Squares and Circles - A Non Generic Platformer - v1.3
@Stage\n\ndefine Intro\nset volume to (100) %\nstart sound [Alan Walker - Faded v]\nbroadcast (Story v)\nswitch backdrop to (background2 v)\nwait (3) seconds\nrepeat (9)\n    Next\nend\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nrepeat (10)\n    change volume by (-10)\nend\nswitch backdrop to (background v)\nrepeat (25)\n    change [ghost v] effect by (-4)\n    change [brightness v] effect by (-4)\nend\nwait (1) seconds\nstop all sounds\nset [color v] effect to (0)\nclear graphic effects\nbroadcast (Beg Menu v)\nclear graphic effects\nclear graphic effects\n\nswitch backdrop to (thumbnail v)\n\nwhen I receive [intro out v]\nswitch backdrop to (background2 v)\nset [music? v] to [1]\nIntro\n\ndefine Next\nrepeat (25)\n    change [brightness v] effect by (-4)\nend\nnext backdrop\nrepeat (25)\n    change [brightness v] effect by (4)\nend\nwait (3) seconds\n\nwait (1.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\n\nwhen I receive [start v]\nforever\n    if <(LEVEL type) = [2]> then\n        switch backdrop to (background cave v)\n    else\n        switch backdrop to (background v)\n    end\nend\n\nwhen I receive [skip story v]\nstop [other scripts in sprite v]\nswitch backdrop to (background v)\nclear graphic effects\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (25)\n    change [ghost v] effect by (-4)\n    change [brightness v] effect by (-4)\nend\nwait (1) seconds\nstop all sounds\nset [color v] effect to (0)\nbroadcast (Beg Menu v)\nstop [this script v]\n\n@Blank\n\n@Player\n\nwhen I receive [question v]\nset [answer v] to []\nset [answerlenght v] to ((length of (answer)) - (1))\nrepeat until <(AnswerLenght) = [-1]>\n    set [answer v] to (join (Answer) (letter ((length of (answer)) - (AnswerLenght)) of (answer)))\n    change [answerlenght v] by (-1)\n    say (Answer)\n    start sound [text v]\n    set volume to (100) %\n    if <not <(letter ((length of (answer)) - (AnswerLenght)) of (answer)) = [ ]>> then\n        wait (0.03) seconds\n    end\nend\nwait (2) seconds\nsay []\nset [who's talking? v] to [1]\n\ndefine Say (text) wait (delay) seconds\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <(textlenght) = [-1]>\n    if <(Menu?) = [0]> then\n        set [text v] to (join (Text) (letter ((length of (text)) - (textlenght)) of (text)))\n        change [textlenght v] by (-1)\n        say (Text)\n        start sound [text v]\n        if <not <(letter ((length of (text)) - (textlenght)) of (text)) = [ ]>> then\n            wait (delay) seconds\n        end\n    else\n        say []\n    end\nend\nwait (1) seconds\nsay []\n\ndefine Gravity\nforever\n    if <(Respawning?) = [0]> then\n        if <(Stop?) = [0]> then\n            if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Tapping Right) = [1]>> then\n                change [xs v] by (0.8)\n                point in direction (90)\n            end\n            if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Tapping Left) = [1]>> then\n                change [xs v] by (-0.8)\n                point in direction (-90)\n            end\n            set [xs v] to ((Xs) * (0.9))\n            change x by (Xs)\n            if <touching (level hitbox v)?> then\n                change y by (1)\n                if <touching (level hitbox v)?> then\n                    change y by (1)\n                    if <touching (level hitbox v)?> then\n                        change y by (1)\n                        if <touching (level hitbox v)?> then\n                            change y by (1)\n                            if <touching (level hitbox v)?> then\n                                change y by (1)\n                                if <touching (level hitbox v)?> then\n                                    change x by ((Xs) * (-1))\n                                    change y by (-5)\n                                    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Tapping Up) = [1]>> then\n                                        if <(Xs) < [0]> then\n                                            set [xs v] to [5]\n                                        else\n                                            set [xs v] to [-5]\n                                        end\n                                        set [ys v] to [10]\n                                    else\n                                        set [ys v] to [0]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n            change [ys v] by (-1)\n            change y by (Ys)\n            if <touching (level hitbox v)?> then\n                change y by ((Ys) * (-1))\n                set [ys v] to [0]\n            end\n            change y by (-1)\n            if <touching (level hitbox v)?> then\n                if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Tapping Up) = [1]>> then\n                    set [ys v] to [13]\n                end\n            end\n            change y by (1)\n            if <touching (bouncepad v)?> then\n                set [ys v] to [20]\n                start sound [Boop Bing Bop v]\n            end\n            if <touching (anti-bouncepads v)?> then\n                set [ys v] to [-20]\n                start sound [Boop Bing Bop v]\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nGravity\n\nwhen I receive [next level v]\nset [changing level? v] to [1]\nset [respawning? v] to [1]\nset [xs v] to [0]\nset [ys v] to [0]\nset [pl b/s? v] to [1]\nset [ghost v] effect to (100)\nrepeat (10)\n    go to x: (-220) y: (-90)\n    change [ghost v] effect by (-10)\n    wait (0.01) seconds\nend\n\nwhen I receive [start v]\nforever\n    if <<<touching (level death hitbox v)?> or <touching (level death hitbox2 v)?>> or <touching (down death v)?>> then\n        set [pl b/s? v] to [1]\n        set [dying? v] to [1]\n        set [stop? v] to [1]\n        broadcast (Ketchup v)\n        wait (1) seconds\n        Death Animation\n        broadcast (Die v)\n        set [dying? v] to [0]\n        change [times died v] by (1)\n    end\nend\n\nwhen I receive [die v]\nif <(_LEVEL) = [20]> then\n    Smooth Respawn at [-200] [139]\nelse\n    if <(_LEVEL) = [12]> then\n        Smooth Respawn at [-220] [-50]\n    else\n        Smooth Respawn at [-220] [-70]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reject v]\nif <<(direction) > [0]> and <(direction) < [180]>> then\n    set [xs v] to [-25]\nelse\n    set [xs v] to [25]\nend\n\nwhen I receive [next level v]\nset [xs v] to [0]\nset [ys v] to [0]\n\nwhen I receive [set x, y pl v]\n\nset [stop? v] to [1]\nwait (0.5) seconds\nset [stop? v] to [0]\nset [pl set x v] to (x position)\nset [pl set y v] to (y position)\n\ndefine Setup\nswitch costume to (player normal v)\nhide variable [☁ highscore v]\nhide variable [actual timer v]\nset [skin shop? v] to [0]\nset [times arrows shot v] to [0]\nset [menu? v] to [0]\nset [times sword swang v] to [0]\nset [total circles defeated v] to [0]\nset [stop? v] to [0]\nset [respawning? v] to [1]\nset [_level v] to [0]\nset [changing costumes s? v] to [0]\nset [changing level? v] to [0]\nset [collected? v] to [0]\nset rotation style [left-right v]\ngo to x: (-220) y: (-60)\ngo to [back v] layer\nset size to (110) %\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo [backward v] (2) layers\nrepeat (25)\n    change [ghost v] effect by (-4)\n    wait (0.01) seconds\nend\nset [respawning? v] to [0]\nreset timer\nbroadcast (Instructions v)\n\nwhen I receive [start v]\nSetup\n\nwhen I receive [end v]\nset [actual timer v] to (timer)\nif <(Actual timer) < (☁ Highscore)> then\n    set [☁ highscore v] to (Actual timer)\n    broadcast (New Best v)\nend\n\nwhen I receive [stop v]\nset [stop? v] to [1]\nset [menu? v] to [1]\nwait until <<(Skin shop?) = [0]> and <(Menu?) = [0]>>\nset [stop? v] to [0]\n\nwhen I receive [stop v]\ngo [backward v] (1) layers\nshow variable [☁ highscore v]\nset [timer stop v] to (Actual timer)\nshow variable [actual timer v]\nwait until <<(Menu?) = [0]> or <(Skin shop?) = [1]>>\nhide variable [☁ highscore v]\nhide variable [actual timer v]\n\nwhen flag clicked\nhide variable [volume v]\nhide variable [☁ highscore v]\nhide variable [actual timer v]\nforever\n    set [actual timer v] to (timer)\nend\n\nwhen I receive [start v]\nset size to (130) %\ngo to [back v] layer\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n    set volume to (Volume) %\nend\n\nforever\n    wait (5) seconds\n    next costume\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nwait (1) seconds\nclear graphic effects\n\nwhen I receive [start v]\nforever\n    switch costume to (join [Player ] (Actual Skin))\nend\n\nwhen I receive [next level v]\nwait (1.5) seconds\nif <(_LEVEL) = [1]> then\n\ndefine Smooth Respawn at (x) (y)\nset [pl b/s? v] to [1]\nset [stop? v] to [1]\nset [respawning? v] to [1]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <touching (level hitbox v)?> then\n    repeat until <not <touching (level hitbox v)?>>\n        change y by (1)\n    end\nelse\n    repeat until <touching (level hitbox v)?>\n        change y by (-1)\n    end\n    change y by (1)\nend\nshow\nset [whirl v] effect to (50)\nset size to (170) %\nrepeat (20)\n    point in direction (90)\n    change size by (-2)\n    change [ghost v] effect by (-5)\n    change [whirl v] effect by (-2)\nend\nset [stop? v] to [0]\nset [respawning? v] to [0]\nset [xs v] to [0]\nset [ys v] to [0]\nset [respawning? v] to [0]\nclear graphic effects\n\nwhen I receive [next level v]\nchange [_level v] by (1)\ngo to x: (-220) y: (-70)\nwait (0.5) seconds\nif <(_LEVEL) = [20]> then\n    Smooth Respawn at [-200] [139]\nelse\n    if <(_LEVEL) = [12]> then\n        Smooth Respawn at [-220] [-50]\n    else\n        Smooth Respawn at [-220] [-70]\n    end\nend\n\ndefine Death Animation\nset size to (130) %\nset [ghost v] effect to (0)\nset rotation style [all around v]\nrepeat (18)\n    turn left (6) degrees\n    change y by (5)\n    change size by (3)\n    change [ghost v] effect by (8)\nend\nhide\nclear graphic effects\nset rotation style [left-right v]\n\nwhen I receive [start v]\nforever\n    if <<<(Pl B/s?) = [2]> and <(Respawning?) = [0]>> and <(Dying?) = [0]>> then\n        set size to (90) %\n    else\n        if <<(Respawning?) = [0]> and <(Dying?) = [0]>> then\n            set size to (130) %\n        end\n    end\nend\n\nwhen I receive [pay attention to the npc v]\nset [stop? v] to [1]\nset [npc t? v] to [1]\nwait until <(NPC T?) = [0]>\nset [stop? v] to [0]\n\nset [menu? v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nset [_level v] to [0]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [start v]\nforever\n    if <(_LEVEL) = [8]> then\n        if <(NPC T?) = [1]> then\n            point towards (npc v)\n            Smooth Glide To X: (-45) Y: (-85) at Speed: (10)\n        end\n    end\nend\n\nwhen I receive [hey, whre do you go? v]\nset [stop? v] to [1]\n\nGravity\n\nwhen I receive [start v]\nset [^talkingnpc? v] to [0]\nforever\n    if <(^TalkingNPC?) = [1]> then\n        set [stop? v] to [1]\n    end\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nset [dying? v] to [0]\n\ngo to x: (-220) y: (152)\n\nwhen flag clicked\nset [☁ who viewed it v] to (pick random (1) to (10))\n\nwhen I receive [end v]\nset [☁ who have beaten it v] to (pick random (1) to (10))\n\n@Player Effects\n\nwhen I start as a clone\ngo to (player v)\nset size to ([size v] of [player v]) %\ngo to [back v] layer\nshow\nswitch costume to (clone v)\nrepeat (100)\n    change size by (-6)\n    change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset size to (120) %\n\nwhen I receive [start v]\nforever\n    if <<(Changing Level?) = [0]> and <(Respawning?) = [0]>> then\n        create clone of (_myself_ v)\n        wait (0) seconds\n    end\nend\n\nwhen I start as a clone\nif <(Changing Level?) = [1]> then\n    hide\nend\n\nwhen I start as a clone\nif <(Respawning?) = [1]> then\n    hide\nend\n\nwhen I start as a clone\nif <(Stop?) = [1]> then\n    hide\nend\n\n@Circles\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen I start as a clone\n\ndefine Just forget me... (-_-)\n\nwhen I start as a clone\n\nwait (1) seconds\n\nset [respawning? v] to [0]\n\nwhen I receive [next level v]\nwait (1) seconds\nset [defeated? v] to [0]\nif <[levels with enemies v] contains (_LEVEL)?> then\n    show\nelse\n    hide\nend\nswitch costume to (circle v)\nwait until <(Changing Level?) = [0]>\nswitch costume to (circle v)\nif <(_LEVEL) = [7]> then\n    show\n    go to x: (100) y: (-114)\nelse\n    if <(_LEVEL) = [4]> then\n        show\n        go to x: (100) y: (-75)\n    else\n        if <(_LEVEL) = [5]> then\n            show\n            go to x: (125) y: (-114)\n        else\n            if <(_LEVEL) = [11]> then\n                show\n                go to x: (-48) y: (40)\n            else\n                if <(_LEVEL) = [16]> then\n                    show\n                    go to x: (177) y: (-76)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nswitch costume to (circle v)\nforever\n    if  then\n        broadcast (Set x, y Pl v)\n        start sound [Crunch v]\n        switch costume to (circle defeated v)\n        set [defeated? v] to [1]\n        wait (1) seconds\n        Smooth Glide To X: (x position) Y: ((y position) + (50)) at Speed: (2)\n        go to [back v] layer\n        Smooth Glide To X: (x position) Y: (-180) at Speed: (2)\n        hide\n        change [total circles defeated v] by (1)\n        delete this clone\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n        broadcast (Die v)\n    end\nend\n\nwhen I receive [start v]\ndelete all of [levels with enemies v]\nadd [4] to [levels with enemies v]\nadd [5] to [levels with enemies v]\nadd [11] to [levels with enemies v]\nadd [16] to [levels with enemies v]\nwait (1) seconds\nset [enemy speed v] to [4]\nset [enemy x v] to [0]\nset [enemy y v] to [0]\nswitch costume to (circle v)\nset size to (100) %\nforever\n    if <[levels with enemies v] contains (_LEVEL)?> then\n        if <(Changing Level?) = [0]> then\n            if <(Respawning?) = [0]> then\n                if <(Defeated?) = [0]> then\n                    if <(Stop?) = [0]> then\n                        set rotation style [left-right v]\n                        change [enemy y v] by (-1)\n                        if <([x position v] of [player v]) < ((x position) - (10))> then\n                            change [enemy x v] by ((0) - ((Enemy Speed) / (10)))\n                            point in direction (-90)\n                        end\n                        if <((x position) - (10)) < ([x position v] of [player v])> then\n                            change [enemy x v] by ((Enemy Speed) / (10))\n                            point in direction (90)\n                        end\n                        set [enemy x v] to ((Enemy X) * (0.9))\n                        change x by (Enemy X)\n                        if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n                            change y by (1)\n                        end\n                        if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n                            change y by (1)\n                        end\n                        if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n                            change y by (1)\n                        end\n                        if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n                            change y by (-4)\n                            change x by ((Enemy X) * (-1))\n                            if <(y position) < ([y position v] of [player v])> then\n                                set [enemy y v] to [15]\n                                if <([abs v] of ([xs v] of [player v]) ) = ([xs v] of [player v])> then\n                                    set [enemy y v] to [15]\n                                else\n                                    set [enemy y v] to [-10]\n                                end\n                            else\n                                set [enemy y v] to [0]\n                            end\n                        end\n                        change y by (Enemy Y)\n                        if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n                            change y by ((Enemy Y) - ((Enemy Y) * (2)))\n                            set [enemy y v] to [0]\n                        end\n                        change y by (-1)\n                        if <<(y position) < ([y position v] of [player v])> and <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>>> then\n                            set [enemy y v] to [15]\n                        end\n                        change y by (1)\n                        if <touching (bouncepad v)?