Halloween Days || A Platformer #All #Games #Art #Halloween #Special
@Stage\n\nwhen I receive [start v]\nwait (.1) seconds\nforever\n    play sound [Edvard Grieg - In The Hall of the Mountain King \(8 Bits Version\) v] until done\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [invincibility for 20 sec v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [1]\nbroadcast (music v)\nwait (20) seconds\nset [_invinciblity player v] to [0]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.1) seconds\nif <(Level) = [22]> then\n    forever\n        play sound [Slot Machine - Super Mario 3D World v] until done\n    end\nelse\n    forever\n        play sound [Edvard Grieg - In The Hall of the Mountain King \(8 Bits Version\) v] until done\n    end\nend\n\nwhen flag clicked\nset [_invinciblity player v] to [0]\n\nwhen I receive [music v]\nforever\n    play sound [Mario Star Theme v] until done\nend\n\nwhen I receive [customize slider v]\nshow variable [✏️skin customize v]\n\nwhen flag clicked\nhide variable [✏️skin customize v]\n\nwhen I receive [music change v]\nstop all sounds\nstop [other scripts in sprite v]\nset [_invinciblity player v] to [0]\nforever\n    play sound [Super Mario Bros 2 Character Select Theme Remix - By Arsenic1987 v] until done\nend\n\n@Lag Reducer\n\n@Intro\n\ndefine [Shake]\npoint in direction (90)\nwait (.001) seconds\nset size to (200) %\nrepeat (34)\n    change size by (((100) - (size)) / (10))\n    go to x: (([sin v] of ((timer) * (1000000)) ) * (((size) - (100)) * (.2))) y: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (.5)))\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(CloneID) = [Arrow2]> then\n    clear graphic effects\n    switch costume to (arrow2 v)\n    go to [front v] layer\n    go [backward v] (1) layers\n    go to x: (20) y: (0)\n    set size to (100) %\n    show\n    repeat (25)\n        set size to (400) %\n        change x by (((400) - (x position)) / (12))\n        set size to (100) %\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow1]> then\n    clear graphic effects\n    switch costume to (arrow1 v)\n    go to [front v] layer\n    go [backward v] (1) layers\n    go to x: (-20) y: (0)\n    set size to (100) %\n    show\n    repeat (25)\n        set size to (400) %\n        change x by (((-400) - (x position)) / (12))\n        set size to (100) %\n    end\n    delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif < (CloneID) contains [Drop]?> then\n    go to x: (0) y: (184)\n    set [brightness v] effect to (0)\n    show\n    switch costume to (circle v)\n    Smooth Glide x: (0) y: (-184) speed: (4)\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (-100)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle2]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (-80)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle3]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (-60)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle4]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (-40)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle5]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (-20)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Circle6]?> then\n    go to x: (0) y: (-184)\n    set [brightness v] effect to (0)\n    show\n    switch costume to (circle v)\n    repeat (50)\n        switch costume to (blank v)\n        change size by ((size) / (1))\n        switch costume to (circle v)\n    end\n    wait (6) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif < (CloneID) contains [Namenow]?> then\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set [brightness v] effect to (0)\n    show\n    switch costume to (namenow v)\n    repeat (6)\n        [Shake]\n    end\n    point in direction (105)\n    broadcast (transit v)\n    delete this clone\nend\n\nwhen I receive [start project v]\nrepeat (4)\n    change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nthing\n\ndefine thing\nset [cloneid v] to []\ngo to x: (0) y: (0)\npoint in direction (90)\nset [color v] effect to (115)\nhide\nstart sound [Pierce Fulton - Losing You v]\nswitch costume to (skip v)\ncreate clone of (skip: intro v)\nswitch costume to (name v)\nset [cloneid v] to [Drop]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Circle6]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nclear graphic effects\nset [cloneid v] to [Namenow]\ncreate clone of (_myself_ v)\nrepeat (6)\n    wait (0) seconds\n    set [cloneid v] to [Arrow1]\n    create clone of (_myself_ v)\n    wait (0) seconds\n    set [cloneid v] to [Arrow2]\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I receive [skip intro v]\nstop all sounds\nstop [other scripts in sprite v]\nwait (.5) seconds\ndelete this clone\n\n@Player\n\ndefine physics <touch>\nset size to (70) %\nif <key (down arrow v) pressed?> then\n    switch costume to (crouch v)\nelse\n    switch costume to (costume2 v)\nend\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\ngo [backward v] (1) layers\nif <not <(_invinciblity player) = [1]>> then\n    set [color v] effect to (✏️SKIN Customize)\nelse\n    change [color v] effect by (10)\nend\nif <touching (water/lava v)?> then\n    change [yv v] by (-0.25)\nelse\n    change [yv v] by (-1)\nend\nif <touching (trampoline v)?> then\n    start sound [Boing sound effect v]\n    change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n    broadcast (Reset v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    go to x: (-200) y: (-45)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\n    change [xv v] by (1.2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (90)\n    change [xv v] by (-1.2)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif  then\n    if <key (up arrow v) pressed?> then\n        change [yv v] by (0.7)\n    end\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by (1)\nend\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by (-4)\n    change x by ((Xv) * (-1))\n    if <<key (up arrow v) pressed?> or <mouse down?>> then\n        if <(_Jump Boost?) = [0]> then\n            set [yv v] to [14]\n            if <(Xv) > [0]> then\n                start sound [smb_jump-small v]\n                set [xv v] to [-10]\n            else\n                start sound [smb_jump-small v]\n                set [xv v] to [10]\n            end\n        else\n            set [yv v] to [18]\n            if <(Xv) > [0]> then\n                start sound [smb_jump-small v]\n                set [xv v] to [-10]\n            else\n                start sound [smb_jump-small v]\n                set [xv v] to [10]\n            end\n        end\n    end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <mouse down?>> and <<touching (platforms v)?> or <<touching (cloud face v)?> or <<touching (donut v)?> or <<touching (hidden platform v)?> or <touching (barrier v)?>>>>>> then\n    if <touching (trampoline v)?