Street Fighter Platformer Online - Mobile friendly platformer!!
@Stage\n\nwhen flag clicked\n\nwhen I receive [begin v]\nbroadcast (M pressed v)\n\nstop all sounds\nstop [other scripts in sprite v]\nforever\n    play sound [15 v] until done\n    set [track? v] to [1]\n    play sound [Ryu - stage quieter v] until done\n    set [track? v] to [0]\nend\n\nwhen [m v] key pressed\nbroadcast (M pressed v)\n\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [m pressed v]\nstop [other scripts in sprite v]\nstop all sounds\nif <(Track?) > [0]> then\n    set [track? v] to [0]\n    forever\n        play sound [15 v] until done\n        wait (0.5) seconds\n    end\nelse\n    change [track? v] by (1)\n    forever\n        play sound [Ryu - stage quieter v] until done\n        wait (0.5) seconds\n    end\nend\n\nwhen I receive [#introover v]\nforever\n    play sound [Select v] until done\nend\n\n@Player\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [respawn v]\nif <(Level) = [1]> then\n    go to x: (680) y: (300)\nend\nif <(Level) = [2]> then\n    go to x: (-675) y: (200)\nend\nif <(Level) = [3]> then\n    go to x: (677) y: (0)\nend\nif <(Level) = [4]> then\n    go to x: (-677) y: (-170)\nend\nif <(Level) = [5]> then\n    go to x: (668) y: (-330)\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nset [max hero x velocity v] to [7]\nset [max hero y velocity v] to [10]\n\nbroadcast (Respawn v) and wait\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter# v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter#) of (val)) in [code v]))\n    change [letter# v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nshow\nforever\n    Player Tick\n    send cloud data\n    OutOfBounds?\nend\n\ndefine set cloud # (player) (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            if <(player) = [8]> then\n                                set [☁ p8 v] to (value)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n    stop [this script v]\nend\nchange [cloud timer v] by (1)\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nwrite ([costume # v] of [my costumes v]) to encoded\nwrite ([direction v] of [my costumes v]) to encoded\nset cloud # (MY PLAYER #) (encoded)\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\n\nwrite [] to encoded\nwrite [] to encoded\nset cloud # (MY PLAYER #) (encoded)\n\ndefine Gravity\nif <(Hero y velocity) > (Max hero y velocity)> then\n    set [hero y velocity v] to (Max hero y velocity)\nend\nif <(Hero y velocity) < ((0) - (Max hero y velocity))> then\n    set [hero y velocity v] to ((0) - (Max hero y velocity))\nend\nif <(Hero y velocity) > [0]> then\n    change y by (1)\n    repeat (Hero y velocity)\n        if <not <touching (herosensor v)?>> then\n            change y by (1)\n        end\n    end\n    if <touching (herosensor v)?> then\n        change y by (-1)\n        set [hero y velocity v] to [0]\n    end\nend\nif <(Hero y velocity) < [0]> then\n    change y by (-1)\n    repeat ([abs v] of (Hero y velocity) )\n        if <not <touching (herosensor v)?>> then\n            change y by (-1)\n        else\n            set [hero y velocity v] to [1]\n        end\n    end\n    change y by (1)\nend\n\n\n\nif <not <touching (herosensor v)?>> then\n\ndefine JumpSensing\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n    change y by (1)\n    if <touching (herosensor v)?> then\n        set [hero y velocity v] to ((0) - (Max hero y velocity))\n    end\n    change y by (-1)\nend\n\ndefine Left right sensing\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(LeftOrRightOrStill?) = [Right]>> then\n    change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(LeftOrRightOrStill?) = [Left]>> then\n    change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < ((0) - (Max Hero x velocity))> then\n    set [hero x velocity v] to ((0) - (Max Hero x velocity))\nend\nif <(Hero x velocity) > [11]> then\n    set [hero x velocity v] to (Max Hero x velocity)\nend\nif <(Hero x velocity) > [0]> then\n    repeat (Hero x velocity)\n        if <not <touching (herosensor v)?>> then\n            change x by (1)\n        end\n    end\n    change [hero x velocity v] by (-0.5)\n    if <touching (herosensor v)?> then\n        change x by (-1)\n        set [hero x velocity v] to [0]\n    end\nend\nif <(Hero x velocity) < [0]> then\n    repeat ([abs v] of (Hero x velocity) )\n        if <not <touching (herosensor v)?>> then\n            change x by (-1)\n        end\n    end\n    change [hero x velocity v] by (0.5)\n    if <touching (herosensor v)?> then\n        change x by (1)\n        set [hero x velocity v] to [0]\n    end\nend\n\nset [☁ p1 v] to [0]\n\nsay [Hello!]\nstop [this script v]\n\nset size to (300) %\n\nset [#herox v] to (x position)\nset [#heroy v] to (y position)\n\nset [#herox v] to (x position)\n\nset [#heroy v] to (y position)\n\nset [#herox v] to (x position)\nset [#heroy v] to [0]\n\nset [#heroy v] to (y position)\n\nset [#heroy v] to (y position)\n\nwhen [i v] key pressed\n\nadd ((0) - (x position)) to [microbad_x v]\nadd ((-30) - (y position)) to [microbad_y v]\n\ndelete (3) of [microbad_x v]\ndelete (3) of [microbad_y v]\n\ndelete all of [microbad_x v]\ndelete all of [microbad_y v]\n\nsay (join (x position) (join [    ] (y position)))\n\ngo to x: (0) y: (0)\n\nset size to (1000) %\n\nreplace item (player #) of [player usernames v] with (value)\n\nswitch costume to (zoomer v)\nset size to (300) %\nswitch costume to (1 v)\n\nhide\n\ngo to x: (657) y: (70)\n\nbroadcast (begin v)\n\ndefine OutOfBounds?\nif <(y position) > [400]> then\n    broadcast (Respawn v)\nend\n\nwhen I receive [##level up v]\nswitch costume to (Level)\nrepeat until <not <touching (herosensor v)?>>\n    repeat (10)\n        switch costume to (Level)\n        if <touching (herosensor v)?> then\n            switch costume to ((Level) - (1))\n            wait (0.2) seconds\n        end\n    end\nend\n\nrepeat until <not <touching (herosensor v)?>>\n    if <touching (herosensor v)?> then\n        switch costume to ((Level) - (1))\n        wait (0.2) seconds\n    end\nend\n\nbroadcast (begin v)\n\nset [max hero x velocity v] to [6]\nset [max hero y velocity v] to [11]\n\nbroadcast (begin v)\n\nswitch costume to (Level)\n\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nset [max hero x velocity v] to [7]\nset [max hero y velocity v] to [10]\nwait until <(Level) > [1]>\nset [max hero x velocity v] to [9]\nset [max hero y velocity v] to [14]\n\nreplace item (MY PLAYER #) of [player x - for usernames v] with (x position)\nreplace item (MY PLAYER #) of [player y - for usernames v] with (y position)\nreplace item (MY PLAYER #) of [player usernames v] with (username)\n\nwhen I receive [#introover v]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n    switch backdrop to (joined v)\nelse\n    switch backdrop to (full v)\nend\nwait until <(Level) > [1]>\nset [max hero x velocity v] to [9]\nset [max hero y velocity v] to [14]\n\n@Saved!\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\n\nforever\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter#) of (encoded)) (letter ((letter#) + (1)) of (encoded)))\n    change [letter# v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [color v] effect by (25)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\n\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ P8)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setup - opponents v]\n\nsetup players\n\ndefine tick\nif <(join [a] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\n    begin decode of (value)\n    value = read from encoded\n    say (value)\n    value = read from encoded\n    value = read from encoded\n    set x to (([x position v] of [player v]) - (value))\n    value = read from encoded\n    set y to (([y position v] of [player v]) - ((value) - (-30)))\n    if <<([abs v] of (x position) ) > [315]> or <([abs v] of (y position) ) > [235]>> then\n        hide\n    end\n    value = read from encoded\n    switch costume to (value)\n    value = read from encoded\n    point in direction (value)\n    if <<([abs v] of (x position) ) > [319]> or <([abs v] of (y position) ) > [239]>> then\n        hide\n    end\nend\nvalue = cloud # (player #)\n\nsay (join (player #) (join [ ] [banana]))\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\nvalue = read from encoded\nvalue = read from encoded\nrepeat until <(value) = []>\n    add (value) to [buffer v]\n    value = read from encoded\nend\n\nerase all\n\nshow\nclear graphic effects\n\nadd [thing] to [buffer v]\n\nreplace item (player #) of [player usernames v] with (value)\nreplace item (player #) of [player x - for usernames v] with (item (1) of [buffer v])\nreplace item (player #) of [player y - for usernames v] with (item (1) of [buffer v])\n\nif <(length of [buffer v]) > [0]> then\n    set x to (item (1) of [buffer v])\n    replace item (player #) of [player x - for usernames v] with (item (1) of [buffer v])\n    delete (1) of [buffer v]\n    set y to (item (1) of [buffer v])\n    replace item (player #) of [player y - for usernames v] with (item (1) of [buffer v])\n    delete (1) of [buffer v]\nend\n\nrepeat until <(value) = []>\n    add (value) to [buffer v]\n    value = read from encoded\nend\n\nset x to (130)\n\nset [color v] effect to (90)\n\n@HeroSensor\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-60)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (100)\nshow\nset y to (-127)\nwait (0.1) seconds\nif <(#MODE) = [Easy]> then\n    Easy\nelse\n    Other Difficulties\nend\n\nclear graphic effects\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\npoint in direction (90)\n\nsay (direction)\n\n\n\nhide\n\nwhen this sprite clicked\n\nsay (join ((mouse x) - (x position)) (join [ ] ((mouse y) - (y position)))) for (20) seconds\n\n\n\ndefine Easy\nforever\n    if <mouse down?> then\n        if <(mouse x) > [0]> then\n            go to x: (173) y: (-127)\n        else\n            go to x: (-173) y: (-127)\n        end\n        go to [front v] layer\n        set [ghost v] effect to (10)\n        if <touching (mouse-pointer v)?> then\n            if <((mouse y) - (y position)) < [0]> then\n                set [jumpingyes_or_no v] to [No]\n                if <((mouse x) - (x position)) > [20]> then\n                    switch costume to (right v)\n                    set [leftorrightorstill? v] to [Right]\n                else\n                    if <((mouse x) - (x position)) < [-20]> then\n                        switch costume to (left v)\n                        set [leftorrightorstill? v] to [Left]\n                    else\n                        switch costume to (attack v)\n                        broadcast (Attack v)\n                        set [leftorrightorstill? v] to [Still]\n                    end\n                end\n            else\n                set [jumpingyes_or_no v] to [Yes]\n                if <((mouse x) - (x position)) > [20]> then\n                    switch costume to (upright v)\n                    set [leftorrightorstill? v] to [Right]\n                else\n                    if <((mouse x) - (x position)) < [-20]> then\n                        switch costume to (upleft v)\n                        set [leftorrightorstill? v] to [Left]\n                    else\n                        switch costume to (up v)\n                        set [leftorrightorstill? v] to [Still]\n                    end\n                end\n            end\n        end\n    else\n        change [ghost v] effect by (0.4)\n        set [jumpingyes_or_no v] to [No]\n        set [leftorrightorstill? v] to [Still]\n    end\nend\n\ndefine Other Difficulties\nforever\n    if <mouse down?> then\n        if <(mouse x) > [0]> then\n            go to x: (173) y: (-127)\n        else\n            go to x: (-173) y: (-127)\n        end\n        go to [front v] layer\n        set [ghost v] effect to (10)\n        if <touching (mouse-pointer v)?> then\n            if <((mouse y) - (y position)) < [0]> then\n                set [jumpingyes_or_no v] to [No]\n                if <((mouse x) - (x position)) > [20]> then\n                    switch costume to (right2 v)\n                    set [leftorrightorstill? v] to [Right]\n                else\n                    if <((mouse x) - (x position)) < [-20]> then\n                        switch costume to (left2 v)\n                        set [leftorrightorstill? v] to [Left]\n                    else\n                        switch costume to (attack2 v)\n                        broadcast (Attack v)\n                        set [leftorrightorstill? v] to [Still]\n                    end\n                end\n            else\n                set [jumpingyes_or_no v] to [Yes]\n                if <((mouse x) - (x position)) > [20]> then\n                    switch costume to (upright2 v)\n                    set [leftorrightorstill? v] to [Right]\n                else\n                    if <((mouse x) - (x position)) < [-20]> then\n                        switch costume to (upleft2 v)\n                        set [leftorrightorstill? v] to [Left]\n                    else\n                        switch costume to (up2 v)\n                        set [leftorrightorstill? v] to [Still]\n                    end\n                end\n            end\n        end\n    else\n        change [ghost v] effect by (0.4)\n        set [jumpingyes_or_no v] to [No]\n        set [leftorrightorstill? v] to [Still]\n    end\nend\n\n@Parallax background\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nswitch costume to (sort v)\n\nwhen I start as a clone\nset size to (300) %\nswitch costume to (sort v)\nshow\nforever\n    go to x: (([x position v] of [player v]) / (3)) y: (([y position v] of [player v]) / (3))\nend\n\nwhen I receive [begin v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (blank for stretching v)\nhide\nset size to (300) %\nshow\nswitch costume to (dojo ninja v)\ngo to [back v] layer\nforever\n    go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen I receive [#introover v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (dojo ninja v)\ngo to [back v] layer\nshow\n\nforever\n    go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\ngo to [back v] layer\nshow\n\n@My costumes\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\nwait (2) seconds\nFaster\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\nwait (2) seconds\nFaster\ndelete this clone\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n    delete this clone\nend\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-58)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\nforever\n    set [cloudcostume v] to (costume [number v])\nend\n\nwhen I receive [hit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (minipunch v)\nrepeat (9)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [highkick v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (ryu-sidekick2 v)\nrepeat (6)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowhit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowhit v)\nrepeat (6)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowkick v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowkickstart v)\nrepeat (3)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (lowkickstart v)\nwait (0.1) seconds\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [special v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (costume2 v)\nrepeat (20)\n    next costume\n    wait (0.05) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [hit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (minipunch v)\nrepeat (6)\n    next costume\n    wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nswitch costume to (walk! v)\n\nwhen I receive [costumecontrol v]\nforever\n    if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (-90)\n        set [costumelock v] to [WalkCycle]\n    else\n        if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n            point in direction (90)\n            set [costumelock v] to [WalkCycle]\n        else\n            set [costumelock v] to [PlayerReadyStance]\n        end\n    end\n    if <<(#HeroVulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n        set [#herovulnerable? v] to [No]\n        broadcast (HitDamage v)\n    end\nend\n\nwhen I receive [cycles v]\nforever\n    if <(COSTUMELOCK) = [WalkCycle]> then\n        switch costume to (walk1 v)\n        repeat until <<not <(COSTUMELOCK) = [WalkCycle]>> or <(COSTUMELOCK) = [Action]>>\n            next costume\n            if <(costume [number v]) > [79]> then\n                switch costume to (walk1 v)\n            end\n            wait (0) seconds\n        end\n    end\n    if <(COSTUMELOCK) = [PlayerReadyStance]> then\n        switch costume to (ryu-gem-ready v)\n        repeat until <<not <(COSTUMELOCK) = [PlayerReadyStance]>> or <(COSTUMELOCK) = [Action]>>\n            next costume\n            if <(costume [number v]) > [10]> then\n                switch costume to (ryu-gem-ready v)\n            end\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine Faster\ngo to x: (-150) y: (-135)\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-135)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (100) %\nforever\n    wait (0.1) seconds\n    next costume\n    if <(letter (1) of (costume [name v])) = [b]> then\n        next costume\n        if <(letter (1) of (costume [name v])) = [b]> then\n            next costume\n            if <(letter (1) of (costume [name v])) = [b]> then\n                next costume\n                if <(letter (1) of (costume [name v])) = [b]> then\n                    next costume\n                    if <(letter (1) of (costume [name v])) = [b]> then\n                        next costume\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [#introover v]\nset [costumelock v] to [PlayerReadyStance]\nwait (2) seconds\nFaster\n\n@power bar\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nif <not <(#MODE) = [Easy]>> then\n    hide\n    stop [this script v]\nend\nshow\nswitch costume to (1 v)\nrepeat (10)\n    go to [front v] layer\nend\nforever\n    if <(costume [number v]) < [65]> then\n        repeat (1)\n        next costume\n        if <<(Level) < [2]> and <(costume [number v]) > [38]>> then\n            switch costume to (low12 v)\n        else\n            if <<(Level) < [3]> and <(costume [number v]) > [38]>> then\n                switch costume to (low12 v)\n            else\n                if <<(Level) < [4]> and <(costume [number v]) > [51]>> then\n                    switch costume to (hit14 v)\n                else\n                    if <<(Level) < [5]> and <(costume [number v]) > [64]>> then\n                        switch costume to (highkick13 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Attack\nif <not <(#MODE) = [Easy]>> then\n    Stop This Script\n    stop [this script v]\nend\nif <(costume [number v]) < [13]> then\n    stop [this script v]\nend\nif <(costume [number v]) < [26]> then\n    broadcast (LowHit v)\n    Stop This Script\n    stop [this script v]\nend\nif <(costume [number v]) < [39]> then\n    broadcast (LowKick v)\n    Stop This Script\n    stop [this script v]\nend\nif <(costume [number v]) < [52]> then\n    broadcast (Hit v)\n    Stop This Script\n    stop [this script v]\nend\nif <(costume [number v]) < [65]> then\n    broadcast (Highkick v)\n    Stop This Script\n    stop [this script v]\nend\nbroadcast (SPECIAL v)\nStop This Script\n\nwhen [down arrow v] key pressed\nAttack\n\nwhen [s v] key pressed\nAttack\n\ndefine Stop This Script\nswitch costume to (1 v)\nstop [this script v]\n\nwhen I receive [attack v]\nAttack\n\nswitch costume to (low12 v)\n\nswitch costume to (13 v)\n\nstop [this script v]\n\nwait (12) seconds\n\nwhen flag clicked\nhide\n\n@AttackSensor\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nswitch costume to (lowhit v)\nshow\ngo to x: (0) y: (-60)\nforever\n    if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n        point in direction (-90)\n    else\n        if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n            point in direction (90)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\npoint in direction (90)\n\nwhen I receive [hit v]\nstart sound [149898__animationisaac__hard-punch v]\nswitch costume to (hit v)\n\nwhen I receive [lowhit v]\nstart sound [LowHit v]\nswitch costume to (lowhit v)\n\nwhen I receive [special v]\nstart sound [Fireball v]\nswitch costume to (special v)\n\nwhen I receive [highkick v]\nstart sound [HighKick v]\nswitch costume to (highkick v)\n\nwhen I receive [lowkick v]\nstart sound [257233__javierzumer__metal-door-gate v]\nswitch costume to (lowkick v)\n\nbroadcast (SPECIAL v)\n\nswitch costume to (lowkick v)\n\nswitch costume to (highkick v)\n\nbroadcast (LowHit v)\n\nbroadcast (LowKick v)\n\nbroadcast (Hit v)\n\nbroadcast (Highkick v)\n\n@Heatlh\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nhide\nforever\n    wait until <(#HeroVulnerable?) = [No]>\n    if <(#MODE) = [Easy]> then\n        wait (1) seconds\n    end\n    if <(#MODE) = [Normal]> then\n        wait (0.75) seconds\n    end\n    if <(#MODE) = [Hardcore]> then\n        wait (0.5) seconds\n    end\n    if <(#MODE) = [Insane]> then\n        wait (0.35) seconds\n    end\n    set [#herovulnerable? v] to [Yes]\nend\n\nwhen I receive [begin v]\nset [#herovulnerable? v] to [Yes]\nset [#herohealth v] to [12]\nrepeat (10)\n    go to [front v] layer\n    show\n    go to x: (182) y: (164)\n    switch costume to (#HeroHealth)\nend\nforever\n    if <(#HeroHealth) > [12]> then\n        set [#herohealth v] to [12]\n    end\n    switch costume to (#HeroHealth)\n    if <(#HeroHealth) < [1]> then\n        switch costume to (dead v)\n        broadcast (#HardcoreDeath v)\n        forever\n            go to [front v] layer\n        end\n    end\nend\n\nwhen I receive [damageme v]\nif <not <(COSTUMELOCK) = [Action]>> then\n    change [#herohealth v] by (-1)\n    set [#herovulnerable? v] to [No]\nend\n\nif <(#HeroVulnerable?) = [Yes]> then\nend\n\nwhen I receive [hitdamage v]\nif <(#HeroVulnerable?) = [Yes]> then\n    set [#herovulnerable? v] to [No]\n    change [#herohealth v] by (-1)\nend\n\nwhen I receive [redspikesdamage v]\nif <(#HeroVulnerable?) = [Yes]> then\n    change [#herohealth v] by (-1)\n    set [#herovulnerable? v] to [No]\nend\n\nif <(#HeroHealth) > [12]> then\n    set [#herohealth v] to [12]\nend\n\nswitch costume to (#HeroHealth)\n\nstop [this script v]\n\nwhen I receive [respawn v]\nif <(Level) > [1]> then\n    change [#herohealth v] by (-1)\nend\nif <(#MODE) = [Hardcore]> then\n    set [#herohealth v] to [0]\nend\n\n\n\nchange [#herohealth v] by (-1)\n\nwait (1) seconds\n\nwait (0.5) seconds\nset [#herovulnerable? v] to [Yes]\n\nwait (1) seconds\n\n@Enemy Health\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [health bar local clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (Health Bar local clone number) of [microbad_x v])\n    set [local_clone_y v] to ((item (Health Bar local clone number) of [microbad_y v]) + (30))\n    if <not <(item (Health Bar local clone number) of [microbad - enemy name v]) = [Orb]>> then\n        create clone of (_myself_ v)\n    end\n    change [health bar local clone number v] by (1)\n    add [] to [microbad heath v]\nend\n\ndelete all of [microbad heath v]\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [begin v]\n\nwhen I start as a clone\nshow\nif <(item (Health Bar local clone number) of [microbad - enemy name v]) = [Kenji]> then\n    Kenji\n    stop [this script v]\nend\nforever\n    switch costume to (item (Health Bar local clone number) of [microbad heath v])\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n    end\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (Health Bar local clone number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-60))\n    if <(item (Health Bar local clone number) of [microbad heath v]) < [1]> then\n        hide\n        change [enemiesdefeated v] by (1)\n        delete this clone\n    end\nend\n\ndelete (1) of [code v]\n\ninsert [6] at (1) of [microbad heath v] \n\nwhen flag clicked\nHealthCleaning\n\ndefine HealthCleaning\ndelete all of [microbad heath v]\nrepeat (length of [microbad - enemy name v])\n    add [0] to [microbad heath v]\nend\n\ndefine Kenji\nforever\n    switch costume to (item (Health Bar local clone number) of [microbad heath v])\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n    end\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (Health Bar local clone number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-20))\n    if <(item (Health Bar local clone number) of [microbad heath v]) < [1]> then\n        hide\n        change [enemiesdefeated v] by (1)\n        delete this clone\n    end\nend\n\n@CloneX shift number controller\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [enemiesdefeated v] to [0]\nset [baddie_clone_x_shift v] to [0]\nforever\n    wait until <<(current [second v]) = [0]> or <<(current [second v]) = [20]> or <(current [second v]) = [40]>>>\n    set [baddie_clone_x_shift v] to [0]\n    set [baddiedirectionl/r? v] to [R]\n    repeat until <<(current [second v]) = [10]> or <<(current [second v]) = [30]> or <(current [second v]) = [50]>>>\n        change [baddie_clone_x_shift v] by (1)\n        wait (0.1) seconds\n    end\n    set [baddiedirectionl/r? v] to [L]\n    repeat until <<(current [second v]) = [0]> or <<(current [second v]) = [20]> or <(current [second v]) = [40]>>>\n        change [baddie_clone_x_shift v] by (-1)\n        wait (0.1) seconds\n    end\nend\n\nwhen I receive [begin v]\nset [enemiesdefeated v] to [0]\n\n@HitColourWeek of 5th July: Summer term reviews uploaded to CPOMs and all paper copies then passed on to new class teachers as part of handover.