Minecraft Platformer {ROOMS OF DOOM UPDATE} #Games
@Stage\n\nwhen flag clicked\nset [scene # v] to [0]\nswitch backdrop to (menu v)\n\nwhen I receive [start game v]\nset [scene # v] to [1]\nswitch backdrop to (main v)\n\nwhen flag clicked\nforever\n    if <(Scene #) = [0]> then\n        switch backdrop to (menu v)\n    end\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [10]> or <(Scene #) > [10]>> then\n    set [brightness v] effect to (-15)\n    switch backdrop to (dungeon room v)\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [10]> or <(Scene #) > [10]>>> then\n    switch backdrop to (main v)\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [ending v]\nswitch backdrop to (ending 1 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n    play sound [Pigstep v] until done\nend\n\nwhen I receive [ending 2 v]\nswitch backdrop to (ending 2 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n    play sound [Pigstep v] until done\nend\n\nwhen I receive [ending 3 v]\nswitch backdrop to (ending 3 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n    play sound [Pigstep v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nset [emeralds v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((Speed X) / (steps))\n    Check Touching Solid\n    if <(Touching) > [0]> then\n        set x to (Last Value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((Speed Y) / (steps))\n    Check Touching Solid\n    if <(Touching) > [0]> then\n        set y to (Last Value)\n        if <(Speed Y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\nwhen I receive [tick-player v]\nControls-Up/Down\nControls-Left/Right\nMove-in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\ndefine Controls-Up/Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n    if <(Falling) < [3]> then\n        set [speed y v] to (Jump Force)\n    end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls-Left/Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    point in direction (-90)\n    change [speed x v] by ((0) - (Acceleration))\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    point in direction (90)\n    change [speed x v] by (Acceleration)\nend\nset [speed x v] to ((Speed X) * (Resistance))\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-140) y: (-76)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick-Player v)\n    broadcast (Tick-Last v)\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n    Begin Scene # ((Scene #) + (1)) go  to x: [-235]\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((Scene #) + (-1)) go  to x: [235]\nend\n\ndefine Begin Scene # (scene #) go  to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collisions in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (direc)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direc)\nrepeat (80)\n    Check Touching Solid\n    if <(Touching) < [1]> then\n        point in direction (Temp)\n        stop [this script v]\n    end\n    move (Distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nFix Collisions in Direction []\n\nwhen I receive [start game v]\nshow\ngo to x: (-159) y: (-110)\npoint in direction (90)\n\nwhen I receive [touching lava v]\nstart sound [Take Damage v]\nforever\n    if <touching (lava v)?> then\n        go to x: (-195) y: (123)\n    end\nend\n\nwhen I receive [change scene v]\ngo to [front v] layer\n\nwhen [e v] key pressed\nif <touching (diamond sword v)?> then\n    broadcast (Diamond Sword v)\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [10]> then\n    set [jump force v] to [17]\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [10]>> then\n    set [jump force v] to [13]\nend\n\nwhen [e v] key pressed\nif <touching (key v)?> then\n    add [Key] to [the inventory v]\n    broadcast (KEy v)\nend\n\nwhen I receive [start game v]\ndelete all of [the inventory v]\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game loop v]\nforever\n    if <(direction) = [90]> then\n        broadcast (Attack Right v)\n    end\nend\n\nwhen I receive [game loop v]\nforever\n    if <(direction) = [-90]> then\n        broadcast (Attack Left v)\n    end\nend\n\nwhen flag clicked\nforever\n    broadcast (Game Loop v)\nend\n\nwhen [e v] key pressed\nswitch costume to (interact/attack v)\nwait (1) seconds\nswitch costume to (steve v)\n\nwhen I receive [change scene v]\nswitch costume to (steve v)\n\nwhen I receive [start game v]\nswitch costume to (steve v)\n\nwhen I receive [rewind v]\nif <(Scene #) = [1]> then\n    go to x: (-159) y: (-115)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [2]> then\n    go to x: (-194) y: (-116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [3]> then\n    go to x: (-205) y: (122)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [4]> then\n    go to x: (-193) y: (-75)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [5]> then\n    go to x: (-193) y: (121)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [6]> then\n    go to x: (-209) y: (-116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [7]> then\n    go to x: (-214) y: (-39)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [8]> then\n    go to x: (-201) y: (116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [9]> then\n    go to x: (-197) y: (117)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [10]> then\n    go to x: (-178) y: (-116)\nend\n\nforever\n    if <mouse down?