☁ The Cure | A Multiplayer Scrolling Platformer ☁
@Stage\n\nwhen [m v] key pressed\nif <(username) = [Pavan2007]> then\n    show variable [mouse v]\n    set [mouse v] to (join ((mouse x) + (Scroll X - All Sprites)) (join [ , ] ((mouse y) + (Scroll Y - All Sprites))))\nend\n\nwhen [m v] key pressed\nif <(username) = [Pavan2007]> then\n    show variable [mouse v]\n    set [mouse v] to (join ((mouse x) + (Scroll X - All Sprites)) (join [ , ] ((mouse y) + (Scroll Y - All Sprites))))\nend\n\nwhen [h v] key pressed\nif <(username) = [Pavan2007]> then\n    hide variable [mouse v]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (Names))\n\nwhen I receive [begin v]\nset volume to (20) %\nforever\n    play sound (pick random (1) to (9)) until done\n    wait (3) seconds\nend\n\nwhen I receive [connected v]\nchange [☁ connected data v] by (1)\nadd (username) to [username v]\n\nwhen I receive [begin v]\nwait until <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (d v) pressed?> or >>>>>>>>\nforever\n    wait (1) seconds\n    change [seconds v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    wait (1) seconds\n    set [time v] to (Seconds)\nend\n\nwhen I receive [winner! v]\nforever\n    set [highscore v] to [HighScore Disabled. Fixing it...]\nend\n\nset [☁ highscore v] to [100000000000000]\n\nwhen I receive [winner! v]\nshow variable [highscore v]\nset [highscore v] to (join (☁ HighScore) (join [ ] [seconds!]))\n\nwhen flag clicked\nhide variable [highscore v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [begin v]\nforever\n    if <(Connected?) = [1]> then\n        broadcast (Reset v) and wait\n        broadcast (Setup v) and wait\n        Game On\n        repeat until <(Exit - All Sprites) > []>\n            Tick\n            broadcast (Tick v)\n        end\n        if <(Exit - All Sprites) = [Win]> then\n            Game - Win\n        else\n            Game - DeathAnim\n        end\n    end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\npoint in direction (90)\nset [brightness v] effect to (0)\nswitch costume to (player normal v)\nset [x v] to (Checkpoint X - All Sprites)\nset [y v] to (Checkpoint Y - All Sprites)\nset [speed y v] to [0]\nset [in air v] to [0]\nset [exit - all sprites v] to []\nset [scroll x - all sprites v] to (Checkpoint X - All Sprites)\nset [scroll y - all sprites v] to (Checkpoint Y - All Sprites)\nset [speed x v] to [0]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    if <(Speed Boost!) = [1]> then\n        change [speed x v] by (-3.5)\n    else\n        change [speed x v] by (-2)\n    end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    if <(Speed Boost!) = [1]> then\n        change [speed x v] by (3.5)\n    else\n        change [speed x v] by (2)\n    end\nend\nset [speed x v] to ((Speed X) * (0.8))\nif <([abs v] of (Speed X) ) > [0.9]> then\n    Change Player X by (round (Speed X))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <(Jump Boost!) = [1]> then\n        if <(in air) < [4]> then\n            set [speed y v] to [25]\n        end\n    else\n        if <(in air) < [4]> then\n            set [speed y v] to [16]\n        end\n    end\n    if <<(username) = [Pavan2007]> or <<(username) = [Rexylium]> or <<(username) = [Cheese_Is_Cheesy]> or <<(username) = [SypTitan]> or <(username) = [Splatblox]>>>>> then\n        if <(NewSkin - All Sprites) = [1]> then\n            if <(in air) > [8]> then\n                if <(in air) < [20]> then\n                    set [speed y v] to ((in air) / (2))\n                else\n                    set [speed y v] to [10]\n                end\n            end\n        end\n    end\nend\nif <(Speed Y) > [-15]> then\n    change [speed y v] by (-2)\nend\nChange Player Y by (Speed Y)\nTest - Die\nchange [scroll x - all sprites v] by (round (((X) - (Scroll X - All Sprites)) / (5)))\nif <(Scroll X - All Sprites) < [0]> then\n    set [scroll x - all sprites v] to [0]\nend\nchange [scroll y - all sprites v] by (round (((Y) - (Scroll Y - All Sprites)) / (10)))\nif <(Scroll Y - All Sprites) < [0]> then\n    set [scroll y - all sprites v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n    set [exit - all sprites v] to [Die!]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platform v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-16]\n        else\n            set [speed x v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platform v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - DeathAnim\nset [exit - all sprites v] to []\nstart sound [Die v]\nswitch costume to (death v)\nset [ghost v] effect to (10)\nrepeat (15)\n    change [brightness v] effect by (2)\n    change [ghost v] effect by (7)\n    change size by (3)\nend\n\ndefine Test - Die\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n    set [exit - all sprites v] to [Die!]\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit portal v)\n    turn right (65) degrees\n    move ((distance to [exit portal v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nbroadcast (Winner! v)\nwait (1) seconds\n\ndefine Position\ngo to x: ((X) - (Scroll X - All Sprites)) y: ((Y) - (Scroll Y - All Sprites))\n\ndefine Chat\nif <(Chat Open?) = [true]> then\n    if <key (1 v) pressed?> then\n        set [chat v] to [1]\n        say (item (Chat) of [chat v]) for (2) seconds\n        set [chat v] to [0]\n    else\n        if <key (2 v) pressed?> then\n            set [chat v] to [2]\n            say (item (Chat) of [chat v]) for (2) seconds\n            set [chat v] to [0]\n        else\n            if <key (3 v) pressed?> then\n                set [chat v] to [3]\n                say (item (Chat) of [chat v]) for (2) seconds\n                set [chat v] to [0]\n            else\n                if <key (4 v) pressed?> then\n                    set [chat v] to [4]\n                    say (item (Chat) of [chat v]) for (2) seconds\n                    set [chat v] to [0]\n                else\n                    if <key (5 v) pressed?> then\n                        set [chat v] to [5]\n                        say (item (Chat) of [chat v]) for (2) seconds\n                        set [chat v] to [0]\n                    else\n                        if <key (6 v) pressed?> then\n                            set [chat v] to [6]\n                            say (item (Chat) of [chat v]) for (2) seconds\n                            set [chat v] to [0]\n                        else\n                            if <key (7 v) pressed?> then\n                                set [chat v] to [7]\n                                say (item (Chat) of [chat v]) for (2) seconds\n                                set [chat v] to [0]\n                            else\n                                if <key (8 v) pressed?> then\n                                    set [chat v] to [8]\n                                    say (item (Chat) of [chat v]) for (2) seconds\n                                    set [chat v] to [0]\n                                else\n                                    if <key (9 v) pressed?