Anasazi a platformer (School Project)

Instructions: Wow. Another platformer. I finished this one in a day :O Because it was for a history assignment that was do on the day this project was posted. I worked on it for 5 HOURS STRAIT!!! But ok... here it is... Use arrow keys or WAD keys to move. Mobile friendly. Cheveyo is just a normal kid in the Anasazi village and is the son of the chief; his mom. He wants to one day achieve this rank, but he doesn't have a feather reef. He loves to farm, and there's even a map of the town! You can go to the farm, and to his pithouse! He needs to go on a journey to a nearby Mogollon tribe to do some trading. And there he finds it: A feather reef. 

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [travel to farm v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [travel home v]\nswitch backdrop to (backdrop3 v)\n\n@Cheveyo\n\ndefine Physics (speed) (friction) (jump height)\nchange y by (Player: Y Velocity)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (Player: Y Velocity) ) / (Player: Y Velocity)) * (-1))\n    end\n    set [player: y velocity v] to [0]\nelse\n    change [player: y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n    change [player: x velocity v] by (speed)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n    change [player: x velocity v] by ((speed) * (-1))\n    point in direction (-90)\nend\nset [player: x velocity v] to ((Player: X Velocity) * (friction))\nchange x by (Player: X Velocity)\nset [player: slope v] to [0]\nif <touching (level v)?> then\n    repeat until <<not <touching (level v)?>> or <(Player: Slope) = [8]>>\n        change [player: slope v] by (1)\n        change y by (1)\n    end\nend\nif <touching (level v)?> then\n    change y by ((Player: Slope) * (-1))\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (Player: X Velocity) ) / (Player: X Velocity)) * (-1))\n    end\n    if <not <touching (water v)?>> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> then\n            if <(Player: X Velocity) > [0]> then\n                set [player: x velocity v] to [-4]\n            else\n                set [player: x velocity v] to [4]\n            end\n            set [player: y velocity v] to [10]\n        else\n            set [player: x velocity v] to [0]\n        end\n    end\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> and <touching (level v)?>> then\n    set [player: y velocity v] to (jump height)\nend\nif <touching (water v)?> then\n    set [player: y velocity v] to [2]\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> and <touching (level v)?>> then\n        set [player: y velocity v] to (jump height)\n    end\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((y position) - (15)) > (mouse y)> and <mouse down?>>> and <touching (water v)?>> then\n    set [player: y velocity v] to [-3.5]\nend\nchange y by (1)\nif <<touching (spikes v)?> or <(y position) < [-196]>> then\n    set [player: x velocity v] to [0]\n    set [player: y velocity v] to [0]\n    broadcast (begin v)\nend\nif <(x position) > [215]> then\n    set [player: x velocity v] to [0]\n    set [player: y velocity v] to [0]\n    change [level v] by (1)\n    change [coins v] by (1)\n    broadcast (Next level v)\n    broadcast (begin v)\nend\nif <touching (trampoline v)?> then\n    set [player: y velocity v] to [17]\nend\n\nwhen I receive [begin v]\ngo to x: (-200) y: (100)\nswitch costume to (costume1 v)\nforever\n    Physics [1] [0.9] [12]\nend\n\nwhen I receive [harvest v]\nswitch costume to (harvesting v)\ngo to x: (-209) y: (-14)\nwait (1.3) seconds\ngo to x: (-155) y: (-14)\nwait (1.3) seconds\ngo to x: (-98) y: (-14)\nwait (1.3) seconds\nstart sound [Collect v]\nchange [activities v] by (1)\nchange [coins v] by (5)\nbroadcast (Done Harvesting v)\nbroadcast (begin v)\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I receive [end intro v]\nset [coins v] to [0]\nbroadcast (begin v)\nforever\n    if <(Activities) = [2]> then\n        broadcast (begin v)\n        broadcast (Begin Hike v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [activities v] to [0]\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [travel to farm v]\nswitch costume to (costume4 v)\n\nwhen I receive [done harvesting v]\nswitch costume to (costume5 v)\n\nwhen I receive [travel home v]\nswitch costume to (costume6 v)\n\nwhen I receive [story done v]\nswitch costume to (costume7 v)\n\nwhen I receive [begin hike v]\nswitch backdrop to (backdrop3 v)\nswitch costume to (costume8 v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [travel to farm v]\nswitch costume to (farm v)\n\nwhen I receive [travel home v]\nswitch costume to (pithouse v)\n\nwhen I receive [begin hike v]\nswitch backdrop to (backdrop2 v)\nswitch costume to (hike v)\n\n@Map\n\nwhen I receive [next level v]\nif <(LEVEL) = [3]> then\n    show\n    go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (icon v)\nhide\n\nwhen this sprite clicked\nset [map v] to [1]\nswitch costume to (screen v)\nbroadcast (Map v)\n\nwhen I receive [travel home v]\nhide\n\nwhen I receive [travel to farm v]\nhide\n\nwhen I receive [done harvesting v]\nif <(Activities) = [2]> then\n    hide\nelse\n    switch costume to (icon v)\n    show\n    go to [front v] layer\nend\n\nwhen I receive [story done v]\nif <(Activities) = [2]> then\n    hide\nelse\n    switch costume to (icon v)\n    show\n    go to [front v] layer\nend\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [travel home? v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to (mouse v)\n\nwhen I receive [travel to farm? v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to (mouse v)\n\nwhen this sprite clicked\nif <touching color (#b27947)?