Paper Mario: Platformer Demo - v1.8.1
@Stage\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Title Theme v]\nswitch backdrop to (2 v)\n\nwhen I receive [clearsoundcache v]\nstop all sounds\n\nbroadcast (00_ooT v) and wait\n\nwhen I receive [begin_sc1 v]\nset [rungame? v] to [Yes]\nset [pause? v] to [No]\nset [scene v] to [0]\nset volume to (100) %\n\n    play sound [10 v] until done\nend\n\nwhen I receive [stp_death v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [initgame v]\nrepeat (50)\n    change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nwait (1) seconds\nswitch backdrop to (0 v) and wait\nwait (2) seconds\nbroadcast (resetValuesForGamePlay v)\nset volume to (100) %\n\n\nend\n\nplay sound [10 v] until done\n\nwhen I receive [resetvaluesforgameplay v]\nset [rungame? v] to [Yes]\nset [pause? v] to [No]\nset [scene v] to [0]\nbroadcast (begin_sc1 v)\n\nwhen I receive [drown v]\nset volume to (20) %\n\nwhen I receive [nword v]\nset volume to (100) %\n\nset volume to (0) %\n\n@Fun\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (idle_1 v)\n\ndefine Platformer\nchange [playersy v] by (-1)\nchange [falling? v] by (1)\nchange y by (PlayerSy)\nGo up\nControls <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nMove\nif <<(groundCancel) = [0]> and <<<(falling?) > [3]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <not <(groundPound) > [0]>>>> then\n    change [groundpound v] by (3)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        if <(item (2) of [xboundaries v]) > (CamX)> then\n            change x by (-5)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        if <(CamX) > (item (1) of [xboundaries v])> then\n            change x by (5)\n        end\n    end\n    delete all of [placeholder v]\n    add (x position) to [placeholder v]\n    add (y position) to [placeholder v]\n    set [groundcancel v] to [1]\n    if <(cancelBuffer) = [0]> then\n        start sound [Jump v]\n    end\nend\nif <(groundBuffer) > [0]> then\n    change [groundbuffer v] by (-1)\nend\nif <(cancelBuffer) > [0]> then\n    change [cancelbuffer v] by (-1)\nend\nif <(groundPound) > [0]> then\n    change [groundpound v] by (1)\n    set [playersx v] to [0]\n    set [playersy v] to [0]\n    set [falling? v] to [0]\n    go to x: (item (1) of [placeholder v]) y: (item (2) of [placeholder v])\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(cancelBuffer) = [0]>> then\n        set [groundpound v] to [0]\n        set [groundcancel v] to [0]\n        set [cancelbuffer v] to [40]\n    end\nend\nif <(groundPound) > [10]> then\n    set [playersy v] to [-20]\n    set [groundpound v] to [0]\nend\nif <(groundCancel) = [1]> then\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [playersy v] to [-5]\n        set [groundpound v] to [0]\n        set [groundcancel v] to [0]\n    end\nend\nif <(groundPound) = [0]> then\n    if <(x position) > [30]> then\n        if <(item (2) of [xboundaries v]) > (CamX)> then\n            change [camx v] by (round ((x position) - (30)))\n            set x to (30)\n        else\n            set [camx v] to (item (2) of [xboundaries v])\n        end\n    end\n    if <[-30] > (x position)> then\n        if <(CamX) > (item (1) of [xboundaries v])> then\n            change [camx v] by (round ((x position) - (-30)))\n            set x to (-30)\n        else\n            set [camx v] to (item (1) of [xboundaries v])\n        end\n    end\n    if <(y position) > [0]> then\n        if <(item (1) of [yboundaries v]) > (CamY)> then\n            change [camy v] by (round ((y position) - (0)))\n            set y to (0)\n        else\n            set [camy v] to (item (1) of [yboundaries v])\n        end\n    end\n    if <[-60] > (y position)> then\n        if <(CamY) > (item (2) of [yboundaries v])> then\n            change [camy v] by (round ((y position) - (-60)))\n            set y to (-60)\n        else\n            set [camy v] to (item (2) of [yboundaries v])\n        end\n    end\nend\nbroadcast (displayEntities v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [camx v] to [0]\nset [camy v] to [60]\nset [playersx v] to [0]\nset [playersy v] to [0]\nbroadcast (doTick v) and wait\nforever\n    if <(runGame?) = [Yes]> then\n        set [ghost v] effect to (0)\n        switch costume to (htbox v)\n        Platformer\n    end\n    turn cos frame\n    broadcast (doTick v)\nend\n\nif <(crouch?) = [1]> then\n\ndefine Controls <right> <left> <jump>\nif <right> then\n    point in direction (-90)\n    if <not <(direction) = [-90]>> then\n        broadcast (flip_can v)\n    end\nend\nif <left> then\n    point in direction (90)\n    if <not <(direction) = [90]>> then\n        broadcast (flip_can v)\n    end\nend\nif <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n    set [crouch? v] to [1]\n    if <(wallJ) > [0]> then\n        change [wallj v] by (-1)\n        if <(round (PlayerSx)) > [0]> then\n            if <right> then\n                change [playersx v] by (1.2)\n            end\n        else\n            if <(round (PlayerSx)) < [0]> then\n                if <left> then\n                    change [playersx v] by (-1.2)\n                end\n            end\n        end\n    else\n        if <(groundBuffer) = [0]> then\n            if <key (x v) pressed?> then\n                if <right> then\n                    change [playersx v] by (1.7)\n                    change [cosframe v] by (([abs v] of (PlayerSx) ) / (13))\n                    if <(cosFrame) > [12]> then\n                        set [cosframe v] to [0]\n                    end\n                end\n                if <left> then\n                    change [playersx v] by (-1.7)\n                    change [cosframe v] by (([abs v] of (PlayerSx) ) / (13))\n                    if <(cosFrame) > [12]> then\n                        set [cosframe v] to [0]\n                    end\n                end\n            else\n                if <right> then\n                    change [playersx v] by (1.7)\n                    change [cosframe v] by (([abs v] of (PlayerSx) ) / (10))\n                    if <(cosFrame) > [12]> then\n                        set [cosframe v] to [0]\n                    end\n                end\n                if <left> then\n                    change [playersx v] by (-1.7)\n                    change [cosframe v] by (([abs v] of (PlayerSx) ) / (10))\n                    if <(cosFrame) > [12]> then\n                        set [cosframe v] to [0]\n                    end\n                end\n            end\n            if <not <<right> or <left>>> then\n                set [cosframe v] to (([abs v] of (PlayerSx) ) / (15))\n            end\n        end\n    end\n    if <<jump> and <(falling?) = [0]>> then\n        change [jumpkey v] by (1)\n        set [playersy v] to ((([abs v] of (PlayerSx) ) / (3)) + (13))\n        start sound (pick random (5) to (6))\n    end\nelse\n    set [crouch? v] to [0]\nend\n\nchange [playersy v] by (13)\n\ndefine Go up\nset [i v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (tempg v)?>>> or <(i) = [16]>>\n    change [i v] by (1)\n    if <<(PlayerSy) > [-1]> and <(falling?) > [0]>> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [jumpkey v] to [0]\n        set [falling? v] to [0]\n        if <(groundCancel) = [1]> then\n            start sound [bumb2 v]\n            set [groundcancel v] to [0]\n            set [groundbuffer v] to [10]\n        end\n    end\n    set [playersy v] to [0]\nend\n\ndefine Move\nif <key (x v) pressed?> then\n    set [playersx v] to ((PlayerSx) * (0.87))\nelse\n    set [playersx v] to ((PlayerSx) * (0.8))\nend\nchange x by (PlayerSx)\nset [i v] to [0]\nset [sliding? v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (tempg v)?