show\n    go to x: (204) y: (57)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n    show\n    go to x: (204) y: (-80)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n    show\n    go to x: (5) y: (-10)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [12]> then\n    show\n    go to x: (150) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (150) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [8]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [9]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [10]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [13]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n    show\n    go to x: (200) y: (100)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n    show\n    go to x: (204) y: (57)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n    show\n    go to x: (204) y: (-80)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n    show\n    go to x: (5) y: (-10)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (150) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    show\n    go to x: (-140) y: (120)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Bob's Friend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-2)\n    end\n    if <(direction) > [0]> then\n        change x by (2)\n    end\n    if <(direction) < [0]> then\n        change x by (-2)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(backdrop [number v]) = [50]> then\n            hide\n            wait (pick random (1) to (15)) seconds\n            show\n            go to x: (0) y: (-13)\n            set [ghost v] effect to (0)\n        end\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [9]> then\n    show\n    go to x: (250) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n    show\n    go to x: (250) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n    show\n    go to x: (204) y: (-18)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n    show\n    go to x: (-204) y: (-80)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n    show\n    go to x: (161) y: (76)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [24]> then\n    show\n    go to x: (100) y: (-53)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n    show\n    go to x: (100) y: (-54)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n    show\n    go to x: (210) y: (-72)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n    hide\n    wait (pick random (1) to (15)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [3]> then\n    show\n    go to x: (210) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [4]> then\n    show\n    go to x: (210) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [10]> then\n    show\n    go to x: (250) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n    show\n    go to x: (250) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n    show\n    go to x: (204) y: (-18)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n    show\n    go to x: (-204) y: (-80)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [20]> then\n    show\n    go to x: (161) y: (76)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [25]> then\n    show\n    go to x: (100) y: (-53)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n    show\n    go to x: (100) y: (-54)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n    show\n    go to x: (210) y: (-72)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n    hide\n    wait (pick random (1) to (15)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [4]> then\n    show\n    go to x: (210) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [5]> then\n    show\n    go to x: (210) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nif <touching color (#c57cff)?> then\n    change y by (15)\n    wait (0.0.1) seconds\n    change y by (14)\n    wait (0.0.1) seconds\n    change y by (13)\n    wait (0.0.1) seconds\n    change y by (12)\n    wait (0.0.1) seconds\n    change y by (11)\n    wait (0.0.1) seconds\n    change y by (10)\n    wait (0.0.1) seconds\n    change y by (9)\n    wait (0.0.1) seconds\n    change y by (8)\n    wait (0.0.1) seconds\n    change y by (7)\n    wait (0.0.1) seconds\n    change y by (6)\n    wait (0.0.1) seconds\n    change y by (5)\n    wait (0.0.1) seconds\n    change y by (4)\n    wait (0.0.1) seconds\n    change y by (3)\n    wait (0.0.1) seconds\n    change y by (2)\n    wait (0.0.1) seconds\n    change y by (1)\nend\n\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Fast Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-4)\n    end\n    if <(direction) > [0]> then\n        change x by (4)\n    end\n    if <(direction) < [0]> then\n        change x by (-4)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(backdrop [number v]) = [36]> then\n            