☁️ Biome - platformer creator
@Stage\n\nwhen flag clicked\nforever\n    if <[menu v] contains (page)?> then\n        if <(length of [platformers v]) = [0]> then\n            if <(dark mode) = [1]> then\n                switch backdrop to (menu4 v)\n            else\n                switch backdrop to (menu3 v)\n            end\n        else\n            if <(dark mode) = [1]> then\n                switch backdrop to (menu2 v)\n            else\n                switch backdrop to (menu v)\n            end\n        end\n    else\n        switch backdrop to (join [b] (Biome))\n    end\nend\n\n@Blank\n\n@Blocks\n\ndefine Blocks (?) x (??)\nset [block id v] to [0]\ngo to x: (-220) y: (160)\ndelete all of [block x v]\ndelete all of [block y v]\ndelete all of [block y+ v]\nswitch costume to (0 v)\nset [brightness v] effect to (0)\nrepeat (??)\n    repeat (?)\n        change [block id v] by (1)\n        add (x position) to [block x v]\n        add (y position) to [block y v]\n        add [0] to [block y+ v]\n        create clone of (_myself_ v)\n        change x by (40)\n    end\n    change y by (-40)\n    set x to (-220)\nend\n\nwhen I start as a clone\nset size to (250) %\nshow\nforever\n    go to x: (item (Block id) of [block x v]) y: ((item (Block id) of [block y v]) + (item (Block id) of [block y+ v]))\n    Looks\n    switch costume to (item (Block id) of [blocks v])\n    if <(page) = [creative]> then\n        Create\n    end\n    Block (item (Block id) of [blocks v])\nend\n\nwhen flag clicked\nset [page v] to [home]\nforever\n    wait until <[block pages v] contains (page)?>\n    set [tot v] to [0]\n    Blocks [12] x [9]\n    wait until <not <[block pages v] contains (page)?>>\nend\n\ndefine Brightness\nset [list+ v] to [0]\nset [brightness v] effect to (0)\nrepeat until <<[no hitbox blocks v] contains (item ((Block id) + (list+)) of [blocks v])?> = [true]>\n    change [list+ v] by (-12)\n    change [brightness v] effect by (-2)\nend\n\ndefine Looks\nBrightness\n\ndefine Block (id)\ngo [backward v] (1) layers\nif <(id) = [0]> then\n    point in direction (90)\n    if <(Biome) = [1]> then\n        switch costume to (0 v)\n    else\n        if <(Biome) = [2]> then\n            switch costume to (0 b2 v)\n        else\n            if <(Biome) = [3]> then\n                switch costume to (0 b3 v)\n            else\n                if <(Biome) = [4]> then\n                    switch costume to (0 b4 v)\n                end\n            end\n        end\n    end\nelse\n    if <(id) = [01]> then\n        point in direction (90)\n        if <(Biome) = [1]> then\n            if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n                point in direction (90)\n                switch costume to (01v3 v)\n            else\n                if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n                    point in direction (0)\n                    switch costume to (01v4 v)\n                else\n                    if <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <<(item ((Block id) + (12)) of [blocks v]) = [1]> and <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n                        go to [front v] layer\n                        go [backward v] (5) layers\n                        point in direction (90)\n                        switch costume to (01v4 v)\n                    else\n                        if <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                            point in direction (180)\n                            switch costume to (01v4 v)\n                        else\n                            if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                                point in direction (-90)\n                                switch costume to (01v4 v)\n                            else\n                                if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                                    go to [front v] layer\n                                    go [backward v] (5) layers\n                                    point in direction (90)\n                                    switch costume to (01v2 v)\n                                else\n                                    if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                                        go to [front v] layer\n                                        go [backward v] (5) layers\n                                        point in direction (-90)\n                                        switch costume to (01v2 v)\n                                    else\n                                        if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                                            go to [front v] layer\n                                            go [backward v] (5) layers\n                                            point in direction (0)\n                                            switch costume to (01v2 v)\n                                        else\n                                            if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [1]>>>> then\n                                                go to [front v] layer\n                                                go [backward v] (5) layers\n                                                point in direction (180)\n                                                switch costume to (01v2 v)\n                                            else\n                                                if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n                                                    point in direction (90)\n                                                    switch costume to (01v5 v)\n                                                else\n                                                    if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [1]>>>> then\n                                                        point in direction (180)\n                                                        switch costume to (01v5 v)\n                                                    else\n                                                        if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n                                                            point in direction (90)\n                                                            switch costume to (1 v)\n                                                        else\n                                                            if <(item ((Block id) + (12)) of [blocks v]) = [0]> then\n                                                                point in direction (-90)\n                                                                switch costume to (1 v)\n                                                            else\n                                                                if <(item ((Block id) + (1)) of [blocks v]) = [0]> then\n                                                                    point in direction (180)\n                                                                    switch costume to (1 v)\n                                                                else\n                                                                    if <(item ((Block id) + (-1)) of [blocks v]) = [0]> then\n                                                                        point in direction (0)\n                                                                        switch costume to (1 v)\n                                                                    else\n                                                                        go to [back v] layer\n                                                                        point in direction (90)\n                                                                        switch costume to (2 v)\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\n        else\n            if <(Biome) = [2]> then\n                if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n                    point in direction (90)\n                    switch costume to (01b2 v)\n                else\n                    point in direction (90)\n                    switch costume to (02b2 v)\n                end\n            else\n                if <(Biome) = [3]> then\n                    if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n                        point in direction (90)\n                        switch costume to (01b3 v)\n                    else\n                        point in direction (90)\n                        switch costume to (02b3 v)\n                    end\n                else\n                    if <(Biome) = [4]> then\n                        switch costume to (2 v)\n                    end\n                end\n            end\n        end\n    else\n        if <(id) = [02]> then\n            point in direction (90)\n            if <(Biome) = [1]> then\n                switch costume to (2 v)\n            else\n                if <(Biome) = [2]> then\n                    switch costume to (03 desert v)\n                else\n                    if <(Biome) = [3]> then\n                        if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n                            switch costume to (03 snow v)\n                        else\n                            switch costume to (03 snow under v)\n                        end\n                        if <touching (character v)?