Kiki Adventure- World 1- A platformer game
@Stage\n\nwhen flag clicked\nwait (5) seconds\nset volume to (60) %\nchange [pitch v] effect by (-10)\nplay sound [Danimal Cannon & Zef - Corrupted v] until done\nforever\n    play sound [Danimal Cannon & Zef - Corrupted3 v] until done\nend\n\nwhen I receive [reeeeeeee v]\nswitch backdrop to (backdrop1 v)\nif <(lv) = [10]> then\n    repeat (10)\n        change volume by (-6)\n    end\n    set volume to (0) %\n    wait (9) seconds\n    stop all sounds\n    set [pitch v] effect to (10)\n    set volume to (60) %\nend\n\n@hitbox1\n\ndefine gravity (a)\nchange [gravity v] by ((A) * (a))\nchange y by (gravity)\nif <touching (stage v)?> then\n    repeat until <not <touching (stage v)?>>\n        if <touching (stage v)?> then\n            change y by (([abs v] of (gravity) ) / ((gravity) / (-1)))\n        end\n        if <touching (stage v)?> then\n            change y by (([abs v] of (gravity) ) / ((gravity) / (-1)))\n        end\n    end\n    if <<(gravity) > [10]> or <[-10] > (gravity)>> then\n        start sound [Crunch2 v]\n        broadcast (off v)\n    else\n        if <<(gravity) > [3]> or <[-3] > (gravity)>> then\n            start sound [Crunch v]\n        end\n    end\n    if <<((A) * (gravity)) < [0]> and <key (up arrow v) pressed?>> then\n        start sound [Low Whoosh v]\n        set [gravity v] to ((A) * (10))\n    else\n        set [gravity v] to [0]\n    end\nend\n\ndefine move\nif <not <touching (stage v)?>> then\n    set [x move v] to ((x move) * (0.7))\n    if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n        set [x move v] to [5]\n    end\n    if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n        set [x move v] to [-5]\n    end\n    change x by (x move)\nend\nif <touching (stage v)?> then\n    change x by ((0) - ((x move) + (([abs v] of (x move) ) / (x move))))\n    change y by (1)\n    if <touching (stage v)?> then\n        change y by (-1)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nwait (5) seconds\nset [gravity v] to [0]\nforever\n    gravity [-0.5]\n    move\n    a\nend\n\ndefine a\nif <[238] < (x position)> then\n    start sound [pop v]\n    set x to (-237)\nend\nif <(x position) < [-238]> then\n    start sound [pop v]\n    set x to (237)\nend\nif <(y position) < [-178]> then\n    start sound [pop v]\n    set y to (177)\nend\nif <[178] < (y position)> then\n    start sound [pop v]\n    set y to (-177)\nend\nif <(A) = [1]> then\n    if <(gravity) < [-15]> then\n        set [gravity v] to [-15]\n    end\nelse\n    if <[15] < (gravity)> then\n        set [gravity v] to [15]\n    end\nend\n\nset [a v] to [1]\n\nset [a v] to [-1]\n\nwhen I receive [reeeeeeee v]\nset [gravity v] to [0]\nset [x move v] to [0]\nif <(lv) = [1]> then\n    go to x: (-197) y: (-89)\nelse\n    if <(lv) = [2]> then\n        go to x: (-197) y: (-89)\n    else\n        if <(lv) = [3]> then\n            go to x: (-147) y: (-62)\n        else\n            if <(lv) = [4]> then\n                go to x: (-197) y: (-89)\n            else\n                if <(lv) = [5]> then\n                    go to x: (111) y: (-50)\n                else\n                    if <(lv) = [6]> then\n                        go to x: (-143) y: (105)\n                    else\n                        if <(lv) = [7]> then\n                            go to x: (-220) y: (32)\n                        else\n                            if <(lv) = [8]> then\n                                go to x: (-185) y: (-69)\n                            else\n                                if <(lv) = [9]> then\n                                    go to x: (-220) y: (87)\n                                else\n                                    if <(lv) = [10]> then\n                                        go to x: (215) y: (-9)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (10)\n\nwhen flag clicked\nset [lv v] to [1]\nbroadcast (reeeeeeee v)\nforever\n    wait (1) seconds\n    wait until <touching (sprite2 v)?>\n    change [lv v] by (1)\n    start sound [Collect v]\n    broadcast (reeeeeeee v)\nend\n\n@hitbox2 / body\n\nwhen flag clicked\nset [color v] to [1]\nshow\ngo to [front v] layer\nforever\n    wait until <key (space v) pressed?