> then\n                            set [enemy y v] to [20]\n                            broadcast (Bounce v)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if on edge, bounce\nend\n\nwhen I receive [start v]\nset [defeated? v] to [0]\nswitch costume to (circle v)\nforever\n    if  then\n        broadcast (Arrow stop v)\n        start sound [Crunch v]\n        switch costume to (circle defeated v)\n        set [defeated? v] to [1]\n        wait (1) seconds\n        Smooth Glide To X: (x position) Y: ((y position) + (50)) at Speed: (5)\n        go to [back v] layer\n        Smooth Glide To X: (x position) Y: (-180) at Speed: (5)\n        hide\n        change [total circles defeated v] by (1)\n        delete this clone\n    end\nend\n\nwhen I receive [die v]\nif <(Defeated?) = [0]> then\n    switch costume to (circle v)\n    if <(_LEVEL) = [7]> then\n        show\n        Smooth Glide To X: (100) Y: (-114) at Speed: (10)\n    else\n        if <(_LEVEL) = [4]> then\n            show\n            Smooth Glide To X: (100) Y: (-75) at Speed: (10)\n        else\n            if <(_LEVEL) = [5]> then\n                show\n                Smooth Glide To X: (125) Y: (-115) at Speed: (10)\n            else\n                if <(_LEVEL) = [11]> then\n                    show\n                    Smooth Glide To X: (-48) Y: (40) at Speed: (10)\n                else\n                    if <(_LEVEL) = [16]> then\n                        show\n                        Smooth Glide To X: (177) Y: (-76) at Speed: (10)\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [npc t? v] to [0]\nshow\ngo to [front v] layer\nswitch costume to (level0 v)\nforever\n    if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n        go to [front v] layer\n        go [backward v] (40) layers\n    else\n        go to [back v] layer\n    end\nend\n\nwhen I receive [start v]\nforever\n    switch costume to (join [Level] (_LEVEL))\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\n\nwhen I receive [start v]\nforever\n    show\n    go to x: (0) y: (0)\nend\n\nwhen I receive [loved v]\n\nrepeat (150)\n    go to [back v] layer\n    go [forward v] (1) layers\nend\ngo to [front v] layer\n\nwhen I receive [faved v]\n\nrepeat (150)\n    go to [back v] layer\n    go [forward v] (1) layers\nend\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n    if <<(_LEVEL) > [-1]> and <(_LEVEL) < [10]>> then\n        set [level type v] to [1]\n    else\n        if <<(_LEVEL) > [9]> and <(_LEVEL) < [14]>> then\n            set [level type v] to [2]\n        else\n            if <<(_LEVEL) > [14]> and <(_LEVEL) < [20]>> then\n                set [level type v] to [3]\n            else\n                if <<(_LEVEL) > [21]> and <(_LEVEL) < [25]>> then\n                    set [level type v] to [Relax]\n                    broadcast (Relax v)\n                    broadcast (End v)\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\n@Level hitbox\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    show\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [start v]\nforever\n    show\n    switch costume to (join [Level] (_LEVEL))\nend\n\n@Level Death hitbox\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    show\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nforever\n    show\n    switch costume to (join [Level] (_LEVEL))\nend\n\n@Level Death hitbox2\n\nwhen flag clicked\nhide\nset [l13 v] to [5]\ndelete all of [levels with saws v]\ndelete all of [l13 s id v]\nadd [2] to [levels with saws v]\nadd [3] to [levels with saws v]\nadd [14] to [levels with saws v]\nadd [4] to [levels with saws v]\nadd [8] to [levels with saws v]\nadd [10] to [levels with saws v]\nrepeat (10)\n    add (L13) to [l13 s id v]\n    change [l13 v] by (1)\nend\nforever\n    go to [back v] layer\n    go [forward v] (20) layers\nend\n\ndefine Go to x (x) y (y) size (size)\nshow\ngo to x: (x) y: (y)\nswitch costume to (size)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n    forever\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (100)))\n    end\nelse\n    forever\n        point in direction ((-90) + (([cos v] of (((timer) - (2)) * (150)) ) * (100)))\n    end\nend\n\nturn right (12) degrees\n\nwait (0) seconds\n\nturn left (12) degrees\nwait (0) seconds\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [2]> then\n    Create [1] saws\nelse\n    if <(_LEVEL) = [3]> then\n        Create [6] saws\n    else\n        if <(_LEVEL) = [14]> then\n            Create [20] saws\n        else\n            if <(_LEVEL) = [4]> then\n                Create [1] saws\n            else\n                if <(_LEVEL) = [10]> then\n                    Create [1] saws\n                else\n                    if <(_LEVEL) = [18]> then\n                        Create [10] saws\n                    else\n                        if <(_LEVEL) = [20]> then\n                            Create [20] saws\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [3]> then\n    if <(ID) = [1]> then\n        Go to x [-101] y [88] size [Small]\n    else\n        if <(ID) = [2]> then\n            Go to x [127] y [-86] size [Big]\n        else\n            if <(ID) = [3]> then\n                Go to x [230] y [162] size [Small]\n            else\n                if <(ID) = [4]> then\n                    Go to x [230] y [114] size [Small]\n                else\n                    if <(ID) = [5]> then\n                        Go to x [230] y [67] size [Small]\n                    else\n                        if <(ID) = [6]> then\n                            Go to x [230] y [14] size [Small]\n                        else\n                            hide\n                        end\n                    end\n                    hide\n                    hide\n                end\n            end\n            hide\n        end\n    end\nelse\n    if <(_LEVEL) = [2]> then\n        if <(ID) = [1]> then\n            Go to x [170] y [-50] size [Giant]\n        else\n            hide\n        end\n    else\n        if <(_LEVEL) = [14]> then\n            if <(ID) = [1]> then\n                Go to x [-227] y [-25] size [Small]\n            else\n                if <(ID) = [2]> then\n                    Go to x [-227] y [25] size [Small]\n                else\n                    if <(ID) = [3]> then\n                        Go to x [-227] y [75] size [Small]\n                    else\n                        if <(ID) = [4]> then\n                            Go to x [-227] y [175] size [Giant]\n                        else\n                            if <[l13 s id v] contains (ID)?> then\n                                Go to x ((-350) + ((50) * (ID))) y [180] size [Small]\n                            else\n                                if <(ID) = [15]> then\n                                    Go to x [-42] y [-84] size [Medium]\n                                else\n                                    if <(ID) = [16]> then\n                                        Go to x [-42] y [-15] size [Medium]\n                                    else\n                                        if <(ID) = [17]> then\n                                            Go to x [-42] y [60] size [Small]\n                                        else\n                                            if <(ID) = [18]> then\n                                                Go to x [150] y [-84] size [Medium]\n                                            else\n                                                if <(ID) = [19]> then\n                                                    Go to x [150] y [-15] size [Medium]\n                                                else\n                                                    if <(ID) = [20]> then\n                                                        Go to x [150] y [60] size [Small]\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                                hide\n                            end\n                        end\n                    end\n                end\n            end\n        else\n            if <(_LEVEL) = [4]> then\n                if <(ID) = [1]> then\n                    Go to x [19] y [-84] size [Medium]\n                else\n                    hide\n                end\n            else\n                if <(_LEVEL) = [8]> then\n                    if <(ID) = [1]> then\n                        Go to x [19] y [-84] size [Medium]\n                    else\n                        hide\n                    end\n                else\n                    if <(_LEVEL) = [10]> then\n                        if <(ID) = [1]> then\n                            Go to x [0] y [-84] size [Medium]\n                        else\n                            hide\n                        end\n                    else\n                        if <(_LEVEL) = [18]> then\n                            if <(ID) = [1]> then\n                                Go to x [-149] y [94] size [Small]\n                            else\n                                if <(ID) = [2]> then\n                                    Go to x [-5] y [115] size [Medium]\n                                else\n                                    if <(ID) = [3]> then\n                                        Go to x [-40] y [-131] size [Giant]\n                                    else\n                                        if <(ID) = [4]> then\n                                            Go to x [150] y [131] size [Small]\n                                        else\n                                            if <<<(ID) = [5]> or <<(ID) = [6]> or <(ID) = [7]>>> or <<(ID) = [8]> or <(ID) = [9]>>> then\n                                                Go to x [247] y ((152) - (((ID) - (5)) * (60))) size [Small]\n                                            else\n                                                if <(ID) = [10]> then\n                                                    Go to x [-40] y [11] size [Big]\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        else\n                            if <<<(ID) = [1]> or <(ID) = [2]>> or <<(ID) = [3]> or <<(ID) = [5]> or <(ID) = [4]>>>> then\n                                Go to x ((-100) + ((70) * (ID))) y [171] size [Medium]\n                            else\n                                if <(ID) = [6]> then\n                                    Go to x [-50] y [98] size [Small]\n                                else\n                                    if <(ID) = [7]> then\n                                        Go to x [-50] y [48] size [Small]\n                                    else\n                                        if <(ID) = [8]> then\n                                            Go to x [-50] y [-12] size [Big]\n                                        else\n                                            if <(ID) = [9]> then\n                                                Go to x [-163] y [-12] size [Small]\n                                            else\n                                                if <(ID) = [10]> then\n                                                    hide\n                                                else\n                                                    if <(ID) = [11]> then\n                                                        Go to x [90] y [-171] size [Big]\n                                                    else\n                                                        if <(ID) = [12]> then\n                                                            Go to x [90] y [-70] size [Medium]\n                                                        else\n                                                            if <(ID) = [13]> then\n                                                                Go to x [90] y [0] size [Small]\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nhide\n\ndefine Create (number) saws\nset [id v] to [0]\nrepeat (number)\n    change [id v] by (1)\n    create clone of (_myself_ v)\nend\n\nset [_level v] to [13]\n\nif <[levels with saws v] contains (_LEVEL)?> then\n\nnext costume\n\nif <[l13 s id v] contains (ID)?> then\n    Go to x ((-350) + ((50) * (ID))) y [180] size [Small]\nend\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n    if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n        go to [back v] layer\n        go [forward v] (16) layers\n    else\n        go to [back v] layer\n    end\nend\n\ngo [forward v] () layers\n\nwhen I receive [start v]\nforever\n    switch costume to (join [Level] (_LEVEL))\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (20)\nforever\n    show\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n    if <(_LEVEL) = [8]> then\n        set [ghost v] effect to (10)\n    else\n        set [ghost v] effect to (20)\n    end\nend\n\nset [ghost v] effect to (10)\n\n@Size changers\n\nwhen flag clicked\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [pl b/s? v] to [1]\nforever\n\nhide\n\ndefine Go to x (x) y (y)\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [5]> then\n    Create [1] sizers\nelse\n    if <(_LEVEL) = [7]> then\n        Create [8] sizers\n    else\n        if <(_LEVEL) = [11]> then\n            Create [1] sizers\n        else\n            if <(_LEVEL) = [16]> then\n                Create [1] sizers\n            else\n                if <(_LEVEL) = [18]> then\n                    Create [1] sizers\n                else\n                    if <(_LEVEL) = [20]> then\n                        Create [1] sizers\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Create (number) sizers\nset [id v] to [0]\nrepeat ((number) * (2))\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(_LEVEL) = [5]> then\n    if <(ID) = [0]> then\n        Go to x [82] y [35]\n    else\n        if <(ID) = [1]> then\n            Go to x [-121] y [143]\n        else\n            hide\n        end\n    end\nelse\n    if <(_LEVEL) = [7]> then\n        if <[pairs v] contains (ID)?> then\n            Go to x ((-100) + ((ID) * (25))) y [-40]\n        else\n            Go to x ((-100) + ((ID) * (25))) y [35]\n        end\n    else\n        if <(_LEVEL) = [11]> then\n            if <[pairs v] contains (ID)?> then\n                Go to x [-175] y [143]\n            else\n                Go to x [204] y [87]\n            end\n        else\n            if <(_LEVEL) = [16]> then\n                if <[pairs v] contains (ID)?> then\n                    Go to x [75] y [56]\n                else\n                    Go to x [55] y [103]\n                end\n            else\n                if <(_LEVEL) = [18]> then\n                    if <[pairs v] contains (ID)?> then\n                        Go to x [-91] y [150]\n                    else\n                        Go to x [161] y [4]\n                    end\n                else\n                    if <(_LEVEL) = [20]> then\n                        if <[pairs v] contains (ID)?> then\n                            Go to x [-121] y [70]\n                        else\n                            Go to x [-121] y [-90]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <not <[pairs v] contains (ID)?>> then\n    forever\n        repeat until <touching (player v)?>\n            switch costume to (purple v)\n            PUM size by (pick random (10) to (15))\n        end\n        if <(Pl B/s?) = [2]> then\n            set [puming? v] to [1]\n            set [pl b/s? v] to [1]\n            start sound [Teleport2 v]\n            switch costume to (purple v)\n            2PUM size by [60]\n            set [puming? v] to [0]\n            wait until <not <touching (player v)?>>\n        end\n    end\nend\n\nPPUM size by [30]\n\nwhen I start as a clone\nforever\n\n\n\nwait until <not <touching (player v)?>>\n\ndefine PPUM size by (psize)\nset [ss v] to (psize)\nset [ss set v] to (psize)\nrepeat until <<(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))> or <<(Pl B/s?) = [1]> and <touching (player v)?>>>\n    change size by ((Ss) * (2))\n    change [ss v] by (((psize) - (psize)) - ((psize) / (4)))\nend\nset size to (40) %\n\nshow\nset size to (40) %\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nPPUM size by [40]\n\ndefine 2PUM size by (size2)\nif <<(Respawning?) = [0]> and <(Dying?) = [0]>> then\n    set [ss v] to (size2)\n    set [ss set v] to (size2)\n    repeat until <(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))>\n        change size by ((Ss) * (2))\n        change [ss v] by (((size2) - (size2)) - ((size2) / (4)))\n    end\n    set size to (40) %\nend\n\nwhen flag clicked\nset [:p v] to [0]\ndelete all of [pairs v]\nrepeat (30)\n    add (:P) to [pairs v]\n    change [:p v] by (2)\nend\n\nwhen I start as a clone\nif <[pairs v] contains (ID)?> then\n    forever\n        repeat until <touching (player v)?>\n            switch costume to (yellow v)\n            PPUM size by (pick random (15) to (10))\n        end\n        if <(Pl B/s?) = [1]> then\n            set [puming? v] to [1]\n            set [pl b/s? v] to [2]\n            switch costume to (yellow v)\n            start sound [Teleport2 v]\n            2PUM size by [60]\n            set [puming? v] to [0]\n            wait until <not <touching (player v)?>>\n        end\n    end\nend\n\nif <not > then\nelse\nend\n\ndefine PUM size by (size)\nset [ss v] to (size)\nset [ss set v] to (size)\nrepeat until <<(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))> or <<(Pl B/s?) = [2]> and <touching (player v)?>>>\n    change size by ((Ss) * (2))\n    change [ss v] by (((size) - (size)) - ((size) / (4)))\nend\nset size to (40) %\n\n@Filter\n\nwhen I receive [stop v]\nswitch costume to (black v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nrepeat (10)\n    change [ghost v] effect by (-4)\nend\nwait until <<(Menu?) = [0]> and <(Skin shop?) = [0]>>\nrepeat (10)\n    change [ghost v] effect by (4)\nend\nwait until <<(Menu?) = [0]> and <(Skin shop?) = [0]>>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\nend\n\nwhen I receive [start v]\nforever\nend\n\nif <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (70)\n    go [backward v] (10) layers\nelse\n    if <(LEVEL type) = [2]> then\n        show\n        go to [front v] layer\n        set [ghost v] effect to (70)\n        go [backward v] (10) layers\n    else\n        hide\n    end\nend\n\n@Portal\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n    if <(Changing Level?) = [0]> then\n        if <touching (player v)?> then\n            broadcast (Next level v)\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    if <touching (player v)?> then\n        broadcast (Next level v)\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\nwait (1.5) seconds\nforever\n    if <(_LEVEL) = [8]> then\n        wait until <(distance to [player v]) < [10]>\n        broadcast (Hey, whre do you go? v)\n        stop [this script v]\n    end\nend\n\nset [changing level? v] to [1]\nwait (2) seconds\nset [changing level? v] to [0]\n\n@Down death\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-14)\nshow\nset [ghost v] effect to (100)\nforever\n    if <(_LEVEL) = [13]> then\n        hide\n    else\n        show\n    end\nend\n\n@Costumes\n\n@Items\n\nwhen flag clicked\nforever\n    repeat (3)\n        change y by (1)\n        change size by (1)\n        wait (0.2) seconds\n    end\n    repeat (3)\n        change y by (-1)\n        change size by (-1)\n        wait (0.2) seconds\n    end\nend\n\nwhen I receive [start v]\nset [sword v] to [0]\nset [bow v] to [0]\nset size to (80) %\nhide\nforever\n    set volume to (Volume) %\nend\n\ndefine Taken\nset rotation style [all around v]\ngo to x: (-112) y: (-40)\nshow\nset size to (80) %\nglide (0) secs to (player v)\nrepeat (50)\n    glide (0) secs to (player v)\n    turn right (15) degrees\n    show\n    change size by (-5)\n    change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\nIf level = [4] go to x [-112] y [-40] switch costume to [Sword]\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\ndefine If level = (level) go to x (x) y (y) switch costume to (costume)\nset rotation style [don't rotate v]\nhide\nwait (2) seconds\nif <(_LEVEL) = (level)> then\n    switch costume to (sword v)\n    show\n    go to x: (x) y: (y)\n    wait until <touching (player v)?