> then\n        set [yv v] to [20]\n    else\n        if <(_Jump Boost?) = [0]> then\n            change [yv v] by (14)\n        else\n            change [yv v] by (18)\n        end\n    end\n    start sound [smb_jump-small v]\nend\nchange y by (1)\nif <touching (portal v)?> then\n    broadcast (Portal v)\n    set [deaths v] to [0]\n    change [level v] by (1)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    reset\n    broadcast (Next Level v)\n    go to x: (-200) y: (-45)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <<touching (lava v)?> or <(y position) < [-175]>> then\n    DEAD\nend\nchange y by (-3)\nif <<touching (danger v)?> or <<touching (cloud face v)?> and <<[6] = ([costume # v] of [cloud face v])> or <touching color (#fc2728)?>>>> then\n    if <not <(_invinciblity player) = [1]>> then\n        DEAD\n    end\nend\nchange y by (3)\nif <<touching (enemies v)?> and <<(Enemies dead?) = [0]> and <not <touching color (#1c1c1c)?>>>> then\n    if <not <(_invinciblity player) = [1]>> then\n        DEAD\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (intro v)\nhide\n\nwhen I receive [start v]\nshow\nbroadcast (respawn v)\n\ndefine costume\nbroadcast (Go v)\nif <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n    switch costume to (idle v)\nelse\n    if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n        if <not <(Yv) < [0]>> then\n            switch costume to (rightup v)\n        else\n            switch costume to (downright v)\n        end\n    else\n        if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n            if <not <(Yv) < [0]>> then\n                switch costume to (leftup v)\n            else\n                switch costume to (downleft v)\n            end\n        else\n            if <key (up arrow v) pressed?> then\n                if <not <(Yv) < [0]>> then\n                    switch costume to (up v)\n                else\n                    switch costume to (down v)\n                end\n            else\n                if <key (right arrow v) pressed?> then\n                    switch costume to (right v)\n                else\n                    if <key (left arrow v) pressed?> then\n                        switch costume to (left v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [respawn v]\nstop [other scripts in sprite v]\ngo to x: (-200) y: (-45)\npoint in direction (90)\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    physics <>\n    costume\nend\n\ndefine DEAD\nswitch costume to (dead v)\nbroadcast (Flash v)\nstop [other scripts in sprite v]\nset [yv v] to [0]\nrepeat (5)\n    change [yv v] by (2)\n    change y by (Yv)\n    turn right (15) degrees\nend\nrepeat (10)\n    change [yv v] by (-3)\n    change y by (Yv)\n    turn right (15) degrees\n    change [ghost v] effect by (10)\nend\nwait (0) seconds\ngo to x: (-200) y: (-45)\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (respawn v)\nchange [deaths v] by (1)\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [skip level v]\nstop [other scripts in sprite v]\nbroadcast (Portal v)\nset [deaths v] to [0]\nchange [level v] by (1)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nreset\nbroadcast (Next Level v)\nbroadcast (respawn v)\n\nwhen I receive [re do level v]\ngo to x: (-200) y: (-45)\nstop [other scripts in sprite v]\nbroadcast (respawn v)\n\nwhen I receive [stomp v]\nset [yv v] to [17]\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [✏️skin customize v] to [0]\n\nwhen I receive [shop open v]\nFREEZE Player\n\ndefine FREEZE Player\nstop [other scripts in sprite v]\ngo [backward v] (1) layers\n\nwhen I receive [shop close v]\nRESUME Player\n\ndefine RESUME Player\nforever\n    physics <>\n    costume\nend\n\nwhen I receive [update color v]\nset [color v] effect to (✏️SKIN Customize)\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n    switch costume to (Level)\nend\n\n@Snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n    replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n    if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n        if <((i) mod (3)) > [0]> then\n            replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n            replace item (i) of [y v] with [190]\n        else\n            if <([sin v] of (Angle) ) > [0]> then\n                replace item (i) of [x v] with [-245]\n                replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n            else\n                replace item (i) of [x v] with [245]\n                replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n            end\n        end\n    end\n    change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    go to x: (item (i) of [x v]) y: (item (i) of [y v])\n    set pen size to (item (i) of [r v])\n    pen down\n    pen up\n    change [i v] by (1)\nend\nUpdate\n\nwhen I receive [start v]\nthingy\nforever\n    Draw\nend\n\nwhen flag clicked\nerase all\n\ndefine thingy\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n    add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n    add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n    add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n    add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n    change [i v] by (1)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (spike v)\ngo to x: (0) y: (0)\nhide\nset [clone v] to [0]\nwait (1) seconds\nforever\n    wait until <(Level) = [4]>\n    spike at [-61] [-84] [100] [1]\n    spike at [-29] [-84] [100] [1]\n    spike at [2] [-84] [100] [1]\n    wait until <(Level) = [5]>\n    turn at [8] [-128] [100] [5]\n    turn at [-120] [-128] [100] [5]\n    turn at [136] [-128] [100] [5]\n    wait until <(Level) = [6]>\n    spike at [-126] [-132] [100] [1]\n    spike at [-36] [-107] [100] [1]\n    turn at [72] [-80] [100] [5]\n    wait until <(Level) = [7]>\n    spike at [-153] [-137] [100] [1]\n    spike at [-82] [-117] [100] [1]\n    spike at [-58] [-111] [100] [1]\n    turn at [32] [-91] [100] [5]\n    turn at [126] [-55] [100] [5]\n    wait until <(Level) = [8]>\n    spike at [-102] [-125] [100] [1]\n    spike at [-31] [-125] [100] [1]\n    spike at [35] [-125] [100] [1]\n    wait until <(Level) = [13]>\n    turn at [-83] [-100] [100] [5]\n    spike at [54] [-140] [100] [1]\n    spike at [137] [-140] [100] [1]\n    wait until <(Level) = [15]>\n    turn at [-31] [-67] [100] [5]\n    turn at [-187] [63] [100] [5]\n    turn at [34] [1] [100] [5]\n    turn at [-158] [136] [100] [5]\n    turn at [121] [36] [100] [5]\n    turn at [180] [-24] [100] [5]\n    turn at [239] [159] [100] [5]\n    wait until <(Level) = [20]>\n    turn at [-18] [10] [100] [5]\n    turn at [-151] [81] [100] [5]\n    turn at [-137] [-42] [100] [5]\n    wait until <(Level) = [21]>\n    spike at [-97] [-59] [100] [2]\n    spike at [-61] [-59] [100] [2]\n    spike at [-25] [-59] [100] [2]\n    spike at [11] [-59] [100] [2]\n    spike at [47] [-59] [100] [2]\n    spike at [83] [-59] [100] [2]\n    spike at [119] [-59] [100] [2]\n    spike at [155] [-59] [100] [2]\n    spike at [-93] [3] [100] [1]\n    spike at [-20] [3] [100] [1]\n    turn at [131] [5] [100] [5]\n    wait until <(Level) = [22]>\nend\n\nturn at [39] [-136] [100] [5]\n\ndefine spike at (x) (y) (size) (1/2)\nif <(1/2) = [1]> then\n    switch costume to (spike v)\n    set [clone v] to [0]\n    go to x: (x) y: (y)\n    set size to (size) %\n    create clone of (_myself_ v)\nelse\n    switch costume to (icicle v)\n    set [clone v] to [0]\n    go to x: (x) y: (y)\n    set size to (size) %\n    create clone of (_myself_ v)\nend\n\ndefine turn at (x) (y) (size) (amount per frame)\ngo to [front v] layer\nswitch costume to (turn v)\nset [clone v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [amount. v] to (amount per frame)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [name v]) = [spike]> or <(costume [name v]) = [icicle]>> then\n    set [.y v] to (y position)\n    set [temp. v] to (Level)\n    wait until <not <(Level) = (temp.)