>\n    start sound [Suction Cup v]\n    turn left (60) degrees\n    if <(color) = [1]> then\n        set [color v] to [2]\n    else\n        set [color v] to [1]\n    end\n    repeat (4)\n        change [color v] effect by (25)\n        turn left (60) degrees\n    end\n    turn left (60) degrees\n    wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    go to x: ([x position v] of [hitbox1 v]) y: ((round (([cos v] of ((timer) * (444)) ) * (1.4))) + ([y position v] of [hitbox1 v]))\nend\n\n@eye\n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [front v] layer\nforever\n    wait until <key (space v) pressed?>\n    turn right (30) degrees\n    repeat (4)\n        turn right (30) degrees\n    end\n    turn right (30) degrees\n    wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    go to x: (([x position v] of [hitbox1 v]) + ((x move) / (1.5))) y: ((2) + ((round (([cos v] of ((timer) * (90)) ) * (1.4))) + ([y position v] of [hitbox1 v])))\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    switch costume to (backdrop2 v)\n    wait (pick random (1) to (10)) seconds\n    if <(pick random (1) to (3)) = [1]> then\n        switch costume to (backdrop4 v)\n        wait (0) seconds\n    else\n        switch costume to (pick random (2) to (3))\n        wait (1) seconds\n    end\nend\n\nwhen I receive [off v]\nswitch costume to (backdrop3 v)\nwait (0.2) seconds\nswitch costume to (backdrop2 v)\n\n@stage\n\nwhen I receive [reeeeeeee v]\nshow\nswitch costume to (lv)\n\n@backdrops\n\ngo to [back v] layer\n\nwhen I receive [reeeeeeee v]\nshow\nswitch costume to (lv)\n\n@leg,ear\n\nwait until <not <key (a v) pressed?>>\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nforever\n    change [yyyyyyyyyyy v] by (((gravity) - (yyyyyyyyyyy)) / (11111))\n    go to x: ([x position v] of [hitbox1 v]) y: ([y position v] of [hitbox1 v])\n    if <<([abs v] of (x move) ) > [1]> and <touching (stage v)?>> then\n        next costume\n    else\n        switch costume to (backdrop2 v)\n    end\n    point in direction ((90) * (([abs v] of (x move) ) / (x move)))\nend\n\nwhen I start as a clone\n\n@Sprite1\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\ngo to x: (-197) y: (-27)\n\ndefine a (x) (y) (color)\ngo to x: (x) y: (y)\nswitch costume to (color)\ncreate clone of (_myself_ v)\n\nwhen I receive [reeeeeeee v]\nif <(lv) = [4]> then\n    a [-98] [-27] [2]\n    a [-98] [5] [2]\n    a [-98] [37] [2]\n    a [67] [-27] [1]\n    a [67] [5] [1]\n    a [67] [37] [1]\nelse\n    if <(lv) = [5]> then\n        a [-221] [-47] (pick random (1) to (2))\n        a [0] [158] (pick random (1) to (2))\n    else\n        if <(lv) = [6]> then\n            a [-224] [108] [1]\n            a [-208] [108] [2]\n            a [-192] [108] [1]\n            a [-224] [132] [2]\n            a [-208] [132] [1]\n            a [-192] [132] [2]\n            a [-224] [156] [1]\n            a [-208] [156] [2]\n            a [-192] [156] [1]\n            a [-224] [-160] [1]\n            a [-208] [-160] [2]\n            a [-192] [-160] [1]\n            a [-85] [-160] [2]\n            a [-65] [-160] [2]\n            a [-45] [-160] [2]\n            a [-25] [-160] [2]\n            a [-5] [-160] [2]\n            a [15] [-160] [1]\n            a [35] [-160] [1]\n            a [55] [-160] [1]\n            a [75] [-160] [1]\n            a [95] [-160] [2]\n            a [115] [-160] [2]\n            a [149] [-119] [1]\n            a [-54] [12] [1]\n            a [-172] [-71] [2]\n        else\n            if <(lv) = [7]> then\n                a [-160] [0] [1]\n                a [-120] [0] (pick random (1) to (2))\n                a [-80] [0] [2]\n                a [-40] [0] (pick random (1) to (2))\n                a [0] [0] [1]\n                a [40] [0] (pick random (1) to (2))\n                a [80] [0] [2]\n                a [120] [0] (pick random (1) to (2))\n                a [160] [0] [1]\n            else\n                if <(lv) = [8]> then\n                    a [-24] [-60] [1]\n                    a [-24] [-20] [1]\n                    a [-24] [20] [1]\n                    a [-24] [60] [2]\n                    a [20] [-20] [2]\n                    a [20] [20] [2]\n                    a [20] [60] [1]\n                    a [63] [20] [2]\n                    a [63] [60] [2]\n                    a [63] [100] [1]\n                    a [105] [60] [1]\n                    a [105] [105] [2]\n                else\n                    if <(lv) = [9]> then\n                        a [-210] [-44] [2]\n                        a [-161] [100] [1]\n                        a [-161] [0] [1]\n                        a [-161] [-100] [1]\n                        a [61] [-46] [1]\n                        a [109] [100] [2]\n                        a [109] [0] [2]\n                        a [109] [-100] [2]\n                    end\n                end\n            end\n        end\n    end\nend\n\ngo to x: (-197) y: (33)\n\nwhen I start as a clone\nshow\nwait (0.5) seconds\nwait until <touching (hitbox2 / body v)?