wait (pick random (4) to (7)) seconds\n            if <(backdrop [number v]) = [36]> then\n                set [fast bob's friend v] to (pick random (1) to (2))\n                if <(Fast Bob's Friend) = [1]> then\n                    set [more fbf v] to [-200]\n                else\n                    set [more fbf v] to [200]\n                end\n                show\n                go to x: (More FBF) y: (-143)\n                set [ghost v] effect to (0)\n            end\n        end\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [24]> then\n    show\n    go to x: (200) y: (-52)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n    show\n    go to x: (0) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [34]> then\n    show\n    go to x: (-250) y: (-0)\n    set [ghost v] effect to (0)\nend\nif <<(backdrop [number v]) = [36]> and <not <(Life) = [0]>>> then\n    hide\n    wait (pick random (4) to (7)) seconds\n    set [fast bob's friend v] to (pick random (1) to (2))\n    if <(Fast Bob's Friend) = [1]> then\n        set [more fbf v] to [-200]\n    else\n        set [more fbf v] to [200]\n    end\n    show\n    go to x: (More FBF) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n    show\n    go to x: (250) y: (-72)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (200) y: (0)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [deathg v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [25]> then\n    show\n    go to x: (200) y: (-52)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n    show\n    go to x: (0) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [35]> then\n    show\n    go to x: (-250) y: (-0)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [36]> then\n    hide\n    wait (pick random (4) to (7)) seconds\n    set [fast bob's friend v] to (pick random (1) to (2))\n    if <(Fast Bob's Friend) = [1]> then\n        set [more fbf v] to [-200]\n    else\n        set [more fbf v] to [200]\n    end\n    show\n    go to x: (More FBF) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n    show\n    go to x: (250) y: (-72)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    show\n    go to x: (200) y: (0)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Fast Bob's Friend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-4)\n    end\n    if <(direction) > [0]> then\n        change x by (4)\n    end\n    if <(direction) < [0]> then\n        change x by (-4)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(backdrop [number v]) = [36]> then\n            hide\n            wait (pick random (4) to (7)) seconds\n            set [fast bob's friend v] to (pick random (1) to (2))\n            if <(Fast Bob's Friend) = [1]> then\n                set [more fbf v] to [-200]\n            else\n                set [more fbf v] to [200]\n            end\n            show\n            go to x: (More FBF) y: (-143)\n            set [ghost v] effect to (0)\n        end\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (-200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [34]> then\n    show\n    go to x: (100) y: (100)\n    set [ghost v] effect to (0)\nend\nif <<(backdrop [number v]) = [36]> and <not <(Life) = [0]>>> then\n    set [fast bob's friend v] to (pick random (1) to (2))\n    if <(Fast Bob's Friend) = [1]> then\n        set [more fbf v] to [-200]\n    else\n        set [more fbf v] to [200]\n    end\n    show\n    go to x: (More FBF) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n    show\n    go to x: (-85) y: (55)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [9]> then\n    show\n    go to x: (73) y: (-140)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [deathg v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [35]> then\n    show\n    go to x: (130) y: (100)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [36]> then\n    hide\n    wait (pick random (4) to (7)) seconds\n    set [fast bob's friend v] to (pick random (1) to (2))\n    if <(Fast Bob's Friend) = [1]> then\n        set [more fbf v] to [-200]\n    else\n        set [more fbf v] to [200]\n    end\n    show\n    go to x: (More FBF) y: (-143)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n    show\n    go to x: (-85) y: (55)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [10]> then\n    show\n    go to x: (73) y: (-140)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Fat Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-2)\n    end\n    if <(direction) > [0]> then\n        change x by (1)\n    end\n    if <(direction) < [0]> then\n        change x by (-1)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(backdrop [number v]) = [49]> then\n            hide\n            wait (pick random (4) to (10)) seconds\n            show\n            