> then\n                                        set [chat v] to [9]\n                                        say (item (Chat) of [chat v]) for (2) seconds\n                                        set [chat v] to [0]\n                                    else\n                                        set [chat v] to [0]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        set [☁ p7 v] to (value)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) > [0]> then\n        send cloud data\n    end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (X) to encoded\nwrite (Y) to encoded\nwrite (Chat) to encoded\nwrite [] to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\nset [level - all sprites v] to [1]\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [connected v]\nset [level - all sprites v] to [1]\n\nwhen I receive [tick v]\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    if <(NewSkin - All Sprites) = [1]> then\n        switch costume to (fiery player right up v)\n    else\n        switch costume to (player right up v)\n    end\nelse\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n        if <(NewSkin - All Sprites) = [1]> then\n            switch costume to (fiery player left up2 v)\n        else\n            switch costume to (player left up v)\n        end\n    else\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            if <(NewSkin - All Sprites) = [1]> then\n                switch costume to (fiery player right v)\n            else\n                switch costume to (player right v)\n            end\n        else\n            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                if <(NewSkin - All Sprites) = [1]> then\n                    switch costume to (fiery player left v)\n                else\n                    switch costume to (player left v)\n                end\n            else\n                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                    if <(NewSkin - All Sprites) = [1]> then\n                        switch costume to (fiery player up v)\n                    else\n                        switch costume to (player up v)\n                    end\n                else\n                    if <(NewSkin - All Sprites) = [1]> then\n                        switch costume to (fiery player normal v)\n                    else\n                        switch costume to (player normal v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\nforever\n    Chat\n    if <<key (t v) pressed?> or <key (c v) pressed?>> then\n        if <(Chat Open?) = [true]> then\n            broadcast (Chat Close! v)\n            set [chat open? v] to [false]\n        else\n            set [chat open? v] to [true]\n            broadcast (Chat Open... v)\n        end\n        wait until <not <<key (t v) pressed?> or <key (c v) pressed?>>>\n    end\nend\n\nwhen flag clicked\nset [chat open? v] to [false]\n\nwhen I receive [tick v]\nif <<mouse down?> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (t v) pressed?> or <key (p v) pressed?>> or <<<key (1 v) pressed?> or <key (2 v) pressed?>> or <<<key (3 v) pressed?> or <key (4 v) pressed?>> or <<<key (5 v) pressed?> or <key (6 v) pressed?>> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>> then\n    set [timeout detector v] to [0]\nelse\n    change [timeout detector v] by (.1)\nend\nif <<(Timeout Detector) > [100]> or <(Timeout Detector) = [100]>> then\n    set [exit - all sprites v] to [offline]\nend\nif <(Exit - All Sprites) = [offline]> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\n    broadcast (Timeout! v)\n    stop [other scripts in sprite v]\nend\n\nplay sound [Disconnect v] until done\n\nwhen flag clicked\nset [timeout detector v] to [0]\n\nstart sound [Disconnect v]\n\nset [timeout detector v] to [80]\n\nwhen flag clicked\n\nwhen I receive [start connection v]\nset [max players v] to [7]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup - Opponents v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n    wait (8) seconds\n    broadcast (Connected v)\nelse\n    broadcast (Full v)\nend\nbroadcast (Begin v)\n\ndefine When I receive 1: (1) 2: (2) 3: (3) 4: (4)\nwait until <key ((1) v) pressed?>\nwait until <not <key ((1) v) pressed?>>\nwait until <key ((2) v) pressed?>\nwait until <not <key ((2) v) pressed?>>\nwait until <key ((3) v) pressed?>\nwait until <not <key ((3) v) pressed?>>\nwait until <key ((4) v) pressed?>\nwait until <not <key ((4) v) pressed?>>\n\nset [encoded v] to [0]\n\n@Other Players\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nswitch costume to (otherplayer v)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) = (Player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        Tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        set [value v] to (☁ P7)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine Tick\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(Names) = [1]> then\n    say (join [Username: ] (value))\nelse\n    say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (Scroll X - All Sprites))\nvalue = read from encoded\nset y to ((value) - (Scroll Y - All Sprites))\nif <<<(y position) < [-170]> or <[170] < (y position)>> or <<(x position) < [-230]> or <[230] < (x position)>>> then\n    go to [front v] layer\n    if on edge, bounce\n    switch costume to (cloud arrow v)\n    point towards (player v)\n    set rotation style [all around v]\n    set [ghost v] effect to (0)\nelse\n    switch costume to (otherplayer v)\n    set rotation style [left-right v]\n    set [ghost v] effect to (30)\nend\nvalue = read from encoded\nbroadcast (Chat Decode Begin v)\nset size to (100) %\n\nwhen I receive [join game v]\nvalue = cloud # (Player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (Player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n    say (item (1) of [chat v]) for (2) seconds\nelse\n    if <(chat) = [2]> then\n        say (item (2) of [chat v]) for (2) seconds\n    else\n        if <(chat) = [3]> then\n            say (item (3) of [chat v]) for (2) seconds\n        else\n            if <(chat) = [4]> then\n                say (item (4) of [chat v]) for (2) seconds\n            else\n                if <(chat) = [5]> then\n                    say (item (5) of [chat v]) for (2) seconds\n                else\n                    if <(chat) = [6]> then\n                        say (item (6) of [chat v]) for (2) seconds\n                    else\n                        if <(chat) = [7]> then\n                            say (item (7) of [chat v]) for (2) seconds\n                        else\n                            if <(chat) = [8]> then\n                                say (item (8) of [chat v]) for (2) seconds\n                            else\n                                if <(chat) = [9]> then\n                                    say (item (9) of [chat v]) for (2) seconds\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [chat decode begin v]\nDecode Chat (value)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [names v] to [0]\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n    if <(letter (_i3) of (text)) = [ ]> then\n        if <(_i4) = [0]> then\n            if <((_i7) + ((_i5) - (cspace))) > (width)> then\n                insert [1] at (1) of [_ww0 v] \n                add [0] to [_ww1 v]\n                add [0] to [_ww2 v]\n                set [_i6 v] to [1]\n            end\n            change [_i7 v] by ((_i5) - (cspace))\n        else\n            if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n                if <(_i4) > (_i6)> then\n                    add (_i7) to [_ww1 v]\n                    add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n                end\n                set [_i6 v] to (_i4)\n                set [_i7 v] to ((_i5) - (cspace))\n            else\n                change [_i7 v] by ((spacewidth) + (_i5))\n            end\n        end\n        add [1] to [_ww0 v]\n        set [_i4 v] to (length of [_ww0 v])\n        set [_i5 v] to [0]\n    else\n        switch costume to (blank v)\n        switch costume to (join (letter (_i3) of (text)) [_])\n        set [_i9 v] to ((costume [number v]) - (1))\n        if <(_i9) > [0]> then\n            set [_i8 v] to (item (_i9) of [_chwidth v])\n            if <((_i5) + (_i8)) > (width)> then\n                if <(_i4) > (_i6)> then\n                    add (_i7) to [_ww1 v]\n                    add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n                end\n                add ((_i5) - (cspace)) to [_ww1 v]\n                add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n                add [1] to [_ww0 v]\n                set [_i4 v] to (length of [_ww0 v])\n                set [_i5 v] to ((_i8) + (cspace))\n                set [_i6 v] to (_i4)\n                set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n            else\n                change [_i5 v] by ((_i8) + (cspace))\n            end\n            add (_i9) to [_ww0 v]\n        end\n    end\n    change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n    if <(_i4) = [0]> then\n        if <((_i7) + ((_i5) - (cspace))) > (width)> then\n            insert [1] at (1) of [_ww0 v] \n            add [0] to [_ww1 v]\n            add [0] to [_ww2 v]\n            set [_i6 v] to [1]\n        end\n        change [_i7 v] by ((_i5) - (cspace))\n    else\n        if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n            if <(_i4) > (_i6)> then\n                add (_i7) to [_ww1 v]\n                add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n            end\n            set [_i6 v] to (_i4)\n            set [_i7 v] to ((_i5) - (cspace))\n        else\n            change [_i7 v] by ((spacewidth) + (_i5))\n        end\n    end\n    add (_i7) to [_ww1 v]\n    add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n    switch costume to (blank v)\n    switch costume to (join (letter (_i0) of (text)) [_])\n    set [_i2 v] to ((costume [number v]) - (1))\n    if <(_i2) > [0]> then\n        change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n        change [_i1 v] by (1)\n    end\n    change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n    change [_width v] by ((-1) * (cspace))\nend\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n    if <(item (_i6) of [_chdata0 v]) = [__]> then\n        insert [] at (_i6) of [_chdata0 v] \n        insert [] at (_i6) of [_chdata1 v] \n        insert [] at (_i6) of [_chdata2 v] \n        insert [] at (_i6) of [_chdata3 v] \n        change [_i8 v] by (1)\n    end\n    set [_i9 v] to []\n    repeat until < [;] contains (letter (_i7) of (d))?>\n        set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n        change [_i7 v] by (1)\n    end\n    change [_i7 v] by (1)\n    if <(_i9) = ((1) * (_i9))> then\n        replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n    else\n        replace item (_i6) of [_chdata0 v] with (_i9)\n    end\n    set [_i9 v] to []\n    repeat until < [;] contains (letter (_i7) of (d))?>\n        set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n        change [_i7 v] by (1)\n    end\n    change [_i7 v] by (1)\n    if <(_i9) = ((1) * (_i9))> then\n        replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n    else\n        replace item (_i6) of [_chdata1 v] with (_i9)\n    end\n    set [_i9 v] to []\n    repeat until < [;] contains (letter (_i7) of (d))?>\n        set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n        change [_i7 v] by (1)\n    end\n    change [_i7 v] by (1)\n    if <(_i9) = ((1) * (_i9))> then\n        replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n    else\n        replace item (_i6) of [_chdata2 v] with (_i9)\n    end\n    set [_i9 v] to []\n    repeat until < [;] contains (letter (_i7) of (d))?>\n        set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n        change [_i7 v] by (1)\n    end\n    change [_i7 v] by (1)\n    if <(_i9) = ((1) * (_i9))> then\n        replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n    else\n        replace item (_i6) of [_chdata3 v] with (_i9)\n    end\n    change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n    set [_i5 v] to (id)\n    repeat ((length of [_chindex v]) - (_i5))\n        change [_i5 v] by (1)\n        replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n    end\nend\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n    set [_i0 v] to ((costume [number v]) - (1))\nelse\n    set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n    add [__] to [_chdata0 v]\n    add [none] to [_chdata1 v]\n    add [] to [_chdata2 v]\n    add [] to [_chdata3 v]\n    add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n    add ((1) * (0)) to [_chwidth v]\n    repeat (25)\n        add [] to [_chdata0 v]\n        add [] to [_chdata1 v]\n        add [] to [_chdata2 v]\n        add [] to [_chdata3 v]\n    end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n    stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n    set [_i2 v] to (item (_i0) of [_fontdata v])\n    replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n    set [_i3 v] to (item (_i2) of [_chindex v])\n    if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n        replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n        replace item ((_i3) - (1)) of [_chdata2 v] with []\n        replace item ((_i3) - (1)) of [_chdata3 v] with []\n        _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n    end\n    change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n    set [_width v] to [0]\n    _getWidth (text) (_i7) (cspace)\n    change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n    if <(_i9) = [0]> then\n        repeat (length of (text))\n            switch costume to (blank v)\n            switch costume to (join (letter (_i0) of (text)) [_])\n            if <(costume [number v]) > [1]> then\n                _printCh ((costume [number v]) - (1))\n                change [_x v] by (cspace)\n            end\n            change [_i0 v] by (1)\n        end\n    else\n        repeat (length of (text))\n            switch costume to (blank v)\n            switch costume to (join (letter (_i0) of (text)) [_])\n            if <(costume [number v]) > [1]> then\n                _printChSl ((costume [number v]) - (1))\n                change [_x v] by (cspace)\n            end\n            change [_i0 v] by (1)\n        end\n    end\nelse\n    repeat (length of (text))\n        switch costume to (blank v)\n        switch costume to (join (letter (_i0) of (text)) [_])\n        if <(costume [number v]) > [1]> then\n            if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n                _printChSl ((costume [number v]) - (1))\n            else\n                change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n            end\n            change [_x v] by (cspace)\n        end\n        change [_i0 v] by (1)\n    end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n    set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n    set [_i1 v] to ((x) + ((al.x) * (_width)))\n    if <(_i1) < (xmin)> then\n        set [_i1 v] to (xmin)\n    end\n    go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n    pen down\n    set [_i2 v] to ((_x) - (cspace))\n    if <(_i2) > (xmax)> then\n        set [_i2 v] to (xmax)\n    end\n    set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n    pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n    change [_i0 v] by (1)\n    change [_i1 v] by (1)\n    if <(firstline) = [1]> then\n        change [_y v] by (lspace)\n    end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n    change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n    change [_i0 v] by (1)\n    change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n    if <(_i0) = (firstline)> then\n        set [_x v] to (firstx)\n    else\n        set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n    end\n    set pen size to (wt)\n    if <(_i9) = [0]> then\n        repeat (item (_i0) of [_ww2 v])\n            _printCh (item (_i1) of [_ww0 v])\n            change [_x v] by (cspace)\n            change [_i1 v] by (1)\n        end\n    else\n        repeat (item (_i0) of [_ww2 v])\n            _printChSl (item (_i1) of [_ww0 v])\n            change [_x v] by (cspace)\n            change [_i1 v] by (1)\n        end\n    end\n    if <undl> then\n        set pen size to (ul.weight)\n        if <(_i0) = (firstline)> then\n            go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n        else\n            go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n        end\n        pen down\n        set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n        pen up\n    end\n    change [_i0 v] by (1)\n    change [_i1 v] by (1)\n    change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n    change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n    repeat (item (_i2) of [_chdata0 v])\n        change [_i2 v] by (1)\n        go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        pen down\n        repeat (item (_i2) of [_chdata2 v])\n            change [_i2 v] by (1)\n            if <(item (_i2) of [_chdata0 v]) = [L]> then\n                go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n            else\n                set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n                set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n                set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n                set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n                repeat (_bq)\n                    go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n                    change [_i4 v] by (_i3)\n                    change [_i6 v] by (_i5)\n                    go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n                    change [_i4 v] by (_i3)\n                    change [_i6 v] by (_i5)\n                end\n            end\n        end\n        pen up\n    end\nelse\n    repeat (item (_i2) of [_chdata0 v])\n        change [_i2 v] by (1)\n        go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        pen down\n        repeat (item (_i2) of [_chdata2 v])\n            change [_i2 v] by (1)\n            go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        end\n        pen up\n    end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n    change [_i2 v] by (1)\n    go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n    pen down\n    pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n    repeat (item (_i2) of [_chdata0 v])\n        change [_i2 v] by (1)\n        go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        pen down\n        repeat (item (_i2) of [_chdata2 v])\n            change [_i2 v] by (1)\n            if <(item (_i2) of [_chdata0 v]) = [L]> then\n                go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n            else\n                set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n                set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n                set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n                set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n                repeat (_bq)\n                    go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n                    change [_i4 v] by (_i3)\n                    change [_i6 v] by (_i5)\n                    go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n                    change [_i4 v] by (_i3)\n                    change [_i6 v] by (_i5)\n                end\n            end\n        end\n        pen up\n    end\nelse\n    repeat (item (_i2) of [_chdata0 v])\n        change [_i2 v] by (1)\n        go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        pen down\n        repeat (item (_i2) of [_chdata2 v])\n            change [_i2 v] by (1)\n            go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n        end\n        pen up\n    end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n    change [_i2 v] by (1)\n    go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n    pen down\n    pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n    set [_x v] to ((1) * (x))\n    set [_y v] to ((1) * (y))\n    switch costume to ( _ v)\n    stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n    set [_x v] to ((1) * (x))\n    set [_y v] to ((1) * (y))\n    switch costume to ( _ v)\n    stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n    set [_i4 v] to [1]\nelse\n    if <(al.y) = ((1) * (al.y))> then\n        set [_i4 v] to (al.y)\n    else\n        if <(al.y) = [b]> then\n            set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n        else\n            if <(al.y) = [c]> then\n                set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n            else\n                set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n            end\n        end\n    end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n    set [_i6 v] to ((1) / (0))\nelse\n    set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\nwhen flag clicked\nerase all\nLoad | Font [Parabolic]\npen up\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level - All Sprites) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at X [360] and Y [0]\n    Clone at X [360] and Y [0]\n    Clone at X [220] and Y [0]\n    Clone at X [280] and Y [87]\n    Clone at X [280] and Y [87]\n    Clone at X [280] and Y [87]\n    Clone at X [460] and Y [300]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [87]\n    Clone at X [260] and Y [50]\n    Clone at X [360] and Y [87]\n    Clone at X [-140] and Y [340]\n    Clone at X [0] and Y [-132]\nelse\n    if <(Level - All Sprites) = [2]> then\n        switch costume to (level 1 1 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nswitch costume to (level 2 1 v)\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nif <(Level - All Sprites) = [3]> then\n    switch costume to (level 3 1 v)\nend\n\nset [coins v] to [136]\n\nset [☁ cloud - checker v] to [0]\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n    set [exit - all sprites v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n    switch costume to (closed v)\n    Clone at X [5055] and Y [2035]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\n\nstart sound [Coin v]\n\nwhen I receive [portal open v]\nswitch costume to (open v)\n\nif <(Level - All Sprites) = [2]> then\n    switch costume to (closed v)\n    Clone at X [666] and Y [523]\nelse\n    set [x v] to [-9999]\nend\n\nClone at X [209] and Y [39]\n\nswitch costume to (closed v)\n\nwhen I receive [timeout! v]\nhide\n\n@Connecting Status\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (connecting v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo to x: (187) y: (141)\nset size to (50) %\nswitch costume to (connected v)\nshow\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [connected v]\nplay sound [Connect v] until done\n\nwhen I receive [full v]\nswitch costume to (full v)\nstop [all v]\n\nrepeat (20)\n    change [whirl v] effect by (10)\nend\nrepeat (20)\n    change [whirl v] effect by (-10)\nend\nrepeat (20)\n    change [whirl v] effect by (-10)\nend\nrepeat (20)\n    change [whirl v] effect by (10)\nend\n\nbroadcast (Full v)\n\nwhen I receive [timeout! v]\nshow\ngo to x: (0) y: (180)\nswitch costume to (timeout detector v)\nset size to (100) %\nclear graphic effects\nrepeat until <(round (y position)) = [0]>\n    go to [front v] layer\n    change y by (((y position) / (10)) * (-1))\nend\nwait (1) seconds\nstart sound [Disconnect v]\nstop [all v]\n\n@Loading Animation\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nswitch costume to (costume2 v)\nrepeat (10)\n    create clone of (_myself_ v)\n    turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (-6)\n        change size by (1)\n    end\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (6)\n        change size by (-1)\n    end\nend\n\n@Cures\n\nwhen I receive [green flag v]\nhide\ndelete all of [cure inventory v]\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n    start sound [Connect v]\n    if <not <[cure inventory v] contains [BlueCure]?