>>> or <(i) = [8]>>\n    change [i v] by (1)\n    change y by (1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (-90)\n    if <not <(direction) = [-90]>> then\n        broadcast (flip_can v)\n    end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (90)\n    if <not <(direction) = [90]>> then\n        broadcast (flip_can v)\n    end\nend\nif <(i) = [8]> then\n    change x by ((0) - (PlayerSx))\n    change y by (-8)\n    if <(round (PlayerSx)) > [0]> then\n        set [walljumpdirection v] to [-17]\n    else\n        set [walljumpdirection v] to [17]\n    end\n    if <[0] > (PlayerSy)> then\n        set [playersy v] to [-3]\n        broadcast (st_slide v)\n        set [sliding? v] to [1]\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            broadcast (st_wallJ v)\n            start sound [Mario Jump 2 v]\n            set [playersx v] to (wallJumpDirection)\n            set [playersy v] to [14]\n            set [falling? v] to [6]\n            set [wallj v] to [15]\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <([abs v] of (PlayerSx) ) > [3]>> then\n        if <(wallJ) = [0]> then\n            broadcast (st_wallJ v)\n            start sound [Mario Jump 2 v]\n            set [playersx v] to (wallJumpDirection)\n            set [playersy v] to [11]\n            set [falling? v] to [6]\n            set [wallj v] to [15]\n        end\n    else\n        set [playersx v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\ndelete all of [xboundaries v]\ndelete all of [yboundaries v]\nadd [0] to [xboundaries v]\nadd [4000] to [xboundaries v]\nadd [1000] to [yboundaries v]\nadd [38] to [yboundaries v]\n\nwhen flag clicked\nset [groundpound v] to [0]\nset [shiftx v] to [0]\nset [shifty v] to [0]\nset [groundcancel v] to [0]\n\nchange [camx v] by (1)\n\nwhen flag clicked\nset [rx v] to [0]\n\nwhen I receive [*launch_mariomov v]\nstart sound [Mario Jump 1 v]\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    set [playersy v] to [15]\nelse\n    set [playersy v] to [8]\nend\n\nwhen I receive [begin_sc1 v]\nset [groundbuffer v] to [0]\nset [playersx v] to [0]\nset [playersy v] to [0]\nset [h_ v] to [7]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [health_type v] to [Pizza]\nset [ghost v] effect to (100)\nbroadcast (ghost v)\nforever\n    set [roundidleframe v] to (round (idleFrame))\nend\n\nwhen I receive [begin_sc1 v]\nshow\n\nwhen flag clicked\nrepeat (10)\n    broadcast (doTick v)\nend\n\ndefine turn cos frame\nif <(sliding?) = [0]> then\n    switch costume to (join [idle_] (roundIdleFrame))\n    change [idleframe v] by (0.2)\n    if <(idleFrame) > [8]> then\n        set [idleframe v] to [1]\n    end\n    if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n        switch costume to (join [walk_] (roundCosFrame))\n        if <(roundCosFrame) = [0]> then\n            switch costume to (idle_1 v)\n        end\n    end\n    if <(falling?) > [3]> then\n        switch costume to (join [jump_] (round (jumpFrame)))\n    end\n    if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        switch costume to (crouch_1 v)\n    end\nelse\n    switch costume to (sliding_1 v)\nend\nif <not <(groundCancel) = [0]>> then\n    switch costume to (join [groundpound_] (groundPound))\n    if <(groundPound) = [0]> then\n        switch costume to (groundpound_15 v)\n    end\nend\nif <(groundBuffer) > [0]> then\n    switch costume to (groundpound_16 v)\nend\nif <<(costume [name v]) = [walk_6]> or <(costume [name v]) = [walk_12]>> then\n    start sound [Footstep 2 v]\nend\n\nwhen flag clicked\nforever\n    if <[1] > (H_)> then\n        start sound [nsmbwiiDeath v]\n        broadcast (stp_death v)\n        broadcast (fancy_blackout v) and wait\n        if <(scene) = [0]> then\n            if <(item (1) of [progresscheck v]) = [0]> then\n                broadcast (begin_sc1 v)\n            end\n        end\n        wait (1) seconds\n        set [h_ v] to [8]\n        set [camx v] to [0]\n        set [camy v] to [0]\n        go to x: (0) y: (0)\n    end\nend\n\nbroadcast (fancy_blackout v)\n\nwhen I receive [stp_death v]\n\nwhen flag clicked\ndelete all of [progresscheck v]\nadd [0] to [progresscheck v]\n\nwait (3) seconds\n\nwhen flag clicked\n\nif <[1] > [0]> then\n\nif <(falling?) > [3]> then\n    if <key (down arrow v) pressed?> then\nend\nif <[1] > [0]> then\n    set [playersy v] to [0]\nend\n\nturn cos frame\n\nset [groundpound v] to [0]\n\nset x to (-82)\n\ngo to x: (item (1) of [placeholder v]) y: (item (2) of [placeholder v])\n\nset [groundcancel v] to [0]\n\nif <right> then\n    change [playersx v] by (2.5)\nend\nif <left> then\n    change [playersx v] by (-2.5)\nend\n\nif <[] = [50]> then\n\nwhen I receive [mario_recieve.flash/shader v]\nstart sound [Mario hurt v]\n\n\n\nset [cosframe v] to [0]\n\nchange [cosframe v] by (1)\nif <(cosFrame) > [8]> then\n    set [cosframe v] to [0]\nend\n\nwhen flag clicked\nforever\n    set [roundcosframe v] to (round (cosFrame))\nend\n\nchange [camx v] by (1)\n\nset [camx v] to [0]\n\nchange [jumpframe v] by (0.2)\n\nwhen flag clicked\nforever\n    wait until <(PlayerSy) > [0]>\n    set [jumpframe v] to [1]\n    wait (0.06) seconds\n    set [jumpframe v] to [2]\n    wait (0.06) seconds\n    set [jumpframe v] to [3]\n    wait (0.06) seconds\n    wait until <[0] > (PlayerSy)>\nend\n\nif <(jumpFrame) > [3]> then\n    set [jumpframe v] to [3]\nend\n\nset [jumpframe v] to [1]\n\nswitch costume to (join [jump_] (round (jumpFrame)))\n\nswitch costume to (idle_1 v)\n\nswitch costume to (join [fall_] (round (jumpFrame)))\n\nwait until <[3] > (falling?)>\n\nwhen flag clicked\nforever\n    wait until <[0] > (PlayerSy)>\n    set [jumpframe v] to [4]\n    wait (0.06) seconds\n    set [jumpframe v] to [5]\n    wait (0.06) seconds\n    set [jumpframe v] to [6]\n    wait (0.06) seconds\n    wait until <(PlayerSy) > [0]>\nend\n\nset [playersx v] to (lastJumpBuffer)\n\n\n    switch costume to (sliding_1 v)\nend\n\nif <(sliding?) = [1]> then\n\nset [playersx v] to ((-1.2) * (PlayerSx))\nset [lastjumpbuffer v] to ((-1.2) * (PlayerSx))\n\n\n\nset [playersx v] to [17]\n\nwhen I receive [flip_can v]\nrepeat (4)\n    change [flipframe v] by (1)\nend\nset [flipframe v] to [0]\n\npoint in direction (90)\npoint in direction (-90)\n\nif <key (right arrow v) pressed?> then\n    point in direction (-90)\nend\nif <key (left arrow v) pressed?> then\n    point in direction (90)\nend\n\nchange [idleframe v] by (1)\n\nswitch costume to (idle_1 v)\n\nif <(flipFrame) > [0]> then\n\nstart sound (pick random (7) to (8))\n\nwhen I receive [collectstar v]\n\nwhen I receive [collectstar v]\nhide\n\nwhen I receive [resetcollectionstargame v]\nshow\n\n@Health\n\nglide (1) secs to (player v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [h_ v] to [8]\nforever\n    if <(health_type) = [Pizza]> then\n        switch costume to (join [H_] (H_))\n    else\n        switch costume to (join [H_] ((H_) + (9)))\n    end\n    if <(health_type) = [Pizza]> then\n        go to x: (290) y: (160)\n    else\n        go to x: (200) y: (130)\n    end\nend\n\nwhen I receive [mario_recieve.flash/shader v]\nshow\nif <[1] > (H_)> then\n    set [rungame? v] to [No]\nend\nif <[1] > (H_)> then\n    broadcast (stp_death v)\nend\n\nrepeat (10)\n    go to x: (290) y: (160)\n    set rotation style [don't rotate v]\n    point in direction (pick random (1) to (360))\n    move (pick random (10) to (20)) steps\nend\n\nchange [camx v] by (1)\n\nwhen I receive [begin_sc1 v]\nshow\nrepeat (10)\n    set [h_ v] to [8]\nend\n\nbroadcast (begin_sc1 v)\n\nwhen flag clicked\nrepeat (10)\n    set [scene v] to [menu]\n    set [rungame? v] to [No]\nend\n\nwhen [1 v] key pressed\nset [health_type v] to [Pizza]\n\nwhen [2 v] key pressed\nset [health_type v] to [Shrink]\n\n@Ground\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    go to [back v] layer\n    go [forward v] (1) layers\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <(objectSh) = (scene)> then\n        show\n        if <touching (skiddledeedoobop v)?