>>\n    set [clone v] to [1]\nelse\n    if <(costume [name v]) = [turn2]> then\n        set [temp. v] to (Level)\n        broadcast (thingy!! v)\n        repeat until <not <(Level) = (temp.)>>\n            go to [front v] layer\n            turn right (amount.) degrees\n            set size to (120) %\n        end\n        stop [other scripts in sprite v]\n        set [clone v] to [1]\n    else\n        set [temp. v] to (Level)\n        repeat until <not <(Level) = (temp.)>>\n            turn right (amount.) degrees\n        end\n        set [clone v] to [1]\n    end\nend\ndelete this clone\n\ndefine last level!!!\nswitch costume to (turn2 v)\ngo to x: (163) y: (59)\nset size to (120) %\nset size to (size) %\nset [amount. v] to [20]\ncreate clone of (_myself_ v)\n\nwhen I receive [thingy!! v]\nif <(costume [name v]) = [turn2]> then\n    forever\n        glide (.5) secs to x: (163) y: (-77)\n        wait (.5) seconds\n        glide (.5) secs to x: (163) y: (59)\n        wait (.5) seconds\n    end\nend\n\nturn at [-120] [-128] [100] [5]\nturn at [136] [-128] [100] [5]\n\nturn at [-137] [-42] [100] [5]\n\n@transition\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    change [ghost v] effect by (ge)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\ngo to x: (-400) y: (0)\n\nwhen I receive [transit v]\ngo to [front v] layer\nshow\nsmooth glide to x position: [0] y position: [0] Speed: [4] Ghost: []\nwait (.5) seconds\nswitch backdrop to (backdrop4 v)\nbroadcast (Start v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@portal\n\nwhen flag clicked\ngo to x: (214) y: (-75)\npoint in direction (90)\nhide\n\nwhen I receive [start v]\nshow\nforever\n    if <(Level) = [22]> then\n        hide\n    else\n        turn right (5) degrees\n    end\nend\n\n@Skip: Intro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [skip]> then\n    go to x: (207) y: (-147)\n    set size to (100) %\n    clear graphic effects\n    switch costume to (skip v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    forever\n        go to [front v] layer\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            if <mouse down?> then\n                broadcast (skip intro v)\n                broadcast (transit v)\n            end\n        else\n            change size by (((100) - (size)) / (5))\n        end\n    end\nend\n\nwhen I receive [transit v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nset [offset v] to ((timer) + (1))\nforever\n    change [counter 2 v] by (1)\n    if <(timer) > (offset)> then\n        set [offset v] to ((timer) + (1))\n        set [fps v] to (Counter 2)\n        set [counter 2 v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    set [timer check v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer check)\nhide variable [level v]\nhide variable [coins v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (sizebypass v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nbroadcast (STOP v)\nhide variable [fps v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    wait (.01) seconds\nend\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [level v]\nhide variable [coins v]\nhide variable [✏️skin customize v]\n\nwhen I receive [start v]\nshow variable [level v]\n\n@Skip Level\n\nwhen flag clicked\nwait (.1) seconds\nset [deaths v] to [0]\nforever\n    set [ghost v] effect to (100)\n    hide\n    if <[7] < (Deaths)> then\n        show\n        go to x: (-122) y: (152)\n        set [_temp. v] to (Level)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        repeat until <<not <(_Temp.) = (Level)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n            tick\n        end\n        set size to (100) %\n        set [deaths v] to [0]\n        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n            broadcast (skip level v)\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        else\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n        wait (.5) seconds\n    end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n    change size by (((120) - (size)) / (3))\nelse\n    change size by (((100) - (size)) / (3))\nend\n\nwhen [s v] key pressed\nif <(username) = [dwseoh127]> then\n    broadcast (skip level v)\nend\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [9]>\nswitch costume to (lava v)\nshow\nrepeat until <not <(Level) = [9]>>\n    set y to ((([sin v] of ((kinda timer) * (3)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [12]>\nswitch costume to (lava2 v)\nshow\nrepeat until <not <(Level) = [12]>>\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n    show\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-74))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (lava3 v)\nshow\nrepeat until <not <(Level) = [17]>>\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [18]>\nswitch costume to (lava4 v)\nshow\nrepeat until <not <(Level) = [18]>>\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (-77))\nend\nhide\nwait until <(Level) = [19]>\n\nwhen flag clicked\nset [kinda timer v] to [1]\nforever\n    change [kinda timer v] by (2)\nend\n\n@BARRIER\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [8]>\nshow\nrepeat until <not <(Level) = [8]>>\n    set y to ((([cos v] of ((kinda timer) * (10)) ) * (5)) + (0))\nend\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume2 v)\nrepeat until <not <(Level) = [13]>>\n    show\n    set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [17]>\nswitch costume to (costume3 v)\nrepeat until <not <(Level) = [17]>>\n    show\n    set y to ((([cos v] of ((kinda timer) * (200)) ) * (10)) + (50))\nend\nhide\nwait until <(Level) = [18]>\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n    set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@trampoline\n\ndefine Animation\nstart sound [Big Boing v]\nswitch costume to (1 v)\nrepeat (6)\n    next costume\nend\nswitch costume to (idle v)\n\nwhen flag clicked\nwait (.1) seconds\ngo to [back v] layer\nhide\ngo to x: (-4) y: (-125)\nwait until <(Level) = [10]>\nshow\nrepeat until <not <(Level) = [10]>>\n    if <touching (player v)?