Creeper Adventuring-A Platformer V2.1.4
@Stage\n\nwhen flag clicked\nreset timer\nrepeat (2)\n    set x to (x position)\nend\nif <<(timer) = [0.01]> or <(timer) > [0.01]>> then\n    hide variable [timer v]\nelse\n    show variable [timer v]\nend\n\nwhen flag clicked\nset [playing: v] to [Unkown]\nforever\n    set [playing: v] to [Nintendio Wii - Coconut Mall]\n    play sound [Coconut Mall - Mario Kart Wii v] until done\n    set [playing: v] to [Press Start]\n    play sound [level1 v] until done\n    set [playing: v] to [Nock Em]\n    play sound [level2 v] until done\n    set [playing: v] to [Power Tip]\n    play sound [level3 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch backdrop to ( v)\nforever\n    if <<([costume # v] of [level v]) = [7]> or <<<([costume # v] of [level v]) = [8]> or <([costume # v] of [level v]) = [9]>> or <<<([costume # v] of [level v]) = [10]> or <([costume # v] of [level v]) = [11]>> or <<([costume # v] of [level v]) = [12]> or <([costume # v] of [level v]) = [13]>>>>> then\n        switch backdrop to (2 v)\n    end\n    if <([costume # v] of [level v]) = [14]> then\n        switch backdrop to (3 v)\n    end\n    if <([costume # v] of [level v]) = [15]> then\n        switch backdrop to ( v)\n    end\n    if <([costume # v] of [level v]) = [17]> then\n        switch backdrop to (2 v)\n    end\nend\n\nset [playing: v] to [Infermo \(originally in this game\)]\nplay sound [Inferno-Music v] until done\n\n@blank\n\n@ Player\n\ndefine Platformer Physics Speed, Friction, Jump Height: (speed) (friction) (jump height)\nchange [y vel. v] by (-1)\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n    change [clone spin v] by (1)\n    change [x vel. v] by (speed)\n    point in direction (90)\n    start sound [Walk v]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n    change [clone spin v] by (1)\n    change [x vel. v] by ((speed) * (-1))\n    point in direction (-90)\n    start sound [Walk v]\nend\nset [x vel. v] to ((X Vel.) * (friction))\nchange x by (X Vel.)\nset [slope v] to [0]\nif <touching (level v)?> then\n    repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n        change [slope v] by (-1)\n        change y by (1)\n    end\nend\nif <touching (level v)?> then\n    change y by (Slope)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (X Vel.) ) / (X Vel.)) * (-1))\n    end\n    set [x vel. v] to [0]\nend\nchange y by (Y Vel.)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (Y Vel.) ) / (Y Vel.)) * (-1))\n    end\n    set [y vel. v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> and <touching (level v)?>> then\n    start sound [Jump v]\n    set [y vel. v] to (jump height)\nend\nchange y by (1)\nif <touching (end v)?> then\n    broadcast (Next Level v)\n    broadcast (No parcticles v)\n    Reset\nend\nif <not <(cheat) = [2]>> then\n    if <touching (danger v)?> then\n        broadcast (ded v)\n        start sound [tnt.yeeted v]\n        Reset\n    end\n    if <touching (bossdanger v)?> then\n        broadcast (ded v)\n        start sound [tnt.yeeted v]\n        Reset\n    end\n    set [ghost v] effect to (0)\nelse\n    if <<touching (danger v)?> or <touching (bossdanger v)?>> then\n        set [ghost v] effect to (45)\n        set [color v] effect to (15)\n    else\n        set [ghost v] effect to (0)\n        set [color v] effect to (0)\n    end\nend\nif <(y position) = [-184]> then\n    Reset\nend\nif <touching (trampoline v)?> then\n    set [y vel. v] to [30]\nend\n\ndefine Reset\nbroadcast (reset v)\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [player v] to [1]\nrepeat until <(game) > [0]>\n    switch costume to (player)\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [the end v]\nstop [all v]\n\nwhen I receive [crouch v]\nswitch costume to (5 v)\n\nwhen I receive [gameplay v]\nforever\n    change [counter v] by (1)\n    wait (0) seconds\n    if <(timer) > [1]> then\n        reset timer\n        set [fps v] to (Counter)\n        set [counter v] to [0]\n    end\nend\n\nwhen I receive [gameplay v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\ngo to x: (-200) y: (0)\nforever\n    Platformer Physics Speed, Friction, Jump Height: [3.1] [0.7] [15]\nend\n\nwhen I receive [game froze v]\nrepeat (45)\n    go to x: (-200) y: (0)\nend\n\nwhen I receive [among saved v]\nswitch costume to (6 v)\n\nwhen I receive [mobile - jump v]\nset [y vel. v] to (jump height)\n\ndefine Jump Cheat\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n    set [y vel. v] to [15]\nend\nwait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>>>\n\nwhen I receive [gameplay v]\nforever\n    if <(cheat) = [3]> then\n        Jump Cheat\n    end\nend\n\n@Parcticles\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\ngo