The Shadow (Old ) - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [device v] to [p0]\nset [1# load - save v] to [Not]\nwait (0.01) seconds\nbroadcast (Menu v)\n\nwhen I receive [big stop v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (white v)\nbroadcast (Reset Game v)\nbroadcast (Reset Enemy v)\nset [device v] to (join (letter (1) of (Device)) [0])\nwait (1.5) seconds\nbroadcast (Menu v)\n\nwhen I receive [repeat v]\nif <<(letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (n v) pressed?>> then\n    broadcast (Big Stop v)\nend\n\nwhen I receive [menu v]\nset [1# load - save v] to [Not]\nset [pitch v] effect to (10)\nset volume to (44) %\nswitch backdrop to (black v)\nforever\n    wait (1) seconds\n    play sound [KF - Main Theme v] until done\n    wait (5) seconds\nend\n\nwhen I receive [music 1 v]\nstart sound [KF - Village Ruins, East Valley v]\nSuper Short\nrepeat (105)\n    wait (0.92) seconds\n    if <not <<<(Area) = [2]> or <<(Area) = [3]> or <(Area) = [4]>>> and <<(letter (5) of (Boss Stat)) = [N]> and <(End Credit) = [No]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 1 v)\n\ndefine Super Short\nset volume to (14) %\nset [pitch v] effect to (10)\nrepeat (20)\n    change volume by (1.5)\nend\n\ndefine Super Short  2\nrepeat (30)\n    change volume by (-1)\nend\n\nwhen I receive [music 3 v]\nstart sound [KF - Holy Forest v]\nSuper Short\nrepeat (90)\n    wait (0.92) seconds\n    if <not <<<(Area) = [8]> or <(Area) = [12]>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 3 v)\n\nwhen I receive [music 2 v]\nstart sound [KF - Dark Reality v]\nSuper Short\nrepeat (60)\n    wait (0.92) seconds\n    if <not <<<(Area) = [5]> or <(Area) = [11]>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 2 v)\n\nwhen I receive [music 4 v]\nstart sound [KF - Old Battlefield v]\nSuper Short\nwait (0.5) seconds\nrepeat (71)\n    wait (0.92) seconds\n    if <not <<<(Area) = [9]> or <(Area) = [7]>> and <<(letter (5) of (Boss Stat)) = [N]> and <(End Credit) = [No]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 4 v)\n\nwhen I receive [music 6 v]\nstart sound [DeS - Phalanx v]\nSuper Short\nrepeat (114)\n    wait (0.92) seconds\n    if <not <<(Area) = [4]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 6 v)\n\nwhen I receive [music 5 v]\nstart sound [DeS - Old Hero v]\nSuper Short\nrepeat (89)\n    wait (0.92) seconds\n    if <not <<(Area) = [8]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 5 v)\n\nwhen I receive [music 7 v]\nstart sound [DeS - Armor Spider v]\nSuper Short\nrepeat (124)\n    wait (0.92) seconds\n    if <not <<(Area) = [9]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 7 v)\n\nwhen I receive [music 8 v]\nstart sound [DeS - Tower Knight, Penetrator v]\nSuper Short\nrepeat (160)\n    wait (0.92) seconds\n    if <not <<(Area) = [7]> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [A]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 8 v)\n\nwhen I receive [music 9 v]\nstart sound [DeS - The Beginning v]\nSuper Short\nrepeat (128)\n    wait (0.92) seconds\n    if <not <<<(Area) = [1]> or <<(Area) = [10]> or <(Area) = [6]>>> and <<(End Credit) = [No]> and <(letter (5) of (Boss Stat)) = [N]>>>> then\n        Choose Music\n        stop [this script v]\n    end\nend\nSuper Short  2\nbroadcast (Music 9 v)\n\nwhen I receive [choose music v]\nwait (0.6) seconds\nif <(End Credit) = [Yes]> then\n    broadcast (Music 10 v)\nelse\n    if <(letter (5) of (Boss Stat)) = [A]> then\n        if <(Area) = [4]> then\n            broadcast (Music 6 v)\n        else\n            if <(Area) = [7]> then\n                broadcast (Music 8 v)\n            else\n                if <(Area) = [8]> then\n                    broadcast (Music 5 v)\n                else\n                    if <(Area) = [9]> then\n                        broadcast (Music 7 v)\n                    end\n                end\n            end\n        end\n    else\n        if <<(Area) = [2]> or <<(Area) = [3]> or <(Area) = [4]>>> then\n            broadcast (Music 1 v)\n        else\n            if <<<(Area) = [1]> or <(Area) = [10]>> or <(Area) = [6]>> then\n                broadcast (Music 9 v)\n            else\n                if <<(Area) = [5]> or <(Area) = [11]>> then\n                    broadcast (Music 2 v)\n                else\n                    if <<(Area) = [8]> or <(Area) = [12]>> then\n                        broadcast (Music 3 v)\n                    else\n                        if <<(Area) = [9]> or <(Area) = [7]>> then\n                            broadcast (Music 4 v)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Choose Music\nset volume to (44) %\nrepeat (30)\n    change volume by (-1.2)\nend\nstop all sounds\nbroadcast (Choose Music v)\n\nwhen I receive [music 10 v]\nwait (3) seconds\nSuper Short\nplay sound [KF - Ending v] until done\nbroadcast (Big Stop v)\n\nwhen I receive [menu v]\nwait until <(letter (2) of (Device)) = [1]>\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (white v)\nbroadcast (Game Start v)\n\nwhen I receive [game start v]\nbroadcast (Choose Music v)\nset [pause v] to [No]\n\n@Blank\n\n@Pls\n\nwhen I receive [reactivate v]\nah\n\nwhen I receive [reset game v]\nah\n\nwhen I receive [game start v]\nah\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\nah\n\ndefine ah\nshow\nwait (0.5) seconds\nswitch costume to (. v)\ngo to [front v] layer\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\nwhen [0 v] key pressed\nswitch costume to (tn v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (4)\nset [brightness v] effect to (4)\n\nwhen I receive [big stop v]\nah\n\nwhen this sprite clicked\nah\n\n@Control\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\ndelete this clone\n\nwhen flag clicked\nhide\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\nset [back up variable v] to [00000]\n\nwhen I receive [reactivate v]\nforever\n    wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (v v) pressed?>>\n    set [pause v] to [Yes]\n    hide list [copy + paste this to save your progress v]\n    wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <key (v v) pressed?>>>\n    wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (v v) pressed?>>\n    show list [copy + paste this to save your progress v]\n    set [pause v] to [No]\n    wait until <<(letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <key (v v) pressed?>>>\nend\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\nset [w/a/d/x/c/s/v/b/n/m/r v] to [00000000000]\ndelete this clone\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nforever\n    if <<(letter (1) of (Device)) = [p]> or <<<(costume [number v]) = [9]> and <(Gun) = [Not]>> or <<<(costume [number v]) = [10]> and <(Dash) = [Not]>> or <<(costume [number v]) = [7]> and <(Gun) = [Not]>>>>> then\n        hide\n        set size to (111) %\n    else\n        show\n        set size to (100) %\n    end\n    if <(letter (1) of (Device)) = [m]> then\n        if <(costume [number v]) = [1]> then\n            if <<<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Up [1]\n            else\n                For Short 2\n                Up [0]\n            end\n        end\n        if <(costume [number v]) = [2]> then\n            if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Left [1]\n            else\n                For Short 2\n                Left [0]\n            end\n        end\n        if <(costume [number v]) = [3]> then\n            if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Right [1]\n            else\n                For Short 2\n                Right [0]\n            end\n        end\n        if <(costume [number v]) = [4]> then\n            if <<key (r v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Reset [1]\n            else\n                For Short 2\n                Reset [0]\n            end\n        end\n        if <(costume [number v]) = [5]> then\n            if <<key (v v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Save [1]\n            else\n                For Short 2\n                Save [0]\n            end\n        end\n        if <(costume [number v]) = [6]> then\n            if <<key (n v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Menu [1]\n            else\n                For Short 2\n                Menu [0]\n            end\n        end\n        if <(costume [number v]) = [7]> then\n            if <<<key (s v) pressed?> or <key (p v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    if <[190] < (mouse x)> then\n                        broadcast (Right v)\n                    else\n                        if <[150] > (mouse x)> then\n                            broadcast (Left v)\n                        end\n                    end\n                    wait (0) seconds\n                end\n                Gun [1]\n            else\n                For Short 2\n                Gun [0]\n            end\n        end\n        if <(costume [number v]) = [8]> then\n            if <<<key (o v) pressed?> or <key (x v) pressed?>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    if <[60] < (mouse x)> then\n                        broadcast (Right v)\n                    else\n                        if <[20] > (mouse x)> then\n                            broadcast (Left v)\n                        end\n                    end\n                    wait (0) seconds\n                end\n                Attack [1]\n            else\n                For Short 2\n                Attack [0]\n            end\n        end\n        if <(costume [number v]) = [9]> then\n            if <<key (b v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Bullet [1]\n            else\n                For Short 2\n                Bullet [0]\n            end\n        end\n        if <(costume [number v]) = [10]> then\n            if <<<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    if <(mouse x) > [-130]> then\n                        Right [1]\n                    else\n                        Left [1]\n                    end\n                end\n                Dash [1]\n            else\n                For Short 2\n                Dash [0]\n            end\n        end\n        if <(costume [number v]) = [11]> then\n            if <<key (m v) pressed?> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(size) = [100]>>> then\n                For Short 1\n                Map [1]\n            else\n                For Short 2\n                Map [0]\n            end\n        end\n    end\nend\n\nwhen I receive [reactivate v]\nif <(letter (1) of (Device)) = [m]> then\n    switch costume to (up v)\n    go to x: (-130) y: (-60)\n    create clone of (_myself_ v)\n    switch costume to (left v)\n    go to x: (-190) y: (-130)\n    create clone of (_myself_ v)\n    switch costume to (right v)\n    go to x: (-70) y: (-130)\n    create clone of (_myself_ v)\n    switch costume to (gun v)\n    go to x: (170) y: (-130)\n    create clone of (_myself_ v)\n    switch costume to (sword v)\n    go to x: (40) y: (-130)\n    create clone of (_myself_ v)\n    switch costume to (dash v)\n    go to x: (-130) y: (-55)\n    create clone of (_myself_ v)\n    switch costume to (bullet v)\n    go to x: (210) y: (-80)\n    create clone of (_myself_ v)\n    switch costume to (menu v)\n    go to x: (-210) y: (110)\n    create clone of (_myself_ v)\n    switch costume to (reset v)\n    go to x: (-210) y: (60)\n    create clone of (_myself_ v)\n    switch costume to (save v)\n    go to x: (-210) y: (10)\n    create clone of (_myself_ v)\n    switch costume to (map v)\n    go to x: (210) y: (-30)\n    create clone of (_myself_ v)\nend\n\ndefine Up (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (0/1) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Left (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Right (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Attack (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Dash (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Reset (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (0/1))\n\ndefine Gun (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Save (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Bullet (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Map (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (9) of (W/A/D/X/C/S/V/B/N/M/R)) (0/1)))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine Menu (0/1)\nset [w/a/d/x/c/s/v/b/n/m/r v] to (join (join (letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (7) of (W/A/D/X/C/S/V/B/N/M/R)) (join (letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) (join (0/1) (letter (10) of (W/A/D/X/C/S/V/B/N/M/R))))))))))) (letter (11) of (W/A/D/X/C/S/V/B/N/M/R)))\n\ndefine For Short 1\nset [ghost v] effect to (50)\nset [brightness v] effect to (40)\n\ndefine For Short 2\nset [ghost v] effect to (70)\nset [brightness v] effect to (0)\n\nwhen I receive [reactivate v]\nforever\n    broadcast (Repeat v)\n    broadcast (Repeat#2 v)\nend\n\nwhen I receive [new things v]\nif <not <(Dash) = [Not]>> then\n    set [back up variable v] to (join (letter (1) of (Back up Variable)) (join [1] (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nend\nif <not <(Gun) = [Not]>> then\n    set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join [1] (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nend\nif <not <(Wall Jump) = [Not]>> then\n    set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join [1] (letter (5) of (Back up Variable))))))\nend\nif <not <(Double Jump) = [Do]>> then\n    set [back up variable v] to (join (letter (1) of (Back up Variable)) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) [1]))))\nend\nif <(Save Point Area - Area) = [12]> then\n    set [back up variable v] to (join [5] (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\nelse\n    if <(Save Point Area - Area) = [11]> then\n        set [back up variable v] to (join [0] (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\n    else\n        set [back up variable v] to (join (Save Point Area - Area) (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))))\n    end\nend\nset [1# load - save v] to (join (join (join (join (join (join (join (join (letter (1) of (Back up Variable)) (letter (1) of (HP has collected))) (letter (2) of (HP has collected))) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (letter (5) of (HP has collected))))) (letter (6) of (HP has collected))) (join (letter (7) of (HP has collected)) (join (join (letter (8) of (HP has collected)) ((Base HP) - (4))) (join (join (letter (2) of (Back up Variable)) (join (letter (3) of (Back up Variable)) (join (letter (4) of (Back up Variable)) (letter (5) of (Back up Variable))))) (join (join (letter (1) of (Key)) (letter (2) of (Key))) (letter (3) of (Key))))))) (Badge)) (letter (1) of (Boss Stat))) (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (letter (4) of (Boss Stat)))))\ndelete all of [copy + paste this to save your progress v]\nadd (1# Load - Save) to [copy + paste this to save your progress v]\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [cover screen v]\nstop [other scripts in sprite v]\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n    switch costume to (1-1-s v)\n    Create Clone at [0] [0]\n    Create Clone at [-960] [0]\n    Create Clone at [-1920] [0]\n    Create Clone at [-2880] [0]\nelse\n    if <(Area) = [2]> then\n        switch costume to (2-1 v)\n        Create Clone at [0] [0]\n        Create Clone at [0] [-720]\n        Create Clone at [-960] [0]\n        Create Clone at [-1920] [0]\n        Create Clone at [-2880] [0]\n        Create Clone at [-2880] [-720]\n    else\n        if <(Area) = [3]> then\n            switch costume to (3-1 v)\n            Create Clone at [0] [0]\n            Create Clone at [960] [0]\n            Create Clone at [1920] [0]\n            Create Clone at [2880] [0]\n            Create Clone at [2880] [-720]\n            Create Clone at [2880] [-1440]\n            Create Clone at [1920] [-1440]\n            Create Clone at [960] [-1440]\n            Create Clone at [0] [-1440]\n            Create Clone at [0] [-720]\n        else\n            if <(Area) = [4]> then\n                switch costume to (4-1 v)\n                Create Clone at [0] [0]\n                Create Clone at [960] [0]\n                Create Clone at [1920] [0]\n                Create Clone at [2880] [0]\n                Create Clone at [2880] [-720]\n                Create Clone at [2880] [-1440]\n                Create Clone at [1920] [-1440]\n                Create Clone at [960] [-1440]\n                Create Clone at [0] [-1440]\n            else\n                if <(Area) = [5]> then\n                    switch costume to (5-1 v)\n                    Create Clone at [0] [0]\n                    Create Clone at [-960] [0]\n                    Create Clone at [-960] [-720]\n                    Create Clone at [-960] [-1440]\n                    Create Clone at [0] [-1440]\n                    Create Clone at [960] [-1440]\n                    Create Clone at [960] [-2160]\n                    Create Clone at [960] [-2880]\n                    Create Clone at [1920] [-2880]\n                    Create Clone at [2880] [-2880]\n                else\n                    if <(Area) = [6]> then\n                        switch costume to (6-1 v)\n                        Create Clone at [0] [0]\n                        Create Clone at [0] [-720]\n                        Create Clone at [0] [-1440]\n                        Create Clone at [0] [-2160]\n                        Create Clone at [960] [-2160]\n                        Create Clone at [1920] [-2160]\n                        Create Clone at [2880] [-2160]\n                        Create Clone at [3840] [-2160]\n                        Create Clone at [3840] [-1440]\n                        Create Clone at [3840] [-720]\n                        Create Clone at [2880] [-720]\n                        Create Clone at [1920] [-720]\n                        Create Clone at [1920] [-1440]\n                    else\n                        if <(Area) = [7]> then\n                            switch costume to (7-1 v)\n                            Create Clone at [0] [0]\n                            Create Clone at [0] [-720]\n                            Create Clone at [960] [-720]\n                            Create Clone at [1920] [-720]\n                            Create Clone at [-960] [-720]\n                            Create Clone at [-1920] [-720]\n                            Create Clone at [-1920] [-1440]\n                            Create Clone at [-1920] [-2160]\n                            Create Clone at [-1920] [-2880]\n                            Create Clone at [-2880] [-2880]\n                        else\n                            if <(Area) = [8]> then\n                                switch costume to (8-1 v)\n                                Create Clone at [0] [0]\n                                Create Clone at [0] [-720]\n                                Create Clone at [0] [-1440]\n                                Create Clone at [0] [-2160]\n                                Create Clone at [0] [-2880]\n                                Create Clone at [-960] [-2880]\n                                Create Clone at [-1920] [-2880]\n                                Create Clone at [-2880] [-2880]\n                                Create Clone at [-3840] [-2880]\n                            else\n                                if <(Area) = [9]> then\n                                    switch costume to (9-1 v)\n                                    Create Clone at [0] [0]\n                                    Create Clone at [-960] [0]\n                                    Create Clone at [-1920] [0]\n                                    Create Clone at [-1920] [-720]\n                                    Create Clone at [-1920] [-1440]\n                                    Create Clone at [-1920] [-2160]\n                                    Create Clone at [-2880] [-2160]\n                                    Create Clone at [-3840] [-2160]\n                                else\n                                    if <(Area) = [10]> then\n                                        switch costume to (10-1 v)\n                                        Create Clone at [0] [0]\n                                        Create Clone at [0] [720]\n                                        Create Clone at [0] [1440]\n                                        Create Clone at [0] [2160]\n                                    else\n                                        if <(Area) = [11]> then\n                                            switch costume to (11-1 v)\n                                            Create Clone at [0] [0]\n                                            Create Clone at [-960] [0]\n                                            Create Clone at [-1920] [0]\n                                            Create Clone at [-1920] [720]\n                                            Create Clone at [-1920] [1440]\n                                            Create Clone at [-960] [1440]\n                                            Create Clone at [-960] [720]\n                                            Create Clone at [0] [1440]\n                                            Create Clone at [0] [720]\n                                        else\n                                            if <(Area) = [12]> then\n                                                switch costume to (12-1 v)\n                                                Create Clone at [0] [0]\n                                                Create Clone at [-960] [0]\n                                                Create Clone at [-1920] [0]\n                                                Create Clone at [-2880] [0]\n                                                Create Clone at [-2880] [-720]\n                                                Create Clone at [-2880] [-1440]\n                                                Create Clone at [-2880] [-2160]\n                                                Create Clone at [-3840] [-2160]\n                                                Create Clone at [-4800] [-2160]\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 Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nstop [this script v]\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (0.01) seconds\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n    switch costume to (1-1-s v)\n    Create Clone at [0] [0]\n    Create Clone at [-960] [0]\n    Create Clone at [-1920] [0]\n    Create Clone at [-2880] [0]\nelse\n    if <(Area) = [2]> then\n        switch costume to (2-1 v)\n        Create Clone at [0] [0]\n        Create Clone at [0] [-720]\n        Create Clone at [-960] [0]\n        Create Clone at [-1920] [0]\n        Create Clone at [-2880] [0]\n        Create Clone at [-2880] [-720]\n    else\n        if <(Area) = [3]> then\n            switch costume to (3-1 v)\n            Create Clone at [0] [0]\n            Create Clone at [960] [0]\n            Create Clone at [1920] [0]\n            Create Clone at [2880] [0]\n            Create Clone at [2880] [-720]\n            Create Clone at [2880] [-1440]\n            Create Clone at [1920] [-1440]\n            Create Clone at [960] [-1440]\n            Create Clone at [0] [-1440]\n            Create Clone at [0] [-720]\n        else\n            if <(Area) = [4]> then\n                switch costume to (4-1 v)\n                Create Clone at [0] [0]\n                Create Clone at [960] [0]\n                Create Clone at [1920] [0]\n                Create Clone at [2880] [0]\n                Create Clone at [2880] [-720]\n                Create Clone at [2880] [-1440]\n                Create Clone at [1920] [-1440]\n                Create Clone at [960] [-1440]\n                Create Clone at [0] [-1440]\n            else\n                if <(Area) = [5]> then\n                    switch costume to (5-1 v)\n                    Create Clone at [0] [0]\n                    Create Clone at [-960] [0]\n                    Create Clone at [-960] [-720]\n                    Create Clone at [-960] [-1440]\n                    Create Clone at [0] [-1440]\n                    Create Clone at [960] [-1440]\n                    Create Clone at [960] [-2160]\n                    Create Clone at [960] [-2880]\n                    Create Clone at [1920] [-2880]\n                    Create Clone at [2880] [-2880]\n                else\n                    if <(Area) = [6]> then\n                        switch costume to (6-1 v)\n                        Create Clone at [0] [0]\n                        Create Clone at [0] [-720]\n                        Create Clone at [0] [-1440]\n                        Create Clone at [0] [-2160]\n                        Create Clone at [960] [-2160]\n                        Create Clone at [1920] [-2160]\n                        Create Clone at [2880] [-2160]\n                        Create Clone at [3840] [-2160]\n                        Create Clone at [3840] [-1440]\n                        Create Clone at [3840] [-720]\n                        Create Clone at [2880] [-720]\n                        Create Clone at [1920] [-720]\n                        Create Clone at [1920] [-1440]\n                    else\n                        if <(Area) = [7]> then\n                            switch costume to (7-1 v)\n                            Create Clone at [0] [0]\n                            Create Clone at [0] [-720]\n                            Create Clone at [960] [-720]\n                            Create Clone at [1920] [-720]\n                            Create Clone at [-960] [-720]\n                            Create Clone at [-1920] [-720]\n                            Create Clone at [-1920] [-1440]\n                            Create Clone at [-1920] [-2160]\n                            Create Clone at [-1920] [-2880]\n                            Create Clone at [-2880] [-2880]\n                        else\n                            if <(Area) = [8]> then\n                                switch costume to (8-1 v)\n                                Create Clone at [0] [0]\n                                Create Clone at [0] [-720]\n                                Create Clone at [0] [-1440]\n                                Create Clone at [0] [-2160]\n                                Create Clone at [0] [-2880]\n                                Create Clone at [-960] [-2880]\n                                Create Clone at [-1920] [-2880]\n                                Create Clone at [-2880] [-2880]\n                                Create Clone at [-3840] [-2880]\n                            else\n                                if <(Area) = [9]> then\n                                    switch costume to (9-1 v)\n                                    Create Clone at [0] [0]\n                                    Create Clone at [-960] [0]\n                                    Create Clone at [-1920] [0]\n                                    Create Clone at [-1920] [-720]\n                                    Create Clone at [-1920] [-1440]\n                                    Create Clone at [-1920] [-2160]\n                                    Create Clone at [-2880] [-2160]\n                                    Create Clone at [-3840] [-2160]\n                                else\n                                    if <(Area) = [10]> then\n                                        switch costume to (10-1 v)\n                                        Create Clone at [0] [0]\n                                        Create Clone at [0] [720]\n                                        Create Clone at [0] [1440]\n                                        Create Clone at [0] [2160]\n                                    else\n                                        if <(Area) = [11]> then\n                                            switch costume to (11-1 v)\n                                            Create Clone at [0] [0]\n                                            Create Clone at [-960] [0]\n                                            Create Clone at [-1920] [0]\n                                            Create Clone at [-1920] [720]\n                                            Create Clone at [-1920] [1440]\n                                            Create Clone at [-960] [1440]\n                                            Create Clone at [-960] [720]\n                                            Create Clone at [0] [1440]\n                                            Create Clone at [0] [720]\n                                        else\n                                            if <(Area) = [12]> then\n                                                switch costume to (12-1 v)\n                                                Create Clone at [0] [0]\n                                                Create Clone at [-960] [0]\n                                                Create Clone at [-1920] [0]\n                                                Create Clone at [-2880] [0]\n                                                Create Clone at [-2880] [-720]\n                                                Create Clone at [-2880] [-1440]\n                                                Create Clone at [-2880] [-2160]\n                                                Create Clone at [-3840] [-2160]\n                                                Create Clone at [-4800] [-2160]\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 Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Killing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Create Clone at (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\nnext costume\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n    switch costume to (1-1-s v)\n    Create Clone at [0] [0]\n    Create Clone at [-960] [0]\n    Create Clone at [-1920] [0]\n    Create Clone at [-2880] [0]\nelse\n    if <(Area) = [2]> then\n        switch costume to (2-1 v)\n        Create Clone at [0] [0]\n        Create Clone at [0] [-720]\n        Create Clone at [-960] [0]\n        Create Clone at [-1920] [0]\n        Create Clone at [-2880] [0]\n        Create Clone at [-2880] [-720]\n    else\n        if <(Area) = [3]> then\n            switch