> then\n        point towards (mouse-pointer v)\n    end\nend\n\nwhen [x v] key pressed\nif <(Scene #) > [1]> then\n    switch costume to (interact/attack v)\n    wait (0.2) seconds\n    switch costume to (steve v)\n    wait (0.1) seconds\nend\n\nwhen I receive [take damage v]\nstart sound [Take Damage v]\nchange [hp v] by (-1)\nmove (-60) steps\nchange y by (50)\n\nwhen I receive [start game v]\nshow\nset [emeralds v] to [0]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nwait (0.01) seconds\nset [hp v] to [5]\n\nwhen I receive [rewind v]\nif <(Scene #) = [11]> then\n    go to x: (-221) y: (-39)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [12]> then\n    go to x: (-220) y: (-36)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [13]> then\n    go to x: (-212) y: (70)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [14]> then\n    go to x: (-210) y: (-36)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [15]> then\n    go to x: (-212) y: (70)\nend\n\n@Villager\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [16]> or <(Scene #) = [17]>> then\n    show\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [17]> and <<(Emeralds) > [5]> or <(Emeralds) = [5]>>> then\n    say [Thank you for saving me! I'll sell you this Mending Book for 5 emeralds!] for (3) seconds\n    ask [Would you like to buy my Mending Book for 5 emeralds. \(Yes or No\)] and wait\n    broadcast (Ask v)\nend\n\nwhen I receive [ask v]\nif <(answer) = [Yes]> then\n    change [emeralds v] by (-5)\n    broadcast (MENDING BOOK! v)\n    wait (3) seconds\n    broadcast (Ending v)\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [16]> or <(Scene #) = [17]>>> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [16]> then\n    show\n    say [Do you have the Key to my cell?] for (3) seconds\n    ask [Do you have the key? \(Yes or No\)] and wait\n    broadcast (Ask for Key v)\nend\n\nwhen I receive [ask for key v]\nif <(answer) = [No]> then\n    broadcast (Jump Potion v)\n    say [Here, take this!] for (2) seconds\n    set [jump force v] to [20]\nend\n\nwhen I receive [ask for key v]\nif <<(answer) = [Yes]> and <[the inventory v] contains [Key]?>> then\n    set [scene # v] to [17]\n    broadcast (Change Scene v)\nend\n\nwhen I receive [ask for key v]\nif <<(answer) = [Yes]> and <not <[the inventory v] contains [Key]?>>> then\n    broadcast (Jump Potion v)\n    say [No you don't, here, take this!] for (3) seconds\n    set [jump force v] to [20]\nend\n\nwhen I receive [ask v]\nif <(answer) = [No]> then\n    say [That's fine. If you'd like to buy it at a different time that works too! Anyways thank you for saving me. Let's head back to the village and celebrate what a hero you are.] for (6) seconds\n    broadcast (Ending 2 v)\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change scene v]\nif <<(Scene #) = [17]> and <(Emeralds) < [5]>> then\n    say [Thank you for saving me! If you had 5 emeralds I would have sold you this Mending Book. Anyways, let's head back to the Village!] for (7) seconds\n    broadcast (Ending 3 v)\nend\n\n@Zombie Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [2]> or <<(Scene #) = [4]> or <<(Scene #) = [5]> or <<(Scene #) = [7]> or <(Scene #) = [9]>>>>> then\n    wait (0.01) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [9]> then\n    go to x: (132) y: (-113)\nend\nforever\n    point towards (player v)\nend\n\nwhen I start as a clone\nforever\n    if <<(direction) > [0]> or <(direction) = [180]>> then\n        change x by (1)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(direction) < [0]> or <(direction) = [0]>> then\n        change x by (-1)\n    end\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [2]> or <<(Scene #) = [4]> or <<(Scene #) = [5]> or <<(Scene #) = [7]> or <(Scene #) = [9]>>>>>> then\n    hide\n    repeat (3)\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [7]> then\n    go to x: (132) y: (-113)\nend\nforever\n    point towards (player v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [2]> then\n    go to x: (-74) y: (-113)\nend\nforever\n    point towards (player v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [4]> then\n    go to x: (-74) y: (-113)\nend\nforever\n    point towards (player v)\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [5]> then\n    go to x: (-110) y: (-113)\nend\nforever\n    point towards (player v)\nend\n\nwhen I start as a clone\nforever\n    if <touching (diamond sword attack v)?