\n\n@Ken\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Ken]> then\n        switch costume to (pick random (1) to (10))\n        replace item (MicroBad Clone Number) of [microbad heath v] with [3]\n        create clone of (_myself_ v)\n    end\n    change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-71))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [5]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n            set [#herovulnerable? v] to [No]\n            broadcast (DamageMe v)\n        end\n        if <(BaddieDirectionL/R?) = [R]> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n        if <not <(COSTUMELOCK) = [Action]>> then\n    end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\ngo to x: (0) y: (0)\nshow\n\n@Pink\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Pink]> then\n        replace item (MicroBad Clone Number) of [microbad heath v] with [5]\n        create clone of (_myself_ v)\n        switch costume to (pick random (1) to (10))\n    end\n    change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\npoint in direction (90)\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-66))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [5]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n            set [#herovulnerable? v] to [No]\n            broadcast (DamageMe v)\n        end\n        if <not <(COSTUMELOCK) = [Action]>> then\n        point towards (herosensor v)\n    end\nend\n\nif <(BaddieDirectionL/R?) = [R]> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\n@Green\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Green]> then\n        create clone of (_myself_ v)\n        replace item (MicroBad Clone Number) of [microbad heath v] with [7]\n        switch costume to (pick random (1) to (10))\n    end\n    change [microbad clone number v] by (1)\n    hide\nend\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-66))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [5]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n            set [#herovulnerable? v] to [No]\n            broadcast (DamageMe v)\n        end\n        if <not <(COSTUMELOCK) = [Action]>> then\n        point towards (herosensor v)\n    end\nend\n\ngo to (herosensor v)\n\nif <(BaddieDirectionL/R?) = [R]> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\npoint in direction (90)\n\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Red\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nstop [other scripts in sprite v]\nset [heartx v] to (x position)\nset [hearty v] to (y position)\ncreate clone of (heart v)\nhide\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Red]> then\n        replace item (MicroBad Clone Number) of [microbad heath v] with [9]\n        create clone of (_myself_ v)\n        switch costume to (pick random (1) to (10))\n    end\n    change [microbad clone number v] by (1)\nend\nhide\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        stop [other scripts in sprite v]\n        set [heartx v] to (x position)\n        set [hearty v] to (y position)\n        create clone of (heart v)\n        hide\n        delete this clone\n    end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-60))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [3]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n            set [#herovulnerable? v] to [No]\n            broadcast (DamageMe v)\n        end\n        if <not <(COSTUMELOCK) = [Action]>> then\n        point towards (herosensor v)\n    end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\npoint in direction (90)\n\n@Kenji\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\npoint in direction (-90)\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Kenji]> then\n        replace item (MicroBad Clone Number) of [microbad heath v] with [20]\n        create clone of (_myself_ v)\n        switch costume to (pick random (1) to (10))\n    end\n    change [microbad clone number v] by (1)\nend\nhide\n\nset [--temp hearts baddie v] to [10]\n\nwhen I receive [lowkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (2))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        hide\n        broadcast (#GameOver v)\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (1))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        hide\n        broadcast (#GameOver v)\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\nwhen I receive [hit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (3))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        hide\n        broadcast (#GameOver v)\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\nwhen I receive [highkick v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        hide\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n    if <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n        hide\n        broadcast (#GameOver v)\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-40))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [3]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <<(#HeroVulnerable?) = [Yes]> and <touching (herosensor v)?>> then\n            set [#herovulnerable? v] to [No]\n            broadcast (DamageMe v)\n        end\n        if <not <(COSTUMELOCK) = [Action]>> then\n        point towards (herosensor v)\n    end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with [thing]\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\nwhen I receive [begin v]\n\nbroadcast (#GameOver v)\n\n@Orb - Level Up\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [microbad - enemy name v])\n    set [local_clone_x v] to (item (MicroBad Clone Number) of [microbad_x v])\n    set [local_clone_y v] to (item (MicroBad Clone Number) of [microbad_y v])\n    if <(item (MicroBad Clone Number) of [microbad - enemy name v]) = [Orb]> then\n        switch costume to (pick random (1) to (10))\n        replace item (MicroBad Clone Number) of [microbad heath v] with [ORB]\n        create clone of (_myself_ v)\n    end\n    change [microbad clone number v] by (1)\nend\nhide\n\nwhen I receive [special v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n    replace item (MicroBad Clone Number) of [microbad heath v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\nend\nif <(item (MicroBad Clone Number) of [microbad heath v]) < [1]> then\n    hide\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\ngo to x: (([x position v] of [player v]) + (80)) y: (([y position v] of [player v]) + (-75))\n\nwhen I start as a clone\nif <(MicroBad Clone Number) = [3]> then\n    wait until <(EnemiesDefeated) = [2]>\nend\nif <(MicroBad Clone Number) = [7]> then\n    wait until <(EnemiesDefeated) = [5]>\nend\nif <(MicroBad Clone Number) = [12]> then\n    wait until <(EnemiesDefeated) = [9]>\nend\nif <(MicroBad Clone Number) = [17]> then\n    wait until <(EnemiesDefeated) = [13]>\nend\nset [local_costume_loop_slower v] to [0]\nforever\n    go to x: ((([x position v] of [player v]) + (local_clone_x)) + (8)) y: (((([y position v] of [player v]) + (local_clone_y)) + ((BADDIE_CLONE_X_SHIFT) * (0.5))) + (-71))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n        change [local_costume_loop_slower v] by (1)\n        if <(local_costume_loop_slower) > [1]> then\n            next costume\n            set [local_costume_loop_slower v] to [0]\n        end\n        if <touching (herosensor v)?