costume to (3-1 v)\n            Create Clone at [0] [0]\n            Create Clone at [960] [0]\n            Create Clone at [1920] [0]\n            Create Clone at [2880] [0]\n            Create Clone at [2880] [-720]\n            Create Clone at [2880] [-1440]\n            Create Clone at [1920] [-1440]\n            Create Clone at [960] [-1440]\n            Create Clone at [0] [-1440]\n            Create Clone at [0] [-720]\n        else\n            if <(Area) = [4]> then\n                switch costume to (4-1 v)\n                Create Clone at [0] [0]\n                Create Clone at [960] [0]\n                Create Clone at [1920] [0]\n                Create Clone at [2880] [0]\n                Create Clone at [2880] [-720]\n                Create Clone at [2880] [-1440]\n                Create Clone at [1920] [-1440]\n                Create Clone at [960] [-1440]\n                Create Clone at [0] [-1440]\n            else\n                if <(Area) = [5]> then\n                    switch costume to (5-1 v)\n                    Create Clone at [0] [0]\n                    Create Clone at [-960] [0]\n                    Create Clone at [-960] [-720]\n                    Create Clone at [-960] [-1440]\n                    Create Clone at [0] [-1440]\n                    Create Clone at [960] [-1440]\n                    Create Clone at [960] [-2160]\n                    Create Clone at [960] [-2880]\n                    Create Clone at [1920] [-2880]\n                    Create Clone at [2880] [-2880]\n                else\n                    if <(Area) = [6]> then\n                        switch costume to (6-1 v)\n                        Create Clone at [0] [0]\n                        Create Clone at [0] [-720]\n                        Create Clone at [0] [-1440]\n                        Create Clone at [0] [-2160]\n                        Create Clone at [960] [-2160]\n                        Create Clone at [1920] [-2160]\n                        Create Clone at [2880] [-2160]\n                        Create Clone at [3840] [-2160]\n                        Create Clone at [3840] [-1440]\n                        Create Clone at [3840] [-720]\n                        Create Clone at [2880] [-720]\n                        Create Clone at [1920] [-720]\n                        Create Clone at [1920] [-1440]\n                    else\n                        if <(Area) = [7]> then\n                            switch costume to (7-1 v)\n                            Create Clone at [0] [0]\n                            Create Clone at [0] [-720]\n                            Create Clone at [960] [-720]\n                            Create Clone at [1920] [-720]\n                            Create Clone at [-960] [-720]\n                            Create Clone at [-1920] [-720]\n                            Create Clone at [-1920] [-1440]\n                            Create Clone at [-1920] [-2160]\n                            Create Clone at [-1920] [-2880]\n                            Create Clone at [-2880] [-2880]\n                        else\n                            if <(Area) = [8]> then\n                                switch costume to (8-1 v)\n                                Create Clone at [0] [0]\n                                Create Clone at [0] [-720]\n                                Create Clone at [0] [-1440]\n                                Create Clone at [0] [-2160]\n                                Create Clone at [0] [-2880]\n                                Create Clone at [-960] [-2880]\n                                Create Clone at [-1920] [-2880]\n                                Create Clone at [-2880] [-2880]\n                                Create Clone at [-3840] [-2880]\n                            else\n                                if <(Area) = [9]> then\n                                    switch costume to (9-1 v)\n                                    Create Clone at [0] [0]\n                                    Create Clone at [-960] [0]\n                                    Create Clone at [-1920] [0]\n                                    Create Clone at [-1920] [-720]\n                                    Create Clone at [-1920] [-1440]\n                                    Create Clone at [-1920] [-2160]\n                                    Create Clone at [-2880] [-2160]\n                                    Create Clone at [-3840] [-2160]\n                                else\n                                    if <(Area) = [10]> then\n                                        switch costume to (10-1 v)\n                                        Create Clone at [0] [0]\n                                        Create Clone at [0] [720]\n                                        Create Clone at [0] [1440]\n                                        Create Clone at [0] [2160]\n                                    else\n                                        if <(Area) = [11]> then\n                                            switch costume to (11-1 v)\n                                            Create Clone at [0] [0]\n                                            Create Clone at [-960] [0]\n                                            Create Clone at [-1920] [0]\n                                            Create Clone at [-1920] [720]\n                                            Create Clone at [-1920] [1440]\n                                            Create Clone at [-960] [1440]\n                                            Create Clone at [-960] [720]\n                                            Create Clone at [0] [1440]\n                                            Create Clone at [0] [720]\n                                        else\n                                            if <(Area) = [12]> then\n                                                switch costume to (12-1 v)\n                                                Create Clone at [0] [0]\n                                                Create Clone at [-960] [0]\n                                                Create Clone at [-1920] [0]\n                                                Create Clone at [-2880] [0]\n                                                Create Clone at [-2880] [-720]\n                                                Create Clone at [-2880] [-1440]\n                                                Create Clone at [-2880] [-2160]\n                                                Create Clone at [-3840] [-2160]\n                                                Create Clone at [-4800] [-2160]\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Character\n\ndefine Game Start\nset [in air v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <(Exit) = [Change Area]> then\n    broadcast (Reset Enemy v) and wait\nelse\n    if <<(Exit) = [Die]> and <not <(Hit Point) > [0]>>> then\n        broadcast (Reset Enemy v) and wait\n        set [hit point v] to (Base HP)\n    end\nend\nset [exit v] to []\nshow\n\ndefine TIck\nif <(Pause) = [No]> then\n    if <<<(letter (2) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> and <not <(Dash) = [Do]>>> then\n        change [speed x v] by (-3.2)\n        point in direction (-90)\n    end\n    if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(letter (3) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>> and <not <(Dash) = [Do]>>> then\n        change [speed x v] by (3.2)\n        point in direction (90)\n    end\n    if <<<<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>> and <not <(Dash) = [Do]>>> then\n        if <(In Air) < [4]> then\n            set [speed y v] to [18]\n        end\n    end\n    if <<(Dash) = [Ready]> and <<(letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>>>> then\n        start sound [Dash v]\n        Dash\n    end\nend\nif <<<<<not <(Dash) = [Do]>> and <(Double Jump) = [Not]>> and <(In Air) > [3]>> and <not <(Wall Jump) = [Stick]>>> and <<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>>> then\n    broadcast (Double Jump v)\nend\nif <not <(Dash) = [Do]>> then\n    if <(Hit Point) < [1]> then\n        set [speed x v] to ((Speed X) * (0.55))\n    else\n        set [speed x v] to ((Speed X) * (0.75))\n    end\n    change [speed y v] by (-2)\nend\nif <([abs v] of (Speed X) ) > [1]> then\n    Change X by (round (Speed X))\nend\nif <<(Speed Y) < [-4]> and <<(Wall Jump) = [Have]> or <(Wall Jump) = [Stick]>>> then\n    set [wall jump v] to [Have]\nend\nChange Y by (Speed Y)\nset [scroll x - each area v] to (X)\nset [scroll y - each area v] to (Y)\nDie\nChange Area\nPosition\nset volume to (Base Volume) %\n\ndefine Change Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (lock door v)?> or <touching (platform v)?>>>\n    if <[0] < (sy)> then\n        change [in air v] by (4)\n        change [y v] by (-1)\n        if <<(In Air) > [6]> and <(Speed Y) > [8]>> then\n            start sound [Fall v]\n        end\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n        if <[-20] > (Speed Y)> then\n            start sound [Fall-High v]\n        else\n            if <[-8] > (Speed Y)> then\n                start sound [Fall v]\n            end\n        end\n    end\n    set [speed y v] to [0]\n    Position\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nif <(Hit Point) = [1]> then\n    set [damage v] to (((10) + (Base HP)) * (1.4))\nelse\n    set [damage v] to ((10) + (Base HP))\nend\nstop [this script v]\n\nwhen flag clicked\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nset [pause v] to [No]\nset [teleport number v] to [0]\nset [give command for simple enemy v] to []\nset [give command for enemy but about movement v] to []\nset [scroll x - each area v] to [0]\nset [scroll y - each area v] to [0]\nset [direction v] to [0]\nset [base hp v] to [4]\nset [area v] to [1]\nset [attack v] to [Ready]\nset [boss defeat or not v] to [1111]\nset [check point x for fail v] to [0]\nset [check point y for fail v] to [0]\nset [ammo v] to [10]\nset [hit point v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [invincible v] to [No]\nset [reset v] to [1]\nset [exit v] to [Change Area]\nset [damage v] to [0]\nset [double jump v] to [Do]\nset [dash v] to [Not]\nset [wall jump v] to [Not]\nset [gun v] to [Not]\nset [map v] to [Not]\nset [hp has collected v] to [11111111]\nset [boss stat v] to [1111N]\nset [key v] to [111]\nset [badge v] to [1]\nshow list [copy + paste this to save your progress v]\n\ndefine Change X by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (lock door v)?>> then\n    if <(Dash) = [Do]> then\n        repeat (24)\n            change [y v] by (1)\n            Position\n            if <not <<touching (lock door v)?> or <touching (platform v)?>>> then\n                stop [this script v]\n            end\n        end\n        change [y v] by (-24)\n    else\n        repeat (12)\n            change [y v] by (1)\n            Position\n            if <not <<touching (platform v)?> or <touching (lock door v)?>>> then\n                stop [this script v]\n            end\n        end\n        change [y v] by (-12)\n    end\n    if <<<<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> and <not <(Dash) = [Do]>>> and <(Wall Jump) = [Stick]>> then\n        set [wall jump v] to [Have]\n        start sound [Wall Jump v]\n        if <(sx) > [0]> then\n            set [speed x v] to [-20]\n            set [speed y v] to [18]\n        else\n            set [speed x v] to [20]\n            set [speed y v] to [18]\n        end\n    else\n        if <<<not <(Dash) = [Do]>> and <<(Wall Jump) = [Have]> or <(Wall Jump) = [Stick]>>> and <[4] < (In Air)>> then\n            set [speed y v] to [-4]\n            set [speed x v] to ((direction) / (22.5))\n            set [wall jump v] to [Stick]\n            if <(Dash) = [Done]> then\n                set [dash v] to [1]\n            end\n        end\n    end\n    repeat until <not <<touching (lock door v)?> or <touching (platform v)?>>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        end\n        if <(sx) < [0]> then\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nhide\nif <<(Exit) = [Die]> and <not <(Hit Point) > [0]>>> then\n    set [area v] to (Save Point Area - Area)\n    set [check point x for fail v] to (Save Point Area X)\n    set [check point y for fail v] to (Save Point Area Y)\n    set [ammo v] to [10]\n    start sound [Oops v]\n    broadcast (Cover Screen v)\nend\nset [x v] to (Check Point X for fail)\nset [y v] to (Check Point Y for fail)\nset [invincible v] to [No]\nPosition\n\ndefine Die\nif <touching (killing v)?> then\n    if <<not <(Hit Point) > [0]>> and <(Badge) = [0]>> then\n        set [hit point v] to [4]\n        broadcast (Revive ha v)\n    end\n    if <(Easy Mode) = [1]> then\n        change [hit point v] by ((0) - (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\n    else\n        change [hit point v] by (-1)\n    end\n    set [exit v] to [Die]\n    start sound [Pop v]\nend\nif <not <(Hit Point) > [0]>> then\n    if <(Badge) = [0]> then\n        set [hit point v] to [4]\n        start sound [Collect v]\n        broadcast (Revive ha v)\n    else\n        set [exit v] to [Die]\n        if <(Badge) = [2]> then\n            set [badge v] to [0]\n        end\n    end\nend\nif <<<<(letter (11) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (r v) pressed?>> and <<(Reset) = [1]> and <(Pause) = [No]>>> and <not <touching (save point v)?>>> then\n    broadcast (Cover Screen v)\n    set [speed x v] to [0]\n    set [speed y v] to [0]\n    set [x v] to [0]\n    set [y v] to [0]\n    set [scroll x - each area v] to [0]\n    set [scroll y - each area v] to [0]\n    broadcast (R v)\n    set [exit v] to [Change Area]\n    set [check point x for fail v] to (Save Point Area X)\n    set [check point y for fail v] to (Save Point Area Y)\n    set [area v] to (Save Point Area - Area)\n    set [reset v] to [0]\n    wait (0.4) seconds\nend\n\ndefine Dash\nset [dash v] to [Do]\nset [speed y v] to [0]\nset [speed x v] to [0]\ncreate clone of (animation+effect v)\nif <(direction) = [90]> then\n    set [speed x v] to [16]\nelse\n    set [speed x v] to [-16]\nend\nPosition\nbroadcast (Dash v)\n\nwhen I receive [dash v]\nwait (0.25) seconds\nset [speed y v] to [0]\nset [speed x v] to ((direction) / (45))\nset [dash v] to [Done]\nbroadcast (Bonus wait time for Dash v)\nbroadcast (Wait Until... v)\nbroadcast (Bonus for dash v)\nwait until <<(In Air) = [0]> or <touching (platform v)?>>\nif <(Dash) = [Done]> then\n    set [dash v] to [1]\nend\n\nwhen I receive [do v]\nwait (0.2) seconds\nbroadcast (Bonus wait time for double jump v)\nset [double jump v] to [1]\n\nwhen I receive [bonus wait time for dash v]\nwait (0.5) seconds\nwait until <(Dash) = [1]>\nset [dash v] to [2]\n\nwhen I receive [wait until... v]\nwait until <<(letter (5) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]> and <not <<key (c v) pressed?> or <<key (i v) pressed?> or <key (space v) pressed?>>>>>\nwait until <(Dash) = [2]>\nset [dash v] to [Ready]\n\nwhen I receive [bonus wait time for double jump v]\nwait until <<(In Air) = [0]> or <(Wall Jump) = [Stick]>>\nwait until <(Double Jump) = [1]>\nset [double jump v] to [Not]\n\nwhen I receive [r v]\nwait until <not <key (r v) pressed?>>\nset [reset v] to [1]\n\nwhen I receive [invincible v]\nif <(Easy Mode) = [1]> then\n    change [hit point v] by (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2))\nend\nstart sound [Pop v]\n\ndefine Change Area\nif <(Area) = [1]> then\n    if <(Scroll X - Each Area) < [-3360]> then\n        Set [2] [400] [-20]\n    end\nelse\n    if <(Area) = [2]> then\n        if <[480] < (Scroll X - Each Area)> then\n            Set [1] [-3260] [-20]\n        else\n            if <(Scroll Y - Each Area) < [-1120]> then\n                if <(Scroll X - Each Area) < [-1440]> then\n                    Set [3] [0] [280]\n                else\n                    Set [3] [2875] [280]\n                end\n            end\n        end\n    else\n        if <(Area) = [3]> then\n            if <[374] < (Scroll Y - Each Area)> then\n                if <[1440] < (Scroll X - Each Area)> then\n                    Set [2] [80] [-995]\n                else\n                    Set [2] [-2960] [-995]\n                end\n            else\n                if <[3360] < (Scroll X - Each Area)> then\n                    if <[-720] < (Scroll Y - Each Area)> then\n                        Set [4] [-400] [50]\n                    else\n                        Set [4] [-400] [-1490]\n                    end\n                else\n                    if <(Scroll X - Each Area) < [-480]> then\n                        if <[-200] < (Scroll Y - Each Area)> then\n                            Set [12] [400] [-95]\n                        else\n                            Set [5] [400] [-55]\n                        end\n                    else\n                        if <(Scroll Y - Each Area) < [-1800]> then\n                            Set [6] [-400] [258]\n                        end\n                    end\n                end\n            end\n        else\n            if <(Area) = [4]> then\n                if <(Scroll X - Each Area) < [-480]> then\n                    if <[-720] < (Scroll Y - Each Area)> then\n                        Set [3] [3280] [50]\n                    else\n                        Set [3] [3280] [-1495]\n                    end\n                end\n            else\n                if <(Area) = [5]> then\n                    if <(Scroll X - Each Area) < [-1440]> then\n                        Set [8] [400] [80]\n                    else\n                        if <<(Scroll X - Each Area) > [480]> and <(Scroll Y - Each Area) > [-360]>> then\n                            Set [3] [-400] [-1495]\n                        else\n                            if <(Scroll X - Each Area) > [3360]> then\n                                Set [6] [-400] [-2165]\n                            end\n                        end\n                    end\n                else\n                    if <(Area) = [6]> then\n                        if <[370] < (Scroll Y - Each Area)> then\n                            Set [3] [2550] [-1720]\n                        else\n                            if <(Scroll X - Each Area) < [-480]> then\n                                Set [5] [3250] [-2885]\n                            end\n                        end\n                    else\n                        if <(Area) = [8]> then\n                            if <(Scroll Y - Each Area) > [-1000]> then\n                                if <(Scroll X - Each Area) > [480]> then\n                                    Set [5] [-1350] [-640]\n                                else\n                                    if <(Scroll X - Each Area) < [-480]> then\n                                        Set [12] [-2480] [-2235]\n                                    end\n                                end\n                            end\n                        else\n                            if <(Area) = [9]> then\n                                if <<(Scroll X - Each Area) > [-480]> and <(Scroll Y - Each Area) < [-360]>> then\n                                    Set [12] [-4870] [-1860]\n                                else\n                                    if <[-4300] > (Scroll X - Each Area)> then\n                                        Set [10] [400] [120]\n                                    end\n                                end\n                            else\n                                if <(Area) = [10]> then\n                                    if <(Scroll X - Each Area) > [480]> then\n                                        Set [9] [-4224] [-2040]\n                                    end\n                                else\n                                    if <(Area) = [11]> then\n                                        if <(Scroll X - Each Area) > [480]> then\n                                            Set [12] [-3260] [10]\n                                        end\n                                    else\n                                        if <(Area) = [12]> then\n                                            if <(Scroll Y - Each Area) > [-400]> then\n                                                if <(Scroll X - Each Area) > [480]> then\n                                                    Set [3] [-400] [-95]\n                                                else\n                                                    if <(Scroll X - Each Area) < [-3360]> then\n                                                        Set [11] [400] [10]\n                                                    end\n                                                end\n                                            else\n                                                if <(Scroll X - Each Area) > [-2400]> then\n                                                    Set [8] [-400] [-65]\n                                                else\n                                                    if <<(Scroll X - Each Area) < [-4600]> and <[-1800] < (Scroll Y - Each Area)>> then\n                                                        Set [9] [-150] [-270]\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [game start v]\nif <not <(1# Load - Save) = [Not]>> then\n    set [hp has collected v] to (join (letter (2) of (1# Load - Save)) (join (letter (3) of (1# Load - Save)) (join (letter (4) of (1# Load - Save)) (join (letter (5) of (1# Load - Save)) (join (letter (6) of (1# Load - Save)) (join (letter (7) of (1# Load - Save)) (join (letter (8) of (1# Load - Save)) (letter (9) of (1# Load - Save)))))))))\n    set [base hp v] to ((4) + (letter (10) of (1# Load - Save)))\n    if <(letter (11) of (1# Load - Save)) = [1]> then\n        set [dash v] to [Ready]\n    end\n    if <(letter (12) of (1# Load - Save)) = [1]> then\n        set [gun v] to [Ready]\n    end\n    if <(letter (13) of (1# Load - Save)) = [1]> then\n        set [wall jump v] to [Have]\n    end\n    if <(letter (14) of (1# Load - Save)) = [1]> then\n        set [double jump v] to [Not]\n    end\n    set [key v] to (join (letter (15) of (1# Load - Save)) (join (letter (16) of (1# Load - Save)) (letter (17) of (1# Load - Save))))\n    if <(letter (18) of (1# Load - Save)) = [1]> then\n        set [badge v] to [1]\n    else\n        set [badge v] to [0]\n    end\n    set [boss stat v] to (join (letter (19) of (1# Load - Save)) (join (letter (20) of (1# Load - Save)) (join (letter (21) of (1# Load - Save)) (join (letter (22) of (1# Load - Save)) [N]))))\n    if <(letter (1) of (1# Load - Save)) = [5]> then\n        set [area v] to [12]\n    else\n        if <(letter (1) of (1# Load - Save)) = [0]> then\n            set [area v] to [11]\n        else\n            set [area v] to (letter (1) of (1# Load - Save))\n        end\n    end\nend\nset [save point area - area v] to (Area)\nset [hit point v] to (Base HP)\nif <(Area) = [1]> then\n    [0] [0]\nelse\n    if <(Area) = [3]> then\n        [960] [0]\n    else\n        if <(Area) = [4]> then\n            [2880] [-1440]\n        else\n            if <(Area) = [5]> then\n                [960] [-1440]\n            else\n                if <(Area) = [6]> then\n                    [0] [-2160]\n                else\n                    if <(Area) = [7]> then\n                        [-1920] [-2160]\n                    else\n                        if <(Area) = [8]> then\n                            [-1920] [-2880]\n                        else\n                            if <(Area) = [9]> then\n                                [-2880] [-2160]\n                            else\n                                if <(Area) = [12]> then\n                                    [-3840] [-2160]\n                                else\n                                    if <(Area) = [11]> then\n                                        [-870] [-186]\n                                    else\n                                        stop [all v]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nwait (0.1) seconds\nrepeat until <(End Credit) = [Yes]>\n    broadcast (Set Up v) and wait\n    Game Start\n    broadcast (Reactivate v)\n    repeat until <(Exit) > []>\n        TIck\n    end\n    broadcast (Reset Game v) and wait\n    Game - Die\nend\n\nwhen I receive [double jump v]\nwait (0) seconds\nif <<(letter (1) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n    if <(In Air) > [3]> then\n        start sound [Double Jump v]\n        set [speed y v] to [21]\n        set [double jump v] to [Do]\n        broadcast (Do v)\n        create clone of (animation+effect v)\n    end\nend\nstop [this script v]\n\ndefine Set (area) (x) (y)\nbroadcast (Cover Screen v)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x - each area v] to [0]\nset [scroll y - each area v] to [0]\nset [exit v] to [Change Area]\nset [area v] to (area)\nset [check point x for fail v] to (x)\nset [check point y for fail v] to (y)\nwait (0.4) seconds\n\ndefine (x) (y)\nset [save point area x v] to (x)\nset [save point area y v] to (y)\nset [check point x for fail v] to (x)\nset [check point y for fail v] to (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [revive ha v]\nwait (0.25) seconds\nset [badge v] to [2]\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [teleport v]\nif <(Teleport number) = [1]> then\n    Set [6] [-308] [-2056]\nend\nif <(Teleport number) = [2]> then\n    Set [3] [1000] [-1410]\nend\nif <(Teleport number) = [3]> then\n    Set [9] [-4190] [-2044]\nend\nif <(Teleport number) = [4]> then\n    Set [9] [-4236] [-2211]\nend\nif <(Teleport number) = [5]> then\n    Set [7] [300] [170]\nend\nif <(Teleport number) = [6]> then\n    Set [5] [1980] [-3110]\nend\nif <(Teleport number) = [7]> then\n    Set [8] [-4146] [-2951]\nend\nif <(Teleport number) = [8]> then\n    Set [9] [-1600] [-2177]\nend\nif <(Teleport number) = [9]> then\n    Set [6] [2626] [-656]\nend\nif <(Teleport number) = [10]> then\n    Set [6] [2990] [-1017]\nend\nif <(Teleport number) = [11]> then\n    Set [9] [-340] [86]\nend\nif <(Teleport number) = [12]> then\n    Set [9] [365] [161]\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Weapon\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nhide\nswitch costume to (hold v)\nset [ghost v] effect to (0)\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nif <(Attack) = [Yes]> then\n    set [attack v] to [Ready]\nend\nshow\nforever\n    if <<(Pause) = [No]> and <<<not <(Gun) = [Shoot]>> and <<(Attack) = [Ready]> and <<(letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <<key (o v) pressed?> or <key (x v) pressed?>>>>> and <not <(Dash) = [Do]>>>> then\n        if <(costume [number v]) < [8]> then\n            switch costume to (slash - 1 v)\n            start sound [Slash v]\n            set [attack v] to [Yes]\n            create clone of (_myself_ v)\n            wait (0.02) seconds\n            next costume\n            wait (0.02) seconds\n            next costume\n            wait (0.02) seconds\n            next costume\n            wait (0.09) seconds\n            next costume\n            set [attack v] to [Ready]\n            if <(letter (1) of (Device)) = [p]> then\n                wait (0.05) seconds\n            end\n            wait (0.4) seconds\n            wait until <(letter (4) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]>\n        end\n    end\nend\n\nwhen I receive [invincible v]\nif <(costume [number v]) < [3]> then\n    repeat (4)\n        set [ghost v] effect to (80)\n        wait (0.1) seconds\n        set [ghost v] effect to (0)\n        wait (0.1) seconds\n    end\nend\n\nwhen I start as a clone\nrepeat until <(Attack) = [Ready]>\n    set [ghost v] effect to (80)\n    switch costume to (hit box v)\n    set [brightness v] effect to (0)\n    show\nend\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [repeat#2 v]\nif <(costume [number v]) > [3]> then\n    set size to ((105) + ((2) * (Base HP))) %\nelse\n    set size to ((108) + ((1) * (Base HP))) %\nend\nif <(Attack) = [Ready]> then\n    point in direction ([direction v] of [character v])\n    if <(Dash) = [Do]> then\n        switch costume to (dash v)\n    else\n        switch costume to (hold v)\n    end\n    if <(Hit Point) = [1]> then\n        set [brightness v] effect to (80)\n    else\n        set [brightness v] effect to (5)\n    end\nend\nset volume to (Base Volume) %\nstop [this script v]\n\n@Gun+SHow how many ammo left\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen I receive [reset game v]\nhide\nhide variable [ammo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nif <(Gun) = [Shoot]> then\n    set [gun v] to [Ready]\nend\nforever\n    if <<(Pause) = [No]> and <<<not <(Dash) = [Do]>> and <not <(Attack) = [Yes]>>> and <<(Gun) = [Ready]> and <<<key (s v) pressed?> or <key (p v) pressed?>> or <(letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]>>>>> then\n        if <(Ammo) > [0]> then\n            set [gun v] to [Shoot]\n            create clone of (_myself_ v)\n            change [ammo v] by (-1)\n            point in direction ([direction v] of [character v])\n            switch costume to (hold v)\n            show\n            create clone of (bullet v)\n            start sound [Gun+Shot v]\n            wait (0.1) seconds\n            switch costume to (hold v)\n            wait (0.35) seconds\n            hide\n            wait (0.35) seconds\n            wait until <(letter (6) of (W/A/D/X/C/S/V/B/N/M/R)) = [0]>\n            repeat (3)\n                wait (0) seconds\n                next costume\n            end\n            set [gun v] to [Ready]\n        else\n            start sound [Gun+Empty v]\n            wait (0.5) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nrepeat (10)\n    switch costume to ((Ammo) + (5))\n    go to x: (225) y: (160)\n    go to [front v] layer\n    show\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [repeat v]\nif <<<(Gun) = [Shoot]> or <(Gun) = [Ready]>> and <(Pause) = [No]>> then\n    if <<(letter (8) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (b v) pressed?