> then\n        start sound [Damage v]\n        change [dubloons v] by (5)\n        broadcast (+5 Dubloons v)\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (Take Damage v)\n        wait (4) seconds\n    end\nend\n\n@Merchant Villager\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [7]> then\n    switch costume to (normal v)\n    show\n    say [Hey, would you like to check out what I have in stock?] for (5) seconds\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [7]>> then\n    hide\nend\n\nwhen [e v] key pressed\nif <touching (player v)?> then\n    broadcast (Shop v)\nend\n\nwhen backdrop switches to [main v]\nforever\n    if <touching (player v)?> then\n        switch costume to (highlighted v)\n    end\nend\n\nwhen backdrop switches to [main v]\nforever\n    if <not <touching (player v)?>> then\n        switch costume to (normal v)\n    end\nend\n\n@Spike\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nstart sound [Open Shop v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [shop v]\nforever\n    if <key (p v) pressed?> then\n        hide\n        broadcast (Close Shop v)\n        play sound [Close Shop v] until done\n    end\nend\n\n@+1 HP\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (135) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (125) %\n    end\nend\n\nwhen this sprite clicked\nif <<<(Dubloons) > [10]> or <(Dubloons) = [10]>> and <(HP) < [6]>> then\n    change [dubloons v] by (-10)\n    change [hp v] by (1)\n    play sound [Gain v] until done\nend\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(HP) = [6]> then\n    say [You have the maximum amount of hearts!] for (3) seconds\nend\n\n@+10 Arrows\n\nwhen flag clicked\nhide\nset [arrows v] to [0]\n\nwhen I receive [start game v]\nhide\nset [arrows v] to [0]\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (135) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (125) %\n    end\nend\n\nwhen this sprite clicked\nif <<(Dubloons) > [20]> or <(Dubloons) = [20]>> then\n    play sound [pop v] until done\n    change [arrows v] by (10)\nend\n\nwhen I receive [close shop v]\nhide\n\n@Swiftness Potion Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (135) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (125) %\n    end\nend\n\nwhen this sprite clicked\nif <<(Dubloons) > [40]> or <(Dubloons) = [40]>> then\n    change [dubloons v] by (-40)\n    play sound [Potion Drink v] until done\n    set [acceleration v] to [2.5]\nend\n\nwhen I receive [close shop v]\nhide\n\n@Dubloon Amount\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\nhide\nhide variable [dubloons v]\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nshow variable [dubloons v]\n\n@Upside Down Spike\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Diamond Sword Attack\n\nwhen flag clicked\nhide\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (player v)\nchange x by (-41)\nchange y by (-5)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (player v)\nchange x by (41)\nchange y by (-5)\n\nwhen I receive [game loop v]\nforever\n    wait until <not <key (x v) pressed?>>\n    wait until <key (x v) pressed?>\n    show\n    start sound [Attack sound v]\n    wait (0.2) seconds\n    hide\n    wait (0.1) seconds\nend\n\nwhen I receive [hide all v]\nforever\n    hide\n    stop [other scripts in sprite v]\nend\n\n@Bow\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (player v)\nchange x by (-20)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (player v)\nchange x by (20)\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\nforever\n    wait until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n    wait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n    broadcast (Fire Arrow v)\n    show\n    start sound [Bow v]\n    wait (0.2) seconds\n    hide\n    wait (0.1) seconds\nend\n\nwhen I receive [hide all v]\nforever\n    hide\n    stop [other scripts in sprite v]\nend\n\n@Arrow\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (bow v)\nchange x by (-35)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (bow v)\nchange x by (3)\n\nwhen flag clicked\nhide\n\nwhen I receive [fire arrow v]\nshow\nhide\nforever\n    move (1) steps\nend\n\nwhen I receive [game loop v]\nforever\n    if <<touching (level v)?> or <touching (_edge_ v)?