> then\n            change [level v] by (1)\n            start sound [35 - Stage Clear v]\n            broadcast (##Level Up v)\n            delete this clone\n        end\n    end\nend\n\nreplace item (MicroBad Clone Number) of [code v] with ((item (MicroBad Clone Number) of [microbad heath v]) - (4))\n\ngo to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (1))) y: ((([y position v] of [player v]) + (local_clone_y)) + ())\n\nwhen I receive [begin v]\n\n\n    \nend\n\n@LockedSkills\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    switch costume to (Level)\n    show\n    go to x: (-201) y: (110)\n    forever\n        switch costume to (Level)\n        go to [front v] layer\n    end\nend\n\nstop [this script v]\n\n@e\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    Easy\nelse\n    if <(#MODE) = [Normal]> then\n        Normal\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Easy\ngo to [front v] layer\nset [ghost v] effect to (20)\nshow\nswitch costume to (arrow keys or mobile v)\nwait (0.5) seconds\nwait until <([x position v] of [player v]) < [400]>\nswitch costume to (find enemy v)\nwait until <([x position v] of [player v]) < [270]>\nswitch costume to (s or down to attack! v)\nwait until <(EnemiesDefeated) > [0]>\nswitch costume to (beat enemies v)\nwait until <(EnemiesDefeated) > [1]>\nswitch costume to (grab power orb v)\nwait until <(Level) > [1]>\nswitch costume to (awesome! v)\nwait (2) seconds\nhide\n\ndefine Normal\ngo to [front v] layer\nset [ghost v] effect to (20)\nshow\nswitch costume to (normal tutorial - move v)\nwait (0.5) seconds\nwait until <([x position v] of [player v]) < [400]>\nswitch costume to (normal tutorial - attack v)\nwait until <(EnemiesDefeated) > [0]>\nhide\n\n@Heart\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (costume11 v)\ngo to x: (heartx) y: (hearty)\nset [localheartx v] to ((heartx) - ([x position v] of [player v]))\nset [localhearty v] to ((hearty) - ([y position v] of [player v]))\nforever\n    repeat (11)\n        go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n        if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n            hide\n        else\n            show\n            change [localhearty v] by (1)\n            next costume\n            repeat (1)\n                go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n                if <touching (my costumes v)?> then\n                    BoostHeroHealth\n                    glide (0.6) secs to x: (220) y: (164)\n                    switch costume to (costume12 v)\n                    delete this clone\n                end\n            end\n        end\n    end\n    repeat (11)\n        if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n            hide\n        else\n            show\n            change [localhearty v] by (-1)\n            next costume\n            repeat (1)\n                go to x: (([x position v] of [player v]) + (localheartx)) y: (([y position v] of [player v]) + (localhearty))\n                if <touching (my costumes v)?> then\n                    BoostHeroHealth\n                    glide (0.6) secs to x: (220) y: (164)\n                    switch costume to (costume12 v)\n                    delete this clone\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nglide (1) secs to x: (220) y: (164)\n\ndefine BoostHeroHealth\nstart sound [task_Complete v]\nwait (0.6) seconds\nif <(#MODE) = [Easy]> then\n    change [#herohealth v] by (8)\nend\nif <(#MODE) = [Normal]> then\n    change [#herohealth v] by (6)\nend\nif <(#MODE) = [Hardcore]> then\n    change [#herohealth v] by (3)\nend\nif <(#MODE) = [Insane]> then\n    change [#herohealth v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n\n@RedSpikesSensor\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-60)\nforever\n    wait until <([y position v] of [player v]) > [330]>\n    repeat until <not <([y position v] of [player v]) > [330]>>\n        if <touching color (#ff0000)?> then\n            broadcast (RedSpikesDamage v)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nif <(#MODE) = [Easy]> then\n    wait (0.5) seconds\nelse\n    if <(#MODE) = [Normal]> then\n        wait (0.4) seconds\n    else\n        if <(#MODE) = [Hardcore]> then\n            wait (0.3) seconds\n        else\n            wait (0.1) seconds\n        end\n    end\nend\n\nwait (0.1) seconds\n\n@Dizzu\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nhide\ngo to [front v] layer\nforever\n    if <(#HeroVulnerable?) = [No]> then\n        switch costume to (1 v)\n        start sound [splatter v]\n        repeat until <not <(#HeroVulnerable?) = [No]>>\n            show\n            next costume\n            repeat (2)\n        end\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [#gameover v]\nclear graphic effects\ngo to [front v] layer\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (SecondsTaken)) - (Numeral)) of (SecondsTaken))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (10) y: (170)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-14)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nswitch costume to (clock easy v)\nwait until <not <(#MODE) = [0]>>\nif <(#MODE) = [Easy]> then\n    switch costume to (clock easy v)\nend\nif <(#MODE) = [Normal]> then\n    switch costume to (clock normal v)\nend\nif <(#MODE) = [Hardcore]> then\n    switch costume to (hardcore v)\nend\nif <(#MODE) = [Insane]> then\n    switch costume to (insane v)\nend\n\nwhen I receive [begin v]\nshow\nset [secondstaken v] to [0]\nset [localsecondscounter v] to [0]\nwait (1) seconds\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [15]>> then\n    forever\n        change [secondstaken v] by (1)\n        change [localsecondscounter v] by (1)\n        if <(LocalSecondsCounter) = [60]> then\n            change [secondstaken v] by (40)\n            set [localsecondscounter v] to [0]\n        end\n        wait (1) seconds\n    end\nend\n\ngo to [front v] layer\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nswitch costume to (clock easy v)\n\nwait until <(GamePaused?) = [No]>\n\nwhen I receive ['pausetimetokencollected v]\n\nrepeat (10)\n    switch costume to (10 v)\n    switch costume to (letter ((length of (SecondsTaken)) - (Numeral)) of (SecondsTaken))\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\nforever\n    go to [front v] layer\nend\n\n@Best!\n\nwhen I receive ['pausetimetokencollected v]\nset [ghost v] effect to (99)\nwait (1) seconds\nwait until <(GamePaused?) = [No]>\nclear graphic effects\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <not <(#MODE) = [0]>>\nforever\n    switch costume to (10 v)\n    switch costume to (letter ((length of (TempBestTime)) - (Numeral)) of (TempBestTime))\n    wait (1) seconds\nend\n\nwhen flag clicked\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (110) y: (170)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-14)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-15)\nchange [numeral v] by (1)\nswitch costume to (clock v)\n\nwhen I receive [begin v]\nshow\nif <(#MODE) = [Easy]> then\n    set [tempbesttime v] to (round ([floor v] of (☁ Easy / Normal highscores) ))\nend\nif <(#MODE) = [Normal]> then\n    set [tempbesttime v] to (round (((☁ Easy / Normal highscores) - ([floor v] of (☁ Easy / Normal highscores) )) * (1000)))\nend\nif <(#MODE) = [Hardcore]> then\n    set [tempbesttime v] to (round ([floor v] of (☁ Hardcore / insane highscores) ))\nend\nif <(#MODE) = [Insane]> then\n    set [tempbesttime v] to (round (((☁ Hardcore / insane highscores) - ([floor v] of (☁ Hardcore / insane highscores) )) * (1000)))\nend\n\ngo to [front v] layer\n\n\n\nwhen I receive [#gameover v]\nwait (1) seconds\nif <(costume [number v]) = [11]> then\n    if <(SecondsTaken) < (TempBestTime)> then\n        set [tempbesttime v] to (SecondsTaken)\n    else\n        stop [this script v]\n    end\n    if <(#MODE) = [Easy]> then\n        set [☁ easy / normal highscores v] to (((☁ Easy / Normal