>> then\n        create clone of (_myself_ v)\n        wait (0.05) seconds\n    end\nend\nset volume to (Base Volume) %\n\n@Bullet\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(Hit Point) = [1]> then\n    switch costume to (stronger bullet v)\nelse\n    switch costume to (bullet v)\nend\ngo to x: (0) y: (0)\npoint in direction ([direction v] of [gun+show how many ammo left v])\nset [x v] to (Scroll X - Each Area)\nset [y v] to (Scroll Y - Each Area)\nshow\nrepeat (20)\n    if <(direction) > [0]> then\n        change [x v] by (16)\n    else\n        change [x v] by (-16)\n    end\nend\nshow\ndelete this clone\n\nwhen I receive [repeat v]\nif <(costume [number v]) < [3]> then\n    if <not <<touching (soast-mini boss hitbox v)?> or <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<touching (enemy's hitbox v)?> or <<touching (boss hitbox v)?> or <touching (jump pad+end screen v)?>>>>>>> then\n        go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n        hide\n        delete this clone\n    end\nend\n\n@animation+effect\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (0) y: (0)\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat#2 v]\npoint in direction ([direction v] of [character v])\nif <<<(Speed X) > [4]> or <[-4] > (Speed X)>> and <<not <(Dash) = [Do]>> and <not <(In Air) > [2]>>>> then\n    set volume to (Base Volume) %\nend\nif <(Hit Point) = [1]> then\n    set [color v] effect to (-10)\nelse\n    set [color v] effect to (0)\nend\n\nwhen I receive [reactivate v]\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nforever\n    if <(Dash) = [Do]> then\n        set volume to (0) %\n        switch costume to (dash v)\n    else\n        if <(In Air) > [2]> then\n            if <(Speed Y) > [5]> then\n                set volume to (0) %\n                switch costume to (jump v)\n            else\n                set volume to (0) %\n                switch costume to (fall v)\n            end\n        else\n            if <<(Speed X) > [2]> or <[-2] > (Speed X)>> then\n                switch costume to (move v)\n                wait (0) seconds\n                repeat (4)\n                    wait (0) seconds\n                    if <(Dash) = [Do]> then\n                        set volume to (0) %\n                        switch costume to (dash v)\n                    else\n                        if <(In Air) > [2]> then\n                            set volume to (0) %\n                            if <(Speed Y) > [5]> then\n                                switch costume to (jump v)\n                            else\n                                switch costume to (fall v)\n                            end\n                        else\n                            if <<(Speed X) > [4]> or <[-4] > (Speed X)>> then\n                                next costume\n                            else\n                                set volume to (0) %\n                                switch costume to (stand v)\n                            end\n                        end\n                    end\n                end\n            else\n                set volume to (0) %\n                switch costume to (stand v)\n            end\n        end\n    end\nend\n\nwhen I receive [reactivate v]\nshow\nswitch costume to (stand v)\nforever\n    play sound [Footsteps v] until done\n    wait until <<(Pause) = [No]> and <<<(Speed X) > [4]> or <[-4] > (Speed X)>> and <[2] > (In Air)>>>\nend\n\nwhen I receive [cover screen v]\nwait (1) seconds\nset volume to (0) %\n\nwhen I start as a clone\nset [x v] to (Scroll X - Each Area)\nset [y v] to (Scroll Y - Each Area)\nif <(Dash) = [Do]> then\n    switch costume to (stand v)\n    repeat (16)\n        go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        change [ghost v] effect by (6)\n    end\nelse\n    switch costume to (effect double jump v)\n    set [ghost v] effect to (50)\n    repeat (10)\n        go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        change [ghost v] effect by (3)\n        change size by (12)\n    end\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (10)\n    if <<((X) - (Scroll X - Each Area)) = (x position)> and <((Y) - (Scroll Y - Each Area)) = (y position)>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [invincible v]\nset [invincible v] to [Yes]\nchange [hit point v] by (-1)\nrepeat (4)\n    set [ghost v] effect to (40)\n    wait (0.1) seconds\n    set [ghost v] effect to (0)\n    wait (0.1) seconds\nend\nset [invincible v] to [No]\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [game start v]\nset [base volume v] to [100]\nwait until <(End Credit) = [Yes]>\nrepeat (300)\n    change [base volume v] by (-0.34)\nend\n\n@Jump pad+End Screen\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [set up v]\nif <(Area) = [3]> then\n    Create Clone at [3200] [-842]\n    Create Clone at [2930] [-729]\n    Create Clone at [2930] [-1372]\n    Create Clone at [1960] [-1430]\n    Create Clone at [-90] [-1272]\nelse\n    if <(Area) = [4]> then\n        Create Clone at [2670] [-758]\n    else\n        if <(Area) = [12]> then\n            Create Clone at [-895] [-192]\n        else\n            if <(Area) = [11]> then\n                Create Clone at [-2315] [-254]\n            else\n                if <(Area) = [5]> then\n                    Create Clone at [687] [-2358]\n                    Create Clone at [560] [-2995]\n                end\n            end\n        end\n    end\nend\n\ndefine Create Clone at (x) (y)\nswitch costume to (normal v)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I start as a clone\nif <(End Credit) = [Yes]> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\n    set [ghost v] effect to (0)\n    switch costume to (costume1 v)\n    set [ghost v] effect to (100)\n    repeat (3)\n        repeat (40)\n            change [ghost v] effect by (-2)\n            wait (0.01) seconds\n        end\n        wait (2) seconds\n        repeat (40)\n            change [ghost v] effect by (2)\n            wait (0.01) seconds\n        end\n        next costume\n        wait (2) seconds\n    end\n    repeat (40)\n        change [ghost v] effect by (-2)\n        wait (0.01) seconds\n    end\n    wait (3) seconds\n    repeat (40)\n        change [ghost v] effect by (2)\n        wait (0.01) seconds\n    end\n    delete this clone\nelse\n    switch costume to (normal v)\n    forever\n        if <<touching (character v)?> and <(Pause) = [No]>> then\n            next costume\n            wait (0.1) seconds\n            start sound [Jump v]\n            if <touching (character v)?> then\n                set [in air v] to [0]\n                set [speed y v] to [32]\n            end\n            repeat (2)\n                next costume\n            end\n            wait (0.05) seconds\n            switch costume to (normal v)\n            wait (0.3) seconds\n        end\n    end\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\nif <(costume [number v]) < [6]> then\n    go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n    Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nend\n\nwhen I receive [game start v]\nset [end credit v] to [No]\n\ndefine Short\nbroadcast (Ooh v)\nset [end credit v] to [Yes]\nswitch costume to (end credit v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (301)\n    change [ghost v] effect by (-0.33)\nend\nset [ghost v] effect to (0)\nset [pause v] to [Yes]\nwait (14) seconds\ncreate clone of (_myself_ v)\n\nwhen [9 v] key pressed\nif <(End Credit) = [No]> then\n    Short\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nwait until <<(Area) = [7]> and <(Scroll X - Each Area) < [-3150]>>\nif <(End Credit) = [No]> then\n    Short\n    set [end credit v] to [No]\nend\n\n@Enemy Bullet\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [reset game v]\nhide\ndelete this clone\n\nwhen I start as a clone\nhide\nset [x v] to []\nset [y v] to []\nset size to (100) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nswitch costume to (letter (1) of (Choose Bullet for Enemy))\nif <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nrepeat (letter (3) of (Choose Bullet for Enemy))\n    set [x v] to (join (X) (letter ((4) + (length of (X))) of (Choose Bullet for Enemy)))\nend\nrepeat ((length of (Choose Bullet for Enemy)) - ((3) + (letter (3) of (Choose Bullet for Enemy))))\n    set [y v] to (join (Y) (letter (((4) + (letter (3) of (Choose Bullet for Enemy))) + (length of (Y))) of (Choose Bullet for Enemy)))\nend\nif <(costume [name v]) = [7]> then\n    change [y v] by (80)\nend\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nshow\nset [ghost v] effect to (0)\nif <(costume [name v]) = [c]> then\n    point towards (animation+effect v)\nend\nrepeat (24)\n    if <<(costume [name v]) = [1]> or <(costume [name v]) = [d]>> then\n        if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (jump pad+end screen v)?> or <touching (lock door v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n            go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (100)\n            hide\n            delete this clone\n        end\n        Damage\n        if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n            change [x v] by (25)\n        else\n            change [x v] by (-25)\n        end\n        if <(costume [name v]) = [d]> then\n            change [y v] by (-3)\n        end\n    end\n    if <<(costume [name v]) = [2]> or <(costume [name v]) = [6]>> then\n        go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        set [ghost v] effect to (0)\n        Damage\n        if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n            change [x v] by (30)\n        else\n            change [x v] by (-30)\n        end\n    end\n    if <<(costume [name v]) = [a]> or <<(costume [name v]) = [3]> or <<(costume [name v]) = [d]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [e]>>>>> then\n        if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (jump pad+end screen v)?> or <touching (lock door v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n            go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (100)\n            hide\n            delete this clone\n        end\n        Damage\n        if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n            change [x v] by (22)\n        else\n            change [x v] by (-22)\n        end\n    end\n    if <<(costume [name v]) = [4]> or <(costume [name v]) = [7]>> then\n        repeat (14)\n            set [ghost v] effect to (pick random (0) to (30))\n            set [brightness v] effect to (pick random (-10) to (30))\n            if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<touching (jump pad+end screen v)?> or <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (lock door v)?>>>>>> then\n                go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n                set [ghost v] effect to (0)\n            else\n                set [ghost v] effect to (100)\n                hide\n                delete this clone\n            end\n            if <touching (character v)?> then\n                Damage\n            end\n            set rotation style [all around v]\n            point towards (animation+effect v)\n            change [x v] by ((6) * ([sin v] of (direction) ))\n            change [y v] by ((6) * ([cos v] of (direction) ))\n        end\n    end\n    if <(costume [name v]) = [8]> then\n        if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (lock door v)?> or <touching (jump pad+end screen v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n            go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (100)\n            hide\n            delete this clone\n        end\n        Damage\n        if <(letter (2) of (Choose Bullet for Enemy)) = [R]> then\n            change [x v] by (30)\n        else\n            change [x v] by (-30)\n        end\n    end\n    if <(costume [name v]) = [9]> then\n        set rotation style [don't rotate v]\n        go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        change size by (33)\n        change [ghost v] effect by (4)\n        change [brightness v] effect by (2)\n        Damage\n    end\n    if <(costume [name v]) = [b]> then\n        if <(direction) > [0]> then\n            go to x: (((X) + (60)) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        else\n            go to x: (((X) - (60)) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n        end\n        change size by (30)\n        change [ghost v] effect by (3)\n        change [brightness v] effect by (1.5)\n        Damage\n    end\n    if <(costume [name v]) = [f]> then\n        if <(direction) > [0]> then\n            go to x: (((X) + (45)) - (Scroll X - Each Area)) y: (((Y) + (5)) - (Scroll Y - Each Area))\n        else\n            go to x: (((X) - (45)) - (Scroll X - Each Area)) y: (((Y) + (5)) - (Scroll Y - Each Area))\n        end\n        change size by (60)\n        change [ghost v] effect by (3.5)\n        change [brightness v] effect by (1.5)\n        Damage\n    end\n    if <(costume [name v]) = [c]> then\n        if <not <<touching (platform v)?> or <<<touching (_edge_ v)?> or <touching (killing v)?>> or <<<touching (lock door v)?> or <touching (jump pad+end screen v)?>> or <<touching (weapon v)?> and <(Attack) = [Yes]>>>>>> then\n            go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (100)\n            hide\n            delete this clone\n        end\n        if <touching (character v)?> then\n            Damage\n        end\n        change [x v] by ((14) * ([sin v] of (direction) ))\n        change [y v] by ((14) * ([cos v] of (direction) ))\n    end\nend\ndelete this clone\n\ndefine Damage\nif <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>> then\n    set [speed y v] to [12]\n    if <(direction) = [-90]> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\n    set [ghost v] effect to (100)\n    hide\n    delete this clone\nend\n\n@Save Point\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (20)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Go to (x) (y)\nswitch costume to (still not save v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [set up v]\nif <(Area) = [1]> then\n    Check Point At [-930] [-220]\n    Check Point At [-1350] [125]\n    Check Point At [-2260] [60]\n    Check Point At [385] [-275]\n    Go to [0] [0]\nelse\n    if <(Area) = [2]> then\n        Check Point At [-120] [90]\n        Check Point At [0] [-780]\n        Check Point At [-1600] [10]\n        Check Point At [-3100] [25]\n    else\n        if <(Area) = [3]> then\n            Go to [960] [0]\n            Check Point At [80] [-80]\n            Check Point At [1855] [50]\n            Check Point At [2930] [-290]\n            Check Point At [2810] [-1440]\n            Check Point At [200] [-650]\n            Check Point At [1150] [-1440]\n            Teleport [1000] [-1410] [1]\n        else\n            if <(Area) = [4]> then\n                Go to [2880] [-1440]\n                Check Point At [-25] [-1570]\n                Check Point At [480] [-40]\n                Check Point At [2900] [-680]\n                Check Point At [2690] [70]\n                Check Point At [1480] [-30]\n            else\n                if <(Area) = [5]> then\n                    Check Point At [-972] [150]\n                    Check Point At [-178] [-90]\n                    Check Point At [-782] [-890]\n                    Check Point At [-750] [-1340]\n                    Check Point At [88] [-1370]\n                    Check Point At [888] [-1445]\n                    Check Point At [618] [-2120]\n                    Check Point At [1020] [-2710]\n                    Check Point At [1232] [-2970]\n                    Check Point At [2280] [-2920]\n                    Teleport [1980] [-3113] [5]\n                else\n                    if <(Area) = [6]> then\n                        Go to [0] [-2160]\n                        Check Point At [-400] [280]\n                        Check Point At [120] [-260]\n                        Check Point At [140] [-1335]\n                        Check Point At [-400] [-810]\n                        Check Point At [680] [-2190]\n                        Check Point At [1555] [-2250]\n                        Check Point At [2555] [-2410]\n                        Check Point At [3400] [-2110]\n                        Check Point At [4220] [-2300]\n                        Check Point At [3600] [-1740]\n                        Check Point At [3660] [-990]\n                        Check Point At [3180] [-1005]\n                        Check Point At [2000] [-800]\n                        Teleport [2990] [-1017] [9]\n                        Teleport [2626] [-656] [10]\n                        Teleport [-308] [-2056] [2]\n                    else\n                        if <(Area) = [7]> then\n                            Go to [-1920] [-2160]\n                            Teleport [300] [169] [6]\n                            Check Point At [4] [240]\n                            Check Point At [90] [-290]\n                            Check Point At [718] [-854]\n                            Check Point At [1262] [-856]\n                            Check Point At [-1278] [-946]\n                            Check Point At [-2164] [-686]\n                            Check Point At [-1562] [-1058]\n                        else\n                            if <(Area) = [8]> then\n                                Go to [-1920] [-2880]\n                                Check Point At [-120] [-200]\n                                Check Point At [-375] [-970]\n                                Check Point At [300] [-1160]\n                                Check Point At [-300] [-1560]\n                                Check Point At [-25] [-1950]\n                                Check Point At [80] [-2750]\n                                Check Point At [-853] [-2888]\n                                Teleport [-4146] [-2951] [8]\n                            else\n                                if <(Area) = [9]> then\n                                    Go to [-2880] [-2160]\n                                    Check Point At [-2143] [-2272]\n                                    Check Point At [-2268] [-1880]\n                                    Check Point At [-1740] [-1290]\n                                    Check Point At [-1663] [-900]\n                                    Check Point At [-2304] [-230]\n                                    Check Point At [-1554] [-50]\n                                    Check Point At [-800] [30]\n                                    Teleport [-340] [86] [12]\n                                    Teleport [365] [161] [11]\n                                    Teleport [-1600] [-2177] [7]\n                                    Teleport [-4236] [-2211] [3]\n                                    Teleport [-4190] [-2044] [4]\n                                else\n                                    if <(Area) = [10]> then\n                                        Check Point At [328] [655]\n                                        Check Point At [328] [-228]\n                                        Check Point At [-285] [1270]\n                                        Check Point At [-324] [1765]\n                                        Check Point At [-250] [-150]\n                                    else\n                                        if <(Area) = [11]> then\n                                            Go to [-870] [-186]\n                                            Check Point At [206] [16]\n                                            Check Point At [-950] [115]\n                                            Check Point At [-2189] [225]\n                                            Check Point At [-2318] [1155]\n                                            Check Point At [-1152] [1490]\n                                            Check Point At [-648] [1460]\n                                            Check Point At [156] [1580]\n                                            Check Point At [14] [1235]\n                                            Check Point At [195] [500]\n                                            Check Point At [-327] [1333]\n                                            Check Point At [-345] [220]\n                                            Check Point At [-1510] [-270]\n                                            Check Point At [-1880] [60]\n                                            Check Point At [-1679] [890]\n                                            Check Point At [-1750] [1415]\n                                        else\n                                            if <(Area) = [12]> then\n                                                Go to [-3840] [-2160]\n                                                Check Point At [-210] [-150]\n                                                Check Point At [-400] [210]\n                                                Check Point At [-1440] [-173]\n                                                Check Point At [-2505] [84]\n                                                Check Point At [-2700] [-770]\n                                                Check Point At [-2700] [-1712]\n                                                Check Point At [-2564] [-2215]\n                                                Check Point At [-2870] [-1120]\n                                                Check Point At [-2082] [-80]\n                                                Check Point At [-3080] [-180]\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [Not saved]> or <(costume [name v]) = [Green Saved]>> then\n    set [ghost v] effect to (25)\n    forever\n        if <<not <(Check Point X for fail) = (X)>> or <not <(Check Point Y for fail) = (Y)>>> then\n            switch costume to (not saved v)\n            if <touching (character v)?> then\n                switch costume to (not save v)\n                start sound [Green boi v]\n                set [check point x for fail v] to (X)\n                set [check point y for fail v] to (Y)\n                if <(Hit Point) < (Base HP)> then\n                    change [hit point v] by (1)\n                end\n                if <(Ammo) < [10]> then\n                    change [ammo v] by (1)\n                end\n            end\n        else\n            switch costume to (green saved v)\n            set [brightness v] effect to (20)\n        end\n    end\nend\nif <(costume [name v]) = [Still not save]> then\n    forever\n        if <not <(Area) = (Save Point Area - Area)>> then\n            switch costume to (still not save v)\n            if <<touching (character v)?> or <(distance to [character v]) < [50]>> then\n                switch costume to (still not save v)\n                set [brightness v] effect to (10)\n                if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n                    start sound [hmm v]\n                    set [save point area - area v] to (Area)\n                    set [save point area x v] to (X)\n                    set [save point area y v] to (Y)\n                    set [check point x for fail v] to (X)\n                    set [check point y for fail v] to (Y)\n                    wait (0.05) seconds\n                    switch costume to (1 v)\n                    wait (0.05) seconds\n                    switch costume to (2 v)\n                    wait (0.05) seconds\n                    switch costume to (3 v)\n                    wait (0.05) seconds\n                    switch costume to (2 v)\n                    wait (0.05) seconds\n                    switch costume to (1 v)\n                    wait (0.05) seconds\n                    switch costume to (saved v)\n                    set [brightness v] effect to (5)\n                    set [hit point v] to (Base HP)\n                    if <(Badge) = [2]> then\n                        set [badge v] to [0]\n                    end\n                    broadcast (new things v)\n                    broadcast (Reset Enemy v) and wait\n                    wait until <not <<<touching (character v)?> or <key (e v) pressed?>> or <<mouse down?> and <touching (mouse-pointer v)?>>>>\n                end\n            else\n                set [brightness v] effect to (0)\n            end\n        else\n            switch costume to (saved v)\n            set [brightness v] effect to (5)\n            if <touching (character v)?> then\n                set [ammo v] to [10]\n                set [check point x for fail v] to (X)\n                set [check point y for fail v] to (Y)\n                if <(Hit Point) < (Base HP)> then\n                    switch costume to (saveagain v)\n                    if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n                        start sound [Collect v]\n                        switch costume to (saved v)\n                        set [hit point v] to (Base HP)\n                        if <(Badge) = [2]> then\n                            set [badge v] to [0]\n                        end\n                        broadcast (new things v)\n                        broadcast (Reset Enemy v) and wait\n                    end\n                end\n            end\n        end\n    end\nend\nif <(costume [number v]) > [8]> then\n    forever\n        if <<<(costume [number v]) = [12]> and <(letter (1) of (Key)) = [0]>> or <<<(costume [number v]) = [9]> and <(letter (2) of (Key)) = [0]>> or <<(costume [number v]) = [15]> and <(letter (3) of (Key)) = [0]>>>> then\n            next costume\n        end\n        if <<<(costume [number v]) = [13]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [16]>>> and <touching (character v)?>> then\n            next costume\n        end\n        if <<(costume [number v]) = [14]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [17]>>> then\n            if <not <touching (character v)?>> then\n                switch costume to ((costume [number v]) - (1))\n            else\n                if <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n                    start sound [Green boi v]\n                    set [teleport number v] to (#1 current number)\n                    broadcast (Teleport v)\n                    wait until <not <<touching (character v)?