>> then\n        broadcast (Reset v)\n    end\nend\n\nwhen I receive [reset v]\nhide\ngo to (bow v)\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [start game v]\nswitch costume to (scene1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [hide all v]\nhide variable [scene # v]\nhide variable [emeralds v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change scene v]\nif <(Scene #) = [17]> then\n    switch costume to (scene17 v)\nend\n\n@Stone Brick\n\n@Grass\n\n@Arrows Amount\n\nwhen flag clicked\nhide\nhide variable [arrows v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [start game v]\nshow\nshow variable [arrows v]\n\nwhen I receive [hide all v]\nhide variable [arrows v]\nhide\n\n@Emeralds\n\nwhen flag clicked\nhide\nhide variable [emeralds v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [start game v]\nshow\nshow variable [emeralds v]\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Rewind\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Rewind v)\nplay sound [rewind v] until done\n\nwhen I receive [change scene v]\nif <<(Scene #) = [16]> or <(Scene #) = [17]>> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) > [0]> and <(Scene #) < [16]>> then\n    show\nend\n\nwhen I receive [start game v]\nforever\n    if <<<key (r v) pressed?> and <(Scene #) > [0]>> and <(Scene #) < [16]>> then\n        broadcast (Rewind v)\n        play sound [rewind v] until done\n    end\nend\n\n@Emerald\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [3]> and <(Emeralds) < [2]>> then\n    go to x: (-59) y: (16)\n    switch costume to (green v)\n    show\nend\n\nwhen I receive [change scene v]\nforever\n    if <touching (player v)?> then\n        change [emeralds v] by (1)\n        wait (0.001) seconds\n        hide\n        play sound [Minecraft Pop v] until done\n    end\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [3]> or <<(Scene #) = [5]> or <<(Scene #) = [8]> or <(Scene #) = [9]>>>>> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [8]> and <(Emeralds) < [4]>> then\n    show\n    switch costume to (red v)\n    go to x: (-165) y: (-35)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (185) y: (-72)\nswitch costume to (purple v)\nforever\n    if <touching (player v)?> then\n        change [emeralds v] by (1)\n        wait (0.001) seconds\n        start sound [Minecraft Pop v]\n        delete this clone\n    end\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [5]> and <(Emeralds) < [3]>> then\n    go to x: (2) y: (-73)\n    switch costume to (blue v)\n    show\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [9]> and <(Emeralds) < [5]>> then\n    show\n    go to x: (182) y: (43)\n    switch costume to (orange v)\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nhide\n\n@Timer\n\nwhen flag clicked\nhide\nhide variable [scene # v]\n\nwhen I receive [start game v]\nshow\nshow variable [scene # v]\n\nwhen I receive [start game v]\nshow variable [timer v]\nrepeat until <<<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>> or <(backdrop [number v]) = [9]>>\n    go to [front v] layer\n    wait (1) seconds\n    change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\n\n@Start\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (115) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (110) %\n    end\nend\n\n@Controls \n\nwhen this sprite clicked\ngo to [back v] layer\nbroadcast (Open Controls v)\nset size to (90) %\nwait (0.05) seconds\nset size to (100) %\n\nwhen flag clicked\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (115) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (110) %\n    end\nend\n\n@Controls Menu\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start game v]\nhide\n\nwhen [p v] key pressed\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [open controls v]\nshow\nchange [ghost v] effect by (2)\n\n@Sarcophogus\n\nwhen flag clicked\nchange [brightness v] effect by (-10)\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) > [1]> then\n    hide\nend\n\nwhen I receive [start game v]\nshow\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <<(Scene #) = [3]> or <(Scene #) = [8]>> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        change [hp v] by (-1)\n        broadcast (Touching Lava v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <<(Scene #) = [3]> or <(Scene #) = [8]>>> then\n        hide\n    end\nend\n\n@HP\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [hp v] to [5]\nforever\n    go to (player v)\n    change x by ()\n    change y by (35)\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [5]> then\n        switch costume to (5 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [4]> then\n        switch costume to (4 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [3]> then\n        switch costume to (3 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [2]> then\n        switch costume to (2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [1]> then\n        switch costume to (1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) = [0]> then\n        broadcast (Start Game v)\n    end\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n    if <(HP) = [6]> then\n        