>\n    set [sword v] to [1]\n    broadcast (costume)\n    Taken\n    hide\n    stop [this script v]\nend\n\nIf level = [7] go to x [-112] y [-40] switch costume to [Bow]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [bow v]\nset [bow v] to [1]\nshow\nswitch costume to (bow v)\ngo to (npc v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n    turn left (50) degrees\n    change size by (10)\n    change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n    turn left (50) degrees\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\n\n@Sword hitbox\n\nwhen flag clicked\nhide\nset [set sw costume v] to [12]\nset [changing costumes s? v] to [0]\nPlace sword\nset rotation style [left-right v]\nswitch costume to (12 v)\nhide\n\nwhen I receive [sword v]\nforever\n    if <not <(_LEVEL) = [7]>> then\n        if <key (space v) pressed?> then\n            change [times sword swang v] by (1)\n            start sound [swipe v]\n            if <(Changing costumes S?) = [0]> then\n                show\n                if <(Changing costumes S?) = [0]> then\n                    repeat (12)\n                        if <(Changing costumes S?) = [0]> then\n                            next costume\n                        end\n                    end\n                end\n                if <(Changing costumes S?) = [0]> then\n                    switch costume to (12 v)\n                    wait (0.3) seconds\n                end\n            end\n        end\n    end\nend\n\ndefine Place sword\nforever\n    go to (player v)\n    point in direction ([direction v] of [player v])\nend\n\nwhen I receive [set x, y pl v]\nset [changing costumes s? v] to [1]\nset [set sw costume v] to (Sword costume)\nswitch costume to (Set Sw costume)\nwait (0.5) seconds\nrepeat ((12) - (Sword costume))\n    next costume\nend\nset [changing costumes s? v] to [0]\n\nwhen flag clicked\nforever\n    set [sword costume v] to (costume [number v])\nend\n\nwhen I receive [start v]\nhide\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [s attack v]\nif <not <(_LEVEL) = [7]>> then\n    change [times sword swang v] by (1)\n    start sound [swipe v]\n    if <(Changing costumes S?) = [0]> then\n        show\n        if <(Changing costumes S?) = [0]> then\n            repeat (12)\n                if <(Changing costumes S?) = [0]> then\n                    next costume\n                end\n            end\n        end\n        if <(Changing costumes S?) = [0]> then\n            switch costume to (12 v)\n            wait (0.3) seconds\n        end\n    end\nend\n\n@Arrows\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (arrow v)\nhide\n\nwhen I receive [bow v]\nforever\n    if <key (z v) pressed?> then\n        broadcast (Arrow v)\n        wait (0.8) seconds\n    end\nend\n\nwhen I receive [arrow v]\nstart sound [Shoot v]\nset [arrow flying? v] to [1]\nset [arrow is stopping? v] to [0]\nchange [times arrows shot v] by (1)\nswitch costume to (arrow v)\nshow\ngo to (player v)\nchange y by (2)\nif <([direction v] of [player v]) = [90]> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nrepeat until <<touching (level hitbox v)?> or <<touching (portal v)?> or <<touching (collectables v)?> or <<(Arrow is stopping?) = [1]> or <touching (level death hitbox v)?>>>>>\n    move (22) steps\nend\nwait (0.65) seconds\nhide\ngo to (player v)\nset [arrow flying? v] to [0]\n\nwhen I receive [arrow stop v]\nset [arrow is stopping? v] to [1]\nstart sound [Hit v]\n\nwhen I receive [start v]\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [b attack v]\nbroadcast (Arrow v)\nwait (0.8) seconds\n\n@Collectables\n\nwhen flag clicked\ndelete all of [levels with stars v]\nadd [5] to [levels with stars v]\nadd [6] to [levels with stars v]\nadd [13] to [levels with stars v]\nadd [16] to [levels with stars v]\nadd [20] to [levels with stars v]\n\nwhen I receive [next level v]\nset [collected? v] to [0]\nwait until <(Changing Level?) = [0]>\nif <[levels with stars v] contains (_LEVEL)?> then\n    repeat until <<(Collected?) = [1]> or <(Changing Level?) = [1]>>\n        if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n            show\n            go to [front v] layer\n        end\n    end\nend\n\ndefine Reject\nswitch costume to (1 v)\nrepeat (2)\n    wait until <touching (sword hitbox v)?>\n    broadcast (Reject v)\n    start sound [Crunch v]\n    next costume\n    wait (1) seconds\nend\nwait until <touching (sword hitbox v)?>\nbroadcast (Reject v)\nstart sound [Crunch v]\nnext costume\nchange [money v] by (20)\nset [collected? v] to [1]\nchange [stars v] by (1)\npoint in direction (90)\nwait (1) seconds\nset [stop? v] to [1]\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\npoint in direction (90)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nset [stop? v] to [0]\nbroadcast (Collected star v)\nhide\n\nwhen I receive [next level v]\nwait (1) seconds\nset [collected? v] to [0]\n\nwhen flag clicked\nset [stars v] to [0]\nhide\nforever\n    if <(Collected?) = [0]> then\n        if <(NPC T?) = [0]> then\n            turn right (7) degrees\n        end\n    end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(_LEVEL) = [5]> then\n    wait (1) seconds\n    go to x: (-204) y: (113)\nelse\n    if <(_LEVEL) = [6]> then\n        wait (1) seconds\n        go to x: (0) y: (152)\n    else\n        if <(_LEVEL) = [13]> then\n            wait (1) seconds\n            go to x: (103) y: (124)\n        else\n            if <(_LEVEL) = [16]> then\n                wait (1) seconds\n                go to x: (182) y: (138)\n            else\n                if <(_LEVEL) = [20]> then\n                    wait (1) seconds\n                    go to x: (-162) y: (-79)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <[levels with stars v] contains (_LEVEL)?> then\n    Reject\nelse\n    hide\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n    set volume to (Volume) %\n    set size to (100) %\nend\n\nwhen I receive [10+ v]\nshow\nswitch costume to (5 v)\ngo to (npc v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n    turn left (50) degrees\n    change size by (10)\n    change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n    turn left (50) degrees\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\n\nturn right (15) degrees\n\nset [color v] effect to (0)\n\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nglide (1) secs to (player v)\n\nglide (1) secs to (player v)\nrepeat (10)\n    turn left (50) degrees\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [-10 v]\nshow\nswitch costume to (6 v)\ngo to (player v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n    turn left (50) degrees\n    change size by (10)\n    change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [npc v]) Y: ([y position v] of [npc v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n    turn left (50) degrees\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n    if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [restart v]\nset [collected? v] to [0]\nwait until <(Changing Level?) = [0]>\nif <[levels with stars v] contains (_LEVEL)?> then\n    repeat until <<(Collected?) = [1]> or <(Changing Level?) = [1]>>\n        if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n            show\n            go to [front v] layer\n        end\n    end\nend\n\nwhen I receive [restart v]\nwait (0.1) seconds\nif <[levels with stars v] contains (_LEVEL)?> then\n    Reject\nelse\n    hide\nend\n\nwhen I receive [die v]\nset [collected? v] to [0]\n\nwhen I receive [restart v]\nif <(_LEVEL) = [5]> then\n    wait (1) seconds\n    go to x: (-204) y: (113)\nelse\n    if <(_LEVEL) = [6]> then\n        wait (1) seconds\n        go to x: (0) y: (152)\n    else\n        if <(_LEVEL) = [13]> then\n            wait (1) seconds\n            go to x: (103) y: (124)\n        else\n            if <(_LEVEL) = [16]> then\n                wait (1) seconds\n                go to x: (182) y: (138)\n            else\n                if <(_LEVEL) = [20]> then\n                    wait (1) seconds\n                    go to x: (-162) y: (-79)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nhide\nset [collected? v] to [0]\nwait (1) seconds\nwait until <(Changing Level?) = [0]>\nif <not <[levels with stars v] contains (_LEVEL)?>> then\n    repeat until <(Changing Level?) = [1]>\n        hide\n    end\nend\n\n@Music\n\nwhen I receive [start v]\nforever\n    if <(Menu?) = [1]> then\n        show variable [volume v]\n    else\n        hide variable [volume v]\n    end\nend\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [start v]\nset size to (120) %\ngo to [front v] layer\nshow\ngo to x: (217) y: (158)\n\nwhen I receive [start v]\nwait (1) seconds\nset [music? v] to [3]\nset volume to (100) %\nswitch costume to (3 v)\nset [music? v] to [3]\nset [volume v] to [100]\nforever\n    if <(Menu?) = [1]> then\n        if <(Music?) = [2]> then\n            switch costume to (2 v)\n            play sound [Alan Walker & Alex Skrindo - Sky v] until done\n        else\n            if <(Music?) = [3]> then\n                switch costume to (3 v)\n                play sound [Alan Walker - Faded v] until done\n            else\n                if <(Music?) = [4]> then\n                    switch costume to (\ v)\n                    play sound [... v] until done\n                else\n                    if <(Music?) = [5]> then\n                        switch costume to (5 v)\n                        play sound [deadman 死人 - Omae Wa Mou v] until done\n                    end\n                end\n            end\n        end\n    else\n        if <(Music?) = [2]> then\n            switch costume to (- v)\n            play sound [Alan Walker & Alex Skrindo - Sky v] until done\n        else\n            if <(Music?) = [3]> then\n                switch costume to (- v)\n                play sound [Alan Walker - Faded v] until done\n            else\n                if <(Music?) = [4]> then\n                    switch costume to (\ v)\n                    play sound [... v] until done\n                else\n                    if <(Music?) = [5]> then\n                        switch costume to (- v)\n                        play sound [deadman 死人 - Omae Wa Mou v] until done\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Menu?) = [1]> then\n        show\n        go to [front v] layer\n        go to x: (-60) y: (55)\n    else\n        if <(Skin shop?) = [1]> then\n            hide\n        else\n            show\n            go to x: (217) y: (158)\n            go to [front v] layer\n            go [backward v] (20) layers\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [start v]\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [start v]\nforever\n    if <(NPC T?) = [1]> then\n        set [volume v] to [0]\n    end\nend\n\nif <(Volume) > [30]> then\n\nwhen I receive [start v]\nforever\n    if <(Menu?) = [1]> then\n        set size to (140) %\n    else\n        set size to (100) %\n    end\nend\n\nif <touching (mouse-pointer v)?> then\n    repeat until <(size) = [160]>\n        go to [front v] layer\n        change size by (2)\n    end\nelse\n    repeat until <(size) = [140]>\n        go to [front v] layer\n        change size by (-2)\n    end\nend\n\nif <touching (mouse-pointer v)?> then\n    repeat until <(size) = [120]>\n        go to [front v] layer\n        change size by (2)\n    end\nelse\n    repeat until <(size) = [100]>\n        go to [front v] layer\n        change size by (-2)\n    end\nend\n\nwhen I receive [stop v]\nset size to (140) %\n\nwhen I receive [start v]\nforever\n    if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n        if <(So near OPT) = [1]> then\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (50)\n        end\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Rotating?) = [0]> then\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n    end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset [music? v] to [3]\nset volume to (100) %\nswitch costume to (3 v)\nset [music? v] to [3]\nset [volume v] to [100]\nforever\n    if <(Menu?) = [1]> then\n        if <(Music?) = [2]> then\n            switch costume to (2 v)\n        else\n            if <(Music?) = [3]> then\n                switch costume to (3 v)\n            else\n                if <(Music?) = [4]> then\n                    switch costume to (\ v)\n                else\n                    if <(Music?) = [5]> then\n                        switch costume to (5 v)\n                    end\n                end\n            end\n        end\n    else\n        if <(Music?) = [2]> then\n            switch costume to (- v)\n        else\n            if <(Music?) = [3]> then\n                switch costume to (- v)\n            else\n                if <(Music?) = [4]> then\n                    switch costume to (\ v)\n                else\n                    if <(Music?) = [5]> then\n                        switch costume to (- v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    set [rotating? v] to [1]\n    point in direction (90)\n    stop all sounds\n    start sound [Choose v]\n    change [music? v] by (1)\n    if <(Music?) > [5]> then\n        set [music? v] to [2]\n    end\n    repeat (5)\n        change size by (2)\n        turn right (36) degrees\n    end\n    repeat (5)\n        change size by (-2)\n        turn right (36) degrees\n    end\n    point in direction (90)\n    set [rotating? v] to [0]\nend\n\n@Options \n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [stop v]\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\n\nwhen I receive [stop v]\nset [menu? v] to [1]\nshow\nswitch costume to (list v)\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\nswitch costume to (options v)\nset size to (30) %\ngo to x: (185) y: (158)\nforever\n    if <(Menu?) = [1]> then\n        show\n        switch costume to (list v)\n        set size to (100) %\n    else\n        if <(Skin shop?) = [1]> then\n            show\n            set size to (100) %\n            switch costume to (skins v)\n            go to x: (0) y: (0)\n            go to [front v] layer\n            go [backward v] (17) layers\n        else\n            set size to (30) %\n            switch costume to (options v)\n            go to [front v] layer\n            go [backward v] (10) layers\n            show\n            go to x: (185) y: (158)\n        end\n    end\nend\n\nif <[50] > (size)> then\n\nwait (1) seconds\n\nhide\n\nwhen I receive [start v]\nforever\n    if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n        if <(distance to [mouse-pointer v]) < [100]> then\n            set [so near opt v] to [1]\n            start sound [Connect v]\n            wait until <[100] < (distance to [mouse-pointer v])>\n        else\n            set [so near opt v] to [0]\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n        if <(So near OPT) = [1]> then\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (50)\n        end\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n    else\n        point in direction (90)\n    end\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    if <(NPC T?) = [0]> then\n        if <(costume [name v]) = [Options]> then\n            start sound [Choose v]\n            broadcast (STOP v)\n        end\n    end\nend\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (66) y: (-63)\nset size to (80) %\n\nwhen I receive [start v]\nhide variable [score v]\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [start v]\nswitch costume to (back v)\nforever\n    if <(Menu?) = [1]> then\n        show variable [☁ highscore v]\n        show variable [actual timer v]\n        go to [front v] layer\n        show\n        go to x: (198) y: (-141)\n    else\n        if <(Skin shop?) = [1]> then\n            go to [front v] layer\n            show\n            go to x: (198) y: (127)\n        else\n            hide\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Skin shop?) = [1]> then\n        hide variable [☁ highscore v]\n        hide variable [score v]\n    end\nend\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [start v]\nforever\n    if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n        hide variable [☁ highscore v]\n        hide variable [score v]\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat until <(size) = [100]>\n            go to [front v] layer\n            change size by (2)\n        end\n    else\n        repeat until <(size) = [80]>\n            go to [front v] layer\n            change size by (-2)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nwhen I receive [start v]\nset [ketchup? v] to [0]\nset [mouse? v] to [0]\nset [particles? v] to [0]\nset [sfx v] to [1]\nset [mobile? v] to [0]\nset [_id v] to [0]\nrepeat (5)\n    create clone of (_myself_ v)\n    change [_id v] by (1)\nend\n\nwhen I start as a clone\nif <(_ID) = [0]> then\n    forever\n        if <(Menu?) = [1]> then\n            go to [front v] layer\n            show\n            set size to (45) %\n            go to x: (216) y: (159)\n        else\n            hide\n        end\n    end\nelse\n    if <(_ID) = [1]> then\n        forever\n            if <(Menu?) = [1]> then\n                go to [front v] layer\n                show\n                set size to (45) %\n                go to x: (218) y: (118)\n            else\n                hide\n            end\n        end\n    else\n        if <(_ID) = [2]> then\n            forever\n                if <(Menu?) = [1]> then\n                    go to [front v] layer\n                    show\n                    set size to (45) %\n                    go to x: (219) y: (75)\n                else\n                    hide\n                end\n            end\n        else\n            if <(_ID) = [3]> then\n                forever\n                    if <(Menu?) = [1]> then\n                        go to [front v] layer\n                        show\n                        set size to (45) %\n                        go to x: (219) y: (32)\n                    else\n                        hide\n                    end\n                end\n            else\n                if <(_ID) = [4]> then\n                    forever\n                        if <(Menu?) = [1]> then\n                            go to [front v] layer\n                            show\n                            set size to (45) %\n                            go to x: (219) y: (-9)\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nforever\n\nhide\n\nwhen I start as a clone\nif <(_ID) = [0]> then\n    switch costume to (noo v)\n    forever\n        if <(Menu?) = [1]> then\n            set [particles? v] to [0]\n            start sound [Choose v]\n            switch costume to (noo v)\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n            wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n            start sound [Choose v]\n            set [particles? v] to [1]\n            switch costume to (yess v)\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n            wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        