The Splatformer (A Splatoon Platformer Game)
@Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start\(0.5\) v]\nswitch backdrop to (blue sky2 v)\n\nwhen flag clicked\nset volume to (100) %\nset [muted? v] to [No]\nforever\n    play sound [Octo_Canyon_Low_Tide.mp3 v] until done\nend\n\nif <(Level) = [41]> then\n\nwhen I receive [next level v]\nclear graphic effects\nif <(Level) < [11]> then\n    switch backdrop to (blue sky2 v)\nend\nif <<(Level) > [10]> and <(Level) < [21]>> then\n    switch backdrop to (blue sky3 v)\nend\nif <<(Level) > [20]> and <(Level) < [31]>> then\n    switch backdrop to (blue sky4 v)\nend\nif <<(Level) > [30]> and <(Level) < [41]>> then\n    switch backdrop to (blue sky5 v)\nend\nif <(Level) = [41]> then\n    switch backdrop to (blue sky6 v)\nend\n\nwhen [f v] key pressed\nset [muted? v] to [Yes]\nset volume to (0) %\n\nwhen [m v] key pressed\nif <(muted?) = [No]> then\n    set [muted? v] to [Yes]\n    set volume to (0) %\nelse\n    set [muted? v] to [No]\n    set volume to (100) %\nend\n\nwhen I receive [start v]\nforever\n    if <key (d v) pressed?> then\n        ask [Debug command: set level] and wait\n        set [level v] to (answer)\n        broadcast (next level v)\n    end\nend\n\nwhen [i v] key pressed\nset [muted? v] to [Yes]\nset volume to (0) %\n\nwhen [v v] key pressed\nswitch backdrop to (backdrop1 v)\nwait until <not <key (v v) pressed?>>\nif <(Level) < [11]> then\n    switch backdrop to (blue sky2 v)\nend\nif <<(Level) > [10]> and <(Level) < [21]>> then\n    switch backdrop to (blue sky3 v)\nend\nif <<(Level) > [20]> and <(Level) < [31]>> then\n    switch backdrop to (blue sky4 v)\nend\nif <<(Level) > [30]> and <(Level) < [41]>> then\n    switch backdrop to (blue sky5 v)\nend\nif <(Level) = [41]> then\n    switch backdrop to (blue sky6 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [41]> then\n    hide variable [level v]\n    set volume to (0) %\nelse\n    show variable [level v]\nend\n\nwhen I receive [boss start v]\nset volume to (100) %\n\nwhen I receive [boss start v]\nset volume to (0) %\nstop all sounds\n\nwhen I receive [boss start v]\nwait until <(Boss HP) < [1]>\nstop [other scripts in sprite v]\nset volume to (0) %\n\nstop [other scripts in sprite v]\n\nstop [this script v]\n\nwhen I receive [gun disappear v]\nswitch backdrop to (blue sky6 v)\nclear graphic effects\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch backdrop to (backdrop1 v)\nclear graphic effects\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (ending0.1 v)\nset volume to (100) %\nplay sound [Maritime Memory \(Staff Roll\) - Splatoon \[OST\] v] until done\nbroadcast (ending2 v)\n\nwhen I receive [ending0.1 v]\nwait (30) seconds\nwait until <key (9 v) pressed?>\nstop all sounds\n\n@Inkling Girl\n\nwhen flag clicked\nset [form v] to [kid]\ngo to [front v] layer\nset size to (200) %\nswitch costume to (run 1 \(idle\) v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nshow variable [hp v]\nset [form v] to [kid]\nset [speed y v] to [0]\nset [falling? v] to [0]\nset rotation style [left-right v]\nforever\n    if <(Level) < [11]> then\n        if <(form) = [kid]> then\n            switch costume to (hitbox v)\n            if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n                set [speed y v] to ((12) * (ee mult #))\n            end\n            if <key (down arrow v) pressed?> then\n                if <touching (ground ink v)?> then\n                    set [form v] to [squid \(ink\)]\n                    start sound [squid v]\n                    switch costume to (squid \(ink\) v)\n                end\n            end\n            if <key (left arrow v) pressed?> then\n                walk (-90) ((-4) * (ee mult #))\n            else\n                if <key (right arrow v) pressed?> then\n                    walk (90) ((4) * (ee mult #))\n                else\n                    set [frame v] to [0]\n                end\n            end\n        else\n            if <(form) = [squid \(ink\)]> then\n                switch costume to (squid \(ink\) hitbox v)\n                if <key (left arrow v) pressed?> then\n                    walk (-90) ((-10) * (ee mult #))\n                else\n                    if <key (right arrow v) pressed?> then\n                        walk (90) ((10) * (ee mult #))\n                    end\n                end\n            end\n        end\n        change [speed y v] by (-1)\n        change y by (speed y)\n        touch ground <(speed y) > [0]>\n        if <(y position) < [-175]> then\n            if <not <(HP) < [1]>> then\n                hide\n                play sound (pick random (12) to (18)) until done\n                wait (0.2) seconds\n                play sound (pick random (19) to (23)) until done\n                set [falling? v] to [0]\n                go to x: (-200) y: (100)\n                show\n                set [speed y v] to [-2]\n                point in direction (90)\n                show\n                set [hp v] to [10]\n                set [form v] to [kid]\n            end\n        end\n        set costume\n    else\n        stop [this script v]\n    end\nend\n\ndefine touch ground <up?>\nif <<<(form) = [squid \(ink\)]> or <(form) = [kid]>> or <(form) = [teleport]>> then\n    change [falling? v] by (1)\n    repeat until <<not <touching (callie pillar v)?>> and <not <touching (ground v)?>>>\n        if <up?> then\n            change y by (-1)\n        else\n            change y by (1)\n            set [falling? v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\nend\nif <(form) = [kid]> then\n    change [frame v] by (0.5)\nelse\n    if <<(costume [number v]) = [6]> and <(sqT) > [0.9]>> then\n        switch costume to (squid 2 v)\n        set [sqt v] to [0]\n    else\n        if <<(costume [number v]) = [7]> and <(sqT) > [0.9]>> then\n            switch costume to (squid 1 v)\n            set [sqt v] to [0]\n        end\n    end\nend\n\ndefine set costume\nif <(form) = [kid]> then\n    if <(falling?) < [3]> then\n        if <(frame) = [0]> then\n            switch costume to (run 1 \(idle\) v)\n        else\n            switch costume to ([floor v] of ((1) + ((frame) mod (3))) )\n        end\n    else\n        if <(speed y) > [0]> then\n            switch costume to (jump v)\n        else\n            switch costume to (jump v)\n        end\n    end\nelse\n    if <(form) = [squid \(ink\)]> then\n        switch costume to (squid \(ink\) v)\n    end\nend\n\nif <(form) = [squid]> then\n    if <(frame) = [0]> then\n        switch costume to (squid 1 v)\n    else\n        switch costume to ([floor v] of ((6) + ((frame) mod (7))) )\n    end\nend\n\nwhen I receive [start v]\nforever\n    set [player direction v] to (direction)\nend\n\nset [sqt v] to [0]\nforever\n    wait (0.5) seconds\n    change [sqt v] by (1)\nend\n\nstop all sounds\nstart sound [squid v]\nset [form v] to [squid]\nswitch costume to (squid 1 v)\n\nif <(form) = [squid]> then\n    if <key (2 v) pressed?> then\n        stop all sounds\n        start sound [squid v]\n        set [form v] to [kid]\n        switch costume to (run 1 \(idle\) v)\n    end\n    if <key (left arrow v) pressed?> then\n        if <touching (ink v)?> then\n            walk (-90) (-6)\n        else\n            walk (-90) (-1)\n        end\n    else\n        if <key (right arrow v) pressed?> then\n            if <touching (ink v)?> then\n                walk (90) (6)\n            else\n                walk (90) (1)\n            end\n        else\n            set [frame v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nset [hp v] to [10]\nhide variable [hp v]\nset [lvspec v] to [0]\nhide\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nset [hp v] to [10]\nset [falling? v] to [0]\nset [form v] to [kid]\nswitch costume to (run 1 \(idle\) v)\ngo to x: (-200) y: (100)\nif <(lvspec) = [1]> then\n    set [speed y v] to [-1000]\n    wait until <(speed y) = [0]>\nend\n\nwhen I receive [start\(1.5\) v]\n\nwhen I receive [start\(1.5\) v]\n\nset [level v] to [3]\n\nwhen I receive [hurt v]\nstart sound (pick random (4) to (11))\nchange [hp v] by (-1)\nif <(HP) < [1]> then\n    set [hp v] to [0]\n    set [dying? v] to [true]\n    hide\n    go to x: (-200) y: (100)\n    play sound (pick random (12) to (18)) until done\n    wait (0.2) seconds\n    play sound (pick random (19) to (23)) until done\n    set [falling? v] to [0]\n    set [speed y v] to [-5]\n    go to x: (-200) y: (100)\n    point in direction (90)\n    set [level v] to (Level)\n    if <not <(Level) = [41]>> then\n        broadcast (next level v)\n    end\n    set [dying? v] to [false]\nend\nwait (0.1) seconds\n\nrepeat (10)\n    change [mosaic v] effect by (5)\nend\n\nclear graphic effects\n\nif <<(form) = [squid]> and <touching color (#ff9400)?>> then\n    hide\nelse\n    show\nend\n\nwhen I receive [start v]\n\nforever\n    if <(HP) < [10]> then\n        wait (3) seconds\n        change [hp v] by (1)\n    end\nend\n\nif <key (up arrow v) pressed?> then\n    start sound [squid v]\n    set [form v] to [kid]\nend\n\nif <touching (launchpad v)?> then\n    set [form v] to [squid \(ink\)]\n    start sound [squid v]\n    switch costume to (squid \(ink\) v)\n    play sound [super jump v] until done\nend\n\nwhen I receive [next level v]\nforever\n    if <<<<(Level) = [10]> or <(Level) = [20]>> or <(Level) = [30]>> or <(Level) = [40]>> then\n        wait until <touching (launchpad v)?>\n        stop [other scripts in sprite v]\n        go to (launchpad v)\n        touch ground <(speed y) > [0]>\n        switch costume to (squid \(ink\) v)\n        play sound [squid v] until done\n        wait (0.5) seconds\n        start sound [super jump v]\n        start sound (pick random (25) to (28))\n        glide (0.1) secs to x: (x position) y: (180)\n        wait (2) seconds\n        change [level v] by (1)\n        set [lvspec v] to [1]\n        broadcast (next level v)\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nif <(Level) > [10]> then\n    show\n    show variable [hp v]\n    set [form v] to [kid]\n    set [speed y v] to [0]\n    set [falling? v] to [0]\n    set rotation style [left-right v]\n    forever\n        if <(dying?) = [false]> then\n            if <(form) = [kid]> then\n                switch costume to (hitbox v)\n                if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n                    if <not <touching (teleporter v)?>> then\n                        set [speed y v] to ((12) * (ee mult #))\n                    end\n                end\n                if <key (down arrow v) pressed?> then\n                    if <touching (ground ink v)?> then\n                        set [form v] to [squid \(ink\)]\n                        start sound [squid v]\n                        switch costume to (squid \(ink\) v)\n                    end\n                    if <touching (teleporter v)?