> then\n    else\n        hide\n    end\nend\n\ndefine Make Level\nset [scene v] to [menu]\nMake Object [0] [0] Costume [_sect00_1] scene [0]\nMake Object [480] [0] Costume [_sect00_1] scene [0]\nMake Object [960] [0] Costume [_sect20_1] scene [0]\nMake Object ((480) * (3)) [0] Costume [_sect30_1] scene [0]\nMake Object ((480) * (4)) [0] Costume [_sect40_1] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n    show\nelse\n    hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\nif <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n    hide\nend\n\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\nMake Object [3000] [0] Costume [_sect00_3] scene [0]\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nsay <touching (skiddledeedoobop v)?>\n\nsay []\n\n@NPC\n\nwhen I receive [begin_sc1 v]\ntick\n\ndefine tick\n\ndefine Make Object (x) (y) Costume (costume) Brodcast (wav) (scene)\nswitch costume to (costume)\nset [objectc v] to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectm v] to (wav)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <touching (_edge_ v)?> then\n        hide\n    else\n        if <(objectSh) = (scene)> then\n            show\n        else\n            hide\n        end\n    end\nend\n\nif <<([abs v] of (x position) ) > [170]> or <([abs v] of (y position) ) > [300]>> then\n    hide\nelse\n    show\nend\n\ndefine Make Level\nMake Object [0] [-11] Costume [00] Brodcast [00_1_a_G] [0]\nMake Object [-250] [-11] Costume [00] Brodcast [00_1_b_G] [0]\nMake Object [300] [-9] Costume [L0] Brodcast [00_L_a_G] [0]\n\nMake Object [480] [0] Costume [10] Brodcast [] []\nMake Object [990] [0] Costume [20] Brodcast [] []\n\nwhen flag clicked\nMake Level\n\nsay (distance to [player v])\nbroadcast (*txt v)\n\ngo to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n\nwhen flag clicked\n\nswitch costume to (20 v)\n\nswitch costume to (join (objectC) [_var3])\nwait (0.1) seconds\nswitch costume to (join (objectC) [_var4])\nwait (0.1) seconds\n\nswitch costume to (join [apple ] [_var2])\nwait (0.1) seconds\nswitch costume to (join (PlayerSy) [_var3])\nwait (0.1) seconds\nswitch costume to (join (objectC) [_var4])\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nforever\n    change [var v] by (1)\n    if <[4] < (var)> then\n        set [var v] to [1]\n    end\n    wait (0.1) seconds\nend\n\nsay [Hello!]\n\nwhen I start as a clone\nshow\nforever\n    if <(_myMouth) = [1]> then\n        repeat until <not <(_myMouth) = [1]>>\n            broadcast (openGen_txtStem v)\n            switch costume to (join (objectC) (join [_var] [5]))\n            wait (0.1) seconds\n            switch costume to (join (objectC) (join [_var] [1]))\n            wait (0.1) seconds\n        end\n    end\n    broadcast (stemHide v)\n    wait until <(_myMouth) = [1]>\nend\n\nset [camx v] to [0]\n\nshow\n\nset rotation style [left-right v]\n\nwhen I start as a clone\nset [_mytalk v] to [2]\nswitch costume to (join (objectC) (join [_var] (var)))\nshow\nset [_tx1 v] to [0]\nforever\n    set [_mymouth v] to [0]\n    set size to (70) %\n    switch costume to (join (objectC) [_])\n    if <(runGame?) = [Yes]> then\n        if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n            if <<key (z v) pressed?> and <touching (player v)?>> then\n                set [mpx v] to (x position)\n                switch costume to (join (objectC) [_var1])\n                set [rungame? v] to [No]\n                repeat (10)\n                    broadcast (hideBub v)\n                end\n                set [_mymouth v] to [1]\n                broadcast (*txt v) and wait\n                if <(_tx1) = [0]> then\n                    broadcast (objectM) and wait\n                else\n                    broadcast (join (objectM) [_1]) and wait\n                end\n                if <(objectC) = [L0]> then\n                    set [_tx1 v] to [1]\n                end\n                wait until <not <key (x v) pressed?>>\n                set [rungame? v] to [Yes]\n                broadcast (&txt v)\n            end\n        end\n    end\n    if <touching (player v)?> then\n        set [_mytalk v] to [0]\n        set [whenalld v] to (x position)\n        set [whenylld v] to (y position)\n        if <(objectC) = [L0]> then\n            set [whenalld v] to ((x position) + (-70))\n            set [whenylld v] to ((y position) + (20))\n        end\n        broadcast (showBub v)\n    else\n        if <not <(_myTALK) = [2]>> then\n            set [_mytalk v] to [1]\n        end\n        repeat (20)\n            switch costume to (join (objectC) (join [_var] (var)))\n        end\n        broadcast (hideBub v)\n    end\n    switch costume to (join (objectC) (join [_var] (var)))\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(_myTALK) = [1]> then\n        repeat (20)\n            set [whenalld v] to (x position)\n            set [whenylld v] to (y position)\n            if <(objectC) = [L0]> then\n                set [whenalld v] to ((x position) + (-70))\n                set [whenylld v] to ((y position) + (20))\n            end\n        end\n        set [_mytalk v] to [2]\n    end\nend\n\nwait until <touching (player v)?>\n\nbroadcast (*txt v)\n\nwhen I start as a clone\nshow\nforever\n\n\n\nwait (0) seconds\n\nchange [shiftx v] by (1)\n\nwhen I start as a clone\nforever\n    set rotation style [left-right v]\n    if <not <(objectC) = [00]>> then\n        if <([x position v] of [player v]) > (x position)> then\n            point in direction (-90)\n        else\n            point in direction (90)\n        end\n    end\nend\n\npoint towards (player v)\n\n\n\nturn right (180) degrees\n\nMake Object [-150] [-9] Costume [01] Brodcast [00_1_b_G] []\n\nrepeat until <touching (ground v)?>\n    change [objecty v] by (-5)\nend\ngo up\n\ndefine go up\nif <(runGame?) = [Yes]> then\n    repeat until <not <touching (ground v)?>>\n        change [objecty v] by (1)\n        go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    end\nend\n\nwhen I start as a clone\nshow\nforever\nend\n\nif <(runGame?) = [Yes]> then\nend\n\nwhen I receive [dotick v]\n\ntick\n\nset [_mymouth v] to [0]\n\nif <(runGame?) = [No]> then\nend\n\nwait until \n\n@12804\n\nwhen flag clicked\nswitch costume to (12804 v)\ngo to x: (3) y: (-106)\nset [tranpbbu v] to [100]\nset [ghost v] effect to (100)\nforever\n\nwhen I receive [&txt v]\nstart sound [close v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [tranpbbu v] by (10)\nend\n\nwhen I receive [*txt v]\ngo to [front v] layer\ngo to x: (3) y: (106)\nstart sound [open v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [tranpbbu v] by (-10)\nend\n\nwhen I receive [-txt v]\ngo to [front v] layer\ngo to x: (3) y: (106)\nstart sound [open v]\nrepeat (10)\n    change [ghost v] effect by (-5)\n    change [tranpbbu v] by (-5)\nend\n\nset [tranpbbu v] to [0]\n\nwhen [space v] key pressed\nnext costume\n\nwhen I start as a clone\n\nif <(costume [number v]) = [1]> then\n    switch costume to (2 v)\nend\n\ncreate clone of (_myself_ v)\n\nnext costume\nif <[2] > (costume [number v])> then\n    switch costume to (2 v)\nend\n\n@bubble\n\nwhen I receive [hidebub v]\n\nwhen I receive [showbub v]\nchange [ghost v] effect by (-10)\nset x to (whenAlld)\nset y to (whenYlld)\n\nset x to (myP)\nset y to (myZ)\nshow\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\nend\n\ncreate clone of (_myself_ v)\n\nset [myp v] to [0]\nset [camx v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    set y to (whenYlld)\n    change [ghost v] effect by (5)\n    set x to (whenAlld)\nend\n\nchange [ghost v] effect by (5)\n\n@TempG\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectc v] to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    go to [back v] layer\n    go [forward v] (1) layers\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n        hide\n    else\n        if <[entityids v] contains (objectC)?