>> then\n        add [BlueCure] to [cure inventory v]\n    end\n    delete this clone\nelse\n    if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n        start sound [Connect v]\n        if <not <[cure inventory v] contains [RedCure]?>> then\n            add [RedCure] to [cure inventory v]\n        end\n        delete this clone\n    else\n        if <<touching (player v)?> and <(costume [number v]) = [3]>> then\n            start sound [Connect v]\n            if <not <[cure inventory v] contains [YellowCure]?>> then\n                add [YellowCure] to [cure inventory v]\n            end\n            delete this clone\n        else\n        end\n    end\nend\nif <(length of [cure inventory v]) = [3]> then\n    broadcast (Portal Open v)\nend\n\nwhen I receive [setup v]\nshow\nif <not <[cure inventory v] contains [BlueCure]?>> then\n    switch costume to (blue cure v)\n    Clone at X [4944] and Y [1890]\nend\nif <not <[cure inventory v] contains [RedCure]?>> then\n    switch costume to (red cure v)\n    Clone at X [731] and Y [70]\nend\nif <not <[cure inventory v] contains [YellowCure]?>> then\n    switch costume to (yellow cure v)\n    Clone at X [3421] and Y [819]\nend\nset [x v] to [-99999]\n\nset [coins v] to [0]\nset [collected max - all sprites v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nadd [RedCure] to [cure inventory v]\n\n@Cure Status UI\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [activate status v]\nshow\n\n@Yellow Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [YellowCure]?> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Red Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [RedCure]?> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Blue Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [BlueCure]?> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n    if <(Status Button Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Chat UI\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [chat open... v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [chat close! v]\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [timeout! v]\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <touching (player v)?> then\n    change [spikes v] by (1)\n    set [exit - all sprites v] to [Die!]\nend\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\npoint in direction (90)\nset [spikes - all sprites v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n    switch costume to (spike v)\n    Clone at X [54] and Y [24]\n    Clone at X [250] and Y [24]\n    Clone at X [726] and Y [24]\n    Clone at X [2499] and Y [700]\n    Clone at X [3019] and Y [875]\n    Clone at X [3535] and Y [1050]\nend\nset [x v] to [-9999]\n\nset [coins v] to [0]\n\nset [x v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [spikes - all sprites v] by (1)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\nchange [y v] by (y)\n\nstart sound [Coin v]\n\nrepeat (2)\ndelete this clone\n\nchange size by (-10)\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n    switch costume to (spike v)\n    Clone at X [629] and Y [19]\n    Clone at X [2035] and Y [437]\n    Clone at X [5362] and Y [1560]\nend\nset [x v] to [-9999]\n\nset [x v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    if <touching (player v)?> then\n        set [checkpoint x - all sprites v] to (X)\n        set [checkpoint y - all sprites v] to ((Y) + (120))\n    end\n    if <<(Checkpoint X - All Sprites) = (X)> and <(Checkpoint Y - All Sprites) = ((Y) + (120))>> then\n        switch costume to (2 v)\n    else\n        switch costume to (1 v)\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint x - all sprites v] to [0]\nset [checkpoint y - all sprites v] to [90]\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <touching (player v)?> then\n    start sound [Collect v]\n    broadcast (boing v)\n    change [coins v] by (1)\n    delete this clone\nend\n\nset [x v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max - all sprites v] by (1)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nset [coins v] to [0]\nset [collected max - all sprites v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n    switch costume to (coin 2.0 v)\n    Clone at X [123] and Y [33]\n    Clone at X [159] and Y [33]\n    Clone at X [194] and Y [33]\n    Clone at X [554] and Y [33]\n    Clone at X [590] and Y [33]\n    Clone at X [626] and Y [33]\n    Clone at X [809] and Y [81]\n    Clone at X [809] and Y [121]\n    Clone at X [809] and Y [161]\n    Clone at X [809] and Y [201]\n    Clone at X [809] and Y [241]\n    Clone at X [906] and Y [299]\n    Clone at X [941] and Y [299]\n    Clone at X [977] and Y [299]\n    Clone at X [1013] and Y [299]\n    Clone at X [1049] and Y [299]\n    Clone at X [1085] and Y [299]\n    Clone at X [1121] and Y [299]\n    Clone at X [1156] and Y [299]\n    Clone at X [1192] and Y [299]\n    Clone at X [1668] and Y [468]\n    Clone at X [1706] and Y [468]\n    Clone at X [1744] and Y [468]\n    Clone at X [1826] and Y [468]\n    Clone at X [1782] and Y [468]\nend\nset [x v] to [-9999]\n\n@Parralax Background\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((Scroll X - All Sprites) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n    show\nelse\n    hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\nwhen flag clicked\nset [jump boost! v] to [0]\nset [speed boost! v] to [0]\nset [newskin - all sprites v] to [0]\n\n@Notification Center\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [purchased v]\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n    change [ghost v] effect by (-8)\n    change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n    change y by (((y position) + (3)) / (7))\n    change [ghost v] effect by (8)\nend\nset y to (55)\n\n@Intro\n\nwhen flag clicked\nset volume to (100) %\nhide\nstart sound [ Amadeus-Exodia2 v]\nbroadcast (Intro Start v)\nset [clone v] to [L1]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L3]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L4]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L5]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nwait (3) seconds\nset [clone v] to [Logo]\ncreate clone of (_myself_ v)\nrepeat (20)\n    change volume by (-5)\nend\nstop all sounds\n\nwhen I start as a clone\nif <<(letter (1) of (Clone)) = [L]> and <(length of (Clone)) = [2]>> then\n    point in direction (-135)\n    set [ghost v] effect to (100)\n    set size to (0) %\n    set y to (-1000)\n    switch costume to (letter (2) of (Clone))\n    set x to (((letter (2) of (Clone)) * (40)) - (120))\n    repeat until <(round (y position)) = [0]>\n        turn right (((90) - (direction)) * (.15)) degrees\n        change y by (((0) - (y position)) * (.15))\n        change [ghost v] effect by (-10)\n        change size by (((150) - (size)) * (.15))\n    end\n    set [xv v] to [8]\n    wait (.2) seconds\n    repeat until <(x position) < [-99]>\n        change x by (XV)\n        change [xv v] by (-1)\n    end\n    repeat (10)\n        change x by (XV)\n        change [xv v] by (-1)\n        change [ghost v] effect by (20)\n    end\n    set x to (200)\n    set [xv v] to [-10]\n    repeat until <(x position) < [-90]>\n        change [ghost v] effect by (-30)\n        change x by (XV)\n        change [xv v] by (-1)\n    end\n    repeat (10)\n        change x by (XV)\n        change [xv v] by (-1)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n    go to x: (0) y: (0)\n    go to [back v] layer\n    switch costume to (back v)\nend\n\nwhen flag clicked\nset [clone v] to [Back]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n    point in direction (-135)\n    set [ghost