end\n    end\nelse\n    if <(_ID) = [1]> then\n        switch costume to (yess v)\n        forever\n            if <(Menu?) = [1]> then\n                set [sfx v] to [1]\n                switch costume to (yess v)\n                start sound [Choose v]\n                wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                set [sfx v] to [0]\n                switch costume to (noo v)\n                start sound [Choose v]\n                wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n            end\n        end\n    else\n        if <(_ID) = [2]> then\n            switch costume to (noo v)\n            forever\n                if <(Menu?) = [1]> then\n                    set [mouse? v] to [0]\n                    switch costume to (noo v)\n                    start sound [Choose v]\n                    wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                    set [mouse? v] to [1]\n                    switch costume to (yess v)\n                    start sound [Choose v]\n                    wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                end\n            end\n        else\n            if <(_ID) = [3]> then\n                switch costume to (yess v)\n                forever\n                    if <(Menu?) = [1]> then\n                        set [ketchup? v] to [1]\n                        switch costume to (yess v)\n                        start sound [Choose v]\n                        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                        set [ketchup? v] to [0]\n                        switch costume to (noo v)\n                        start sound [Choose v]\n                        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                    end\n                end\n            else\n                if <(_ID) = [4]> then\n                    switch costume to (noo v)\n                    forever\n                        if <(Menu?) = [1]> then\n                            set [mobile? v] to [0]\n                            switch costume to (noo v)\n                            start sound [Choose v]\n                            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                            wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                            set [mobile? v] to [1]\n                            switch costume to (yess v)\n                            start sound [Choose v]\n                            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n                            wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nif <(Menu?) = [1]> then\n    go to [front v] layer\n    show\n    set size to (45) %\n    go to x: (216) y: (118)\nend\n\n\n\nforever\n\nwhen I receive [start v]\nforever\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    start sound [Disconnect v]\n    if <(Menu?) = [1]> then\n        hide variable [actual timer v]\n        hide variable [☁ highscore v]\n        set [menu? v] to [0]\n    else\n        if <(Skin shop?) = [1]> then\n            show variable [actual timer v]\n            set [menu? v] to [1]\n            set [skin shop? v] to [0]\n        end\n    end\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nforever\n    go to [front v] layer\n    go [backward v] (2) layers\nend\n\nwhen I receive [next level v]\nclear graphic effects\nset x to (-300)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next level v]\nPick random\nset [changing level? v] to [1]\nclear graphic effects\nset x to (-300)\nSmooth Glide To X: (0) Y: (0) at Speed: (6)\nwait (0.5) seconds\nset [changing level? v] to [0]\nSmooth Glide To X: (400) Y: (0) at Speed: (4)\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ndefine Pick random\nswitch costume to (item (pick random (1) to (6)) of [:p v])\n\nwhen flag clicked\ndelete all of [:p v]\nadd [1] to [:p v]\nadd [2] to [:p v]\nadd [3] to [:p v]\nadd [4] to [:p v]\nadd [5] to [:p v]\nadd [6] to [:p v]\n\n@Shopping trolley\n\nwhen flag clicked\nhide\ngo to x: (66) y: (-63)\nset size to (100) %\n\nwhen I receive [start v]\nforever\n    if <(Menu?) = [1]> then\n        go to [front v] layer\n        show\n        go to x: (64) y: (50)\n    else\n        hide\n    end\nend\n\nwhen I receive [start v]\nforever\n    set volume to (Volume) %\nend\n\nwhen this sprite clicked\nstart sound [Choose v]\nhide variable [actual timer v]\nset [skin shop? v] to [1]\nset [menu? v] to [0]\n\nwhen I receive [start v]\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat until <(size) = [120]>\n            go to [front v] layer\n            change size by (2)\n        end\n    else\n        if <(size) < [122]> then\n            repeat until <(size) = [100]>\n                go to [front v] layer\n                change size by (-2)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\n@Actual skin\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [actual skin v] to [Normal]\nswitch costume to (player normal v)\nforever\n    if <(Skin shop?) = [1]> then\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n        go to [front v] layer\n        show\n        go to x: (0) y: (85)\n    else\n        hide\n    end\nend\n\nwhen I receive [start v]\nforever\n    switch costume to (join [Player ] (Actual Skin))\nend\n\n@Purchasable skins\n\nwhen flag clicked\nhide\ndelete all of [skin names v]\ndelete all of [skins non-purchased v]\ndelete all of [skins purchased v]\nadd [Normal] to [skin names v]\nadd [Big Eye] to [skin names v]\nadd [:/] to [skin names v]\nadd [:V] to [skin names v]\nadd [iSquare 12] to [skin names v]\nadd [Fire] to [skin names v]\nadd [Ninja] to [skin names v]\nadd [3D] to [skin names v]\nadd [Hydeon] to [skin names v]\nadd [Normal] to [skins purchased v]\nadd [Big Eye] to [skins non-purchased v]\nadd [:/] to [skins non-purchased v]\nadd [:V] to [skins non-purchased v]\nadd [iSquare 12] to [skins non-purchased v]\nadd [Fire] to [skins non-purchased v]\nadd [Ninja] to [skins non-purchased v]\nadd [3D] to [skins non-purchased v]\nadd [Hydeon] to [skins purchased v]\n\nwhen I receive [start v]\nset [shop clone id v] to [0]\nrepeat (9)\n    create clone of (_myself_ v)\n    change [shop clone id v] by (1)\nend\n\nwhen I start as a clone\nhide\nclear graphic effects\nset size to (120) %\nif <(Shop Clone iD) = [1]> then\n    switch costume to (player normal v)\n    forever\n        go to x: (-158) y: (-5)\n        if <(Skin shop?) = [1]> then\n            go to [front v] layer\n            show\n            if <touching (mouse-pointer v)?> then\n                repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                    go to [front v] layer\n                    change size by (2)\n                end\n            else\n                repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                    go to [front v] layer\n                    go [backward v] (2) layers\n                    change size by (-2)\n                end\n            end\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                wait until <not <mouse down?>>\n                start sound [Choose v]\n                Set x,y\n                set [actual skin v] to [Normal]\n            end\n        else\n            hide\n        end\n    end\nelse\n    if <(Shop Clone iD) = [2]> then\n        switch costume to (player eye2 v)\n        forever\n            go to x: (-57) y: (-5)\n            if <(Skin shop?) = [1]> then\n                show\n                if <touching (mouse-pointer v)?> then\n                    set [skin value v] to [30]\n                    repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                        change size by (2)\n                    end\n                else\n                    repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                        change size by (-2)\n                    end\n                end\n                if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                    wait until <not <mouse down?>>\n                    if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Big Eye]?>> then\n                        set [money v] to ((Money) - (Skin value))\n                        start sound [Cash Sound v]\n                        add [Big Eye] to [skins purchased v]\n                        switch costume to (player eye v)\n                        delete (item # of [Big Eye] in [skins non-purchased v]) of [skins non-purchased v]\n                    else\n                        if <[skins non-purchased v] contains [Big Eye]?> then\n                            start sound [Not Enough Money v]\n                        else\n                            set [actual skin v] to [Eye]\n                            Set x,y\n                            start sound [Choose v]\n                        end\n                    end\n                end\n            else\n                hide\n            end\n        end\n    else\n        if <(Shop Clone iD) = [8]> then\n            switch costume to (player hydeon v)\n            forever\n                go to x: (191) y: (-107)\n                if <(Skin shop?) = [1]> then\n                    go to [front v] layer\n                    show\n                    if <touching (mouse-pointer v)?> then\n                        repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                            go to [front v] layer\n                            change size by (2)\n                        end\n                    else\n                        repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                            go to [front v] layer\n                            change size by (-2)\n                        end\n                    end\n                    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                        wait until <not <mouse down?>>\n                        start sound [Choose v]\n                        set [actual skin v] to [Hydeon]\n                        Set x,y\n                    end\n                else\n                    hide\n                end\n            end\n        else\n            if <(Shop Clone iD) = [3]> then\n                switch costume to (player fire2 v)\n                set size to (100) %\n                forever\n                    go to x: (-90) y: (-107)\n                    if <(Skin shop?) = [1]> then\n                        go to [front v] layer\n                        show\n                        if <touching (mouse-pointer v)?> then\n                            set [skin value v] to [80]\n                            repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                go to [front v] layer\n                                change size by (2)\n                            end\n                        else\n                            repeat until <<(size) = [100]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                go to [front v] layer\n                                change size by (-2)\n                            end\n                        end\n                        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                            wait until <not <mouse down?>>\n                            if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Fire]?>> then\n                                set [money v] to ((Money) - (Skin value))\n                                start sound [Cash Sound v]\n                                add [Fire] to [skins purchased v]\n                                switch costume to (player fire v)\n                                delete (item # of [Fire] in [skins non-purchased v]) of [skins non-purchased v]\n                            else\n                                if <[skins non-purchased v] contains [Fire]?> then\n                                    start sound [Not Enough Money v]\n                                else\n                                    set [actual skin v] to [Fire]\n                                    Set x,y\n                                    start sound [Choose v]\n                                end\n                            end\n                        end\n                    else\n                        hide\n                    end\n                end\n            else\n                if <(Shop Clone iD) = [4]> then\n                    switch costume to (player  :/2 v)\n                    set size to (120) %\n                    forever\n                        go to x: (58) y: (-5)\n                        if <(Skin shop?) = [1]> then\n                            go to [front v] layer\n                            show\n                            if <touching (mouse-pointer v)?> then\n                                set [skin value v] to [30]\n                                repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                    go to [front v] layer\n                                    change size by (2)\n                                end\n                            else\n                                repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                    go to [front v] layer\n                                    change size by (-2)\n                                end\n                            end\n                            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                wait until <not <mouse down?>>\n                                if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [:/]?>> then\n                                    set [money v] to ((Money) - (Skin value))\n                                    start sound [Cash Sound v]\n                                    add [:/] to [skins purchased v]\n                                    switch costume to (player  :/ v)\n                                    delete (item # of [:/] in [skins non-purchased v]) of [skins non-purchased v]\n                                else\n                                    if <[skins non-purchased v] contains [:/]?> then\n                                        start sound [Not Enough Money v]\n                                    else\n                                        set [actual skin v] to [:/]\n                                        Set x,y\n                                        start sound [Choose v]\n                                    end\n                                end\n                            end\n                        else\n                            hide\n                        end\n                    end\n                else\n                    if <(Shop Clone iD) = [5]> then\n                        switch costume to (player :v2 v)\n                        set size to (120) %\n                        forever\n                            go to x: (166) y: (-6)\n                            if <(Skin shop?) = [1]> then\n                                go to [front v] layer\n                                show\n                                if <touching (mouse-pointer v)?> then\n                                    set [skin value v] to [40]\n                                    repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                        go to [front v] layer\n                                        change size by (2)\n                                    end\n                                else\n                                    repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                        go to [front v] layer\n                                        change size by (-2)\n                                    end\n                                end\n                                if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                    wait until <not <mouse down?>>\n                                    if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [:V]?>> then\n                                        set [money v] to ((Money) - (Skin value))\n                                        start sound [Cash Sound v]\n                                        add [:V] to [skins purchased v]\n                                        switch costume to (player :v v)\n                                        delete (item # of [:V] in [skins non-purchased v]) of [skins non-purchased v]\n                                    else\n                                        if <[skins non-purchased v] contains [:V]?> then\n                                            start sound [Not Enough Money v]\n                                        else\n                                            set [actual skin v] to [:V]\n                                            Set x,y\n                                            start sound [Choose v]\n                                        end\n                                    end\n                                end\n                            else\n                                hide\n                            end\n                        end\n                    else\n                        if <(Shop Clone iD) = [6]> then\n                            switch costume to (isquare 12 pro2 v)\n                            set size to (120) %\n                            forever\n                                go to x: (-187) y: (-107)\n                                if <(Skin shop?) = [1]> then\n                                    go to [front v] layer\n                                    show\n                                    if <touching (mouse-pointer v)?> then\n                                        set [skin value v] to [60]\n                                        repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                            go to [front v] layer\n                                            change size by (2)\n                                        end\n                                    else\n                                        repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                            go to [front v] layer\n                                            change size by (-2)\n                                        end\n                                    end\n                                    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                        wait until <not <mouse down?>>\n                                        if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [iSquare 12]?