> then\n            if <(objectSh) = (scene)> then\n                show\n            else\n                hide\n            end\n        else\n            hide\n        end\n    end\nend\n\ndefine Make Level\ndelete all of [entityids v]\nMake Object [1000] [0] Costume [_sect00_2] [0]\n\nMake Object [480] [0] Costume [10] []\nMake Object [990] [0] Costume [20] []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n    show\nelse\n    hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nMake Object [0] [0] Costume [_sect00_1] []\nMake Object [500] [0] Costume [_sect00_1] []\nMake Object [1500] [0] Costume [_sect00_1] []\nMake Object [2000] [0] Costume [_sect00_1] []\nMake Object [2500] [0] Costume [_sect00_1] []\nMake Object [3000] [0] Costume [_sect00_3] []\nMake Object [3500] [0] Costume [_sect00_1] []\n\n@stemOUTOUT\n\nwhen I receive [stemhide v]\nhide\n\nwhen I receive [opengen_txtstem v]\npoint in direction (90)\nshow\nset x to (whenAlld)\nset y to (whenYlld)\nmv\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (tranpBbu)\nend\n\nwhen I receive [*txt v]\n\nwait (0.05) seconds\ngo to [front v] layer\n\nshow\nset x to (whenAlld)\nset y to (whenYlld)\n\ndefine mv\nif <not <touching (12804 v)?>> then\n    set rotation style [left-right v]\n    point in direction (90)\n    repeat until <touching (12804 v)?>\n        change x by (10)\n    end\n    repeat (12)\n        change x by (10)\n    end\n    point in direction (-90)\nend\n\n@teaser\n\n@EnemtG\n\nwhen I receive [dotick v]\ntick\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectc v] to (costume)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mycosn v] to [1]\nshow\nforever\n    go to [back v] layer\n    go [forward v] (1) layers\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <<touching (_edge_ v)?> or <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>>> then\n        set [ghost v] effect to (100)\n    else\n        if <(objectSh) = (scene)> then\n            show\n            set [ghost v] effect to (0)\n        else\n            hide\n        end\n    end\n    switch costume to (join (objectC) (myCosn))\nend\n\ndefine Make Level\nset [scene v] to [0]\nMake Object [650] [-20] Costume [goomba_.1_s] scene [0]\nMake Object [800] [-20] Costume [goomba_.1_s] scene [0]\nMake Object [1000] [-20] Costume [koopag_.1_s] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\nMake Object [500] [0] Costume [_sect00_1] scene [0]\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\nMake Object [3000] [0] Costume [_sect00_3] scene [0]\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nwhen I start as a clone\nshow\nforever\n    if  then\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(runGame?) = [Yes]> then\n        if <<(objectC) = [goomba_.1_s]> or <(objectC) = [koopag_.1_s]>> then\n            if <(cosFlow?) = [0]> then\n                set size to (80) %\n                set rotation style [left-right v]\n                repeat (100)\n                    if <(d?) = [0]> then\n                        change [objectx v] by (-2)\n                        point in direction (90)\n                        go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n                        go up\n                        wait until <(runGame?) = [Yes]>\n                        wait until <(d_) = [0]>\n                    end\n                end\n                repeat (100)\n                    if <(d?) = [0]> then\n                        change [objectx v] by (2)\n                        point in direction (-90)\n                        go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n                        go up\n                        wait until <(runGame?) = [Yes]>\n                        wait until <(d_) = [0]>\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nif  then\n    set [objecthealth v] to [2]\nend\nif  then\n    set [objecthealth v] to [2]\nend\nforever\n    if <(runGame?) = [Yes]> then\n        if <touching (player v)?> then\n            if <[0] > (PlayerSy)> then\n                start sound [smw_kick v]\n                if <(groundCancel) = [0]> then\n                    broadcast (*launch_mariomov v)\n                end\n                if  then\n                    Goomba hurt animation\n                end\n                if  then\n                    set [d_ v] to [1]\n                    set [brightness v] effect to (100)\n                    set [cosflow? v] to [1]\n                    wait (0.1) seconds\n                    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n                    set [brightness v] effect to (0)\n                    wait (0.1) seconds\n                    change [objecthealth v] by (-1)\n                    if <[2] > (objectHealth)> then\n                        set [d? v] to [1]\n                    end\n                end\n                if <[1] > (objectHealth)> then\n                    delete this clone\n                end\n                if  then\n                    Goomba invincibility frames\n                end\n                if  then\n                    set [d? v] to [0]\n                    repeat (1)\n                        repeat (30)\n                            change [objectx v] by (5)\n                            go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n                            go up\n                        end\n                        repeat (30)\n                            change [objectx v] by (-5)\n                            go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n                            go up\n                        end\n                    end\n                    set [cosflow? v] to [0]\n                    set [d_ v] to [0]\n                end\n            else\n                broadcast (mario_recieve.flash/shader v)\n                if <([x position v] of [player v]) > (x position)> then\n                    set [playersx v] to [35]\n                else\n                    set [playersx v] to [-35]\n                end\n                change [h_ v] by (-1)\n                wait (1) seconds\n            end\n            clear graphic effects\n        end\n    end\nend\n\ndefine go up\nif <not <touching (_edge_ v)?>> then\n    repeat until <touching (ground v)?>\n        change [objecty v] by (-1)\n        go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n        if <touching (_edge_ v)?> then\n            stop [this script v]\n        end\n    end\n    if <touching (ground v)?> then\n        repeat until <not <touching (ground v)?>>\n            change [objecty v] by (1)\n            go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n            if <touching (_edge_ v)?