to ( player v)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nrepeat (25)\n    change [ghost v] effect by (4)\n    change [brightness v] effect by (1.4)\n    stamp\nend\ndelete this clone\n\nwhen I receive [no parcticles v]\ndelete this clone\n\nwhen I receive [gameplay v]\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0) seconds\nend\n\nwhen I receive [among saved v]\nswitch costume to (cloneamong v)\n\nwhen I start as a clone\nforever\n    turn left (((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (17)) / (2)) degrees\nend\n\nwhen flag clicked\nrepeat until <(game) > [0]>\n    switch costume to (player)\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\n\nwhen I receive [gameplay v]\nshow\nforever\n    go to x: (4) y: (20)\n    if <(costume [number v]) = [29]> then\n        broadcast (The End v)\n    end\nend\n\n@End\n\nwhen flag clicked\nshow\n\n@Sun\n\nwhen I start as a clone\ngo to [back v] layer\nhide\nset [ghost v] effect to (50)\nforever\n    repeat (100)\n        switch costume to (sun3 v)\n        change size by (1)\n        switch costume to (sun2 v)\n        stamp\n    end\n    repeat (100)\n        switch costume to (sun3 v)\n        change size by (-1)\n        switch costume to (sun2 v)\n        stamp\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [gameplay v]\nshow\ngo to [back v] layer\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\n\nwhen flag clicked\nforever\n    hide\n    stamp\n    go to [back v] layer\nend\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (danger lv.1 v)\ngo to [back v] layer\n\nwhen flag clicked\nshow\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (trampoline 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@TN\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\ngo to [front v] layer\n\nwhen [space v] key pressed\ngo to [front v] layer\n\n@TN2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\n\nwhen I receive [the end v]\nset [ghost v] effect to (0)\n\nwhen [space v] key pressed\ngo to [front v] layer\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-29) y: (172)\nturn right (pick random (0) to (360)) degrees\n\nwhen this sprite clicked\nbroadcast (among saved v)\nbroadcast (Easter_egg_advancement v)\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [7]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [13]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sword\n\nwhen flag clicked\nforever\n    go to ( player v)\nend\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [17]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        switch costume to (kostium2 v)\n    else\n        switch costume to (kostium1 v)\n    end\nend\n\n@BossDanger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (danger lv.1 v)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [boss health v] to [1]\nclear graphic effects\nforever\n    if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n        if <(Boss health) = [0]> then\n            repeat (10)\n                change [fisheye v] effect by (20)\n                change [ghost v] effect by (10)\n                wait (0.5) seconds\n            end\n            hide\n        end\n        change [boss health v] by (-1)\n        wait until <not <touching (sword v)?>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n        if <(Boss health) = [-1]> then\n            repeat (10)\n                change [ghost v] effect by (50)\n                wait (0.5) seconds\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <([costume # v] of [level v]) = [17]> then\n        show variable [boss health v]\n    else\n        hide variable [boss health v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n        if <(Boss health) = [-1]> then\n            change [boss health v] by (1)\n        end\n    end\nend\n\n@images (4)\n\nwhen I receive [ded v]\nplay sound [SSSSSSSSSSS v] until done\nstart sound [kaboom v]\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nhide\n\n@pet\n\nwhen flag clicked\n\ngo to x: (-200) y: (0)\n\nwhen I receive [bought creeper pet v]\nstart sound [Click v]\nswitch costume to (kostium3 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought slime pet v]\nstart sound [Click v]\nswitch costume to (kostium4 v)\nchange [collected v] by (-100)\n\nwhen I receive [gameplay v]\nforever\n    go to ( player v)\nend\n\nwhen I receive [gameplay v]\nset [scratchcraft things v] to [0]\nswitch costume to (kostium2 v)\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\nend\n\nwhen I receive [bought zombie pet v]\nstart sound [Click v]\nswitch costume to (kostium5 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought scratchcraft1 v]\nchange [scratchcraft things v] by (1)\nstart sound [Click v]\nswitch costume to (kostium6 v)\nchange [collected v] by (-22)\n\nwhen I receive [bought usermade v]\nstart sound [Click v]\nswitch costume to (kostium7 v)\nchange [collected v] by (-2020)\n\nwhen I receive [gameplay v]\nforever\n    if <(Collected) < [-1]> then\n        set [collect maximum v] to [0]\n        set [collected v] to (collect maximum)\n    end\nend\n\nwhen I receive [bought among v]\nstart sound [Click v]\nswitch costume to (kostium8 v)\n\n@hat\n\nwhen flag clicked\nforever\n    go to x: ([x position v] of [ player v]) y: ([y position v] of [ player v])\nend\n\nwhen flag clicked\nswitch costume to (kostium2 v)\nforever\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\nend\n\nwhen flag clicked\nrepeat (2)\n    go to [front v] layer\nend\n\nwhen I receive [bought hat1 v]\nstart sound [Click v]\nchange [book advancement v] by (1)\nswitch costume to (kostium6 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought hat2 v]\nstart sound [Click v]\nswitch costume to (kostium4 v)\nchange [collected v] by (-1000)\n\nwhen I receive [bought hat3 v]\nstart sound [Click v]\nswitch costume to (kostium3 v)\nchange [collected v] by (-2021)\n\nwhen I receive [bought mask1 v]\nstart sound [Click v]\nswitch costume to (kostium7 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought scratchcraft2 v]\nchange [scratchcraft things v] by (1)\nstart sound [Click v]\nswitch costume to (kostium8 v)\nchange [collected v] by (-22)\n\n@collectables\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [collected v] to [0]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    if <touching ( player v)?> then\n        change [collected v] by (90)\n        start sound [Cojn v]\n        start sound [CojnEffect v]\n        delete this clone\n    end\nend\n\nwhen I receive [next level v]\nrepeat until <not <touching (level v)?>>\n    go to (random position v)\n    set y to (50)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    next costume\n    wait (0.2) seconds\nend\n\n@Duszek3\n\nwhen I receive [gameplay v]\ngo to [front v] layer\nbroadcast (buttons front v)\nforever\n    if <touching (mouse-pointer v)?> then\n        go to x: (0) y: (0)\n        switch costume to (blur v)\n        create clone of (_myself_ v)\n        stamp\n        switch costume to (kostium2 v)\n        show variable [type: v]\n        show variable [pay it v]\n        show variable [page v]\n        broadcast (shop open v)\n        show\n        stamp\n    else\n        hide variable [type: v]\n        hide variable [pay it v]\n        hide variable [page v]\n        set [pay it v] to [select]\n        set [type: v] to [select]\n        broadcast (shop hide v)\n        function\n    end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(costume [name v]) = [blur]> then\n    set [ghost v] effect to (17)\nend\nwait (0) seconds\ndelete this clone\n\nswitch costume to (blur v)\n\ndefine function\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\nshow\nstamp\n\nhide\n\n@Creeper_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought creeper pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [pet]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Slime_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought slime pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [pet]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat_back\n\nwhen flag clicked\nrepeat (2)\n    go to [back v] layer\nend\n\nwhen I receive [gameplay v]\nforever\n    go to x: ([x position v] of [hat v]) y: ([y position v] of [hat v])\nend\n\nwhen I receive [gameplay v]\nforever\n    switch costume to ([costume # v] of [hat v])\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\nend\n\n@backround play\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [timer v] to [0]\nshow\nshow list [advancements v]\nrepeat (10)\n    go to [front v] layer\nend\n\nwhen I receive [gameplay v]\nhide\n\nwhen I receive [gameplay v]\nshow list [advancements v]\nforever\n    if <key (o v) pressed?> then\n        hide list [advancements v]\n    end\n    if <key (p v) pressed?> then\n        show list [advancements v]\n    end\nend\n\n@Button\n\nwhen flag clicked\nshow\nset [game v] to [0]\nrepeat (11)\n    go to [front v] layer\nend\nswitch costume to (kostium2 v)\n\nwhen I receive [//::// v]\nrepeat until <(game) > [0]>\n    if <key (enter v) pressed?> then\n        hide\n        broadcast (Gameplay v)\n        change [game v] by (1)\n    end\n    if <touching (mouse-pointer v)?> then\n        switch costume to (kostium2 v)\n        if <mouse down?