> then\n        Animation\n    end\nend\nhide\nwait until <(Level) = [14]>\ngo to x: (-134) y: (-120)\nshow\nrepeat until <not <(Level) = [14]>>\n    if <touching (player v)?> then\n        Animation\n    end\nend\nhide\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n    if <touching (player v)?> then\n        Animation\n    end\nend\nhide\nwait until <(Level) = [16]>\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@enemies\n\nwhen flag clicked\nset [enemies dead? v] to [0]\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to [back v] layer\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n    tick limit x: [-240] [240]\nend\nhide\nwait until <(Level) = [13]>\ngo to x: (100) y: (-137)\nshow\nrepeat until <not <(Level) = [13]>>\n    tick limit x: [4] [240]\nend\nhide\nwait until <(Level) = [15]>\n\ndefine tick limit x: (x1) (x2)\nif <(Enemies dead?) = [0]> then\n    go to [front v] layer\n    switch costume to (costume2 v)\n    show\n    if <not <([x position v] of [player v]) = (x position)>> then\n        if <([x position v] of [player v]) > (x position)> then\n            change x by (2)\n            if <(x2) < (x position)> then\n                change x by (-2)\n            end\n        else\n            change x by (-2)\n            if <(x position) < (x1)> then\n                change x by (2)\n            end\n        end\n        set [enemies_x v] to (x position)\n        set [enemies_y v] to (y position)\n    else\n        set [enemies_x v] to (x position)\n        set [enemies_y v] to (y position)\n    end\nelse\n    hide\nend\n\nwhen I receive [respawn v]\nset [enemies dead? v] to [0]\nif <(Level) = [10]> then\n    go to x: (40) y: (-126)\nelse\n    if <(Level) = [13]> then\n        go to x: (100) y: (-137)\n    end\nend\n\nwhen I start as a clone\nswitch costume to (head hitbox v)\nhide\nwait (.2) seconds\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-126)\nrepeat until <not <(Level) = [10]>>\n    pos\nend\nhide\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n    pos\nend\nhide\nwait until <(Level) = [15]>\n\ndefine pos\nif <(Enemies dead?) = [0]> then\n    go to [front v] layer\n    show\n    switch costume to (head hitbox v)\n    go to x: (Enemies_X) y: (Enemies_Y)\n    if <touching (player v)?> then\n        if <not <([costume name v] of [player v]) = [dead]>> then\n            set [enemies dead? v] to [1]\n            switch costume to (animation 1 v)\n            broadcast (Stomp v)\n            start sound [sm64_goomba_dead v]\n            repeat (6)\n                next costume\n            end\n        end\n    end\nelse\n    hide\nend\n\nwhen I receive [next level v]\nset [enemies dead? v] to [0]\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Follow, Heart, StarSprite2\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (-121) y: (-177)\nhide\n\nwhen I receive [start v]\nforever\n    hide\n    clear graphic effects\n    go to x: (-18) y: (50)\n    wait (pick random (1) to (30)) seconds\n    show\n    glide in\n    wait (pick random (5) to (15)) seconds\n    glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n    go to [front v] layer\nend\n\n@Sound\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n    change size by (((120) - (size)) / (3))\nelse\n    change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-209) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n    tick\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        wait until <not <mouse down?>>\n        next costume\n        if <(costume [number v]) = [1]> then\n            broadcast (Volume: 100 v)\n        else\n            broadcast (Volume: 0 v)\n        end\n    end\nend\n\n@Redo\n\nwhen I receive [start v]\nshow\nforever\n    tick\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        wait until <not <mouse down?>>\n        broadcast (re do level v)\n    end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n    change size by (((120) - (size)) / (3))\nelse\n    change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-163) y: (147)\n\n@Fire\n\nwhen flag clicked\nhide\nforever\n    next costume\nend\n\nwhen I receive [music change v]\ngo to [back v] layer\nshow\n\nwhen I receive [delete fire v]\nstart sound [Minecraft - Water Interacting With Lava - Sound Effect _ Best Quality #Shorts v]\nhide\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\n@Coin EDITOR\n\nwhen flag clicked\nset [coin editor mode? v] to [0]\nset [coins v] to [0]\nset [coin editor: delete mode? v] to [0]\nhide\n\nwhen I receive [start v]\nset [coin id# v] to [0]\nif <(COIN Editor Mode?) = [1]> then\n    repeat (length of [coin editor_ level # v])\n        change [coin id# v] by (1)\n        create clone of (_myself_ v)\n    end\n    forever\n        repeat until <<mouse down?> or <key (d v) pressed?>>\n            go to (mouse-pointer v)\n            set [ghost v] effect to (40)\n            next costume\n            show\n            wait (.02) seconds\n        end\n        if <mouse down?> then\n            wait until <not <mouse down?>>\n            add (Level) to [coin editor_ level # v]\n            add (x position) to [coin editor_ x pos v]\n            add (y position) to [coin editor_ y pos v]\n            change [coin id# v] by (1)\n            create clone of (_myself_ v)\n        else\n            if <key (d v) pressed?> then\n                set [coin editor: delete mode? v] to [1]\n                wait until <key (d v) pressed?>\n                set [coin editor: delete mode? v] to [0]\n            end\n        end\n    end\nelse\n    repeat (length of [coin editor_ level # v])\n        change [coin id# v] by (1)\n        create clone of (_myself_ v)\n    end\nend\n\ndefine DELETE ALL DATA\nask [Delete all data? \(y/n\)] and wait\nif <(answer) = [y]> then\n    delete all of [coin editor_ level # v]\n    delete all of [coin editor_ x pos v]\n    delete all of [coin editor_ y pos v]\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (item (COIN ID#) of [coin editor_ x pos v]) y: (item (COIN ID#) of [coin editor_ y pos v])\nforever\n    if <(Level) = (item (COIN ID#) of [coin editor_ level # v])> then\n        show\n        if <touching (player v)?