> then\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stp_death v]\ndelete this clone\n\nwhen I receive [stp_death v]\nwait (1) seconds\nMake Level\n\nwhen I start as a clone\nset [cosflow? v] to [0]\nshow\nforever\n    if <(runGame?) = [Yes]> then\n        if  then\n            if <(cosFlow?) = [0]> then\n                change [mycosn v] by (1)\n                if <(myCosn) > [6]> then\n                    set [mycosn v] to [1]\n                end\n                wait (0.05) seconds\n            else\n                set [mycosn v] to [7]\n                wait (0.1) seconds\n            end\n        end\n        if  then\n            if <(cosFlow?) = [0]> then\n                change [mycosn v] by (1)\n                if <(myCosn) > [8]> then\n                    set [mycosn v] to [1]\n                end\n                wait (0.05) seconds\n            else\n                change [mycosn v] by (1)\n                if <(myCosn) > [10]> then\n                    set [mycosn v] to [9]\n                end\n                wait (0.05) seconds\n            end\n        end\n    end\nend\n\nif <(cosFlow?) = [0]> then\n    change [mycosn v] by (1)\n    if <(myCosn) > [6]> then\n    wait (0.05) seconds\nend\n\nsay [Hello!]\n\ndefine tick\ngo to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n\ndefine check\n\nsay (objectHealth)\n\nset [mycosn v] to [7]\nwait (0.1) seconds\n\ndefine Goomba hurt animation\nset [d_ v] to [1]\nset [brightness v] effect to (0)\nset [cosflow? v] to [1]\nset [mycosn v] to [7]\nwait (0.1) seconds\nset [cosflow? v] to [0]\nset [mycosn v] to [7]\nset [brightness v] effect to (0)\nwait (0.1) seconds\nchange [objecthealth v] by (-1)\nset [mycosn v] to [7]\nif <[2] > (objectHealth)> then\n    set [d? v] to [1]\nend\n\ndefine Goomba invincibility frames\nset [d_ v] to [0]\nset [cosflow? v] to [0]\nset [d? v] to [0]\nrepeat (10)\n    set [ghost v] effect to (100)\n    wait (0) seconds\n    set [ghost v] effect to (0)\n    wait (0) seconds\nend\n\nif <[1] > (objectHealth)> then\n    delete this clone\nend\n\nset [cosflow? v] to [0]\n\nset [ghost v] effect to (100)\n\nwait (0) seconds\nset [ghost v] effect to (0)\nwait (0) seconds\n\ndefine block name\n\nwhen I receive [displayentities v]\ntick\n\nbroadcast (mario_recieve.flash/shader v)\nif <([x position v] of [player v]) > (x position)> then\n    set [playersx v] to [35]\nelse\n    set [playersx v] to [-35]\nend\nchange [h_ v] by (-1)\nwait (1) seconds\n\nif <touching (player v)?> then\nend\n\nif <touching (player v)?> then\n    broadcast (mario_recieve.flash/shader v)\n    if <([x position v] of [player v]) > (x position)> then\n        set [playersx v] to [35]\n    else\n        set [playersx v] to [-35]\n    end\n    change [h_ v] by (-1)\n    wait (1) seconds\nend\n\n@black\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwait (0.2) seconds\nset [ghost v] effect to (80)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (70)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (60)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (50)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (30)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (20)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (10)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I receive [fancy_blackout v]\ngo to [front v] layer\nset size to (102) %\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nhide\nshow\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n    go to [front v] layer\n    change y by (((0) - (y position)) / (5))\nend\nrepeat (10)\n    change [ghost v] effect by (-9)\nend\nstart sound [1-41 Game Over v]\nwait (1) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nwait until <key (z v) pressed?>\nchange size by (-2)\nchange [brightness v] effect by (-20)\nstart sound [nsmbwiiMenuChoose v]\nwait until <not <key (z v) pressed?>>\nchange [brightness v] effect by (20)\nchange size by (4)\nwait (0) seconds\nchange size by (-2)\nchange [brightness v] effect by (0)\nwait (1) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (int_open v)\n\ncreate clone of (_myself_ v)\nwait (3) seconds\n\nwait (4) seconds\ndelete this clone\n\nwhen I receive [int_open v]\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nrepeat (10)\n\nstart sound [59 Lose Life \(1\) v]\n\n@Paper Mario Text Engine V1.0\n\nwait until <key (z v) pressed?>\nstart sound [next v]\nwait until <key (z v) pressed?>\nstart sound [next v]\nwait until <key (z v) pressed?>\n\ndefine ZZZDeveloper Use OnlyZZZ (string) (x) (y) (b) (s) (c) (t) (w) (co) (br) (eff)\nset [effid v] to (eff)\nswitch costume to (a v)\nset size to (s) %\nset [ghost v] effect to (b)\nset [color v] effect to (co)\nset [brightness v] effect to (br)\ngo to x: (x) y: (y)\nhide\nset [clone? v] to [1]\nset [c v] to [1]\nset [repeats v] to (length of (string))\nrepeat (repeats)\n    hide\n    set [word v] to (letter (c) of (string))\n    Declear word\n    switch costume to (uppercase v)\n    switch costume to (Word)\n    if <(costume [name v]) = [uppercase]> then\n        if <(Word) = [ ]> then\n            switch costume to (space v)\n        else\n            switch costume to (unknown v)\n        end\n    end\n    repeat ((10) - (Speed))\n    Show\n    if <not <<(Word) = [`]> or <(Word) = [ἢ]>>> then\n        create clone of (_myself_ v)\n    end\n    if <(Word) = [`]> then\n        set [brightness v] effect to (join (join (letter ((c) + (1)) of (string)) (join (letter ((c) + (2)) of (string)) (letter ((c) + (3)) of (string)))) (letter ((c) + (4)) of (string)))\n        change [c v] by (4)\n        change [repeats v] by (-4)\n        set [word v] to (letter (c) of (string))\n    else\n        if <(Word) = [ἢ]> then\n            change y by (((((40) * (s)) / (100)) + ((s) * (0.03))) * (-1))\n            set x to (x)\n        else\n            change x by ((((item (costume [number v]) of [width v]) * (s)) / (100)) + ((s) * (0.03)))\n            if <(item (costume [number v]) of [width v]) < [15]> then\n                change x by ((((15) - (item (costume [number v]) of [width v])) * (s)) / (100))\n            end\n            if <(x position) > (w)> then\n                if <(t) = [y]> then\n                    change y by (((((30) * (s)) / (100)) + ((s) * (0.03))) * (-1))\n                    set x to (x)\n                end\n            end\n            if <not <(Word) = [ ]>> then\n                start sound [text v]\n            end\n        end\n    end\n    change [c v] by (1)\n    hide\nend\nset [clone? v] to [0]\nhide\n\nwait (0) seconds\n\nwhen I receive [ptme v2.0: clearall v]\ndelete this clone\n\ndefine Write (string) at (x,y) (x) (y) into slot (gen) Size: (s) Wrap (y/n): (t) Warp x: (w) Color (0-200) [Default=0]: (co) Brightness (-100-100) [Default=0]: (b) Ghost (0-100) [Default=0]: (ghost) Speed (1-10) [Default=8]: (speed) effect? (ii)\nif <<<(speed) > [1]> or <(speed) = [1]>> and <<[10] > (speed)> or <(speed) = [10]>>> then\n    set [speed v] to (speed)\nelse\n    set [speed v] to [8]\nend\nset [textgeneration v] to (gen)\nset [globalgeneration v] to (gen)\nset [whattoclear v] to (gen)\nset [subgeneration v] to [0]\nset [done v] to [0]\nbroadcast (PTME V2.0: thread v)\nwait (0) seconds\nset [subgeneration v] to [1]\nZZZDeveloper Use OnlyZZZ (string) (x) (y) (ghost) (s) (1) (t) (w) (co) (b) (ii)\nset [subgeneration v] to [1]\nrepeat until <(done) = [1]>\nwait (0) seconds\n\nwhen I receive [text appear v]\n\ndefine Big/Small Letter (raw) (finish)\nif <(Word) = (raw)> then\n    set [word v] to (finish)\nend\n\ndefine Declear word\nBig/Small Letter [1] [n1]\nBig/Small Letter [2] [n2]\nBig/Small Letter [3] [n3]\nBig/Small Letter [4] [n4]\nBig/Small Letter [5] [n5]\nBig/Small Letter [6] [n6]\nBig/Small Letter [7] [n7]\nBig/Small Letter [8] [n8]\nBig/Small Letter [9] [n9]\nBig/Small Letter [0] [n0]\nBig/Small Letter [.] [s1]\nBig/Small Letter [!] [s2]\nBig/Small Letter [?] [s3]\nBig/Small Letter [<] [s4]\nBig/Small Letter [>] [s5]\nBig/Small Letter [/] [s6]\nBig/Small Letter [\] [s7]\nBig/Small Letter ["] [s8]\nBig/Small Letter ['] [s9]\nBig/Small Letter [;] [s10]\nBig/Small Letter [:] [s11]\nBig/Small Letter [@] [s12]\nBig/Small Letter [#] [s13]\nBig/Small Letter [$] [s14]\nBig/Small Letter [%] [s15]\nBig/Small Letter [^] [s16]\nBig/Small Letter [&] [s17]\nBig/Small Letter [*] [s18]\nBig/Small Letter [\(] [s19]\nBig/Small Letter [\)] [s20]\nBig/Small Letter [,] [s21]\nBig/Small Letter [+] [s22]\nBig/Small Letter [=] [s23]\nBig/Small Letter [-] [s24]\nBig/Small Letter [_] [s25]\nBig/Small Letter [©] [s26]\nBig/Small Letter [®] [s27]\nBig/Small Letter [™] [s28]\nBig/Small Letter [~] [s29]\nBig/Small Letter [{] [s30]\nBig/Small Letter [}] [s31]\nBig/Small Letter [\[] [s32]\nBig/Small Letter [\]] [s33]\nBig/Small Letter [|] [s34]\nBig/Small Letter [¢] [s35]\nBig/Small Letter [£] [s36]\nBig/Small Letter [¥] [s37]\n\nwhen I receive [reset v]\nset [textgeneration v] to [0]\nset [globalgeneration v] to [0]\nset [subgeneration v] to [0]\n\ndefine Show\nif <(Clone?) = [1]> then\n    if <(TextGeneration) = ([globalgeneration v] of [paper mario text engine v1.0 v])> then\n        show\n    end\nend\n\ndefine cleargen\nif <(TextGeneration) = ([whattoclear v] of [paper mario text engine v1.0 v])> then\n    wait until <([subgeneration v] of [paper mario text engine v1.0 v]) = [1]>\n    delete this clone\nend\n\nwhen I receive [ptme v2.0: thread v]\ncleargen\nset [done v] to [1]\n\nWrite [MEDIUM] at (x,y) (-230) (-65) into slot (4) Size: (70) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [100] Brightness (-100-100) [Default=0]: [0] Ghost (0-100) [Default=0]: [0] Speed (1-10) [Default=8]: [5] effect? []\nWrite [SLOW] at (x,y) (-230) (-85) into slot (5) Size: (70) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [150] Brightness (-100-100) [Default=0]: [0] Ghost (0-100) [Default=0]: [0] Speed (1-10) [Default=8]: [1] effect? []\nwait (2) seconds\nbroadcast (PTME V2.0: Clearall v)\n\nforever\n\nWrite [Paper Mario Text Engine V2.0] at (x,y) (-230) (50) into slot (1) Size: (65) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [] effect? []\n\nwhen I receive [00_l_a_g v]\nWrite [Heya! Mario! Where are you ἢgoing?                       ἢThe castle? That's a-cool!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [00_1_b_g v]\nWrite [What a day!ἢThe birds are singing!ἢThe flowers are blooming!ἢWhat could go wrong?] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nstart sound [next v]\nWrite [JACKY] at (x,y) (-165) (130) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\nwhen I receive [00_1_a_g v]\nWrite [Mario!ἢLike the text box?] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [It can do shake] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [shake]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Whirl!ἢOoh! that one makes me dizzy!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [spin]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Ooooooooooohhhhh...ἢAhhhh!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [spin]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Faint! Oooh!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [glitch]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [AND SLAM!!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [slam]\nwait until <key (z v) pressed?>\nWrite [And I can talk in `0000red text,`-100 too!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nstart sound [next v]\nwait until <key (z v) pressed?>\nWrite [Actually, I can talk in `0000any color!`-100] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [120] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nstart sound [next v]\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nwhen I receive [00_l_a_g_1 v]\nWrite [Heya! Mario! Where are you ἢgoing?                       ἢThe castle? That's a-cool!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nstart sound [next v]\n\nWrite [You'd better get going!] at (x,y) (-165) (130) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\ndefine clear all\n\nDeclear word\n\nDeclear word\ncleargen\n\ndefine (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11)\nWrite (1) at (x,y) (2) (3) into slot (4) Size: (5) Wrap (y/n): (6) Warp x: (7) Color (0-200) [Default=0]: (8) Brightness (-100-100) [Default=0]: (9) Ghost (0-100) [Default=0]: (10) Speed (1-10) [Default=8]: (11) effect? []\n\nif <(Word) = [`]> then\n    set [color v] effect to (0)\nend\n\nwhen I start as a clone\nset [objx v] to (x position)\nset [objy v] to (y position)\nset [objch v] to (costume [number v])\n\n    if <(effID) = [slam]> then\n        change size by (100)\n        repeat (5)\n            switch costume to (largebypass v)\n            change size by (-20)\n            switch costume to (objCh)\n        end\n        stop [this script v]\n    end\n    if <(effID) = [glitch]> then\n        set [ghost v] effect to (pick random (1) to (70))\n        set [pixelate v] effect to (pick random (1) to (50))\n        wait (0) seconds\n        set [ghost v] effect to (0)\n        set [pixelate v] effect to (0)\n        wait (0) seconds\n    end\n    if <(effID) = [spin]> then\n        set rotation style [don't rotate v]\n        turn right (10) degrees\n        move (1) steps\n    end\n    if <(effID) = [shake]> then\n        if <(pick random (1) to (2)) = [1]> then\n            change x by (1)\n            wait (0) seconds\n            change y by (-1)\n            wait (0) seconds\n            change x by (1)\n            change y by (1)\n            wait (0) seconds\n            change y by (-1)\n            wait (0) seconds\n            go to x: (objX) y: (objY)\n        else\n            change y by (-1)\n            wait (0) seconds\n            change x by (1)\n            wait (0) seconds\n            change x by (1)\n            change y by (1)\n            wait (0) seconds\n            change y by (-1)\n            wait (0) seconds\n            go to x: (objX) y: (objY)\n        end\n    end\nend\n\nchange x by (5)\n\nchange x by (5)\n\nforever\n\nif <(effID) = [spin]> then\n    set rotation style [don't rotate v]\n    turn right (1) degrees\n    move (1) steps\nend\n\nWrite [TIMBRE!!!] at (x,y) (-165) (100) into slot (3) Size: (150) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [shake]\n\nclear all\n\nwait (0) seconds\n\nwait (0) seconds\n\nset [ghost v] effect to (pick random (1) to (70))\nset [pixelate v] effect to (pick random (1) to (50))\nwait (0) seconds\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nwait (0) seconds\n\nWrite [You'd better get going!] at (x,y) (-165) (130) into slot (3) Size: (50) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [You can press the `0000up arrow key tojump`-100 over an nasty obstacles you might see!] at (x,y) (-165) (130) into slot (3) Size: (50) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\ngo to x: (0) y: (0)\n\nrepeat until <(y position) > [120]>\n    change y by (10)\nend\n\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nWrite [It can do shake] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\nstart sound [next v]\n\nstart sound [next v]\n\nstart sound [next v]\n\nset [c v] to [Well, could I see  how to project is coming along? I have a platforming engine]\n\n@Press\n\nwhen flag clicked\nswitch costume to (zx6 v)\ngo to x: (0) y: (-300)\nhide\nset size to (100) %\nwait (5.5) seconds\ngo to x: (0) y: (-300)\nglide (0.5) secs to x: (0) y: (-80)\nforever\n    glide (1) secs to x: (0) y: (-90)\n    glide (1) secs to x: (0) y: (-80)\nend\n\nwhen I receive [openscenery v]\nshow\n\nwhen I receive [z+x.init v]\nshow\nclear graphic effects\nset size to (100) %\nrepeat (10)\n    change size by (-5)\n    change [brightness v] effect by (10)\n    change [ghost v] effect by (10)\nend\nwait (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [z+x.init v]\nwait (3) seconds\nhide\n\nglide (1) secs to x: (0) y: (-80)\nforever\n    glide (1) secs to x: (0) y: (-90)\n    glide (1) secs to x: (0) y: (-80)\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n    if <<<key (z v) pressed?