>\nif <(costume [number v]) = (color)> then\n    start sound [pop v]\n    repeat (5)\n        change size by (25)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nelse\n    start sound [Crunch v]\n    broadcast (reeeeeeee v)\nend\n\nbroadcast (reeeeeeee v)\n\n@hat\n\nwhen flag clicked\nshow\nswitch costume to (backdrop4 v)\nforever\n    go to x: ([x position v] of [hitbox1 v]) y: ((round (([cos v] of ((timer) * (444)) ) * (2))) + ((4) + ([y position v] of [hitbox1 v])))\nend\n\nwhen [1 v] key pressed\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nforever\n    point in direction ((90) + ((10) * ([cos v] of ((timer) * (333)) )))\nend\n\nwhen I receive [reeeeeeee v]\nshow\nif <(lv) = [1]> then\n    go to x: (200) y: (-100)\nelse\n    if <(lv) = [2]> then\n        go to x: (205) y: (-55)\n    else\n        if <(lv) = [3]> then\n            go to x: (-33) y: (83)\n        else\n            if <(lv) = [4]> then\n                go to x: (200) y: (-100)\n            else\n                if <(lv) = [5]> then\n                    go to x: (52) y: (106)\n                else\n                    if <(lv) = [6]> then\n                        go to x: (19) y: (-9)\n                    else\n                        if <(lv) = [7]> then\n                            go to x: (222) y: (-32)\n                        else\n                            if <(lv) = [8]> then\n                                go to x: (216) y: (41)\n                            else\n                                if <(lv) = [9]> then\n                                    go to x: (215) y: (-9)\n                                else\n                                    hide\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@boss\n\nwhen flag clicked\nhide\n\nwhen I receive [reeeeeeee v]\nhide\npoint in direction (90)\nif <(lv) = [10]> then\n    wait (3) seconds\n    set [.boss hp v] to [15]\n    go to x: (0) y: (125)\n    switch costume to (costume2 v)\n    set size to (0) %\n    show\n    repeat (10)\n        change y by (-1)\n        change size by (7)\n    end\n    repeat (10)\n        change y by (-0.5)\n        change size by (2)\n    end\n    repeat (10)\n        change size by (1)\n    end\n    switch costume to (costume1 v)\n    wait (0.5) seconds\n    repeat (2)\n        switch costume to (costume2 v)\n        wait (0.05) seconds\n        switch costume to (costume1 v)\n        wait (0.3) seconds\n    end\n    wait (4) seconds\n    a\nend\n\ndefine a\npoint in direction ((90) + ((180) * (((pick random (1) to (2)) * (2)) + (-3))))\nrepeat until <(.boss hp) < [8]>\n    repeat (pick random (60) to (120))\n        move (6) steps\n        if on edge, bounce\n    end\n    if <[1] = (pick random (1) to (4))> then\n        0\n    else\n        if <[1] = (pick random (1) to (6))> then\n            repeat (10)\n                move (4) steps\n                if on edge, bounce\n            end\n            repeat (10)\n                move (2) steps\n                if on edge, bounce\n            end\n            6\n            wait (1.5) seconds\n        else\n            if <[1] = (pick random (1) to (5))> then\n                5\n            else\n                if <[1] = (pick random (1) to (4))> then\n                    1\n                else\n                    if <[1] = (pick random (1) to (3))> then\n                        repeat (10)\n                            move (4) steps\n                            if on edge, bounce\n                        end\n                        repeat (10)\n                            move (2) steps\n                            if on edge, bounce\n                        end\n                        2\n                    else\n                        if <[1] = (pick random (1) to (2))> then\n                            3\n                        else\n                            repeat (10)\n                                move (4) steps\n                                if on edge, bounce\n                            end\n                            repeat (10)\n                                move (2) steps\n                                