> then\n                            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                                change [xv v] by (-1.5)\n                            else\n                                if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                                    change [xv v] by (1.5)\n                                end\n                            end\n                        end\n                    else\n                        if <(Biome) = [4]> then\n                            switch costume to (2 v)\n                        end\n                    end\n                end\n            end\n        else\n            if <(id) = [03]> then\n                point in direction (90)\n                if <<<(Biome) = [1]> or <(Biome) = [3]>> or <(Biome) = [4]>> then\n                    switch costume to (3 v)\n                else\n                    if <(Biome) = [2]> then\n                        switch costume to (03 desert v)\n                    end\n                end\n            else\n                if <(id) = [04]> then\n                    point in direction (90)\n                    if <<<(Biome) = [1]> or <(Biome) = [2]>> or <(Biome) = [3]>> then\n                        if <(item ((Block id) + (-12)) of [blocks v]) = [4]> then\n                            switch costume to (04 under v)\n                        else\n                            switch costume to (4 v)\n                        end\n                    else\n                        if <(Biome) = [4]> then\n                            if <(item ((Block id) + (-12)) of [blocks v]) = [4]> then\n                                switch costume to (04 lava2 v)\n                            else\n                                switch costume to (04 lava v)\n                            end\n                        end\n                    end\n                else\n                    if <(id) = [05]> then\n                        if <<(Biome) = [1]> or <(Biome) = [4]>> then\n                            switch costume to (5 v)\n                            if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n                                switch costume to (rotary thorn v)\n                                turn right (2) degrees\n                            else\n                                if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n                                    point in direction (90)\n                                    if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n                                        switch costume to (05 under v)\n                                    end\n                                else\n                                    if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n                                        point in direction (-90)\n                                        if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n                                            switch costume to (05 under v)\n                                        end\n                                    else\n                                        if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n                                            point in direction (0)\n                                            if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n                                                switch costume to (05 under v)\n                                            end\n                                        else\n                                            if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n                                                point in direction (180)\n                                                if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n                                                    switch costume to (05 under v)\n                                                end\n                                            else\n                                                if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n                                                    switch costume to (05 up v)\n                                                    point in direction (90)\n                                                else\n                                                    if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n                                                        switch costume to (05 up v)\n                                                        point in direction (-90)\n                                                    else\n                                                        if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n                                                            switch costume to (05 up v)\n                                                            point in direction (0)\n                                                        else\n                                                            if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n                                                                switch costume to (05 up v)\n                                                                point in direction (180)\n                                                            else\n                                                                point in direction (90)\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        else\n                            if <(Biome) = [2]> then\n                                switch costume to (05 desert v)\n                                if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n                                    switch costume to (rotary thorn3 v)\n                                    turn right (2) degrees\n                                else\n                                    if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n                                        point in direction (90)\n                                        if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n                                            switch costume to (05 desert under v)\n                                        end\n                                    else\n                                        if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n                                            point in direction (-90)\n                                            if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n                                                switch costume to (05 desert under v)\n                                            end\n                                        else\n                                            if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n                                                point in direction (0)\n                                                if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n                                                    switch costume to (05 desert under v)\n                                                end\n                                            