v] effect to (100)\n    set size to (0) %\n    set y to (0)\n    switch costume to (logo v)\n    set x to (0)\n    repeat until <(round (size)) = [450]>\n        turn right (((90) - (direction)) * (.15)) degrees\n        change y by (((0) - (y position)) * (.15))\n        change [ghost v] effect by (-20)\n        change size by (((450) - (size)) * (.15))\n    end\n    wait (.1) seconds\n    set [clone v] to [Transition1]\n    create clone of (_myself_ v)\n    set [clone v] to [Transition2]\n    create clone of (_myself_ v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Transition1]> then\n    go to [front v] layer\n    point in direction (-135)\n    set [ghost v] effect to (100)\n    set [ghost v] to [100]\n    set size to (100) %\n    set y to (0)\n    switch costume to (back v)\n    set x to (-1000)\n    repeat until <(round (Ghost)) = [35]>\n        go to [front v] layer\n        change [ghost v] by (((35) - (Ghost)) * (.2))\n        turn right (((90) - (direction)) * (.15)) degrees\n        change x by (((0) - (x position)) * (.15))\n        set [ghost v] effect to (Ghost)\n    end\n    broadcast (End v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Transition2]> then\n    go to [front v] layer\n    point in direction (-135)\n    set [ghost v] effect to (100)\n    set [ghost v] to [100]\n    set size to (100) %\n    set y to (0)\n    switch costume to (back v)\n    set x to (1000)\n    repeat until <(round (Ghost)) = [35]>\n        go to [front v] layer\n        change [ghost v] by (((35) - (Ghost)) * (.2))\n        turn right (((90) - (direction)) * (.15)) degrees\n        change x by (((0) - (x position)) * (.15))\n        set [ghost v] effect to (Ghost)\n    end\nend\n\nwhen I receive [end v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (Start Connection v)\nstop all sounds\ndelete this clone\n\n@Shop Button UI\n\nwhen I start as a clone\nforever\n    set [ghost v] effect to (0)\n    switch costume to (back v)\n    change size by (((100) - (size)) * (0.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (5)\n        if <mouse down?> then\n            change size by (5)\n        end\n    end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n    if <(Shop Activation - All Sprites) = [On]> then\n        change x by (((-220) - (x position)) * (.2))\n        change y by (((-94) - (y position)) * (.2))\n    else\n        change x by (((-140) - (x position)) * (.2))\n        change y by (((155) - (y position)) * (.2))\n    end\nend\n\nwhen flag clicked\nset [shop activation - all sprites v] to [Off]\n\nwhen I receive [intro start v]\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nforever\n    if <(Shop Activation - All Sprites) = [On]> then\n        change x by (((-220) - (x position)) * (.2))\n        change y by (((-94) - (y position)) * (.2))\n    else\n        change x by (((-140) - (x position)) * (.2))\n        change y by (((155) - (y position)) * (.2))\n    end\nend\n\nwhen I receive [begin v]\nforever\n    switch costume to (back v)\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            broadcast (Activate Shop v)\n            if <(Shop Activation - All Sprites) = [On]> then\n                set [shop activation - all sprites v] to [Off]\n            else\n                set [shop activation - all sprites v] to [On]\n            end\n        end\n        wait until <not <mouse down?>>\n    end\n    if <(Shop Activation - All Sprites) = [On]> then\n        switch costume to (exit v)\n        set [status button activation - all sprites v] to [Off]\n    else\n        switch costume to (shop v)\n    end\nend\n\nwhen I receive [begin v]\ncreate clone of (_myself_ v)\nset [cloneid v] to []\nforever\n    switch costume to (back v)\n    change size by (((100) - (size)) * (0.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (7)\n        if <mouse down?> then\n            change size by (10)\n        end\n    end\n    if <(Shop Activation - All Sprites) = [On]> then\n        switch costume to (exit v)\n    else\n        switch costume to (shop v)\n    end\nend\n\nwhen I receive [close shop v]\ngo to x: (0) y: (0)\nchange x by (((-198) - (x position)) * (.2))\nchange y by (((-160) - (y position)) * (.2))\n\n@Shop Mode Bar\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Shop Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Shop Activation - All Sprites) = [Off]> then\n        change [ghost v] effect by (10)\n    else\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [activate shop v]\nshow\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Speed Boost - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to x: (-115) y: (-157)\n    go to [front v] layer\n    switch costume to (locked v)\n    change size by (((100) - (size)) * (.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (3)\n        broadcast (Show Jump Boost Info v)\n        if <mouse down?> then\n            change size by (3)\n        end\n    end\n    if <(Bought?) = [true]> then\n        switch costume to (bought v)\n    else\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [speed boost! v] to [0]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Bought?) = [false]> then\n            if <(Coins) > [49]> then\n                set [speed boost! v] to [1]\n                switch costume to (bought v)\n                set [bought? v] to [true]\n                change [coins v] by (-50)\n                wait until <not <mouse down?>>\n                broadcast (Purchased v)\n            end\n        else\n            set [speed boost! v] to [1]\n        end\n    end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n    if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Shop Activation - All Sprites) = [Off]> then\n        hide\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\n\n\nwhen I receive [begin v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <(Bought?) = [false]> then\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n    broadcast (Hide Jump Boost Info v)\nend\n\n@Jump Boost - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to x: (-215) y: (-157)\n    go to [front v] layer\n    switch costume to (locked v)\n    change size by (((100) - (size)) * (.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (3)\n        broadcast (Show Jump Boost Info v)\n        if <mouse down?> then\n            change size by (3)\n        end\n    end\n    if <(Bought?) = [true]> then\n        switch costume to (bought v)\n    else\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [jump boost! v] to [0]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Bought?) = [false]> then\n            if <(Coins) > [19]> then\n                set [jump boost! v] to [1]\n                switch costume to (bought v)\n                set [bought? v] to [true]\n                change [coins v] by (-20)\n                wait until <not <mouse down?>>\n                broadcast (Purchased v)\n            end\n        else\n            set [jump boost! v] to [1]\n        end\n    end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n    if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Shop Activation - All Sprites) = [Off]> then\n        hide\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\n\n\nset [coins v] to [120]\n\nwhen I receive [begin v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <(Bought?) = [false]> then\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n    broadcast (Hide Jump Boost Info v)\nend\n\nset [coins v] to [80]\n\n@New Skin - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to x: (-15) y: (-157)\n    go to [front v] layer\n    switch costume to (locked v)\n    change size by (((100) - (size)) * (.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (3)\n        broadcast (Show Jump Boost Info v)\n        if <mouse down?