> or <<key (e v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>>>\n                end\n            end\n        end\n    end\nend\n\ndefine Check Point At (x) (y)\nswitch costume to (not saved v)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [repeat#2 v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\ndefine Teleport (x) (y) (count)\nif <(count) < [5]> then\n    switch costume to (no key_red v)\nelse\n    if <(count) < [9]> then\n        switch costume to (no key_yellow v)\n    else\n        switch costume to (no key_green v)\n    end\nend\nset [#1 current number v] to (count)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\n@Lock Door\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Create Clone at (x) (y)\nif <(Area) = [4]> then\n    switch costume to (costume1 v)\nelse\n    if <(Area) = [8]> then\n        switch costume to (costume2 v)\n    else\n        if <(Area) = [9]> then\n            switch costume to (costume3 v)\n        else\n            if <(Area) = [7]> then\n                switch costume to (costume4 v)\n            end\n        end\n    end\nend\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [reactivate v]\nwait (0.1) seconds\nwait until <(letter (5) of (Boss Stat)) = [A]>\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n    Create Clone at [1920] [-1440]\nelse\n    if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n        Create Clone at [-2880] [-2880]\n    else\n        if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n            Create Clone at [-3840] [-2160]\n        else\n            if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n                Create Clone at [-1920] [-2880]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nwait until <(letter (5) of (Boss Stat)) = [N]>\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\n@Effect Fading+HP\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [cover screen v]\nif <not <(Hit Point) > [1]>> then\n    switch costume to (3 v)\nelse\n    switch costume to (2 v)\nend\ngo to x: (0) y: (0)\nshow\n\nwhen I start as a clone\nwait (0.05) seconds\nswitch costume to ((Hit Point) + (4))\nset size to (100) %\nset [brightness v] effect to (0)\nshow\ngo to [front v] layer\nset rotation style [don't rotate v]\nforever\n    go to x: (0) y: (0)\n    switch costume to ((Hit Point) + (4))\n    if <(costume [number v]) < [4]> then\n        switch costume to (h11 v)\n    end\nend\n\nwhen I receive [reactivate v]\nswitch costume to (effect v)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset game v]\nswitch costume to (2 v)\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [repeat v]\nshow\nif <(costume [number v]) = [1]> then\n    go to x: ((X for Effect Fading) - (Scroll X - Each Area)) y: ((Y for Effect Fading) - (Scroll Y - Each Area))\nend\nset [x for effect fading v] to (Scroll X - Each Area)\nset [y for effect fading v] to (Scroll Y - Each Area)\n\nwhen I receive [repeat v]\nset [ghost v] effect to (10)\nif <(Area) = [1]> then\n    For Short [240] [-3120] [180] [-180]\nelse\n    if <(Area) = [2]> then\n        For Short [240] [-3120] [180] [-900]\n    else\n        if <<(Area) = [3]> or <(Area) = [4]>> then\n            For Short [3120] [-240] [180] [-1620]\n        else\n            if <(Area) = [5]> then\n                For Short [3120] [-1200] [180] [-3060]\n            else\n                if <(Area) = [6]> then\n                    For Short [4080] [-240] [180] [-2340]\n                else\n                    if <(Area) = [12]> then\n                        For Short [240] [-5040] [180] [-2340]\n                    else\n                        if <(Area) = [11]> then\n                            For Short [240] [-2160] [1620] [-180]\n                        else\n                            if <(Area) = [8]> then\n                                For Short [240] [-4080] [180] [-3060]\n                            else\n                                if <(Area) = [9]> then\n                                    For Short [240] [-4080] [180] [-2340]\n                                else\n                                    if <(Area) = [10]> then\n                                        For Short [240] [-240] [2340] [-180]\n                                    else\n                                        if <(Area) = [7]> then\n                                            For Short [2160] [-3120] [180] [-3060]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short (x) (-x) (y) (-y)\nif <(X for Effect Fading) > (x)> then\n    set [x for effect fading v] to (x)\nelse\n    if <(X for Effect Fading) < (-x)> then\n        set [x for effect fading v] to (-x)\n    end\nend\nif <(Y for Effect Fading) > (y)> then\n    set [y for effect fading v] to (y)\nelse\n    if <(Y for Effect Fading) < (-y)> then\n        set [y for effect fading v] to (-y)\n    end\nend\n\n@Boss\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nset rotation style [left-right v]\nset [boss hitpoint v] to [100]\n\nwhen I receive [reactivate v]\nwait (0.05) seconds\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n    wait until <<(Scroll Y - Each Area) < [-1500]> and <<(Scroll X - Each Area) > [1489]> and <(Scroll X - Each Area) < [2350]>>>\n    set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n    set [boss x v] to [1520]\n    set [boss 'stance' v] to [LN]\n    set [boss hitpoint v] to [580]\n    set [boss y v] to [-1595]\n    point in direction (90)\n    switch costume to (1 v)\n    wait (2) seconds\n    set [brightness v] effect to (0)\n    forever\n        if <(letter (1) of (Boss 'stance')) = [L]> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n        wait (0.25) seconds\n        set [what boss used v] to (Choose Skill for Boss)\n        repeat until <not <(What Boss Used) = (Choose Skill for Boss)>>\n            Choose Skill for Boss 3\n        end\n        if <(Choose Skill for Boss) = [1]> then\n            switch costume to (2 v)\n            wait (0.85) seconds\n            switch costume to (3 v)\n            wait (0.15) seconds\n            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n            start sound [Bing v]\n            switch costume to (4 v)\n            wait (0.5) seconds\n            switch costume to (3 v)\n            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n            wait (0.25) seconds\n            switch costume to (1 v)\n            wait (0.5) seconds\n        else\n            if <(Choose Skill for Boss) = [4]> then\n                switch costume to (10 v)\n                wait (1.4) seconds\n                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                switch costume to (11 v)\n                wait (0.05) seconds\n                switch costume to (12 v)\n                wait (0.05) seconds\n                switch costume to (13 v)\n                wait (0.05) seconds\n                switch costume to (14 v)\n                wait (0.05) seconds\n                switch costume to (15 v)\n                wait (0.05) seconds\n                switch costume to (16 v)\n                wait (0.05) seconds\n                switch costume to (17 v)\n                wait (0.05) seconds\n                switch costume to (18 v)\n                start sound [Bing v]\n                wait (0.5) seconds\n                switch costume to (17 v)\n                wait (0.05) seconds\n                switch costume to (16 v)\n                wait (0.05) seconds\n                switch costume to (15 v)\n                wait (0.05) seconds\n                switch costume to (14 v)\n                wait (0.05) seconds\n                switch costume to (13 v)\n                wait (0.05) seconds\n                switch costume to (12 v)\n                wait (0.05) seconds\n                switch costume to (11 v)\n                wait (0.05) seconds\n                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                switch costume to (10 v)\n                wait (0.5) seconds\n                switch costume to (1 v)\n                wait (0.3) seconds\n            else\n                if <(Choose Skill for Boss) = [2]> then\n                    switch costume to (8 v)\n                    wait (1) seconds\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                    switch costume to (9 v)\n                    start sound [Bing v]\n                    if <(direction) > [0]> then\n                        set [choose bullet for enemy v] to (join (join [2R] (join (length of (Boss X)) (Boss X))) (Boss Y))\n                    else\n                        set [choose bullet for enemy v] to (join (join [2L] (join (length of (Boss X)) (Boss X))) (Boss Y))\n                    end\n                    create clone of (enemy bullet v)\n                    wait (0.5) seconds\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                    switch costume to (8 v)\n                    wait (0.35) seconds\n                    switch costume to (1 v)\n                    wait (0.3) seconds\n                else\n                    switch costume to (5 v)\n                    wait (0.25) seconds\n                    switch costume to (6 v)\n                    wait (1) seconds\n                    if <(letter (1) of (Boss 'stance')) = [L]> then\n                        set [boss 'stance' v] to (join [R] (letter (2) of (Boss 'stance')))\n                        repeat (32)\n                            For Short [25]\n                        end\n                    else\n                        set [boss 'stance' v] to (join [L] (letter (2) of (Boss 'stance')))\n                        repeat (32)\n                            For Short [25]\n                        end\n                    end\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                    switch costume to (7 v)\n                    start sound [Slash v]\n                    wait (0.75) seconds\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                    switch costume to (5 v)\n                    wait (0.25) seconds\n                    switch costume to (1 v)\n                    wait (0.75) seconds\n                end\n            end\n        end\n    end\nelse\n    if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n        wait until <<[-2503] > (Scroll X - Each Area)> and <[-3256] < (Scroll X - Each Area)>>\n        set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n        set [boss x v] to [-2880]\n        set [boss 'stance' v] to [_N]\n        set [boss hitpoint v] to [800]\n        set [boss y v] to [-2770]\n        point in direction (90)\n        switch costume to (19 v)\n        wait (1.75) seconds\n        set [brightness v] effect to (0)\n        broadcast (Boss Call Out v)\n        forever\n            switch costume to (19 v)\n            point towards (animation+effect v)\n            set rotation style [don't rotate v]\n            if <(direction) > [0]> then\n                set [boss 'stance' v] to [RN]\n            else\n                set [boss 'stance' v] to [LN]\n            end\n            if <(pick random (1) to (7)) = [1]> then\n                switch costume to (30 ? v)\n                wait (0.25) seconds\n                broadcast (Boss Call Out v)\n                wait (0.8) seconds\n                switch costume to (19 v)\n            else\n                if <(pick random (1) to (4)) = [3]> then\n                    switch costume to (20 v)\n                    wait (1.25) seconds\n                    repeat (5)\n                        wait (0.04) seconds\n                        next costume\n                    end\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                    point in direction (90)\n                    set rotation style [all around v]\n                    wait (1.25) seconds\n                    if <(letter (1) of (Boss 'stance')) = [R]> then\n                        repeat (20)\n                            turn right (36) degrees\n                            change [boss x v] by (14)\n                        end\n                        repeat (20)\n                            turn right (36) degrees\n                            change [boss y v] by (-8)\n                        end\n                        repeat (20)\n                            turn right (36) degrees\n                            change [boss x v] by (-14)\n                        end\n                        repeat (20)\n                            turn right (36) degrees\n                            change [boss y v] by (8)\n                        end\n                    else\n                        repeat (20)\n                            turn right (-36) degrees\n                            change [boss x v] by (-14)\n                        end\n                        repeat (20)\n                            turn right (-36) degrees\n                            change [boss y v] by (-8)\n                        end\n                        repeat (20)\n                            turn right (-36) degrees\n                            change [boss x v] by (14)\n                        end\n                        repeat (20)\n                            turn right (-36) degrees\n                            change [boss y v] by (8)\n                        end\n                    end\n                    wait (0.5) seconds\n                    set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                    switch costume to (24 v)\n                    wait (0.05) seconds\n                    switch costume to (23 v)\n                    wait (0.05) seconds\n                    switch costume to (22 v)\n                    wait (0.05) seconds\n                    switch costume to (21 v)\n                    wait (0.05) seconds\n                    switch costume to (19 v)\n                    wait (1.2) seconds\n                else\n                    if <(pick random (1) to (4)) = [2]> then\n                        switch costume to (29 v)\n                        wait (0.9) seconds\n                        switch costume to (30 v)\n                        wait (0.9) seconds\n                        switch costume to (27 v)\n                        point in direction (90)\n                        set rotation style [all around v]\n                        start sound [2 \(1\) v]\n                        set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                        wait (0.5) seconds\n                        repeat (20)\n                            if <(letter (1) of (Boss 'stance')) = [R]> then\n                                turn right (18) degrees\n                            else\n                                turn left (18) degrees\n                            end\n                        end\n                        wait (0.5) seconds\n                        set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                        switch costume to (30 v)\n                        wait (0.25) seconds\n                        switch costume to (19 v)\n                        wait (1.2) seconds\n                    else\n                        if <(pick random (1) to (3)) = [2]> then\n                            switch costume to (28 v)\n                            wait (1) seconds\n                            switch costume to (30 v)\n                            broadcast (Boss#2_Attack#1 v)\n                            wait (4.25) seconds\n                        else\n                            if <(pick random (1) to (2)) = [2]> then\n                                switch costume to (26 v)\n                                wait (1) seconds\n                                switch costume to (30 v)\n                                broadcast (Boss#2_Attack#2 v)\n                                wait (3.6) seconds\n                            else\n                                switch costume to (31 v)\n                                wait (1) seconds\n                                switch costume to (30 v)\n                                broadcast (Boss#2_Attack#3 v)\n                                wait (4.75) seconds\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    else\n        if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n            wait until <(Scroll X - Each Area) < [-3580]>\n            set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n            set [boss x v] to [-4100]\n            set [boss 'stance' v] to [_N]\n            set [boss hitpoint v] to [1000]\n            set [boss y v] to [-2360]\n            switch costume to (32 v)\n            wait (1.75) seconds\n            point in direction (90)\n            set [brightness v] effect to (0)\n            forever\n                switch costume to (32 v)\n                wait (0.5) seconds\n                set [what boss used v] to (Choose Skill for Boss)\n                repeat until <not <(What Boss Used) = (Choose Skill for Boss)>>\n                    Choose Skill for Boss 2\n                end\n                if <(Choose Skill for Boss) = [1]> then\n                    switch costume to (33 v)\n                    wait (0.58) seconds\n                    repeat (3)\n                        next costume\n                    end\n                    start sound [Slash v]\n                    set [boss 'stance' v] to [_Y]\n                    wait (0.4) seconds\n                    set [boss 'stance' v] to [_N]\n                    repeat (3)\n                        switch costume to ((costume [number v]) - (1))\n                        wait (0.01) seconds\n                    end\n                    wait (0.35) seconds\n                end\n                if <(Choose Skill for Boss) = [2]> then\n                    switch costume to (41 v)\n                    wait (0.7) seconds\n                    repeat (4)\n                        next costume\n                        set [boss 'stance' v] to [_Y]\n                        wait (0.01) seconds\n                    end\n                    start sound [Slash v]\n                    wait (0.1) seconds\n                    set [boss 'stance' v] to [_N]\n                    switch costume to (42 v)\n                    wait (0.35) seconds\n                    switch costume to (46 v)\n                    wait (0.1) seconds\n                    repeat (2)\n                        next costume\n                        set [boss 'stance' v] to [_Y]\n                        wait (0.01) seconds\n                    end\n                    start sound [Slash v]\n                    wait (0.1) seconds\n                    set [boss 'stance' v] to [_N]\n                    switch costume to (42 v)\n                    wait (0.3) seconds\n                    switch costume to (49 v)\n                    wait (0.1) seconds\n                    repeat (2)\n                        wait (0.01) seconds\n                        next costume\n                        set [boss 'stance' v] to [_Y]\n                    end\n                    start sound [Slash v]\n                    wait (0.1) seconds\n                    set [boss 'stance' v] to [_N]\n                    switch costume to (42 v)\n                    wait (0.5) seconds\n                    switch costume to (52 v)\n                    start sound [Bing v]\n                    set [boss 'stance' v] to [_Y]\n                    wait (0.5) seconds\n                    switch costume to (42 v)\n                    set [boss 'stance' v] to [_N]\n                    wait (0.35) seconds\n                end\n                if <(Choose Skill for Boss) = [3]> then\n                    switch costume to (53 v)\n                    broadcast (Boss#3_Attack#1 v) and wait\n                    wait (1.5) seconds\n                    switch costume to (32 v)\n                    wait (0.8) seconds\n                end\n                if <(Choose Skill for Boss) = [4]> then\n                    switch costume to (37 v)\n                    wait (0.5) seconds\n                    repeat (3)\n                        wait (0.01) seconds\n                        next costume\n                    end\n                    broadcast (Boss#3_Attack#2 v) and wait\n                    wait (0.6) seconds\n                    repeat (3)\n                        wait (0.01) seconds\n                        switch costume to ((costume [number v]) - (1))\n                    end\n                    wait (0.25) seconds\n                    switch costume to (32 v)\n                    wait (2.25) seconds\n                end\n                if <(Choose Skill for Boss) = [5]> then\n                    switch costume to (55 v)\n                    wait (0.65) seconds\n                    broadcast (Boss#3_Attack#3 v)\n                    repeat (12)\n                        next costume\n                        wait (0.15) seconds\n                        next costume\n                        wait (0.15) seconds\n                        switch costume to (55 v)\n                    end\n                    wait (0.5) seconds\n                    switch costume to (32 v)\n                    wait (2.75) seconds\n                end\n                if <(Choose Skill for Boss) = [6]> then\n                    switch costume to (37 v)\n                    wait (0.5) seconds\n                    repeat (3)\n                        wait (0.01) seconds\n                        next costume\n                    end\n                    broadcast (Boss#3Attack#4 v) and wait\n                    wait (0.6) seconds\n                    repeat (3)\n                        wait (0.01) seconds\n                        switch costume to ((costume [number v]) - (1))\n                    end\n                    wait (0.25) seconds\n                    switch costume to (32 v)\n                    wait (1) seconds\n                end\n            end\n        else\n            if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n                wait until <(Scroll Y - Each Area) < [-2725]>\n                set [boss x v] to [-1920]\n                wait until <((Boss X) - (Scroll X - Each Area)) > [-270]>\n                set [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [A])\n                set rotation style [left-right v]\n                set [boss 'stance' v] to [MN]\n                set [boss hitpoint v] to [1300]\n                set [boss y v] to [-2991]\n                switch costume to (86 v)\n                point in direction (90)\n                set [brightness v] effect to (0)\n                wait (1.25) seconds\n                Super Short\n                set [choose skill for boss v] to [1]\n                wait (0.25) seconds\n                forever\n                    wait (0.65) seconds\n                    set [what boss used v] to (Choose Skill for Boss)\n                    repeat until <not <(Choose Skill for Boss) = (What Boss Used)>>\n                        Choose Skill for boss\n                    end\n                    if <(Choose Skill for Boss) = [1]> then\n                        Super Short\n                        Super Short 3\n                        wait (0.65) seconds\n                        repeat (4)\n                            switch costume to (58 v)\n                            For Short [26]\n                            start sound [Fall v]\n                            wait (0.25) seconds\n                            repeat (2)\n                                next costume\n                                For Short [26]\n                                wait (0.05) seconds\n                            end\n                        end\n                        switch costume to (58 v)\n                        For Short [26]\n                        start sound [Fall v]\n                        wait (0.05) seconds\n                        next costume\n                        For Short [26]\n                        wait (0.05) seconds\n                        For Short [26]\n                        start sound [Fall v]\n                        switch costume to (57 v)\n                        wait (0.05) seconds\n                        if <(letter (1) of (Boss 'stance')) = [M]> then\n                            if <(direction) > [0]> then\n                                set [boss 'stance' v] to (join [R] (letter (2) of (Boss 'stance')))\n                            else\n                                set [boss 'stance' v] to (join [L] (letter (2) of (Boss 'stance')))\n                            end\n                        else\n                            set [boss 'stance' v] to (join [M] (letter (2) of (Boss 'stance')))\n                        end\n                        Super Short 3\n                    else\n                        if <(Choose Skill for Boss) = [2]> then\n                            Super Short\n                            Super Short 3\n                            switch costume to (61 v)\n                            wait (0.32) seconds\n                            next costume\n                            wait (0.32) seconds\n                            start sound [stab v]\n                            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                            repeat (3)\n                                next costume\n                                wait (0.005) seconds\n                            end\n                            wait (0.2) seconds\n                            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                            switch costume to (62 v)\n                            wait (0.25) seconds\n                            switch costume to (57 v)\n                        else\n                            if <(Choose Skill for Boss) = [3]> then\n                                Super Short\n                                Super Short 3\n                                switch costume to (66 v)\n                                wait (0.7) seconds\n                                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                                start sound [Slash v]\n                                repeat (3)\n                                    next costume\n                                    wait (0.005) seconds\n                                end\n                                wait (0.1) seconds\n                                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                                next costume\n                                wait (0.25) seconds\n                                switch costume to (57 v)\n                            else\n                                if <(Choose Skill for Boss) = [4]> then\n                                    Super Short\n                                    Super Short 3\n                                    switch costume to (83 v)\n                                    wait (0.5) seconds\n                                    next costume\n                                    wait (0.25) seconds\n                                    broadcast (Boss#4Attack#4 v)\n                                    wait (1.25) seconds\n                                    switch costume to (57 v)\n                                else\n                                    if <(Choose Skill for Boss) = [5]> then\n                                        Super Short 3\n                                        Super Short 2\n                                        switch costume to (86 v)\n                                        wait (0.65) seconds\n                                        broadcast (Boss#4Attack#5 v)\n                                        if <(letter (1) of (Boss Stat)) = [M]> then\n                                            wait (4) seconds\n                                        else\n                                            wait (5) seconds\n                                        end\n                                    else\n                                        if <(Choose Skill for Boss) = [6]> then\n                                            Super Short 3\n                                            Super Short 2\n                                            switch costume to (75 v)\n                                            wait (0.75) seconds\n                                            next costume\n                                            wait (0.25) seconds\n                                            next costume\n                                            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                                            broadcast (Boss#4Attack#1 v)\n                                            set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                                            wait (0.4) seconds\n                                            switch costume to (75 v)\n                                        else\n                                            if <(Choose Skill for Boss) = [7]> then\n                                                Super Short 3\n                                                Super Short 2\n                                                switch costume to (78 v)\n                                                wait (0.75) seconds\n                                                next costume\n                                                wait (0.3) seconds\n                                                next costume\n                                                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [Y])\n                                                broadcast (Boss#4Attack#2 v)\n                                                set [boss 'stance' v] to (join (letter (1) of (Boss 'stance')) [N])\n                                                wait until <touching (boss's skill v)?>\n                                                wait (0.01) seconds\n                                                switch costume to (79 v)\n                                                wait (0.15) seconds\n                                                switch costume to (78 v)\n                                            else\n                                                if <(Choose Skill for Boss) = [8]> then\n                                                    Super Short 3\n                                                    Super Short\n                                                    switch costume to (87 v)\n                                                    wait (0.6) seconds\n                                                    broadcast (Boss#4Attack#6 v)\n                                                    wait (3.25) seconds\n                                                    switch costume to (57 v)\n                                                else\n                                                    if <(Choose Skill for Boss) = [9]> then\n                                                        Super Short 3\n                                                        Super Short\n                                                        switch costume to (85 v)\n                                                        wait (0.6) seconds\n                                                        broadcast (Boss#4Attack#3 v)\n                                                        wait (3.75) seconds\n                                                        switch costume to (57 v)\n                                                    else\n                                                        if <(Choose Skill for Boss) = [10]> then\n                                                            Super Short\n                                                            Super Short 4\n                                                            repeat until <<(Scroll X - Each Area) > ((Boss X) - (7))> and <((Boss X) + (7)) > (Scroll X - Each Area)>>\n                                                                if <(Boss X) > (Scroll X - Each Area)> then\n                                                                    change [boss x v] by (-14)\n                                                                else\n                                                                    change [boss x v] by (14)\n                                                                end\n                                                            end\n                                                            repeat (12)\n                                                                if <(Scroll X - Each Area) > ((Boss X) + (7))> then\n                                                                    change [boss x v] by (14)\n                                                                else\n                                                                    if <((Boss X) - (7)) > (Scroll X - Each Area)> then\n                                                                        change [boss x v] by (-14)\n                                                                    end\n                                                                end\n                                                            end\n                                                            Super Short 5\n                                                            Super Short 4\n                                                            repeat until <<[-1913] > (Boss X)> and <[-1927] < (Boss X)>>\n                                                                if <(Boss X) > [-1920]> then\n                                                                    change [boss x v] by (-14)\n                                                                else\n                                                                    change [boss x v] by (14)\n                                                                end\n                                                            end\n                                                            set [boss x v] to [-1920]\n                                                            wait (0.25) seconds\n                                                            Super Short 5\n                                                            set [boss 'stance' v] to [MN]\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [boss get hit v]\nchange [brightness v] effect by (25)\nstart sound [pop v]\nwait (0.25) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [repeat#2 v]\nif <<(Boss Hitpoint) > [0]> and <<(letter (2) of (Boss 'stance')) = [Y]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>>> then\n    set [speed y v] to [12]\n    if <(Boss X) > (Scroll X - Each Area)> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\nend\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n    go to x: ((Boss X) - (Scroll X - Each Area)) y: ((Boss Y) - (Scroll Y - Each Area))\n    Position ((Boss X) - (Scroll X - Each Area)) ((Boss Y) - (Scroll Y - Each Area))\nend\n\nwhen I receive [cover screen v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen I receive [reactivate v]\nforever\n    if <<not <[0] < (Boss Hitpoint)>> and <(letter (5) of (Boss Stat)) = [A]>> then\n        start sound [Pop v]\n        if <(Area) = [4]> then\n            set [boss stat v] to (join [0] (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (join (letter (4) of (Boss Stat)) [N]))))\n        end\n        if <(Area) = [8]> then\n            set [boss stat v] to (join (letter (1) of (Boss Stat)) (join [0] (join (letter (3) of (Boss Stat)) (join (letter (4) of (Boss Stat)) [N]))))\n        end\n        if <(Area) = [9]> then\n            set [boss stat v] to (join (letter (1) of (Boss Stat)) (join (letter (2) of (Boss Stat)) (join [0] (join (letter (4) of (Boss Stat)) [N]))))\n        end\n        if <(Area) = [7]> then\n            set [boss stat v] to (join (letter (1) of (Boss Stat)) (join (letter (2) of (Boss Stat)) (join (letter (3) of (Boss Stat)) (join [0] [N]))))\n        end\n        hide\n        stop [other scripts in sprite v]\n        set [boss hitpoint v] to [1]\n        broadcast (new things v)\n        broadcast (Wait v)\n        wait (0.01) seconds\n    end\nend\n\nwhen I receive [wait v]\nwait (2.2) seconds\nstart sound [victory - Dark Souls v]\n\ndefine For Short (??)