go to x: (0) y: (-13)\n            set [ghost v] effect to (0)\n        end\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [39]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [42]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [44]> then\n    show\n    go to x: (79) y: (31)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n    hide\n    wait (pick random (4) to (10)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [40]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [43]> then\n    show\n    go to x: (200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n    show\n    go to x: (79) y: (31)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n    hide\n    wait (pick random (4) to (10)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Heavy Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    point towards (quantum v)\n    if <not <touching color (#8d8d8d)?>> then\n        change y by (-2)\n    end\n    if <(direction) > [0]> then\n        change x by (1)\n    end\n    if <(direction) < [0]> then\n        change x by (-1)\n    end\n    if <touching color (#8d8d8d)?> then\n        change y by (1)\n        if <touching color (#8d8d8d)?> then\n            change y by (1)\n            if <touching color (#8d8d8d)?> then\n                change y by (1)\n                if <touching color (#8d8d8d)?> then\n                    change y by (1)\n                    if <touching color (#8d8d8d)?> then\n                        change y by (1)\n                        if <touching color (#8d8d8d)?> then\n                            if <(direction) > [0]> then\n                                change x by (-2)\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                            end\n                            if <[0] > (direction)> then\n                                change x by (2)\n                                change x by (1)\n                                change y by (-5)\n                                change x by (-1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if  then\n        if <<touching (sword v)?> or <touching (laser wave v)?>> then\n            change [kills v] by (1)\n        end\n        hide\n        if <(backdrop [number v]) = [50]> then\n            hide\n            wait (pick random (4) to (6)) seconds\n            show\n            go to x: (0) y: (-13)\n            set [ghost v] effect to (0)\n        end\n        if <(Electro Lv) = [15]> then\n            hide\n            wait (pick random (1) to (5)) seconds\n            show\n            go to x: (-200) y: (-130)\n            set [ghost v] effect to (0)\n        end\n    end\n    if <touching color (#c57cff)?> then\n        change y by (15)\n        wait (0.0.1) seconds\n        change y by (14)\n        wait (0.0.1) seconds\n        change y by (13)\n        wait (0.0.1) seconds\n        change y by (12)\n        wait (0.0.1) seconds\n        change y by (11)\n        wait (0.0.1) seconds\n        change y by (10)\n        wait (0.0.1) seconds\n        change y by (9)\n        wait (0.0.1) seconds\n        change y by (8)\n        wait (0.0.1) seconds\n        change y by (7)\n        wait (0.0.1) seconds\n        change y by (6)\n        wait (0.0.1) seconds\n        change y by (5)\n        wait (0.0.1) seconds\n        change y by (4)\n        wait (0.0.1) seconds\n        change y by (3)\n        wait (0.0.1) seconds\n        change y by (2)\n        wait (0.0.1) seconds\n        change y by (1)\n    end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [45]> then\n    show\n    go to x: (0) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n    hide\n    wait (pick random (4) to (6)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [10]> then\n    show\n    go to x: (180) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n    show\n    go to x: (-200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [46]> then\n    show\n    go to x: (0) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n    hide\n    wait (pick random (4) to (6)) seconds\n    show\n    go to x: (0) y: (-13)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(backdrop [number v]) = [49]>> then\n            hide\n        end\n    end\nend\nif <(Electro Lv) = [11]> then\n    show\n    go to x: (180) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n    show\n    go to x: (-200) y: (-146)\n    set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n    hide\n    wait (pick random (1) to (5)) seconds\n    show\n    go to x: (-200) y: (-130)\n    set [ghost v] effect to (0)\n    forever\n        if <not <(Electro Lv) = [15]>> then\n            hide\n        end\n    end\nend\n\n@Momentum\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [35]> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (0)\n    go to x: (0) y: (110)\n    set [life v] to [5]\n    repeat until <(Life) = [0]>\n        if <not <touching color (#727272)?