Egg Quest 
@Stage\n\nwhen flag clicked\nswitch backdrop to (night_2 v)\n\nwhen I receive [opening v]\nif <(SpeedRunMode?) = [0]> then\n    set volume to (100) %\n    start sound [Compass.mp3 v]\nend\n\nset [level v] to [2]\nbroadcast (newLevel v)\nbroadcast (start v)\n\nwhen I receive [title v]\n\nwhen I receive [start v]\nwait until <(Level) = [10]>\nrepeat (100)\n    change volume by (-1)\nend\nstop all sounds\n\nwhen I receive [opening v]\nset [level v] to [1]\n\nwhen [m v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    broadcast (key v)\nend\n\nbroadcast (title v)\n\nwhen I receive [start v]\nif <(SpeedRunMode?) = [0]> then\n    stop all sounds\n    switch backdrop to (day v)\n    set [brightness v] effect to (-70)\n    repeat (7)\n        change [brightness v] effect by (10)\n    end\n    repeat until <(Level) = [10]>\n        play sound [Home.mp3 v] until done\n    end\n    wait until <(Level) = [12]>\n    switch backdrop to (night_2 v)\n    wait until <(Level) = [12]>\n    set volume to (100) %\n    repeat until <(Level) = [21]>\n        play sound [Beacon.mp3 v] until done\n    end\nend\n\nset [brightness v] effect to (5)\n\nwhen I receive [start v]\nwait until <(Level) = [21]>\nrepeat (50)\n    change volume by (-5)\nend\nstop all sounds\n\nset [played? v] to [0]\n\nwhen I receive [boss ded v]\nrepeat (50)\n    change volume by (-5)\nend\nstop all sounds\n\nforever\nend\n\nwhen I receive [bossbattle v]\nset volume to (100) %\nrepeat until <<(BossHp) = [0]> or <(BossHp) = [85]>>\n    play sound [Glitch.mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <(SpeedRunMode?) = [1]> then\n        switch backdrop to (sunset v)\n        play sound [Glitch.mp3 v] until done\n        set volume to (100) %\n    end\nend\n\nwhen flag clicked\n\nwhen [f v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    broadcast (newLevel v)\n    set [level v] to [21]\nend\n\nwhen [g v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    broadcast (newLevel v)\n    set [level v] to [12]\nend\n\nset [level v] to [10]\n\nset volume to (100) %\n\nset volume to (0) %\n\nwhen [k v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    broadcast (newLevel v)\n    set [level v] to [10]\nend\n\nwhen [n v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    set [bosshp v] to [0]\nend\n\nwhen [e v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    set [time v] to [1000]\nend\n\n@Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (200) %\nhide\ngo to x: (-200) y: (-108)\nbroadcast (levelstart v)\n\ndefine varReset\nset [d v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [jump v] to [0]\ngo to x: (-200) y: (-108)\n\nwhen I receive [opening v]\npoint in direction (90)\nset [speed v] to [2]\nshow\nforever\n    if <(Level) > [1]> then\n        if <(Bunny) = [0]> then\n            switch costume to (man v)\n            set [jump height v] to [5]\n        end\n        if <(Bunny) = [1]> then\n            switch costume to (bunny v)\n            set [jump height v] to [10]\n        end\n    else\n        set [jump height v] to [0]\n    end\nend\n\nwhen I receive [levelstart v]\nvarReset\nforever\n    Physics\nend\n\nwhen I receive [newlevel v]\nset [read? v] to [0]\nif <(Level) = [12]> then\n    set x to (-185)\n    change y by (10)\nelse\n    if <(Level) = [14]> then\n        set y to (-68)\n    else\n        if <(Level) = [16]> then\n            set y to (-120)\n            set x to (-180)\n        else\n            set x to (-200)\n        end\n    end\nend\nif <(Level) > [2]> then\n    set [walk? v] to [0]\n    set [bunny v] to [1]\nend\n\nwhen I receive [sign v]\nrepeat until <key (z v) pressed?>\n    set [speed v] to [0]\n    set [jump height v] to [0]\nend\nset [speed v] to [2]\n\ndefine goUp\nrepeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n    change y by (1)\nend\n\nwhen I receive [opening v]\nswitch costume to (man v)\npoint in direction (90)\nset [bunny v] to [0]\nset [walk? v] to [1]\nset [speed v] to [0]\nbroadcast (levelstart v)\ngo to x: (-237) y: (-6)\nshow\nrepeat (120)\n    change x by (2)\nend\nset [walk? v] to [0]\nwait (3) seconds\nset [walk? v] to [2]\nset [yvel v] to [3]\nrepeat (15)\n    change x by (8)\nend\nset [walk? v] to [0]\nrepeat (5)\n    change x by (1)\nend\nrepeat (5)\n    change x by (0.5)\n    create clone of (player v)\nend\nrepeat (5)\n    change x by (0.2)\n    create clone of (player v)\nend\nwait (3.5) seconds\nreset timer\nset [walk? v] to [3]\nset [speed v] to [2]\nwait until <(x position) > [233]>\nbroadcast (newlevel v)\nbroadcast (start v)\nif <(SpeedRunMode?) = [1]> then\n    broadcast (speedrun v)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n    if <(Level) = [23]> then\n        stop [this script v]\n    end\n    if <(y position) < [-160]> then\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <touching (water v)?> then\n        wait (0.2) seconds\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <touching (explosion v)?> then\n        if <(Deadly?) = [1]> then\n            broadcast (die v)\n            wait (5) seconds\n        end\n    end\n    if <touching (dart v)?> then\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <key (r v) pressed?> then\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <(Squished?) = [1]> then\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <touching (enemy v)?> then\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <touching (boulder v)?> then\n        wait (0.1) seconds\n        broadcast (die v)\n        wait (5) seconds\n    end\n    if <touching (spikesblock v)?> then\n        wait (0.1) seconds\n        broadcast (die v)\n        wait (5) seconds\n    end\nend\n\ndefine goDown\nrepeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n    change y by (-1)\nend\nchange y by (-1)\n\nbroadcast (levelstart v)\n\nwhen flag clicked\nforever\n    if <touching (water v)?> then\n        change y by (1)\n    end\nend\n\nwhen I receive [die v]\nwait (3) seconds\nvarReset\n\ndefine Physics\nchange y by (yVel)\nchange y by (-1)\nif <<touching (ground v)?> or <touching (platform v)?>> then\n    if <(yVel) < [.1]> then\n        set [ycollision v] to [1]\n        set [xglide v] to [0]\n        set [yvel v] to [0]\n        if <[0] = (Double Jump)> then\n            set [jump v] to (Jump Height)\n        else\n            set [jump v] to [2]\n        end\n        goUp\n    else\n        set [yvel v] to [0]\n        set [jump v] to [0]\n        goDown\n    end\nelse\n    set [ycollision v] to [0]\n    change [yvel v] by ((0) - (Gravity))\nend\nif <not <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n    set [spacepressed v] to [0]\nend\nif <<[0] < (jump)> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n    if <[0] = (Double Jump)> then\n        if <(Jump Height) = (jump)> then\n            set [yvel v] to (Jump Height)\n            start sound [jump v]\n        end\n        change [jump v] by (-1)\n        change [yvel v] by (((Gravity) / (4)) * (3))\n    else\n        if <[0] = (spacepressed)> then\n            set [yvel v] to (Jump Height)\n            change [jump v] by (-1)\n            set [spacepressed v] to [1]\n        end\n    end\nelse\n    if <[0] = (Double Jump)> then\n        set [jump v] to [0]\n    end\nend\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        change [xvel v] by (Speed)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        change [xvel v] by ((0) - (Speed))\n    end\nelse\n    set [xvel v] to ((0.75) * (xVel))\nend\nset [xvel v] to ((0.7) * (xVel))\nchange x by (xVel)\nif <<touching (ground v)?> or <touching (platform v)?>> then\n    change x by ((0) - (xVel))\n    set [xvel v] to [0]\n    if <not <(round (xVel)) = [0]>> then\n        if <[0] < (xVel)> then\n            change x by (1)\n            if <<touching (ground v)?> or <touching (platform v)?>> then\n                change x by (-1)\n            else\n                change x by (1)\n                if <<touching (ground v)?> or <touching (platform v)?>> then\n                    change x by (-1)\n                else\n                    change x by (1)\n                    if <<touching (ground v)?> or <touching (platform v)?>> then\n                        change x by (-1)\n                    end\n                end\n            end\n        else\n            change x by (-1)\n            if <<touching (ground v)?> or <touching (platform v)?>> then\n                change x by (1)\n            else\n                change x by (-1)\n                if <<touching (ground v)?> or <touching (platform v)?>> then\n                    change x by (1)\n                else\n                    change x by (-1)\n                    if <<touching (ground v)?> or <touching (platform v)?>> then\n                        change x by (1)\n                    end\n                end\n            end\n        end\n    end\nend\nif <<(xVel) < [.5]> and <[-.5] < (xVel)>> then\n    set [xvel v] to [0]\nend\nset [j v] to [0]\nbroadcast (render v)\n\nwhen I receive [start v]\nforever\n    if <(Bunny) = [0]> then\n        switch costume to (man v)\n    end\n    if <(Bunny) = [1]> then\n        switch costume to (bunny v)\n        if <[21] > (Level)> then\n            if <(Level) > [3]> then\n                if <(Open?) = [0]> then\n                    if <key (x v) pressed?