>> then\n                                            set [money v] to ((Money) - (Skin value))\n                                            start sound [Cash Sound v]\n                                            add [iSquare 12] to [skins purchased v]\n                                            switch costume to (isquare 12 pro v)\n                                            delete (item # of [iSquare 12] in [skins non-purchased v]) of [skins non-purchased v]\n                                        else\n                                            if <[skins non-purchased v] contains [iSquare 12]?> then\n                                                start sound [Not Enough Money v]\n                                            else\n                                                Set x,y\n                                                set [actual skin v] to [iSquare 12]\n                                                start sound [Choose v]\n                                            end\n                                        end\n                                    end\n                                else\n                                    hide\n                                end\n                            end\n                        else\n                            if <(Shop Clone iD) = [7]> then\n                                switch costume to (player ninja2 v)\n                                set size to (120) %\n                                forever\n                                    go to x: (2) y: (-107)\n                                    if <(Skin shop?) = [1]> then\n                                        go to [front v] layer\n                                        show\n                                        if <touching (mouse-pointer v)?> then\n                                            set [skin value v] to [100]\n                                            repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                                go to [front v] layer\n                                                change size by (2)\n                                            end\n                                        else\n                                            repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                                go to [front v] layer\n                                                change size by (-2)\n                                            end\n                                        end\n                                        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                            wait until <not <mouse down?>>\n                                            if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Ninja]?>> then\n                                                set [money v] to ((Money) - (Skin value))\n                                                start sound [Cash Sound v]\n                                                add [Ninja] to [skins purchased v]\n                                                switch costume to (player ninja v)\n                                                delete (item # of [Ninja] in [skins non-purchased v]) of [skins non-purchased v]\n                                            else\n                                                if <[skins non-purchased v] contains [Ninja]?> then\n                                                    start sound [Not Enough Money v]\n                                                else\n                                                    set [actual skin v] to [Ninja]\n                                                    Set x,y\n                                                    start sound [Choose v]\n                                                end\n                                            end\n                                        end\n                                    else\n                                        hide\n                                    end\n                                end\n                            else\n                                if <(Shop Clone iD) = [9]> then\n                                    switch costume to (player 3d2 v)\n                                    set size to (120) %\n                                    forever\n                                        go to x: (95) y: (-107)\n                                        if <(Skin shop?) = [1]> then\n                                            go to [front v] layer\n                                            show\n                                            if <touching (mouse-pointer v)?> then\n                                                set [skin value v] to [120]\n                                                repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                                    go to [front v] layer\n                                                    change size by (2)\n                                                end\n                                            else\n                                                repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n                                                    go to [front v] layer\n                                                    change size by (-2)\n                                                end\n                                            end\n                                            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                                                wait until <not <mouse down?>>\n                                                if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [3D]?>> then\n                                                    set [money v] to ((Money) - (Skin value))\n                                                    start sound [Cash Sound v]\n                                                    add [3D] to [skins purchased v]\n                                                    switch costume to (player 3d v)\n                                                    delete (item # of [3D] in [skins non-purchased v]) of [skins non-purchased v]\n                                                else\n                                                    if <[skins non-purchased v] contains [3D]?> then\n                                                        start sound [Not Enough Money v]\n                                                    else\n                                                        set [actual skin v] to [3D]\n                                                        Set x,y\n                                                        start sound [Choose v]\n                                                    end\n                                                end\n                                            end\n                                        else\n                                            hide\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        wait until <not <mouse down?>>\n        if <[skins purchased v] contains [Big Eye]?> then\n            set [actual skin v] to [Eye]\n            start sound [Choose v]\n        end\n    end\nend\n\nset [money v] to [1000]\n\nif <touching (mouse-pointer v)?> then\n    repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n        go to [front v] layer\n        change size by (2)\n    end\nelse\n    repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n        go to [front v] layer\n        change size by (-2)\n    end\nend\n\nwhen I start as a clone\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n    go to [front v] layer\nend\n\nwhen I receive [start v]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ndefine Set x,y\n\nshow list [levels with enemies v]\nhide list [levels with enemies v]\n\nwhen flag clicked\n\nwhen flag clicked\nset [skin shop? v] to [0]\nset [menu? v] to [0]\nforever\n    if <(Actual Skin) = [Normal]> then\n        Smooth Glide To X: (-159) Y: (-8) at Speed: (5)\n        wait until <not <(Actual Skin) = [Normal]>>\n    else\n        if <(Actual Skin) = [Eye]> then\n            Smooth Glide To X: (-56) Y: (-8) at Speed: (5)\n            wait until <not <(Actual Skin) = [Eye]>>\n        else\n            if <(Actual Skin) = [:/]> then\n                Smooth Glide To X: (58) Y: (-9) at Speed: (5)\n                wait until <not <(Actual Skin) = [:/]>>\n            else\n                if <(Actual Skin) = [:V]> then\n                    Smooth Glide To X: (164) Y: (-10) at Speed: (5)\n                    wait until <not <(Actual Skin) = [:V]>>\n                else\n                    if <(Actual Skin) = [iSquare 12]> then\n                        Smooth Glide To X: (-187) Y: (-107) at Speed: (5)\n                        wait until <not <(Actual Skin) = [iSquare 12]>>\n                    else\n                        if <(Actual Skin) = [Fire]> then\n                            Smooth Glide To X: (-90) Y: (-107) at Speed: (5)\n                            wait until <not <(Actual Skin) = [Fire]>>\n                        else\n                            if <(Actual Skin) = [Ninja]> then\n                                Smooth Glide To X: (2) Y: (-107) at Speed: (5)\n                                wait until <not <(Actual Skin) = [Ninja]>>\n                            else\n                                if <(Actual Skin) = [3D]> then\n                                    Smooth Glide To X: (95) Y: (-107) at Speed: (5)\n                                    wait until <not <(Actual Skin) = [3D]>>\n                                else\n                                    if <(Actual Skin) = [Hydeon]> then\n                                        Smooth Glide To X: (191) Y: (-107) at Speed: (5)\n                                        wait until <not <(Actual Skin) = [Hydeon]>>\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ngo [backward v] (2) layers\n\nSmooth Glide To X: (1) Y: (1) at Speed: (10)\n\nif <not <(Shop Clone iD) = [10]>> then\n\nif <(Shop Clone iD) = [10]> then\n\nwhen flag clicked\nforever\n    if <(Skin shop?) = [1]> then\n        set size to ((105) + (([cos v] of (((timer) - (1)) * (200)) ) * (7))) %\n        switch costume to (g v)\n        show\n        go to [front v] layer\n    else\n        hide\n    end\nend\n\nwait until <not <(Actual Skin) = []>>\n\n@Money\n\nwhen I receive [start v]\nhide\nset [money id v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [money id v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Money ID) = [1]> then\n    forever\n        if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n            show\n            go to x: (-166) y: (146)\n            go to [front v] layer\n            switch costume to ((letter ((length of (Money)) - (2)) of (Money)) + (1))\n        else\n            hide\n        end\n    end\nend\n\nerase all\n\nwhen I start as a clone\nif <(Money ID) = [2]> then\n    forever\n        if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n            show\n            go to [front v] layer\n            go to x: (-156) y: (146)\n            switch costume to ((letter ((length of (Money)) - (1)) of (Money)) + (1))\n        else\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Money ID) = [3]> then\n    forever\n        if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n            show\n            go to x: (-146) y: (146)\n            go to [front v] layer\n            switch costume to ((letter (length of (Money)) of (Money)) + (1))\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Money) > [999]> then\n        set [money v] to [999]\n    end\nend\n\nwhen I start as a clone\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nset size to ((100) + (([cos v] of (((timer) - (3)) * (150)) ) * (6))) %\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (20) to (180))\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (50)\n    change x by (-1)\n    change [ghost v] effect by (-1)\n    show\nend\nrepeat until <(x position) < [-200]>\n    change x by (-1)\n    if <([costume # v] of [levels v]) > [8]> then\n        hide\n        delete this clone\n    end\nend\nrepeat (50)\n    change x by (-1)\n    change [ghost v] effect by (1)\n    show\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [start v]\nrepeat (2)\n    create clone of (_myself_ v)\n    wait (9) seconds\nend\n\n\n\ndelete this clone\n\nwhen I start as a clone\nforever\n    go to [back v] layer\nend\n\n@Parallax\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [mb id v] to [0]\nrepeat (3)\n    change [mb id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(MB iD) = [1]> then\n    switch costume to (g2 v)\n    set [ghost v] effect to (40)\n    show\n    forever\n        if <<(LEVEL type) = [1]> or <(LEVEL type) = [3]>> then\n            switch costume to (g2 v)\n            set [ghost v] effect to (50)\n            show\n            go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\n            go to [back v] layer\n        else\n            hide\n        end\n    end\nelse\n    if <(MB iD) = [2]> then\n        switch costume to (g1 v)\n        show\n        forever\n            if <<(LEVEL type) = [1]> or <(LEVEL type) = [3]>> then\n                show\n                set [ghost v] effect to (50)\n                switch costume to (g1 v)\n                go to x: (([x position v] of [player v]) * (-0.3)) y: ((([y position v] of [player v]) * (-0.3)) - (30))\n                go to [back v] layer\n                go [forward v] (2) layers\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n        go to [back v] layer\n    end\nend\n\n@Hydeon Intro\n\nwhen flag clicked\nset pen color to (#ff66f4)\nset pen size to (10000000)\npen down\npen up\nset pen size to (8)\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (60) %\nset [sx v] to [0]\nset [sy v] to [0]\ngo to x: (0) y: (-300)\nforever\n    repeat until <(Sx) = [0]>\n        change x by (Sx)\n        if <<(Sx) > [0]> and <(Sx) < [180]>> then\n            change [sx v] by (-1)\n        else\n            change [sx v] by (1)\n        end\n    end\nend\n\nwhen flag clicked\nerase all\npen up\nswitch costume to (h v)\nstart sound [Press Start v]\nwait (0.5) seconds\nset [sy v] to [22]\nset [int id v] to [1]\nwait (1.7) seconds\nrepeat (8)\n    create clone of (_myself_ v)\n    change [int id v] by (1)\nend\npoint in direction (90)\nset size to (70) %\nset [sº v] to [10]\nrepeat (5)\n    change size by (6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [-10]\nrepeat (5)\n    change size by (-6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [-10]\nrepeat (5)\n    change size by (6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [10]\nrepeat (5)\n    change size by (-6)\nend\nwait until <(Sº) = [0]>\nset [sx v] to [20]\nwait until <(Sx) = [0]>\nset [sx v] to [-20]\nwait until <(Sx) = [0]>\nset [sx v] to [-20]\nwait until <(Sx) = [0]>\nset [sx v] to [20]\nwait until <(Sx) = [0]>\n\nwhen I start as a clone\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset pen color to (#bf0df1)\npen down\nset pen size to (17)\nif <(Int ID) = [1]> then\n    glide (0.1) secs to x: (0) y: (200)\n    wait (1) seconds\n    set pen color to (#f20ec8)\n    glide (0.1) secs to x: (300) y: (200)\nelse\n    if <(Int ID) = [2]> then\n        glide (0.1) secs to x: (250) y: (180)\n        wait (1) seconds\n        set pen color to (#f20ec8)\n        glide (0.1) secs to x: (300) y: (-200)\n    else\n        if <(Int ID) = [3]> then\n            glide (0.1) secs to x: (300) y: (0)\n            wait (1) seconds\n            set pen color to (#f20ec8)\n            glide (0.1) secs to x: (300) y: (-200)\n        else\n            if <(Int ID) = [4]> then\n                glide (0.1) secs to x: (250) y: (-180)\n                wait (1) seconds\n                set pen color to (#f20ec8)\n                glide (0.1) secs to x: (-300) y: (-200)\n            else\n                if <(Int ID) = [5]> then\n                    glide (0.1) secs to x: (0) y: (-200)\n                    wait (1) seconds\n                    set pen color to (#f20ec8)\n                    glide (0.1) secs to x: (-300) y: (-200)\n                else\n                    if <(Int ID) = [6]> then\n                        glide (0.1) secs to x: (-250) y: (-180)\n                        wait (1) seconds\n                        set pen color to (#f20ec8)\n                        glide (0.1) secs to x: (-300) y: (200)\n                    else\n                        if <(Int ID) = [7]> then\n                            glide (0.1) secs to x: (-300) y: (0)\n                            wait (1) seconds\n                            set pen color to (#f20ec8)\n                            glide (0.1) secs to x: (-300) y: (200)\n                        else\n                            if <(Int ID) = [8]> then\n                                glide (0.1) secs to x: (-250) y: (180)\n                                wait (1) seconds\n                                set pen color to (#f20ec8)\n                                glide (0.1) secs to x: (300) y: (200)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset pen color to (#ff66f4)\nset pen size to (10000)\npen down\nset pen size to (8)\npen up\nset [sº v] to [0]\nforever\n    repeat until <(Sº) = [0]>\n        turn right (Sº) degrees\n        if <<(Sº) > [0]> and <(Sº) < [180]>> then\n            change [sº v] by (-1)\n        else\n            change [sº v] by (1)\n        end\n    end\n    set [sº v] to [0]\nend\n\nwhen flag clicked\nforever\n    repeat until <(Sy) = [0]>\n        change y by (Sy)\n        if <<(Sy) > [0]> and <(Sy) < [180]>> then\n            change [sy v] by (-1)\n        else\n            change [sy v] by (1)\n        end\n    end\nend\n\nwait (1) seconds\nglide (0.1) secs to x: (-300) y: (200)\n\nwhen I start as a clone\nwait (3) seconds\nset pen color to (#f24878)\nif <(pick random (1) to (4)) = [1]> then\n    go to x: (-120) y: (90)\nelse\n    if <(pick random (2) to (4)) = [2]> then\n        go to x: (-120) y: (-90)\n    else\n        if <(pick random (3) to (4)) = [3]> then\n            go to x: (120) y: (-90)\n        else\n            if <(pick random (4) to (4)) = [4]> then\n                go to x: (120) y: (90)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (4) seconds\nif <(pick random (1) to (2)) = [1]> then\n    point in direction (90)\nelse\n    point in direction (90)\nend\nset pen color to (#f20e70)\nrepeat (10)\n    move (7) steps\nend\nCpl\nset pen color to (#c00ef2)\nrepeat (10)\n    move (7) steps\nend\nCpl\nset pen color to (#f25f97)\nrepeat (10)\n    move (7) steps\nend\nCpl\nset pen color to (#bf48f2)\nrepeat (10)\n    move (7) steps\nend\n\nwhen I start as a clone\nwait (4) seconds\nrepeat (10)\n    turn right (13) degrees\nend\nrepeat (10)\n    turn right (13) degrees\nend\nrepeat (10)\n    turn right (13) degrees\nend\nrepeat (10)\n    turn right (13) degrees\nend\n\ndefine Cpl\nif <(pick random (1) to (4)) = [1]> then\n    pen up\n    go to x: (-120) y: (90)\n    pen down\nelse\n    if <(pick random (2) to (4)) = [2]> then\n        pen up\n        go to x: (-120) y: (-90)\n        pen down\n    else\n        if <(pick random (3) to (4)) = [3]> then\n            pen up\n            go to x: (120) y: (-90)\n            pen down\n        else\n            if <(pick random (4) to (4)) = [4]> then\n                pen up\n                go to x: (120) y: (90)\n                pen down\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <<(Int ID) > [0]> and <(Int ID) < [5]>> then\n    wait (6) seconds\n    set pen color to (#c2227d)\n    change pen size by (10)\n    pen up\n    go to x: (-240) y: (180)\n    pen down\n    repeat (30)\n        repeat (1)\n            change x by (240)\n        end\n        change y by (-10)\n        repeat (1)\n            change x by (-240)\n        end\n        change y by (-10)\n    end\n    set pen color to (#000000)\n    change pen size by (10)\n    pen up\n    go to x: (-240) y: (180)\n    pen down\n    repeat (30)\n        repeat (1)\n            change x by (240)\n        end\n        change y by (-10)\n        repeat (1)\n            change x by (-240)\n        end\n        change y by (-10)\n    end\nelse\n    wait (6) seconds\n    set pen color to (#c32280)\n    change pen size by (10)\n    pen up\n    go to x: (240) y: (-180)\n    pen down\n    repeat (30)\n        repeat (1)\n            change x by (-240)\n        end\n        change y by (10)\n        repeat (1)\n            change x by (240)\n        end\n        change y by (10)\n    end\n    set pen color to (#000000)\n    change pen size by (10)\n    pen up\n    go to x: (240) y: (-180)\n    pen down\n    repeat (30)\n        repeat (1)\n            change x by (-240)\n        end\n        change y by (10)\n        repeat (1)\n            change x by (240)\n        end\n        change y by (10)\n    end\nend\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nerase all\nwait (0.2) seconds\nbroadcast (Intro out v)\ndelete this clone\n\nwhen flag clicked\nwait (8.5) seconds\nset [ghost v] effect to (0)\nrepeat (100)\n    change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nwait (6.5) seconds\npoint in direction (90)\nset size to (70) %\nset [sº v] to [10]\nrepeat (5)\n    change size by (6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [-10]\nrepeat (5)\n    change size by (-6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [-10]\nrepeat (5)\n    change size by (6)\nend\nwait until <(Sº) = [0]>\nset [sº v] to [10]\nrepeat (5)\n    change size by (-6)\nend\n\nforever\n    repeat (10)\n        change size by (10)\n    end\n    repeat (5)\n        change size by (5)\n    end\n    repeat (10)\n        change size by (-10)\n    end\n    repeat (5)\n        change size by (-5)\n    end\nend\n\nwhen I receive [start v]\nhide\n\n@Restart\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (100) %\nforever\n    if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n        hide\n        go to x: (149) y: (158)\n    else\n        show\n        go to x: (149) y: (158)\n        go to [front v] layer\n        go [backward v] (20) layers\n    end\nend\n\nwhen I receive [start v]\nforever\n\nif <touching (mouse-pointer v)?> then\n    repeat until <(size) = [120]>\n        change size by (2)\n    end\nelse\n    repeat until <(size) = [100]>\n        change size by (-2)\n    end\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nset [rotating? v] to [0]\nhide\n\nwhen this sprite clicked\n\nwhen this sprite clicked\n\nwhen I receive [start v]\nforever\n    if <(So near OPT) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\nend\n\nhide\n\nwhen flag clicked\nforever\n    if <(Menu?) = [0]> then\n        if <(Rotating?) = [0]> then\n            point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    start sound [Choose v]\n    if <(NPC T?) = [0]> then\n        broadcast (Die v)\n        broadcast (Restart v)\n        set [rotating? v] to [1]\n        repeat until <(Respawning?) = [0]>\n            repeat (5)\n                turn left (36) degrees\n                change size by (3)\n            end\n            repeat (5)\n                turn left (36) degrees\n                change size by (-3)\n            end\n        end\n        set size to (100) %\n        point in direction (90)\n        set [rotating? v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    start sound [Choose v]\n    if <(NPC T?) = [0]> then\n        set [rotating? v] to [1]\n        set [npc t? v] to [0]\n        wait (0.1) seconds\n        repeat until <(Respawning?) = [0]>\n            repeat (5)\n                turn left (36) degrees\n                change size by (3)\n            end\n            repeat (5)\n                turn left (36) degrees\n                change size by (-3)\n            end\n        end\n        set size to (100) %\n        set [rotating? v] to [0]\n        point in direction (90)\n    end\nend\n\n@fave\n\nwhen flag clicked\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (Faved v)\n    end\nend\n\n@love\n\nwhen flag clicked\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (Loved v)\n    end\nend\n\n@L/F\n\nwhen flag clicked\nset [laf? v] to [0]\nhide\n\nwhen I receive [loved v]\nrepeat (20)\n    switch costume to (l v)\n    create clone of (_myself_ v)\nend\nchange [laf? v] by (1)\n\nwhen I start as a clone\npoint in direction (pick random (0) to (180))\nshow\nset [y v] to [0]\nset size to (50) %\ngo to x: (pick random (-200) to (200)) y: (-160)\nset [y v] to (pick random (10) to (25))\nrepeat until <touching (_edge_ v)?>\n    go to [front v] layer\n    change [y v] by (-1)\n    change y by (Y)\n    wait (0) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    turn right (10) degrees\n    wait (0) seconds\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nwait until <(LaF?) = [2]>\nforever\n    if <(LaF?) = [2]> then\n        go to x: (0) y: (0)\n        point in direction (90)\n        switch costume to (cheat v)\n        show\n        set size to (100) %\n    else\n        hide\n    end\nend\n\nwhen I receive [faved v]\nrepeat (20)\n    switch costume to (f v)\n    create clone of (_myself_ v)\nend\nchange [laf? v] by (1)\n\nwait (0) seconds\n\nhide\n\nshow\n\nwait (0) seconds\n\nwhen flag clicked\nwait until <key (c v) pressed?>\nwait until <key (h v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (t v) pressed?>\nchange [laf? v] by (3)\nhide\n\n@Bouncepad\n\nwhen flag clicked\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n\nhide\n\nrepeat (4)\n    next costume\nend\n\nwait (0.2) seconds\n\ndefine Go to x (x) y (y)\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [3]> then\n    Create [1] bouncepad\nelse\n    if <(_LEVEL) = [7]> then\n        Create [6] bouncepad\n    else\n        if <(_LEVEL) = [13]> then\n            Create [1] bouncepad\n        else\n            if <(_LEVEL) = [14]> then\n                Create [2] bouncepad\n            else\n                if <(_LEVEL) = [16]> then\n                    Create [1] bouncepad\n                else\n                    if <(_LEVEL) = [18]> then\n                        Create [3] bouncepad\n                    else\n                        if <(_LEVEL) = [20]> then\n                            Create [2] bouncepad\n                        else\n                            if <(_LEVEL) = [11]> then\n                                Create [1] bouncepad\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Create (number) bouncepad\nset [id v] to [0]\nrepeat (number)\n    change [id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [3]> then\n    if <(ID) = [1]> then\n        Go to x [25] y [-84]\n    else\n        hide\n    end\nelse\n    if <(_LEVEL) = [7]> then\n        Go to x ((-150) + ((60) * (ID))) y [-82]\n    else\n        if <(_LEVEL) = [13]> then\n            Go to x [-50] y [-179]\n            go to [back v] layer\n        else\n            if <(_LEVEL) = [14]> then\n                go to [back v] layer\n                if <(ID) = [1]> then\n                    Go to x [-138] y [-85]\n                else\n                    if <(ID) = [2]> then\n                        Go to x [80] y [-85]\n                    end\n                end\n            else\n                if <(_LEVEL) = [16]> then\n                    go to [back v] layer\n                    if <(ID) = [1]> then\n                        Go to x [32] y [-90]\n                    end\n                else\n                    if <(_LEVEL) = [18]> then\n                        go to [back v] layer\n                        if <(ID) = [1]> then\n                            Go to x [-91] y [102]\n                        else\n                            if <(ID) = [2]> then\n                                Go to x [82] y [102]\n                            else\n                                if <(ID) = [3]> then\n                                    Go to x [159] y [-45]\n                                else\n                                    hide\n                                end\n                            end\n                        end\n                    else\n                        if <(_LEVEL) = [20]> then\n                            go to [back v] layer\n                            if <(ID) = [1]> then\n                                Go to x [-49] y [-149]\n                            else\n                                Go to x [90] y [20]\n                            end\n                        else\n                            if <(_LEVEL) = [11]> then\n                                go to [back v] layer\n                                if <(ID) = [1]> then\n                                    Go to x [81] y [-79]\n                                else\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nhide\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.1) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n    end\nend\n\ndelete this clone\n\nwhen I receive [bounce v]\nforever\n    if <touching (player v)?> then\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.1) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n    end\nend\n\n@Anti-Bouncepads\n\nwhen flag clicked\npoint in direction (-90)\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    hide\nend\n\nrepeat (4)\n    next costume\nend\n\nwait (0.2) seconds\n\ndefine Go to x (x) y (y) and other things\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [3]> then\n    Create [1] anti-bouncepad\nelse\n    if <(_LEVEL) = [7]> then\n        Create [6] anti-bouncepad\n    else\n        hide\n    end\nend\n\ndefine Create (number) anti-bouncepad\nset [id v] to [0]\nrepeat (number)\n    change [id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [5]> then\n    if <(ID) = [1]> then\n        Go to x [51] y [101] and other things\n    else\n        hide\n    end\nelse\n    if <(_LEVEL) = [7]> then\n        Go to x ((-150) + ((ID) * (60))) y [76] and other things\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.1) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n    end\nend\n\nif <(ID) = [1]> then\n\nGo to x [-115] y [76] and other things\n\n@Money Up\n\nwhen flag clicked\nset [money v] to [0]\nset size to (100) %\nhide\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n    go to [front v] layer\nend\n\nwhen I receive [next level v]\nchange [money v] by (10)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset size to (100) %\nwait (0) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (15)\n    go to [front v] layer\n    change size by (7)\n    change [ghost v] effect by (7)\nend\nhide\n\n@Suggestion\n\nwhen I receive [start v]\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (-22)\n\nwhen I receive [story v]\nwait (4) seconds\nswitch costume to (skip v)\nset [ghost v] effect to (44)\nrepeat (22)\n    show\n    change y by (1)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\nwait (5) seconds\nrepeat (22)\n    show\n    change y by (-1)\n    go to [front v] layer\n    change [ghost v] effect by (2)\nend\nhide\n\nforever\n    switch costume to (??? v)\n    wait (pick random (20) to (35)) seconds\n    set [ghost v] effect to (44)\n    repeat (22)\n        show\n        change y by (1)\n        go to [front v] layer\n        change [ghost v] effect by (-2)\n    end\n    wait (3) seconds\n    repeat (22)\n        show\n        change y by (-1)\n        go to [front v] layer\n        change [ghost v] effect by (2)\n    end\n    hide\nend\n\nwhen I receive [story v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (Skip story v)\nstop [other scripts in sprite v]\nhide\n\n@NPC\n\ndefine Say (text) delay (seconds) for (time) (between s) (between s)\nset [talking? v] to [1]\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <<(TextLenght) = [-1]> or <key (a v) pressed?>>\n    set [text v] to (join (Text) (letter ((length of (text)) - (TextLenght)) of (text)))\n    change [textlenght v] by (-1)\n    set [talking? v] to [1]\n    say (Text)\n    start sound [text v]\n    if <not <(letter ((length of (text)) - (TextLenght)) of (text)) = [ ]>> then\n        wait (seconds) seconds\n    end\nend\nif <key (a v) pressed?> then\n    set [talking? v] to [0]\n    wait until <not <key (a v) pressed?>>\nelse\n    set [talking? v] to [0]\n    wait (time) seconds\n    say [] for (0) seconds\n    wait (between s) seconds\nend\n\ndefine Ask (question) delay (\(q\) seconds)\nset [question v] to []\nset [questionlenght v] to ((length of (question)) - (1))\nrepeat until <(QuestionLenght) = [-1]>\n    set [question v] to (join (Question) (letter ((length of (question)) - (QuestionLenght)) of (question)))\n    change [questionlenght v] by (-1)\n    set [talking? v] to [1]\n    say (Question)\n    start sound [text v]\n    if <not <(letter ((length of (question)) - (QuestionLenght)) of (question)) = [ ]>> then\n        wait (\(q\) seconds) seconds\n    end\nend\nset [talking? v] to [0]\nask (Question) and wait\nbroadcast (Question v)\nset [who's talking? v] to [2]\nwait until <(Who's Talking?) = [1]>\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n    set rotation style [left-right v]\n    set size to (120) %\n    go to x: (71) y: (-60)\n    show\n    forever\n        point towards (player v)\n    end\nend\n\nwhen I receive [next level v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n    if <(NPC Helps?) = [0]> then\n        wait until <(distance to [player v]) < [100]>\n        set [stop? v] to [1]\n        Say [Hey there!] delay [0.01] for [0.5] (between s) [1]\n        broadcast (PAY ATTENTION TO THE NPC v)\n        Say [Yes you!] delay [0.01] for [2] (between s) [2]\n        Say [I haven't seen anyone in so long...] delay [0.03] for [1] (between s) [1]\n        broadcast (A1 v)\n        Ask [Well... what's your \(user\)name?] delay [0.03]\n        if <(answer) = (username)> then\n            Say (join [So ] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n            Say [Yes, you're honest...] delay [0.01] for [1] (between s) [2]\n            Say [Let me give you 10 coins!] delay [0.01] for [1] (between s) [1]\n            broadcast (10+ v)\n            wait (2) seconds\n        else\n            if <(answer) = [Why do you ask it?]> then\n                Say [I'm programmed to do it] delay [0.03] for [1] (between s) [1]\n            else\n                if <(answer) = [...]> then\n                    Say [Oh, you are shy, no?] delay [0.03] for [1] (between s) [1]\n                else\n                    Say (join [So] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n                    Say [USERNAME BLOCK] delay [0.2] for [1] (between s) [1]\n                    Say [Huh, liar, I'll substract 10 coins] delay [0.1] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    Say [>:\(] delay [0.3] for [1] (between s) [1]\n                    wait (2) seconds\n                end\n            end\n        end\n        Say [Well, I have a name...] delay [0.03] for [1] (between s) [1]\n        Say [I'm Just An Old Square] delay [0.03] for [1] (between s) [1]\n        Say [...] delay [0.3] for [1] (between s) [1]\n        Say [Yes, it's my name!!!] delay [0.03] for [1] (between s) [1]\n        Say [I've never been young...] delay [0.03] for [1] (between s) [1]\n        broadcast (A2 v)\n        Ask [Well, what are you doing in this dangerous lands?] delay [0.03]\n        if <(answer) = [...]> then\n            Say [Too much introvert...] delay [0.03] for [1] (between s) [1]\n        else\n            if <(answer) = [Nothing]> then\n                Ask [Don't try to fool me! You're here for some reason!] delay [0.03]\n            else\n                if <(answer) = [Looking for old friends]> then\n                    Say [Ohh...] delay [0.03] for [1] (between s) [1]\n                    Say [...] delay [0.3] for [1] (between s) [1]\n                    Say [That's strange...] delay [0.03] for [1] (between s) [1]\n                else\n                    if <(answer) = [Well, I have a mission...]> then\n                        Say [Oh that's a good reason for travel!] delay [0.03] for [1] (between s) [1]\n                        Say [Let me give you 10 coins] delay [0.03] for [1] (between s) [1]\n                        broadcast (10+ v)\n                        wait (2) seconds\n                    else\n                        Say [That wasn't in the box above...] delay [0.03] for [1] (between s) [1]\n                    end\n                end\n            end\n        end\n        Say [Anyway, I am too old for this long travels...] delay [0.03] for [1] (between s) [1]\n        Say [I was full of energy, time and weapons...] delay [0.03] for [1] (between s) [1]\n        broadcast (A3 v)\n        Ask [Do you want one weapon? ] delay [0.03]\n        if <(answer) = [YES]> then\n            Say [Well, then I'll give you one...] delay [0.03] for [1] (between s) [1]\n            Say [It's a bow] delay [0.03] for [1] (between s) [1]\n            Say [...] delay [0.3] for [1] (between s) [1]\n            Say [Did you expect a ultra-legendary epic weapon?] delay [0.03] for [1] (between s) [1]\n            Say [That's for the next game of an old friend...] delay [0.03] for [1] (between s) [1]\n            Say [Hydeon] delay [0.03] for [1] (between s) [1]\n            Say [He/She is gonna make an rpg...] delay [0.03] for [1] (between s) [1]\n            Say [Take my bow] delay [0.03] for [1] (between s) [1]\n            broadcast (Bow v)\n            wait (2) seconds\n        else\n            if <(answer) = [No...]