\nif <(direction) > [0]> then\n    change [boss x v] by (??)\nelse\n    change [boss x v] by ((0) - (??))\nend\n\ndefine Super Short\nif <<(costume [name v]) = [75]> or <<(costume [name v]) = [78]> or <(costume [name v]) = [86]>>> then\n    switch costume to (74 v)\n    wait (0.15) seconds\n    repeat (3)\n        switch costume to ((costume [number v]) - (1))\n        wait (0.01) seconds\n    end\n    wait (0.1) seconds\n    switch costume to (57 v)\n    wait (0.075) seconds\nend\n\ndefine Super Short 2\nif <(costume [name v]) = [57]> then\n    switch costume to (71 v)\n    wait (0.15) seconds\n    repeat (3)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (0.075) seconds\nend\n\ndefine Super Short 3\nif <(letter (1) of (Boss 'stance')) = [M]> then\n    point towards (character v)\nelse\n    if <(letter (1) of (Boss 'stance')) = [R]> then\n        point in direction (-90)\n    else\n        point in direction (90)\n    end\nend\n\ndefine Super Short 4\nswitch costume to (81 v)\nwait (0.25) seconds\nnext costume\nstart sound [Fall v]\nwait (0.15) seconds\nrepeat (3)\n    change [boss y v] by (60)\nend\nrepeat (2)\n    change [boss y v] by (50)\nend\nrepeat (4)\n    change [boss y v] by (30)\nend\nwait (0.5) seconds\nnext costume\n\ndefine Super Short 5\nwait (0.05) seconds\nswitch costume to (81 v)\npoint towards (character v)\nrepeat (2)\n    change [boss y v] by (-200)\nend\nstart sound [big fall v]\nwait (0.25) seconds\nswitch costume to (57 v)\n\ndefine Choose Skill for boss\nif <(pick random (1) to (5)) = [1]> then\n    set [choose skill for boss v] to [1]\nelse\n    if <(Scroll Y - Each Area) > [-2820]> then\n        set [choose skill for boss v] to (pick random (8) to (10))\n    else\n        if <(distance to [character v]) < [208]> then\n            if <(pick random (1) to (7)) < [3]> then\n                set [choose skill for boss v] to (pick random (2) to (10))\n            else\n                set [choose skill for boss v] to (pick random (2) to (10))\n            end\n        else\n            set [choose skill for boss v] to (pick random (5) to (10))\n        end\n    end\nend\n\ndefine Choose Skill for Boss 2\nif <(distance to [character v]) < [192]> then\n    set [choose skill for boss v] to (pick random (1) to (6))\nelse\n    if <(distance to [character v]) < [260]> then\n        set [choose skill for boss v] to (pick random (2) to (6))\n    else\n        set [choose skill for boss v] to (pick random (3) to (6))\n    end\nend\n\ndefine Choose Skill for Boss 3\nif <(distance to [character v]) < [145]> then\n    set [choose skill for boss v] to (pick random (1) to (4))\nelse\n    if <(distance to [character v]) < [220]> then\n        set [choose skill for boss v] to (pick random (2) to (4))\n    else\n        set [choose skill for boss v] to (pick random (2) to (3))\n    end\nend\n\n@Boss Hitbox\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nset [boss stat v] to (join (join (join (join (letter (1) of (Boss Stat)) (letter (2) of (Boss Stat))) (letter (3) of (Boss Stat))) (letter (4) of (Boss Stat))) [N])\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset rotation style [left-right v]\ngo to [back v] layer\n\nwhen I receive [reactivate v]\nwait (0.05) seconds\nset [ghost v] effect to (100)\nif <<(Area) = [4]> and <(letter (1) of (Boss Stat)) = [1]>> then\n    wait until <<(Scroll Y - Each Area) < [-1500]> and <<(Scroll X - Each Area) > [1489]> and <(Scroll X - Each Area) < [2350]>>>\n    switch costume to (costume1 v)\n    For Short\nelse\n    if <<(Area) = [8]> and <(letter (2) of (Boss Stat)) = [1]>> then\n        wait until <<[-2503] > (Scroll X - Each Area)> and <[-3256] < (Scroll X - Each Area)>>\n        switch costume to (costume2 v)\n        For Short\n    else\n        if <<(Area) = [9]> and <(letter (3) of (Boss Stat)) = [1]>> then\n            wait until <[-3580] > (Scroll X - Each Area)>\n            switch costume to (costume3 v)\n            For Short\n        else\n            if <<(Area) = [7]> and <(letter (4) of (Boss Stat)) = [1]>> then\n                wait until <(Scroll Y - Each Area) < [-2725]>\n                switch costume to (costume4 v)\n                For Short\n            end\n        end\n    end\nend\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n    go to x: ((Boss X) - (Scroll X - Each Area)) y: ((Boss Y) - (Scroll Y - Each Area))\n    Position ((Boss X) - (Scroll X - Each Area)) ((Boss Y) - (Scroll Y - Each Area))\nend\nif <not <[0] < (Boss Hitpoint)>> then\n    hide\n    stop [other scripts in sprite v]\nend\n\nwhen I receive [repeat v]\nif <<<(Boss Hitpoint) > [0]> and <<(Invincible) = [No]> and <not <(Dash) = [Do]>>>> and <<touching (character v)?> and <<<(Area) = [9]> or <<(Area) = [4]> and <<([costume # v] of [boss v]) < [11]> or <[18] < ([costume # v] of [boss v])>>>> or <<<(Area) = [8]> or <(Area) = [7]>> and <not <<([costume # v] of [boss v]) = [25]> or <([costume # v] of [boss v]) = [27]>>>>>>> then\n    set [speed y v] to [12]\n    if <(Boss X) > (Scroll X - Each Area)> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\nend\n\ndefine For Short\nforever\n    point in direction ([direction v] of [boss v])\n    if <<<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> and <<([costume # v] of [boss v]) < [12]> or <[18] < ([costume # v] of [boss v])>>> then\n        if <touching (bullet v)?> then\n            change [boss hitpoint v] by ((0) - ((Damage) * (2.5)))\n        else\n            change [boss hitpoint v] by ((0) - (Damage))\n        end\n        broadcast (Boss get hit v)\n        wait (0.35) seconds\n    end\nend\n\n@Abilities - Key - HP\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (10)\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reactivate v]\nset [x v] to [99999]\nset [y v] to [99999]\nwait (0.1) seconds\nif <(Area) = [1]> then\n    if <(letter (1) of (HP has collected)) = [1]> then\n        Create Clone at [-3200] [0] [HP]\n    end\n    if <(letter (1) of (Key)) = [1]> then\n        wait until <not <(Gun) = [Not]>>\n        Create Clone at [75] [10] [Key R]\n    end\nelse\n    if <(Area) = [2]> then\n        if <(letter (2) of (HP has collected)) = [1]> then\n            Create Clone at [-2980] [-150] [HP]\n        end\n    else\n        if <(Area) = [3]> then\n            if <(letter (3) of (HP has collected)) = [1]> then\n                Create Clone at [1000] [-1410] [HP]\n            end\n        else\n            if <(Area) = [4]> then\n                if <(letter (4) of (HP has collected)) = [1]> then\n                    Create Clone at [2730] [-1264] [HP]\n                end\n                if <(Dash) = [Not]> then\n                    Create Clone at [760] [-1500] [Ability]\n                end\n            else\n                if <(Area) = [6]> then\n                    set [mini boss hp v] to [600]\n                    if <(Gun) = [Not]> then\n                        Create Clone at [4230] [-480] [Ability]\n                    end\n                    if <(letter (3) of (Key)) = [1]> then\n                        wait until <not <(Mini boss HP) > [0]>>\n                        Create Clone at [2635] [-1000] [Key G]\n                    end\n                else\n                    if <(Area) = [7]> then\n                        if <(letter (8) of (HP has collected)) = [1]> then\n                            Create Clone at [1672] [-480] [HP]\n                        end\n                    else\n                        if <(Area) = [8]> then\n                            if <(Double Jump) = [Do]> then\n                                Create Clone at [-4060] [-3100] [Ability]\n                            end\n                        else\n                            if <(Area) = [9]> then\n                                if <(letter (6) of (HP has collected)) = [1]> then\n                                    Create Clone at [-2735] [-2035] [HP]\n                                end\n                                if <(letter (2) of (Key)) = [1]> then\n                                    Create Clone at [-4140] [-2165] [Key Y]\n                                end\n                            else\n                                if <(Area) = [5]> then\n                                    if <(letter (7) of (HP has collected)) = [1]> then\n                                        Create Clone at [1300] [-1380] [HP]\n                                    end\n                                else\n                                    if <(Area) = [11]> then\n                                        if <(letter (5) of (HP has collected)) = [1]> then\n                                            Create Clone at [-234] [990] [HP]\n                                        end\n                                        if <(Wall Jump) = [Not]> then\n                                            Create Clone at [-1070] [420] [Ability]\n                                        end\n                                    else\n                                        if <<(Area) = [10]> and <(Badge) = [1]>> then\n                                            Create Clone at [-400] [2410] [Ability]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [HP]> then\n    wait until <touching (character v)?>\n    if <(Area) = [1]> then\n        set [hp has collected v] to (join [0] (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n    else\n        if <(Area) = [2]> then\n            set [hp has collected v] to (join (letter (1) of (HP has collected)) (join [0] (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n        else\n            if <(Area) = [3]> then\n                set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join [0] (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n            else\n                if <(Area) = [4]> then\n                    set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join [0] (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n                else\n                    if <(Area) = [7]> then\n                        set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) [0])))))))\n                    else\n                        if <(Area) = [9]> then\n                            set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join [0] (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n                        else\n                            if <(Area) = [5]> then\n                                set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join (letter (5) of (HP has collected)) (join (letter (6) of (HP has collected)) (join [0] (letter (8) of (HP has collected)))))))))\n                            else\n                                if <(Area) = [11]> then\n                                    set [hp has collected v] to (join (letter (1) of (HP has collected)) (join (letter (2) of (HP has collected)) (join (letter (3) of (HP has collected)) (join (letter (4) of (HP has collected)) (join [0] (join (letter (6) of (HP has collected)) (join (letter (7) of (HP has collected)) (letter (8) of (HP has collected)))))))))\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [base hp v] by (1)\n    set [hit point v] to (Base HP)\n    start sound [Collect v]\n    broadcast (new things v)\n    delete this clone\nend\nif <(costume [name v]) = [Ability]> then\n    wait until <touching (character v)?>\n    start sound [Collect v]\n    if <(Area) = [4]> then\n        set [dash v] to [Ready]\n        go to [front v] layer\n        switch costume to (dash v)\n        set [pause v] to [Yes]\n        broadcast (new things v)\n        wait (2.5) seconds\n        set [pause v] to [No]\n    else\n        if <(Area) = [6]> then\n            set [gun v] to [Ready]\n            go to [front v] layer\n            switch costume to (gun v)\n            set [pause v] to [Yes]\n            broadcast (new things v)\n            wait (2.5) seconds\n            set [pause v] to [No]\n        else\n            if <(Area) = [8]> then\n                set [double jump v] to [Not]\n                go to [front v] layer\n                switch costume to (double jump v)\n                set [pause v] to [Yes]\n                broadcast (new things v)\n                wait (2.5) seconds\n                set [pause v] to [No]\n            else\n                if <(Area) = [11]> then\n                    set [wall jump v] to [Have]\n                    go to [front v] layer\n                    switch costume to (wall jump v)\n                    set [pause v] to [Yes]\n                    broadcast (new things v)\n                    wait (2.5) seconds\n                    set [pause v] to [No]\n                else\n                    if <(Area) = [10]> then\n                        set [badge v] to [0]\n                        go to [front v] layer\n                        switch costume to (the badge v)\n                        set [pause v] to [Yes]\n                        broadcast (new things v)\n                        wait (2.5) seconds\n                        set [pause v] to [No]\n                    end\n                end\n            end\n        end\n    end\n    delete this clone\nend\nif <(letter (1) of (costume [name v])) = [K]> then\n    wait until <touching (character v)?>\n    if <(costume [name v]) = [Key R]> then\n        set [key v] to (join [0] (join (letter (2) of (Key)) (letter (3) of (Key))))\n    end\n    if <(costume [name v]) = [Key Y]> then\n        set [key v] to (join (letter (1) of (Key)) (join [0] (letter (3) of (Key))))\n    end\n    if <(costume [name v]) = [Key G]> then\n        set [key v] to (join (letter (1) of (Key)) (join (letter (2) of (Key)) [0]))\n    end\n    broadcast (new things v)\n    start sound [Collect v]\n    delete this clone\nend\n\ndefine Create Clone at (x) (y) (kind)\nswitch costume to (kind)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [repeat#2 v]\nif <<(costume [number v]) < [3]> or <[7] < (costume [number v])>> then\n    go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n    Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nelse\n    go to x: (0) y: (0)\nend\n\n@Enemy's Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset rotation style [don't rotate v]\nset [x v] to [99999]\nset [y v] to [99999]\nbroadcast (Delete Clone v) and wait\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nset [x v] to (X spawn enemy)\nset [y v] to (Y spawn enemy)\nset [number v] to (Number give for enemy)\nset [kind v] to (Kind of enemy)\nset [enemy's move distance v] to [0]\nset [1# load - save v] to [0]\nif <(Kind) = [a]> then\n    For Short [N] [70] [1] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [b]> then\n    For Short [N] [50] [2] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [c]> then\n    For Short [R] [90] [3] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [d]> then\n    For Short [N] [80] [4] ((1) + (((Hit Point) + ((W/A/D/X/C/S/V/B/N/M/R) + ((Area) + ((Scroll X - Each Area) + (((Scroll Y - Each Area) + (Ammo)) + (pick random (1) to (1000))))))) mod (2)))\nend\nif <(Kind) = [e]> then\n    For Short [N] [120] [5] [2]\nend\nif <(Kind) = [f]> then\n    For Short [N] [80] [6] [2]\nend\nif <(Kind) = [g]> then\n    For Short [I] [90] [7] [2]\nend\nif <(Kind) = [h]> then\n    For Short [N] [70] [8] [2]\nend\nif <(Kind) = [i]> then\n    For Short [N] [100] [9] [2]\nend\nif <(Kind) = [j]> then\n    For Short [N] [80] [10] [2]\nend\nif <(Kind) = [k]> then\n    For Short [N] [60] [11] [2]\nend\nif <(Kind) = [l]> then\n    For Short [N] [60] [12] [2]\nend\nif <(Kind) = [m]> then\n    For Short [N] [100] [13] [3]\nend\nif <(Kind) = [n]> then\n    For Short [N] [70] [14] [2]\nend\nif <(Kind) = [o]> then\n    For Short [N] [80] [15] [2]\nend\nif <(Kind) = [p]> then\n    For Short [N] [180] [16] [4]\nend\nif <(Kind) = [q]> then\n    For Short [N] [200] [17] [4]\nend\nif <(Kind) = [r]> then\n    For Short [N] [90] [18] [2]\nend\nif <(Kind) = [s]> then\n    For Short [N] [110] [19] [2]\nend\nif <(Kind) = [t]> then\n    For Short [N] [80] [20] [2]\nend\nif <(Kind) = [u]> then\n    For Short [N] [120] [21] [2]\nend\nif <(Kind) = [v]> then\n    For Short [N] [100] [22] [2]\nend\nif <(Kind) = [w]> then\n    For Short [N] [110] [23] [2]\nend\nif <(Kind) = [x]> then\n    For Short [N] [200] [24] [3]\nend\nif <(Kind) = [y]> then\n    For Short [N] [170] [25] [3]\nend\nif <(Kind) = [z]> then\n    For Short [N] [180] [26] [3]\nend\nif <(Kind) = [HP]> then\n    set [ghost v] effect to (0)\n    show\n    switch costume to (hp v)\n    forever\n        set [brightness v] effect to ((Number) * (4))\n        if <touching (character v)?> then\n            if <((Hit Point) + (Number)) > (Base HP)> then\n                set [hit point v] to (Base HP)\n            else\n                change [hit point v] by (Number)\n            end\n            if <((Ammo) + (Number)) > [10]> then\n                set [ammo v] to [10]\n            else\n                change [ammo v] by (Number)\n            end\n            start sound [Collect v]\n            delete this clone\n        end\n    end\nelse\n    set [ghost v] effect to (100)\n    show\n    forever\n        if <not <<(Block For Enemy) = [I]> or <<<(Scroll X - Each Area) > (X)> and <(Block For Enemy) = [R]>> or <<(X) > (Scroll X - Each Area)> and <(Block For Enemy) = [L]>>>>> then\n            if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n                set [give command for simple enemy v] to (join (join (Number) (Kind)) [H])\n                if <touching (bullet v)?> then\n                    change [enemy's simple hp v] by ((0) - ((Damage) * (2)))\n                else\n                    change [enemy's simple hp v] by ((0) - (Damage))\n                end\n                broadcast (Death or Hit Information v)\n                wait (0.5) seconds\n            end\n        else\n            if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n                if <(Kind) = [g]> then\n                    set [give command for simple enemy v] to (join (join (Number) [g]) [H])\n                    if <touching (bullet v)?> then\n                        change [enemy's simple hp v] by ((0) - ((Damage) * (2)))\n                    else\n                        change [enemy's simple hp v] by ((0) - (Damage))\n                    end\n                    broadcast (Death or Hit Information v)\n                else\n                    start sound [Blocking v]\n                end\n                wait (0.35) seconds\n            end\n        end\n        if <not <(Enemy's Simple HP) > [0]>> then\n            set [give command for simple enemy v] to (join (join (Number) (Kind)) [D])\n            broadcast (Death or Hit Information v)\n            Create Clone (X) (Y) (Enemy HP heals) [HP] []\n            delete this clone\n        end\n        if <<<(costume [name v]) = [7-2]> or <(costume [name v]) = [7]>> or <(costume [name v]) = [7-1]>> then\n            if <(Block For Enemy) = [R]> then\n                switch costume to (7 v)\n            else\n                if <(Block For Enemy) = [L]> then\n                    switch costume to (7-2 v)\n                else\n                    if <(Block For Enemy) = [N]> then\n                        switch costume to (7-1 v)\n                    end\n                end\n            end\n        end\n    end\nend\ndelete this clone\n\nwhen I receive [reset enemy v]\ndelete this clone\n\ndefine Create Clone (x) (y) (number) (kind) (move to)\nset [x spawn enemy v] to (x)\nset [y spawn enemy v] to (y)\nset [number give for enemy v] to (number)\nset [kind of enemy v] to (kind)\nset [kind of enemy move distance v] to (move to)\ncreate clone of (enemy's animation v)\nwait (0) seconds\nset [x v] to [99999]\nset [y v] to [99999]\n\nwhen I receive [reset enemy v]\nwait (0.1) seconds\nbroadcast (Delete Clone v)\nif <(Area) = [1]> then\n    Create Clone [-2800] [-188] [1] [a] []\nelse\n    if <(Area) = [2]> then\n        Create Clone [-380] [-989] [1] [a] []\n        Create Clone [-2440] [-38] [2] [a] []\n        Create Clone [-125] [-613] [1] [b] [210]\n        Create Clone [-3050] [-866] [2] [b] [240]\n    else\n        if <(Area) = [3]> then\n            Create Clone [3140] [47] [1] [a] []\n            Create Clone [450] [-1496] [2] [a] []\n            Create Clone [2500] [-1490] [3] [a] []\n            Create Clone [2500] [-99] [1] [b] [220]\n            Create Clone [345] [-97] [2] [b] [200]\n            Create Clone [2600] [-1167] [3] [b] [250]\n            Create Clone [-250] [-1540] [4] [b] [130]\n            Create Clone [2450] [-102] [1] [c] []\n            Create Clone [2790] [-1716] [2] [c] []\n            Create Clone [2750] [-996] [1] [d] []\n        else\n            if <(Area) = [4]> then\n                Create Clone [-30] [-106] [1] [a] []\n                Create Clone [960] [-159] [2] [a] []\n                Create Clone [1750] [-168] [1] [b] [300]\n                Create Clone [700] [247] [2] [b] [400]\n                Create Clone [2140] [-167] [1] [c] []\n                Create Clone [1780] [53] [2] [c] []\n                Create Clone [1940] [53] [3] [c] []\n                Create Clone [3100] [62] [4] [c] []\n                Create Clone [1840] [53] [1] [d] []\n                Create Clone [3100] [-1012] [2] [d] []\n                Create Clone [2900] [62] [1] [e] []\n                Create Clone [2600] [-1665] [2] [e] []\n            else\n                if <(Area) = [12]> then\n                    Create Clone [-1888] [-24] [1] [c] [185]\n                    Create Clone [-2875] [-539] [2] [c] [185]\n                    Create Clone [-3000] [-1597] [3] [c] [185]\n                    Create Clone [-2315] [-221] [1] [f] [185]\n                    Create Clone [-3012] [-641] [2] [f] [250]\n                    Create Clone [-3290] [-2459] [4] [f] [270]\n                    Create Clone [-2705] [-968] [5] [f] [140]\n                    Create Clone [-1100] [-186] [1] [g] []\n                    Create Clone [-2480] [-221] [2] [g] []\n                    Create Clone [-2750] [-1584] [3] [g] [185]\n                    Create Clone [323] [259] [1] [h] []\n                    Create Clone [-1148] [43] [2] [h] []\n                    Create Clone [-1955] [10] [3] [h] []\n                    Create Clone [-3060] [-547] [4] [h] []\n                    Create Clone [-2750] [-1224] [5] [h] []\n                    Create Clone [-290] [34] [1] [i] []\n                    Create Clone [-148] [209] [2] [i] []\n                    Create Clone [-1640] [10] [3] [i] []\n                    Create Clone [-1215] [-246] [4] [i] []\n                    Create Clone [-3015] [-641] [5] [i] []\n                else\n                    if <(Area) = [11]> then\n                        Create Clone [-2312] [120] [1] [j] []\n                        Create Clone [-1960] [1420] [2] [j] []\n                        Create Clone [-795] [1470] [3] [j] []\n                        Create Clone [-2190] [922] [4] [j] []\n                        Create Clone [-1800] [920] [5] [j] []\n                        Create Clone [-1100] [-30] [1] [k] []\n                        Create Clone [-2090] [1080] [2] [k] []\n                        Create Clone [-1840] [1420] [3] [k] []\n                        Create Clone [300] [300] [4] [k] []\n                        Create Clone [-1712] [690] [6] [k] []\n                        Create Clone [-1450] [-182] [1] [l] [220]\n                        Create Clone [-2135] [-286] [2] [l] [185]\n                        Create Clone [-1935] [129] [3] [l] [40]\n                        Create Clone [-550] [1579] [4] [l] [200]\n                        Create Clone [-1020] [180] [1] [m] []\n                        Create Clone [-2000] [761] [2] [m] []\n                        Create Clone [-1950] [1500] [3] [m] []\n                        Create Clone [-805] [765] [4] [m] []\n                        Create Clone [-135] [1575] [5] [m] []\n                        Create Clone [0] [479] [6] [m] []\n                        Create Clone [-1148] [180] [1] [n] []\n                        Create Clone [-445] [-75] [2] [n] []\n                        Create Clone [-1570] [1488] [3] [n] []\n                        Create Clone [-618] [765] [4] [n] []\n                        Create Clone [-280] [1575] [5] [n] []\n                        Create Clone [-228] [263] [1] [o] []\n                        Create Clone [-1680] [-290] [2] [o] []\n                        Create Clone [-2250] [-289] [3] [o] []\n                        Create Clone [-240] [479] [4] [o] []\n                    else\n                        if <(Area) = [8]> then\n                            Create Clone [60] [-1332] [1] [g] []\n                            Create Clone [80] [31] [2] [g] []\n                            Create Clone [-644] [-2957] [1] [f] [360]\n                            Create Clone [-350] [-1332] [2] [f] [200]\n                            Create Clone [-1112] [-2684] [1] [i] []\n                            Create Clone [240] [-1720] [2] [i] []\n                            Create Clone [-10] [-1332] [2] [i] []\n                            Create Clone [-210] [-991] [3] [i] []\n                            Create Clone [-260] [-2449] [1] [h] []\n                            Create Clone [100] [-1720] [2] [h] []\n                            Create Clone [-80] [-1268] [3] [h] []\n                            Create Clone [0] [31] [4] [h] []\n                            Create Clone [-1424] [-3019] [1] [p] []\n                        else\n                            if <(Area) = [5]> then\n                                Create Clone [-110] [45] [1] [j] []\n                                Create Clone [-735] [-750] [2] [j] []\n                                Create Clone [-1000] [-900] [3] [j] []\n                                Create Clone [815] [-1930] [4] [j] []\n                                Create Clone [2920] [-2940] [5] [j] []\n                                Create Clone [88] [-50] [1] [k] []\n                                Create Clone [-1230] [-1250] [2] [k] []\n                                Create Clone [75] [-1600] [3] [k] []\n                                Create Clone [2900] [-2690] [5] [k] []\n                                Create Clone [-1160] [-537] [1] [l] [180]\n                                Create Clone [-745] [-1735] [2] [l] [400]\n                                Create Clone [1080] [-2725] [3] [l] [180]\n                                Create Clone [760] [-3159] [4] [l] [340]\n                                Create Clone [-1135] [-1739] [1] [m] []\n                                Create Clone [1660] [-2989] [2] [m] []\n                                Create Clone [2900] [-3064] [3] [m] []\n                                Create Clone [3000] [-2740] [4] [m] []\n                                Create Clone [-508] [166] [1] [n] []\n                                Create Clone [-840] [-1739] [2] [n] []\n                                Create Clone [820] [-1541] [3] [n] []\n                                Create Clone [660] [-3163] [4] [n] []\n                                Create Clone [2950] [-2740] [5] [n] []\n                                Create Clone [-900] [120] [1] [o] []\n                                Create Clone [-1170] [-1515] [2] [o] []\n                                Create Clone [-86] [-1403] [3] [o] []\n                                Create Clone [1405] [-2988] [4] [o] []\n                                Create Clone [2570] [-2932] [5] [o] []\n                                Create Clone [2850] [-2740] [6] [o] []\n                                Create Clone [1184] [-1407] [1] [q] []\n                            else\n                                if <(Area) = [6]> then\n                                    Create Clone [-340] [-884] [1] [f] [480]\n                                    Create Clone [-260] [-642] [2] [f] [120]\n                                    Create Clone [880] [-2244] [3] [f] [180]\n                                    Create Clone [1600] [-2258] [4] [f] [130]\n                                    Create Clone [3940] [-1328] [6] [f] [180]\n                                    Create Clone [-125] [-233] [1] [r] []\n                                    Create Clone [300] [-1023] [2] [r] []\n                                    Create Clone [1440] [-2129] [3] [r] []\n                                    Create Clone [2640] [-2281] [4] [r] []\n                                    Create Clone [3800] [-2036] [5] [r] []\n                                    Create Clone [3940] [-501] [6] [r] []\n                                    Create Clone [3350] [-462] [7] [r] []\n                                    Create Clone [200] [-749] [1] [s] []\n                                    Create Clone [100] [-1716] [2] [s] []\n                                    Create Clone [450] [-2106] [3] [s] []\n                                    Create Clone [2320] [-218-] [4] [s] []\n                                    