> then\n                        if <(Bunnies?) = [0]> then\n                            create clone of (bunny v)\n                            change [bunnies? v] by (1)\n                        end\n                        start sound [jump v]\n                        set [bunny v] to [0]\n                        set [walk? v] to [3]\n                        wait (0.01) seconds\n                        set [yvel v] to [12]\n                    end\n                end\n            end\n        end\n    end\nend\n\nbroadcast (levelstart v)\n\nset [speed v] to [2]\nset [bunny v] to [1]\nset [yvel v] to [0]\nset y to (100)\n\nwhen I receive [boss ded v]\nwait (3) seconds\ncreate clone of (bunny v)\nstart sound [jump v]\nset [bunny v] to [0]\nset [walk? v] to [3]\nwait (0.01) seconds\nset [yvel v] to [12]\n\nwhen I receive [enterdoor v]\n\nif  then\n\nwhen [m v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    go to (portal v)\nend\n\nwhen [p v] key pressed\n\nbroadcast (die v)\nchange [level v] by (-1)\n\nif <(Carrots?) = (CarrotsNeeded?)> then\n    if <touching (portal v)?> then\n        set [jump height v] to [0]\n        start sound [jump v]\n    end\nend\nif <(Carrots?) = (CarrotsNeeded?)> then\n    if <touching (portal v)?> then\n        set [jump height v] to [0]\n        start sound [jump v]\n    end\nend\n\nchange [bunnies? v] by (1)\n\n@Player\n\nwhen I receive [opening v]\npoint in direction (90)\nforever\n    go to (hitbox v)\n    if <<(Walk?) = [3]> or <(Bunny) = [1]>> then\n        point in direction ([direction v] of [hitbox v])\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Bunny) = [1]> then\n        if <(ycollision) = [1]> then\n            if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n                next costume\n                if <(costume [number v]) > [7]> then\n                    start sound [step v]\n                    start sound (pick random (1) to (2))\n                    switch costume to (walk1 v)\n                end\n            else\n                if <key (down arrow v) pressed?> then\n                    switch costume to (crouch v)\n                else\n                    switch costume to (idle v)\n                end\n            end\n        else\n            repeat (3)\n                if <(Bunny) = [0]> then\n                    switch costume to (walk_1 v)\n                else\n                    switch costume to (walk3 v)\n                end\n            end\n            wait until <(ycollision) = [1]>\n            start sound [footstep2 v]\n            start sound [landing v]\n            switch costume to (walk2 v)\n            wait (0.05) seconds\n        end\n    end\nend\n\nwhen I receive [opening v]\ngo to x: (-237) y: (-6)\nswitch costume to (walk_1 v)\ngo to [front v] layer\nshow\nforever\n    if <<(costume [number v]) = [10]> or <(costume [number v]) = [13]>> then\n        start sound (pick random (1) to (2))\n        start sound [step v]\n    end\n    if <(Bunny) = [0]> then\n        if <(Walk?) = [1]> then\n            if <(ycollision) = [1]> then\n                next costume\n                if <(costume [number v]) > [14]> then\n                    switch costume to (walk_1 v)\n                end\n                wait (0.05) seconds\n            else\n                repeat (3)\n                    if <(Bunny) = [0]> then\n                        switch costume to (walk_1 v)\n                    else\n                        switch costume to (walk3 v)\n                    end\n                end\n                wait until <(ycollision) = [1]>\n                start sound [landing v]\n                switch costume to (walk_2 v)\n                wait (0.05) seconds\n                switch costume to (walk_3 v)\n                wait (0.05) seconds\n            end\n        end\n        if <(Walk?) = [0]> then\n            switch costume to (humanidle v)\n        end\n        if <(Walk?) = [2]> then\n            next costume\n            if <(costume [number v]) > [14]> then\n                switch costume to (walk_1 v)\n            end\n        end\n        if <(Walk?) = [3]> then\n            if <(ycollision) = [1]> then\n                if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n                    next costume\n                    if <(costume [number v]) > [14]> then\n                        switch costume to (walk_1 v)\n                    end\n                    wait (0.05) seconds\n                else\n                    switch costume to (humanidle v)\n                end\n            else\n                repeat (3)\n                    if <(Bunny) = [0]> then\n                        switch costume to (walk_1 v)\n                    else\n                        switch costume to (walk3 v)\n                    end\n                end\n                wait until <(ycollision) = [1]>\n                start sound [landing v]\n                switch costume to (walk_2 v)\n                wait (0.05) seconds\n                switch costume to (walk_3 v)\n                wait (0.05) seconds\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nswitch costume to (pick random (15) to (17))\ngo to [front v] layer\nrepeat (50)\n    change x by (pick random (0.5) to (1))\n    change y by (pick random (0.5) to (0.2))\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [enterdoor v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [brightness v] effect by (-10)\nend\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [die v]\nhide\nwait (3) seconds\nshow\n\nwhen I receive [opening v]\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [newlevel v]\nwait (0.5) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [newlevel v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n    if <(Chase?) = [1]> then\n        next costume\n        if <(costume [number v]) > [5]> then\n            switch costume to (run_1 v)\n        end\n        wait (0.05) seconds\n    else\n        switch costume to (idle v)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <[185] > (distance to [hitbox v])> then\n        set [chase? v] to [1]\n        if <(direction) > [1]> then\n            change x by (2.85)\n        else\n            change x by (-2.85)\n        end\n    else\n        set [chase? v] to [0]\n    end\n    if <touching (turn v)?> then\n        if <(direction) > [1]> then\n            change x by (-3)\n        else\n            change x by (3)\n        end\n    else\n        point towards (hitbox v)\n    end\nend\n\nwhen I receive [die v]\nwait (2) seconds\ndelete this clone\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [18]> then\n    go to x: (137) y: (98)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    go to x: (-2) y: (-130)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <[-160] > (y position)> then\n        broadcast (enemyDead v)\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nset [enemygrav v] to [0]\nforever\n    change y by (EnemyGrav)\n    if <touching (ground v)?> then\n        set [enemygrav v] to [0.1]\n        change y by (1)\n    else\n        change [enemygrav v] by (-0.2)\n    end\nend\n\n@Ground\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [level v] to [2]\ngo to x: (0) y: (0)\n\nwhen I receive [opening v]\nshow\n\n@Tiles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [opening v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\n\nset [level v] to [12]\n\n@Tutorial\n\nwhen I receive [opening v]\nwait (11) seconds\nset [ghost v] effect to (100)\nset [tut v] to [1]\nshow\nwait (1) seconds\nset [anim? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <key (right arrow v) pressed?>\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\nwait until <(Level) = [3]>\nset [tut v] to [2]\nshow\nwait (0.2) seconds\nset [anim? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <key (up arrow v) pressed?>\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\nwait until <(Level) = [3]>\n\nwhen I receive [opening v]\nforever\n    point in direction ([direction v] of [hitbox v])\n    go to (player v)\n    change x by (12)\n    change y by (35)\n    if <touching (ground v)?> then\n        move (-15) steps\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [opening v]\nset [anim? v] to [0]\nforever\n    if <(anim?) = [1]> then\n        if <(Tut) = [1]> then\n            switch costume to (move/1 v)\n            wait (0.5) seconds\n            switch costume to (move/2 v)\n            wait (0.5) seconds\n            switch costume to (move/3 v)\n            wait (0.5) seconds\n            switch costume to (move/4 v)\n            wait (0.5) seconds\n        end\n        if <(Tut) = [2]> then\n            switch costume to (jump/1 v)\n            wait (0.5) seconds\n            switch costume to (jump/2 v)\n            wait (0.5) seconds\n        end\n        if <(Tut) = [3]> then\n            switch costume to (enter v)\n            wait (0.5) seconds\n            switch costume to (enter2 v)\n            wait (0.5) seconds\n        end\n        if <(Tut) = [5]> then\n            switch costume to (bomb v)\n            wait (0.5) seconds\n            switch costume to (bomb2 v)\n            wait (0.5) seconds\n        end\n    end\nend\n\nwhen I receive [key v]\nif <(Level) = [2]> then\n    wait until <[-89] > ([x position v] of [player v])>\n    set [tut v] to [3]\n    set [ghost v] effect to (100)\n    wait (0.02) seconds\n    set [anim? v] to [1]\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait until <key (up arrow v) pressed?