> then\n            hide\n            start sound [Walk v]\n            broadcast (Gameplay v)\n            change [game v] by (1)\n        end\n    else\n        switch costume to (kostium1 v)\n    end\n    stop [this script v]\nend\n\n@Player Selector\n\nwhen flag clicked\ngo to x: (-100) y: (-40)\nshow\nrepeat (11)\n    go to [front v] layer\nend\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange x by (-50)\nswitch costume to (< v)\ncreate clone of (_myself_ v)\nchange x by (100)\nswitch costume to (> v)\ncreate clone of (_myself_ v)\nrepeat until <(game) > [0]>\n    broadcast (//::// v)\n    if <key (left arrow v) pressed?> then\n        change [player v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [player v] by (1)\n    end\n    int\nend\nhide\n\ndefine int\nif <(player) < [1]> then\n    set [player v] to [5]\nend\nif <[5] < (player)> then\n    set [player v] to [1]\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(costume [number v]) = [6]> then\n        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n            if <(__pause?) < [1]> then\n                change [player v] by (1)\n                change [__pause? v] by (2)\n            else\n                change [__pause? v] by (-1)\n            end\n        end\n    else\n        if <(costume [number v]) = [7]> then\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                if <(__pause?) < [1]> then\n                    change [player v] by (-1)\n                    change [__pause? v] by (2)\n                else\n                    change [__pause? v] by (-1)\n                end\n            end\n        else\n            if <not <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>>> then\n                switch costume to (player)\n            end\n        end\n    end\nend\n\nrepeat until <(sound-button2-hover) > [0]>\n    play sound [Jump v] until done\n    change [sound-button2-hover v] by (1)\nend\nset [sound-button2 v] to [0]\n\nrepeat until <(sound-button2) > [0]>\n    play sound [Jump2 v] until done\n    change [sound-button2 v] by (1)\nend\nset [sound-button2-hover v] to [0]\n\nwhen I start as a clone\nwait until <(game) > [0]>\nhide\n\n@Cheat Selector\n\nwhen flag clicked\nshow\nrepeat (11)\n    go to [front v] layer\nend\nhide variable [cheat v]\nrepeat until <(game) > [0]>\n    broadcast (//::// v)\n    hide\n    int\nend\nif <not <(cheat) = [0]>> then\n    show variable [cheat v]\nend\n\ndefine int\ngo to x: (-100) y: (-100)\nif <(cheat) < [1]> then\n    set [cheat v] to [5]\nend\nif <[5] < (cheat)> then\n    set [cheat v] to [1]\nend\nswitch costume to (cheat)\ncreate clone of (_myself_ v)\nchange x by (-50)\nswitch costume to (< v)\ncreate clone of (_myself_ v)\nchange x by (100)\nswitch costume to (> v)\ncreate clone of (_myself_ v)\nif <key (a v) pressed?> then\n    change [cheat v] by (-1)\n    wait (0.2) seconds\nend\nif <key (d v) pressed?> then\n    change [cheat v] by (1)\n    wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [6]> then\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        change [cheat v] by (1)\n        wait (0.2) seconds\n    end\nelse\n    if <(costume [number v]) = [7]> then\n        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n            change [cheat v] by (-1)\n            wait (0.2) seconds\n        end\n    end\nend\nwait (0) seconds\ndelete this clone\n\n@Zombie_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought zombie pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (22)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [pet]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat1_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought hat1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [skin]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat2_button\n\nwhen this sprite clicked\nif <(Collected) > [999]> then\n    broadcast (bought hat2 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [1000]\n        set [type: v] to [hat]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat3_button\n\nwhen this sprite clicked\nif <(Collected) > [2020]> then\n    broadcast (bought hat3 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [2021]\n        set [type: v] to [hat]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat4_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought hat1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (22)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [hat]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@ScratchCraftCat_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [21]> then\n    broadcast (bought scratchcraft1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (90)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [22]\n        set [type: v] to [pet]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@mask1_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n    