> then\n                Say [Who would say that???] delay [0.03] for [1] (between s) [1]\n                Say [Take my bow!] delay [0.03] for [1] (between s) [1]\n                broadcast (Bow v)\n                wait (2) seconds\n            else\n                if <(answer) = [GIMME UR WEAPONS!!!]> then\n                    Say [Huh, do you know you're stuck?] delay [0.03] for [1] (between s) [1]\n                    Say [Try to move] delay [0.03] for [1] (between s) [1]\n                    Say [Also, your sword hitbox doesn't touch me...] delay [0.03] for [1] (between s) [1]\n                    Say [So, why did you said that?] delay [0.03] for [1] (between s) [1]\n                    Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    wait (2) seconds\n                    Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n                    Say [>:\)] delay [0.03] for [1] (between s) [1]\n                    Say [Bye!] delay [0.03] for [1] (between s) [1]\n                    set [npc t? v] to [0]\n                    set [volume v] to [100]\n                    set [stop? v] to [0]\n                    stop [this script v]\n                else\n                    if <(answer) = [What kind of weapon?]> then\n                        Say [A bow] delay [0.03] for [1] (between s) [1]\n                        Say [Take it] delay [0.03] for [1] (between s) [1]\n                        broadcast (Bow v)\n                        wait (2) seconds\n                    else\n                        Say [Please answer things in the box above!] delay [0.03] for [1] (between s) [1]\n                        Say [LATE] delay [0.03] for [1] (between s) [1]\n                        Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n                        broadcast (-10 v)\n                        wait (2) seconds\n                        Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n                        Say [>:\)] delay [0.03] for [1] (between s) [1]\n                        Say [Bye!] delay [0.03] for [1] (between s) [1]\n                        set [volume v] to [100]\n                        set [npc t? v] to [0]\n                        set [stop? v] to [0]\n                        stop [this script v]\n                    end\n                end\n            end\n        end\n        Say [And, just one thing...] delay [0.03] for [1] (between s) [1]\n        Say [I want to be your squire and accompany you on your adventure] delay [0.03] for [1] (between s) [1]\n        broadcast (A4 v)\n        Ask [Can I?] delay [0.03]\n        if <(answer) = [Yes]> then\n            Say [Yes, thank you!] delay [0.03] for [1] (between s) [1]\n            Say [I'll help you a lot] delay [0.03] for [1] (between s) [1]\n            Take that\n            broadcast (NPC Helps! v)\n            set [npc t? v] to [0]\n            stop [this script v]\n        else\n            if <(answer) = [No]> then\n                Say [-_-] delay [0.03] for [1] (between s) [1]\n                Say [You won a prize!] delay [0.03] for [1] (between s) [1]\n                Say [-10 coins!] delay [0.03] for [1] (between s) [1]\n                broadcast (-10 v)\n                wait (2) seconds\n                set [volume v] to [100]\n                set [npc t? v] to [0]\n                set [stop? v] to [0]\n                stop [this script v]\n            else\n                if <(answer) = [...]> then\n                    Say [...] delay [0.03] for [1] (between s) [1]\n                    Say [Come on!] delay [0.03] for [1] (between s) [1]\n                    Say [I'll do it although you don't want it] delay [0.03] for [1] (between s) [1]\n                    Take that\n                    broadcast (NPC Helps! v)\n                    set [npc t? v] to [0]\n                    stop [this script v]\n                else\n                    Say [...] delay [0.03] for [1] (between s) [1]\n                    Say [That's a no...] delay [0.03] for [1] (between s) [1]\n                    Say [-10 coins] delay [0.03] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    wait (2) seconds\n                    set [volume v] to [100]\n                    set [npc t? v] to [0]\n                    set [stop? v] to [0]\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nstop [this script v]\n\ndelete this clone\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [die v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n    if <(NPC Helps?) = [0]> then\n        wait until <(distance to [player v]) < [100]>\n        set [stop? v] to [1]\n        Say [Hey there!] delay [0.01] for [0.5] (between s) [1]\n        broadcast (PAY ATTENTION TO THE NPC v)\n        Say [Yes you!] delay [0.01] for [2] (between s) [2]\n        Say [I haven't seen anyone in so long...] delay [0.03] for [1] (between s) [1]\n        broadcast (A1 v)\n        Ask [Well... what's your \(user\)name?] delay [0.03]\n        if <(answer) = (username)> then\n            Say (join [So ] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n            Say [Yes, you're honest...] delay [0.01] for [1] (between s) [2]\n            Say [Let me give you 10 coins!] delay [0.01] for [1] (between s) [1]\n            broadcast (10+ v)\n            wait (2) seconds\n        else\n            if <(answer) = [Why do you ask it?]> then\n                Say [I'm programmed to do it] delay [0.03] for [1] (between s) [1]\n            else\n                if <(answer) = [...]> then\n                    Say [Oh, you are shy, no?] delay [0.03] for [1] (between s) [1]\n                else\n                    Say (join [So] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n                    Say [USERNAME BLOCK] delay [0.2] for [1] (between s) [1]\n                    Say [Huh, liar, I'll substract 10 coins] delay [0.1] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    wait (2) seconds\n                    Say [>:\(] delay [0.3] for [1] (between s) [1]\n                end\n            end\n        end\n        Say [Well, I have a name...] delay [0.03] for [1] (between s) [1]\n        Say [I'm Just An Old Square] delay [0.03] for [1] (between s) [1]\n        Say [...] delay [0.3] for [1] (between s) [1]\n        Say [Yes, it's my name!!!] delay [0.03] for [1] (between s) [1]\n        Say [I've never been young...] delay [0.03] for [1] (between s) [1]\n        broadcast (A2 v)\n        Ask [Well, what are you doing in this dangerous lands?] delay [0.03]\n        if <(answer) = [...]> then\n            Say [Too much introvert...] delay [0.03] for [1] (between s) [1]\n        else\n            if <(answer) = [Nothing]> then\n                Ask [Don't try to fool me! You're here for some reason!] delay [0.03]\n            else\n                if <(answer) = [Looking for old friends]> then\n                    Say [Ohh...] delay [0.03] for [1] (between s) [1]\n                    Say [...] delay [0.3] for [1] (between s) [1]\n                    Say [That's strange...] delay [0.03] for [1] (between s) [1]\n                else\n                    if <(answer) = [Well, I have a mission...]> then\n                        Say [Oh that's a good reason for travel!] delay [0.03] for [1] (between s) [1]\n                        Say [Let me give you 10 coins] delay [0.03] for [1] (between s) [1]\n                        broadcast (10+ v)\n                        wait (2) seconds\n                    else\n                        Say [That wasn't in the box above...] delay [0.03] for [1] (between s) [1]\n                    end\n                end\n            end\n        end\n        Say [Anyway, I am too old for long travels...] delay [0.03] for [1] (between s) [1]\n        Say [I was full of energy, time and weapons...] delay [0.03] for [2] (between s) [1]\n        broadcast (A3 v)\n        Ask [Do you want one weapon? ] delay [0.03]\n        if <(answer) = [YES]> then\n            Say [Well, then I'll give you one...] delay [0.03] for [1] (between s) [1]\n            Say [It's a bow] delay [0.03] for [1] (between s) [1]\n            Say [...] delay [0.3] for [1] (between s) [1]\n            Say [Did you expect a ultra-legendary epic weapon?] delay [0.03] for [1] (between s) [1]\n            Say [That's for the next game of an old friend...] delay [0.03] for [1] (between s) [1]\n            Say [Hydeon] delay [0.03] for [1] (between s) [1]\n            Say [He/She is gonna make an rpg...] delay [0.03] for [1] (between s) [1]\n            Say [Take my bow] delay [0.03] for [1] (between s) [1]\n            broadcast (Bow v)\n            wait (2) seconds\n        else\n            if <(answer) = [No...]> then\n                Say [Who would say that???] delay [0.03] for [1] (between s) [1]\n                Say [Take my bow!] delay [0.03] for [1] (between s) [1]\n                broadcast (Bow v)\n                wait (2) seconds\n            else\n                if <(answer) = [GIMME UR WEAPONS!!!]> then\n                    Say [Huh, do you know you're stuck?] delay [0.03] for [1] (between s) [1]\n                    Say [Try to move] delay [0.03] for [1] (between s) [1]\n                    Say [Also, your sword hitbox doesn't touch me...] delay [0.03] for [1] (between s) [1]\n                    Say [So, why did you said that?] delay [0.03] for [1] (between s) [1]\n                    Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    wait (2) seconds\n                    Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n                    Say [>:\)] delay [0.03] for [1] (between s) [1]\n                    Say [Bye!] delay [0.03] for [1] (between s) [1]\n                    set [npc t? v] to [0]\n                    set [volume v] to [100]\n                    set [stop? v] to [0]\n                    stop [this script v]\n                else\n                    if <(answer) = [What kind of weapon?]> then\n                        Say [A bow] delay [0.03] for [1] (between s) [1]\n                        Say [Take it] delay [0.03] for [1] (between s) [1]\n                        broadcast (Bow v)\n                        wait (2) seconds\n                    else\n                        Say [Please answer things in the box above!] delay [0.03] for [1] (between s) [1]\n                        Say [LATE] delay [0.03] for [1] (between s) [1]\n                        Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n                        broadcast (-10 v)\n                        wait (2) seconds\n                        Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n                        Say [>:\)] delay [0.03] for [1] (between s) [1]\n                        Say [Bye!] delay [0.03] for [1] (between s) [1]\n                        set [volume v] to [100]\n                        set [npc t? v] to [0]\n                        set [stop? v] to [0]\n                        stop [this script v]\n                    end\n                end\n            end\n        end\n        Say [And, just one thing...] delay [0.03] for [1] (between s) [1]\n        Say [I want to be your squire and accompany you on your adventure] delay [0.03] for [1] (between s) [1]\n        broadcast (A4 v)\n        Ask [Can I?] delay [0.03]\n        if <(answer) = [Yes]> then\n            Say [Yes, thank you!] delay [0.03] for [1] (between s) [1]\n            Say [I'll help you a lot] delay [0.03] for [1] (between s) [1]\n            Take that\n            broadcast (NPC Helps! v)\n            set [npc t? v] to [0]\n            stop [this script v]\n        else\n            if <(answer) = [NOOO]> then\n                Say [-_-] delay [0.03] for [1] (between s) [1]\n                Say [You won a prize!] delay [0.03] for [1] (between s) [1]\n                Say [-10 coins!] delay [0.03] for [1] (between s) [1]\n                broadcast (-10 v)\n                wait (2) seconds\n                set [volume v] to [100]\n                set [npc t? v] to [0]\n                set [stop? v] to [0]\n                stop [this script v]\n            else\n                if <(answer) = [...]> then\n                    Say [...] delay [0.03] for [1] (between s) [1]\n                    Say [Come on!] delay [0.03] for [1] (between s) [1]\n                    Say [I'll do it although you don't want it] delay [0.03] for [1] (between s) [1]\n                    Take that\n                    broadcast (NPC Helps! v)\n                    set [npc t? v] to [0]\n                    stop [this script v]\n                else\n                    Say [...] delay [0.03] for [1] (between s) [1]\n                    Say [That's a no...] delay [0.03] for [1] (between s) [1]\n                    Say [-10 coins] delay [0.03] for [1] (between s) [1]\n                    broadcast (-10 v)\n                    wait (2) seconds\n                    set [volume v] to [100]\n                    set [npc t? v] to [0]\n                    set [stop? v] to [0]\n                    stop [this script v]\n                end\n            end\n        end\n    end\nend\n\nstop [this script v]\n\ndefine Take that\nset size to (120) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n    turn left (50) degrees\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nif <not <<(_LEVEL) = [8]> or <(_LEVEL) = [21]>>> then\n    hide\nend\n\nset [volume v] to [100]\n\nwhen I receive [circle appears v]\nset [stop? v] to [1]\nwait (2) seconds\nset [ghost v] effect to (0)\ngo to (player v)\ngo to [front v] layer\nset size to (130) %\nshow\nchange x by (40)\nset [circle conv.? v] to [1]\nshow\nSay [Come on!] delay [0.03] for [1] (between s) [1]\nSay [Kill it!] delay [0.03] for [1] (between s) [1]\nshow\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Is that a trick?] delay [0.03] for [1] (between s) [1]\nSay [Who are you?] delay [0.03] for [1] (between s) [1]\nshow\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Well, maybe we can cooperate...] delay [0.03] for [1] (between s) [1]\nSay [Our interests are the same...] delay [0.03] for [1] (between s) [1]\nshow\nSay [Then, you can help us] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Yes, that's a good idea...] delay [0.03] for [1] (between s) [1]\nhide\n\n@Circle\n\nwhen flag clicked\nhide\n\nwhen I receive [circle appears v]\nset [npc t? v] to [1]\nshow\ngo to [back v] layer\ngo [forward v] (10) layers\ngo to x: (300) y: (-94)\nSmooth Glide To X: (0) Y: (-94) at Speed: (8)\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [Noo!] delay [0.03] for [1] (between s) [1]\nSay [I don't want to fight!] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [I'm just a circle that want to stop the war!] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [Ok, thanks] delay [0.03] for [1] (between s) [1]\nSay [Then let's go first to circle city] delay [0.03] for [1] (between s) [1]\nSay [It's nearer] delay [0.03] for [1] (between s) [1]\nSay [But first, let's rest] delay [0.03] for [1] (between s) [1]\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (8)\nset [npc t? v] to [0]\nhide\nbroadcast (Circle talks v)\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ndefine Say (text) delay (seconds) for (time) (between s) (between s)\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <<(TextLenght) = [-1]> or <key (a v) pressed?>>\n    set [text v] to (join (Text) (letter ((length of (text)) - (TextLenght)) of (text)))\n    change [textlenght v] by (-1)\n    say (Text)\n    start sound [text v]\n    if <not <(letter ((length of (text)) - (TextLenght)) of (text)) = [ ]>> then\n        wait (seconds) seconds\n    end\nend\nif <key (a v) pressed?> then\n    wait until <not <key (a v) pressed?>>\nelse\n    wait (time) seconds\n    say [] for (0) seconds\n    wait (between s) seconds\nend\n\n@Up messages\n\nwhen flag clicked\nset [npc helps? v] to [0]\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [a1 v]\nwait (1) seconds\nswitch costume to (a1 v)\nDown T\n\nwhen I receive [a2 v]\nwait (1) seconds\nswitch costume to (a2 v)\nDown T\n\ndefine Down\nstart sound [Low Whoosh v]\ngo to x: (0) y: (40)\nset [ghost v] effect to (100)\nrepeat (45)\n    show\n    change y by (-1)\n    go to [front v] layer\n    go [backward v] (4) layers\n    change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (45)\n    show\n    change y by (1)\n    go to [front v] layer\n    go [backward v] (4) layers\n    change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [a3 v]\nwait (1) seconds\nswitch costume to (a3 v)\nDown T\n\nwhen I receive [bow v]\nswitch costume to (text bow v)\nDown\n\nwhen I receive [sword v]\nswitch costume to (text sword v)\nDown\n\nwhen flag clicked\nhide\n\nwhen I receive [collected star v]\nswitch costume to (text star v)\nDown\n\nwhen I receive [begin talk npc v]\nSay phrase [1]\nSay phrase [2]\nSay phrase [3]\nEnd talking\nset [volume v] to [100]\n\ndefine Say phrase (phrase)\nif <(NPC Helps?) = [1]> then\n    if <(^TalkingNPC?) = [0]> then\n        set [^talkingnpc? v] to [1]\n        switch costume to (intro npc-2 v)\n        go to x: (-92) y: (0)\n        set [ghost v] effect to (100)\n        repeat (50)\n            show\n            go to [front v] layer\n            change [ghost v] effect by (-1.8)\n        end\n        repeat until <(costume [name v]) = [Intro NPC6]>\n            wait (0) seconds\n            next costume\n        end\n        start sound [High Whoosh v]\n        switch costume to (join [NPC] (phrase))\n        wait until <key (a v) pressed?>\n    else\n        switch costume to (new phrase1 v)\n        go to x: (-92) y: (0)\n        set [ghost v] effect to (6)\n        repeat until <(costume [name v]) = [New phrase9]>\n            next costume\n        end\n        start sound [High Whoosh v]\n        switch costume to (join [NPC] (phrase))\n        wait until <key (a v) pressed?