>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [anim? v] to [0]\n    hide\nend\nif <(Level) = [3]> then\n    wait until <<([x position v] of [player v]) > [180]> and <[-50] > ([y position v] of [player v])>>\n    set [tut v] to [3]\n    set [ghost v] effect to (100)\n    wait (0.01) seconds\n    set [anim? v] to [1]\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait until <key (up arrow v) pressed?>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [anim? v] to [0]\n    hide\nend\n\nwhen I receive [enterdoor v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\nwhen I receive [bigdoor v]\nset [tut v] to [3]\nset [ghost v] effect to (100)\nwait (0.01) seconds\nset [anim? v] to [1]\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\nwhen I receive [z v]\nif <(read?) = [0]> then\n    set [tut v] to [3]\n    set [ghost v] effect to (100)\n    wait (0.01) seconds\n    set [anim? v] to [1]\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    if <key (z v) pressed?> then\n        set [read? v] to [1]\n    end\n    wait until <<(touch) = [0]> or <key (z v) pressed?>>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [anim? v] to [0]\n    hide\nend\n\nwhen I receive [bombs v]\nset [tut v] to [5]\nset [ghost v] effect to (100)\nwait (0.01) seconds\nset [anim? v] to [1]\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait until <<<([x position v] of [player v]) > [-10]> and <[15] > ([x position v] of [player v])>> and <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\n@Egg\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [carrotfloat v] to (pick random (5) to (-5))\nswitch costume to (pick random (2) to (12))\nshow\nforever\n    change y by ([cos v] of (CarrotFloat) )\n    change [carrotfloat v] by (6)\n    if <(Level) > [3]> then\n        if <touching (player v)?> then\n            start sound [Collect v]\n            change [carrots? v] by (1)\n            repeat (20)\n                change [brightness v] effect by (10)\n                change [ghost v] effect by (5)\n            end\n            delete this clone\n        end\n    else\n        if <(Bunny) = [1]> then\n            if <touching (player v)?> then\n                start sound [Collect v]\n                change [carrots? v] by (1)\n                repeat (20)\n                    change [brightness v] effect by (10)\n                    change [ghost v] effect by (5)\n                end\n                delete this clone\n            end\n        end\n    end\nend\n\nwhen I receive [key v]\nif <not <(Level) = [7]>> then\n    start sound [Gate v]\n    start sound [Open v]\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.05) seconds\nwait until <(Carrots?) = (CarrotsNeeded?)>\nbroadcast (key v)\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nset [carrots? v] to [0]\nwait (0.01) seconds\nif <(Level) = [2]> then\n    go to x: (204) y: (-87)\n    create clone of (_myself_ v)\n    set [carrotsneeded? v] to [1]\nend\nif <(Level) = [3]> then\n    go to x: (214) y: (163)\n    create clone of (_myself_ v)\n    set [carrotsneeded? v] to [1]\nend\nif <(Level) = [4]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (214) y: (-113)\n    create clone of (_myself_ v)\n    go to x: (99) y: (-43)\n    create clone of (_myself_ v)\n    go to x: (214) y: (33)\n    create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n    set [carrotsneeded? v] to [2]\n    go to x: (39) y: (-65)\n    create clone of (_myself_ v)\n    go to x: (49) y: (113)\n    create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (-127) y: (3)\n    create clone of (_myself_ v)\n    go to x: (98) y: (0)\n    create clone of (_myself_ v)\n    go to x: (197) y: (3)\n    create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n    set [carrotsneeded? v] to [0]\nend\nif <(Level) = [8]> then\n    set [carrotsneeded? v] to [2]\n    go to x: (210) y: (54)\n    create clone of (_myself_ v)\n    go to x: (-5) y: (-61)\n    create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n    set [carrotsneeded? v] to [4]\n    go to x: (175) y: (-137)\n    create clone of (_myself_ v)\n    go to x: (45) y: (-29)\n    create clone of (_myself_ v)\n    go to x: (173) y: (47)\n    create clone of (_myself_ v)\n    go to x: (20) y: (-129)\n    create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n    go to x: (0) y: (-65)\n    switch costume to (doorway v)\n    set [ghost v] effect to (75)\n    show\n    delete this clone\nend\nif <(Level) = [11]> then\n    set [ghost v] effect to (0)\n    hide\nend\nif <(Level) = [12]> then\n    set [carrotsneeded? v] to [0]\n    set [ghost v] effect to (0)\n    hide\nend\nif <(Level) = [13]> then\n    set [carrotsneeded? v] to [2]\n    go to x: (217) y: (99)\n    create clone of (_myself_ v)\n    go to x: (16) y: (127)\n    create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (-61) y: (160)\n    create clone of (_myself_ v)\n    go to x: (208) y: (104)\n    create clone of (_myself_ v)\n    go to x: (218) y: (-54)\n    create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (176) y: (-92)\n    create clone of (_myself_ v)\n    go to x: (132) y: (130)\n    create clone of (_myself_ v)\n    go to x: (-128) y: (73)\n    create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n    set [carrotsneeded? v] to [2]\n    go to x: (-17) y: (133)\n    create clone of (_myself_ v)\n    go to x: (169) y: (91)\n    create clone of (_myself_ v)\nend\nif <(Level) = [17]> then\n    set [carrotsneeded? v] to [1]\n    go to x: (-56) y: (-4)\n    create clone of (_myself_ v)\nend\nif <(Level) = [18]> then\n    set [carrotsneeded? v] to [1]\n    go to x: (-27) y: (86)\n    create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (7) y: (53)\n    create clone of (_myself_ v)\n    go to x: (72) y: (129)\n    create clone of (_myself_ v)\n    go to x: (-58) y: (160)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    set [carrotsneeded? v] to [3]\n    go to x: (63) y: (-133)\n    create clone of (_myself_ v)\n    go to x: (-65) y: (-131)\n    create clone of (_myself_ v)\n    go to x: (0) y: (60)\n    create clone of (_myself_ v)\nend\n\n@Egg2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (11))\npoint towards (egg v)\nshow\ngo to (player v)\nrepeat until <touching (egg v)?>\n    point towards (egg v)\n    move (EggVel) steps\n    change [eggvel v] by (0.3)\nend\nrepeat (2)\n    point towards (egg v)\n    move (EggVel) steps\n    change [eggvel v] by (0.3)\nend\nchange [allcarots v] by (1)\nstart sound [Collect v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [newlevel v]\nif <(Level) = [10]> then\n    set [allcarots v] to [0]\n    wait until <(AllCarots) = [15]>\n    broadcast (bigDoor v)\nend\n\nwhen I receive [exit v]\nrepeat (15)\n    create clone of (_myself_ v)\n    wait (0.2) seconds\nend\n\nwhen [c v] key pressed\nif <(username) = [-RipeMangoes-]> then\n    delete this clone\nend\n\n@EndEgg\n\nwhen I receive [opening v]\nset [carrotfloat v] to [0]\ngo to x: (216) y: (-84)\nshow\nwait (0.1) seconds\nrepeat until <([x position v] of [player v]) > [95]>\n    change y by ([cos v] of (CarrotFloat) )\n    change [carrotfloat v] by (6)\nend\nrepeat (5)\n    change y by (0.5)\nend\nrepeat (5)\n    change y by (1)\nend\nrepeat (5)\n    change y by (3)\nend\nrepeat (5)\n    change y by (5)\nend\nrepeat (5)\n    change y by (7)\nend\nrepeat until <touching (_edge_ v)?>\n    change y by (12)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [opening v]\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [boss ded v]\nwait (3.5) seconds\ngo to x: (0) y: (182)\nshow\nglide (10) secs to x: (0) y: (50)\nset [carrotfloat v] to [0]\nrepeat (12)\n    change y by ([cos v] of (CarrotFloat) )\n    change [carrotfloat v] by (6)\nend\nrepeat until <touching (player v)?>\n    change y by ([cos v] of (CarrotFloat) )\n    change [carrotfloat v] by (6)\nend\nstart sound [DoorOpen v]\nstart sound [Collect v]\nrepeat (50)\n    change [brightness v] effect by (5)\n    change [ghost v] effect by (5)\n    change y by (0.5)\nend\nbroadcast (end v)\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [key v]\nswitch costume to (blank v)\nwait (0.02) seconds\nrepeat (8)\n    next costume\n    wait (0.02) seconds\nend\nforever\n    if <(Bunny) = [1]> then\n        if <touching (player v)?> then\n            if <[20] > (distance to [hitbox v])> then\n                if <key (z v) pressed?> then\n                    broadcast (enterDoor v)\n                    wait (2) seconds\n                    broadcast (newLevel v)\n                    change [level v] by (1)\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nset [fade v] to [0]\nset [shake v] to [0]\nset [brightness v] effect to (0)\nforever\n    change [brightness v] effect by ([cos v] of (fade) )\n    change x by ([sin v] of (shake) )\n    change [shake v] by (25)\n    change [fade v] by (-3)\nend\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nshow\nwait (0.01) seconds\nif <(Level) = [2]> then\n    go to x: (-122) y: (-92)\nend\nif <(Level) = [3]> then\n    go to x: (203) y: (-92)\nend\nif <(Level) = [4]> then\n    go to x: (-143) y: (4)\nend\nif <(Level) = [5]> then\n    go to x: (208) y: (-92)\nend\nif <(Level) = [6]> then\n    go to x: (-211) y: (4)\nend\nif <(Level) = [7]> then\n    go to x: (210) y: (-92)\nend\nif <(Level) = [8]> then\n    go to x: (210) y: (-60)\nend\nif <(Level) = [9]> then\n    go to x: (-210) y: (-144)\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [12]> then\n    go to x: (170) y: (-92)\n    show\nend\nif <(Level) = [13]> then\n    go to x: (-217) y: (100)\nend\nif <(Level) = [14]> then\n    go to x: (-127) y: (-60)\nend\nif <(Level) = [15]> then\n    go to x: (-70) y: (-124)\nend\nif <(Level) = [16]> then\n    go to x: (-73) y: (-124)\nend\nif <(Level) = [17]> then\n    go to x: (77) y: (-22)\nend\nif <(Level) = [18]> then\n    go to x: (217) y: (100)\nend\nif <(Level) = [19]> then\n    go to x: (188) y: (-60)\nend\nif <(Level) = [20]> then\n    go to x: (170) y: (-28)\nend\nif <(Level) = [21]> then\n    hide\nend\n\n@Bunny\n\nwhen I start as a clone\nforever\n    change y by (jump?)