highscores) + (SecondsTaken)) - (round ([floor v] of (☁ Easy / Normal highscores) )))\n    end\n    if <(#MODE) = [Normal]> then\n        set [☁ easy / normal highscores v] to (([floor v] of (☁ Easy / Normal highscores) ) + ((TempBestTime) / (1000)))\n    end\n    if <(#MODE) = [Hardcore]> then\n        set [☁ hardcore / insane highscores v] to (((☁ Hardcore / insane highscores) + (SecondsTaken)) - (round ([floor v] of (☁ Hardcore / insane highscores) )))\n    end\n    if <(#MODE) = [Insane]> then\n        set [☁ hardcore / insane highscores v] to (([floor v] of (☁ Hardcore / insane highscores) ) + ((TempBestTime) / (1000)))\n    end\nelse\n    wait (1) seconds\n    switch costume to (letter ((length of (TempBestTime)) - (Numeral)) of (TempBestTime))\nend\n\nwhen I receive [#gameover v]\nclear graphic effects\nforever\n    go to [front v] layer\nend\n\nwhen I receive [#hardcoredeath v]\nclear graphic effects\nforever\n    go to [front v] layer\nend\n\nstop [this script v]\n\nset [#mode v] to [Insane]\nset [tempbesttime v] to [103]\nset [secondstaken v] to [105]\nset [☁ easy / normal highscores v] to [888.888]\nset [☁ hardcore / insane highscores v] to [888.888]\n\nbroadcast (#GameOver v)\n\nset [tempbesttime v] to (round ((() - ([floor v] of (☁ Hardcore / insane highscores) )) * (1000)))\n\nset [☁ hardcore / insane highscores v] to [0]\n\nset [☁ hardcore / insane highscores v] to [340.354]\n\n@LowHit\n\nwhen flag clicked\nhide\ngo to x: (213) y: (-60)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\nrepeat (15)\n    go to [front v] layer\n    switch costume to (1 v)\n    show\nend\nforever\n    repeat (1)\n    if <not <(costume [name v]) = [Full]>> then\n        next costume\n    end\nend\n\nwait (0.05) seconds\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (LowHit v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nwhen [1 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (LowHit v)\nswitch costume to (1 v)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Hit\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (-15)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\nrepeat (15)\n    go to [front v] layer\n    switch costume to (1 v)\n    show\nend\nforever\n    wait (0.1) seconds\n    if <not <(costume [name v]) = [Full]>> then\n        next costume\n    end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (Hit v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nset x to (213)\n\nwhen [2 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (Hit v)\nswitch costume to (1 v)\n\n@LowKick\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (30)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\nwait until <(Level) = [3]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n    wait (0.2) seconds\n    if <not <(costume [name v]) = [Full]>> then\n        next costume\n    end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (LowKick v)\nswitch costume to (1 v)\n\nset x to (213)\n\nset y to (32)\n\nglide (1) secs to x: (213) y: (35)\n\nwhen [3 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (LowKick v)\nswitch costume to (1 v)\n\n@High~Kick\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwait until <(Level) = [3]>\n\nwhen flag clicked\nhide\ngo to x: (213) y: (75)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\nwait until <(Level) = [4]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n    wait (0.3) seconds\n    if <not <(costume [name v]) = [Full]>> then\n        next costume\n    end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (Highkick v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\nset x to (213)\n\nwhen [4 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (Highkick v)\nswitch costume to (1 v)\n\n@SPECIAL\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (213) y: (120)\n\nwhen I receive [begin v]\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\nwait until <(Level) = [5]>\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n    wait (0.4) seconds\n    if <not <(costume [name v]) = [Full]>> then\n        next costume\n    end\nend\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (SPECIAL v)\nswitch costume to (1 v)\n\nbroadcast (Attack v)\n\ngo to x: (213) y: (123)\n\nset x to (213)\n\nwhen [5 v] key pressed\nif <not <(costume [name v]) = [Full]>> then\n    stop [this script v]\nend\nbroadcast (SPECIAL v)\nswitch costume to (1 v)\n\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\n\nif <(#MODE) = [Easy]> then\n    stop [this script v]\nend\n\n@PAGES\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (full v)\nwait (0.3) seconds\nhide\nbroadcast (#LaunchINTRO v) and wait\nswitch costume to (dojo v)\n\nrepeat (3)\n    next costume\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nswitch costume to (full v)\ngo to [front v] layer\n\nwait (0.5) seconds\n\nbroadcast ('PauseTimeTokenCollected v)\n\nwhen I receive [#hardcoredeath v]\nswitch costume to (dojo v)\nshow\ngo to [front v] layer\n\nwhen I receive [#gameover v]\nswitch costume to (dojo v)\nshow\ngo to [front v] layer\n\nrepeat (2)\n    next costume\n    create clone of (_myself_ v)\nend\n\ngo to [front v] layer\nwait (0.5) seconds\nif <(costume [name v]) = [Top Logo]> then\n    repeat (20)\n        change size by (-1)\n        change y by (2)\n    end\nend\nif <(costume [name v]) = [Fighters]> then\n    repeat (48)\n        change y by (-5)\n    end\n    hide\n    delete this clone\nend\n\nswitch costume to (dojo v)\n\nglide (1) secs to x: (0) y: (36)\n\nbroadcast (#LaunchINTRO v)\n\nbroadcast ('PauseTimeTokenCollected v)\n\nbroadcast (#LaunchINTRO v)\n\nwhen I receive [#introover v]\nwait (1) seconds\ngo to x: (0) y: (-300)\nswitch costume to (logo v)\nshow\nglide (1) secs to x: (0) y: (0)\n\n@LevelSelect\n\nwhen flag clicked\nhide\nwait (2) seconds\n\ngo to x: (0) y: (0)\n\ndefine Faster\nhide\ngo to x: (0) y: (-300)\nswitch costume to (easy v)\ngo to [front v] layer\nrepeat (4)\n    create clone of (_myself_ v)\n    next costume\n    change y by (-50)\nend\n\nwhen I start as a clone\nshow\nglide (1) secs to x: (0) y: ((-30) - (((costume [number v]) - (1)) * (40)))\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat (10)\n            change size by (2)\n        end\n        repeat (10)\n            change size by (-2)\n        end\n    end\nend\n\nwhen this sprite clicked\nif <(timer) < [14.6]> then\n    stop [this script v]\nend\nset [#mode v] to (costume [name v])\nbroadcast (Respawn v) and wait\nbroadcast (begin v)\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nbroadcast (Respawn v)\n\nbroadcast ('PauseTimeTokenCollected v)\n\nwhen I receive [#introover v]\nset size to (100) %\nFaster\n\n@Blag\n\nwhen I receive [#gameover v]\nswitch costume to (epic win v)\nforever\n    Animate\n    next costume\n    if <(costume [number v]) = [2]> then\n        next costume\n    end\n    wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nnext costume\n\nwhen I receive [#hardcoredeath v]\nswitch costume to (game over v)\nforever\n    Animate\n    next costume\n    if <(costume [number v]) = [1]> then\n        next costume\n    end\n    wait (1) seconds\nend\n\nrepeat until <touching (_edge_ v)?