> then\n    broadcast (Travel home v)\n    broadcast (begin v)\n    set [map v] to [0]\n    hide\nelse\n    if <touching color (#00d00e)?> then\n        broadcast (Travel to farm v)\n        broadcast (begin v)\n        set [map v] to [0]\n        hide\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [harvest? v]\ngo to x: (0) y: (70)\nshow\nswitch costume to (costume2 v)\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (Harvest v)\n        hide\n    end\nend\n\nwhen I receive [done harvesting v]\nstop [other scripts in sprite v]\n\nwhen I receive [travel home v]\ngo to x: (55) y: (47)\nswitch costume to (costume3 v)\nshow\nwait (0.1) seconds\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (Story v)\n        hide\n    end\nend\n\n@Mouse\n\nwhen I receive [map v]\ngo to [front v] layer\nshow\nrepeat until <(MAP) = [0]>\n    go to (mouse-pointer v)\n    if <touching color (#b27947)?> then\n        go to [front v] layer\n        broadcast (Travel home? v)\n    end\n    if <touching color (#00d00e)?> then\n        go to [front v] layer\n        broadcast (Travel to farm? v)\n    end\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [map v] to [0]\nhide\n\n@Crops\n\nwhen flag clicked\nhide\n\nwhen I receive [travel to farm v]\nswitch costume to (costume1 v)\nshow\nbroadcast (Harvest? v)\n\nwhen I receive [harvest v]\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.7) seconds\nnext costume\nwait (0.5) seconds\nnext costume\n\nwhen I receive [travel home v]\nhide\n\nwhen I receive [begin hike v]\nhide\n\n@Cheveyo's mom\n\ndefine say (text)\nset volume to (1000) %\nset [say v] to []\nset [letter v] to [0]\nrepeat (length of (text))\n    change [letter v] by (1)\n    set [say v] to (join (say) (letter (letter) of (text)))\n    say (say)\n    if <<<(letter (length of (say)) of (say)) = [,]> or <(letter (length of (say)) of (say)) = [!]>> or <<(letter (length of (say)) of (say)) = [?]> or <(letter (length of (say)) of (say)) = [.]>>> then\n        wait (0.3) seconds\n    end\n    wait (0.03) seconds\nend\nwait (2.5) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen I receive [travel home v]\ngo to x: (191) y: (-47)\nshow\n\nwhen I receive [story v]\nsay [Hello Cheveyo!]\nsay [Oh you're here for a story.]\nsay [Well, a long time ago, your grandparents came to this great land.]\nsay [They had a small group of people with them, and built up our town.]\nsay [With every generation, our village grew bigger.]\nsay [We developed new techniques, and soon, we were one of the biggest societies in the area.]\nsay [Speaking of societies, we're going to another nearby tribe to trade our goods.]\nsay [So if you didn't harvest the corn, go do that.]\nchange [activities v] by (1)\nbroadcast (Story done v)\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [begin hike v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Finish\n\nwhen I receive [next level v]\nif <(LEVEL) = [7]> then\n    broadcast (STOP ALL v)\n    show\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    switch costume to (costume2 v)\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume4 v)\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume5 v)\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    switch costume to (costume5 v)\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume7 v)\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume8 v)\n    repeat (6)\n        next costume\n    end\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    next costume\n    wait (1) seconds\n    next costume\n    wait (2) seconds\n    broadcast (You win! v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n@You win\n\nwhen I receive [you win! v]\ngo to [front v] layer\nshow\nrepeat (50)\n    change [ghost v] effect by (-5)\nend\nwait (1) seconds\nswitch costume to (splash-screen2 v)\nwait (5) seconds\nbroadcast (Outro v)\nhide\n\nwhen flag clicked\nswitch costume to (splash-screen v)\nhide\nset [ghost v] effect to (100)\n\n@Temporary intro\n\ndefine RESET\ndelete all of [duxxsync v]\nadd [100] to [duxxsync v]\nadd [0] to [duxxsync v]\nhide\nreset timer\nstart sound [Skylike - Higher v]\nclear graphic effects\ndelete this clone\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif < (Clone ID) contains [Chev]?> then\n    show\n    clear graphic effects\n    set [fisheye v] effect to (80)\n    point in direction (90)\n    switch costume to (circle v)\n    set size to (10) %\n    if < (Clone ID) contains [Bottom]?