\n    change [jump? v] by (-0.3)\n    if <<touching (platform v)?> or <touching (ground v)?>> then\n        if <(move?) = [2]> then\n        else\n            set [jump? v] to [1]\n        end\n    end\nend\n\nwhen I receive [start v]\ngo to x: (74) y: (-100)\nwait (0.01) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nchange y by (-15)\nif <(Level) > [3]> then\n    go to (hitbox v)\nend\nwait (2) seconds\nforever\n    if <touching (player v)?> then\n        set [bunny v] to [1]\n        start sound [hop on v]\n        set [bunnies? v] to [0]\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nset [bunnies? v] to [1]\nset [jump? v] to [0]\nset [move? v] to [0]\nswitch costume to (1 v)\nset rotation style [left-right v]\nshow\nforever\n    set [move? v] to [0]\n    wait (pick random (0.2) to (3)) seconds\n    set [move? v] to (pick random (1) to (5))\n    if <(move?) = [1]> then\n        switch costume to (1 v)\n        wait (0.05) seconds\n        switch costume to (2 v)\n        wait (0.05) seconds\n        switch costume to (3 v)\n        wait (pick random (1) to (2)) seconds\n        switch costume to (4 v)\n        wait (0.05) seconds\n        switch costume to (1 v)\n        wait (0.05) seconds\n    end\n    if <(move?) = [2]> then\n        wait (0.02) seconds\n        start sound [jump v]\n        set [jump? v] to [3.5]\n        wait (0.1) seconds\n    end\n    if <(move?) = [3]> then\n    end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nturn left (90) degrees\n\nwhen I receive [newlevel v]\nset [bunnies? v] to [0]\n\n@Transition\n\nwhen I receive [enterdoor v]\nswitch costume to (close_1 v)\ngo to [front v] layer\ngo to (portal v)\nwait (1) seconds\nshow\ncreate clone of (_myself_ v)\nrepeat (4)\n    next costume\nend\nwait (3) seconds\ngo to (player v)\nrepeat (3)\n    next costume\nend\nhide\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nswitch costume to (loading... v)\nset size to (200) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n    switch costume to (loading... v)\n    wait (1) seconds\n    switch costume to (loading...2 v)\n    wait (1) seconds\n    switch costume to (loading...3 v)\n    wait (1) seconds\nend\n\nwhen I receive [die v]\nwait (1.25) seconds\nswitch costume to (close_1 v)\ngo to [front v] layer\ngo to (player v)\nshow\ncreate clone of (_myself_ v)\nrepeat (4)\n    next costume\nend\nwait (3) seconds\nbroadcast (newLevel v)\ngo to (player v)\nrepeat (3)\n    next costume\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    wait (0.01) seconds\nend\n\n@brightness\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nset [brightness v] to [0]\nshow\nforever\n    set [ghost v] effect to (Brightness)\nend\n\nwhen I receive [flash v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nstart sound [Flash v]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [end v]\nwait (3) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nwait (2) seconds\nforever\n    stop all sounds\nend\n\nbroadcast (end v)\n\n@Sign\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (25) layers\nshow\nforever\n    if <touching (hitbox v)?> then\n        if <key (z v) pressed?> then\n            wait until <not <key (z v) pressed?>>\n            set [signimage v] to (Sign)\n            broadcast (Sign v)\n            wait (1) seconds\n            wait until <key (z v) pressed?>\n            wait until <not <key (z v) pressed?>>\n            broadcast (closeSign v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [4]> then\n    go to x: (30) y: (-140)\n    set [sign v] to [1]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [open? v] to [0]\nset [touch v] to [0]\nforever\n    if <(Level) = [4]> then\n        if <touching (hitbox v)?> then\n            set [touch v] to [1]\n            broadcast (z v)\n            wait until <not <touching (hitbox v)?>>\n            set [touch v] to [0]\n        end\n    end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@intro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (slime v)\nwait (0.3) seconds\nswitch costume to (slime2 v)\nwait (6) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (title v)\ndelete this clone\n\nwhen I receive [intro v]\nset volume to (100) %\nstart sound [Vicetone - United We Dance  v]\nset size to (200) %\ngo to x: (0) y: (191)\nshow\nrepeat (5)\n    change y by (-13)\nend\nrepeat (5)\n    change y by (-10)\nend\nrepeat (5)\n    change y by (-7)\nend\nrepeat (5)\n    change y by (-5)\nend\nrepeat (5)\n    change y by (-3)\nend\nrepeat (5)\n    change y by (-1)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nstart sound [samer v]\nstart sound [slide v]\nstart sound [smear v]\nrepeat (9)\n    change x by (-7)\nend\nrepeat (5)\n    change x by (-5)\nend\nrepeat (5)\n    change x by (-3)\nend\nrepeat (3)\n    change x by (-1)\nend\nrepeat (5)\n    change x by (-0.5)\nend\nrepeat until <touching (_edge_ v)?>\n    change [icongrav v] by (-0.5)\n    turn right (iconGrav) degrees\nend\nrepeat (10)\n    change [icongrav v] by (-0.5)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [intro v]\nset [icongrav v] to [0]\nforever\n    change y by (iconGrav)\nend\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (logo2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n@HappyEaster\n\nwhen I receive [happyeaster v]\ngo to x: (12) y: (-177)\nset [ghost v] effect to (0)\nshow\nrepeat (5)\n    change y by (5)\nend\nrepeat (5)\n    change y by (3)\nend\nrepeat (5)\n    change y by (1)\nend\nrepeat (5)\n    change y by (0.5)\nend\nrepeat (5)\n    change y by (0.3)\nend\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nbroadcast (title v)\n\nwhen flag clicked\nhide\nif <<(username) = [kevin_eleven_1234]> or > then\n    switch costume to (kevin v)\n    broadcast (happyeaster v)\nelse\n    if <(username) = [ProbabIy_Not]> then\n        switch costume to (prob v)\n        broadcast (happyeaster v)\n    else\n        if <(username) = [PixelPark]> then\n            switch costume to (pixel v)\n            broadcast (happyeaster v)\n        else\n            if <(username) = [hcps-richde]> then\n                switch costume to (hcps v)\n                broadcast (happyeaster v)\n            else\n                if <(Played?) = [0]> then\n                    broadcast (poke v)\n                else\n                    broadcast (title v)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n    go to x: (12) y: (-128)\n    switch costume to (robot v)\n    repeat (7)\n        change y by (3)\n    end\n    repeat (5)\n        change y by (1)\n    end\n    repeat (5)\n        change y by (0.5)\n    end\n    repeat (5)\n        change y by (0.3)\n    end\n    wait (2) seconds\n    repeat (5)\n        change y by (-0.1)\n    end\n    repeat (5)\n        change y by (-0.3)\n    end\n    repeat (5)\n        change y by (-0.5)\n    end\n    repeat (5)\n        change y by (-1)\n    end\n    repeat (5)\n        change y by (-3)\n    end\n    repeat (5)\n        change y by (-5)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [3]> then\n    delete this clone\nend\nif <(costume [number v]) = [2]> then\n    delete this clone\nend\nif <(costume [number v]) = [1]> then\n    go to x: (12) y: (-128)\n    switch costume to (kevin... v)\n    repeat (1)\n        change y by (5)\n    end\n    repeat (7)\n        change y by (3)\n    end\n    repeat (5)\n        change y by (1)\n    end\n    repeat (5)\n        change y by (0.5)\n    end\n    repeat (5)\n        change y by (0.3)\n    end\n    switch costume to (kevin...3 v)\n    play sound [shock v] until done\n    switch costume to (kevin... v)\n    wait (0) seconds\n    switch costume to (kevin...2 v)\n    play sound [noo v] until done\n    switch costume to (kevin... v)\n    wait (0.5) seconds\n    repeat (5)\n        change y by (-0.1)\n    end\n    repeat (5)\n        change y by (-0.3)\n    end\n    repeat (5)\n        change y by (-0.5)\n    end\n    repeat (5)\n        change y by (-1)\n    end\n    repeat (5)\n        change y by (-3)\n    end\n    repeat (5)\n        change y by (-5)\n    end\n    delete this clone\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [6]> then\n    go to x: (-113) y: (-45)\n    create clone of (_myself_ v)\n    wait (0.06) seconds\n    go to x: (97) y: (-45)\n    create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n    go to x: (-3) y: (-115)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (water v)\nset [wave v] to [0]\ngo [backward v] (42069) layers\nshow\nforever\n    change [wave v] by (4)\n    change y by ([cos v] of (Wave) )\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@SignTut\n\nwhen I receive [sign v]\nset [open? v] to [1]\nswitch costume to (sign v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nset size to (400) %\ngo to [front v] layer\nshow\nrepeat (5)\n    change y by (10)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (7)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (5)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (3)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (1)\nend\nrepeat (5)\n    change y by (0.5)\nend\n\nwhen I start as a clone\nwait (0.01) seconds\ngo to [front v] layer\nif <(SignImage) = [1]> then\n    change x by (-50)\n    forever\n        go to [front v] layer\n        switch costume to (hop off/1 v)\n        wait (2) seconds\n        repeat (16)\n            next costume\n            wait (0.01) seconds\n        end\n        wait (2) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        switch costume to (hop off/1 v)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-150)\nset size to (200) %\nshow\nrepeat (5)\n    change y by (10)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (7)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (5)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (3)\n    change [ghost v] effect by (-5)\nend\nrepeat (5)\n    change y by (1)\nend\nrepeat (5)\n    change y by (0.5)\nend\nwait until <key (z v) pressed?