>\n    change size by (2)\nend\nrepeat (5)\n    turn right (-2) degrees\nend\nrepeat (2)\n    repeat (10)\n        turn right (2) degrees\n    end\n    repeat (10)\n        turn right (-2) degrees\n    end\nend\nrepeat (5)\n    turn right (2) degrees\nend\nrepeat until <(size) < [101]>\n    change size by (-2)\nend\n\ndefine Animate\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (-300)\nset [ystart v] to (y position)\npoint in direction (90)\nglide (1) secs to x: (0) y: (0)\nrepeat (20)\n    change size by (2)\nend\nrepeat (5)\n    turn right (-2) degrees\nend\nrepeat (2)\n    repeat (10)\n        turn right (2) degrees\n    end\n    repeat (10)\n        turn right (-2) degrees\n    end\nend\nrepeat (5)\n    turn right (2) degrees\nend\nrepeat (20)\n    change size by (-2)\nend\nglide (1) secs to x: (0) y: (Ystart)\nhide\n\n@Others\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter#) of (encoded)) (letter ((letter#) + (1)) of (encoded)))\n    change [letter# v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine tick\nif <(join [a] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\n    begin decode of (value)\n    value = read from encoded\n    say (value)\n    value = read from encoded\n    value = read from encoded\n    set x to (([x position v] of [player v]) - ((value) - (Hero x velocity)))\n    value = read from encoded\n    set y to (([y position v] of [player v]) - (((value) - (-60)) - (Hero y velocity)))\n    if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n        hide\n    else\n        show\n    end\n    value = read from encoded\n    switch costume to (value)\n    value = read from encoded\n    point in direction (value)\nend\nvalue = cloud # (player #)\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ P8)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [color v] effect by (25)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nif <<([abs v] of (x position) ) > [319]> or <([abs v] of (y position) ) > [239]>> then\n    hide\nend\n\nsay (value)\n\n@tickertape\n\nwhen I receive [##level up v]\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (Level)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (2) seconds\nglide (1) secs to x: (0) y: (-294)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (10)\nhide\n\ngo to [front v] layer\nrepeat (20)\n    next costume\nend\nhide\n\nswitch costume to (Level)\n\nglide (1) secs to x: (0) y: (-294)\nhide\n\n@@batemanb08\n\nwhen I receive [#stop all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset size to (120) %\nswitch costume to (cb464291-4caf-44b7-905d-fefe1b0e244b v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nset [brightness v] effect to (-30)\ngo to [front v] layer\nrepeat (10)\n    wait (0.1) seconds\n    change size by (2)\n    change [ghost v] effect by (3)\nend\nwait (0.25) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (20)\n    wait (0.04) seconds\n    change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nrepeat (20)\n    wait (0.05) seconds\n    change [ghost v] effect by (5)\nend\nwait (0.6) seconds\nrepeat (10)\n    wait (0.05) seconds\n    change [ghost v] effect by (-10)\nend\nbroadcast (Fin with intro v)\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [fin with intro v]\nset [brightness v] effect to (-100)\n\nwhen I receive [@batemanb08 music v]\nset instrument to (1 v)\nplay note (64) for (2.4) beats\nplay note (67) for (0.2) beats\nplay note (72) for (0.2) beats\nplay note (79) for (0.2) beats\nplay note (84) for (5) beats\nplay note (60) for (3) beats\n\nwhen flag clicked\n\nwhen I receive [#launchintro v]\nbroadcast (@batemanb08 music v)\nswitch costume to (fc48c3fa-a163-4254-be5c-16a3e3eb260e v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nset size to (102) %\nbroadcast (@epicm_pikachu v)\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.08) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nwait (0.2) seconds\nnext costume\nwait (0.05) seconds\nnext costume\nrepeat (5)\n    change x by (-2)\n    change y by (-3)\n    change size by (2)\n    wait (0.05) seconds\nend\nwait (9.3) seconds\nbroadcast (Stop Intro Clones v)\nhide\nstop all sounds\nbroadcast (#INTROover v)\n\nwait (0.1) seconds\n\nwait (0.1) seconds\nrepeat (14)\n    switch costume to ((costume [number v]) - (1))\n    wait (0.07) seconds\nend\nwait (1) seconds\n\ngo to [back v] layer\n\nhide\n\n@@epicm_pikachu2\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\ndelete this clone\n\ndelete this clone\n\nhide\npoint in direction (90)\nswitch costume to (background v)\ngo to x: (0) y: (0)\nwait (8) seconds\nset size to (100) %\nset [fisheye v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\nshow\nstop [this script v]\n\nwait (8) seconds\n\nwhen I receive [stop intro clones v]\nif <[1] = [1]> then\n    delete this clone\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    change size by (((size) - (size)) / (speed))\n    turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\n\nset size to (Logo: my variable) %\nwait (0) seconds\nshow\nrepeat (300)\n    go to x: (0) y: (100)\n    go to [front v] layer\n    set [logo: my variable v] to (((Logo: my variable) * (.8)) + (((100) - (size)) / (5)))\n    change size by (Logo: my variable)\n    point in direction ((90) + ((10) * ([cos v] of ((timer) * (300)) )))\n    set y to ((60) * ([cos v] of (((timer) - (1)) * (200)) ))\nend\n\nwhen I start as a clone\nshow\nif <(clone id) = [25]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (9.1) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [20]> then\n    hide\n    point in direction (90)\n    switch costume to (love v)\n    go to x: (150) y: (200)\n    wait (8.5) seconds\n    set size to (125) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    smooth glide to x position: [150] y position: [0] size: [125] direction: [90] smoothness: [8]\n    delete this clone\nend\nif <(clone id) = [30]> then\n    hide\n    point in direction (90)\n    switch costume to (down v)\n    go to x: (0) y: (-300)\n    wait (10.35) seconds\n    show\n    go to [front v] layer\n    go [forward v] (3) layers\n    smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n    delete this clone\nend\nif <(clone id) = [29]> then\n    hide\n    point in direction (90)\n    switch costume to (up v)\n    go to x: (0) y: (300)\n    wait (10.35) seconds\n    show\n    go to [front v] layer\n    smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n    delete this clone\nend\nif <(clone id) = [28]> then\n    hide\n    point in direction (90)\n    switch costume to (right v)\n    go to x: (300) y: (0)\n    wait (10) seconds\n    show\n    go to [front v] layer\n    smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n    delete this clone\nend\nif <(clone id) = [27]> then\n    hide\n    point in direction (90)\n    switch costume to (left v)\n    go to x: (-300) y: (0)\n    wait (10) seconds\n    show\n    go to [front v] layer\n    smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n    delete this clone\nend\nif <(clone id) = [1000]> then\n    show\n    repeat (20)\n        repeat (20)\n            change y by (pick random (-5) to (5))\n        end\n        set y to (-200)\n    end\n    delete this clone\nend\nif <(clone id) = [23]> then\n    hide\n    point in direction (90)\n    switch costume to (sound bars v)\n    go to x: (-275) y: (-200)\n    wait (8) seconds\n    set size to (100) %\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (14)\n        create clone of (_myself_ v)\n        set [clone id v] to [1000]\n        change x by (35)\n    end\n    delete this clone\nend\nif <(clone id) = [22]> then\n    hide\n    point in direction (90)\n    switch costume to (follow v)\n    go to x: (-150) y: (200)\n    wait (8.5) seconds\n    set size to (125) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    smooth glide to x position: [-150] y position: [0] size: [125] direction: [90] smoothness: [8]\n    delete this clone\nend\nif <(clone id) = [21]> then\n    hide\n    point in direction (90)\n    switch costume to (fave v)\n    go to x: (0) y: (200)\n    wait (8.3) seconds\n    set size to (125) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    smooth glide to x position: [0] y position: [0] size: [125] direction: [90] smoothness: [8]\n    delete this clone\nend\nif <(clone id) = [24]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (8.8) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [19]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (8.5) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [26]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (9.4) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [18]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (8.2) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [15]> then\n    hide\n    point in direction (90)\n    switch costume to (background v)\n    go to x: (0) y: (0)\n    wait (8) seconds\n    set size to (100) %\n    set [fisheye v] effect to (0)\n    go to [front v] layer\n    go [backward v] (1) layers\n    set size to (100) %\n    show\n    stop [this script v]\nend\nif <(clone id) = [17]> then\n    hide\n    point in direction (90)\n    switch costume to (big  v)\n    go to x: (0) y: (0)\n    wait (7.95) seconds\n    set size to (0) %\n    show\n    go to [front