if on edge, bounce\n                            end\n                            4\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat until <(.boss hp) < [1]>\n    repeat (pick random (20) to (50))\n        move (6) steps\n        if on edge, bounce\n    end\n    if <[1] = (pick random (1) to (4))> then\n        0\n    else\n        if <[1] = (pick random (1) to (6))> then\n            repeat (7)\n                move (4) steps\n                if on edge, bounce\n            end\n            repeat (7)\n                move (2) steps\n                if on edge, bounce\n            end\n            6\n            wait (0.8) seconds\n        else\n            if <[1] = (pick random (1) to (5))> then\n                5\n            else\n                if <[1] = (pick random (1) to (4))> then\n                    1\n                else\n                    if <[1] = (pick random (1) to (3))> then\n                        repeat (7)\n                            move (4) steps\n                            if on edge, bounce\n                        end\n                        repeat (7)\n                            move (2) steps\n                            if on edge, bounce\n                        end\n                        2\n                    else\n                        if <[1] = (pick random (1) to (2))> then\n                            3\n                        else\n                            repeat (7)\n                                move (4) steps\n                                if on edge, bounce\n                            end\n                            repeat (7)\n                                move (2) steps\n                                if on edge, bounce\n                            end\n                            4\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat (50)\n    move (6) steps\n    if on edge, bounce\nend\nrepeat (10)\n    start sound [Alien Creak2 v]\n    change x by (5)\n    wait (0) seconds\n    change y by (5)\n    wait (0) seconds\n    change y by (-5)\n    wait (0) seconds\n    change x by (-5)\n    wait (0) seconds\nend\nrepeat (10)\n    change x by (5)\n    change size by (-5)\n    wait (0) seconds\n    change y by (5)\n    wait (0) seconds\n    change y by (-5)\n    change size by (-5)\n    wait (0) seconds\n    change x by (-5)\n    wait (0) seconds\nend\nhide\nwait (1) seconds\nbroadcast (yay v)\n\ndefine 1\nset [n v] to [1]\nrepeat (80)\n    if <(.boss hp) > [0]> then\n        if on edge, bounce\n        move (6) steps\n        create clone of (_myself_ v)\n        wait (0) seconds\n        if on edge, bounce\n        move (6) steps\n    end\nend\n\ndefine 2\nset [n v] to [2]\nrepeat (10)\n    if <(.boss hp) > [0]> then\n        repeat (pick random (3) to (9))\n            move (12) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (6) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (3) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (1) steps\n            if on edge, bounce\n        end\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(n) = [1]> then\n    point in direction (pick random (90) to (270))\n    switch costume to (pick random (3) to (4))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (4) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nset [pitch v] effect to (pick random (-20) to (30))\nset size to (0) %\nrepeat (pick random (7) to (12))\n    change size by (4)\nend\nrepeat (3)\n    change size by (2)\nend\nrepeat (3)\n    change size by (1)\nend\n\nwhen I start as a clone\nif <(n) = [2]> then\n    switch costume to (pick random (3) to (4))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (6) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(n) = [3]> then\n    point towards (hitbox2 / body v)\n    turn right (pick random (-10) to (10)) degrees\n    switch costume to (pick random (3) to (4))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (6) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\ndefine 3\nset [n v] to [3]\nrepeat (59)\n    if <(.boss hp) > [0]> then\n        if on edge, bounce\n        move (6) steps\n        create clone of (_myself_ v)\n        wait (0) seconds\n        if on edge, bounce\n        move (6) steps\n    end\nend\n\ndefine 4\nset [n v] to [4]\nrepeat (10)\n    if <(.boss hp) > [0]> then\n        set [nn v] to (pick random (1) to (2))\n        repeat (pick random (3) to (9))\n            move (12) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (6) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (3) steps\n            if on edge, bounce\n        end\n        repeat (5)\n            move (1) steps\n            if on edge, bounce\n        end\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n        turn right (30) degrees\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(n) = [4]> then\n    switch costume to ((2) + (nn))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (6) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\ndefine 5\nset [n v] to [5]\nrepeat (60)\n    if <(.boss hp) > [0]> then\n        if on edge, bounce\n        move (7) steps\n        create clone of (_myself_ v)\n        wait (0) seconds\n        if on edge, bounce\n        move (7) steps\n    end\nend\n\nwhen I start as a clone\nif <(n) = [5]> then\n    point in direction (pick random (0) to (360))\n    switch costume to (pick random (3) to (4))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (4) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\ndefine 6\nset [n v] to [6]\nif <(x position) > ([x position v] of [hitbox2 / body v])> then\n    point in direction (180)\n    repeat (25)\n        create clone of (_myself_ v)\n    end\n    repeat (45)\n        if <(.boss hp) > [0]> then\n            turn left (-1) degrees\n            create clone of (_myself_ v)\n            turn left (-1) degrees\n            create clone of (_myself_ v)\n        end\n    end\nelse\n    point in direction (180)\n    repeat (25)\n        create clone of (_myself_ v)\n    end\n    repeat (45)\n        if <(.boss hp) > [0]> then\n            turn left (1) degrees\n            create clone of (_myself_ v)\n            turn left (1) degrees\n            create clone of (_myself_ v)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(n) = [6]> then\n    turn right (pick random (-10) to (10)) degrees\n    switch costume to (pick random (3) to (4))\n    show\n    repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n        move (9) steps\n    end\n    if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n        set [z v] to [100]\n        change [hp v] by (-1)\n        start sound [Crunch v]\n    end\n    start sound [A Bass3 v]\n    repeat (5)\n        change size by (20)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\ndefine 0\nset [n v] to [4]\nrepeat (3)\n    wait (0.8) seconds\n    set [nn v] to (pick random (1) to (2))\n    repeat (3)\n        if <(.boss hp) > [0]> then\n            turn right (10) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n            turn right (30) degrees\n            create clone of (_myself_ v)\n        end\n    end\nend\n\n@Sprite3\n\nwhen I start as a clone\nshow\ngo to (random position v)\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n    go to (random position v)\n    switch costume to (pick random (1) to (2))\n    set size to (pick random (100) to (150)) %\n    repeat (3)\n        change size by (-8)\n    end\n    repeat (3)\n        change size by (-4)\n    end\n    repeat (3)\n        change size by (-2)\n    end\n    repeat (3)\n        change size by (-1)\n    end\n    if <(lv) = [10]> then\n        wait (0) seconds\n    else\n        wait (0.6) seconds\n    end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I receive [reeeeeeee v]\ngo to (random position v)\n\n@Sprite4\n\nwhen I receive [reeeeeeee v]\nset size to (100) %\nhide\nswitch costume to (costume1 v)\nif <(lv) = [10]> then\n    wait (9) seconds\n    repeat (7)\n        go to x: (-155) y: (-24)\n        set [ghost v] effect to (100)\n        show\n        repeat (4)\n            change [ghost v] effect by (-25)\n        end\n        wait until <touching (hitbox2 / body v)?>\n        hide\n        create clone of (_myself_ v)\n        wait (2) seconds\n        go to x: (155) y: (-24)\n        set [ghost v] effect to (100)\n        show\n        repeat (4)\n            change [ghost v] effect by (-25)\n        end\n        wait until <touching (hitbox2 / body v)?>\n        hide\n        create clone of (_myself_ v)\n        wait (2) seconds\n    end\n    go to x: (0) y: (-76)\n    set [ghost v] effect to (100)\n    show\n    repeat (4)\n        change [ghost v] effect by (-25)\n    end\n    wait until <touching (hitbox2 / body v)?>\n    hide\n    create clone of (_myself_ v)\n    wait (2) seconds\nend\n\nwhen I start as a clone\nstart sound [Ring Tone2 v]\nshow\nrepeat until <<(y position) > [90]> and <touching (boss v)?