>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [closesign v]\nset [open? v] to [0]\nrepeat (5)\n    change y by (0.5)\nend\nrepeat (5)\n    change y by (0.3)\nend\nrepeat (5)\n    change y by (-0.1)\nend\n\nwhen I receive [closesign v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [platformgrav v] to [0]\nshow\nif <(PlatformType) = [1]> then\n    switch costume to (wood v)\n    forever\n        if <(Bunny) = [1]> then\n            if <touching (head v)?> then\n                change [platformgrav v] by (-0.4)\n            else\n                if <touching (water v)?> then\n                    change [platformgrav v] by (0.5)\n                    set [platformgrav v] to [.5]\n                end\n            end\n        else\n            if <touching (water v)?> then\n                change [platformgrav v] by (0.5)\n                set [platformgrav v] to [.5]\n            end\n        end\n        change [platformgrav v] by (-0.1)\n        change y by (PlatformGrav)\n    end\nend\nif <(PlatformType) = [2]> then\n    switch costume to (crumble v)\n    go [backward v] (25000) layers\n    forever\n        if <touching (explosion v)?> then\n            repeat (4)\n                next costume\n                wait (0.01) seconds\n            end\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [6]> then\n    set [platformtype v] to [1]\n    go to x: (-125) y: (-19)\n    create clone of (_myself_ v)\n    go to x: (100) y: (-10)\n    create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n    set [platformtype v] to [2]\n    go to x: (160) y: (-100)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change x by (32)\n    create clone of (_myself_ v)\n    change x by (32)\n    create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n    set [platformtype v] to [1]\n    go to x: (-5) y: (-80)\n    create clone of (_myself_ v)\n    set [platformtype v] to [2]\n    go to x: (105) y: (-68)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n    set [platformtype v] to [2]\n    go to x: (-45) y: (-152)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    change y by (32)\n    create clone of (_myself_ v)\n    set [platformtype v] to [3]\n    set [platformx v] to [120]\n    set [platformy v] to [-125]\n    set [platformx2 v] to [120]\n    set [platformy2 v] to [-65]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n    set [platformtype v] to [4]\n    set [platformx v] to [-149]\n    set [platformy v] to [35]\n    set [platformy2 v] to [35]\n    set [platformx2 v] to [149]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n    set [platformtype v] to [3]\n    set [platformx v] to [20]\n    set [platformy v] to [-54]\n    set [platformy2 v] to [136]\n    set [platformx2 v] to [20]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n    set [platformtype v] to [2]\n    go to x: (65) y: (56)\n    create clone of (_myself_ v)\nend\nif <(Level) = [18]> then\n    set [platformtype v] to [4]\n    set [platformx v] to [-110]\n    set [platformy v] to [45]\n    set [platformy2 v] to [45]\n    set [platformx2 v] to [45]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nerase all\ndelete this clone\n\nwhen I receive [newlevel v]\nerase all\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(PlatformType) = [3]> then\n        if <(GoingUp?) = [1]> then\n            point in direction (90)\n            wait (0.05) seconds\n            turn right (pick random (-3) to (3)) degrees\n            wait (0.05) seconds\n        else\n            point in direction (90)\n        end\n    end\n    if <(PlatformType) = [4]> then\n        if <(GoingUp?) = [1]> then\n            point in direction (90)\n            wait (0.05) seconds\n            turn right (pick random (-3) to (3)) degrees\n            wait (0.05) seconds\n        else\n            point in direction (90)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(PlatformType) = [3]> then\n    switch costume to (elevator v)\n    go [backward v] (25000) layers\n    show\n    set [goingup? v] to [0]\n    go to x: (Px) y: (Py)\n    forever\n        set [goingup? v] to [1]\n        start sound [Gears_1 v]\n        start sound [Gears_3 v]\n        start sound [Gears_2 v]\n        glide (4) secs to x: (Px2) y: (Py2)\n        change y by (5)\n        repeat (5)\n            change y by (1)\n        end\n        repeat (5)\n            change y by (-0.5)\n        end\n        repeat (5)\n            change y by (-0.3)\n        end\n        set [goingup? v] to [0]\n        wait (2) seconds\n        set [goingup? v] to [1]\n        start sound [Gears_1 v]\n        start sound [Gears_3 v]\n        start sound [Gears_2 v]\n        glide (4) secs to x: (Px) y: (Py)\n        change y by (-8)\n        repeat (5)\n            change y by (-1)\n        end\n        repeat (5)\n            change y by (0.5)\n        end\n        repeat (5)\n            change y by (0.3)\n        end\n        set [goingup? v] to [0]\n        wait (2) seconds\n    end\nend\nif <(PlatformType) = [4]> then\n    switch costume to (elevator v)\n    go [backward v] (25000) layers\n    show\n    set [goingup? v] to [0]\n    go to x: (Px) y: (Py)\n    forever\n        go [backward v] (250) layers\n        set [goingup? v] to [1]\n        start sound [Gears_2 v]\n        start sound [Gears_3 v]\n        start sound [Gears_1 v]\n        glide (5) secs to x: (Px2) y: (Py2)\n        set [goingup? v] to [0]\n        wait (2) seconds\n        set [goingup? v] to [1]\n        start sound [Gears_1 v]\n        start sound [Gears_3 v]\n        start sound [Gears_2 v]\n        glide (5) secs to x: (Px) y: (Py)\n        set [goingup? v] to [0]\n        wait (2) seconds\n    end\nend\n\nbroadcast (die v)\n\nchange x by (10)\n\nwhen I start as a clone\nforever\n    if <<(PlatformType) = [3]> or <(PlatformType) = [4]>> then\n        if <(GoingUp?) = [1]> then\n            play sound (pick random (1) to (2)) until done\n            wait (pick random (0.05) to (1)) seconds\n        else\n            point in direction (90)\n        end\n    end\nend\n\nwhen I receive [end v]\n\nif <(Level) = [21]> then\n    set [platformtype v] to [3]\n    set [platformx v] to [124]\n    set [platformy v] to [-71]\n    set [platformx2 v] to [124]\n    set [platformy2 v] to [-25]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\n    wait (0.2) seconds\n    set [platformx v] to [-124]\n    set [platformy v] to [-71]\n    set [platformx2 v] to [-124]\n    set [platformy2 v] to [-25]\n    broadcast (elevator v)\n    set [px v] to (PlatformX)\n    set [py v] to (PlatformY)\n    set [px2 v] to (PlatformX2)\n    set [py2 v] to (PlatformY2)\n    create clone of (_myself_ v)\nend\n\nhide\n\nwait (3) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\nend\nwait (5) seconds\ndelete this clone\n\n@DartTrap\n\nwhen I start as a clone\nshow\nforever\n    if <[125] > (distance to [hitbox v])> then\n        set [dartx v] to (x position)\n        set [darty v] to (y position)\n        set [dartdir v] to (direction)\n        create clone of (dart v)\n        wait until <not <[125] > (distance to [hitbox v])>>\n        if <(Level) = [19]> then\n            wait (5) seconds\n        else\n            wait (3) seconds\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nwait (0.05) seconds\nif <(Level) = [14]> then\n    set [dart v] to [0]\n    point in direction (-90)\n    go to x: (126) y: (-68)\n    create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n    set [dart v] to [0]\n    point in direction (-90)\n    go to x: (94) y: (-132)\n    create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n    set [dart v] to [0]\n    point in direction (-90)\n    go to x: (130) y: (-68)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Head\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n    go to (player v)\n    if <[20] > (Level)> then\n        if <(ycollision) = [1]> then\n            if <touching (platform v)?> then\n                set [squished? v] to [1]\n            else\n                set [squished? v] to [0]\n            end\n        else\n            set [squished? v] to [0]\n        end\n        if <(Bunny) = [1]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n    end\nend\n\n@Death\n\nwhen I receive [die v]\nif <(Level) > [2]> then\n    start sound [die v]\n    start sound [oof v]\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I start as a clone\nif <not <(Level) > [2]>> then\n    delete this clone\nend\n\nwhen I start as a clone\ngo to (player v)\nchange y by (25)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (7))\nshow\npoint in direction (90)\nturn right (pick random (0) to (360)) degrees\nset [yv v] to (pick random (5) to (9))\nset [xv v] to (pick random (-20) to (20))\nrepeat until <touching (_edge_ v)?