> then\n                        set [form v] to [teleport]\n                        start sound [squid v]\n                        switch costume to (blank v)\n                    end\n                end\n                if <key (left arrow v) pressed?> then\n                    if <not <touching (teleporter v)?>> then\n                        if <<touching (ground water v)?> or <touching (enemy ink v)?>> then\n                            walk (-90) ((-1) * (ee mult #))\n                        else\n                            walk (-90) ((-4) * (ee mult #))\n                        end\n                    end\n                else\n                    if <key (right arrow v) pressed?> then\n                        if <not <touching (teleporter v)?>> then\n                            if <<touching (ground water v)?> or <touching (enemy ink v)?>> then\n                                walk (90) ((1) * (ee mult #))\n                            else\n                                walk (90) ((4) * (ee mult #))\n                            end\n                        end\n                    else\n                        set [frame v] to [0]\n                    end\n                end\n            else\n                if <(form) = [squid \(ink\)]> then\n                    switch costume to (squid \(ink\) hitbox v)\n                    if <key (left arrow v) pressed?> then\n                        walk (-90) ((-10) * (ee mult #))\n                    else\n                        if <key (right arrow v) pressed?> then\n                            walk (90) ((10) * (ee mult #))\n                        end\n                    end\n                end\n            end\n            change [speed y v] by (-1)\n            change y by (speed y)\n            touch ground <(speed y) > [0]>\n            if <(y position) < [-175]> then\n                if <not <(HP) < [1]>> then\n                    hide\n                    play sound (pick random (12) to (18)) until done\n                    wait (0.2) seconds\n                    play sound (pick random (19) to (23)) until done\n                    set [falling? v] to [0]\n                    go to x: (-200) y: (100)\n                    show\n                    set [speed y v] to [-2]\n                    point in direction (90)\n                    show\n                    set [hp v] to [10]\n                    set [form v] to [kid]\n                end\n            end\n            set costume\n        end\n    end\nend\n\ngo to x: (-200) y: (100)\nset [falling? v] to [0]\n\nplay sound (pick random (1) to (10)) until done\ngo to x: (-200) y: (100)\nset [falling? v] to [0]\nset [form v] to [kid]\n\nwhen I receive [start v]\n\nif <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n    stop all sounds\nend\n\nwhen I receive [next level v]\nforever\n    if <touching (enemy ink v)?> then\n        if <<(HP) > [0]> and <(x position) > [-175]>> then\n            broadcast (hurt v)\n            wait (1) seconds\n        end\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        broadcast (next level v)\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <<(x position) > [235]> and <touching (_edge_ v)?>> then\n        change [level v] by (1)\n        broadcast (next level v)\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <(form) = [squid \(ink\)]> then\n        if <not <touching (ground ink v)?>> then\n            set [form v] to [kid]\n            start sound [squid v]\n            switch costume to (run 1 \(idle\) v)\n        end\n    end\nend\n\nwhen I receive [start\(1.5\) v]\nrepeat until <(Level) = [2]>\n    if <<(x position) > [235]> and <touching (_edge_ v)?>> then\n        change [level v] by (1)\n        broadcast (next level v)\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <<<touching (octo bomb v)?> or <touching (callie bomb v)?>> and <touching color (#ff00bf)?>> then\n        set [hp v] to [1]\n        broadcast (hurt v)\n    end\nend\n\nforever\n    if <(form) = [squid \(ink\)]> then\n        wait (0.3) seconds\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <key (b v) pressed?> then\n        if <(ink bomb #) = [0]> then\n            repeat until <not <key (b v) pressed?>>\n                point towards (mouse-pointer v)\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nif <(Level) = [16]> then\n    wait until <(goal met) = [2]>\n    wait until <touching (launchpad v)?>\n    stop [other scripts in sprite v]\n    go to (launchpad v)\n    touch ground <(speed y) > [0]>\n    switch costume to (squid \(ink\) v)\n    play sound [squid v] until done\n    wait (0.5) seconds\n    start sound [super jump v]\n    start sound (pick random (25) to (28))\n    glide (0.1) secs to x: (x position) y: (180)\n    wait (2) seconds\n    change [level v] by (1)\n    set [lvspec v] to [1]\n    broadcast (next level v)\nend\nif <(Level) = [23]> then\n    wait until <(goal met) = [1]>\n    wait until <touching (launchpad v)?>\n    stop [other scripts in sprite v]\n    go to (launchpad v)\n    touch ground <(speed y) > [0]>\n    switch costume to (squid \(ink\) v)\n    play sound [squid v] until done\n    wait (0.5) seconds\n    start sound [super jump v]\n    start sound (pick random (25) to (28))\n    glide (0.1) secs to x: (x position) y: (180)\n    wait (2) seconds\n    change [level v] by (1)\n    set [lvspec v] to [1]\n    broadcast (next level v)\nend\nif <(Level) = [32]> then\n    wait until <(goal met) = [1]>\n    wait until <touching (launchpad v)?>\n    stop [other scripts in sprite v]\n    go to (launchpad v)\n    touch ground <(speed y) > [0]>\n    switch costume to (squid \(ink\) v)\n    play sound [squid v] until done\n    wait (0.5) seconds\n    start sound [super jump v]\n    start sound (pick random (25) to (28))\n    glide (0.1) secs to x: (x position) y: (180)\n    wait (2) seconds\n    change [level v] by (1)\n    set [lvspec v] to [1]\n    broadcast (next level v)\nend\n\nchange [level v] by (1)\nbroadcast (next level v)\n\nwhen I receive [teleport v]\nif <(teleport x) < [95]> then\n    set x to (95)\nelse\n    set x to (teleport x)\nend\nif <(teleport y) < [-100]> then\n    set y to (-100)\nelse\n    set y to (teleport y)\nend\nset [form v] to [kid]\nstart sound [squid v]\nswitch costume to (run 1 \(idle\) v)\n\nbroadcast (next level v)\n\nwhen I receive [hurt v]\nset [level v] to (Level)\n\nwhen I receive [next level v]\nforever\n    if <<color (#060e03) is touching (#00baff)?> or <touching (ground water v)?>> then\n        broadcast (hurt v)\n        change [hp v] by (-1)\n        wait (0.2) seconds\n    end\nend\n\nwhen I receive [start v]\nset [dying? v] to [false]\n\nwhen I receive [next level v]\nset [dying? v] to [false]\n\nwhen I receive [easter egg 2 v]\nrepeat until <(ee2) = [0]>\n    change [color v] effect by (5)\n    change [hp v] by (1)\nend\nset [color v] effect to (0)\nset [hp v] to [10]\n\nwhen I receive [next level v]\nforever\n    if <(ee2) = [0]> then\n        clear graphic effects\n    end\nend\n\nwhen I receive [next level v]\nif <(Level) = [41]> then\n    forever\n        if <(x position) > [-43]> then\n            change x by (-4)\n        end\n    end\nend\n\nwhen I receive [portal v]\nwait until <touching (portal v)?>\nstop [other scripts in sprite v]\nbroadcast (gun disappear v)\nstart sound [VoiceFJetEcho v]\nrepeat (20)\n    change [pixelate v] effect by (5)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\nwait (3) seconds\nbroadcast (ending v)\n\n@ground\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [start\(0.5\) v]\ngo [backward v] (5) layers\nswitch costume to (level1 v)\nset [level v] to [1]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nshow\nswitch costume to ((Level) + (1))\n\nwhen I receive [gun disappear v]\nshow\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\nbroadcast (gun disappear v)\n\n@woomy text\n\nwhen I receive [start v]\nclear graphic effects\nhide\nforever\n    if <key (w v) pressed?> then\n        create clone of (_myself_ v)\n        wait ((.42) / (ee mult #)) seconds\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nshow\nset size to (50) %\ngo to (inkling girl v)\nif <(pick random (1) to (100)) = [100]> then\n    start sound [VoiceMDefeat09 v]\n    set [color v] effect to (100)\nelse\n    start sound (pick random (1) to (5))\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\n\nwhen [h v] key pressed\nset [hp v] to [10]\n\n@ink\n\nwhen flag clicked\nhide\n\ndefine touch ground (ink)\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\nend\n\ngo to x: (pick random (-100) to (100)) y: (50)\n\nwhen I start as a clone\n\nwhen I start as a clone\nswitch costume to (ink v)\nset size to (200) %\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\npoint in direction ([direction v] of [sprite1 v])\ngo to (sprite1 v)\nrepeat (50)\n    move (10) steps\n    change [ghost v] effect by (-2)\n    if <<touching (_edge_ v)?> or <touching (ground v)?>> then\n        delete this clone\n    end\n    if <touching (octoling v)?> then\n        broadcast (octo hurt v)\n        delete this clone\n    end\n    if <touching (bomb octoling v)?> then\n        broadcast (octo hurt 2 v)\n        delete this clone\n    end\n    if <touching (hyperbomb v)?> then\n        if <[20] > (hyperbomb damage)> then\n            broadcast (hyperbomb damage v)\n            delete this clone\n        end\n    end\n    if <touching (callie pillar v)?> then\n        delete this clone\n    end\n    if <touching (weak point v)?> then\n        delete this clone\n    end\nend\nhide\nclear graphic effects\ndelete this clone\n\ntouch ground (ink)\n\nclear graphic effects\nset size to (100) %\nswitch costume to (ground ink v)\nset size to (pick random (200) to (300)) %\nshow\ngo to (sprite1 v)\nset [speed y \(ink\) v] to [0]\npoint in direction (player direction)\nrepeat until <touching (ground v)?>\n    move (pick random (5) to (10)) steps\nend\nswitch costume to (ground ink v)\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nclear graphic effects\ndelete this clone\n\nrepeat until <touching (ground v)?>\n    change y by (speed y \(ink\))\n    change [speed y \(ink\) v] by (-1)\n    if <(y position) < [-179]> then\n        delete this clone\n    end\nend\nforever\n    if <touching color (#000000)?> then\n        repeat until <not <touching color (#000000)?>>\n            change y by (-0.5)\n            change x by (0.01)\n        end\n    end\nend\n\nwhen I receive [start v]\nhide\nforever\n    if <(form) = [kid]> then\n        if <key (z v) pressed?