broadcast (bought mask1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (22)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [100]\n        set [type: v] to [mask]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Duszek2\n\nwhen I receive [easter_egg_advancement v]\nswitch costume to (kostium1 v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nadd [Crew finder] to [advancements v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [scratchcraft_advancment v]\nset [scratchcraft things v] to [0]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nadd [ScratchCraft veteran] to [advancements v]\n\nwhen I receive [gameplay v]\nforever\n    if <(scratchcraft things) = [2]> then\n        switch costume to (kostium2 v)\n        broadcast (scratchcraft_advancment v)\n    end\nend\n\nwhen I receive [gameplay v]\nforever\n    if <(book advancement) = [1]> then\n        switch costume to (kostium3 v)\n        broadcast (book_advancement v)\n    end\nend\n\nwhen I receive [book_advancement v]\nset [book advancement v] to [0]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nadd [School NOT AGAIN!!] to [advancements v]\n\nwhen I receive [gameplay v]\ndelete all of [advancements v]\n\n@WojtekGame_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [2019]> then\n    broadcast (bought usermade v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nset y to (22)\nforever\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [2020]\n        set [type: v] to [good pet]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@ScratchCraftHead_button\n\nwhen this sprite clicked\nif <(Collected) > [21]> then\n    broadcast (bought scratchcraft2 v)\nend\n\nwhen I receive [shop open v]\nshow\nbroadcast (buttons front v)\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (22)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [22]\n        set [type: v] to [pet hat]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@mask2_button1\n\nwhen this sprite clicked\nif <(Collected) > [9]> then\n    broadcast (bought mask2 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n    set y to (22)\n    if <touching (mouse-pointer v)?> then\n        set [pay it v] to [10]\n        set [type: v] to [mask]\n    end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Among_pet_button\n\nwhen this sprite clicked\nbroadcast (bought among v)\n\nwhen I receive [among saved v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    go to x: (207) y: (-147)\nend\n\n@Duszek4\n\nwhen I receive [next level v]\nhide\ngo to [front v] layer\nglide (0.9) secs to x: (393) y: (0)\nbroadcast (game froze v)\n\nwhen flag clicked\ngo to x: (-393) y: (0)\nhide\n\n@BackPack(not finished)\n\nwhen I receive [gameplay v]\nset [backpack v] to [GAME]\nhide\nforever\n    if <<key (space v) pressed?> and <(BACKPACK) = [GAME]>> then\n        go to x: (0) y: (240)\n        set [backpack v] to [BACKPACK]\n        show\n        glide (1) secs to x: (0) y: (0)\n        wait (0.3) seconds\n    else\n        if <<key (space v) pressed?> and <(BACKPACK) = [BACKPACK]>> then\n            glide (1) secs to x: (0) y: (240)\n            set [backpack v] to [GAME]\n            hide\n            wait (0.3) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        go to (mouse-pointer v)\n    end\n    if <<key (space v) pressed?> and <(BACKPACK) = [GAME]>> then\n        show\n        wait (0.3) seconds\n    else\n        if <<key (space v) pressed?> and <(BACKPACK) = [BACKPACK]>> then\n            hide\n            wait (0.3) seconds\n        end\n    end\nend\n\n\n\nglide (1) secs to x: (0) y: (0)\n\n@GUI\n\nwhen flag clicked\nforever\n    render GUI\nend\n\ndefine render GUI\ngo to [front v] layer\nerase all\nset [gui # v] to [0]\nrepeat (length of (Collected))\n    change [gui # v] by (10)\nend\ngo to x: (-40) y: (152)\nswitch costume to (== v)\nstamp\nchange x by (50)\nset [gui # v] to [0]\nrepeat (length of (Collected))\n    change [gui # v] by (1)\n    switch costume to (letter (GUI #) of (Collected))\n    stamp\n    change x by (10)\nend\nset x to (-40)\nchange y by (-50)\nswitch costume to (-- v)\nstamp\nchange x by (50)\nset [gui # v] to [0]\nrepeat (length of (FPS))\n    change [gui # v] by (1)\n    switch costume to (letter (GUI #) of (FPS))\n    stamp\n    change x by (10)\nend\nif <([costume # v] of [level v]) = [17]> then\n    set x to (-40)\n    change y by (-50)\n    switch costume to (// v)\n    stamp\n    change x by (150)\n    if <(Boss health) = [0]> then\n        switch costume to (\[ v)\n        stamp\n        change x by (10)\n    end\n    if <(Boss health) = [-1]> then\n        switch costume to (\] v)\n        stamp\n        change x by (10)\n    end\nend\n\n