Create Clone [3960] [-1748] [5] [s] []\n                                    Create Clone [3712] [-546] [6] [s] []\n                                    Create Clone [3120] [-793] [7] [s] []\n                                    Create Clone [3950] [-2401] [8] [s] []\n                                    Create Clone [-35] [-70] [1] [t] []\n                                    Create Clone [400] [-824] [2] [t] []\n                                    Create Clone [1130] [-2165] [3] [t] []\n                                    Create Clone [1840] [-2186] [4] [t] []\n                                    Create Clone [4230] [-1328] [5] [t] []\n                                    Create Clone [3920] [-880] [6] [t] []\n                                    Create Clone [3225] [-563] [7] [t] []\n                                    Create Clone [310] [77] [8] [t] []\n                                else\n                                    if <(Area) = [9]> then\n                                        Create Clone [-2050] [155] [1] [w] []\n                                        Create Clone [-1950] [-849] [2] [w] []\n                                        Create Clone [-1980] [-1339] [3] [w] []\n                                        Create Clone [-2070] [-1912] [4] [w] []\n                                        Create Clone [-2750] [-2335] [5] [w] []\n                                        Create Clone [-1900] [155] [1] [g] []\n                                        Create Clone [-2210] [-707] [2] [g] []\n                                        Create Clone [-2600] [-2335] [3] [g] []\n                                        Create Clone [-1435] [-174] [1] [v] []\n                                        Create Clone [-1750] [-481] [2] [v] []\n                                        Create Clone [-2220] [-1339] [3] [v] []\n                                        Create Clone [-1750] [-1550] [4] [v] []\n                                        Create Clone [-2020] [-2412] [5] [v] []\n                                        Create Clone [-960] [-186] [1] [u] []\n                                        Create Clone [-2150] [-246] [2] [u] []\n                                        Create Clone [-1970] [-1618] [4] [u] []\n                                        Create Clone [-2425] [-2287] [5] [u] []\n                                    else\n                                        if <(Area) = [10]> then\n                                            Create Clone [40] [1754] [1] [q] []\n                                            Create Clone [-10] [2098] [1] [p] []\n                                        else\n                                            if <(Area) = [7]> then\n                                                Create Clone [220] [-274] [1] [x] []\n                                                Create Clone [-540] [-962] [2] [x] []\n                                                Create Clone [1420] [-918] [3] [x] []\n                                                Create Clone [-1330] [-579] [4] [x] []\n                                                Create Clone [-2130] [-1312] [5] [x] []\n                                                Create Clone [320] [-767] [1] [y] []\n                                                Create Clone [1975] [-812] [2] [y] []\n                                                Create Clone [1908] [-572] [3] [y] []\n                                                Create Clone [-800] [-737] [4] [y] []\n                                                Create Clone [-1760] [-1322] [5] [y] []\n                                                Create Clone [945] [-756] [1] [z] []\n                                                Create Clone [180] [-1026] [2] [z] []\n                                                Create Clone [-1116] [-780] [3] [z] []\n                                                Create Clone [-1540] [-590] [4] [z] []\n                                                Create Clone [-1600] [-1582] [5] [z] []\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [movement information v]\nif <<(Number) = (letter (1) of (Give Command For Enemy But About Movement))> and <(Kind) = (letter (2) of (Give Command For Enemy But About Movement))>> then\n    set [x v] to (join (join (join (join (letter (3) of (Give Command For Enemy But About Movement)) (letter (4) of (Give Command For Enemy But About Movement))) (letter (5) of (Give Command For Enemy But About Movement))) (letter (6) of (Give Command For Enemy But About Movement))) (letter (7) of (Give Command For Enemy But About Movement)))\nend\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [repeat v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\nwhen I receive [repeat#2 v]\nif <<not <<<(costume [name v]) = [HP]> or <(costume [name v]) = [12]>> or <<(costume [name v]) = [6]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [7]> or <(costume [name v]) = [7-2]>>>>>> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> then\n    set [hostile or not v] to (join (Number) (Kind))\n    broadcast (Can I v)\nend\n\nwhen I receive [blocking v]\nif <<(Number) = (letter (1) of (Blocking or not))> and <(Kind) = (letter (2) of (Blocking or not))>> then\n    set [block for enemy v] to (letter (3) of (Blocking or not))\n    if <(Kind) = [g]> then\n        if <(Block For Enemy) = [L]> then\n            switch costume to (7 v)\n        else\n            if <(Block For Enemy) = [R]> then\n                switch costume to (7-2 v)\n            else\n                switch costume to (7-1 v)\n            end\n        end\n    end\nend\n\ndefine For Short (block) (hp) (costume) (heals)\nset [block for enemy v] to (block)\nset [enemy's simple hp v] to (hp)\nswitch costume to (costume)\nset [enemy hp heals v] to (heals)\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss call out v]\nbroadcast (Reset Enemy v)\nwait (1) seconds\nCreate Clone [-2640] [-3023] [6] [h] []\nCreate Clone [-3100] [-2961] [7] [h] []\nCreate Clone [-3100] [-2666] [8] [h] []\nCreate Clone [-2640] [-2740] [9] [h] []\n\nwhen I receive [clear all enemy v]\ndelete this clone\n\n@Enemy's Animation\n\nwhen flag clicked\nswitch costume to (no v)\nhide\nset rotation style [left-right v]\nset [x v] to [99999]\nset [y v] to [99999]\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\ncreate clone of (enemy's hitbox v)\nset [brightness v] effect to (0)\nset [x v] to (X spawn enemy)\nset [y v] to (Y spawn enemy)\nset [number v] to (Number give for enemy)\nset [kind v] to (Kind of enemy)\nset [enemy's move distance v] to (Kind of Enemy Move distance)\nset [harmful to player v] to [No]\nset [ghost v] effect to (0)\nwait (0.5) seconds\nif <(Kind) = [a]> then\n    switch costume to (1 v)\n    forever\n        switch costume to (1 v)\n        if <(distance to [character v]) < [200]> then\n            point towards (character v)\n            if <(distance to [character v]) < [120]> then\n                switch costume to (1_ready v)\n                if <(distance to [character v]) < [90]> then\n                    wait (0.5) seconds\n                    set [harmful to player v] to [Yes]\n                    start sound [Slash v]\n                    next costume\n                    wait (0.075) seconds\n                    next costume\n                    wait (0.075) seconds\n                    switch costume to (1_ready v)\n                    set [harmful to player v] to [No]\n                    wait (1) seconds\n                end\n            else\n                switch costume to (1 v)\n                set [harmful to player v] to [No]\n            end\n        end\n    end\nend\nif <<(Kind) = [b]> or <(Kind) = [f]>> then\n    if <(Kind) = [b]> then\n        switch costume to (2 v)\n    else\n        switch costume to (6 v)\n    end\n    set [harmful to player v] to [Yes]\n    forever\n        if <(distance to [character v]) < [180]> then\n            repeat ((Enemy's Move Distance) / (6))\n                point in direction (90)\n                start sound [rt v]\n                Give command about movement [12]\n                change [x v] by (6)\n            end\n            Give command about movement [0]\n            wait (0.2) seconds\n            repeat ((Enemy's Move Distance) / (6))\n                point in direction (-90)\n                start sound [rt v]\n                Give command about movement [-12]\n                change [x v] by (-6)\n            end\n            Give command about movement [0]\n            wait (0.2) seconds\n        end\n    end\nend\nif <(Kind) = [c]> then\n    switch costume to (3 v)\n    forever\n        switch costume to (3 v)\n        set [harmful to player v] to [No]\n        if <<not <(Gun) = [Not]>> or <(distance to [character v]) < [140]>> then\n            switch costume to (3_block v)\n            point towards (animation+effect v)\n            if <(direction) > [0]> then\n                Blocking [R]\n            else\n                Blocking [L]\n            end\n        end\n        if <(distance to [character v]) < [86]> then\n            wait (0.5) seconds\n            if <<(distance to [character v]) < [70]> and <[10] > ((Scroll Y - Each Area) - (Y))>> then\n                switch costume to (3_ready v)\n                wait (0.5) seconds\n                Blocking [N]\n                start sound [Slash v]\n                set [harmful to player v] to [Yes]\n                switch costume to (3_attack1 v)\n                wait (0.075) seconds\n                switch costume to (3_attack2 v)\n                wait (0.1) seconds\n                switch costume to (3_attack3 v)\n                set [harmful to player v] to [No]\n                wait (0.2) seconds\n                switch costume to (3 v)\n                wait (0.35) seconds\n            else\n                switch costume to (3_ready2 v)\n                wait (0.6) seconds\n                Blocking [N]\n                start sound [stab v]\n                set [harmful to player v] to [Yes]\n                switch costume to (3_attack4 v)\n                wait (0.05) seconds\n                switch costume to (3_attack5 v)\n                wait (0.5) seconds\n                switch costume to (3_attack4 v)\n                wait (0.05) seconds\n                set [harmful to player v] to [No]\n                switch costume to (3_ready2 v)\n                if <(direction) > [0]> then\n                    Blocking [R]\n                else\n                    Blocking [L]\n                end\n            end\n            wait (0.5) seconds\n        end\n    end\nend\nif <(Kind) = [d]> then\n    switch costume to (4 v)\n    forever\n        set [harmful to player v] to [No]\n        switch costume to (4 v)\n        if <<(distance to [character v]) < [200]> and <((Scroll Y - Each Area) - (Y)) < [160]>> then\n            point towards (character v)\n            if <(distance to [character v]) < [80]> then\n                switch costume to (4_melee v)\n                wait (0.2) seconds\n                switch costume to (4_readyhit v)\n                wait (0.35) seconds\n                start sound [Bing v]\n                set [harmful to player v] to [Yes]\n                switch costume to (4_parry_this v)\n                wait (0.25) seconds\n                switch costume to (4_melee v)\n                set [harmful to player v] to [No]\n                wait (0.4) seconds\n            else\n                if <<((Scroll Y - Each Area) - (Y)) < [130]> and <((Scroll Y - Each Area) - (Y)) > [-21]>> then\n                    switch costume to (4_hold v)\n                    wait (0.4) seconds\n                    Shoot [1]\n                    switch costume to (4_shoot v)\n                    wait (0.1) seconds\n                    switch costume to (4_reload1 v)\n                    wait (0.1) seconds\n                    switch costume to (4_reload2 v)\n                    start sound [Cock v]\n                    wait (0.1) seconds\n                    switch costume to (4_reload1 v)\n                    wait (0.1) seconds\n                    switch costume to (4_hold v)\n                    wait (0.25) seconds\n                end\n            end\n        else\n            switch costume to (4 v)\n        end\n    end\nend\nif <(Kind) = [e]> then\n    switch costume to (5 v)\n    forever\n        set [harmful to player v] to [No]\n        switch costume to (5 v)\n        if <(distance to [character v]) < [180]> then\n            point towards (character v)\n            if <(distance to [character v]) < [100]> then\n                wait (0.2) seconds\n                if <(distance to [character v]) < [70]> then\n                    switch costume to (5_ready2-2 v)\n                    wait (0.4) seconds\n                    switch costume to (5_zeee2 v)\n                    start sound [Slash v]\n                    set [harmful to player v] to [Yes]\n                    wait (0.3) seconds\n                    if <(distance to [character v]) < [180]> then\n                        set [harmful to player v] to [No]\n                        switch costume to (5_ready v)\n                        wait (0.6) seconds\n                        set [harmful to player v] to [Yes]\n                        switch costume to (5_zeee v)\n                        start sound [stab v]\n                        wait (0.7) seconds\n                        switch costume to (5_ready v)\n                        wait (1) seconds\n                    end\n                else\n                    set [harmful to player v] to [No]\n                    switch costume to (5_ready v)\n                    wait (0.6) seconds\n                    switch costume to (5_zeee v)\n                    start sound [stab v]\n                    set [harmful to player v] to [Yes]\n                    wait (0.3) seconds\n                    if <(distance to [character v]) < [180]> then\n                        point towards (character v)\n                        set [harmful to player v] to [No]\n                        switch costume to (5_ready v)\n                        wait (0.5) seconds\n                        switch costume to (5 v)\n                        wait (0.5) seconds\n                        switch costume to (5_ready2 v)\n                        wait (0.1) seconds\n                        switch costume to (5_ready2-2 v)\n                        wait (0.5) seconds\n                        switch costume to (5_zeee2 v)\n                        set [harmful to player v] to [Yes]\n                        start sound [Slash v]\n                        wait (0.5) seconds\n                        set [harmful to player v] to [No]\n                        switch costume to (5_ready v)\n                        wait (1) seconds\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [g]> then\n    switch costume to (7 v)\n    Blocking [L]\n    forever\n        point in direction (90)\n        set [harmful to player v] to [Yes]\n        if <<(costume [name v]) = [7]> or <(costume [name v]) = [7_Stand2]>> then\n            if <(X) > (Scroll X - Each Area)> then\n                switch costume to (7_stand2 v)\n                if <(distance to [animation+effect v]) < [65]> then\n                    wait (0.25) seconds\n                    if <(distance to [animation+effect v]) < [50]> then\n                        if <(pick random (1) to (2)) = [2]> then\n                            switch costume to (7_stand2 v)\n                            wait (0.2) seconds\n                            switch costume to (7_charge62 v)\n                            wait (0.5) seconds\n                            switch costume to (7_slash2 v)\n                            start sound [stab v]\n                            wait (0.5) seconds\n                            switch costume to (7_stand2 v)\n                        else\n                            switch costume to (7 v)\n                            wait (0.2) seconds\n                            switch costume to (7_kick? v)\n                            wait (0.5) seconds\n                            switch costume to (7_kick! v)\n                            start sound [Bing v]\n                            wait (0.5) seconds\n                            For short 3\n                            start sound [Fall v]\n                            Blocking [R]\n                            switch costume to (7_stand_1 v)\n                            wait (0.5) seconds\n                        end\n                    else\n                        For short 3\n                        Blocking [R]\n                        switch costume to (7_stand_1 v)\n                        start sound [Fall v]\n                    end\n                end\n            else\n                if <(distance to [animation+effect v]) < [158]> then\n                    For short 3\n                    start sound [Fall v]\n                    switch costume to (7_slash v)\n                    Blocking [R]\n                    start sound [stab v]\n                    wait (0.5) seconds\n                    switch costume to (7_stand_1 v)\n                end\n            end\n        else\n            if <<(X) > (Scroll X - Each Area)> or <<(Scroll X - Each Area) > (X)> and <(distance to [animation+effect v]) < [88]>>> then\n                switch costume to (7_2 v)\n            else\n                switch costume to (7_stand_1 v)\n            end\n            if <<<(X) > (Scroll X - Each Area)> and <(distance to [animation+effect v]) < [40]>> or <<(Scroll X - Each Area) > (X)> and <(distance to [animation+effect v]) < [88]>>> then\n                For Short 2\n                Blocking [L]\n                start sound [Fall v]\n                switch costume to (7_slash2 v)\n                start sound [stab v]\n                wait (0.5) seconds\n                switch costume to (7_stand2 v)\n            else\n                if <<(Scroll X - Each Area) > (X)> and <[88] < (distance to [animation+effect v])>> then\n                    wait (0.25) seconds\n                    if <(distance to [animation+effect v]) < [158]> then\n                        if <(pick random (1) to (2)) = [2]> then\n                            switch costume to (7_stand_1 v)\n                            wait (0.2) seconds\n                            switch costume to (7_charge6 v)\n                            wait (0.5) seconds\n                            start sound [stab v]\n                            switch costume to (7_slash v)\n                            wait (0.5) seconds\n                            switch costume to (7_stand_1 v)\n                        else\n                            For Short 2\n                            start sound [Fall v]\n                            Blocking [L]\n                            switch costume to (7_stand2 v)\n                        end\n                    else\n                        For Short 2\n                        start sound [Fall v]\n                        Blocking [L]\n                        switch costume to (7_stand2 v)\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [h]> then\n    switch costume to (8 v)\n    forever\n        point towards (animation+effect v)\n        if <<(distance to [character v]) < [220]> and <((Scroll Y - Each Area) - (Y)) < [60]>> then\n            if <(distance to [character v]) < [50]> then\n                if <(pick random (1) to (3)) = [2]> then\n                    For Short 1\n                else\n                    wait (0.25) seconds\n                    switch costume to (8_ready v)\n                    wait (0.35) seconds\n                    set [harmful to player v] to [Yes]\n                    switch costume to (8_hit v)\n                    start sound [stab v]\n                    wait (0.35) seconds\n                    set [harmful to player v] to [No]\n                    switch costume to (8_ready v)\n                    wait (0.5) seconds\n                    switch costume to (8 v)\n                end\n            else\n                if <<((Scroll Y - Each Area) - (Y)) < [60]> and <((Scroll Y - Each Area) - (Y)) > [-15]>> then\n                    if <(distance to [character v]) < [90]> then\n                        For Short 1\n                    else\n                        wait (0.25) seconds\n                        switch costume to (8_bow v)\n                        wait (0.25) seconds\n                        switch costume to (8_aim v)\n                        wait (0.1) seconds\n                        switch costume to (8_ready v)\n                        wait (0.1) seconds\n                        switch costume to (8_ready#2 v)\n                        wait (0.25) seconds\n                        switch costume to (8_shoot v)\n                        Shoot [3]\n                        wait (0.5) seconds\n                        switch costume to (8 v)\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [i]> then\n    switch costume to (9 v)\n    forever\n        point towards (animation+effect v)\n        wait (0.1) seconds\n        repeat (3)\n            next costume\n            wait (0.01) seconds\n        end\n        wait (0.1) seconds\n        switch costume to (9_2 v)\n        wait (0.1) seconds\n        switch costume to (9_1 v)\n        wait (0.1) seconds\n        switch costume to (9 v)\n        point towards (animation+effect v)\n        if <(distance to [character v]) < [148]> then\n            wait (0.4) seconds\n            if <(distance to [character v]) < [65]> then\n                switch costume to (9_ready v)\n                wait (0.25) seconds\n                switch costume to (9_attack1 v)\n                wait (0.04) seconds\n                set [harmful to player v] to [Yes]\n                switch costume to (9_attack2 v)\n                wait (0.04) seconds\n                switch costume to (9_attack3 v)\n                wait (0.04) seconds\n                switch costume to (9_attack4 v)\n                start sound [Bite v]\n                wait (0.5) seconds\n                switch costume to (9_attack3 v)\n                wait (0.1) seconds\n                switch costume to (9_attack2 v)\n                wait (0.1) seconds\n                switch costume to (9_attack1 v)\n                set [harmful to player v] to [No]\n                wait (0.1) seconds\n                switch costume to (9_ready v)\n                wait (0.5) seconds\n                switch costume to (9 v)\n            else\n                switch costume to (9_readylick v)\n                wait (0.25) seconds\n                switch costume to (9_lick v)\n                wait (0.075) seconds\n                switch costume to (9_lick1 v)\n                wait (0.075) seconds\n                switch costume to (9_lick2 v)\n                wait (0.75) seconds\n                set [harmful to player v] to [Yes]\n                repeat (4)\n                    next costume\n                end\n                start sound [whou v]\n                wait (0.25) seconds\n                switch costume to (9_lick4 v)\n                wait (0.05) seconds\n                switch costume to (9_lick3 v)\n                wait (0.05) seconds\n                set [harmful to player v] to [No]\n                switch costume to (9_lick2 v)\n                wait (0.05) seconds\n                switch costume to (9_lick1 v)\n                wait (0.05) seconds\n                switch costume to (9_lick v)\n                wait (0.05) seconds\n                switch costume to (9_readylick v)\n                wait (0.5) seconds\n                switch costume to (9 v)\n            end\n        end\n    end\nend\nif <(Kind) = [j]> then\n    set [harmful to player v] to [Yes]\n    switch costume to (10 v)\n    forever\n        point towards (animation+effect v)\n        if <(distance to [character v]) < [70]> then\n            Blocking [N]\n            switch costume to (10_2 v)\n            wait (0.5) seconds\n            set [brightness v] effect to (0)\n            repeat (10)\n                change [ghost v] effect by (2)\n                change size by (5)\n                wait (0.05) seconds\n            end\n            wait (0.25) seconds\n            switch costume to (10_3 v)\n            start sound [zzzeee v]\n            set size to (100) %\n            set [ghost v] effect to (0)\n            Blocking [I]\n            repeat (8)\n                change [brightness v] effect by (4)\n                change [ghost v] effect by (6)\n                change size by (8)\n                wait (0.05) seconds\n            end\n            hide\n            wait (0.5) seconds\n            set [brightness v] effect to (0)\n            set [ghost v] effect to (0)\n            set size to (100) %\n            switch costume to (10 v)\n            Blocking [N]\n            show\n            wait (0.5) seconds\n        end\n    end\nend\nif <(Kind) = [k]> then\n    set [harmful to player v] to [Yes]\n    switch costume to (11_2 v)\n    forever\n        point towards (animation+effect v)\n        if <(distance to [animation+effect v]) < [220]> then\n            switch costume to (11_2 v)\n            wait (0.25) seconds\n            set [brightness v] effect to (0)\n            repeat (8)\n                change [ghost v] effect by (2)\n                change size by (5)\n                wait (0.05) seconds\n            end\n            wait (0.25) seconds\n            Shoot [4]\n            set [ghost v] effect to (0)\n            set size to (100) %\n            switch costume to (11 v)\n            Blocking [N]\n            wait (1) seconds\n        end\n    end\nend\nif <(Kind) = [l]> then\n    set rotation style [all around v]\n    switch costume to (12 v)\n    point in direction (90)\n    set [harmful to player v] to [Yes]\n    forever\n        repeat ((Enemy's Move Distance) / (8))\n            if <(distance to [character v]) < [160]> then\n                start sound [rac v]\n            end\n            if <(distance to [character v]) < [180]> then\n                Give command about movement [8]\n            end\n            turn right (22.5) degrees\n            change [x v] by (8)\n        end\n        if <(distance to [character v]) < [180]> then\n            Give command about movement [0]\n        end\n        wait (0.05) seconds\n        repeat ((Enemy's Move Distance) / (8))\n            if <(distance to [character v]) < [160]> then\n                start sound [rac v]\n            end\n            if <(distance to [character v]) < [180]> then\n                Give command about movement [-8]\n            end\n            turn left (22.5) degrees\n            change [x v] by (-8)\n        end\n        if <(distance to [character v]) < [180]> then\n            Give command about movement [0]\n        end\n        wait (0.05) seconds\n    end\nend\nif <(Kind) = [m]> then\n    switch costume to (13 v)\n    forever\n        point towards (animation+effect v)\n        if <<not <(Gun) = [Not]>> or <(distance to [animation+effect v]) < [140]>> then\n            repeat (pick random (10) to (25))\n                point towards (animation+effect v)\n                switch costume to (13_2 v)\n                if <(direction) > [0]> then\n                    Blocking [R]\n                else\n                    Blocking [L]\n                end\n            end\n            if <<(distance to [animation+effect v]) < [120]> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n                if <(pick random (1) to (3)) = [2]> then\n                    set [harmful to player v] to [Yes]\n                    repeat (35)\n                        switch costume to (13_a_1 v)\n                        if <(direction) > [0]> then\n                            Blocking [R]\n                        else\n                            Blocking [L]\n                        end\n                        point towards (animation+effect v)\n                        if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n                            start sound [Blocking v]\n                            set [brightness v] effect to (8)\n                            switch costume to (13_a_2 v)\n                            wait (0.4) seconds\n                            Blocking [N]\n                            switch costume to (13-a_3 v)\n                            start sound [stab v]\n                            set [brightness v] effect to (0)\n                            wait (0.5) seconds\n                        end\n                    end\n                    switch costume to (13_a_2_b v)\n                    wait (0.65) seconds\n                    switch costume to (13-a_3 v)\n                    Blocking [N]\n                    start sound [stab v]\n                    set [brightness v] effect to (0)\n                    wait (0.5) seconds\n                    set [harmful to player v] to [No]\n                else\n                    if <<(distance to [animation+effect v]) < [100]> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n                        if <(pick random (3) to (5)) < [3]> then\n                            For Short 4\n                        else\n                            switch costume to (13_3 v)\n                            wait (0.5) seconds\n                            set [harmful to player v] to [Yes]\n                            start sound [Slash v]\n                            repeat (3)\n                                next costume\n                                wait (0.06) seconds\n                            end\n                            Blocking [N]\n                            repeat (2)\n                                next costume\n                                wait (0.06) seconds\n                            end\n                            wait (0.15) seconds\n                            next costume\n                            wait (0.15) seconds\n                            start sound [Slash v]\n                            repeat (2)\n                                next costume\n                                wait (0.075) seconds\n                            end\n                            wait (0.1) seconds\n                            set [harmful to player v] to [No]\n                            wait (0.5) seconds\n                        end\n                    else\n                        For Short 4\n                    