> or <key (x v) pressed?>> and <not <<key (z v) pressed?> and <key (x v) pressed?>>>> then\n        if <key (z v) pressed?> then\n            switch costume to (zx7 v)\n        else\n            switch costume to (zx8 v)\n        end\n    else\n        if <<key (z v) pressed?> and <key (x v) pressed?>> then\n            switch costume to (zx9 v)\n            wait until <not <<key (z v) pressed?> or <key (x v) pressed?>>>\n            start sound [nsmbwiiPressStart v]\n            broadcast (z+x.init v)\n            stop [this script v]\n        else\n            switch costume to (zx6 v)\n        end\n    end\nend\n\nhide\n\ngo to [front v] layer\n\nbroadcast (begin_sc1 v)\nset [scene v] to [0]\nset [rungame? v] to [Yee]\n\n@Transition\n\nwhen flag clicked\nset [trans? v] to [n]\nset [transsec? v] to [5]\nhide\nbroadcast (openScenery v)\nbroadcast (presentCredit v) and wait\n\nwhen I receive [presentcredit v]\nshow\nswitch costume to (black v)\nset size to (100) %\nset [brightness v] effect to (-100)\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nwait (4) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\n    switch costume to (sizebypass v)\n    change size by (10)\n    switch costume to (black v)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset size to (100) %\nset [brightness v] effect to (-100)\nhide\nclear graphic effects\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nbroadcast (openScenery v)\n\nwhen I receive [regulartransition v]\nset [trans? v] to [y]\nset y to (500)\nshow\nclear graphic effects\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nset size to (100) %\nrepeat (20)\n    go to [front v] layer\n    change y by (((0) - (y position)) / (4))\nend\nwait (0.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nbroadcast (openBlacl v)\n\nrepeat until <(round (y position)) = [0]>\nend\n\nbroadcast (regularTransition v)\n\nwhen I receive [openblacl v]\nwait (transSec?) seconds\nset [trans? v] to [n]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [z+x.init v]\nbroadcast (regularTransition v) and wait\nbroadcast (initGame v)\n\nwait (5) seconds\n\n@PAPERmarioGROSSadventure\n\nwhen flag clicked\n\ndefine detect movement\nset [@mx v] to (mouse x)\nset [@my v] to (mouse y)\nwait (0.01) seconds\nif <not <<(mouse x) = (@mx)> or <(mouse y) = (@my)>>> then\n    set [movingmouse? v] to [true]\nelse\n    set [movingmouse? v] to [false]\nend\n\nwhen flag clicked\nset [selectcache v] to [-1]\nforever\n    detect movement\nend\n\nwhen flag clicked\nwait (5.5) seconds\nhide\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            start sound [Click v]\n            wait until <not <mouse down?>>\n        end\n    end\nend\n\ngo to x: (0) y: (70)\n\nwhen flag clicked\nwait (5.5) seconds\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n    end\nend\n\ngo to x: (0) y: (70)\n\nwhen flag clicked\nhide\nwait (0.3) seconds\nhide\ngo to x: (0) y: (300)\nwait (5) seconds\nwait (0.05) seconds\nshow\ngo to x: (0) y: (300)\nset [-yvel v] to [0]\nrepeat until <[70] > (y position)>\n    change y by (-yvel)\n    change [-yvel v] by (-1)\nend\nset [-yvel v] to [6]\nrepeat (10)\n    change y by (-yvel)\n    change [-yvel v] by (-1)\nend\nrepeat (3)\n    change y by (-yvel)\n    change [-yvel v] by (-1)\nend\nset [-yvel v] to [3]\nrepeat (5)\n    change y by (-yvel)\n    change [-yvel v] by (-1)\nend\nrepeat (3)\n    change y by (-yvel)\n    change [-yvel v] by (-1)\nend\nforever\n    glide (1) secs to x: (0) y: (70)\n    glide (1) secs to x: (0) y: (60)\nend\n\ngo to x: (0) y: (70)\n\nforever\n\nwhen I receive [openscenery v]\nshow\nwait (0.05) seconds\nforever\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            set [target v] to [90]\n            set [brightness v] effect to (-40)\n        else\n            set [target v] to [110]\n            set [brightness v] effect to (-20)\n        end\n    else\n        set [target v] to [100]\n        clear graphic effects\n    end\n    set [@sb v] to (((@sb) * (0.7)) + (((target) - (size)) / (4)))\n    change size by (@sb)\nend\n\ngo to x: (0) y: (70)\n\ngo to [front v] layer\n\nrepeat (5)\n    change y by (-1)\nend\nrepeat (4)\n    change y by (-.5)\nend\nrepeat (3)\n    change y by (-0.25)\nend\nrepeat (2)\n    change y by (-0.125)\nend\nrepeat (5)\n    change y by (1)\nend\nrepeat (4)\n    change y by (0.5)\nend\nrepeat (3)\n    change y by (0.25)\nend\nrepeat (4)\n    change y by (0.125)\nend\n\nrepeat (10)\n    change y by (2)\nend\n\nwait (0.2) seconds\nwait (0.2) seconds\n\nwhen I receive [z+x.init v]\nwait (3) seconds\nhide\nbroadcast (deletecache v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\nrepeat (10)\n    change size by (10)\n    change [brightness v] effect by (10)\n    change [ghost v] effect by (10)\nend\n\nrepeat until <[70] > (y position)>\n\ngo to [front v] layer\n\n@background\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (sizebypass v)\nset size to (0) %\nshow\nswitch costume to (join (t2_) [_grassy])\nset [ghost v] effect to (0)\nforever\n    show\n    switch costume to (join (t2_) [_grassy])\n    clear graphic effects\n    set x to ((panx) / (t1_))\n    set y to ((pany) / (t1_))\nend\n\nglide (8) secs to x: (-960) y: (-7)\nglide (t1_) secs to x: (-1920) y: (0)\n\nwhen flag clicked\nset [theme v] to [_grassy]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nforever\n    repeat (900)\n        change [panx v] by (-2)\n    end\n    repeat (60)\n        change [ghost v] effect by (-10)\n        change [panx v] by (-2)\n    end\n    set [panx v] to [0]\n    repeat (60)\n        change [ghost v] effect by (10)\n        change [panx v] by (-2)\n    end\nend\n\nswitch costume to (background_grassy v)\nset [t1_ v] to [2]\nset [t2_ v] to [background]\ncreate clone of (_myself_ v)\n\nswitch costume to (setback_grassy v)\nswitch costume to (foreground_grassy v)\nswitch costume to (background_grassy v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (sizebypass v)\nset size to (0) %\nshow\nswitch costume to (join (t2_) [_grassy])\n\nforever\n    if <(t1_) = [1]> then\n        if <not <touching (block v)?>> then\n            broadcast (j.down v)\n        end\n        if <touching (block v)?> then\n            broadcast (j.up v)\n        end\n    end\nend\n\nwhen I receive [deletecache v]\nstop [other scripts in sprite v]\ndelete this clone\n\nset x to (-27)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nforever\n    repeat (120)\n        change [pany v] by (-0.2)\n    end\n    repeat (120)\n        change [pany v] by (0.2)\n    end\nend\n\nwhen I receive [openscenery v]\n\nwhen I receive [openscenery v]\nset [pany v] to [0]\nset [panx v] to [0]\nhide\nshow\nset [t1_ v] to [1]\nset [t2_ v] to [foreground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [1.5]\nset [t2_ v] to [xground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [2]\nset [t2_ v] to [triground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [3]\nset [t2_ v] to [parallence]\ncreate clone of (_myself_ v)\nset [t1_ v] to [4]\nset [t2_ v] to [setback]\ncreate clone of (_myself_ v)\nset [t1_ v] to [5]\nset [t2_ v] to [background]\ncreate clone of (_myself_ v)\n\nclear graphic effects\ngo to [front v] layer\n\n@Parralex\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (((objectX) - (CamX)) / (2)) y: (((objectY) - (CamY)) / (2))\nif <(objectSh) = (scene)> then\n    show\nelse\n    hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n    show\nelse\n    hide\nend\n\nforever\n\nset [objecty v] to (y)\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nhide\nbroadcast (doTick v)\n\n@x2_2\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (3)) y: (((objectY) - (CamY)) / (3))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n    show\nelse\n    hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n    show\nelse\n    hide\nend\n\nforever\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\n@x2_3\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (4)) y: (((objectY) - (CamY)) / (4))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n    show\nelse\n    hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n    show\nelse\n    hide\nend\n\nforever\n\n@x2_4\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (5)) y: (((objectY) - (CamY)) / (5))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n    show\nelse\n    hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n    show\nelse\n    hide\nend\n\nforever\n\n@Decor\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    go to [back v] layer\n    go [forward v] (1) layers\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <(objectSh) = (scene)> then\n        show\n        if <touching (skiddledeedoobop v)?