>\n    end\nend\n\nwhen I receive [npc helps! v]\nset [npc helps? v] to [1]\nwait (1) seconds\nbroadcast (Begin talk NPC v)\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [a4 v]\nwait (1) seconds\nswitch costume to (a4 v)\nDown T\n\nwhen I receive [next level v]\nwait (3) seconds\nif <(_LEVEL) = [9]> then\n    Say phrase [4]\n    End talking\nelse\n    if <(_LEVEL) = [10]> then\n        Say phrase [5]\n        End talking\n    else\n        if <(_LEVEL) = [14]> then\n            Say phrase [8]\n            Say phrase [7]\n            End talking\n        else\n            if <(_LEVEL) = [15]> then\n                Say phrase [6]\n                End talking\n            else\n                if <(_LEVEL) = [21]> then\n                    Say phrase [9]\n                    Say phrase [10]\n                    broadcast (Circle appears v)\n                    End talking\n                    set [stop? v] to [1]\n                end\n            end\n        end\n    end\nend\n\ndefine End talking\nif <(NPC Helps?) = [1]> then\n    set [^talkingnpc? v] to [0]\n    switch costume to (intro npc6 v)\n    wait (0) seconds\n    switch costume to (intro npc6 v)\n    wait (0) seconds\n    switch costume to (intro npc5 v)\n    wait (0) seconds\n    start sound [Low Whoosh v]\n    switch costume to (intro npc4 v)\n    wait (0) seconds\n    switch costume to (intro npc3 v)\n    wait (0) seconds\n    switch costume to (intro npc2 v)\n    wait (0) seconds\n    switch costume to (intro npc1 v)\n    wait (0) seconds\n    switch costume to (intro npc0 v)\n    wait (0) seconds\n    switch costume to (intro npc-1 v)\n    wait (0) seconds\n    switch costume to (intro npc-2 v)\n    wait (0) seconds\n    hide\nend\nset [stop? v] to [0]\n\ndefine Down T\ngo to x: (0) y: (40)\nset [ghost v] effect to (100)\nrepeat (45)\n    show\n    change y by (-1)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\nwait until <(Who's Talking?) = [2]>\nrepeat (45)\n    show\n    change y by (1)\n    go to [front v] layer\n    change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [circle talks v]\nshow\nswitch costume to (circle1 v)\ngo to x: (-92) y: (0)\nset [ghost v] effect to (100)\nrepeat (50)\n    show\n    go to [front v] layer\n    change [ghost v] effect by (-1.8)\nend\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (npc11 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (circle2 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (npc12 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (circle3 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nhide\nset [stop? v] to [0]\nbroadcast (End v)\n\nstart sound [High Whoosh v]\n\n@Parallax2\n\nwhen flag clicked\nhide\n\nwhen I receive [relax v]\nset [mb id v] to [0]\nrepeat (3)\n    change [mb id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(MB iD) = [1]> then\n    switch costume to (.. v)\n    set [ghost v] effect to (20)\n    show\n    forever\n        show\n        go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\n        go to [back v] layer\n    end\nelse\n    if <(MB iD) = [2]> then\n        switch costume to (. v)\n        show\n        forever\n            show\n            set [ghost v] effect to (30)\n            go to x: (([x position v] of [player v]) * (-0.3)) y: ((([y position v] of [player v]) * (-0.3)) - (30))\n            go to [back v] layer\n            go [forward v] (2) layers\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n        go to [back v] layer\n    end\nend\n\n@Falling leaves\n\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (11) layers\nshow\nset [lspeedx v] to [-1]\nset [lspeedy v] to [-0.7]\nset [ghost v] effect to (100)\nif <(pick random (1) to (2)) = [2]> then\n    go to x: (200) y: (pick random (-120) to (200))\nelse\n    go to x: (pick random (-200) to (200)) y: (200)\nend\nif <<touching (_edge_ v)?> or <touching (level hitbox v)?>> then\n    repeat until <not <<touching (_edge_ v)?> or <touching (level hitbox v)?>>>\n        change x by (LspeedX)\n        change y by (LspeedY)\n    end\nend\nrepeat (10)\n    change x by (LspeedX)\n    change y by (LspeedY)\n    change [ghost v] effect by (-8)\nend\nrepeat until <<touching (_edge_ v)?> or <touching (level hitbox v)?>>\n    change x by (LspeedX)\n    change y by (LspeedY)\nend\nif <touching (_edge_ v)?> then\n    repeat (10)\n        change x by (LspeedX)\n        change y by (LspeedY)\n        change [ghost v] effect by (8)\n    end\nelse\n    change y by (-3)\n    wait (5) seconds\n    repeat (10)\n        change [ghost v] effect by (8)\n    end\nend\ndelete this clone\n\ngo to (random position v)\n\nturn right (2) degrees\n\nturn right (2) degrees\n\nturn right (2) degrees\n\nwhen I receive [relax v]\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0.2) seconds\nend\n\nset [_level v] to [Relax]\nbroadcast (Relax v)\nset [level type v] to [Relax]\n\nrepeat until <(direction) = [90]>\n    turn right (2) degrees\nend\n\ngo to x: (pick random (-200) to (200)) y: (pick random (-120) to (200))\n\nwhen I start as a clone\nset [º v] to (pick random (60) to (120))\nforever\n    if <not <touching (level hitbox v)?>> then\n        point in direction ((º) + (([cos v] of (((timer) - (3)) * (150)) ) * (30)))\n    end\nend\n\n@Unnecesary sprite :P\n\nwhen I receive [start v]\nforever\n    go to (options  v)\nend\n\nwhen flag clicked\nhide\n\n\n\nwhen I receive [start v]\nforever\n    if <(So near OPT) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n        go to [front v] layer\n        go [backward v] (29) layers\n        show\n        switch costume to (costume1 v)\n        set size to (30) %\n    else\n        hide\n    end\nend\n\n@Mouse\n\nwhen I receive [start v]\nforever\n    set [ughhh v] to (distance to [mouse-pointer v])\n    wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n    if <not <(Ughhh) = (distance to [mouse-pointer v])>> then\nend\n\nwhen I receive [start v]\nforever\n    if <(Mouse?) = [1]> then\n        create clone of (_myself_ v)\n        wait (0.01) seconds\n    end\nend\n\ngo to (mouse-pointer v)\npoint towards (mouse-pointer v)\n\nforever\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nshow\nif <(pick random (1) to (2)) = [1]> then\n    point in direction (pick random (0) to (180))\nelse\n    point in direction (pick random (0) to (-180))\nend\nset size to (50) %\nset [ghost v] effect to (pick random (20) to (40))\nif <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n    go to [front v] layer\n    go [backward v] (20) layers\nelse\n    go to [front v] layer\nend\nset [brightness v] effect to (pick random (10) to (30))\nrepeat (10)\n    change [ghost v] effect by (3)\n    move (2) steps\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    move (1) steps\nend\ndelete this clone\n\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\npoint in direction ((direction) - ())\n\n@Particles\n\nwhen I receive [start v]\nforever\n    if <(Particles?) = [1]> then\n        if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n            wait (0.1) seconds\n            create clone of (_myself_ v)\n        end\n    end\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nswitch costume to (LEVEL type)\nif <(pick random (1) to (2)) = [1]> then\n    point in direction (pick random (0) to (180))\nelse\n    point in direction (pick random (0) to (-180))\nend\nset size to (20) %\nset [ghost v] effect to (pick random (20) to (40))\ngo to [front v] layer\nset [brightness v] effect to (pick random (10) to (30))\nrepeat (100)\n    change [ghost v] effect by (1)\n    move (1) steps\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    move (1) steps\nend\ndelete this clone\n\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\n\n\n@Assets\n\nwhen flag clicked\nhide\n\nwhen I receive [beg menu v]\nset [id v] to [0]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [0]> then\n    forever\n        show\n        switch costume to (back v)\n        go to x: (0) y: (0)\n        go to [front v] layer\n        set size to (100) %\n        go [backward v] (2) layers\n    end\nelse\n    if <(ID) = [1]> then\n        forever\n            show\n            go to x: (0) y: (74)\n            go to [front v] layer\n            switch costume to (title v)\n            go [backward v] (1) layers\n        end\n    else\n        if <(ID) = [2]> then\n            forever\n                show\n                go to x: (0) y: (-100)\n                go to [front v] layer\n                switch costume to (play v)\n                set size to (70) %\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n    forever\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (10)))\n        if <touching (mouse-pointer v)?> then\n            change size by (((100) - (size)) / (4))\n        else\n            change size by (((90) - (size)) / (4))\n        end\n    end\nelse\n    if <(ID) = [2]> then\n        forever\n            point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * <not <mouse down?>>))\n            if <touching (mouse-pointer v)?> then\n                change size by (((110) - (size)) / (4))\n                set [tplay? v] to [1]\n            else\n                if <not <touching (mouse-pointer v)?>> then\n                    change size by (((90) - (size)) / (4))\n                    set [tplay? v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n    forever\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            broadcast (Start v)\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <not <(ID) = [2]>> then\n    wait until <<mouse down?> and <(Tplay?) = [1]>>\n    wait (1) seconds\n    hide\n    delete this clone\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n    wait until <<mouse down?> and <(Tplay?) = [1]>>\n    wait (1) seconds\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (costume1 v)\nend\n\ndelete this clone\n\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\n\n@Ketchup\n\nwhen I receive [ketchup v]\nif <(Ketchup?) = [1]> then\n    repeat (15)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (player v)\nset rotation style [don't rotate v]\npoint in direction (pick random (-179) to (179))\nset [ghost v] effect to (30)\nset size to (pick random (80) to (110)) %\nrepeat (20)\n    move (12) steps\n    change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Loading\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (0.1) seconds\nrepeat (3)\n    wait (0.1) seconds\n    next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nset [_level v] to [8]\n\nset [_level v] to [10]\n\n@TE\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (10)))\n    set size to ((100) + (([cos v] of (((timer) - (1)) * (150)) ) * (10))) %\nend\n\nwhen flag clicked\nforever\n    if <(_LEVEL) = [24]> then\n        show\n    else\n        hide\n    end\nend\n\n@S tree\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <(_LEVEL) = [17]> then\n        show\n        go to [back v] layer\n        wait until <touching (sword hitbox v)?>\n        next costume\n        wait until <(Changing Level?) = [1]>\n        hide\n        stop [this script v]\n    else\n        hide\n    end\nend\n\n@Mobile\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n    forever\n        switch costume to (right v)\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            set [tapping right v] to [1]\n        else\n            set [tapping right v] to [0]\n        end\n    end\nelse\n    if <(ID) = [2]> then\n        forever\n            switch costume to (left v)\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                set [tapping left v] to [1]\n            else\n                set [tapping left v] to [0]\n            end\n        end\n    else\n        if <(ID) = [3]> then\n            forever\n                switch costume to (up v)\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    set [tapping up v] to [1]\n                else\n                    set [tapping up v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\n@Sword\n\nwhen flag clicked\nhide\ngo to x: (148) y: (-140)\n\nwhen I receive [start v]\nforever\n    if <<<(Menu?) = [0]> and <(Skin shop?) = [0]>> and <(Mobile?) = [1]>> then\n        show\n        if <(Near s/b?) = [1]> then\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (50)\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Sword) = [1]> then\n        switch costume to (unlocked v)\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        broadcast (S Attack v)\n        wait until <(Changing costumes S?) = [0]>\n    else\n        switch costume to (locked v)\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n        if <(distance to [mouse-pointer v]) < [100]> then\n            set [near s/b? v] to [1]\n            start sound [Connect v]\n            wait until <[100] < (distance to [mouse-pointer v])>\n        else\n            set [near s/b? v] to [0]\n        end\n    end\nend\n\n@Sword2\n\nwhen flag clicked\nhide\ngo to x: (209) y: (-140)\n\nwhen I receive [start v]\nset [mobile? v] to [0]\nforever\n    if <<<(Menu?) = [0]> and <(Skin shop?) = [0]>> and <(Mobile?) = [1]>> then\n        show\n        if <(Near s/b?) = [1]> then\n            set [ghost v] effect to (0)\n        else\n            set [ghost v] effect to (50)\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(Bow) = [1]> then\n        switch costume to (unlocked v)\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        broadcast (B Attack v)\n        wait until <(Arrow flying?) = [0]>\n    else\n        switch costume to (locked v)\n    end\nend\n\n@FIX\n\ngo to [front v] layer\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [stop? v] to [1]\nwait until <mouse down?>\nnext costume\nwait until <not <mouse down?>>\nwait until <(Menu?) = [1]>\nnext costume\nwait until <(Menu?) = [0]>\nwait until <not <mouse down?>>\nnext costume\nwait until <mouse down?>\nhide\nset [stop? v] to [0]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (5)\nswitch costume to (costume3 v)\nwait until <mouse down?>\nSmooth Glide To X: ([x position v] of [options  v]) Y: ([x position v] of [options  v]) at Speed: (5)\nwait until <(Menu?) = [1]>\nSmooth Glide To X: (187) Y: (160) at Speed: (5)\nSmooth Glide To X: (187) Y: (-12) at Speed: (5)\nSmooth Glide To X: (62) Y: (62) at Speed: (5)\nSmooth Glide To X: (196) Y: (-125) at Speed: (5)\nwait until <(Menu?) = [0]>\nSmooth Glide To X: (0) Y: (-200) at Speed: (5)\nwait until <mouse down?>\nhide\ndelete this clone\n\ngo to [front v] layer\n\n
  \n  ◆【﻿Ｓｑｕａｒｅｓ　ａｎｄ　Ｃｉｒｃｌｅｓ】◆\n\n       Ｓｔｏｒｙ－ａｒｔｉｓｔｉｃ－ｍｕｓｉｃ \n                         ｐｌａｔｆｏｒｍｅｒ\n=========================================\n-                                ◆Notes◆\nOMG! This got fourth in KIKOKO'S contest\nHi everyone! I'm @Hydeon and this game is Squares and Circles, it's my SECOND PLATFORMER so please, maybe it's bad but don't hate me. Anyway, I am very proud of it.\n\nThis game took me ONE MONTH AND A HALF (aprox. 100 HOURS of work) and many problems, (THAT'S INSANE) (maybe I am slow) so if you liked it, please give a ❤️ and a ⭐️, maybe a follow :) I appreciate it soooo much! but I love even more nice comments\n\nType NEXT for skip level\n\n6433 BLOCKS, 24 unique levels, 9 skins, 2 items, 3 level types, and a lot of details and special things\n\nNO advertise\n\nSome nice comments will get a shoutout in the section below\n\nI'm thinking about to make a part 2, so if this game gets over 0 loves and faves (I know it's super-hard), I'll make a part 2, so go and smash that heart ❤️!!!\nNote : I'll do it although it doesn't get 1 love buuuuut i'll do first an rpg/ FE\n\nAsk in the comments for cheat codes\n\nOmae Wa Mou is the best song for this\n\n-v.1.2- Added Who viewed it cloud variable, speed-up  the next level transition,redisigned next level transition, added wasd keys\n-v.1.3- Mobile friendly\n\n[OPEN] - Music suggestions -\nYou can suggest me music to put in-game \nMax. 10 songs\n\nAnd please, if you find any bugs or glitches or you have some feedback, tell it to me in the comments below. \n\nAlso PLEASE give some feedback of the conversation, art, physics, details, anything, If you want, remix it, delete all and add only the things you've made\n\nI know I am not popular and this project won't reach many people... but enjoy it !!!\nI worked REALLY hard on it.\n=========================================\n-                ◆ Nice comments shoutout◆\n\nOMG THIS IS SO COOL U SHOULD HAVE 1K FOLLOWERSSS - @MeWillFoloU\n\nWOW THIS IS THE BEST PLATFORMER I"VE EVER PLAYED BEFORE!!! you should be rlly proud!!! - @rasgola27\n\namazing -  @-MasterJ-\n\nthis is AMAZING!!!!!!!!!!! - @SBKYBBMB\n\nThis is soooooooooo GOOD!!! I really like it!! -\n @Giga_Galaxy\n=========================================\n-                             ◆ Instructions◆\n◆  Arrow keys to move and jump\n◆  Don't touch things \n◆  Press Space to use your sword (If you have one)\n◆  Press Z to shoot an arrow (If you have a bow)\n◆  Press the music icon to set the music volume to 0 \n     or change the song\n◆  Hover near the options to show them\n◆  In the options menu you can go to the skin shop, \n     set the volume, see the lowest time (Speedrun) and \n     your actual time.\n◆In the shop, click one skin to unlock it (If you have \n   enough money)\n◆Press the restart button if you get stuck or... just if \n   you want\n=========================================\n-                                ◆Credits◆\n\n◆ Some sounds are from some websites that I don't remember their names, so credit to everyone XD\n\n◆ Enemy AI basics by @0014049 very very modified by me\n\n◆ I took some inspiration from Hollow Knight for the sword.\n\n◆ Some glides to @EdenGaming\n\n◆ Music: Alan Walker and Alex Skrindo - Sky\n               Alan Walker- Faded\n               Deadman 死人 - Omae Wa Mou \n\n◆ @TimMcCool for button detector\n\n◆ The rest is allllll by me\n=========================================\n-              ◆Why this isn't a generic platformer◆\n\n◆Skin Shop\n◆Story before game\n◆Storyline (That's why I maybe make part 2)\n◆Items\n◆Enemy AI\n◆Speedrun \n◆Saws\n◆Parallaxes\n◆Hard-design\n◆Menu\n◆Size-changers\n◆Money\n◆NPC\n◆Conversations\n◆Different enviroments\n◆Mobile friendly\n◆Small tiny details that are so hard to make that make \n the project look really better\n◆Some more???\n=========================================\n-                            ◆ To reduce lag ◆\n ◆Kill circles\n ◆Don't spam the buttons\n ◆Close other windows\n ◆Love and fave\n ◆Spam the flag\n ◆Give feedback\n=========================================\n-                               ◆Speedrun◆\n                            346.274 by Hydeon\n=========================================\n -                                 ◆Tags◆\n#squares #and #circles #a #platformer #square #circle #skin #skins #shop #money #Hydeon #good #game #games #scratch #sword #arrows #arrow #bow #HK #options #music #gravity #code #alan #walker #sky #faded #speedrun #highscore #griffpatch #score #variables #walljump #final #boss #sequel #non #popular #nice #Hideon #Hide_on #hydeon #hyden #STGP #tree #grass #cave #stars #talking #talk #text #hack #block #scratch #NPC #enemy #AI #rpg #move  #tag #are #story #intro #war #square #circle #art #drawing #assets #free #follow #follows #love #fave #remix #view #pen #cloud #variables #makey #share #unshare #not #just #a #platformer #feedback #music #NO #3d #Yes #2d #underrated #project #scratcher #XD #map #paint #green #flag #blm #stop #hitbox #saw #saws #bouncepad #no #scroll #engine #but #good #sky #meme #profile #NO #advertise #advertisement #no #more #tags?