switch costume to (6 v)\n    end\nend\n\n@Diamond Sword\n\nwhen I receive [diamond sword v]\n\nswitch costume to (without sword v)\n\nwhen flag clicked\nswitch costume to (with sword v)\nhide\n\nwhen I receive [change scene v]\n\nif <(Scene #) = [5]> then\n    show\n    go to [back v] layer\nend\n\nwhen I receive [change scene v]\n\nif <not <(Scene #) = [5]>> then\n    hide\nend\n\n@Sign\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [9]> then\n    go to [back v] layer\n    show\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [9]>> then\n    hide\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Geographical Sign\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [1]>> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n    show\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I receive [start game v]\nshow\n\n@Gate\n\nwhen flag clicked\nhide\n\n@LVL #\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie HP\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [10]> then\n        switch costume to (10 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [9]> then\n        switch costume to (9 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [8]> then\n        switch costume to (8 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [7]> then\n        switch costume to (7 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [6]> then\n        switch costume to (6 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [5]> then\n        switch costume to (5 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [4]> then\n        switch costume to (4 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [3]> then\n        switch costume to (3 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [2]> then\n        switch costume to (2 v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(Zombie HP) = [1]> then\n        switch costume to (1 v)\n    end\nend\n\nwhen flag clicked\nhide\nset [zombie hp v] to [10]\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n    go to [back v] layer\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n    show\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [1]>> then\n    hide\nend\n\nwhen I receive [key v]\nrepeat until <(HP) = [0]>\n    hide\nend\nstop [this script v]\n\nwhen I receive [start game v]\nwait (0.01) seconds\nshow\n\n@Pop-Up Notifaction\n\nwhen I receive [key v]\nshow\nswitch costume to (key v)\nplay sound [KEY v] until done\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\nend\n\nwhen I receive [jump potion v]\nstart sound [JUMP POTION v]\nshow\nswitch costume to (jump potion v)\nwait (3) seconds\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [mending book! v]\nstart sound [Mending Book v]\nshow\nswitch costume to (mending book v)\nwait (3) seconds\nhide\n\n@Heart Icon\n\n@Favorite Icon\n\n@Swiftness Potion\n\n@+5 Dubloons\n\nwhen flag clicked\nhide\nhide variable [dubloons v]\n\nwhen I receive [+5 dubloons v]\nshow\nplay sound [Minecraft Dungeons v] until done\nwait (1) seconds\nhide\n\nwhen I receive [start game v]\nhide\nhide variable [dubloons v]\nset [dubloons v] to [0]\n\n@Thumbnail-Battle Update\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nforever\n    go to [front v] layer\nend\n\n
*NEW UPDATE!!! The Rooms of Doom Update is here!*\n\nTry out my new game!\nHere it is! https://scratch.mit.edu/projects/824557011\n\nI am going to gradually add more to The Rooms of Doom Update!\n\nIf you get stuck inside of the level press the button in the  top left to reset your location!\n\n*What I've Done*\nFixed Bugs\nAdded Rewind Button\nAdded Arrow Keys\nAdded the Sword\nAdded the Bow\nAdded Interact Animation\nReplaced Sounds\nChanged Controls Menu\nMOBS/Enemies\nMore Levels\n\n*What's to Come*\nMusic\nEven More Levels\nMore Story/Lore\nMobile Friendly\n\n*A Boss Fight will be added soon, I just don't know how to code one yet!*\n\nControls are in the game!!!!\n\nPlease consider liking and favoriting because this game took me a while to make.\n\nTry speedrunning this game! I put certain skips and tactics in the game on purpose. Share your time in the comments and check out some other games I've made.\n\nCredits to...\n-Ash Games because I used his tags for this project.\nGriffpatch because his tutorials were great!\nAnd Mojang for making Minecraft the game it is today.\n\nTags here (ignore)\n#projects #all #games #game #animations #art #music #stories #all #games #game #animations #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #all #games #game #animations #art #music #stories #bigprojects #fungame #tutorials #scratch #trending #popular #projects #all \n\nShout-Out!\n\nShout-out to @coolpro56 \nCheck out his new game! https://scratch.mit.edu/projects/826726565\n\nIf you'd like to get a shoutout on your game, make sure to be followed to me