> then\n    else\n        hide\n    end\nend\n\ndefine Make Level\nset [scene v] to [menu]\nMake Object ((4) * (480)) [0] Costume [_sect00_3] scene [0]\n\nMake Object [0] [0] Costume [_sect00_1] scene [0]\n\nMake Object [500] [0] Costume [_sect00_1] scene [0]\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\n\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n    show\nelse\n    hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\n@pause\n\nwhen flag clicked\nhide\nforever\n    if <(runGame?) = [Yes]> then\n        wait until <key (c v) pressed?>\n        if <(runGame?) = [Yes]> then\n            set [rungame? v] to [No]\n            broadcast (drown v)\n            switch costume to (01_a_1 v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            repeat until <<<key (c v) pressed?> or <key (x v) pressed?>> or <key (z v) pressed?>>\n                broadcast (check_select v) and wait\n            end\n            if <<key (c v) pressed?> or <key (z v) pressed?>> then\n                broadcast (nword v)\n                switch costume to (01_a_1 v)\n                set [rungame? v] to [Yes]\n                show\n                set [ghost v] effect to (0)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            end\n            if <(costume [number v]) = [1]> then\n                broadcast (nword v)\n                set [rungame? v] to [Yes]\n                set [ghost v] effect to (0)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            end\n            if <(costume [number v]) = [2]> then\n                switch costume to (02_a_1 v)\n                show variable [health_type v]\n                wait until <not <key (x v) pressed?>>\n                repeat until <<key (z v) pressed?> or <key (c v) pressed?>>\n                    if <key (x v) pressed?> then\n                        if <(costume [number v]) = [5]> then\n                            start sound [SE_select2 v]\n                            if <(health_type) = [Pizza]> then\n                                set [health_type v] to [Shrink]\n                            else\n                                set [health_type v] to [Pizza]\n                            end\n                        end\n                        wait until <not <key (x v) pressed?>>\n                    end\n                end\n                broadcast (nword v)\n                hide variable [health_type v]\n                set [rungame? v] to [Yes]\n                set [ghost v] effect to (0)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            end\n            if <(costume [number v]) = [3]> then\n                switch costume to (03_a_1 v)\n                repeat until <key (z v) pressed?>\n                broadcast (nword v)\n                set [rungame? v] to [Yes]\n                set [ghost v] effect to (0)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            end\n            if <(costume [number v]) = [4]> then\n                switch costume to (04_a_1 v)\n                repeat until <key (z v) pressed?>\n                broadcast (nword v)\n                set [rungame? v] to [Yes]\n                set [ghost v] effect to (0)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            end\n        end\n    end\nend\n\nset [rungame? v] to [Yes]\n\nif <[] = [50]> then\n\nwhen I receive [check_select v]\ngo to [front v] layer\nif <key (up arrow v) pressed?> then\n    if <not <(costume [number v]) = [1]>> then\n        switch costume to ((costume [number v]) - (1))\n        wait until <not <key (up arrow v) pressed?>>\n    end\nend\nif <key (down arrow v) pressed?> then\n    if <not <(costume [number v]) = [4]>> then\n        next costume\n        wait until <not <key (down arrow v) pressed?>>\n    end\nend\n\nshow\n\nbroadcast (nword v)\n\n@logo\n\nwhen flag clicked\nforever\nend\n\nplay sound [Overlook Tower - Paper Mario The Origami King Music Extended v] until done\n\n@DTIZVwfW0AAV7PW\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [9 v] key pressed\nif <key (space v) pressed?> then\n    show\n    go to [front v] layer\n    stop [all v]\nend\n\n@SkiddledeedooBOP\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\nend\n\n@Cleanzstirs\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) scene (s) ty id (id)\nswitch costume to (brs_st v)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    go to [front v] layer\n    go [forward v] (1) layers\n    go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n    if <(objectSh) = (scene)> then\n        show\n        if <touching (skiddledeedoobop v)?> then\n    else\n        hide\n    end\n    if <touching (player v)?> then\n        set [rungame? v] to [No]\n        set size to (100) %\n        clear graphic effects\n        repeat (10)\n            change size by (10)\n            change [brightness v] effect by (4)\n        end\n        repeat (10)\n            change size by (-10)\n            change [brightness v] effect by (-4)\n        end\n        repeat (10)\n            change size by (-5)\n            change [ghost v] effect by (10)\n        end\n        broadcast (collectStar v) and wait\n        broadcast (resetCollectionStarGame v)\n        set [rungame? v] to [Yes]\n        delete this clone\n    end\n    set size to (100) %\n    clear graphic effects\nend\n\ndefine Make Level\n\nset [scene v] to [0]\n\nMake Object [300] [120] scene [0] ty id []\n\nMake Object [480] [0] scene [] ty id []\nMake Object [990] [0] scene [] ty id []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n    show\nelse\n    hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\nif <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n    hide\nend\n\nMake Object [1000] [0] scene [0] ty id []\nMake Object [1500] [0] scene [0] ty id []\nMake Object [2000] [0] scene [0] ty id []\nMake Object [2500] [0] scene [0] ty id []\nMake Object [3000] [0] scene [0] ty id []\nMake Object [3500] [0] scene [0] ty id []\n\nsay <touching (skiddledeedoobop v)?>\n\nsay []\n\nMake Object [480] [0] scene [0] ty id []\nMake Object [960] [0] scene [0] ty id []\nMake Object ((480) * (3)) [0] scene [0] ty id []\n\nwhen I start as a clone\nshow\nforever\n    repeat (600)\n        change [objecty v] by (-0.1)\n    end\n    repeat (600)\n        change [objecty v] by (0.1)\n    end\nend\n\ndelete this clone\n\ndelete this clone\n\n@displ_atch\n\nwhen I receive [resetcollectionstargame v]\nhide\n\nwhen I receive [collectstar v]\ngo to (player v)\nshow\nwait (3) seconds\n\nwhen flag clicked\nhide\n\n@grounDEATH\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    show\n    if <touching (player v)?> then\n        set [h_ v] to [0]\n    end\nend\n\n