>> then\n            change y by (-1)\n        end\n        if <(0ornot0) = [0]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n        if <<touching (laser wave v)?> or <touching (sword v)?>> then\n            change [life v] by (-1)\n            wait (1) seconds\n            if <(Life) = [0]> then\n                change [kills v] by (1)\n            end\n        end\n        if <(Life) = [0]> then\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n        end\n    end\nelse\n    hide\nend\n\n@Momentum Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <<touching color (#8d8d8d)?> or <touching (sword v)?>>\n    move (7) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [36]> then\n        repeat until <(Life) = [0]>\n            show\n            go to (momentum v)\n            wait (2) seconds\n            create clone of (_myself_ v)\n        end\n        hide\n    end\nend\n\n@Health Bar\n\nwhen flag clicked\nhide\ngo to x: (0) y: (146)\nforever\n    if <(backdrop [number v]) = [36]> then\n        show\n        set [ghost v] effect to (0)\n        if <(Life) = [5]> then\n            switch costume to (costume1 v)\n        end\n        if <(Life) = [4]> then\n            switch costume to (costume2 v)\n        end\n        if <(Life) = [3]> then\n            switch costume to (costume3 v)\n        end\n        if <(Life) = [2]> then\n            switch costume to (costume4 v)\n        end\n        if <(Life) = [1]> then\n            switch costume to (costume5 v)\n        end\n        if <(Life) = [0]> then\n            switch costume to (costume6 v)\n            wait (1) seconds\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n            hide\n            stop [this script v]\n        end\n    end\nend\n\n@Heavy Blocks\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\ngo to x: (Target) y: (200)\nshow\nrepeat until <<touching (quantum v)?> or <<touching (gravity v)?> or <<touching (sword v)?> or <<touching (_edge_ v)?> and <[-173] > (y position)>>>>>\n    change y by (-10)\nend\nhide\n\nwhen I receive [attack v]\nforever\n    turn right (15) degrees\nend\n\nwhen I receive [attack v]\nforever\n    if <<touching (gravity v)?> or <<touching (sword v)?> or < or >>> then\n        hide\n    end\n    if <<touching (quantum v)?> or <<touching (gravity v)?> or <<touching (sword v)?> or < or >>>> then\n        wait (0.01) seconds\n        hide\n    end\nend\n\n@Boss Words2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(backdrop [number v]) = [48]> then\n    wait (1) seconds\n    show\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    hide\n    next costume\n    wait (3) seconds\n    show\n    wait (3) seconds\n    hide\nelse\n    hide\nend\n\n@Boss Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(backdrop [number v]) = [35]> then\n    wait (1) seconds\n    show\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    hide\nelse\n    hide\nend\n\n@Gravity's Target\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <<(backdrop [number v]) = [49]> and <(Life) > [0]>> then\n        wait (5) seconds\n        show\n        go to (gravity v)\n        glide (1) secs to (quantum v)\n        repeat (100)\n            go to (quantum v)\n        end\n        broadcast (Attack v)\n        hide\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    turn right (5) degrees\n    set [target v] to (x position)\nend\n\n@Health Bar2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (146)\nforever\n    if <(backdrop [number v]) = [49]> then\n        show\n        set [ghost v] effect to (0)\n        if <(Life) = [5]> then\n            switch costume to (costume1 v)\n        end\n        if <(Life) = [4]> then\n            switch costume to (costume2 v)\n        end\n        if <(Life) = [3]> then\n            switch costume to (costume3 v)\n        end\n        if <(Life) = [2]> then\n            switch costume to (costume4 v)\n        end\n        if <(Life) = [1]> then\n            switch costume to (costume5 v)\n        end\n        if <(Life) = [0]> then\n            switch costume to (costume6 v)\n            wait (1) seconds\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n            hide\n            stop [this script v]\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@Laser Beam2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n    go to x: (138) y: (48)\n    if <(Electro Lv) = [15]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [laser 2 v]\nif <(Electro Lv) = [15]> then\n    repeat (8)\n        wait (0.01) seconds\n        next costume\n    end\n    wait (3) seconds\n    repeat (10)\n        wait (0.01) seconds\n        next costume\n    end\n    switch costume to (costume1 v)\n    broadcast (Laser 1 v)\nelse\n    hide\nend\n\n@Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [48]> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (0)\n    go to x: (0) y: (110)\n    set [life v] to [5]\n    repeat until <(Life) = [0]>\n        if <not <touching color (#727272)?