> then\n            create clone of (_myself_ v)\n            start sound [ink v]\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (150) %\ngo to [front v] layer\nswitch costume to (n-zap v)\nforever\n    if <<<(form) = [kid]> and <(HP) > [0]>> and <not <<([costume # v] of [inkling girl v]) = [8]> or <([costume # v] of [inkling girl v]) = [10]>>>> then\n        show\n        point in direction ([direction v] of [inkling girl v])\n        go to (inkling girl v)\n        if <([y position v] of [inkling girl v]) < [-175]> then\n            hide\n            wait until <([y position v] of [inkling girl v]) = [100]>\n            go to (inkling girl v)\n            show\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [hurt v]\nif <(HP) < [1]> then\n    hide\n    wait until <([y position v] of [inkling girl v]) = [100]>\n    show\nend\n\nwhen I receive [gun disappear v]\nstop [other scripts in sprite v]\nrepeat (20)\n    change [pixelate v] effect by (5)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\n@ground ink\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nswitch costume to ((Level) + (1))\n\nwhen I receive [next level v]\ngo to [front v] layer\nif <(Level) = [3]> then\n    go to x: (86) y: (-158)\nelse\n    if <(Level) = [5]> then\n        go to x: (117) y: (-131)\n    else\n        if <(Level) = [6]> then\n            go to x: (117) y: (-133)\n        else\n            if <(Level) = [8]> then\n                go to x: (67) y: (-93)\n            else\n                if <(Level) = [14]> then\n                    go to x: (115) y: (60)\n                else\n                    if <(Level) = [22]> then\n                        go to x: (170) y: (-167)\n                    else\n                        if <(Level) = [24]> then\n                            go to x: (148) y: (-133)\n                        else\n                            if <(Level) = [25]> then\n                                go to x: (15) y: (-133)\n                            else\n                                if <(Level) = [26]> then\n                                    go to x: (240) y: (65)\n                                else\n                                    if <(Level) = [30]> then\n                                        go to x: (65) y: (-60)\n                                    else\n                                        if <(Level) = [31]> then\n                                            go to x: (65) y: (-60)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [level v] to [8]\nbroadcast (next level v)\n\nwhen I receive [hyperbomb explode v]\nshow\n\nwhen I receive [next level 2 v]\nif <(hyperbomb level?) = [Yes]> then\n    hide\nend\nif <(hyperbomb level?) = [Yes]> then\n    hide\nend\n\n@marie icon\n\nwhen flag clicked\nhide variable [level v]\ngo to [front v] layer\nset size to (50) %\nshow\ngo to x: (0) y: (0)\nset [text v] to [Press space to start!]\nstart sound [marie sound clip18 v]\ntalk (123)\nwait until <key (space v) pressed?>\nsay []\nbroadcast (start\(0.5\) v)\n\nwhen I receive [start\(0.5\) v]\nshow\nset size to (25) %\nglide (0.5) secs to x: (-180) y: (130)\nwait (0.5) seconds\nset [text v] to [Hello.]\nstart sound [marie sound clip5 v]\ntalk (123)\nset [text v] to [My name is Marie.]\nstart sound [marie sound clip13 v]\ntalk (123)\nset [text v] to [Y'know, of the Squid Sisters?]\nstart sound [marie sound clip2 v]\ntalk (123)\nset [text v] to [You don't know me?]\nstart sound [marie sound clip9 v]\ntalk (123)\nset [text v] to [Ugh. You're just like Agent 4.]\nstart sound [marie sound clip19 v]\ntalk (123)\nset [text v] to [Anyways, you're here to help me, right?]\nstart sound [marie sound clip6 v]\ntalk (123)\nwait (0.5) seconds\nset [text v] to [No?]\nstart sound [marie sound clip15 v]\ntalk (123)\nset [text v] to [Well, I'm making you do it.]\nstart sound [marie sound clip11 v]\ntalk (123)\nset [text v] to [Callie, the other Squid Sister, has gone missing. \(again\)]\nstart sound [marie sound clip16 v]\ntalk (123)\nset [text v] to [All you need to do is find her.]\nstart sound [marie sound clip10 v]\ntalk (123)\nset [text v] to [With my help, of course.]\nstart sound [marie sound clip13 v]\ntalk (123)\nbroadcast (start v)\n\ndefine talk (waitlength)\nset [textletter v] to [0]\nset [lastphrase v] to []\nrepeat ((length of (text)) + (1))\n    say (join (lastphrase) (letter (textletter) of (text)))\n    set [lastphrase v] to (join (lastphrase) (letter (textletter) of (text)))\n    change [textletter v] by (1)\nend\nif <(waitlength) = [123]> then\n    wait until <key (space v) pressed?>\n    say []\nelse\n    if <not <(waitlength) = [234]>> then\n        wait (waitlength) seconds\n        say []\n    end\nend\n\nwhen I receive [start v]\ngo to x: (-180) y: (130)\nshow variable [level v]\ngo to [front v] layer\nshow\nstop all sounds\nif <(Level) = [1]> then\n    set [text v] to [Use the arrow keys to move and jump.]\n    start sound [marie sound clip5 v]\n    talk (123)\n    set [text v] to [Go to the right side.]\n    broadcast (start\(1.5\) v)\n    start sound [marie sound clip9 v]\n    talk (234)\n    wait until <not <(Level) = [1]>>\n    set [text v] to [Good job. Keep doing that.]\n    start sound [marie sound clip5 v]\n    talk (123)\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\nif <(Level) = [3]> then\n    set [text v] to [Press down when you are on top of ink to swim in it. You swim faster than you run.]\n    start sound [marie sound clip21 v]\n    talk (234)\nelse\n    if <(Level) = [4]> then\n        set [text v] to [That's an octoling. Stay out of sight and you'll be fine.]\n        start sound [marie sound clip16 v]\n        talk (234)\n    else\n        if <(Level) = [5]> then\n            set [text v] to [Press z to shoot. Octolings die after 10 hits.]\n            start sound [marie sound clip4 v]\n            talk (234)\n        else\n            if <(Level) = [6]> then\n                set [text v] to [Octolings can't see you while you're in ink.]\n                start sound [marie sound clip15 v]\n                talk (234)\n            else\n                if <(Level) = [7]> then\n                    set [text v] to [Parkour, I guess.]\n                    start sound [marie sound clip12 v]\n                    talk (234)\n                else\n                    if <(Level) = [8]> then\n                        set [text v] to [Swim in ink to squeeze through tight gaps.]\n                        start sound [marie sound clip11 v]\n                        talk (234)\n                    else\n                        if <(Level) = [9]> then\n                            set [text v] to [I think you're almost to the end!]\n                            start sound [marie sound clip18 v]\n                            talk (234)\n                        else\n                            if <(Level) = [10]> then\n                                set [text v] to [Go to the launchpad to blast off to the next stage!]\n                                start sound [marie sound clip15 v]\n                                talk (234)\n                            else\n                                if <(Level) = [11]> then\n                                    set [text v] to [You'll slowly take damage in the octoling's ink. Your movement is also slowed. Jumping is a good idea.]\n                                    start sound [marie sound clip12 v]\n                                    talk (234)\n                                else\n                                    if <(Level) = [12]> then\n                                        set [text v] to [I don't think I trust that ink too much...]\n                                        start sound [marie sound clip21 v]\n                                        talk (234)\n                                    else\n                                        if <(Level) = [13]> then\n                                            set [text v] to [That green octoling throws bombs that will instantly kill you if you're near when they explode.]\n                                            start sound [marie sound clip14 v]\n                                            talk (234)\n                                        else\n                                            if <(Level) = [14]> then\n                                                set [text v] to [Climb to the top!]\n                                                start sound [marie sound clip15 v]\n                                                talk (234)\n                                            else\n                                                if <(Level) = [15]> then\n                                                    set [text v] to [You can throw bombs too. Press and hold b to aim with your mouse, then release to throw.]\n                                                    start sound [marie sound clip4 v]\n                                                    talk (234)\n                                                else\n                                                    if <(Level) = [16]> then\n                                                        set [text v] to [Some levels have goals. The goal of this one is to defeat the octolings.]\n                                                        start sound [marie sound clip15 v]\n                                                        talk (234)\n                                                    else\n                                                        if <(Level) = [17]> then\n                                                            set [text v] to [You'll need to semi-wall-jump to get past this level.]\n                                                            start sound [marie sound clip15 v]\n                                                            talk (234)\n                                                        else\n                                                            if <(Level) = [18]> then\n                                                                set [text v] to [Sometimes I won't talk, and that's just because I have no comment.]\n                                                                start sound [marie sound clip9 v]\n                                                                talk (234)\n                                                            else\n                                                                if <(Level) = [19]> then\n                                                                    set [text v] to [...]\n                                                                    start sound [marie sound clip10 v]\n                                                                    talk (234)\n                                                                else\n                                                                    if <(Level) = [20]> then\n                                                                        set [text v] to [I bet you can blast through walls with the launchpad!]