> then\n        Go To [0] [-180]\n    else\n        Go To [0] [180]\n    end\n    if < (Clone ID) contains [Black]?> then\n        set [brightness v] effect to (-20)\n    else\n        if < (Clone ID) contains [White]?> then\n            set [brightness v] effect to (100)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\n    repeat until \n        if <((size) + (20)) < [105]> then\n            switch costume to (hack 2 v)\n            change size by (((size) + (20)) / (15))\n            switch costume to (circle v)\n            if < (Clone ID) contains [Bottom]?> then\n                Go To [0] [-180]\n            else\n                Go To [0] [180]\n            end\n        else\n            switch costume to (hack 1 v)\n            change size by (((size) + (20)) / (15))\n            switch costume to (circle v)\n            if < (Clone ID) contains [Bottom]?> then\n                Go To [0] [-180]\n            else\n                Go To [0] [180]\n            end\n        end\n    end\n    wait (1) seconds\n    delete this clone\nend\n\ndefine Clone Chev Pair (1/2)\nif <(1/2) = [1]> then\n    Clone [ChevBottomBlack]\n    Clone [ChevTopBlack]\nelse\n    if <(1/2) = [2]> then\n        Clone [ChevBottomPlain]\n        Clone [ChevTopPlain]\n    else\n        if <(1/2) = [3]> then\n            Clone [ChevBottomWhite]\n            Clone [ChevTopWhite]\n        end\n    end\nend\n\ndefine Go To (x) (y)\ngo to x: (((x) * ((item (1) of [duxxsync v]) / (100))) * ((item (2) of [duxxsync v]) + (1))) y: ((y) * ((item (1) of [duxxsync v]) / (100)))\n\nwhen I start as a clone\nif < (Clone ID) contains [Name]?> then\n    show\n    clear graphic effects\n    point in direction (90)\n    switch costume to (name2 v)\n    go to [front v] layer\n    repeat until <(timer) > [8.3]>\n        set size to (((100) + (item (2) of [duxxsync v])) + (((100) - (item (1) of [duxxsync v])) * (4))) %\n        set [brightness v] effect to ((((100) - (item (1) of [duxxsync v])) * (1.2)) + ((item (2) of [duxxsync v]) * (.5)))\n        Go To [0] [0]\n        turn right ((100) - (item (1) of [duxxsync v])) degrees\n        if <([abs v] of ((90) - (direction)) ) < [2]> then\n            point in direction (90)\n        else\n            if <([abs v] of ((-90) - (direction)) ) < [2]> then\n                point in direction (-90)\n            end\n        end\n        go to x: (([sin v] of ((timer) * (300)) ) * (10)) y: (([cos v] of ((timer) * (300)) ) * (10))\n    end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particles]?> then\n    show\n    clear graphic effects\n    point in direction (90)\n    go to x: (pick random (-270) to (270)) y: (pick random (-170) to (170))\n    switch costume to (circle v)\n    go to [front v] layer\n    set size to (35) %\n    set [brightness v] effect to (100)\n    set [ghost v] effect to (60)\n    set [velocity v] to (pick random (2) to (6))\n    repeat until \n        change y by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n        change x by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n        set [ghost v] effect to ((60) - ((100) - (item (1) of [duxxsync v])))\n        set size to (((35) + (((100) - (item (1) of [duxxsync v])) / (2))) + (item (2) of [duxxsync v])) %\n        if <(y position) > [173]> then\n            set y to (-170)\n        end\n        if <(x position) > [240]> then\n            set x to (-250)\n        end\n    end\nend\n\ndefine Particles (#)\nrepeat (#)\n    Clone [Particles]\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shutters]?> then\n    show\n    clear graphic effects\n    point in direction (90)\n    go to x: (0) y: (0)\n    switch costume to (hack 1 v)\n    set size to (110) %\n    switch costume to (shutters v)\n    repeat until \n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Slice]?> then\n    show\n    clear graphic effects\n    switch costume to (hack 1 v)\n    point in direction (90)\n    go to x: (0) y: (0)\n    set size to (100) %\n    switch costume to (slice v)\n    set [brightness v] effect to (join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID)))))\n    if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [-100]> then\n        start sound [Sword Sound Effect v]\n        set [wait? v] to [0]\n    else\n        set [wait? v] to [.2]\n    end\n    repeat until \n        if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [0100]> then\n            change x by (((650) - (x position)) / (5))\n        else\n            change x by (((650) - (x position)) / (5))\n        end\n        go to [front v] layer\n    end\n    wait ((1) + (Wait?)) seconds\n    add [Delete All] to [duxxsync v]\n    repeat (10)\n        go to [front v] layer\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <not < (Clone ID) contains [Slice]?>> then\n    wait until <[duxxsync v] contains [Delete All]?>\n    delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shader]?