> then\n            start sound [Minecraft Item Pickup Sound Effect! v]\n            change [coins v] by (1)\n            hide\n            delete this clone\n        end\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            if <(COIN EDITOR: Delete Mode?) = [1]> then\n                delete (COIN ID#) of [coin editor_ level # v]\n                delete (COIN ID#) of [coin editor_ x pos v]\n                delete (COIN ID#) of [coin editor_ y pos v]\n                delete this clone\n            end\n        end\n    else\n        hide\n    end\n    wait (.02) seconds\n    next costume\nend\n\n@Text Engine\n\nwhen I receive [delete number v]\nif <(CLONE ID) = [2]> then\n    delete this clone\nend\n\ndefine FONT [Quicksand] Write: (letter) At X (x) Y (y) Size (size) Color Effects (col) (bri)\ngo to x: (x) y: (y)\nset size to (size) %\nset [color v] effect to (col)\nset [brightness v] effect to (bri)\nset [_counter v] to [1]\nrepeat (length of (letter))\n    switch costume to (join [N_] (letter (_Counter) of (letter)))\n    create clone of (_myself_ v)\n    move (18) steps\n    change [_counter v] by (1)\nend\n\nwhen flag clicked\nset [clone id v] to [2]\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n    broadcast (delete number v)\n    FONT [Quicksand] Write: [c] At X [180] Y [150] Size [120] Color Effects [0] [0]\n    FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n    FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n    FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\n    FONT [Quicksand] Write: (Coins) At X [200] Y [150] Size [120] Color Effects [0] [-100]\nend\n\n@Shop\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n    change size by (((120) - (size)) / (3))\nelse\n    change size by (((100) - (size)) / (3))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (116) y: (147)\n\nwhen I receive [start v]\nshow\nforever\n    tick\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        wait until <not <mouse down?>>\n        broadcast (Shop OPEN v)\n    end\nend\n\n@Shop Components\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [shop open v]\nMAKE CLONES\nbroadcast (OPEN! v)\n\nwhen flag clicked\nhide\n\ndefine MAKE CLONES\nswitch costume to (back layer v)\ncreate clone of (_myself_ v)\nswitch costume to (x v)\ncreate clone of (_myself_ v)\nif <(item (1) of [shop items bought? v]) = [1]> then\n    switch costume to (skin 1 bought v)\n    create clone of (_myself_ v)\nelse\n    switch costume to (skin 1  v)\n    create clone of (_myself_ v)\nend\nif <(item (2) of [shop items bought? v]) = [1]> then\n    switch costume to (skin 2 bought v)\n    create clone of (_myself_ v)\nelse\n    switch costume to (skin 2  v)\n    create clone of (_myself_ v)\nend\nif <(item (3) of [shop items bought? v]) = [1]> then\n    switch costume to (skin 3 bought v)\n    create clone of (_myself_ v)\nelse\n    switch costume to (skin 3  v)\n    create clone of (_myself_ v)\nend\ncheck costume [4] text [Ability 1]\ncheck costume [5] text [Ability 2]\ncheck costume [6] text [Ability 3]\nswitch costume to (blank v)\n\nwhen I receive [open! v]\nif <not <(costume [name v]) = [BLANK]>> then\n    show\n    Smooth Glide x: (-6) y: (-96) speed: (3)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [back layer]> then\n    go to x: (-6) y: (-300)\n    hide\n    forever\n        go to [front v] layer\n    end\nelse\n    if <(costume [name v]) = [X]> then\n        go to x: (-6) y: (-300)\n        hide\n        forever\n            tick\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                wait until <not <mouse down?>>\n                broadcast (Shop CLOSE v)\n            end\n        end\n    else\n        if < (costume [name v]) contains [Skin 1]?> then\n            go to x: (-6) y: (-300)\n            hide\n            forever\n                tick\n                if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                    wait until <not <mouse down?>>\n                    if <not < (costume [name v]) contains [bought]?>> then\n                        if <<(Coins) = [20]> or <(Coins) > [20]>> then\n                            next costume\n                            set [✏️skin customize v] to [100]\n                            broadcast (Update Color v)\n                            replace item (1) of [shop items bought? v] with [1]\n                            buy an item with [20] coins\n                        end\n                    else\n                        set [✏️skin customize v] to [100]\n                        broadcast (Update Color v)\n                    end\n                end\n            end\n        else\n            if < (costume [name v]) contains [Skin 2]?> then\n                go to x: (-6) y: (-300)\n                hide\n                forever\n                    tick\n                    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                        wait until <not <mouse down?>>\n                        if <not < (costume [name v]) contains [bought]?>> then\n                            if <<(Coins) = [30]> or <(Coins) > [30]>> then\n                                next costume\n                                set [✏️skin customize v] to [130]\n                                broadcast (Update Color v)\n                                replace item (2) of [shop items bought? v] with [1]\n                                buy an item with [30] coins\n                            end\n                        else\n                            set [✏️skin customize v] to [130]\n                            broadcast (Update Color v)\n                        end\n                    end\n                end\n            else\n                if < (costume [name v]) contains [Skin 3]?> then\n                    go to x: (-6) y: (-300)\n                    hide\n                    forever\n                        tick\n                        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                            wait until <not <mouse down?>>\n                            if <not < (costume [name v]) contains [bought]?>> then\n                                if <<(Coins) = [40]> or <(Coins) > [40]>> then\n                                    next costume\n                                    set [✏️skin customize v] to [355]\n                                    broadcast (Update Color v)\n                                    replace item (3) of [shop items bought? v] with [1]\n                                    buy an item with [40] coins\n                                end\n                            else\n                                set [✏️skin customize v] to [355]\n                                broadcast (Update Color v)\n                            end\n                        end\n                    end\n                else\n                    if < (costume [name v]) contains [Ability 1]?> then\n                        go to x: (-6) y: (-300)\n                        hide\n                        forever\n                            tick\n                            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                wait until <not <mouse down?>>\n                                if <not < (costume [name v]) contains [bought]?>> then\n                                    if <<(Coins) = [50]> or <(Coins) > [50]>> then\n                                        next costume\n                                        set [_jump boost? v] to [1]\n                                        buy an item with [50] coins\n                                        replace item (4) of [shop items bought? v] with [1]\n                                    end\n                                end\n                            end\n                        end\n                    else\n                        if < (costume [name v]) contains [Ability 2]?