end\n                end\n            end\n        else\n            switch costume to (13 v)\n        end\n    end\nend\nif <(Kind) = [n]> then\n    switch costume to (14 v)\n    forever\n        repeat (10)\n            point towards (animation+effect v)\n            switch costume to (14 v)\n            if <(distance to [animation+effect v]) < [220]> then\n                if <(direction) > [0]> then\n                    Blocking [R]\n                else\n                    Blocking [L]\n                end\n            end\n        end\n        if <<<[220] > (x position)> and <[-220] < (x position)>> and <((Scroll Y - Each Area) - (Y)) < [80]>> then\n            if <(distance to [animation+effect v]) < [124]> then\n                Blocking [N]\n                switch costume to (14_2 v)\n                wait (0.25) seconds\n                switch costume to (14_3 v)\n                wait (0.15) seconds\n                switch costume to (14_2 v)\n                wait (0.15) seconds\n                set [harmful to player v] to [Yes]\n                switch costume to (14_3 v)\n                wait (0.05) seconds\n                start sound [whou v]\n                repeat (3)\n                    wait (0.01) seconds\n                    next costume\n                end\n                wait (0.25) seconds\n                switch costume to (14_5 v)\n                wait (0.05) seconds\n                switch costume to (14_4 v)\n                wait (0.05) seconds\n                switch costume to (14_3 v)\n                wait (0.05) seconds\n                switch costume to (14_2 v)\n                set [harmful to player v] to [No]\n                wait (0.75) seconds\n            else\n                Blocking [N]\n                switch costume to (14_2 v)\n                wait (0.25) seconds\n                switch costume to (14_2_b v)\n                Shoot [5]\n                wait (0.4) seconds\n                switch costume to (14_2 v)\n                wait (0.75) seconds\n                start sound [Cock v]\n            end\n        end\n    end\nend\nif <(Kind) = [o]> then\n    switch costume to (15_2 v)\n    forever\n        point towards (animation+effect v)\n        switch costume to (15 v)\n        if <(distance to [animation+effect v]) < [70]> then\n            switch costume to (15_2 v)\n            wait (0.4) seconds\n            switch costume to (15_3 v)\n            wait (0.4) seconds\n            switch costume to (15_4 v)\n            set [harmful to player v] to [Yes]\n            start sound [Slash v]\n            wait (0.4) seconds\n            switch costume to (15_4_2 v)\n            set [harmful to player v] to [No]\n            wait (0.4) seconds\n            point towards (animation+effect v)\n            switch costume to (15_5 v)\n            wait (0.5) seconds\n            set [harmful to player v] to [Yes]\n            switch costume to (15_6 v)\n            start sound [stab v]\n            wait (0.5) seconds\n            switch costume to (15_5 v)\n            set [harmful to player v] to [No]\n            wait (0.5) seconds\n        end\n    end\nend\nif <(Kind) = [p]> then\n    forever\n        repeat (10)\n            switch costume to (16_1 v)\n            point towards (animation+effect v)\n            if <(direction) > [0]> then\n                Blocking [R]\n            else\n                Blocking [L]\n            end\n            set [harmful to player v] to [No]\n        end\n        if <<[40] > ((Y) - (Scroll Y - Each Area))> and <(distance to [animation+effect v]) < [240]>> then\n            wait (0.25) seconds\n            if <<<(direction) > [90]> and <(X) > (Scroll X - Each Area)>> or <<(Scroll X - Each Area) > (X)> and <[-90] > (direction)>>> then\n                For short 6\n            else\n                if <(distance to [animation+effect v]) < [110]> then\n                    if <(pick random (1) to (5)) < [3]> then\n                        switch costume to (16_1 v)\n                        wait (0.2) seconds\n                        switch costume to (16_3 v)\n                        wait (0.4) seconds\n                        set [harmful to player v] to [Yes]\n                        switch costume to (16_2 v)\n                        start sound [stab v]\n                        wait (0.5) seconds\n                        set [harmful to player v] to [No]\n                        wait (0.5) seconds\n                    else\n                        if <(direction) > [0]> then\n                            point in direction (-90)\n                            Blocking [L]\n                        else\n                            point in direction (90)\n                            Blocking [R]\n                        end\n                        wait (0.4) seconds\n                        For short 6\n                    end\n                else\n                    if <(distance to [animation+effect v]) < [140]> then\n                        switch costume to (16_b_1 v)\n                        wait (0.4) seconds\n                        switch costume to (16_b_2 v)\n                        wait (0.3) seconds\n                        switch costume to (16_b_3 v)\n                        start sound [Slash v]\n                        wait (0.05) seconds\n                        start sound [6 v]\n                        set [harmful to player v] to [Yes]\n                        wait (0.4) seconds\n                        set [harmful to player v] to [No]\n                        switch costume to (16_b_4 v)\n                        wait (0.4) seconds\n                    else\n                        switch costume to (16_c v)\n                        wait (0.75) seconds\n                        set [brightness v] effect to (8)\n                        Shoot [6]\n                        wait (0.45) seconds\n                        set [brightness v] effect to (0)\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [q]> then\n    forever\n        switch costume to (17 v)\n        Blocking [N]\n        point towards (animation+effect v)\n        wait (0.25) seconds\n        repeat until <<<(distance to [animation+effect v]) < [158]> and <((Y) - (Scroll Y - Each Area)) < [50]>> or <(Gun) = [Not]>>\n            switch costume to (17_3 v)\n            point towards (animation+effect v)\n            if <(direction) > [0]> then\n                Blocking [R]\n            else\n                Blocking [L]\n            end\n        end\n        if <(distance to [animation+effect v]) < [100]> then\n            if <(pick random (1) to (5)) < [3]> then\n                Blocking [N]\n                switch costume to (17_ah v)\n                wait (0.5) seconds\n                next costume\n                start sound [stab v]\n                wait (0.4) seconds\n                repeat (4)\n                    next costume\n                    start sound [whou v]\n                    wait (0.04) seconds\n                end\n                wait (0.4) seconds\n                set [harmful to player v] to [Yes]\n                repeat (4)\n                    next costume\n                    start sound [whou v]\n                    wait (0.04) seconds\n                end\n                wait (0.5) seconds\n                set [harmful to player v] to [No]\n                switch costume to (17_ah1 v)\n                wait (0.25) seconds\n                switch costume to (17_ah v)\n                wait (0.5) seconds\n            else\n                For Short special\n            end\n        else\n            if <(distance to [animation+effect v]) < [138]> then\n                For Short special\n            else\n                if <(pick random (1) to (2)) = [1]> then\n                    if <(pick random (1) to (2)) = [1]> then\n                        For Short 7\n                    else\n                        For Short 9\n                    end\n                else\n                    if <(distance to [animation+effect v]) < [158]> then\n                        Blocking [N]\n                        switch costume to (17_a1 v)\n                        wait (0.5) seconds\n                        set [harmful to player v] to [Yes]\n                        start sound [Alien Creak1 v]\n                        repeat (4)\n                            wait (0.01) seconds\n                            next costume\n                        end\n                        wait (0.4) seconds\n                        switch costume to (17_a3 v)\n                        wait (0.1) seconds\n                        switch costume to (17_a2 v)\n                        wait (0.1) seconds\n                        switch costume to (17_a1 v)\n                        wait (0.1) seconds\n                        set [harmful to player v] to [No]\n                        wait (0.5) seconds\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [r]> then\n    forever\n        switch costume to (18 v)\n        point towards (character v)\n        if <(direction) > [0]> then\n            Blocking [R]\n        else\n            Blocking [L]\n        end\n        if <(distance to [character v]) < [80]> then\n            if <(pick random (1) to (4)) = [2]> then\n                For Short 10\n            else\n                switch costume to (18#2 v)\n                repeat (7)\n                    next costume\n                    wait (0.025) seconds\n                end\n                wait (0.4) seconds\n                repeat (4)\n                    next costume\n                end\n                start sound [Bing v]\n                set [harmful to player v] to [Yes]\n                wait (0.25) seconds\n                set [harmful to player v] to [No]\n                next costume\n                wait (0.75) seconds\n            end\n        else\n            if <(distance to [character v]) < [104]> then\n                For Short 10\n            end\n        end\n    end\nend\nif <(Kind) = [s]> then\n    forever\n        switch costume to (19 v)\n        point towards (character v)\n        if <(distance to [character v]) < [66]> then\n            if <(pick random (1) to (4)) = [2]> then\n                For Short 11\n            else\n                switch costume to (19_1 v)\n                wait (0.35) seconds\n                switch costume to (19_0 v)\n                wait (0.35) seconds\n                repeat (4)\n                    next costume\n                end\n                set [harmful to player v] to [Yes]\n                start sound [Bing v]\n                switch costume to (19_5 v)\n                wait (0.25) seconds\n                set [harmful to player v] to [No]\n                repeat (3)\n                    wait (0) seconds\n                    switch costume to ((costume [number v]) - (1))\n                end\n                wait (0.25) seconds\n                switch costume to (19 v)\n                wait (0.5) seconds\n            end\n        else\n            if <(distance to [character v]) < [86]> then\n                For Short 11\n            end\n        end\n    end\nend\nif <(Kind) = [t]> then\n    forever\n        switch costume to (20 v)\n        point towards (character v)\n        if <(distance to [character v]) < [100]> then\n            if <(pick random (1) to (4)) = [2]> then\n                For Short 12\n            else\n                switch costume to (20_1 v)\n                wait (1) seconds\n                start sound [4 v]\n                repeat (6)\n                    wait (0.04) seconds\n                    next costume\n                end\n                Shoot [b]\n                switch costume to (20 v)\n                wait (1) seconds\n            end\n        else\n            if <(distance to [character v]) < [230]> then\n                For Short 12\n            end\n        end\n    end\nend\nif <(Kind) = [u]> then\n    forever\n        switch costume to (21 v)\n        point towards (character v)\n        if <(distance to [character v]) < [80]> then\n            switch costume to (21_2 v)\n            wait (0.5) seconds\n            next costume\n            wait (0.1) seconds\n            set [harmful to player v] to [Yes]\n            start sound [Bing v]\n            repeat (2)\n                next costume\n                wait (0.025) seconds\n            end\n            wait (0.25) seconds\n            set [harmful to player v] to [No]\n            next costume\n            wait (0.2) seconds\n            switch costume to (21 v)\n            wait (0.35) seconds\n        else\n            if <(distance to [character v]) < [125]> then\n                switch costume to (21_6 v)\n                repeat (2)\n                    wait (0.1) seconds\n                    next costume\n                end\n                wait (0.5) seconds\n                set [harmful to player v] to [Yes]\n                repeat (3)\n                    wait (0) seconds\n                    next costume\n                end\n                start sound [Fall v]\n                wait (0.1) seconds\n                next costume\n                set [harmful to player v] to [No]\n                wait (0.1) seconds\n                switch costume to (21_12 v)\n                wait (0.3) seconds\n                switch costume to (21 v)\n            end\n        end\n    end\nend\nif <(Kind) = [v]> then\n    forever\n        switch costume to (22 v)\n        point towards (character v)\n        if <(distance to [character v]) < [105]> then\n            switch costume to (22_1 v)\n            wait (0.4) seconds\n            start sound [whou v]\n            next costume\n            set [harmful to player v] to [Yes]\n            wait (0.25) seconds\n            set [harmful to player v] to [No]\n            repeat (2)\n                next costume\n                wait (0.25) seconds\n            end\n            switch costume to (22 v)\n            wait (0.4) seconds\n        else\n            if <(distance to [character v]) < [235]> then\n                switch costume to (22#2 v)\n                wait (0.15) seconds\n                next costume\n                wait (0.1) seconds\n                point towards (character v)\n                Shoot [c]\n                wait (0.2) seconds\n                next costume\n                wait (0.05) seconds\n                switch costume to (22#2 v)\n                wait (0.05) seconds\n                switch costume to (22 v)\n                wait (1) seconds\n            end\n        end\n    end\nend\nif <(Kind) = [w]> then\n    forever\n        switch costume to (23 v)\n        point towards (character v)\n        if <(distance to [character v]) < [110]> then\n            switch costume to (23_1 v)\n            wait (0.5) seconds\n            start sound [ya v]\n            repeat (2)\n                wait (0.015) seconds\n                next costume\n            end\n            set [harmful to player v] to [Yes]\n            wait (0.01) seconds\n            repeat (4)\n                wait (0.01) seconds\n                next costume\n            end\n            wait (0.1) seconds\n            set [harmful to player v] to [No]\n            switch costume to (23 v)\n            wait (0.4) seconds\n        else\n            if <(distance to [character v]) < [235]> then\n                wait (0.25) seconds\n                switch costume to (23_gun v)\n                wait (0.35) seconds\n                Shoot [d]\n                switch costume to (23_gun2 v)\n                wait (0.1) seconds\n                switch costume to (23_gun v)\n                wait (0.55) seconds\n            end\n        end\n    end\nend\nif <(Kind) = [x]> then\n    forever\n        switch costume to (24 v)\n        point towards (character v)\n        if <(distance to [character v]) < [180]> then\n            wait (0.1) seconds\n            if <(distance to [character v]) < [120]> then\n                if <(pick random (1) to (5)) < [4]> then\n                    For Short 13\n                else\n                    if <(pick random (1) to (2)) = [1]> then\n                        For Short 14\n                    else\n                        For Short 15\n                    end\n                end\n            else\n                if <(distance to [character v]) < [140]> then\n                    if <(pick random (1) to (10)) = [1]> then\n                        For Short 14\n                    else\n                        For Short 15\n                    end\n                else\n                    if <(distance to [character v]) < [180]> then\n                        For Short 15\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [y]> then\n    forever\n        switch costume to (25 v)\n        point towards (character v)\n        if <(distance to [character v]) < [240]> then\n            wait (0.25) seconds\n            if <(distance to [character v]) < [120]> then\n                if <(pick random (1) to (3)) = [2]> then\n                    For Short 16\n                else\n                    if <(pick random (1) to (3)) = [2]> then\n                        For Short 18\n                    else\n                        For Short 17\n                    end\n                end\n            else\n                if <(distance to [character v]) < [240]> then\n                    if <(pick random (1) to (11)) < [5]> then\n                        For Short 18\n                    else\n                        For Short 17\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Kind) = [z]> then\n    forever\n        switch costume to (26 v)\n        point towards (character v)\n        if <(direction) < [0]> then\n            Blocking [L]\n        else\n            Blocking [R]\n        end\n        if <(distance to [character v]) < [170]> then\n            wait (0.4) seconds\n            if <(pick random (1) to (3)) = [2]> then\n                For Short Last\n            end\n            if <(distance to [character v]) < [85]> then\n                if <(pick random (1) to (5)) < [4]> then\n                    For Short 19\n                else\n                    if <(pick random (1) to (5)) < [4]> then\n                        For Short 20\n                    else\n                        For Short 21\n                    end\n                end\n            else\n                if <(distance to [character v]) < [170]> then\n                    if <(pick random (1) to (2)) < [2]> then\n                        For Short 20\n                    else\n                        For Short 21\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [death or hit information v]\nif <<(Number) = (letter (1) of (Give Command For Simple Enemy))> and <(Kind) = (letter (2) of (Give Command For Simple Enemy))>> then\n    if <(letter (3) of (Give Command For Simple Enemy)) = [D]> then\n        set [x v] to [99999]\n        set [y v] to [99999]\n        hide\n        start sound [Oof v]\n        delete this clone\n    else\n        start sound [Pop v]\n        change [brightness v] effect by (15)\n        wait (0.25) seconds\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [reset enemy v]\ndelete this clone\n\nwhen I receive [reset game v]\nset volume to (0) %\n\nwhen I receive [repeat v]\nif <<(Harmful to Player) = [Yes]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> then\n    set [speed y v] to [12]\n    if <(X) > (Scroll X - Each Area)> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\nend\n\nwhen I receive [repeat#2 v]\ngo to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\nPosition ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\n\ndefine For Short 1\nwait (0.1) seconds\nswitch costume to (8_ready v)\nwait (0.15) seconds\nrepeat (2)\n    wait (0.1) seconds\n    switch costume to (8_ready2 v)\n    wait (0.1) seconds\n    switch costume to (8_ready3 v)\n    wait (0.1) seconds\n    switch costume to (8_ready4 v)\nend\nwait (0.1) seconds\nswitch costume to (8_ready2 v)\nwait (0.1) seconds\nswitch costume to (8_ready3 v)\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nswitch costume to (8_hit2 v)\nrepeat (4)\n    start sound [whou v]\n    next costume\nend\nwait (0.1) seconds\nswitch costume to (8_hit6 v)\nwait (0.05) seconds\nswitch costume to (8_hit5 v)\nwait (0.05) seconds\nswitch costume to (8_hit4 v)\nwait (0.05) seconds\nswitch costume to (8_hit3 v)\nwait (0.05) seconds\nswitch costume to (8_hit2 v)\nwait (0.05) seconds\nset [harmful to player v] to [No]\nswitch costume to (8_ready v)\nwait (0.5) seconds\nswitch costume to (8 v)\nwait (0.5) seconds\n\ndefine For Short 2\nswitch costume to (7_2 v)\nwait (0.2) seconds\nswitch costume to (7_ready2 v)\nwait (0.5) seconds\nstart sound [Fall v]\nBlocking [N]\nswitch costume to (7_charge12 v)\nwait (0.1) seconds\nswitch costume to (7_charge22 v)\nwait (0.1) seconds\nswitch costume to (7_charge32 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge42 v)\nwait (0.1) seconds\nswitch costume to (7_charge52 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge62 v)\nwait (0.1) seconds\n\ndefine For short 3\nswitch costume to (7 v)\nwait (0.2) seconds\nswitch costume to (7_ready v)\nwait (0.25) seconds\nstart sound [Fall v]\nBlocking [N]\nswitch costume to (7_charge1 v)\nwait (0.1) seconds\nswitch costume to (7_charge2 v)\nwait (0.1) seconds\nswitch costume to (7_charge3 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge4 v)\nwait (0.1) seconds\nswitch costume to (7_charge5 v)\nstart sound [Fall v]\nwait (0.1) seconds\nswitch costume to (7_charge6 v)\nwait (0.1) seconds\n\ndefine Shoot (kind)\nif <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n    start sound (kind)\n    if <(direction) > [0]> then\n        set [choose bullet for enemy v] to (join (kind) (join [R] (join (length of (X)) (join (X) (Y)))))\n    else\n        set [choose bullet for enemy v] to (join (kind) (join [L] (join (length of (X)) (join (X) (Y)))))\n    end\n    create clone of (enemy bullet v)\nend\n\ndefine Blocking (?)\nif <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n    set [blocking or not v] to (join (join (Number) (Kind)) (?))\n    broadcast (Blocking v) and wait\nend\n\ndefine Give command about movement (x)\nset [give command for enemy but about movement v] to (join (join (Number) (Kind)) ((X) + (x)))\nbroadcast (Movement Information v)\n\ndefine For Short 4\nBlocking [N]\nswitch costume to (13_b_1 v)\nwait (0.5) seconds\npoint towards (character v)\nwait (0.75) seconds\nnext costume\nset [harmful to player v] to [Yes]\nstart sound [Slash v]\nwait (0.05) seconds\nstart sound [4 v]\nwait (0.35) seconds\nnext costume\nset [harmful to player v] to [No]\nswitch costume to (13_b_3 v)\nwait (0.5) seconds\n\ndefine For short 6\nswitch costume to (16_d_1 v)\nwait (0.2) seconds\nswitch costume to (16_d_2 v)\nwait (0.4) seconds\nswitch costume to (16_d_2 v)\nwait (0.1) seconds\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nswitch costume to (16_d_3 v)\nwait (0.5) seconds\nset [harmful to player v] to [No]\nswitch costume to (16_d_4 v)\nwait (0.75) seconds\n\nwhen I receive [reactivate v]\nset volume to (0) %\nwait (3) seconds\nset volume to (100) %\n\ndefine For Short 7\nBlocking [N]\nswitch costume to (17_1 v)\nwait (0.5) seconds\nswitch costume to (17_2 v)\nset [harmful to player v] to [Yes]\nwait (0.5) seconds\nrepeat (3)\n    Shoot [7]\n    wait (0.75) seconds\nend\nset [harmful to player v] to [No]\nswitch costume to (17_1 v)\nwait (0.5) seconds\n\ndefine For Short 9\nrepeat (20)\n    switch costume to (17_block v)\n    point towards (animation+effect v)\n    if <(direction) > [0]> then\n        Blocking [R]\n    else\n        Blocking [L]\n    end\n    wait (0.05) seconds\n    if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n        switch costume to (17_block2 v)\n        start sound [Blocking v]\n        wait (0.15) seconds\n        switch costume to (17_block v)\n        wait (0.01) seconds\n        Blocking [N]\n        switch costume to (17_block3 v)\n        wait (0.01) seconds\n        next costume\n        wait (0.1) seconds\n        next costume\n        start sound [stab v]\n        set [harmful to player v] to [Yes]\n        wait (0.4) seconds\n        set [harmful to player v] to [No]\n        switch costume to (17_block4 v)\n        wait (0.1) seconds\n        switch costume to (17_block3 v)\n        wait (0.1) seconds\n        switch costume to (17_block v)\n        wait (0.1) seconds\n    end\nend\nBlocking [N]\nswitch costume to (17_block3 v)\nwait (0.2) seconds\nnext costume\nwait (0.2) seconds\nnext costume\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nwait (0.4) seconds\nset [harmful to player v] to [No]\nswitch costume to (17_block4 v)\nwait (0.2) seconds\nswitch costume to (17_block3 v)\nwait (0.2) seconds\nswitch costume to (17_block v)\nif <(direction) > [0]> then\n    Blocking [R]\nelse\n    Blocking [L]\nend\nwait (0.5) seconds\n\ndefine For Short special\nif <(pick random (1) to (5)) > [3]> then\n    For Short 8\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        For Short 7\n    else\n        For Short 9\n    end\nend\n\nwhen I receive [set up v]\nset volume to (0) %\n\nwhen I start as a clone\nforever\n    if <not <(volume) = [0]>> then\n        if <<<(x position) < [220]> and <(x position) > [-220]>> and <<(y position) < [170]> and <(y position) > [-170]>>> then\n            set volume to ((30) + ((distance to [character v]) / (3))) %\n        else\n            set volume to (1) %\n        end\n    end\nend\n\ndefine For Short 10\nrepeat (4)\n    next costume\n    wait (0.1) seconds\nend\nwait (0.35) seconds\nrepeat (2)\n    next costume\n    wait (0) seconds\nend\nstart sound [stab v]\nnext costume\nset [harmful to player v] to [Yes]\nwait (0.35) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n    switch costume to ((costume [number v]) - (1))\n    wait (0) seconds\nend\nwait (0.25) seconds\nrepeat (4)\n    switch costume to ((costume [number v]) - (1))\n    wait (0) seconds\nend\nwait (0.45) seconds\n\ndefine For Short 11\nswitch costume to (19#1 v)\nwait (0.5) seconds\nrepeat (2)\n    wait (0.05) seconds\n    next costume\nend\nrepeat (2)\n    wait (0) seconds\n    next costume\nend\nrepeat (4)\n    next costume\nend\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nwait (0.25) seconds\nrepeat (8)\n    wait (0.05) seconds\n    switch costume to ((costume [number v]) - (1))\nend\nwait (0.25) seconds\nswitch costume to (19 v)\nwait (0.25) seconds\n\ndefine For Short 12\nwait (0.55) seconds\nswitch costume to (20.1 v)\nShoot [a]\nwait (0.25) seconds\nswitch costume to (20 v)\nwait (0.6) seconds\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short 13\nswitch costume to (24_slash v)\nwait (0.5) seconds\nstart sound [Slash v]\nset [harmful to player v] to [Yes]\nrepeat (4)\n    next costume\n    wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nnext costume\nwait (0.25) seconds\n\ndefine For Short 14\nswitch costume to (24_skill v)\nwait (0.7) seconds\nstart sound [Bing v]\nrepeat (3)\n    next costume\n    wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nrepeat (4)\n    start sound [stab v]\n    next costume\n    wait (0.01) seconds\nend\nwait (0.25) seconds\nset [harmful to player v] to [No]\nswitch costume to (24_skill3 v)\nwait (0.1) seconds\nswitch costume to (24_skill2 v)\nwait (0.1) seconds\nswitch costume to (24_skill v)\nwait (0.25) seconds\n\ndefine For Short 15\nswitch costume to (24_pierce v)\nwait (0.8) seconds\nstart sound [stab v]\nset [harmful to player v] to [Yes]\nrepeat (4)\n    next costume\n    wait (0.01) seconds\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n    next costume\n    wait (0.05) seconds\nend\nwait (0.15) seconds\nswitch costume to (24 v)\nwait (0.1) seconds\n\ndefine For Short 16\nswitch costume to (25_spear v)\nwait (0.4) seconds\nset [harmful to player v] to [Yes]\nstart sound [stab v]\nrepeat (3)\n    next costume\n    wait (0.01) seconds\nend\nwait (0.25) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n    switch costume to ((costume [number v]) - (1))\n    wait (0.01) seconds\nend\nwait (0.1) seconds\nswitch costume to (25 v)\nwait (0.1) seconds\n\ndefine For Short 17\nswitch costume to (25_shot v)\nwait (0.35) seconds\nShoot [e]\nrepeat (2)\n    next costume\n    wait (0.075) seconds\nend\nwait (0.1) seconds\nswitch costume to (25 v)\nwait (0.05) seconds\n\ndefine For Short 18\nswitch costume to (25_throwspear v)\nwait (0.55) seconds\nstart sound [ya v]\nset [harmful to player v] to [Yes]\nrepeat (8)\n    next costume\n    wait (0.01) seconds\nend\nwait (0.16) seconds\nset [harmful to player v] to [No]\nswitch costume to (25 v)\nwait (0.1) seconds\n\nwhen I receive [can i v]\nif <<(Harmful to Player) = [No]> and <<(Number) = (letter (1) of (Hostile or Not))> and <(Kind) = (letter (2) of (Hostile or Not))>>> then\n    set [speed y v] to [12]\n    if <(X) > (Scroll X - Each Area)> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\nend\n\ndefine For Short 8\nBlocking [N]\nswitch costume to (17_4 v)\nwait (0.5) seconds\nswitch costume to (17_5 v)\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\nstart sound [Slash v]\nrepeat (3)\n    wait (0.001) seconds\n    set [harmful to player v] to [Yes]\n    next costume\nend\nwait (0.1) seconds\nset [harmful to player v] to [No]\nwait (0.5) seconds\n\ndefine For Short 19\nswitch costume to (26_turn v)\nwait (0.45) seconds\nswitch costume to (26_slash v)\nwait (0.1) seconds\nset [harmful to player v] to [Yes]\nstart sound [whou v]\nrepeat (5)\n    next costume\n    wait (0.025) seconds\nend\nwait (0.1) seconds\nstart sound [whou v]\nrepeat (4)\n    next costume\n    wait (0.05) seconds\nend\nwait (0.1) seconds\nnext costume\nwait (0.25) seconds\n\ndefine For Short 20\nBlocking [N]\nswitch costume to (26_chargeattack v)\nwait (0.5) seconds\nset [harmful to player v] to [Yes]\nstart sound [Bing v]\nrepeat (3)\n    next costume\n    wait (0.05) seconds\nend\nwait (0.1) seconds\nnext costume\nset [harmful to player v] to [No]\nShoot [f]\nwait (1) seconds\n\ndefine For Short 21\nswitch costume to (26_throw v)\nBlocking [N]\nwait (0.5) seconds\nif <(direction) > [0]> then\n    Blocking [R]\nelse\n    Blocking [L]\nend\nset [harmful to player v] to [Yes]\nrepeat (4)\n    next costume\n    wait (0.05) seconds\nend\nstart sound [Fall v]\nwait (0.5) seconds\nset [harmful to player v] to [No]\nrepeat (3)\n    next costume\n    wait (0.075) seconds\nend\nwait (0.1) seconds\n\ndefine For Short Last\nswitch costume to (26_turn v)\nwait (0.1) seconds\nstart sound [ya v]\nrepeat (7)\n    next costume\n    point towards (character v)\n    wait (0.01) seconds\n    if <(direction) > [0]> then\n        Blocking [R]\n    else\n        Blocking [L]\n    end\nend\nwait (0.2) seconds\nswitch costume to (26 v)\nwait (0.2) seconds\n\nwhen I receive [clear all enemy v]\ndelete this clone\n\n@Map + HP\n\nwhen flag clicked\nswitch costume to (map v)\ngo to x: (0) y: (0)\nhide\nwait (0.5) seconds\n\nwhen I receive [cover screen v]\nhide\n\nwhen I receive [reactivate v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n    if <(costume [number v]) < [2]> then\n        set size to (196) %\n        if <<(letter (10) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (m v) pressed?