\n                                                                        start sound [marie sound clip17 v]\n                                                                        talk (234)\n                                                                    else\n                                                                        if <(Level) = [21]> then\n                                                                            set [text v] to [If you press down while you're on the teleporter, you can choose where you want to teleport using the mouse and teleport by pressing t.]\n                                                                            start sound [marie sound clip8 v]\n                                                                            talk (234)\n                                                                        else\n                                                                            if <(Level) = [22]> then\n                                                                                set [text v] to [Hmm...]\n                                                                                start sound [marie sound clip4 v]\n                                                                                talk (234)\n                                                                            else\n                                                                                if <(Level) = [23]> then\n                                                                                    set [text v] to [You need to hit that octoling somehow...]\n                                                                                    start sound [marie sound clip21 v]\n                                                                                    talk (234)\n                                                                                else\n                                                                                    if <(Level) = [27]> then\n                                                                                        set [text v] to [Water will quickly deplete your health. It's best to avoid it completely.]\n                                                                                        start sound [marie sound clip20 v]\n                                                                                        talk (234)\n                                                                                    else\n                                                                                        if <(Level) = [28]> then\n                                                                                            set [text v] to [Seems like this is quite the challenge...]\n                                                                                            start sound [marie sound clip5 v]\n                                                                                            talk (234)\n                                                                                        else\n                                                                                            if <(Level) = [29]> then\n                                                                                                set [text v] to [Looks like you're gonna have to risk your health.]\n                                                                                                start sound [marie sound clip8 v]\n                                                                                                talk (234)\n                                                                                            else\n                                                                                                if <(Level) = [31]> then\n                                                                                                    set [text v] to [I can sense Callie's presence nearby. She seems... different... somehow.]\n                                                                                                    start sound [marie sound clip4 v]\n                                                                                                    talk (234)\n                                                                                                else\n                                                                                                    if <(Level) = [32]> then\n                                                                                                        set [text v] to [Hit that octoling!]\n                                                                                                        start sound [marie sound clip17 v]\n                                                                                                        talk (234)\n                                                                                                    else\n                                                                                                        if <(Level) = [33]> then\n                                                                                                            set [text v] to [Hmmmmm....]\n                                                                                                            start sound [marie sound clip16 v]\n                                                                                                            talk (234)\n                                                                                                        else\n                                                                                                            if <(Level) = [34]> then\n                                                                                                                set [text v] to [Press and hold the V key to turn the background white if you can't see the ground.]\n                                                                                                                start sound [marie sound clip13 v]\n                                                                                                                talk (234)\n                                                                                                            else\n                                                                                                                if <(Level) = [40]> then\n                                                                                                                    set [text v] to [I think this is it!]\n                                                                                                                    start sound [marie sound clip17 v]\n                                                                                                                    talk (234)\n                                                                                                                else\n                                                                                                                    say []\n                                                                                                                end\n                                                                                                            end\n                                                                                                        end\n                                                                                                    end\n                                                                                                end\n                                                                                            end\n                                                                                        end\n                                                                                    end\n                                                                                end\n                                                                            end\n                                                                        end\n                                                                    end\n                                                                end\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [level v] to [16]\nbroadcast (next level v)\n\nwhen I receive [start\(0.5\) v]\nforever\n    if <key (down arrow v) pressed?> then\n        stop [other scripts in sprite v]\n        broadcast (start v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [boss hp v]\n\nif <not <(([costume # v] of [ground v]) - (1)) = (Level)>> then\n    set [text v] to [That's funny. You should not be on this level. if you messed around with the code, then you can keep doing that.]\n    start sound [marie sound clip20 v]\n    talk (234)\nelse\n    say []\n    stop [this script v]\nend\n\nwhen I receive [next level v]\nhide variable [boss hp v]\nif <(Level) = [41]> then\n    set [text v] to [Callie?]\n    start sound [marie sound clip9 v]\n    talk (123)\n    broadcast (z_talk1 v)\nend\n\nwhen I receive [z_talk2 v]\nset [text v] to [Is it just me or is this deja vu?]\nstart sound [marie sound clip21 v]\ntalk (123)\nset [text v] to [By the way, there's an invisible barrier in the middle.]\nstart sound [marie sound clip20 v]\ntalk (123)\nset [text v] to [Even when the pillar goes down, you can't advance past the middle.]\nstart sound [marie sound clip3 v]\ntalk (123)\nset [text v] to [However, your ink and bombs are only stopped by the visible pillar.]\nstart sound [marie sound clip12 v]\ntalk (123)\nset [text v] to [When the pillar goes down, use your ink gun to hit that red circle.]\nstart sound [marie sound clip13 v]\ntalk (123)\nset [text v] to [It's Callie's weak point.]\nstart sound [marie sound clip15 v]\ntalk (123)\nbroadcast (z_talk3 v)\n\nwhen I receive [z_talk4 v]\nset [text v] to [Woah. Is she possessed?]\nstart sound [marie sound clip15 v]\ntalk (123)\nset [text v] to [Never mind that, she's definitely not herself.]\nstart sound [marie sound clip16 v]\ntalk (123)\nset [text v] to [Bring her back to her senses!]\nstart sound [marie sound clip18 v]\ntalk (123)\nbroadcast (boss start v)\n\nwhen I receive [boss start v]\nset [boss hp v] to [50]\nshow variable [boss hp v]\n\nwhen [3 v] key pressed\nif <(Level) = [41]> then\n    stop [other scripts in sprite v]\n    say []\n    broadcast (boss start v)\nend\n\nwhen I receive [boss start v]\nset [text v] to [Go defeat Callie!]\nstart sound [marie sound clip18 v]\ntalk (123)\n\nwhen I receive [boss start v]\nwait until <(HP) < [1]>\nstop [other scripts in sprite v]\nset [text v] to [Are you okay?]\nstart sound [marie sound clip15 v]\ntalk (123)\nset [text v] to [Press R.]