>> then\n            change y by (-1)\n        end\n        if <(0ornot0) = [0]> then\n            switch costume to (costume3 v)\n        else\n            switch costume to (costume2 v)\n        end\n        if <<touching (laser wave v)?> or <touching (sword v)?>> then\n            change [life v] by (-1)\n            wait (1) seconds\n            if <(Life) = [0]> then\n                change [kills v] by (1)\n            end\n        end\n        if <(Life) = [0]> then\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n        end\n    end\nelse\n    hide\nend\n\n@Laser Beam\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n    go to x: (-124) y: (48)\n    if <(Electro Lv) = [15]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [next v]\nif <(Electro Lv) = [15]> then\n    wait (5) seconds\n    repeat (8)\n        wait (0.01) seconds\n        next costume\n    end\n    wait (3) seconds\n    repeat (10)\n        wait (0.01) seconds\n        next costume\n    end\n    switch costume to (costume1 v)\n    broadcast (Laser 2 v)\nelse\n    hide\nend\n\nwhen I receive [laser 1 v]\nif <(Electro Lv) = [15]> then\n    repeat (8)\n        wait (0.01) seconds\n        next costume\n    end\n    wait (3) seconds\n    repeat (10)\n        wait (0.01) seconds\n        next costume\n    end\n    switch costume to (costume1 v)\n    broadcast (Laser 2 v)\nelse\n    hide\nend\n\n@ElectroMagnetism\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nswitch costume to (costume3 v)\nset [elec kill v] to [1]\nif <<(Electro Lv) = [14]> and <(Elec Kill) = [1]>> then\n    set rotation style [left-right v]\n    show\n    go to [front v] layer\n    set [ghost v] effect to (0)\n    go to x: (5) y: (110)\n    set [life v] to [5]\n    repeat until <(Life) = [0]>\n        if <not <touching color (#8d8d8d)?>> then\n            change y by (-1)\n        end\n        if <(0ornot0) = [0]> then\n            point in direction (-90)\n        else\n            point in direction (90)\n        end\n        if <<<touching (laser wave v)?> or <touching (sword v)?>> and <(Elec Kill) = [1]>> then\n            broadcast (Elec Attack v)\n            change [life v] by (-1)\n            wait (1) seconds\n            if <(Life) = [0]> then\n                change [kills v] by (1)\n            end\n        end\n    end\nelse\n    hide\nend\n\nwhen I receive [elec attack v]\nrepeat (51)\n    point in direction (90)\n    wait (pick random (0.01) to (0.02)) seconds\n    next costume\n    point in direction (-90)\n    wait (pick random (0.01) to (0.02)) seconds\nend\nbroadcast (Elec Split v)\nset [elec kill v] to [0]\nset [second life v] to [1]\nset [second life2 v] to [1]\nrepeat until <(Elec Kill) = [1]>\n    point in direction (90)\n    wait (pick random (0.01) to (0.02)) seconds\n    next costume\n    point in direction (-90)\n    wait (pick random (0.01) to (0.02)) seconds\nend\n\nwhen I receive [elec split v]\nset [ghost v] effect to (50)\nif <(Life) = [0]> then\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\nend\nrepeat until <(Elec Kill) = [1]>\n    go to x: (5) y: (72)\nend\n\nwhen flag clicked\nforever\n    if <(Elec Kill) = [1]> then\n        set [ghost v] effect to (0)\n    end\n    set [electro choice of weapon v] to (costume [number v])\nend\n\n@Health Bar3\n\nwhen flag clicked\nhide\ngo to x: (5) y: (130)\nforever\n    go to [back v] layer\n    if <(Electro Lv) = [15]> then\n        show\n        set [ghost v] effect to (0)\n        if <(Life) = [5]> then\n            switch costume to (costume1 v)\n        end\n        if <(Life) = [4]> then\n            switch costume to (costume2 v)\n        end\n        if <(Life) = [3]> then\n            switch costume to (costume3 v)\n        end\n        if <(Life) = [2]> then\n            switch costume to (costume4 v)\n        end\n        if <(Life) = [1]> then\n            switch costume to (costume5 v)\n        end\n        if <(Life) = [0]> then\n            switch costume to (costume6 v)\n            wait (1) seconds\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n            hide\n            change [death count v] by (1)\n            stop [this script v]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Elec Kill) = [1]> then\n        set [ghost v] effect to (0)\n    end\n    if <(Elec Kill) = [0]> then\n        set [ghost v] effect to (50)\n    end\nend\n\n@Electricity\n\nwhen flag clicked\nhide\nforever\n    if <<touching (sword v)?