>\n    set [xv v] to ((xv) * (0.9))\n    change [yv v] by (-0.5)\n    turn right (15) degrees\n    change y by (yv)\n    change x by (xv)\nend\ndelete this clone\n\nwhen I receive [start v]\nset volume to (100) %\nwait until <(Level) > [10]>\nset volume to (85) %\n\nbroadcast (die v)\n\n@Bomb\n\nwhen I start as a clone\nswitch costume to (black v)\ngo [backward v] (2500) layers\nset [bomb? v] to [1]\ngo to (pipe v)\nshow\nwait until <<touching (hitbox v)?> and <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nwait until <not <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nset [holdbomb? v] to [1]\nrepeat (1)\n    wait (2) seconds\n    switch costume to (red v)\n    wait (0.1) seconds\n    switch costume to (black v)\nend\nwait (0.7) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.3) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.1) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.1) seconds\nswitch costume to (red v)\nwait (0.05) seconds\nrepeat (10)\n    switch costume to (black v)\n    wait (0.05) seconds\n    switch costume to (red v)\n    wait (0.05) seconds\nend\nswitch costume to (explode v)\nwait (0.07) seconds\nbroadcast (explode v)\nstart sound [Bomb_1 v]\nset [bomb? v] to [0]\nset [explodey v] to (y position)\nset [explodex v] to (x position)\ndelete this clone\n\nwhen I receive [explode v]\nrepeat (4)\n    create clone of (explosion v)\n    create clone of (explosion v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.3) seconds\ngo to [front v] layer\n\nwhen I receive [die v]\nset [bomb? v] to [0]\ndelete this clone\n\nwhen I receive [newlevel v]\nset [bomb? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <touching (waterfall v)?> then\n        forever\n            wait (0.25) seconds\n            switch costume to (explode v)\n            wait (0.07) seconds\n            broadcast (explode v)\n            start sound [Bomb_1 v]\n            set [bomb? v] to [0]\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nwait until <(HoldBomb?) = [1]>\nforever\n    create clone of (fire v)\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nforever\n    set [explodey v] to (y position)\n    set [explodex v] to (x position)\nend\n\nwhen I start as a clone\nset [holdbomb? v] to [0]\nset [bombgrav v] to [4]\nforever\n    if <(HoldBomb?) = [0]> then\n        change y by (bombGrav)\n        if <<touching (platform v)?> or <touching (ground v)?>> then\n            set [bombgrav v] to [0.1]\n            change y by (1)\n        else\n            change [bombgrav v] by (-0.2)\n        end\n    else\n        go to (hitbox v)\n        if <<key (down arrow v) pressed?> and <key (z v) pressed?>> then\n            set [holdbomb? v] to [0]\n            change y by (-10)\n        end\n    end\nend\n\n@WaterFall\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nshow\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [8]> then\n    go to x: (-5) y: (16)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    go to x: (0) y: (8)\n    create clone of (_myself_ v)\nend\n\n@Explosion\n\nwhen I start as a clone\nswitch costume to (1 v)\nwait (0.01) seconds\nchange x by (pick random (-25) to (25))\nchange y by (pick random (-25) to (25))\nshow\nset [deadly? v] to [1]\nwait (0.05) seconds\nrepeat (5)\n    next costume\nend\nset [deadly? v] to [0]\nwait (1) seconds\nrepeat (5)\n    next costume\n    wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to x: (explodeX) y: (explodeY)\nset [brightness v] effect to (3)\ngo to [front v] layer\nrepeat (10)\n    change y by (pick random (0.5) to (0.2))\nend\nrepeat (50)\n    change y by (pick random (0.5) to (0.2))\n    change x by (pick random (0.5) to (-0.5))\n    change [brightness v] effect by (-0.5)\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Pipe\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nhide\nif <(Level) = [7]> then\n    go to x: (-2) y: (-102)\n    show\nend\nif <(Level) = [8]> then\n    go to x: (-118) y: (-72)\n    show\nend\nif <(Level) = [9]> then\n    go to x: (-124) y: (-154)\n    show\nend\nif <(Level) = [16]> then\n    go to x: (166) y: (-134)\n    show\nend\n\nwhen I receive [start v]\nset [bomb? v] to [0]\nforever\n    if <<<(Level) = [7]> or <(Level) = [8]>> or <<(Level) = [16]> or <(Level) = [9]>>> then\n        if <[50] > (distance to [hitbox v])> then\n            set [bomb? v] to [1]\n            create clone of (bomb v)\n            wait until <(Bomb?) = [0]>\n        end\n    end\nend\n\nwhen I receive [left v]\ngo to x: (-178) y: (-100)\nshow\nglide (2) secs to x: (-178) y: (-70)\nwait until <[50] > (distance to [hitbox v])>\nset [bomb? v] to [1]\ncreate clone of (bomb v)\nwait until <(Hurt?) = [0]>\nglide (2) secs to x: (-178) y: (-100)\nhide\n\nwhen I receive [right v]\ngo to x: (178) y: (-100)\nshow\nglide (2) secs to x: (178) y: (-70)\nwait until <[50] > (distance to [hitbox v])>\nset [bomb? v] to [1]\ncreate clone of (bomb v)\nwait until <(Bomb?) = [0]>\nglide (2) secs to x: (178) y: (-100)\nhide\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [7]> then\n    go to x: (-2) y: (-102)\n    show\n    wait until <[25] > (distance to [hitbox v])>\n    broadcast (Bombs v)\nend\n\n@Pen\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [elevator v]\nswitch costume to (costume3 v)\nwait (0.1) seconds\npen up\nhide\nset pen size to (8)\nset pen color to (#6d5f49)\ngo to x: (PlatformX2) y: (PlatformY2)\npen down\ngo to x: (PlatformX) y: (PlatformY)\nset pen size to (2)\nset pen color to (#3d3c26)\npen down\ngo to x: (PlatformX2) y: (PlatformY2)\ngo to x: (PlatformX) y: (PlatformY)\npen up\n\nwhen flag clicked\npen up\n\nset [platformx v] to [124]\nset [platformy v] to [-71]\nset [platformx2 v] to [124]\nset [platformy2 v] to [-25]\n\n@WorldDoor\n\nwhen I receive [bigdoor v]\nswitch costume to (closed v)\nstart sound [Open v]\nchange [level v] by (1)\nstart sound [DoorOpen v]\nwait (0.05) seconds\ncreate clone of (_myself_ v)\nrepeat (2)\n    go [backward v] (25) layers\n    next costume\nend\nnext costume\nwait (0.2) seconds\nwait until <key (z v) pressed?>\nbroadcast (enterDoor v)\nwait (2) seconds\nchange [level v] by (1)\nbroadcast (newLevel v)\nwait (1) seconds\ngo to x: (-150) y: (-100)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nwait until <(Level) = [10]>\nswitch costume to (closed v)\ngo to x: (0) y: (-100)\nshow\nwait until <[100] > (distance to [player v])>\nbroadcast (exit v)\n\nwhen I start as a clone\nswitch costume to (flash v)\ngo to [front v] layer\nrepeat (50)\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [newlevel v]\nhide\n\n@Fire\n\nwhen I start as a clone\ngo to x: (explodeX) y: (explodeY)\nchange x by (pick random (-2) to (2))\nchange y by (7)\nset size to (200) %\ngo to [front v] layer\nshow\nrepeat (10)\n    change x by (pick random (-0.2) to (0.2))\n    change [ghost v] effect by (2)\n    change y by (0.7)\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nwait (0.1) seconds\nswitch costume to (2 v)\nwait (0.1) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nswitch costume to (4 v)\n\n@Clouds\n\nwhen I receive [opening v]\ngo [backward v] (25000000000000000) layers\nwait until <(Level) = [12]>\nshow\nset [cloudvel v] to [0]\nset [ghost v] effect to (15)\nset x to (0)\nset y to (-110)\nforever\n    change y by ([cos v] of (CloudVel) )\n    change [cloudvel v] by (2)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (40)\n\n@Leaves\n\nwhen I start as a clone\ngo to x: (pick random (236) to (-236)) y: (158)\npoint in direction (90)\nshow\nset [leafrot v] to [0]\nrepeat until <touching (_edge_ v)?>\n    move (0.2) steps\n    change [leafrot v] by (3)\n    turn left ([cos v] of (LeafRot) ) degrees\n    change y by (-0.5)\nend\ndelete this clone\n\nwhen I receive [opening v]\nwait until <(Level) = [12]>\nforever\n    create clone of (_myself_ v)\n    wait (pick random (0.2) to (5)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Dart\n\nwhen I start as a clone\ngo to x: (DartX) y: (DartY)\npoint in direction (DartDir)\nstart sound [dart v]\nset [dartgrav v] to [1]\nset [dartvel v] to [2]\nshow\nrepeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n    change [dartvel v] by (1)\n    change [dartgrav v] by (-0.2)\n    move (DartVel) steps\n    change y by (DartGrav)\nend\nrepeat (1)\n    change [dartvel v] by (1)\n    change [dartgrav v] by (-0.5)\n    move (DartVel) steps\n    change y by (DartGrav)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    next costume\n    wait (0.02) seconds\nend\n\nwhen flag clicked\nforever\n    go to x: (DartX) y: (DartY)\nend\n\nwhen I start as a clone\nforever\n    if <(direction) = [90]> then\n        turn left (DartVel) degrees\n    end\n    if <(direction) = [-90]> then\n        turn right (DartVel) degrees\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (die v)\n        delete this clone\n    end\nend\n\n@reset\n\nwhen I receive [start v]\nwait until <(Level) = [3]>\nset [ghost v] effect to (100)\nwait (4) seconds\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nwait (4) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide\n\n@SpikeTrap\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    switch costume to (1 v)\n    show\n    wait until <(distance to [hitbox v]) < [30]>\n    start sound [spike2 v]\n    start sound [spike v]\n    switch costume to (2 v)\n    wait (0.05) seconds\n    switch costume to (3 v)\n    wait (0.05) seconds\n    wait (2) seconds\n    switch costume to (2 v)\n    wait (0.05) seconds\n    switch costume to (1 v)\n    wait (0.05) seconds\n    wait until <[60] < (distance to [hitbox v])>\n    wait (2) seconds\nend\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (die v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [newlevel v]\nwait (0.05) seconds\nif <(Level) = [17]> then\n    go to x: (-86) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (-55) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (-22) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (10) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (42) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (74) y: (-94)\n    create clone of (_myself_ v)\n    go to x: (106) y: (-94)\n    create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n    go to x: (-25) y: (-66)\n    create clone of (_myself_ v)\n    go to x: (41) y: (-66)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    go to x: (-30) y: (58)\n    create clone of (_myself_ v)\n    go to x: (0) y: (58)\n    create clone of (_myself_ v)\n    go to x: (32) y: (58)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Turn\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nswitch costume to (costume1 v)\nwait (0.05) seconds\nif <(Level) = [18]> then\n    go to x: (-138) y: (60)\n    create clone of (_myself_ v)\n    go to x: (80) y: (60)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    go to x: (85) y: (-60)\n    create clone of (_myself_ v)\n    go to x: (-85) y: (-60)\n    create clone of (_myself_ v)\nend\nif <(Level) = [21]> then\n    switch costume to (costume2 v)\n    go to x: (1) y: (-10)\n    create clone of (_myself_ v)\nend\n\n@TitleScreen\n\nwhen I receive [flash v]\ngo to x: (0) y: (-111)\ngo to [front v] layer\nswitch costume to (play v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (116)\nswitch costume to (title v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (25)\n        if <mouse down?> then\n            if <(costume [number v]) = [2]> then\n                broadcast (play v)\n                start sound [press v]\n                start sound [press2 v]\n                start sound [press3 v]\n                repeat (50)\n                    change [ghost v] effect by (2)\n                end\n                delete this clone\n            end\n            if <(costume [number v]) = [3]> then\n                broadcast (settings v)\n                start sound [press v]\n                start sound [press2 v]\n                start sound [press3 v]\n                repeat (50)\n                    change [ghost v] effect by (2)\n                end\n                delete this clone\n            end\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset size to (200) %\nset [speedrunmode? v] to [0]\nhide\n\nwhen I start as a clone\nforever\n    if <touching (mouse-pointer v)?> then\n        start sound [key v]\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nwhen I receive [settings v]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [play v]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [flash v]\nwait until <key (s v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <key (p v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <key (e v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <not <key (e v) pressed?>>\nwait until <key (e v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <not <key (e v) pressed?>>\nwait until <key (d v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nset [speedrunmode? v] to [1]\nstop all sounds\nstart sound [DoorOpen v]\nstart sound [Open v]\n\nstart sound [key v]\nstart sound [press2 v]\n\ngo to x: (0) y: (-141)\ngo to [front v] layer\nswitch costume to (settings v)\ncreate clone of (_myself_ v)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nshow\n\nhide\n\n@Cutscene\n\nwhen I start as a clone\nshow\nif <(type?) = [1]> then\n    switch costume to (costume1 v)\n    set size to (800) %\n    switch costume to (black v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <(type?) = [2]> then\n    go to x: (0) y: (115)\n    forever\n        switch costume to (egg_1 v)\n        wait (0.05) seconds\n        repeat (5)\n            next costume\n            wait (0.05) seconds\n        end\n    end\nend\nif <(type?) = [5]> then\n    go to x: (0) y: (115)\n    forever\n        switch costume to (egg_1 v)\n        wait (0.05) seconds\n        repeat (5)\n            next costume\n            wait (0.05) seconds\n        end\n    end\nend\n\nwhen I receive [cutscene v]\nset [type? v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset size to (200) %\nwait (0.01) seconds\nwait (0.3) seconds\nset [type? v] to [2]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [type? v] to [3]\ncreate clone of (_myself_ v)\nset [type? v] to [4]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [title v] to [1]\ngo to x: (0) y: (0)\nhide\n\nset [played? v] to [0]\n\nwhen I receive [play v]\nreset timer\nset [title v] to [0]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\nwait (1.5) seconds\nbroadcast (opening v)\ndelete this clone\n\nwhen I start as a clone\nif <(type?) = [5]> then\n    set [hover v] to [50]\n    go to x: (0) y: (0)\n    forever\n        change y by ([cos v] of (hover) )\n        change [hover v] by (-3)\n    end\nend\nif <(type?) = [2]> then\n    glide (4) secs to x: (0) y: (0)\n    set [hover v] to [50]\n    forever\n        change y by ([cos v] of (hover) )\n        change [hover v] by (-3)\n    end\nend\nif <(type?) = [3]> then\n    go [backward v] (2555) layers\n    switch costume to (idol_1 v)\n    go to x: (0) y: (-250)\n    glide (7) secs to x: (0) y: (-5)\n    repeat (7)\n        change y by (1)\n    end\n    repeat (5)\n        change y by (0.5)\n    end\n    repeat (5)\n        change y by (0.3)\n    end\nend\nif <(type?) = [4]> then\n    switch costume to (explorer v)\n    go to x: (74) y: (-193)\n    glide (7.5) secs to x: (74) y: (-24)\n    broadcast (Flash v)\nend\nif <(type?) = [7]> then\n    switch costume to (explorer v)\n    go to x: (74) y: (-24)\n    broadcast (Flash v)\nend\nif <(type?) = [5]> then\n    switch costume to (egg_1 v)\n    go to x: (0) y: (0)\n    go to [front v] layer\nend\nif <(type?) = [6]> then\n    go [backward v] (2555) layers\n    switch costume to (idol_1 v)\n    go to x: (0) y: (-5)\nend\n\nwhen I receive [flash v]\nset volume to (100) %\nplay sound [Spelunky OST - Cave.mp3 v] until done\n\nwhen I receive [play v]\nset volume to (100) %\nrepeat (50)\n    change volume by (-2)\nend\n\nwhen I receive [title v]\nif <[1] > (Played?)> then\n    broadcast (cutscene v)\n    set [played? v] to [1]\nelse\n    set [type? v] to [1]\n    create clone of (_myself_ v)\n    switch costume to (costume1 v)\n    set size to (200) %\n    set [type? v] to [5]\n    create clone of (_myself_ v)\n    set [type? v] to [6]\n    create clone of (_myself_ v)\n    set [type? v] to [7]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <(title) = [0]> then\n        repeat (50)\n            change [ghost v] effect by (2)\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [settings v]\nset [title v] to [0]\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [settings v]\nrepeat (50)\n    change volume by (-2)\nend\n\n@Boss\n\nwhen I receive [boss v]\nset [hurt? v] to [0]\ngo to x: (0) y: (17)\nswitch costume to (shell v)\nshow\nwait (3) seconds\nrepeat (4)\n    next costume\n    wait (0.05) seconds\nend\nwait (2) seconds\nset [bosshp v] to [4]\nbroadcast (bossBattle v)\nset [attack? v] to (pick random (1) to (3))\nbroadcast (attack v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nset [bossgrav v] to [0]\nforever\n    change y by (BossGrav)\n    point towards (player v)\n    if <touching (ground v)?> then\n        set [bossgrav v] to [0.1]\n        change y by (1)\n    else\n        change [bossgrav v] by (-0.2)\n    end\nend\n\nwhen I receive [attack v]\nif <(BossHp) > [0]> then\n    if <(Attack?) = [0]> then\n        switch costume to (out_1 v)\n        wait (0.05) seconds\n        switch costume to (shell v)\n        set [turns v] to [0]\n        set [hurt? v] to [1]\n        if <(lorR) = [1]> then\n            broadcast (right v)\n        end\n        if <(lorR) = [2]> then\n            broadcast (left v)\n        end\n        wait until <touching (explosion v)?>\n        set [hurt? v] to [0]\n        start sound [Hit v]\n        change [bosshp v] by (-1)\n        switch costume to (shell v)\n        set [bossgrav v] to [5]\n        show\n        repeat (4)\n            next costume\n            wait (0.05) seconds\n        end\n        switch costume to (anger_2 v)\n        set [lorr v] to (pick random (1) to (2))\n        wait until <touching (turn v)?>\n        start sound [Hit v]\n        repeat (3)\n            next costume\n            wait (0.05) seconds\n        end\n        switch costume to (anger_2 v)\n        wait (1) seconds\n        set [attack? v] to (pick random (1) to (3))\n        broadcast (attack v)\n    end\n    if <[3] > (Turns)> then\n        change [turns v] by (1)\n        if <(Attack?) = [1]> then\n            repeat (pick random (3) to (4))\n                switch costume to (jump_1 v)\n                wait (0.05) seconds\n                set [bossgrav v] to [5]\n                switch costume to (jump_2 v)\n                wait (0.1) seconds\n                wait until <touching (turn v)?