\nstart sound [marie sound clip14 v]\ntalk (234)\n\nwhen I receive [boss dead v]\nset [text v] to [She's...... gone.......]\nstart sound [marie sound clip21 v]\ntalk (123)\nset [text v] to [Okay, enter the portal now.]\nstart sound [marie sound clip20 v]\ntalk (234)\nbroadcast (portal v)\n\nwhen I receive [gun disappear v]\nsay []\nshow\nhide variable [hp v]\nhide variable [boss hp v]\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\n@Octoling\n\ndefine touch ground (octo)\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [octo speed y v] to [0]\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n    point in direction (-90)\n    show\n    set x to (90)\n    set y to (0)\n    if <(seen) = [No]> then\n        repeat until <not <(Level) = [4]>>\n            repeat (50)\n                walk (90) (3)\n            end\n            repeat (50)\n                walk (-90) (-3)\n            end\n        end\n    end\nelse\n    if <(Level) = [5]> then\n        point in direction (-90)\n        show\n        set x to (90)\n        set y to (-50)\n    else\n        if <(Level) = [6]> then\n            point in direction (-90)\n            show\n            set x to (90)\n            set y to (-50)\n            if <(seen) = [No]> then\n                repeat until <not <(Level) = [6]>>\n                    repeat (50)\n                        walk (90) (3)\n                    end\n                    repeat (50)\n                        walk (-90) (-3)\n                    end\n                end\n            end\n        else\n            if <(Level) = [9]> then\n                point in direction (-90)\n                show\n                set x to (90)\n                set y to (-50)\n                repeat until <not <(Level) = [9]>>\n                    wait (1.5) seconds\n                    jump\n                end\n            else\n                if <(Level) = [14]> then\n                    point in direction (90)\n                    show\n                    set x to (-75)\n                    set y to (120)\n                else\n                    if <(Level) = [16]> then\n                        point in direction (-90)\n                        show\n                        set x to (0)\n                        set y to (0)\n                    else\n                        if <(Level) = [23]> then\n                            point in direction (-90)\n                            show\n                            set x to (150)\n                            set y to (200)\n                        else\n                            if <(Level) = [32]> then\n                                point in direction (-90)\n                                show\n                                set x to (150)\n                                set y to (200)\n                            else\n                                hide\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nset volume to (100) %\nset [octo speed y v] to [0]\nforever\n    change y by (octo speed y)\n    change [octo speed y v] by (-1)\n    touch ground (octo)\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\n\nwhen flag clicked\nset [octo level? v] to [False]\nset [octo hp v] to [10]\nswitch costume to (idle v)\nset size to (200) %\nhide\n\nwhen I receive [next level v]\nset [octo hp v] to [10]\nforever\n    if <<(Level) = [4]> or <(Level) = [6]>> then\n        if <(seen) = [No]> then\n            wait (0.05) seconds\n            if <(costume [number v]) = [3]> then\n                switch costume to (walk 1 \(idle\) v)\n            else\n                next costume\n            end\n        end\n    else\n        if <(Level) = [5]> then\n            switch costume to (walk 1 \(idle\) v)\n        else\n            if <(Level) = [9]> then\n                wait until <(octo speed y) > [0]>\n                switch costume to (walk 3 v)\n                wait until <(octo speed y) = [0]>\n                switch costume to (walk 1 \(idle\) v)\n            else\n                if <(Level) = [14]> then\n                    switch costume to (walk 1 \(idle\) v)\n                else\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [seen v]\nswitch costume to (walk 1 \(idle\) v)\nstart sound (pick random (15) to (17))\nwait until <(octo speed y) = [0]>\nrepeat until <(seen) = [No]>\n    if <([x position v] of [inkling girl v]) > (x position)> then\n        point in direction (90)\n    else\n        point in direction (-90)\n    end\nend\n\nwhen I receive [octo hurt v]\nif <<(octo HP) = [10]> or <<(octo HP) = [8]> or <<(octo HP) = [6]> or <<(octo HP) = [2]> or <<(octo HP) = [1]> or <(octo HP) = [4]>>>>>> then\n    start sound (pick random (1) to (3))\nend\nchange [octo hp v] by (-1)\nif <(octo HP) < [1]> then\n    hide\n    play sound (pick random (10) to (11)) until done\n    play sound (pick random (7) to (9)) until done\nend\n\ndefine jump\nset [octo speed y v] to [12]\nwait (0.1) seconds\n\nwhen I receive [next level v]\nif <<<<<<<<(Level) = [4]> or <(Level) = [5]>> or <(Level) = [6]>> or <(Level) = [9]>> or <(Level) = [14]>> or <(Level) = [32]>> or <(Level) = [16]>> or <(Level) = [23]>> then\n    set [octo level? v] to [True]\nelse\n    set [octo level? v] to [False]\nend\nbroadcast (next level 2 v)\n\nwhen I receive [start v]\nforever\n    if <touching color (#cc7700)?> then\n        set [octo hp v] to [1]\n        broadcast (octo hurt v)\n    end\nend\n\nwhen flag clicked\nset [goal met v] to [0]\n\nwhen I receive [next level v]\nset [goal met v] to [0]\nif <<<(Level) = [16]> or <(Level) = [23]>> or <(Level) = [32]>> then\n    wait until <(octo HP) = [0]>\n    change [goal met v] by (1)\nend\n\nwhen I receive [easter egg 2 v]\nrepeat until <(ee2) = [0]>\n    if <touching (inkling girl v)?> then\n        set [octo hp v] to [1]\n        broadcast (octo hurt v)\n    end\nend\n\nwhen I receive [next level v]\nset [octo hp v] to [10]\n\n@octoshot\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [next level 2 v]\nif <(Octo level?) = [True]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n    go to (octoling v)\n    point in direction ([direction v] of [octoling v])\n    if <(octo HP) < [1]> then\n        hide\n    end\nend\n\n@octovision\n\nwhen flag clicked\nset size to (85) %\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\ngo to [back v] layer\nset [seen v] to [No]\nif <(Octo level?) = [True]> then\n    set [ghost v] effect to (50)\n    show\nelse\n    hide\nend\n\nwhen I receive [next level v]\nforever\n    if <(Octo level?) = [True]> then\n        go to (octoling v)\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<<<touching (inkling girl v)?> or <touching (sprite1 v)?>> and <(seen) = [No]>> and <(form) = [kid]>> then\n        set [seen v] to [Yes]\n        broadcast (seen v)\n        wait until <not <<touching (inkling girl v)?> or <touching (sprite1 v)?>>>\n        set [seen v] to [No]\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <(octo HP) < [1]> then\n        hide\n    end\nend\n\n@octo ink\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [seen v]\n\nwhen I start as a clone\ngo to (octoshot v)\nset size to (200) %\nshow\npoint in direction ([direction v] of [octoshot v])\nrepeat (50)\n    move (10) steps\n    change [ghost v] effect by (-2)\n    if <<touching (_edge_ v)?> or <touching (ground v)?>> then\n        delete this clone\n    end\n    if <touching (inkling girl v)?> then\n        broadcast (hurt v)\n        delete this clone\n    end\nend\nhide\nclear graphic effects\ndelete this clone\n\npoint towards (inkling girl v)\n\nwhen I receive [next level 2 v]\nhide\nforever\n    if <(Octo level?) = [True]> then\n        if <(seen) = [Yes]> then\n            repeat until <(seen) = [No]>\n                create clone of (_myself_ v)\n                play sound [ink v] until done\n                wait (0.1) seconds\n            end\n        end\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nset [level v] to [4]\nbroadcast (next level v)\n\n@Launchpad\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n    go to [front v] layer\n    show\n    go to x: (160) y: (-124)\n    set size to (400) %\nelse\n    if <(Level) = [16]> then\n        hide\n        wait until <(goal met) = [2]>\n        go to [front v] layer\n        start sound [water drop v]\n        show\n        go to x: (160) y: (-124)\n        set size to (400) %\n    else\n        if <(Level) = [20]> then\n            go to [front v] layer\n            show\n            go to x: (160) y: (-124)\n            set size to (400) %\n        else\n            if <(Level) = [23]> then\n                hide\n                wait until <(goal met) = [1]>\n                go to [front v] layer\n                start sound [water drop v]\n                show\n                go to x: (50) y: (-124)\n                set size to (400) %\n            else\n                if <(Level) = [30]> then\n                    go to [front v] layer\n                    show\n                    go to x: (197) y: (-124)\n                    set size to (400) %\n                else\n                    if <(Level) = [32]> then\n                        hide\n                        wait until <(goal met) = [1]>\n                        go to [front v] layer\n                        start sound [water drop v]\n                        show\n                        go to x: (-125) y: (-124)\n                        set size to (400) %\n                    else\n                        if <(Level) = [40]> then\n                            go to [front v] layer\n                            show\n                            go to x: (200) y: (25)\n                            set size to (400) %\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@enemy ink\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nswitch costume to ((Level) + (1))\n\nwhen I receive [next level v]\ngo to [front v] layer\nif <(Level) = [11]> then\n    go to x: (117) y: (-131)\nelse\n    if <(Level) = [12]> then\n        go to x: (116) y: (-175)\n    else\n        if <(Level) = [31]> then\n            go to x: (35) y: (-30)\n        else\n            if <(Level) = [28]> then\n                go to x: (-39) y: (-130)\n            else\n                if <(Level) = [41]> then\n                    go to x: (25) y: (-125)\n                end\n            end\n        end\n    end\nend\n\nif <(Level) = [3]> then\n\nset [level v] to [8]\nbroadcast (next level v)\n\n@Bomb Octoling\n\ndefine touch ground (octo)\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [octo speed y v] to [0]\nend\n\nwhen I receive [next level v]\nif <(Level) = [13]> then\n    switch costume to (walk 1 \(idle\) v)\n    show\n    set x to (120)\n    set y to (0)\n    point in direction (-90)\n    repeat until <(octo HP 2) < [1]>\n        wait (3) seconds\n        if <(octo HP 2) > [0]> then\n            broadcast (octo bomb v)\n        end\n    end\nelse\n    if <(Level) = [14]> then\n        switch costume to (walk 1 \(idle\) v)\n        show\n        set x to (120)\n        set y to (-20)\n        point in direction (-90)\n        repeat until <(octo HP 2) < [1]>\n            wait (3) seconds\n            if <(octo HP 2) > [0]> then\n                broadcast (octo bomb v)\n            end\n        end\n    else\n        if <(Level) = [15]> then\n            switch costume to (walk 1 \(idle\) v)\n            show\n            set x to (120)\n            set y to (20)\n            point in direction (-90)\n            repeat until <(octo HP 2) < [1]>\n                wait (3) seconds\n                if <(octo HP 2) > [0]> then\n                    broadcast (octo bomb v)\n                end\n            end\n        else\n            if <(Level) = [16]> then\n                switch costume to (walk 1 \(idle\) v)\n                show\n                set x to (120)\n                set y to (20)\n                point in direction (-90)\n                repeat until <(octo HP 2) < [1]>\n                    wait (3) seconds\n                    if <(octo HP 2) > [0]> then\n                        broadcast (octo bomb v)\n                    end\n                end\n            else\n                if <(Level) = [20]> then\n                    switch costume to (walk 1 \(idle\) v)\n                    show\n                    set x to (100)\n                    set y to (-100)\n                    point in direction (-90)\n                    repeat until <(octo HP 2) < [1]>\n                        wait (3) seconds\n                        if <(octo HP 2) > [0]> then\n                            broadcast (octo bomb v)\n                        end\n                    end\n                else\n                    hide\n                    set [octo hp 2 v] to [10]\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nset [octo speed y v] to [0]\nforever\n    change y by (octo speed y)\n    change [octo speed y v] by (-1)\n    touch ground (octo)\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\n\nwhen flag clicked\nset [octo hp 2 v] to [10]\nswitch costume to (idle v)\nset size to (200) %\nhide\n\nwhen I receive [next level v]\nset [octo hp 2 v] to [10]\n\nwhen I receive [seen v]\n\nwhen I receive [octo hurt 2 v]\nif <<(octo HP 2) = [10]> or <<(octo HP 2) = [8]> or <<(octo HP 2) = [6]> or <<(octo HP 2) = [2]> or <<(octo HP 2) = [1]> or <(octo HP 2) = [4]>>>>>> then\n    start sound (pick random (1) to (3))\nend\nchange [octo hp 2 v] by (-1)\nif <(octo HP 2) < [1]> then\n    hide\n    play sound (pick random (10) to (11)) until done\n    play sound (pick random (7) to (9)) until done\nend\n\ndefine jump\nset [octo speed y v] to [12]\nwait (0.1) seconds\n\nswitch costume to (walk 1 \(idle\) v)\nstart sound (pick random (15) to (17))\nwait until <(octo speed y) = [0]>\nrepeat until <(seen) = [No]>\n    if <([x position v] of [inkling girl v]) > (x position)> then\n        point in direction (90)\n    else\n        point in direction (-90)\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <<<<<(Level) = [13]> or <(Level) = [14]>> or <(Level) = [15]>> or <(Level) = [16]>> or <(Level) = [20]>> then\n        point towards (inkling girl v)\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [octo bomb v]\nstart sound (pick random (4) to (6))\n\nwhen I receive [next level v]\nset [goal met v] to [0]\nif <(Level) = [16]> then\n    wait until <(octo HP 2) = [0]>\n    change [goal met v] by (1)\nend\n\nwhen I receive [next level v]\nset volume to (100) %\nset [octo hp 2 v] to [10]\n\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [octo speed y v] to [0]\nend\n\nwhen I receive [next level v]\nforever\n    if <touching color (#cc7700)?> then\n        set [octo hp 2 v] to [1]\n        broadcast (octo hurt 2 v)\n    end\nend\n\nwhen I receive [easter egg 2 v]\nrepeat until <(ee2) = [0]>\n    if <touching (inkling girl v)?> then\n        set [octo hp 2 v] to [1]\n        broadcast (octo hurt 2 v)\n    end\nend\n\n@Octo Bomb\n\nwhen flag clicked\nset [bomb# v] to [0]\nhide\n\nrepeat until <touching (ground v)?>\nend\n\nchange [bomb x speed v] by (1)\nforever\nend\n\nif  then\n    set [bomb x speed v] to [0]\nend\n\nplay sound [bomb explode v] until done\n\nif  then\nelse\nend\n\nchange x by (10)\n\nwhen I receive [next level v]\n\nwhen I start as a clone\nif <(bomb#) = [0]> then\n    clear graphic effects\n    switch costume to (costume1 v)\n    set [bomb y speed v] to [0]\n    set [bomb x speed v] to [15]\n    change [bomb# v] by (1)\n    go to (bomb octoling v)\n    set size to (200) %\n    show\n    start sound [bomb 1 v]\n    point in direction ([direction v] of [bomb octoling v])\n    repeat until <(bomb x speed) < [0.1]>\n        move (bomb x speed) steps\n        change [bomb x speed v] by (pick random (-1) to (0))\n        if <touching (_edge_ v)?> then\n            change [bomb# v] by (-1)\n            delete this clone\n        end\n    end\n    play sound [bomb 2 v] until done\n    go to [front v] layer\n    switch costume to (hero-splat-3 v)\n    start sound [bomb explode v]\n    wait (0.1) seconds\n    switch costume to (hero-splat-2 v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    change [bomb# v] by (-1)\n    delete this clone\nelse\n    delete this clone\nend\n\nwhen I receive [octo bomb v]\nif <(bomb#) < [2]> then\n    create clone of (_myself_ v)\nend\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [bomb y speed v] to [0]\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        change y by (bomb y speed)\n        change [bomb y speed v] by (-1)\n        touch ground\n    end\nend\n\nif  then\n    stop [other scripts in sprite v]\n    change [bomb# v] by (-1)\n    hide\nend\n\nwhen I receive [next level v]\nset [bomb# v] to [0]\nhide\ndelete this clone\n\n@Ink bomb\n\nwhen I start as a clone\nif <(ink bomb #) = [0]> then\n    clear graphic effects\n    switch costume to (costume1 v)\n    set [ink bomb y speed v] to [0]\n    set [ink bomb x speed v] to [15]\n    change [ink bomb # v] by (1)\n    go to (inkling girl v)\n    set size to (200) %\n    show\n    point in direction ([direction v] of [arrow1 v])\n    start sound [bomb 1 v]\n    if <(bomb power) < [1]> then\n        set [ink bomb x speed v] to [2]\n    else\n        if <<(bomb power) > [0.9]> and <(bomb power) < [2]>> then\n            set [ink bomb x speed v] to [7]\n        else\n            if <<(bomb power) > [1.9]> and <(bomb power) < [3]>> then\n                set [ink bomb x speed v] to [10]\n            else\n                if <<(bomb power) > [2.9]> and <(bomb power) < [4]>> then\n                    set [ink bomb x speed v] to [12]\n                else\n                    if <<(bomb power) > [3.9]> and <(bomb power) < [5]>> then\n                        set [ink bomb x speed v] to [15]\n                    else\n                        if <(bomb power) > [4.9]> then\n                            set [ink bomb x speed v] to [18]\n                        end\n                    end\n                end\n            end\n        end\n    end\n    repeat until <(ink bomb x speed) < [0.1]>\n        move (ink bomb x speed) steps\n        change [ink bomb x speed v] by (pick random (-1) to (0))\n        if <touching (callie pillar v)?> then\n            set [ink bomb x speed v] to [0]\n            set [ink bomb y speed v] to [-3]\n            change y by (-1)\n            repeat until <not <touching (callie pillar v)?>>\n                change x by (-2)\n            end\n        end\n        if <touching (_edge_ v)?> then\n            change [ink bomb # v] by (-1)\n            delete this clone\n        end\n    end\n    play sound [bomb 2 v] until done\n    go to [front v] layer\n    switch costume to (hero-splat-2 v)\n    start sound [bomb explode v]\n    wait (0.1) seconds\n    switch costume to (hero-splat-3 v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    change [ink bomb # v] by (-1)\n    delete this clone\nelse\n    delete this clone\nend\n\nwhen I receive [ink bomb throw v]\nif <(ink bomb #) < [2]> then\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        change y by (ink bomb y speed)\n        change [ink bomb y speed v] by (-1)\n        touch ground\n    end\nend\n\nwhen flag clicked\nset [ink bomb # v] to [0]\nhide\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [ink bomb y speed v] to [0]\nend\n\ndefine bomb slope\nset [bomb slope v] to [0]\nrepeat until <<(bomb slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [bomb slope v] by (1)\nend\nif <(bomb slope) = [8]> then\n    change x by ((0) - (ink bomb x speed))\n    change y by ((0) - (bomb slope))\nend\n\nbomb slope\n\nwhen I receive [next level v]\nset [ink bomb # v] to [0]\nhide\ndelete this clone\n\n@Arrow1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nclear graphic effects\nset [bomb power v] to [0]\nset [bomb done 1 v] to [No]\n\nwhen I receive [start v]\nforever\n    if <key (b v) pressed?> then\n        if <(ink bomb #) = [0]> then\n            clear graphic effects\n            go to [front v] layer\n            show\n            set [ghost v] effect to (50)\n            repeat until <<not <key (b v) pressed?>> or <(HP) < [0.1]>>\n                if <(bomb power) < [5]> then\n                    change [bomb power v] by (0.2)\n                    change [ghost v] effect by (-2)\n                else\n                    if <(bomb done 1) = [No]> then\n                        start sound [bomb done v]\n                        set [bomb done 1 v] to [Yes]\n                    end\n                    change [color v] effect by (5)\n                end\n                go to (inkling girl v)\n                point towards (mouse-pointer v)\n            end\n            broadcast (ink bomb throw v)\n            set [bomb done 1 v] to [No]\n            hide\n            wait (1) seconds\n            set [bomb power v] to [0]\n        end\n    end\nend\n\n@Ball\n\nwhen flag clicked\nhide\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [arrow direction y speed v] to [0]\nend\n\nwhen I receive [start v]\nforever\n    change y by (arrow direction y speed)\n    change [arrow direction y speed v] by (-1)\n    touch ground\nend\n\nwhen I receive [next level v]\n\nforever\n    if <key (b v) pressed?> then\n        if <(ink bomb #) = [0]> then\n            set size to (10) %\n            go to (arrow1 v)\n            show\n            repeat until <not <key (b v) pressed?