> or <touching (laser wave v)?>> then\n        hide\n        change [second life v] by (-1)\n        wait (2) seconds\n    end\n    if <<(Second Life) = [0]> and <(Second Life2) = [0]>> then\n        set [elec kill v] to [1]\n    end\nend\n\nwhen I receive [elec split v]\nshow\ngo to (electromagnetism v)\nglide (1) secs to x: (-206) y: (112)\n\nwhen I receive [elec split v]\nif <<<(Electro Lv) = [15]> and <(Elec Kill) = [0]>> and <not <(Life) = [0]>>> then\n    show\nelse\n    hide\nend\n\n@Magnetism\n\nwhen flag clicked\nhide\nforever\n    if <<touching (sword v)?> or <touching (laser wave v)?>> then\n        hide\n        change [second life2 v] by (-1)\n        wait (2) seconds\n    end\n    if <<(Second Life) = [0]> and <(Second Life2) = [0]>> then\n        set [elec kill v] to [1]\n    end\nend\n\nwhen I receive [elec split v]\nshow\ngo to (electromagnetism v)\nglide (1) secs to x: (206) y: (112)\n\nwhen I receive [elec split v]\nif <<not <(Life) = [0]>> and <<(Electro Lv) = [15]> and <(Elec Kill) = [0]>>> then\n    show\nelse\n    hide\nend\n\n@Electricity Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <touching (sword v)?>\n    move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n    if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <<not <(Life) = [0]>> and <<(Second Life) = [1]> and <<(Elec Kill) = [0]> and <(Electro Lv) = [15]>>>> then\n        wait (2) seconds\n        show\n        go to (electricity v)\n        wait (2) seconds\n        create clone of (_myself_ v)\n    else\n        hide\n    end\nend\n\n@Magnetism Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <touching (sword v)?>\n    move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n    if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <<not <(Life) = [0]>> and <<(Second Life2) = [1]> and <<(Elec Kill) = [0]> and <(Electro Lv) = [15]>>>> then\n        wait (2) seconds\n        show\n        go to (magnetism v)\n        wait (2) seconds\n        create clone of (_myself_ v)\n    else\n        hide\n    end\nend\n\n@Pointer\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n    if <<(Elec Kill) = [1]> and <(Electro Lv) = [15]>> then\n        show\n        go to (electromagnetism v)\n        repeat (pick random (10) to (72))\n            turn right (pick random (1) to (5)) degrees\n        end\n        wait (1) seconds\n        broadcast (Shoot v)\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    set [direction v] to (direction)\nend\n\n@Lightning\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n    go to (electromagnetism v)\nend\n\nwhen I receive [shoot v]\nif <(Electro Choice of Weapon) = [2]> then\n    point in direction (Direction)\n    show\n    wait (0.1) seconds\n    hide\nend\n\nwhen flag clicked\nforever\n    if <(Elec Kill) = [1]> then\n    else\n        hide\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to (electromagnetism v)\ngo to [back v] layer\nforever\n    if <<<(Elec Kill) = [1]> and <(Electro Choice of Weapon) = [1]>> and <(Electro Lv) = [15]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [shoot v]\nif <(Electro Choice of Weapon) = [1]> then\n    point in direction (Direction)\n    show\n    repeat until <<touching (_edge_ v)?> or <touching (sword v)?>>\n        move (10) steps\n    end\n    hide\n    go to (electromagnetism v)\nend\n\n@Introduction2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (60)\n\nwhen [space v] key pressed\nif <(Quantum In) = [0]> then\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    next costume\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\nend\n\nwhen I receive [end v]\nset [quantum in v] to [0]\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nset [life v] to [1]\n\nwhen I receive [end v]\nforever\n    if <(costume [number v]) = [2]> then\n        show variable [kills v]\n        show variable [death count v]\n        show variable [time \(seconds\) v]\n    else\n        hide variable [kills v]\n        hide variable [death count v]\n        hide variable [time \(seconds\) v]\n    end\n    if <(costume [number v]) = [9]> then\n        broadcast (Thumbnail v)\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\nwhen I receive [thumbnail v]\nshow\nset [ghost v] effect to (0)\n\n@Boss Words3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(Electro Lv) = [14]> then\n    wait (1) seconds\n    show\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (3) seconds\n    next costume\n    wait (5) seconds\n    hide\nelse\n    hide\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n    if <<<(Electro Lv) = [15]> or <(Electro Lv) = [16]>> and <not <(backdrop [number v]) = [1]>>> then\n        show\n        go to x: (0) y: (0)\n    else\n        hide\n    end\nend\n\n