v] layer\n    go [forward v] (5) layers\n    repeat (10)\n        turn left (10) degrees\n        change size by (17)\n    end\n    repeat (8)\n        next costume\n        turn left (1) degrees\n        change size by (7)\n    end\n    delete this clone\nend\nif <(clone id) = [16]> then\n    hide\n    point in direction (90)\n    switch costume to (circles v)\n    go to x: (0) y: (0)\n    wait (8) seconds\n    set size to (65) %\n    show\n    go to [front v] layer\n    go [backward v] (0) layers\n    repeat (10)\n        set size to (65) %\n        smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [5]\n    end\n    delete this clone\nend\nif <(clone id) = [13]> then\n    hide\n    point in direction (90)\n    switch costume to (text2 v)\n    go to x: (0) y: (0)\n    wait (4.4) seconds\n    set size to (100) %\n    set [fisheye v] effect to (0)\n    go to [front v] layer\n    go [backward v] (8) layers\n    set size to (100) %\n    show\n    repeat (50)\n        repeat (6)\n            set size to (100) %\n            set x to (pick random (-5) to (5))\n            wait (0) seconds\n            set y to (pick random (-5) to (5))\n            wait (0) seconds\n            go to x: (0) y: (0)\n            wait (0) seconds\n        end\n        set size to (140) %\n        smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n    end\n    delete this clone\nend\nif <(clone id) = [50]> then\n    repeat (20)\n        change size by (-5)\n    end\n    delete this clone\nend\nif <(clone id) = [12]> then\n    hide\n    point in direction (-90)\n    switch costume to (spline  v)\n    go to x: (200) y: (100)\n    wait (4.4) seconds\n    set size to (100) %\n    show\n    go to [front v] layer\n    go [backward v] (30) layers\n    repeat (2)\n        repeat (10)\n            turn right (3) degrees\n            move (6) steps\n            set [clone id v] to [50]\n            create clone of (_myself_ v)\n        end\n        repeat (20)\n            turn left (3) degrees\n            move (6) steps\n            set [clone id v] to [50]\n            create clone of (_myself_ v)\n        end\n        repeat (10)\n            turn right (3) degrees\n            move (6) steps\n            create clone of (_myself_ v)\n            set [clone id v] to [50]\n        end\n    end\n    hide\n    delete this clone\nend\nif <(clone id) = [11]> then\n    hide\n    point in direction (90)\n    switch costume to (spline  v)\n    go to x: (-200) y: (50)\n    wait (4.4) seconds\n    set size to (100) %\n    show\n    go to [front v] layer\n    go [backward v] (30) layers\n    repeat (2)\n        repeat (10)\n            turn right (3) degrees\n            move (6) steps\n            set [clone id v] to [50]\n            create clone of (_myself_ v)\n        end\n        repeat (20)\n            turn left (3) degrees\n            move (6) steps\n            set [clone id v] to [50]\n            create clone of (_myself_ v)\n        end\n        repeat (10)\n            turn right (3) degrees\n            move (6) steps\n            set [clone id v] to [50]\n            create clone of (_myself_ v)\n        end\n    end\n    hide\n    delete this clone\nend\nif <(clone id) = [14]> then\n    hide\n    point in direction (90)\n    switch costume to (flash v)\n    go to x: (0) y: (0)\n    set [brightness v] effect to (100)\n    wait (7.75) seconds\n    go to [front v] layer\n    go [forward v] (0) layers\n    show\n    wait (.25) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(clone id) = [10]> then\n    hide\n    point in direction (90)\n    switch costume to (text v)\n    go to x: (0) y: (0)\n    wait (4.4) seconds\n    set size to (100) %\n    set [fisheye v] effect to (0)\n    go to [front v] layer\n    go [backward v] (2) layers\n    set size to (100) %\n    show\n    repeat (50)\n        repeat (6)\n            set size to (100) %\n            set x to (pick random (-5) to (5))\n            wait (0) seconds\n            set y to (pick random (-5) to (5))\n            wait (0) seconds\n            go to x: (0) y: (0)\n            wait (0) seconds\n        end\n        set size to (140) %\n        smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n    end\n    delete this clone\nend\nif <(clone id) = [9]> then\n    hide\n    point in direction (90)\n    switch costume to (dark v)\n    go to x: (0) y: (0)\n    wait (4.15) seconds\n    go to [back v] layer\n    go [forward v] (0) layers\n    show\nend\nif <(clone id) = [100]> then\n    show\n    repeat (10)\n        point in direction (pick random (1) to (359))\n        repeat (3)\n            turn right (1) degrees\n        end\n    end\n    delete this clone\nend\nif <(clone id) = [8]> then\n    hide\n    point in direction (90)\n    set [brightness v] effect to (50)\n    switch costume to (fast v)\n    go to x: (0) y: (0)\n    wait (4.15) seconds\n    repeat (50)\n        set [clone id v] to [100]\n        create clone of (_myself_ v)\n    end\n    delete this clone\nend\nif <(clone id) = [2]> then\n    hide\n    point in direction (90)\n    switch costume to (costume3 v)\n    go to x: (0) y: (0)\n    wait (3.25) seconds\n    show\n    switch costume to (costume3 v)\n    repeat (6)\n        next costume\n        wait (.03) seconds\n    end\n    wait (.5) seconds\n    delete this clone\nend\nif <(clone id) = [7]> then\n    hide\n    point in direction (90)\n    switch costume to (rotate v)\n    go to x: (0) y: (0)\n    wait (4.15) seconds\n    go to [front v] layer\n    go [forward v] (0) layers\n    show\n    wait (0) seconds\n    repeat (22)\n        next costume\n        wait (.03) seconds\n    end\n    repeat (25)\n        switch costume to (rotate20 v)\n        wait (.06) seconds\n        switch costume to (rotate21 v)\n        wait (.06) seconds\n        switch costume to (rotate22 v)\n        wait (.06) seconds\n        switch costume to (rotate23 v)\n        wait (.06) seconds\n    end\n    delete this clone\nend\nif <(clone id) = [4]> then\n    hide\n    point in direction (90)\n    switch costume to (costume3 v)\n    go to x: (-25) y: (-25)\n    set [brightness v] effect to (100)\n    set [ghost v] effect to (50)\n    wait (3.25) seconds\n    go to [front v] layer\n    go [backward v] (29) layers\n    show\n    switch costume to (costume3 v)\n    repeat (6)\n        next costume\n        change y by (4.1)\n        wait (.03) seconds\n    end\n    wait (.5) seconds\n    delete this clone\nend\nif <(clone id) = [5]> then\n    hide\n    point in direction (90)\n    switch costume to (flash v)\n    go to x: (0) y: (0)\n    set [brightness v] effect to (100)\n    wait (3.25) seconds\n    go to [front v] layer\n    go [forward v] (0) layers\n    show\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(clone id) = [6]> then\n    hide\n    point in direction (90)\n    switch costume to (flash v)\n    go to x: (0) y: (0)\n    set [brightness v] effect to (100)\n    wait (4.05) seconds\n    go to [front v] layer\n    go [forward v] (0) layers\n    show\n    wait (.1) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(clone id) = [3]> then\n    hide\n    point in direction (90)\n    switch costume to (costume3 v)\n    go to [back v] layer\n    go to x: (0) y: (0)\n    wait (3.25) seconds\n    go to [back v] layer\n    show\n    switch costume to (background moving v)\n    repeat (2)\n        go to x: (0) y: (0)\n        glide (.48) secs to x: (-120) y: (0)\n    end\n    delete this clone\nend\nif <(clone id) = [1]> then\n    delete this clone\nend\ndelete this clone\n\nwhen I receive [stop intro clones v]\nhide\ndelete this clone\n\ndefine BuildClones\nset [clone id v] to [0]\nrepeat (31)\n    create clone of (_myself_ v)\n    change [clone id v] by (1)\nend\n\nwhen I receive [@epicm_pikachu v]\nBuildClones\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nset volume to (100) %\nset [pitch v] effect to (0)\nforever\n    play sound [Post Malone, Swae Lee - Sunflower \(Not Your Remix\) v] until done\nend\n\nwait (12) seconds\ndelete this clone\n\nstop [other scripts in sprite v]\n\n
Instructions\n\n❶ WASD, arrow keys or mobile  \n❷ DEFEAT BADDIES \n❸ EARN new ATTACKS\n❹ BEAT the BOSS!\n\n✪ Easy attack S or ↓ \n✪ Other modes - press 1,2,3,4,5 to attack\n