> then\n    show\n    clear graphic effects\n    switch costume to (hack 1 v)\n    point in direction (90)\n    set size to (100) %\n    switch costume to (slice v)\n    go to x: (700) y: (0)\n    set [brightness v] effect to (-100)\n    go to [front v] layer\n    repeat (25)\n        go to [front v] layer\n        wait (.01) seconds\n    end\n    repeat (15)\n        change [ghost v] effect by (7)\n        go to [front v] layer\n    end\n    delete this clone\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n    wait (.5) seconds\n    replace item (2) of [duxxsync v] with [30]\nend\nwait (2) seconds\nbroadcast (End Intro v)\n\nwhen I receive [start intro v]\nRESET\nbroadcast (Debug v)\nwait until <(timer) > [2.31]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [2.77]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.06]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.53]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [7.6]>\nClone [Slice0100]\nwait (.1) seconds\nClone [Slice-100]\n\nwhen I receive [debug v]\nParticles [50]\nClone [Name]\nClone [Shutters]\nClone [Shader]\nrepeat until <(timer) > [8.3]>\n    Clone Chev Pair [3]\n    wait (0) seconds\n    Clone Chev Pair [1]\n    wait (.1) seconds\n    Clone Chev Pair [2]\n    wait (.07) seconds\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n    replace item (1) of [duxxsync v] with ((item (1) of [duxxsync v]) + (((100) - (item (1) of [duxxsync v])) / (5)))\n    replace item (2) of [duxxsync v] with ((item (2) of [duxxsync v]) + (((0) - (item (2) of [duxxsync v])) / (5)))\n    if <(item (1) of [duxxsync v]) < [100]> then\n        replace item (1) of [duxxsync v] with ([ceiling v] of (item (1) of [duxxsync v]) )\n    else\n        replace item (1) of [duxxsync v] with ([floor v] of (item (1) of [duxxsync v]) )\n    end\nend\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n@Temporary Outro\n\ndefine Outro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (checkerboard pattern v)\ncreate clone of (_myself_ v)\nset [i1 v] to [-200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [0]\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        play sound [Unity \(Cut\) v] until done\n    end\nelse\n    if <(costume [number v]) = [2]> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n    else\n        if <(costume [number v]) = [3]> then\n            forever\n                point in direction ((90) + (i1))\n                switch costume to (blank v)\n                set size to ((130) + (([sin v] of ((i1) * (5)) ) * (10))) %\n                switch costume to (checkerboard pattern v)\n                change [i1 v] by (0.5)\n            end\n        else\n            if <(costume [number v]) = [4]> then\n                forever\n                    set [i1 v] to (((i1) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                    change size by (i1)\n                    go to x: (0) y: ((120) + (([sin v] of (i2) ) * (10)))\n                    point in direction ((90) + (([cos v] of (i2) ) * (3)))\n                    change [i2 v] by (5)\n                end\n            else\n                if <(costume [number v]) = [5]> then\n                    forever\n                        set [i1 v] to (((i1) * (0.8)) + (((((100) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                        change size by (i1)\n                        go to x: (80) y: ((([sin v] of (i2) ) * (10)) - (30))\n                        point in direction ((90) + ((([sin v] of (i2) ) * (3)) + (([tan v] of ((i2) * (0.2)) ) * (5))))\n                        change [i2 v] by (5)\n                    end\n                else\n                    if <(costume [number v]) = [6]> then\n                        forever\n                            set [i1 v] to (((i1) * (0.8)) + (((((200) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                            change size by (i1)\n                            go to x: ((([sin v] of (i2) ) * (10)) - (100)) y: ((([tan v] of (i2) ) * (5)) - (30))\n                            point in direction ((90) + (([sin v] of (i2) ) * (3)))\n                            set [ghost v] effect to (([abs v] of ((y position) - (-30)) ) / (1.5))\n                            change [i2 v] by (5)\n                            if <(y position) > [20]> then\n                                switch costume to (pick random (6) to (8))\n                            end\n                        end\n                    else\n                        if <(costume [number v]) = [9]> then\n                            go to x: (i1) y: (-130)\n                            forever\n                                if <(x position) < [0]> then\n                                    point in direction ((135) + (([sin v] of (i1) ) * (10)))\n                                    change [i1 v] by (10)\n                                else\n                                    point in direction ((45) + (([sin v] of (i1) ) * (10)))\n                                    change [i1 v] by (10)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [outro v]\nOutro\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n