> then\n            change size by (3)\n        end\n    end\n    if <(Bought?) = [true]> then\n        switch costume to (bought v)\n    else\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [newskin - all sprites v] to [0]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Bought?) = [false]> then\n            if <(Coins) > [49]> then\n                set [newskin - all sprites v] to [1]\n                switch costume to (bought v)\n                set [bought? v] to [true]\n                change [coins v] by (-50)\n                wait until <not <mouse down?>>\n                broadcast (Purchased v)\n            end\n        else\n            set [jump boost! v] to [1]\n        end\n    end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n    if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Shop Activation - All Sprites) = [Off]> then\n        hide\n        change [ghost v] effect by (10)\n    else\n        show\n        change [ghost v] effect by (-10)\n    end\nend\n\n\n\nset [coins v] to [150]\n\nwhen I receive [begin v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <(Bought?) = [false]> then\n        switch costume to (locked v)\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n    broadcast (Hide Jump Boost Info v)\nend\n\nset [coins v] to [80]\n\n@Coins UI\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nforever\n    flote direction: [90] size: [160] Y position: [155]\n    show\n    go to [back v] layer\n    if <(length of (Display)) < (Digit)> then\n        hide\n    else\n        show\n        switch costume to (letter (Digit) of (Display))\n    end\nend\n\ndefine flote direction: (d) size: (s) Y position: (y)\nswitch costume to (10 v)\nset [d v] to (((d) * (.5)) + ((((d) + ((10) * ([sin v] of ((Ticc) * (5)) ))) - (direction)) * (.5)))\nset [y v] to ((y) + (([cos v] of (((timer) - ((Digit) / (12.4))) * (210)) ) * (3)))\nif <touching (mouse-pointer v)?> then\n    set [s v] to (((s) * (0.7)) + (((((s) - (-20)) + ((2) * ([sin v] of ((Ticc) * (9)) ))) - (size)) * (0.2)))\n    if <mouse down?> then\n        change size by (5)\n    end\nelse\n    set [s v] to (((s) * (0.7)) + ((((s) + ((2) * ([sin v] of ((Ticc) * (9)) ))) - (size)) * (0.2)))\nend\nturn right (d) degrees\nchange size by (s)\nset y to (y)\n\nset size to (175) %\n\nwhen I receive [tick v]\nset [display v] to (Coins)\n\nwhen I receive [boing v]\nchange size by (-50)\n\nwhen flag clicked\ngo to x: (195) y: (0)\nset [digit v] to [0]\nrepeat (15)\n    change [digit v] by (1)\n    create clone of (_myself_ v)\n    change x by (17)\nend\n\nwhen I receive [mega boing v]\npoint in direction (0)\nchange size by (150)\nchange [ghost v] effect by (100)\n\nset [coins v] to [999]\n\nwhen flag clicked\nforever\nend\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (level 1 1 v)\nClone at X [357] and Y [-165]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nswitch costume to (level 2 1 v)\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nif <(Level - All Sprites) = [3]> then\n    switch costume to (level 3 1 v)\nend\n\nwhen I receive [begin v]\nforever\n    repeat (20)\n        change [y v] by (1)\n    end\n    repeat (20)\n        change [y v] by (-1)\n    end\nend\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nClone At X: [-9] Y: [162] with costume number: [1]\nClone At X: [481] Y: [151] with costume number: [2]\nClone At X: [5616] Y: [1757] with costume number: [3]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At X: (x) Y: (y) with costume number: (costume #)\nswitch costume to (costume #)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [back v] layer\n\nset [coins v] to [134]\n\n@New Scratcher Detector\n\ndefine Internet Connection → check if connected\nset [connected? v] to (timer)\nset [internet? v] to (join (Internet?) [ ])\nspeak (Internet?)::tts\nset [connected? v] to <((timer) - (Connected?)) > [0.1]>\n\nset [☁ cloud - checker v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (detection start v)\ngo to [front v] layer\nwait until <(Variable) = [1]>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (2) seconds\nset [variable v] to []\ncreate clone of (_myself_ v)\nInternet Connection → check if connected\nif <<(username) = [Pavan2007]> and <not <(☁ Cloud - Checker) = [1]>>> then\n    show variable [☁ cloud - checker v]\n    set [☁ cloud - checker v] to [1]\nend\nif <not <(Connected?) = [1]>> then\n    switch costume to (no internet v)\n    set [variable v] to [1]\n    stop [this script v]\nend\nif <(username) = []> then\n    switch costume to (no account v)\n    set [variable v] to [1]\n    stop [this script v]\nend\nif <(☁ Cloud - Checker) = [1]> then\n    switch costume to (scratcher v)\nelse\n    switch costume to (new scratcher v)\nend\nset [variable v] to [1]\n\nwhen I receive [begin v]\nforever\n    if <(costume [number v]) = [1]> then\n        wait (1.5) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n    else\n        clear graphic effects\n        show\n    end\nend\n\nwhen flag clicked\nswitch costume to (na v)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nset volume to (0) %\n\n@Status Button UI\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    if <(Status Button Activation - All Sprites) = [On]> then\n        if <(Shop Activation - All Sprites) = [On]> then\n            broadcast (Close Shop v)\n            change x by (((203) - (x position)) * (.2))\n            change y by (((155) - (y position)) * (.2))\n        else\n            change x by (((203) - (x position)) * (.2))\n            change y by (((155) - (y position)) * (.2))\n        end\n    else\n        change x by (((-198) - (x position)) * (.2))\n        change y by (((155) - (y position)) * (.2))\n    end\nend\n\nwhen flag clicked\nforever\n    switch costume to (back v)\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            broadcast (Activate Status v)\n            if <(Status Button Activation - All Sprites) = [On]> then\n                set [status button activation - all sprites v] to [Off]\n            else\n                set [status button activation - all sprites v] to [On]\n            end\n        end\n        wait until <not <mouse down?>>\n    end\n    if <(Status Button Activation - All Sprites) = [On]> then\n        switch costume to (exit v)\n    else\n        switch costume to (shop v)\n    end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [cloneid v] to []\nforever\n    switch costume to (back v)\n    change size by (((100) - (size)) * (0.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (7)\n        if <mouse down?> then\n            change size by (10)\n        end\n    end\n    if <(Status Button Activation - All Sprites) = [On]> then\n        switch costume to (exit v)\n    else\n        switch costume to (shop v)\n    end\nend\n\nwhen I start as a clone\nforever\n    set [ghost v] effect to (0)\n    switch costume to (back v)\n    change size by (((100) - (size)) * (0.2))\n    if <touching (mouse-pointer v)?> then\n        change size by (5)\n        if <mouse down?> then\n            change size by (5)\n        end\n    end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n    if <(Status Button Activation - All Sprites) = [On]> then\n        if <(Shop Activation - All Sprites) = [On]> then\n            broadcast (Close Shop v)\n            change x by (((203) - (x position)) * (.2))\n            change y by (((155) - (y position)) * (.2))\n        else\n            change x by (((203) - (x position)) * (.2))\n            change y by (((155) - (y position)) * (.2))\n        end\n    else\n        change x by (((-198) - (x position)) * (.2))\n        change y by (((155) - (y position)) * (.2))\n    end\nend\n\nwhen flag clicked\nset [status button activation - all sprites v] to [Off]\n\nwhen I receive [intro start v]\nhide\n\nwhen I receive [begin v]\nshow\n\nset [shop activation - all sprites v] to [Off]\n\n@AC\n\nwhen I receive [connected v]\nshow\nclear graphic effects\ngo to x: (-188) y: (-154)\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (-25)\n        change size by (((140) - (size)) / (4))\n        if <mouse down?