>>\n    point towards (boss v)\n    move (8) steps\nend\nstart sound [A Piano v]\nchange [.boss hp v] by (-1)\nswitch costume to (costume2 v)\nrepeat (5)\n    change size by (40)\nend\nrepeat (5)\n    change size by (20)\nend\nrepeat (5)\n    change [ghost v] effect by (10)\n    change size by (10)\nend\nrepeat (5)\n    change [ghost v] effect by (10)\n    change size by (5)\nend\ndelete this clone\n\n@Sprite5\n\nwhen I receive [reeeeeeee v]\nset [hp v] to [5]\nif <<(n) = [0]> and <(lv) = [10]>> then\n    wait (7) seconds\n    set [n v] to [1]\n    wait (0.1) seconds\n    create clone of (_myself_ v)\n    set [n v] to [2]\n    wait (0.1) seconds\n    create clone of (_myself_ v)\n    set [n v] to [3]\n    wait (0.1) seconds\n    create clone of (_myself_ v)\n    set [n v] to [4]\n    wait (0.1) seconds\n    create clone of (_myself_ v)\n    set [n v] to [5]\n    wait (0.1) seconds\n    create clone of (_myself_ v)\n    set [n v] to [0]\n    repeat until <(hp) < [1]>\n        if <[0] < (z)> then\n            change [z v] by (-1)\n        end\n    end\n    broadcast (reeeeeeee v)\nend\n\nwhen flag clicked\nhide\nset [n v] to [0]\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\nwhen I start as a clone\nshow\nstart sound [pop v]\nswitch costume to (costume1 v)\ngo to x: ((-250) + ((n) * (30))) y: (150)\nset size to (150) %\nset [brightness v] effect to (100)\nwait (0) seconds\nrepeat (10)\n    change size by (-5)\n    change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nwait until <(n) > (hp)>\nchange [gravity v] by (7)\nbroadcast (off v)\nrepeat (5)\n    change [brightness v] effect by (20)\n    change size by (10)\n    change [ghost v] effect by (15)\nend\ndelete this clone\n\nchange [hp v] by (-1)\n\n@Sprite6\n\nwhen I receive [reeeeeeee v]\nhide\nset [hp v] to [5]\nif <<(n) = [0]> and <(lv) = [10]>> then\n    wait (8) seconds\n    set [n v] to [0.5]\n    repeat (30)\n        create clone of (_myself_ v)\n        change [n v] by (0.5)\n    end\n    set [n v] to [0]\n    go to x: (-225) y: (-145)\n    set [ghost v] effect to (100)\n    switch costume to (costume2 v)\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait until <[1] > (.boss hp)>\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\n    clear graphic effects\nend\n\nwhen flag clicked\nhide\nset [n v] to [0]\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\nwhen I start as a clone\nset [pitch v] effect to ((-40) + ((n) * (2.5)))\nstart sound [pop v]\nswitch costume to (costume1 v)\ngo to x: ((-230) + ((n) * (14))) y: (-167)\nshow\nset size to (150) %\nset [brightness v] effect to (100)\nwait (0) seconds\nrepeat (10)\n    change size by (-5)\n    change [brightness v] effect by (-10)\nend\nwait until <(n) > (.boss hp)>\nrepeat (5)\n    change [brightness v] effect by (20)\n    change size by (10)\n    change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Sprite7\n\nwhen I receive [reeeeeeee v]\nhide\nif <(lv) = [10]> then\n    forever\n        if <(z) > [0]> then\n            go to (hitbox1 v)\n            set [ghost v] effect to ((50) + ((20) * ([cos v] of ((timer) * (400)) )))\n            show\n        else\n            clear graphic effects\n            hide\n        end\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n    change [ghost v] effect by (-7)\nend\n\nwhen I receive [reeeeeeee v]\nhide\nset [ghost v] effect to (100)\nif <(lv) = [2]> then\n    switch costume to (costume3 v)\n    show\n    repeat (10)\n        change [ghost v] effect by (-7)\n    end\nelse\n    if <(lv) = [3]> then\n        switch costume to (costume4 v)\n        show\n        repeat (10)\n            change [ghost v] effect by (-7)\n        end\n    else\n        if <(lv) = [4]> then\n            switch costume to (costume5 v)\n            show\n            repeat (10)\n                change [ghost v] effect by (-7)\n            end\n        else\n            if <(lv) = [5]> then\n                switch costume to (costume6 v)\n                show\n                repeat (10)\n                    change [ghost v] effect by (-7)\n                end\n            else\n            end\n        end\n    end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [yay v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nplay sound [Win v] until done\n\n
                      ~ Kiki Adventure- World 1 ~\n\n     The game already has Instructions so I don't think I need say it here.\n     Btw you can change your "hat" by press ''1"\n\n