>>\n                set [arrow direction y speed v] to (([direction v] of [arrow1 v]) / (9))\n                go to (arrow1 v)\n                point in direction ([direction v] of [arrow1 v])\n                if <(bomb power) < [1]> then\n                    set [arrow direction x speed v] to [1]\n                else\n                    if <<(bomb power) > [0.9]> and <(bomb power) < [2]>> then\n                        set [arrow direction x speed v] to [5]\n                    else\n                        if <<(bomb power) > [1.9]> and <(bomb power) < [3]>> then\n                            set [arrow direction x speed v] to [10]\n                        else\n                            if <<(bomb power) > [2.9]> and <(bomb power) < [4]>> then\n                                set [arrow direction x speed v] to [12]\n                            else\n                                if <<(bomb power) > [3.9]> and <(bomb power) < [5]>> then\n                                    set [arrow direction x speed v] to [15]\n                                else\n                                    if <(bomb power) > [4.9]> then\n                                        set [arrow direction x speed v] to [18]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n                repeat until <(arrow direction x speed) < [1]>\n                    change x by (arrow direction x speed)\n                    change [arrow direction x speed v] by (-0.5)\n                    stamp\n                end\n                erase all\n            end\n            erase all\n            hide\n        end\n    end\nend\n\n@something\n\nwhen flag clicked\nset [ee mult # v] to [1]\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\nset volume to (0) %\n\nwhen [s v] key pressed\nset volume to (0) %\nstop [other scripts in sprite v]\nset [ee2 v] to [0]\nset [ee mult # v] to [1]\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\n\nwhen [f v] key pressed\nforever\n    point in direction (105)\n    change [color v] effect by (25)\n    wait (0.35) seconds\n    change [color v] effect by (25)\n    point in direction (90)\n    wait (0.35) seconds\nend\n\nturn right (15) degrees\n\nturn left (15) degrees\n\nwhen [f v] key pressed\nbroadcast (easter egg v)\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nswitch costume to (easter egg 1 v)\nset volume to (100) %\nplay sound [Easter egg 1 v] until done\nset volume to (0) %\nstop [other scripts in sprite v]\npoint in direction (90)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen [i v] key pressed\nset volume to (100) %\nset [ee mult # v] to [3]\nset [ee2 v] to [1]\nbroadcast (easter egg 2 v)\nplay sound [Easter egg 2 v] until done\nset [ee2 v] to [0]\nset [ee mult # v] to [1]\nset volume to (0) %\n\n@semiquaver-151930_640\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (25) %\nshow\ngo to [front v] layer\ngo to (something v)\npoint in direction (pick random (-180) to (180))\nrepeat until <touching (_edge_ v)?>\n    move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\n\nrepeat until <not <key (f v) pressed?>>\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nwhen [f v] key pressed\n\nwhen I receive [easter egg v]\nrepeat until <not <([volume v] of [something v]) = [100]>>\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nforever\n    if <([volume v] of [something v]) = [100]> then\n    end\nend\n\n@Teleporter\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [21]> then\n    set size to (300) %\n    go to x: (-100) y: (-129)\n    show\nelse\n    if <(Level) = [22]> then\n        set size to (300) %\n        go to x: (-100) y: (-129)\n        show\n    else\n        if <(Level) = [26]> then\n            set size to (300) %\n            go to x: (-100) y: (-129)\n            show\n        else\n            hide\n        end\n    end\nend\n\nwhen I receive [next level v]\nclear graphic effects\nforever\n    if <<<(Level) = [21]> or <(Level) = [22]>> or <(Level) = [26]>> then\n        change [color v] effect by (5)\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [next level v]\nforever\n    if <(form) = [teleport]> then\n        set x to (100)\n        set y to (0)\n        set [ghost v] effect to (50)\n        repeat until <key (t v) pressed?>\n            point towards (mouse-pointer v)\n            go to (mouse-pointer v)\n        end\n        set [teleport x v] to (x position)\n        set [teleport y v] to (y position)\n        broadcast (teleport v)\n        start sound [zoop v]\n        hide\n    end\nend\n\nif <(direction) < [180]> then\n    point in direction ((direction) + (180))\nelse\n    point in direction ((direction) - (180))\nend\nmove (10) steps\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n\npoint towards (mouse-pointer v)\nif <not <touching (ground v)?>> then\n\nif <[] < []> then\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nif <(Level) = [21]> then\n    change [color v] effect by (5)\nelse\n    stop [this script v]\nend\n\nwhen I start as a clone\n\nmove (10) steps\n\n@charger ink\n\nwhen flag clicked\nhide\n\nwhen I receive [charge shot v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset size to ((charge power) * (50)) %\ngo to (arrow2 v)\npoint in direction ([direction v] of [arrow2 v])\nset [charger speed1 v] to ((charge power) * (10))\nrepeat until <touching (_edge_ v)?>\n    move (charger speed1) steps\n    if <touching (octoling v)?> then\n        set [octo hp v] to [0]\n    end\n    if <touching (bomb octoling v)?> then\n        set [octo hp 2 v] to [0]\n    end\n    if <touching (callie pillar v)?> then\n        delete this clone\n    end\nend\nhide\ndelete this clone\n\nhide\n\n@Arrow2\n\nif <(ink bomb #) = [0]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nclear graphic effects\nset [bomb power v] to [0]\nset [bomb done 1 v] to [No]\n\nwhen I receive [start v]\nforever\n    if <key (c v) pressed?> then\n        clear graphic effects\n        set [color v] effect to (50)\n        go to [front v] layer\n        show\n        set [ghost v] effect to (50)\n        repeat until <<not <key (c v) pressed?>> or <(HP) < [0.1]>>\n            if <(charge power) < [5]> then\n                change [charge power v] by (0.2)\n                change [ghost v] effect by (-2)\n            else\n                if <(charge done) = [No]> then\n                    start sound [bomb done v]\n                    set [charge done v] to [Yes]\n                    hide\n                    wait (1) seconds\n                    set [charge done v] to [No]\n                    set [charge power v] to [0]\n                end\n                change [color v] effect by (5)\n            end\n            go to (inkling girl v)\n            point towards (mouse-pointer v)\n        end\n        broadcast (charge shot v)\n        start sound [ChargeShotQuick v]\n        hide\n    end\nend\n\n@marina\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (50) %\ngo to x: (-190) y: (30)\n\nwhen I receive [next level v]\nif <(Level) = [24]> then\n    go to [front v] layer\n    show\n    start sound [FestAnnounceCmn_0003 v]\n    set [text v] to [Oh. Hi.]\n    talk (123)\n    start sound [FestResult_JaraJara_0001 v]\n    set [text v] to [I'm Marina and I'm here to help you.]\n    talk (123)\n    broadcast (hyperbomb v)\n    start sound [FestAnnounceCmn_0003_01 v]\n    set [text v] to [That's a hyperbomb. Hit it with your ink gun to make it explode. Bombs won't even make a dent on them.]\n    talk (123)\nelse\n    if <(Level) = [25]> then\n        go to [front v] layer\n        show\n        start sound [FestAnnounceCmn_0003 v]\n        set [text v] to [Here's another hyperbomb.]\n        talk (234)\n        broadcast (hyperbomb v)\n    else\n        if <(Level) = [26]> then\n            go to [front v] layer\n            show\n            start sound [OpeningFestEnd_0001_01 v]\n            set [text v] to [Remember: You can't teleport back after you use a teleporter.]\n            talk (234)\n            broadcast (hyperbomb v)\n        else\n            if <(Level) = [30]> then\n                go to [front v] layer\n                show\n                start sound [FestAnnounceCmn_0003_01 v]\n                set [text v] to [Hey, I'm back!]\n                talk (234)\n                broadcast (hyperbomb v)\n            else\n                hide\n            end\n        end\n    end\nend\n\ndefine talk (waitlength)\nset [textletter v] to [0]\nset [lastphrase v] to []\nrepeat ((length of (text)) + (1))\n    say (join (lastphrase) (letter (textletter) of (text)))\n    set [lastphrase v] to (join (lastphrase) (letter (textletter) of (text)))\n    change [textletter v] by (1)\nend\nif <(waitlength) = [123]> then\n    wait until <key (space v) pressed?>\n    say []\nelse\n    if <not <(waitlength) = [234]>> then\n        wait (waitlength) seconds\n        say []\n    end\nend\n\n@hyperbomb\n\nwhen flag clicked\nhide\n\nwhen I receive [hyperbomb v]\ncreate clone of (_myself_ v)\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [hyperbomb y speed v] to [0]\nend\n\nwhen I start as a clone\ngo [backward v] (10) layers\nswitch costume to (costume1 v)\nset [hyperbomb y speed v] to [0]\nset [hyperbomb damage v] to [0]\nshow\nset size to (200) %\nif <(Level) = [24]> then\n    go to x: (60) y: (165)\nelse\n    if <(Level) = [25]> then\n        go to x: (-80) y: (165)\n    else\n        if <(Level) = [26]> then\n            go to x: (150) y: (165)\n        else\n            if <(Level) = [30]> then\n                go to x: (-105) y: (165)\n            else\n                delete this clone\n            end\n        end\n    end\nend\nstart sound [bomb 1 v]\nrepeat until <touching (ground v)?>\n    change [hyperbomb y speed v] by (-1)\n    change y by (hyperbomb y speed)\n    touch ground\nend\n\nwhen I receive [hyperbomb damage v]\nchange [hyperbomb damage v] by (1)\nif <(hyperbomb damage) = [20]> then\n    start sound [GearPlastic00 v]\n    broadcast (hyperbomb explode v)\nelse\n    start sound (pick random (3) to (6))\nend\n\nwhen I receive [next level v]\nif <<<<(Level) = [24]> or <(Level) = [25]>> or <(Level) = [26]>> or <(Level) = [30]>> then\n    set [hyperbomb level? v] to [Yes]\nelse\n    set [hyperbomb level? v] to [No]\nend\n\nwhen I receive [hyperbomb explode v]\nswitch costume to (hero-splat-3 v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [next level v]\ndelete this clone\n\n@ground water\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) > [26]> then\n    go to [front v] layer\n    go to x: (90) y: (-130)\n    show\n    switch costume to ((Level) - (26))\nelse\n    hide\nend\n\nwhen I receive [next level v]\n\nforever\n    if <touching (inkling girl v)?