> then\n                            go to x: (-6) y: (-300)\n                            hide\n                            forever\n                                tick\n                                if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                    wait until <not <mouse down?>>\n                                    if <not < (costume [name v]) contains [bought]?>> then\n                                        if <<(Coins) = [60]> or <(Coins) > [60]>> then\n                                            next costume\n                                            broadcast (Invincibility for 20 sec v)\n                                            replace item (5) of [shop items bought? v] with [1]\n                                            buy an item with [60] coins\n                                        end\n                                    end\n                                end\n                            end\n                        else\n                            if < (costume [name v]) contains [Ability 3]?> then\n                                go to x: (-6) y: (-300)\n                                hide\n                                forever\n                                    tick\n                                    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                        wait until <not <mouse down?>>\n                                        if <<(Coins) = [80]> or <(Coins) > [80]>> then\n                                            if <not < (costume [name v]) contains [bought]?>> then\n                                                next costume\n                                                replace item (6) of [shop items bought? v] with [1]\n                                                broadcast (customize slider v)\n                                                buy an item with [80] coins\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine tick\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n    change [gh eff v] by (((40) - (GH EFF)) / (3))\nelse\n    change [gh eff v] by (((0) - (GH EFF)) / (3))\nend\nset [ghost v] effect to (GH EFF)\n\nwhen I receive [shop close v]\nif <not <(costume [name v]) = [BLANK]>> then\n    stop [other scripts in sprite v]\n    show\n    Smooth Glide x: (-6) y: (-200) speed: (3)\nelse\n    broadcast (Hide shop now v)\nend\n\nwhen I receive [hide shop now v]\nif <not <(costume [name v]) = [BLANK]>> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\ndefine buy an item with (#_coins) coins\nchange [coins v] by ((-1) * (#_coins))\n\nwhen flag clicked\nset [_jump boost? v] to [0]\n\nwhen [h v] key pressed\nif <(username) = [dwseoh127]> then\n    set [_jump boost? v] to [1]\n    set [coins v] to [1000]\nend\n\nwhen flag clicked\ndelete all of [shop items bought? v]\nrepeat (6)\n    add [0] to [shop items bought? v]\nend\n\ndefine check costume (#) text (txt)\nif <(item (#) of [shop items bought? v]) = [1]> then\n    switch costume to (join (txt) [ bought])\n    create clone of (_myself_ v)\nelse\n    switch costume to (txt)\n    create clone of (_myself_ v)\nend\n\n@Cloud face\n\nwhen flag clicked\ngo to x: (-120) y: (-39)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [11]>\nshow\nwait until <(Level) = [12]>\nhide\nshow\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nforever\n    switch costume to (costume1 v)\n    wait (1) seconds\n    repeat (4)\n        next costume\n        wait (.1) seconds\n    end\n    wait (1) seconds\n    if <<(Level) = [12]> or <(Level) = [11]>> then\n        start sound [Sword_Armor_Tool Break \(Minecraft Sound\) - Sound Effect for editing v]\n    end\n    switch costume to (costume6 v)\n    wait (2) seconds\nend\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Donut\n\nwhen flag clicked\ngo to x: (43) y: (-72)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [12]>\nshow\nbroadcast (tk v)\nwait until <not <(Level) = [12]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [13]>\nshow\ngo to x: (188) y: (-39)\nbroadcast (tk v)\nwait until <not <(Level) = [13]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [21]>\nshow\ngo to x: (221) y: (-27)\nbroadcast (tk v)\nwait until <not <(Level) = [21]>>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [22]>\n\ndefine tk: Spawn at (x) (y)\nforever\n    go to [back v] layer\n    change y by (3)\n    if <touching (player v)?> then\n        change y by (-3)\n        switch costume to (costume2 v)\n        set [_touching donut? v] to [1]\n        reset timer\n        repeat until <<(timer) > [2]> or <(_Touching Donut?) = [0]>>\n            change x by (2)\n            wait (.02) seconds\n            change x by (-2)\n            wait (.02) seconds\n            Sensing\n        end\n        if <(timer) > [2]> then\n            repeat until <(y position) < [-183]>\n                change y by (-5)\n            end\n            hide\n            wait (2) seconds\n            switch costume to (costume1 v)\n            set [ghost v] effect to (100)\n            show\n            go to x: (x) y: (y)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        else\n            if <(_Touching Donut?) = [0]> then\n        end\n    else\n        set [_touching donut? v] to [0]\n        change y by (-3)\n        switch costume to (costume1 v)\n    end\nend\n\ndefine Sensing\nchange y by (3)\nif <touching (player v)?> then\n    set [_touching donut? v] to [1]\nelse\n    set [_touching donut? v] to [0]\nend\nchange y by (-3)\n\nwhen I receive [tk v]\nif <(Level) = [12]> then\n    tk: Spawn at [43] [-72]\nelse\n    if <(Level) = [13]> then\n        tk: Spawn at [188] [-39]\n    else\n        if <(Level) = [21]> then\n            tk: Spawn at [221] [-27]\n        end\n    end\nend\n\n@Hidden Platform\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (204) y: (-167)\nwait (.1) seconds\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [19]>\nshow\nwait until <not <(Level) = [19]>>\nhide\nwait until <(Level) = [20]>\n\n@Sign\n\ndefine Smooth Glide x: (x) y: (y) speed: (i) ghost: (gh)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\n    change [ghost v] effect by (gh)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [_ # created of sign v] to [0]\nset [_ brodcasted v] to [0]\nhide\n\ndefine Create a message at level (lvl ) & x y s : (x) (y) (sz) And message costume: (costume)\nwait until <(Level) = (lvl )>\nchange [_ # created of sign v] by (1)\nset [_lvl for message v] to (lvl )\nset [_x of message \(1\) v] to (x)\nset [_y of message \(1\) v] to (y)\nswitch costume to (sign v)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n    hide\n    go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n    forever\n        if <(_lvl for message) = (Level)> then\n            show\n            if <touching (player v)?