> then\n            broadcast (does nothing v)\n            repeat (10)\n                change y by (10)\n            end\n        end\n    else\n        set [brightness v] effect to (3)\n        change size by (((100) - (size)) / (4))\n    end\nend\n\nwhen flag clicked\nhide\nset [vip pass v] to [Unavailable :-\(]\nset [code v] to [0]\nwait (1) seconds\nset [code v] to (pick random (1000) to (99999))\n\nwhen this sprite clicked\nwait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nif <<<<<(username) = [Cheese_Is_Cheesy]> or <(username) = [Rexylium]>> or <(username) = [Pavan2007]>> or <(username) = [PrimeGuy_1001]>> or <(username) = [Ultracool2708RBLX_8]>> then\n    set [vip pass v] to [Owned]\n    broadcast (Activate VIP Pass v)\nelse\n    ask [Enter VIP Code] and wait\n    if <(answer) = (Code)> then\n        set [vip pass v] to [Owned]\n        broadcast (Activate VIP Pass v)\n    else\n        repeat (10)\n            change y by (-10)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(VIP Pass) = [Owned]> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    end\nend\n\nwhen I receive [connected v]\nwait (60) seconds\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen I receive [activate vip pass v]\nif <(VIP Pass) = [Owned]> then\n    change [coins v] by (50)\nend\n\nwhen I receive [begin v]\nwait (20) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nwait (0.7) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n    set [timer2 v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer2)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (thumbnail v)\nrepeat until <(size) < [101]>\n    go to [front v] layer\n    switch costume to (blank v)\n    change size by (((100) - (size)) / (7))\n    switch costume to (thumbnail v)\n    change [ghost v] effect by (-5)\n    set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n    set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nstop [all v]\n\n@Random Words\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nshow\ngo to x: (0) y: (0)\nforever\n    show\n    go to [front v] layer\n    switch costume to (pick random (1) to (20))\n    wait (0.5) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.8) seconds\n    switch costume to (pick random (1) to (20))\n    wait (1) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.01) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.2) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.01) seconds\n    switch costume to (pick random (1) to (20))\n    wait (0.01) seconds\n    switch costume to (loading screen 21 v)\n    wait (2) seconds\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@Love and Favourite Detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved__ v] to [1]\n        end\n    end\nend\nif <(clone id) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [faved___ v] to [1]\n        end\n    end\nend\n\nwhen I receive [begin v]\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-3)\nend\nwait (1) seconds\nshow variable [code v]\nwait (1) seconds\nhide variable [code v]\nreset timer\nrepeat until <(timer) > [3.5]>\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [playgame! v]\nhide\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\nhide variable [code v]\n\nset [loved__ v] to [1]\nset [faved___ v] to [1]\n\nset [loved__ v] to [0]\nset [faved___ v] to [0]\n\n@ScreenUI\n\nwhen flag clicked\nhide\n\nwhen I receive [winner! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen! v)\nrepeat until <(size) < [101]>\n    go to [front v] layer\n    switch costume to (blank v)\n    change size by (((100) - (size)) / (7))\n    switch costume to (win screen! v)\n    change [ghost v] effect by (-5)\n    set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n    set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\n@notes\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (dedication v)\ngo to x: (0) y: (0)\nset [id v] to [1]\n\nwhen I receive [winner! v]\nif <(id) = [1]> then\n    wait (2) seconds\n    go to [front v] layer\n    set size to (100) %\n    go to x: (-170) y: (180)\n    hide\n    set [ghost v] effect to (100)\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    repeat until <(round (y position)) = [60]>\n        go to [front v] layer\n        change y by ((y position) / (-60))\n    end\n    change [id v] by (1)\n    create clone of (_myself_ v)\nend\nif <(id) = [2]> then\n    switch costume to (lovefavefollow v)\n    hide\n    go to [front v] layer\n    set size to (100) %\n    go to x: (170) y: (180)\n    set [ghost v] effect to (100)\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    repeat until <(round (y position)) = [60]>\n        go to [front v] layer\n        change y by ((y position) / (-60))\n    end\nend\nbroadcast (icon animations v)\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [timeout v]\nforever\n    hide\nend\n\nwhen I start as a clone\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat until <(round (size)) = [150]>\n            change size by (((150) - (size)) / (5))\n        end\n    else\n        repeat until <(round (size)) = [120]>\n            change size by (((120) - (size)) / (5))\n        end\n    end\nend\n\n
                                    ⚕The Cure⚕\n                ☁A Multiplayer Scrolling Platformer☁\n\nFor some reason, this is the most popular game that I have made! If you want to play more awesome games like this, drop a follow!\n\nIn 2020, a huge pandemic spread across the entire world. It was a very deadly virus called COVID-19. Even in early 2021, no cure has been 100% successful to cure this virus. This project was made to give hope to all! We can survive this pandemic and we WILL fight back! Let's all hope we can defeat this pandemic and live in peace! \n\n(The prologue above is for the future children if they come across this!)\n\nGame:\nFind all the three cures and return it to the portal to save the WORLD!\n\nIf you enjoyed, please love ❤️ and favourite ⭐ the game!\n\nInstructions:\nFind the three main cures to cure the ongoing pandemic! If you find all of them, you have saved the world from COVID-19! Watch out for the guardians!\n\n                               ✨How to Play✨\n➜ Collect Coins that can be used to buy useful items from the shop!\n➜ Press [T] or [C] to open safe chat and press numbers 1-9 to choose your phrase!\n➜ Press [N] to activate or deactivate name showing so that you can see who is playing with you!\n\nFeatures:\n➜ Supports up to 7 players! (Cuz why not)\n➜ Auto Joining/Leaving\n➜ Session Timeout after 60 seconds of inactivity.\n➜ Friendly and Clean UI\n\nCredits:\n➜ Thanks to @Cloud-Multiplayer for detection engine!\n➜ Thanks to @Sk0nk for intro and numbers!\n➜ Thanks to @StratfordJames for some art and shake script!\n➜ Thanks to @OverheatedStudios for death animation!\n➜ Thanks to @griffpatch for his tutorials!\n\n\nFamous Loves/Faves/Comments:\n@PrimeGuy_1001\n\nTesters:\n@Ultracool2708RBLX_8\n@PrimeGuy_1001 (Epec Gamr)\n\n\nI started working on this project on August 24th 2020 when this pandemic was a HUGE problem! I had made a lot of progress before I started getting less motivation to do this and got tired of working on this. I found this sitting at the bottom of my unshared projects so I decided to refresh it and revamp it before releasing it! Here it is!\n\nIf you read all this way then comment "We will beat this pandemic!"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags from the Yeeyeejuiceman\n#games #art #all 