> then\n        broadcast (hurt v)\n        change [hp v] by (-1)\n        wait (0.2) seconds\n    end\nend\n\n@callie pillar\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [41]> then\n    go to [back v] layer\n    switch costume to (pillar 1 v)\n    show\n    go to x: (0) y: (0)\nelse\n    hide\nend\n\nwhen I receive [boss start v]\n\nwhen I receive [boss attack 1 v]\nglide (1) secs to x: (0) y: (330)\nwait (10) seconds\nglide (1) secs to x: (0) y: (0)\ngo to x: (0) y: (0)\n\nwhen I receive [boss start v]\nif <(HP) < [1]> then\n    show\n    go to x: (0) y: (0)\n    stop [other scripts in sprite v]\nend\n\nwhen I receive [boss attack 2 v]\nglide (1) secs to x: (0) y: (330)\nwait (10) seconds\nglide (1) secs to x: (0) y: (0)\ngo to x: (0) y: (0)\n\nwhen I receive [gun disappear v]\nshow\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [boss attack 3 v]\nglide (1) secs to x: (0) y: (330)\nwait (10) seconds\nglide (1) secs to x: (0) y: (0)\ngo to x: (0) y: (0)\n\n@callie icon\n\nwhen flag clicked\nhide\n\nwhen I receive [z_talk1 v]\nsay []\nset [ghost v] effect to (100)\nset size to (25) %\nshow\ngo to x: (180) y: (130)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (1) seconds\nset [text v] to [I told you to leave....]\nstart sound [AoriVoice_LK0_01 v]\ntalk (123)\nset [text v] to [Why didn't you listen?]\nstart sound [AoriVoice_LK0_03 v]\ntalk (123)\nbroadcast (z_talk2 v)\n\nwhen I receive [next level v]\nhide\n\ndefine talk (waitlength)\nset [textletter v] to [0]\nset [lastphrase v] to []\nrepeat ((length of (text)) + (1))\n    say (join (lastphrase) (letter (textletter) of (text)))\n    set [lastphrase v] to (join (lastphrase) (letter (textletter) of (text)))\n    change [textletter v] by (1)\nend\nif <(waitlength) = [123]> then\n    wait until <key (space v) pressed?>\n    say []\nelse\n    if <not <(waitlength) = [234]>> then\n        wait (waitlength) seconds\n        say []\n    end\nend\n\nwhen I receive [z_talk3 v]\nset [text v] to [I guess I have no choice except to....]\nstart sound [AoriVoice_LK0_04 v]\ntalk (123)\nset [text v] to [ḔḶḬṀḬṆḀṮḔ ᖻᓍᑘᗩᕲᖴᒪᒚSᖽᐸᒪᕲᒚᑢᘻᒪ]\nstart sound [AORIROBOT v]\ntalk (123)\nset [text v] to [$ДFѲЇJГFКАJДFPЇД$JѲJГКДJѲ$ЇJFГКЄJГFК$JДГКFJѲЇ$ДГFКJ$ГКДJF$ДF$ЄF$ДF$ГДКFJ$ГКCѪГКѪКГ$ДЙѴКГJГК$ДJFѲЇJЄШF$ДF ᗩᒪᖴᖽᐸSᕲᒚᒪᖽᐸᒚᖴᓍᓰᒚᘺᘿᒪᖽᐸᒚᖴᒪᖽᐸSᒚᕲᖴSᕲᖴᓍᓰᒚᘿᘺᖽᐸᒚᒪᒚSᕲᖴ]\nstart sound [AORIROBOT2 v]\ntalk (123)\nbroadcast (z_talk4 v)\n\nwhen I receive [callie hurt v]\nif <(pick random (1) to (5)) = [1]> then\n    if <(pick random (1) to (3)) = [1]> then\n        set [text v] to [Eep!]\n    else\n        if <(pick random (1) to (3)) = [2]> then\n            set [text v] to [Ow!]\n        else\n            set [text v] to [Agh!]\n        end\n    end\n    start sound (pick random (24) to (28))\n    talk (123)\nend\n\nwhen [3 v] key pressed\nif <(Level) = [41]> then\n    say []\nend\n\nwhen I receive [boss start v]\nrepeat until <(Boss HP) < [1]>\n    wait (pick random (5) to (7)) seconds\n    set [text v] to [Attack!]\n    start sound (pick random (4) to (9))\n    talk (234)\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (boss attack 1 v)\n    else\n        if <(pick random (1) to (2)) = [2]> then\n            broadcast (boss attack 2 v)\n        else\n            broadcast (boss attack 3 v)\n        end\n    end\n    wait (10) seconds\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [boss start v]\nwait until <(HP) < [1]>\nstop [other scripts in sprite v]\n\nwhen I receive [boss start v]\nwait until <(Boss HP) < [1]>\nshow\nset [boss hp v] to [0]\nstop [other scripts in sprite v]\nstart sound [AORIDEATH v]\nset [text v] to [ᎦᏠᏗᏦᏝᏕᎴᏠᎦᏝᏕᏠᏦᏝᎦᏠᏦᏝᏠᏗᏝᏕᏦᎴᎦᏠᎦᎴᏕᏦᏝᏗᏕᏠᎴᏠᎦ]\ntalk (234)\nrepeat (50)\n    change [pixelate v] effect by (20)\nend\nrepeat (50)\n    change [pixelate v] effect by (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nbroadcast (boss dead v)\n\nwhen I receive [boss start v]\nshow\n\nwhen I receive [boss start v]\nwait until <(Boss HP) < [1]>\nstop [other scripts in sprite v]\n\nwhen I receive [boss start v]\nset volume to (100) %\n\nwhen I receive [boss start v]\nforever\n    play sound [Bomb Rush Blush \(DJ Octavio feat v] until done\nend\n\nwhen I receive [boss attack 3 v]\nclear graphic effects\nrepeat (100)\n    change [brightness v] effect by (0.5)\nend\nrepeat (5)\n    change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nbroadcast (boss attack 3 v)\n\n@weak point\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [z_talk1 v]\ngo [backward v] (10) layers\ngo to x: (180) y: (130)\nshow\nforever\n    glide (1.5) secs to x: (180) y: (-110)\n    glide (1.5) secs to x: (180) y: (110)\nend\n\nwhen I receive [boss start v]\nforever\n    if <touching (ink v)?> then\n        broadcast (callie hurt v)\n        change [boss hp v] by (-1)\n    end\n    if <<touching color (#bf644d)?> and <touching (ink bomb v)?>> then\n        broadcast (callie hurt v)\n        change [boss hp v] by (-10)\n    end\n    if <touching (charger ink v)?> then\n        broadcast (callie hurt v)\n        change [boss hp v] by (-10)\n    end\nend\n\nwhen I receive [boss start v]\nshow\nwait until <(Boss HP) < [1]>\nstop [other scripts in sprite v]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@callie attack 1\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [boss start v]\nset rotation style [don't rotate v]\nhide\ndelete this clone\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I receive [boss attack 1 v]\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (0.5) seconds\nend\n\nwhen I start as a clone\nstart sound [ink v]\nshow\ngo to (callie icon v)\npoint towards (inkling girl v)\nrepeat until <touching (_edge_ v)?>\n    move (30) steps\n    if <touching (inkling girl v)?> then\n        broadcast (hurt v)\n        hide\n        delete this clone\n    end\n    if <touching (ground v)?> then\n        hide\n        delete this clone\n    end\n    if <touching (callie pillar v)?> then\n        hide\n        delete this clone\n    end\nend\nhide\ndelete this clone\n\nwhen I receive [boss start v]\nforever\n    if <(Boss HP) < [1]> then\n        stop [other scripts in sprite v]\n    end\nend\n\n@callie bomb\n\nrepeat until <touching (ground v)?>\n\nchange [bomb x speed v] by (1)\nforever\n\nplay sound [bomb explode v] until done\n\n\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nswitch costume to (costume1 v)\nset [bomb y speed v] to [0]\nset [bomb x speed v] to [20]\ngo to (callie icon v)\nset size to (200) %\nshow\nstart sound [bomb 1 v]\npoint towards (inkling girl v)\nrepeat until <(bomb x speed) < [0.1]>\n    move (bomb x speed) steps\n    change [bomb x speed v] by (pick random (-1) to (0))\n    if <touching (callie pillar v)?> then\n        move ((bomb x speed) - ((bomb x speed) * (2))) steps\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\nplay sound [bomb 2 v] until done\ngo to [front v] layer\nswitch costume to (hero-splat-3 v)\nstart sound [bomb explode v]\nwait (0.1) seconds\nswitch costume to (hero-splat-2 v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine touch ground\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\n    set [bomb y speed v] to [0]\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        change y by (bomb y speed)\n        change [bomb y speed v] by (-1)\n        touch ground\n    end\nend\n\nwhen I receive [boss attack 2 v]\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I receive [boss start v]\nforever\n    if <(Boss HP) < [1]> then\n        stop [other scripts in sprite v]\n    end\nend\n\n@callie attack 3\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [boss start v]\nset rotation style [don't rotate v]\nhide\ndelete this clone\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I receive [boss attack 3 v]\nplay sound [ChargeShotBeep00 v] until done\nwait (0.5) seconds\nplay sound [ChargeAimLoop00 v] until done\nrepeat (5)\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to (callie icon v)\npoint towards (inkling girl v)\nstart sound [ChargeShotLong v]\nrepeat until <touching (_edge_ v)?>\n    move (10) steps\n    if <touching (inkling girl v)?> then\n        change [hp v] by (-4)\n        broadcast (hurt v)\n        hide\n        delete this clone\n    end\n    if <touching (ground v)?> then\n        hide\n        delete this clone\n    end\n    if <touching (callie pillar v)?> then\n        hide\n        delete this clone\n    end\nend\nhide\ndelete this clone\n\nwhen I receive [boss start v]\nforever\n    if <(Boss HP) < [1]> then\n        stop [other scripts in sprite v]\n    end\nend\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [portal v]\ngo to [back v] layer\nset [pixelate v] effect to (500)\nset [ghost v] effect to (100)\nshow\ngo to x: (-200) y: (0)\nstart sound [Teleport2 v]\nrepeat (20)\n    change [pixelate v] effect by (-25)\n    change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [gun disappear v]\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\n@splatformer ending\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [ending v]\nset size to (200) %\ngo to [back v] layer\ngo to x: (25) y: (0)\nset [brightness v] effect to (100)\nshow\nrepeat (50)\n    change [brightness v] effect by (-2)\nend\nclear graphic effects\n\nwhen I receive [ending2 v]\nclear graphic effects\nshow\nstart sound [Teleport2 v]\nrepeat (50)\n    change [brightness v] effect by (2)\n    change [pixelate v] effect by (2)\nend\nhide\nclear graphic effects\nstop [all v]\n\n@credits\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [ending v]\nset size to (100) %\nclear graphic effects\nset [brightness v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (-140) y: (-135)\nshow\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nclear graphic effects\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (costume2 v)\ngo to x: (-30) y: (-125)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nclear graphic effects\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (costume3 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nclear graphic effects\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (costume4 v)\ngo to x: (-80) y: (-135)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nclear graphic effects\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (costume5 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (costume6 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\n    change size by (-5)\nend\nhide\nset size to (100) %\nclear graphic effects\n\n
Alright, it's finally done! I might tweak the boss a little bit, but the game is fully playable and has a credits screen as well.\nALL LEVELS ARE BEATABLE! (including level 23)\nMarie will tell you what to do in the game.\nPress space to scroll through Marie/Marina's text.\nPress R to restart a level if you get stuck or something.\nPress W to woomy. (holding the button down will lag the game)\nPress M to mute and unmute the music (not the SFX)\nYou can still charge and throw bombs while in ink. (just so you guys know)\nI've coded little Easter eggs into the game. Tell me in the comments if you find one! You can also check the code if you're lazy.\nDEBUG COMMANDS:\nD - set the level\nDown arrow - skip the introduction\nH - set HP to 10