> then\n                set [_ brodcasted v] to (_ # Created of sign)\n                broadcast (OPEN SIGN v)\n                wait until <<not <touching (player v)?>> or <not <(_lvl for message) = (Level)>>>\n                if <not <touching (player v)?>> then\n                    broadcast (CLOSE SIGN v)\n                else\n                    broadcast (DELETE NOW! v)\n                end\n            end\n        else\n            hide\n        end\n    end\nelse\n    hide\n    if < (costume [name v]) contains [#]?> then\n        go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n        hide\n    end\nend\n\nwhen I receive [open sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n    if < (costume [name v]) contains [#]?> then\n        set [ghost v] effect to (100)\n        show\n        go to x: (_X of message \(1\)) y: (_Y of message \(1\))\n        Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [-30]\n        clear graphic effects\n        show\n    end\nend\n\nwhen I receive [start v]\nCreate a message at level [1] & x y s : [-161] [-110] [40] And message costume: [#1]\nCreate a message at level [2] & x y s : [-193] [-109] [40] And message costume: [#2]\nCreate a message at level [3] & x y s : [-140] [-109] [40] And message costume: [#13]\nCreate a message at level [6] & x y s : [-209] [-137] [40] And message costume: [#3]\nCreate a message at level [7] & x y s : [-209] [-137] [40] And message costume: [#4]\nCreate a message at level [9] & x y s : [-200] [-113] [40] And message costume: [#5]\nCreate a message at level [10] & x y s : [-200] [-113] [40] And message costume: [#6]\nCreate a message at level [11] & x y s : [-200] [-113] [40] And message costume: [#7]\nCreate a message at level [12] & x y s : [-198] [-121] [40] And message costume: [#8]\nCreate a message at level [14] & x y s : [-199] [-110] [40] And message costume: [#9]\nCreate a message at level [19] & x y s : [-199] [-110] [40] And message costume: [#10]\nCreate a message at level [20] & x y s : [-209] [-109] [40] And message costume: [#11]\nCreate a message at level [22] & x y s : [-167] [-110] [40] And message costume: [#12]\n\nwhen I receive [close sign v]\nif <(_ BRODCASTED) = (_ # Created of sign)> then\n    if < (costume [name v]) contains [#]?> then\n        stop [other scripts in sprite v]\n        set [ghost v] effect to (0)\n        Smooth Glide x: (_X of message \(1\)) y: ((_Y of message \(1\)) + (85)) speed: (3) ghost: [30]\n        clear graphic effects\n        hide\n    end\nend\n\nwhen I receive [delete now! v]\nif <(_lvl for message) = ((Level) - (1))> then\n    delete this clone\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n    go to x: (300) y: (pick random (150) to (100))\n    repeat until <(x position) < [-250]>\n        change x by (-1)\n    end\n    delete this clone\nend\nif <(side) = [2]> then\n    go to x: (-300) y: (pick random (150) to (100))\n    repeat until <(x position) > [250]>\n        change x by (1)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    go [backward v] (1) layers\n    go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n    set [side v] to (pick random (1) to (2))\n    create clone of (_myself_ v)\n    wait (pick random (2) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n    if  then\n        hide\n        delete this clone\n    else\n        hide\n    end\nend\n\n@Designs\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-90) y: (-64)\nshow\nforever\n    if <not <(Level) = [22]>> then\n        go to [back v] layer\n        switch costume to (Level)\n    else\n        switch costume to (costume22 v)\n        wait (1) seconds\n        broadcast (Water v) and wait\n        next costume\n        wait (.1) seconds\n        next costume\n        stop [this script v]\n    end\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n    next costume\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    go to x: (-78) y: (-32)\n    wait until <(Level) = [22]>\n    show\n    broadcast (Music change v)\n    forever\n        tk\n    end\nelse\n    if <(costume [number v]) = [2]> then\n        go to x: (-9) y: (-28)\n        wait until <(Level) = [22]>\n        show\n        forever\n            tk\n        end\n    else\n        go to x: (86) y: (-31)\n        wait until <(Level) = [22]>\n        show\n        forever\n            tk\n        end\n    end\nend\n\ndefine tk\nif <touching (player v)?> then\n    if <[15] = (_Gh EFFECT)> then\n        repeat (5)\n            change [brightness v] effect by (1)\n        end\n        wait (.1) seconds\n        repeat (5)\n            change [brightness v] effect by (-1)\n        end\n    else\n        change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n        set [brightness v] effect to (_Gh EFFECT)\n    end\nelse\n    change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n    set [brightness v] effect to (_Gh EFFECT)\nend\n\n@Fireworks\n\nwhen I receive [music change v]\nforever\n    create clone of (_myself_ v)\n    wait (.8) seconds\nend\n\nwhen I start as a clone\nswitch costume to (fire hit 1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (107) to (-162))\nset size to (200) %\nshow\nif <([costume name v] of [sound v]) = [costume1]> then\n    start sound [smb_fireworks v]\nend\nrepeat (2)\n    wait (.05) seconds\n    next costume\nend\ndelete this clone\n\nwhen I receive [volume: 100 v]\nset volume to (100) %\n\nwhen I receive [volume: 0 v]\nset volume to (0) %\n\n@Sprite1\n\nwhen flag clicked\nerase all\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n    if <mouse down?> then\n        add (pick random (3) to (4)) to [particles v]\n        add (mouse x) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [7] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    else\n        add (pick random (3) to (4)) to [particles v]\n        add (pick random (-200) to (200)) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [11] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n    replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n    replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n    replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n    replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n    if <[10] < (item (iterate) of [particles v])> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    else\n        if <[7] < (item (iterate) of [particles v])> then\n            if <[1] = (item (iterate) of [type v])> then\n                replace item (iterate) of [type v] with [0]\n                repeat (50)\n                    add (pick random (2) to (-2)) to [particles v]\n                    add (item (iterate) of [px v]) to [px v]\n                    add (item (iterate) of [py v]) to [py v]\n                    add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n                    add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n                    add [0] to [type v]\n                    add (item (iterate) of [colour v]) to [colour v]\n                end\n            end\n        end\n    end\n    if <(item (iterate) of [py v]) < [-200]> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    set pen color to (join [0x] (item (iterate) of [colour v]))\n    if <(item (iterate) of [particles v]) < [9]> then\n        if <[5] < (item (iterate) of [particles v])> then\n            if <(item (iterate) of [type v]) = [1]> then\n                set pen color to (join [0x] (item (iterate) of [colour v]))\n            else\n                set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n            end\n        end\n        set pen size to (1)\n        go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n        pen down\n        if <(item (iterate) of [type v]) = [1]> then\n            set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n        else\n            set pen size to (item (iterate) of [particles v])\n        end\n        go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n        pen up\n    end\n    go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n    if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n        repeat (pick random (1) to (pick random (1) to (2)))\n            set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n            set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n            if <(item (iterate) of [particles v]) < [3]> then\n                set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n            end\n            pen down\n            pen up\n        end\n        if <[1] = (item (iterate) of [type v])> then\n            repeat (3)\n                set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n                set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n                pen down\n                pen up\n            end\n        end\n    end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n    add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n    else\n        add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n    end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n    add (pick random (7) to (7)) to [particles v]\n    add (pick random (-2) to (2)) to [pxv v]\n    add (pick random (-50) to (50)) to [py v]\n    add [11] to [pyv v]\n    add [1] to [type v]\n    add (pick random (-240) to (240)) to [px v]\n    if <[1] = (pick random (1) to (3))> then\n        add [FFFF00] to [colour v]\n    else\n        if <[1] = (pick random (1) to (2))> then\n            add [00FFFF] to [colour v]\n        else\n            add [FF00FF] to [colour v]\n        end\n    end\nend\n\nwhen I receive [music change v]\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n    Render\n    Edit\nend\n\n@Show Customize?\n\nwhen I receive [customize slider v]\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (20)\n        if <mouse down?> then\n            wait until <not <mouse down?>>\n            next costume\n            if <(costume [number v]) = [1]> then\n                show variable [✏️skin customize v]\n            else\n                hide variable [✏️skin customize v]\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Flash\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [flash v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@water\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (i))\n    change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [water v]\nshow\nSmooth Glide x: (-12) y: (336) speed: (3)\nset [water vel v] to [.1]\nrepeat until <(y position) < [50]>\n    change y by ((Water Vel) * (-1))\n    change [water vel v] by (.1)\nend\nbroadcast (Delete fire v)\nrepeat (2)\n    create clone of (particle v)\n    create clone of (particle v)\n    create clone of (particle v)\n    create clone of (particle v)\n    create clone of (particle v)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-12) y: (355)\n\n@Particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\nshow\ngo to [front v] layer\ngo to (fire v)\nset [xvel v] to (pick random (-25) to (35))\nset [yvel v] to (pick random (10) to (75))\nrepeat until <((y position) + ((Yvel) / (10))) < [-138]>\n    change x by ((Xvel) / (10))\n    change y by ((Yvel) / (10))\n    change [yvel v] by (-10)\nend\nset y to (-138)\nrepeat until <<(Xvel) = [0]> or <(Xvel) = [1]>>\n    if <(Xvel) < [0]> then\n        change [xvel v] by (2)\n    else\n        if <(Xvel) > [0]> then\n            change [xvel v] by (-2)\n        end\n    end\n    change x by ((Xvel) / (10))\nend\nwait (pick random (0.5) to (1.5)) seconds\ndelete this clone\n\nsay (Xvel)\nwait (0.5) seconds\n\nsay (Xvel)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to (player v)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Witch\n\nwhen flag clicked\ngo to x: (-289) y: (121)\nforever\n    next costume\n    wait (.03) seconds\nend\n\nwhen flag clicked\nforever\n    hide\n    go to x: (-289) y: (121)\n    wait (pick random (5) to (20)) seconds\n    show\n    repeat until <(x position) > [288]>\n        go to [back v] layer\n        change x by (6)\n    end\nend\n\n
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nʜᴀʟʟᴏᴡᴇᴇɴ ᴅᴀʏꜱ || ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ :: [Halloween Special]\n➠ ʙʏ ᴅᴡꜱᴇᴏʜ127\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n⭐ ωєℓ¢σмє! ⭐\n ››  ʜᴇʟʟᴏ! ʜᴇʟʟᴏ! ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ᴛɪᴍᴇ ᴅᴇᴅɪᴄᴀᴛᴇᴅ ɢᴀᴍᴇ!ᴛʜɪꜱ ᴛᴏᴏᴋ ᴍᴇ ᴍᴏɴᴛʜꜱ, ᴡᴇᴇᴋꜱ, ᴅᴀʏꜱ ᴀɴᴅ ꜱᴏ ᴍᴜᴄʜ ʜᴀʀᴅ ᴡᴏʀᴋ! ᴘʟᴇᴀꜱᴇ ᴇɴᴊᴏʏ!\n\n›› ʏᴏᴜ ᴀʀᴇ ɢᴏɪɴɢ ᴏɴ ᴀ qᴜᴇꜱᴛ ᴛᴏ ꜰɪɴᴅ ꜰɪʀᴇ!!\n\n⭐ ιηѕтяυ¢тισηѕ! ⭐\n ››  ʙᴇᴀᴛ ʟᴇᴠᴇʟꜱ! ʙᴜʏ ᴛʜɪɴɢꜱ ꜰʀᴏᴍ ᴛʜᴇ ꜱʜᴏᴘ! ʟɪꜱᴛᴇɴ ᴛᴏ ᴍᴜꜱɪᴄ! ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ᴄʟɪᴄᴋ ᴛʜᴀᴛ ♥︎(❤️) ᴀɴᴅ ★(⭐) ᴀɴᴅ ᴀ ꜰᴏʟʟᴏᴡ! ᴇɴᴊᴏʏ! ☃️\n\n› ᴅᴏɴᴜᴛ ʙʟᴏᴄᴋ: ꜰᴀʟʟꜱ ᴀꜰᴛᴇʀ 5 ꜱᴇᴄᴏɴᴅꜱ ɪꜰ ᴘʟᴀʏᴇʀ ɪꜱ ᴏɴ ɪᴛ.\n› ᴄʟᴏᴜᴅ ꜰᴀᴄᴇ: ɪᴛ ɪꜱ ᴅᴀɴɢᴇʀᴏᴜꜱ ɪꜰ ᴛʜᴇ ꜰᴀᴄᴇ ʟᴏᴏᴋꜱ ᴀɴɢʀʏ ᴀɴᴅ ʀᴇᴅ.\n› ɪᴄɪᴄʟᴇ & ꜱᴘɪᴋᴇꜱ & ꜱᴀᴡꜱ & ʟᴀᴠᴀ : ᴛʜᴇʏ ᴀʀᴇ ᴅᴀɴɢᴇʀᴏᴜꜱ. ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ\n› ᴛʀᴀᴍᴘᴏʟɪɴᴇ: ʏᴏᴜ ᴄᴀɴ ᴊᴜᴍᴘ ʜɪɢʜ ᴡɪᴛʜ ɪᴛ.\n› ᴇɴᴇᴍɪᴇꜱ: ʏᴏᴜ ᴄᴀɴ ᴋɪʟʟ ᴛʜᴇᴍ ʙʏ ꜱᴛᴏᴍᴘɪɴɢ ᴛʜᴇᴍ ɪɴ ᴛʜᴇ ʜᴀᴛ\n\nʟᴀɢ? ᴛʀʏ ɪᴛ ɪɴ ᴛᴜʀʙᴏᴡᴀʀᴘ:\nhttps://turbowarp.org/591297314?interpolate&hqpen&clone=infinity\n\n⭐ ¢σммєηт яυℓєѕ ⭐\n✅ › ꜰᴇᴇᴅʙᴀᴄᴋ, ʙᴜɢ ʀᴇᴘᴏʀᴛꜱ, ᴋɪɴᴅ ᴡᴏʀᴅꜱ!\n❌ › ꜰ4ꜰ, ꜱᴘᴀᴍ, ʜᴀᴛᴇ, ᴀᴅꜱ\n\n⭐ ¢яє∂ιтѕ! ⭐\n›› ᴀʟʟ ᴀʀᴛ ʙʏ ᴍᴇ ᴇxᴄᴇᴘᴛ ᴛʜᴇ ᴄʟᴏᴜᴅ (ʙʏ @ᴢɪʏᴜ3), Pumpkin by @-PickleAnimator-\n›› ᴘᴀʀᴛɪᴄʟᴇꜱ ꜰʀᴏᴍ @77ᴛɪɢᴇʀꜱ , @ꜱɪᴇʀʀᴀ11\n›› ᴍᴏꜱᴛ ᴄᴏᴅɪɴɢ ʙʏ ᴍᴇ (ᴇxᴄᴇᴘᴛ ꜰɪʀᴇᴡᴏʀᴋꜱ)\n›› ꜱꜰx ꜰʀᴏᴍ ᴍᴀʀɪᴏ & ᴍɪɴᴇᴄʀᴀꜰᴛ\n›› ᴀʀꜱᴇɴɪᴄ1987 ᴏɴ ʏᴏᴜᴛᴜʙᴇ ꜰᴏʀ ᴄʜᴀʀᴀᴄᴛᴇʀ ꜱᴇʟᴇᴄᴛ ʀᴇᴍɪx\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nᴜᴘᴅᴀᴛᴇꜱ\n:: 2021.10.29 ›› Finally Shared!!\n:: 2021.11.22 ›› Curated by @ScratchBoy179 !! Thanks :))\n:: 2021.11.23 ›› 300 loves!! Thank you!\n:: 2021.11.23 ›› 500 loves!! wow :))\n:: 2021.11.23 ›› What the community is loving!! TYSM\n:: 2021.11.24 ›› What the community is remixing!! :))\n:: 2021.11.25 ›› What the community is loving!! :D\n:: 2021.11.25 ›› What the community is remixing! :DD\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