>\n                start sound [Stomp v]\n                start sound [Hit v]\n                set [playerorrandom? v] to [5]\n                create clone of (boulder v)\n                repeat (3)\n                    next costume\n                    wait (0.05) seconds\n                end\n                switch costume to (anger_2 v)\n                wait (1) seconds\n            end\n            set [attack? v] to (pick random (2) to (3))\n            broadcast (attack v)\n        end\n        if <(Attack?) = [2]> then\n            repeat (3)\n                switch costume to (fly_1 v)\n                wait (0.05) seconds\n                repeat (3)\n                    next costume\n                    wait (0.05) seconds\n                end\n                set [bossgrav v] to [4]\n                wait (0.1) seconds\n                switch costume to (fly_1 v)\n                wait (0.7) seconds\n            end\n            switch costume to (jump_2 v)\n            wait (0.1) seconds\n            wait until <touching (turn v)?>\n            start sound [Stomp v]\n            start sound [Hit v]\n            set [playerorrandom? v] to [1]\n            create clone of (boulder v)\n            create clone of (boulder v)\n            create clone of (boulder v)\n            create clone of (boulder v)\n            create clone of (boulder v)\n            create clone of (boulder v)\n            repeat (3)\n                next costume\n                wait (0.05) seconds\n            end\n            switch costume to (anger_2 v)\n            wait (1) seconds\n            set [attack? v] to (pick random (1) to (3))\n            broadcast (attack v)\n        end\n        if <(Attack?) = [3]> then\n            switch costume to (jump_1 v)\n            wait (0.05) seconds\n            set [bossgrav v] to [5]\n            switch costume to (jump_2 v)\n            wait (0.1) seconds\n            wait until <touching (turn v)?>\n            start sound [Stomp v]\n            start sound [Hit v]\n            broadcast (smash v)\n            repeat (3)\n                next costume\n                wait (0.05) seconds\n            end\n            switch costume to (anger_2 v)\n            wait (3) seconds\n            set [attack? v] to (pick random (1) to (2))\n            broadcast (attack v)\n        end\n    else\n        set [attack? v] to [0]\n        broadcast (attack v)\n    end\nelse\n    broadcast (boss ded v)\n    change [☁ beatthegame? v] by (1)\n    repeat (50)\n        change [ghost v] effect by (5)\n    end\n    hide\nend\n\nwhen I receive [newlevel v]\nif <(Level) = [21]> then\n    go to x: (0) y: (17)\n    switch costume to (shell v)\n    show\n    wait (2) seconds\n    set [turns v] to [0]\n    broadcast (boss v)\nend\n\nwhen I receive [die v]\nif <(Level) = [21]> then\n    set [bosshp v] to [85]\n    stop all sounds\n    stop [other scripts in sprite v]\nend\n\n@Boulder\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    change y by (BoulderGrav)\n    change [bouldergrav v] by (-0.2)\nend\n\nwhen I start as a clone\nshow\nif <(playerorrandom?) = [1]> then\n    go to x: (pick random (175) to (-175)) y: (200)\nelse\n    set x to ([x position v] of [hitbox v])\n    set y to (200)\nend\nswitch costume to (1 v)\nset [bouldergrav v] to [0]\nrepeat until <touching (ground v)?>\n    turn right (15) degrees\nend\nstart sound [Smack v]\nstart sound [Hit v]\nset [bouldergrav v] to [5]\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.2) seconds\nrepeat (5)\n    change [ghost v] effect by (12)\nend\ndelete this clone\n\n@fin\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (62)\nshow\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\nwait (3) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\nwait (1.5) seconds\nchange [level v] by (1)\nbroadcast (congrats! v)\n\n@score\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (200) %\ngo to x: (0) y: (160)\n\nwhen I receive [smack v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [digit v] to (clones)\nshow\ngo to [front v] layer\nforever\n    go to x: ((((clones) - (1)) * (-8)) + ((16) * ((digit) - (1)))) y: (3)\n    switch costume to ((letter (digit) of (Time)) + (1))\n    set [ghost v] effect to (30)\n    clear graphic effects\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [speedrun v]\nset [clones v] to [0]\nset [time v] to [0]\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n    change [ghost v] effect by (-10)\nend\nswitch costume to (0 v)\nclear graphic effects\ncreate clone of (_myself_ v)\nhide\nwait (0.25) seconds\nrepeat until <(alive?) = [0]>\n    wait until <<(alive?) = [0]> or <(length of (Time)) > (clones)>>\n    if <(alive?) = [1]> then\n        create clone of (_myself_ v)\n        wait (0.25) seconds\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [speedrun v]\n\nwhen I receive [congrats! v]\nset [end? v] to [1]\nif <(SpeedRunMode?) = [0]> then\n    set [clones v] to [0]\n    wait (0.5) seconds\n    set [ghost v] effect to (100)\n    show\n    repeat (7)\n        change [ghost v] effect by (-10)\n    end\n    switch costume to (0 v)\n    clear graphic effects\n    create clone of (_myself_ v)\n    hide\n    wait (0.25) seconds\n    repeat until <(alive?) = [0]>\n        wait until <<(alive?) = [0]> or <(length of (Time)) > (clones)>>\n        if <(alive?) = [1]> then\n            create clone of (_myself_ v)\n            wait (0.25) seconds\n        end\n    end\nend\n\nwhen I receive [start v]\nset [end? v] to [0]\nforever\n    if <(End?) = [0]> then\n        change [time v] by (1)\n        wait (1) seconds\n    end\nend\n\n@SpikesBlock\n\nwhen I receive [smash v]\nforever\n    change y by (BoulderGrav)\n    change [bouldergrav v] by (-0.15)\nend\n\nwhen I receive [smash v]\nif <<([x position v] of [hitbox v]) > [124]> or <[-124] > ([x position v] of [hitbox v])>> then\n    set [blockspot v] to (pick random (2) to (1))\n    if <([x position v] of [hitbox v]) > [124]> then\n        switch costume to (side v)\n        repeat (25)\n            set [bouldergrav v] to [0]\n            go to x: (-1) y: (281)\n        end\n        set [ghost v] effect to (0)\n        switch costume to (right v)\n        show\n        set [bouldergrav v] to [0]\n        repeat until <touching (ground v)?>\n        end\n        start sound [Smack v]\n        start sound [Hit v]\n        set [bouldergrav v] to [5]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    end\n    if <[-124] > ([x position v] of [hitbox v])> then\n        switch costume to (side2 v)\n        repeat (25)\n            set [bouldergrav v] to [0]\n            go to x: (-1) y: (281)\n        end\n        set [ghost v] effect to (0)\n        switch costume to (right v)\n        show\n        set [bouldergrav v] to [0]\n        repeat until <touching (ground v)?>\n        end\n        start sound [Smack v]\n        start sound [Hit v]\n        set [bouldergrav v] to [5]\n        repeat (7)\n            change [ghost v] effect by (12)\n        end\n        hide\n    end\nelse\n    switch costume to (top v)\n    repeat (25)\n        set [bouldergrav v] to [0]\n        go to x: (-1) y: (281)\n    end\n    set [ghost v] effect to (0)\n    show\n    set [bouldergrav v] to [0]\n    repeat until <touching (ground v)?>\n    end\n    start sound [Smack v]\n    start sound [Hit v]\n    set [bouldergrav v] to [5]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\nwhen flag clicked\nhide\n\n@hi-Score\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (200) %\ngo to x: (0) y: (160)\n\nwhen I receive [smack v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nchange [digit v] by (1)\nset [digit v] to (clones?)\nshow\ngo to [front v] layer\nforever\n    go to x: ((((clones?) - (1)) * (-8)) + ((16) * ((digit) - (1)))) y: (-30)\n    switch costume to ((letter (digit) of (High-Score)) + (1))\n    set [ghost v] effect to (30)\n    clear graphic effects\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [congrats! v]\nset [clones? v] to [0]\nif <(High-Score) > (Time)> then\n    if <not <(username) = [-RipeMangoes-]>> then\n        set [high-score v] to (Time)\n    end\nend\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n    change [ghost v] effect by (-10)\nend\nswitch costume to (0 v)\nclear graphic effects\ncreate clone of (_myself_ v)\nhide\nwait (0.25) seconds\nrepeat until <(alive?) = [0]>\n    wait until <<(alive?) = [0]> or <(length of (High-Score)) > (clones?)>>\n    if <(alive?) = [1]> then\n        create clone of (_myself_ v)\n        wait (0.25) seconds\n    end\nend\n\nwhen flag clicked\n\nset [high-score v] to [450]\n\n@text\n\nwhen I receive [congrats! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nhide\n\n@poke\n\nwhen flag clicked\nhide\nforever\n    turn right (rot) degrees\n    set [rot v] to ((rot) * (0.9))\nend\n\nwhen I receive [poke v]\nswitch costume to (costume1 v)\npoint in direction (-90)\nchange [rot v] by (18)\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\nstart sound [Collect v]\nstart sound [Open v]\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (intro v)\n\nrepeat (10)\n    turn right (50) degrees\nend\nrepeat (10)\n    turn right (35) degrees\nend\nrepeat (10)\n    turn right (15) degrees\nend\nrepeat (10)\n    turn right (5) degrees\nend\n\n
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