>> then\n            if <(Area) = [1]> then\n                For Short [-146] [-90]\n            end\n            if <(Area) = [2]> then\n                For Short [-90] [-90]\n            end\n            if <(Area) = [3]> then\n                For Short [-48] [-61]\n            end\n            if <(Area) = [4]> then\n                For Short [-102] [-61]\n            end\n            if <(Area) = [5]> then\n                For Short [-36] [-34]\n            end\n            if <(Area) = [6]> then\n                For Short [-90] [-22]\n            end\n            if <(Area) = [7]> then\n                For Short [-61] [37]\n            end\n            if <(Area) = [8]> then\n                For Short [-6] [-22]\n            end\n            if <(Area) = [9]> then\n                For Short [36] [-34]\n            end\n            if <(Area) = [10]> then\n                For Short [106] [8]\n            end\n            if <(Area) = [11]> then\n                For Short [22] [-61]\n            end\n            if <(Area) = [12]> then\n                For Short [-34] [-61]\n            end\n            switch costume to (map v)\n            show\n            if <touching (animation+effect v)?> then\n                set [ghost v] effect to (0)\n            else\n                set [ghost v] effect to (100)\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n    set size to (100) %\n    go to x: (0) y: (0)\n    if <<(letter (10) of (W/A/D/X/C/S/V/B/N/M/R)) = [1]> or <key (m v) pressed?>> then\n        if <(letter (2) of (Key)) = [0]> then\n            switch costume to (costume2 v)\n        else\n            switch costume to (costume1 v)\n        end\n        set [ghost v] effect to (0)\n    else\n        switch costume to ((Base HP) + (2))\n        go to x: (0) y: (0)\n    end\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine For Short (x) (y)\ngo to x: (((x) - ((Scroll X - Each Area) / (70))) * ((size) / (100))) y: (((y) - ((Scroll Y - Each Area) / (51))) * ((size) / (100)))\n\n@SOAST-Mini Boss\n\nwhen flag clicked\nhide\nset [mini boss harmful to player v] to [No]\nset [mini boss hp v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [reset enemy v]\nhide\nstop [other scripts in sprite v]\nbroadcast (Revive v)\n\nwhen I receive [revive v]\nwait (0.1) seconds\nif <(Area) = [6]> then\n    wait until <(Mini boss HP) = [600]>\n    broadcast (Till Death v)\n    forever\n        wait until <<((2800) - (Scroll X - Each Area)) = (x position)> and <((-1015) - (Scroll Y - Each Area)) = (y position)>>\n        if <(distance to [character v]) < [80]> then\n            if <not <(pick random (1) to (3)) = [2]>> then\n                Slash\n            else\n                if <(pick random (1) to (2)) = [1]> then\n                    Perform\n                else\n                    if <(pick random (1) to (3)) = [1]> then\n                        Shoot\n                    else\n                        Grenade\n                    end\n                end\n            end\n        else\n            if <(distance to [character v]) < [150]> then\n                if <(pick random (1) to (2)) = [2]> then\n                    Grenade\n                else\n                    if <(pick random (1) to (3)) = [1]> then\n                        Perform\n                    else\n                        Shoot\n                    end\n                end\n            else\n                if <(pick random (1) to (3)) = [1]> then\n                    Perform\n                else\n                    Shoot\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [repeat v]\nif <(Mini boss HP) > [0]> then\n    go to x: ((2800) - (Scroll X - Each Area)) y: ((-1015) - (Scroll Y - Each Area))\n    Position ((2800) - (Scroll X - Each Area)) ((-1015) - (Scroll Y - Each Area))\nelse\n    hide\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <<(y) = (y position)> and <(Area) = [6]>>> then\n    show\n    if <<(Mini boss harmful to Player) = [Yes]> and <<touching (character v)?> and <<(Invincible) = [No]> and <not <(Dash) = [Do]>>>>> then\n        set [speed y v] to [12]\n        if <(x position) > ([x position v] of [character v])> then\n            set [speed x v] to [-36]\n        else\n            set [speed x v] to [36]\n        end\n        broadcast (Invincible v)\n    end\nelse\n    hide\nend\n\nwhen I receive [till death v]\nwait until <not <(Mini boss HP) > [0]>>\nstart sound [Collect v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss get hit v]\nset [brightness v] effect to (25)\nstart sound [Pop v]\nwait (0.25) seconds\nset [brightness v] effect to (0)\n\ndefine Slash\npoint towards (character v)\nswitch costume to (sword v)\nwait (0.25) seconds\nnext costume\nwait (0.4) seconds\nstart sound [Slash v]\nset [mini boss harmful to player v] to [Yes]\nrepeat (3)\n    next costume\nend\nwait (0.25) seconds\nset [mini boss harmful to player v] to [No]\nnext costume\nwait (0.4) seconds\nswitch costume to (1 v)\nwait (0.25) seconds\n\ndefine Shoot\npoint towards (character v)\nswitch costume to (ready v)\nwait (0.45) seconds\nswitch costume to (shot v)\nrepeat (pick random (2) to (3))\n    start sound [Gun+Shot v]\n    if <(direction) > [0]> then\n        set [choose bullet for enemy v] to (join (join [8R] (join [4] [2800])) [-1017])\n    else\n        set [choose bullet for enemy v] to (join (join [8L] (join [4] [2800])) [-1017])\n    end\n    create clone of (enemy bullet v)\n    wait (pick random (0) to (0.01)) seconds\nend\nwait (0.1) seconds\nswitch costume to (ready v)\nwait (0.25) seconds\nswitch costume to (1 v)\nwait (0.25) seconds\n\ndefine Grenade\npoint towards (character v)\nswitch costume to (throw v)\nwait () seconds\nrepeat (6)\n    wait (0) seconds\n    next costume\nend\nwait (0.1) seconds\nstart sound [zzzeee v]\nif <(direction) > [0]> then\n    set [choose bullet for enemy v] to (join (join [9R] (join [4] [2892])) [-1005])\nelse\n    set [choose bullet for enemy v] to (join (join [9L] (join [4] [2708])) [-1005])\nend\ncreate clone of (enemy bullet v)\nwait (0.5) seconds\nswitch costume to (1 v)\nwait (0.4) seconds\n\ndefine Perform\npoint towards (character v)\nswitch costume to (sword#ready v)\nwait (0.5) seconds\nrepeat (5)\n    next costume\n    wait (0.01) seconds\nend\nset [mini boss harmful to player v] to [Yes]\nstart sound [Slash v]\nrepeat (2)\n    next costume\n    wait (0.01) seconds\nend\nset [mini boss harmful to player v] to [No]\nnext costume\nwait (0.05) seconds\nnext costume\nstart sound [Gun+Shot v]\nif <(direction) > [0]> then\n    set [choose bullet for enemy v] to (join (join [8R] (join [4] [2800])) [-1017])\nelse\n    set [choose bullet for enemy v] to (join (join [8L] (join [4] [2800])) [-1017])\nend\ncreate clone of (enemy bullet v)\nwait (0.1) seconds\nrepeat (3)\n    next costume\n    wait (0.1) seconds\nend\nwait (0.25) seconds\nswitch costume to (1 v)\nwait (0.5) seconds\n\nwhen I receive [big stop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Boss's Skill\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [x v] to [9999]\nset [y v] to [9999]\n\nwhen I receive [repeat v]\nif <(letter (5) of (Boss Stat)) = [A]> then\n    go to x: ((X) - (Scroll X - Each Area)) y: ((Y) - (Scroll Y - Each Area))\n    Position ((X) - (Scroll X - Each Area)) ((Y) - (Scroll Y - Each Area))\nelse\n    switch costume to (costume1 v)\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [repeat#2 v]\nif <<<(Boss Hitpoint) > [0]> and <<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>>> and <(letter (5) of (Boss Stat)) = [A]>> then\n    set [speed y v] to [12]\n    if <(X) > (Scroll X - Each Area)> then\n        set [speed x v] to [-36]\n    else\n        set [speed x v] to [36]\n    end\n    broadcast (Invincible v)\nend\n\nwhen I receive [reset game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cover screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss#2_attack#1 v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nrepeat (30)\n    start sound [Crunch v]\n    wait (0.065) seconds\nend\n\nwhen I receive [boss#2_attack#2 v]\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nstart sound [4 v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [color v] effect to (0)\npoint in direction (90)\nif <(costume [number v]) = [2]> then\n    Smol to Big\n    switch costume to (costume2 v)\n    set [x v] to [-2880]\n    set [y v] to [-2880]\n    show\n    repeat (100)\n        change [x v] by (-10)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [3]> then\n    Smol to Big\n    switch costume to (costume3 v)\n    set [x v] to [-2880]\n    set [y v] to [-2880]\n    show\n    repeat (100)\n        change [x v] by (10)\n    end\n    delete this clone\nend\nshow\nif <(costume [number v]) = [4]> then\n    Smol to Big\n    switch costume to (costume4 v)\n    set [x v] to [-2880]\n    set [y v] to [-2880]\n    repeat (45)\n        change [y v] by (10)\n    end\n    wait (0.25) seconds\n    repeat (45)\n        change [y v] by (-12)\n    end\n    wait (0.1) seconds\n    delete this clone\nend\nif <(costume [number v]) = [5]> then\n    Smol to Big\n    switch costume to (costume5 v)\n    set [x v] to [-2880]\n    set [y v] to [-2880]\n    repeat (45)\n        change [y v] by (-10)\n    end\n    wait (0.25) seconds\n    repeat (45)\n        change [y v] by (12)\n    end\n    wait (0.1) seconds\n    delete this clone\nend\nif <(costume [number v]) = [6]> then\n    set [x v] to [-4100]\n    set [y v] to [-2360]\n    wait (0.75) seconds\n    repeat (2)\n        start sound [Crunch v]\n        repeat (3)\n            next costume\n            wait (0) seconds\n        end\n        start sound [Crunch v]\n        repeat (4)\n            next costume\n            wait (0) seconds\n        end\n    end\n    wait (0.1) seconds\n    switch costume to (costume21 v)\n    set [x v] to [-3872]\n    set [y v] to [-2386]\n    start sound [Crunch v]\n    repeat (10)\n        turn right (15) degrees\n        change [x v] by (40)\n    end\n    wait (0.1) seconds\n    hide\n    delete this clone\nend\nif <(costume [number v]) = [22]> then\n    point towards (character v)\n    set [x v] to [-4180]\n    set [y v] to [-2306]\n    repeat (100)\n        point towards (character v)\n        change [x v] by ((6) * ([sin v] of (direction) ))\n        change [y v] by ((6) * ([cos v] of (direction) ))\n        if <<touching (character v)?> or <<(Attack) = [Yes]> and <touching (weapon v)?>>> then\n            wait (0.25) seconds\n            hide\n            delete this clone\n        end\n    end\n    hide\n    delete this clone\nend\nif <(costume [number v]) = [23]> then\n    set [ghost v] effect to (20)\n    set [x v] to ((-4100) + (pick random (-20) to (40)))\n    set [y v] to ((-2360) + (pick random (-20) to (20)))\n    set size to (100) %\n    point in direction (pick random (82) to (98))\n    repeat (26)\n        change size by (2)\n        change [x v] by ((8) * ([sin v] of (direction) ))\n        change [y v] by ((8) * ([cos v] of (direction) ))\n    end\n    repeat (75)\n        change size by (2)\n        change [color v] effect by (0.1)\n        change [ghost v] effect by (1)\n        change [brightness v] effect by (0.8)\n        change [x v] by ((7.5) * ([sin v] of (direction) ))\n        change [y v] by ((7.5) * ([cos v] of (direction) ))\n    end\n    delete this clone\nend\nif <(costume [number v]) = [24]> then\n    set [x v] to [-4180]\n    set [y v] to [-2306]\n    point in direction (pick random (88) to (108))\n    repeat (80)\n        change [x v] by ((9) * ([sin v] of (direction) ))\n        change [y v] by ((9) * ([cos v] of (direction) ))\n        if <<touching (character v)?> or <<(Attack) = [Yes]> and <touching (weapon v)?>>> then\n            hide\n            delete this clone\n        end\n    end\n    hide\n    delete this clone\nend\nif <(costume [number v]) = [29]> then\n    set size to (pick random (95) to (120)) %\n    point in direction (90)\n    set [x v] to (pick random (-1550) to (-2320))\n    set [y v] to [-2700]\n    repeat (2)\n        change [y v] by (-12)\n    end\n    repeat (40)\n        turn right (pick random (-10) to (10)) degrees\n        change [y v] by (-12)\n        if <<touching (platform v)?> or <touching (boss v)?>> then\n            start sound [Crunch v]\n            delete this clone\n        end\n    end\n    start sound [Crunch v]\n    delete this clone\nend\nif <(costume [number v]) = [26]> then\n    Hmm\n    if <([direction v] of [boss v]) > [0]> then\n        point in direction (-100)\n        set [x v] to ((Boss X) + (80))\n    else\n        point in direction (100)\n        set [x v] to ((Boss X) - (80))\n    end\n    set [y v] to ((Boss Y) + (14))\n    start sound [2 v]\n    repeat (10)\n        start sound [ya v]\n        if <([direction v] of [boss v]) > [0]> then\n            turn right (64) degrees\n            change [x v] by (30)\n        else\n            turn left (64) degrees\n            change [x v] by (-30)\n        end\n    end\n    if <not <(letter (1) of (Boss 'stance')) = [M]>> then\n        repeat (10)\n            start sound [ya v]\n            if <([direction v] of [boss v]) > [0]> then\n                turn right (64) degrees\n                change [x v] by (30)\n            else\n                turn left (64) degrees\n                change [x v] by (-30)\n            end\n        end\n    end\n    start sound [Crunch v]\n    repeat (10)\n        if <([direction v] of [boss v]) > [0]> then\n            turn right (50) degrees\n        else\n            turn left (50) degrees\n        end\n    end\n    repeat (10)\n        start sound [ya v]\n        if <([direction v] of [boss v]) > [0]> then\n            turn right (-64) degrees\n            change [x v] by (-30)\n        else\n            turn left (64) degrees\n            change [x v] by (30)\n        end\n    end\n    if <not <(letter (1) of (Boss 'stance')) = [M]>> then\n        repeat (10)\n            start sound [ya v]\n            if <([direction v] of [boss v]) > [0]> then\n                turn right (-64) degrees\n                change [x v] by (-30)\n            else\n                turn left (64) degrees\n                change [x v] by (30)\n            end\n        end\n    end\n    if <([direction v] of [boss v]) > [0]> then\n        point in direction (-100)\n    else\n        point in direction (100)\n    end\n    if <([direction v] of [boss v]) > [0]> then\n        point in direction (-100)\n        set [x v] to ((Boss X) + (80))\n    else\n        point in direction (100)\n        set [x v] to ((Boss X) - (80))\n    end\n    set [y v] to ((Boss Y) + (14))\n    wait until <not <([costume # v] of [boss v]) = [81]>>\n    delete this clone\nend\nif <(costume [number v]) = [28]> then\n    start sound [zzzeee v]\n    if <([direction v] of [boss v]) > [0]> then\n        set [x v] to ((Boss X) + (16))\n    else\n        set [x v] to ((Boss X) - (16))\n    end\n    set [y v] to ((Boss Y) - (20))\n    repeat (20)\n        change [ghost v] effect by (3.5)\n        change size by (25)\n    end\n    hide\n    delete this clone\nend\nif <(costume [number v]) = [27]> then\n    repeat (26)\n        point towards (character v)\n    end\n    start sound [2 v]\n    point towards (character v)\n    repeat (2)\n        repeat (25)\n            change [x v] by ((20) * ([sin v] of (direction) ))\n            change [y v] by ((20) * ([cos v] of (direction) ))\n            if <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n                wait (0.1) seconds\n                delete this clone\n            end\n        end\n        point towards (character v)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [30]> then\n    set [x v] to (Boss X)\n    set [y v] to ((Boss Y) + (180))\n    start sound [2 v]\n    repeat (5)\n        point towards (character v)\n        More Short\n    end\n    turn right (pick random (-16) to (16)) degrees\n    repeat (60)\n        More Short\n    end\n    delete this clone\nend\nif <(costume [number v]) = [25]> then\n    start sound [Slash v]\n    set [x v] to (Boss X)\n    set [y v] to (Boss Y)\n    point in direction ([direction v] of [boss v])\n    set rotation style [left-right v]\n    repeat (30)\n        if <(direction) > [0]> then\n            change [x v] by (25)\n        else\n            change [x v] by (-25)\n        end\n        change [ghost v] effect by (1.5)\n        change [brightness v] effect by (0.25)\n    end\n    delete this clone\nend\n\nwhen I receive [boss#2_attack#3 v]\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nstart sound [4 v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [boss#3_attack#1 v]\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#3_attack#2 v]\nswitch costume to (costume22 v)\nrepeat (6)\n    create clone of (_myself_ v)\n    start sound [2 v]\n    wait (0.2) seconds\nend\n\nwhen I receive [boss#3_attack#3 v]\nswitch costume to (costume23 v)\nrepeat (100)\n    start sound [Pop v]\n    create clone of (_myself_ v)\nend\n\nwhen I receive [boss#3attack#4 v]\nswitch costume to (costume24 v)\nrepeat (10)\n    start sound [2 v]\n    create clone of (_myself_ v)\n    wait (0.001) seconds\nend\n\ndefine Hmm\nrepeat (16)\n    if <([direction v] of [boss v]) > [0]> then\n        turn right (22.5) degrees\n    else\n        turn left (22.5) degrees\n    end\nend\n\ndefine Make it short lol\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\ndefine More Short\nchange size by (2.8)\nchange [ghost v] effect by (1.2)\nchange [brightness v] effect by (0.25)\nchange [x v] by ((7.8) * ([sin v] of (direction) ))\nchange [y v] by ((7.8) * ([cos v] of (direction) ))\nif <not <(letter (1) of (Boss 'stance')) = [M]>> then\n    change size by (2)\n    change [x v] by ((6) * ([sin v] of (direction) ))\n    change [y v] by ((6) * ([cos v] of (direction) ))\nend\nif <<touching (weapon v)?> and <(Attack) = [Yes]>> then\n    wait (0.1) seconds\n    delete this clone\nend\n\nwhen I receive [boss#4attack#1 v]\nswitch costume to (costume25 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#2 v]\nswitch costume to (costume26 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#3 v]\nswitch costume to (costume27 v)\nset [y v] to ((Boss Y) + (80))\nset [x v] to ((Boss X) - (60))\nMake it short lol\nset [y v] to ((Boss Y) + (100))\nset [x v] to ((Boss X) - (30))\nMake it short lol\nset [y v] to ((Boss Y) + (110))\nset [x v] to (Boss X)\nMake it short lol\nset [y v] to ((Boss Y) + (100))\nset [x v] to ((Boss X) + (30))\nMake it short lol\nset [y v] to ((Boss Y) + (80))\nset [x v] to ((Boss X) + (60))\nMake it short lol\nset [y v] to [9999]\nset [x v] to [9999]\nwait (1.5) seconds\n\nwhen I receive [boss#4attack#5 v]\nswitch costume to (costume29 v)\nif <not <(letter (1) of (Boss 'stance')) = [M]>> then\n    wait (1.25) seconds\nend\nrepeat (36)\n    create clone of (_myself_ v)\n    wait (0.01) seconds\nend\n\nwhen I receive [boss#4attack#4 v]\nswitch costume to (costume28 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss#4attack#6 v]\nswitch costume to (costume30 v)\nrepeat (50)\n    create clone of (_myself_ v)\nend\n\ndefine Smol to Big\nswitch costume to (costume1 v)\nset size to (200) %\n\n@SOAST-Mini Boss hitbox\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [reset enemy v]\nhide\nstop [other scripts in sprite v]\nbroadcast (Revive v)\n\nwhen I receive [till death v]\nrepeat until <not <(Mini boss HP) > [0]>>\n    if <(costume [number v]) = [1]> then\n        if <<<<(Invincible) = [No]> and <not <(Dash) = [Do]>>> and <touching (character v)?>> and <(Mini boss harmful to Player) = [No]>> then\n            set [speed y v] to [12]\n            if <(x position) > ([x position v] of [character v])> then\n                set [speed x v] to [-36]\n            else\n                set [speed x v] to [36]\n            end\n            broadcast (Invincible v)\n        end\n        if <<<touching (weapon v)?> and <(Attack) = [Yes]>> or <touching (bullet v)?>> then\n            if <touching (bullet v)?> then\n                change [mini boss hp v] by ((0) - ((Damage) * (1.6)))\n            else\n                change [mini boss hp v] by ((0) - (Damage))\n            end\n            broadcast (Boss get hit v)\n            wait (0.35) seconds\n        end\n    end\nend\n\ndefine Position (x) (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [repeat v]\nif <(costume [number v]) = [1]> then\n    if <(Mini boss HP) > [0]> then\n        go to x: ((2800) - (Scroll X - Each Area)) y: ((-1015) - (Scroll Y - Each Area))\n        Position ((2800) - (Scroll X - Each Area)) ((-1015) - (Scroll Y - Each Area))\n    else\n        hide\n    end\nend\n\nwhen I receive [reactivate v]\nwait until <(letter (5) of (Boss Stat)) = [A]>\nbroadcast (Clear all enemy v)\n\nwhen I receive [big stop v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (75)\nset size to (120) %\ngo to x: (0) y: (-300)\nif <(costume [number v]) = [2]> then\n    repeat until <(y position) > [244]>\n        change y by (1.1)\n    end\nend\nif <(costume [number v]) = [3]> then\n    repeat until <(y position) > [225]>\n        change y by (1.1)\n    end\nend\nif <(costume [number v]) = [4]> then\n    repeat until <(y position) > [226]>\n        change y by (1.1)\n    end\nend\nif <(costume [number v]) = [5]> then\n    repeat until <(y position) > [410]>\n        change y by (1.2)\n    end\nend\ndelete this clone\n\nwhen I receive [ooh v]\nbroadcast (Clear all enemy v)\nwait (18) seconds\nhide\ngo to [front v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (16) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (16) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nwait (18) seconds\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\n\n@Menu\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nset [attack v] to [Ready]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) > [8]> and <(costume [number v]) < [13]>> then\n    set size to (105) %\n    go to x: (0) y: (0)\n    set [ghost v] effect to (4)\n    set [brightness v] effect to (4)\n    forever\n        switch costume to (join [Menu ] (Attack))\n        go to x: ((mouse x) / (-16)) y: ((mouse y) / (-12))\n        go to [back v] layer\n    end\nelse\n    if <<(costume [number v]) > [12]> and <(costume [number v]) < [17]>> then\n        set size to (100) %\n        go to x: (0) y: (0)\n        set [ghost v] effect to (0)\n        forever\n            switch costume to (join [costume] (Attack))\n            go to x: ((mouse x) / (-480)) y: ((mouse y) / (-360))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n    switch costume to (letter (1) of (Device))\nend\nif <(costume [number v]) < [9]> then\n    forever\n        if <touching (mouse-pointer v)?> then\n            if <<(costume [number v]) < [7]> and <(letter (2) of (Device)) = [0]>> then\n                set size to (124) %\n                set [brightness v] effect to (30)\n                start sound [Pop v]\n            end\n            repeat until <not <touching (mouse-pointer v)?>>\n                if <mouse down?> then\n                    if <(costume [number v]) = [3]> then\n                        set [device v] to [m0]\n                        switch costume to (m v)\n                        wait until <not <mouse down?>>\n                    else\n                        if <(costume [number v]) = [6]> then\n                            set [device v] to [p0]\n                            switch costume to (p v)\n                            wait until <not <mouse down?>>\n                        else\n                            if <<(costume [number v]) = [1]> and <(letter (2) of (Device)) = [0]>> then\n                                set [device v] to (join (letter (1) of (Device)) [1])\n                            else\n                                if <<(costume [number v]) = [2]> and <(letter (2) of (Device)) = [0]>> then\n                                    ask [Type your Save Code here] and wait\n                                    if <(length of (answer)) = [22]> then\n                                        start sound [Collect v]\n                                        set [1# load - save v] to (answer)\n                                    end\n                                else\n                                    if <<(costume [number v]) = [4]> and <(letter (2) of (Device)) = [0]>> then\n                                        switch costume to (control v)\n                                        go to x: (0) y: (0)\n                                        set [ghost v] effect to (0)\n                                        set size to (100) %\n                                        set [brightness v] effect to (0)\n                                        go to [front v] layer\n                                        set [device v] to (join (letter (1) of (Device)) [2])\n                                        wait until <not <mouse down?>>\n                                    else\n                                        if <(costume [number v]) = [7]> then\n                                            go to x: (0) y: (-104)\n                                            switch costume to (control v)\n                                            go to [front v] layer\n                                            set [device v] to (join (letter (1) of (Device)) [0])\n                                            wait until <not <mouse down?>>\n                                        else\n                                            if <<(costume [number v]) = [5]> and <(letter (2) of (Device)) = [0]>> then\n                                                switch costume to (credit v)\n                                                go to x: (0) y: (0)\n                                                set [ghost v] effect to (0)\n                                                set size to (94) %\n                                                set [brightness v] effect to (0)\n                                                go to [front v] layer\n                                                set [device v] to (join (letter (1) of (Device)) [2])\n                                                wait until <not <mouse down?>>\n                                            else\n                                                if <(costume [number v]) = [8]> then\n                                                    go to x: (0) y: (-144)\n                                                    switch costume to (credit v)\n                                                    go to [front v] layer\n                                                    set [device v] to (join (letter (1) of (Device)) [0])\n                                                    wait until <not <mouse down?>>\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        else\n            if <(costume [number v]) < [7]> then\n                set size to (118) %\n                set [brightness v] effect to (0)\n                set [ghost v] effect to (15)\n            else\n                set size to (94) %\n                set [ghost v] effect to (0)\n            end\n        end\n    end\nend\n\nwhen I receive [menu v]\nset [attack v] to (pick random (1) to (4))\ngo to x: (0) y: (0)\nwait (0.1) seconds\nswitch costume to (join [costume] (Attack))\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (join [Menu ] (Attack))\ncreate clone of (_myself_ v)\nwait (0.1) seconds\ngo to x: (0) y: (40)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nrepeat (4)\n    next costume\n    change y by (-48)\n    create clone of (_myself_ v)\n    start sound [pop v]\nend\nbroadcast (Done v)\nswitch costume to (easy mode2 v)\nforever\n    wait until <<<<mouse down?> and <not <touching (mouse-pointer v)?>>> and <<<(mouse x) < [-60]> or <[60] < (mouse x)>> or <[60] < (mouse y)>>> or <(timer) > (pick random (6) to (7))>>\n    wait until <not <mouse down?>>\n    set [attack v] to (pick random (1) to (4))\n    reset timer\nend\n\nwhen I receive [done v]\nwait until <(costume [number v]) = [18]>\nset [easy mode v] to [0]\nswitch costume to (easy mode v)\ngo to [back v] layer\ngo to x: (0) y: (80)\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <(mouse y) > [62]>> then\n        if <(costume [number v]) = [17]> then\n            say [Click this if you want to turn on "Easy Mode"]\n        else\n            if <(costume [number v]) = [18]> then\n                say [Click this if you want to return to "Normal Mode"]\n            end\n        end\n        if <mouse down?> then\n            if <(costume [number v]) = [17]> then\n                set [easy mode v] to [1]\n                switch costume to (easy mode2 v)\n                wait until <not <mouse down?>>\n            else\n                if <(costume [number v]) = [18]> then\n                    set [easy mode v] to [0]\n                    switch costume to (easy mode v)\n                    wait until <not <mouse down?>>\n                end\n            end\n        end\n    else\n        say []\n    end\nend\n\n
ATTENTION !!!\n___________________________________________\n!!! Click the Red Circle for Easy Mode !!!\nUse Arrow keys and Z or WASD to move\nPress O or X to Attack\nPress I or C or Space to Dash\nPress S or P to shoot\n___________________________________________\nNot so important :\nPress M to view map\nHold N to go back to menu\nPress B to view bullets\nPress V to show your save\nPress R to Reset at the last Check Point\n___________________________________________\nPress F11 \nOpen full screen on scratch \nWear headphones if you have \nEnjoy !