else\n                                                if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n                                                    point in direction (180)\n                                                    if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n                                                        switch costume to (05 desert under v)\n                                                    end\n                                                else\n                                                    if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n                                                        switch costume to (05 desert up v)\n                                                        point in direction (90)\n                                                    else\n                                                        if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n                                                            switch costume to (05 desert up v)\n                                                            point in direction (-90)\n                                                        else\n                                                            if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n                                                                switch costume to (05 desert up v)\n                                                                point in direction (0)\n                                                            else\n                                                                if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n                                                                    switch costume to (05 desert up v)\n                                                                    point in direction (180)\n                                                                end\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            else\n                                if <(Biome) = [3]> then\n                                    switch costume to (05 snow v)\n                                    if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n                                        switch costume to (rotary thorn2 v)\n                                        turn right (2) degrees\n                                    else\n                                        if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n                                            point in direction (90)\n                                            if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n                                                switch costume to (05 snow under v)\n                                            end\n                                        else\n                                            if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n                                                point in direction (-90)\n                                                if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n                                                    switch costume to (05 snow under v)\n                                                end\n                                            else\n                                                if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n                                                    point in direction (0)\n                                                    if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n                                                        switch costume to (05 snow under v)\n                                                    end\n                                                else\n                                                    if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n                                                        point in direction (180)\n                                                        if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n                                                            switch costume to (05 snow under v)\n                                                        end\n                                                    else\n                                                        if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n                                                            switch costume to (05 snow up v)\n                                                            point in direction (90)\n                                                        else\n                                                            if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n                                                                switch costume to (05 snow up v)\n                                                                point in direction (-90)\n                                                            else\n                                                                if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n                                                                    switch costume to (05 snow up v)\n                                                                    point in direction (0)\n                                                                else\n                                                                    if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n                                                                        switch costume to (05 snow up v)\n                                                                        point in direction (180)\n                                                                    else\n                                                                        point in direction (90)\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                    else\n                        if <(id) = [06]> then\n                            if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n                                point in direction (90)\n                                switch costume to (6 v)\n                            else\n                                if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n                                    point in direction (-90)\n                                    switch costume to (6 v)\n                                else\n                                    if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n                                        point in direction (0)\n                                        switch costume to (6 v)\n                                    else\n                                        if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n                                            point in direction (180)\n                                            switch costume to (6 v)\n                                        else\n                                            point in direction (90)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Create\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(tot) = [0]>> then\n    if <not <(Block id) = (character block)>> then\n        if <(Selected Block) = [7]> then\n            replace item (item # of [6] in [blocks v]) of [blocks v] with [0]\n            switch costume to (Selected Block)\n            replace item (Block id) of [blocks v] with (costume [name v])\n        else\n            switch costume to (Selected Block)\n            replace item (Block id) of [blocks v] with (costume [name v])\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    replace item (Block id) of [block dir v] with (direction)\nend\n\nwhen I start as a clone\nforever\n    if <<(item (Block id) of [blocks v]) = [4]> or <(item (Block id) of [blocks v]) = [5]>> then\n        if <touching (character v)?> then\n            broadcast (reset x-y v)\n        end\n    else\n        if <(item (Block id) of [blocks v]) = [6]> then\n            if <touching (character v)?> then\n                set [finish? v] to [1]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <not <[block pages v] contains (page)?>> then\n        delete this clone\n    end\nend\n\ndelete all of [block y v]\n\n@Block hitboxs\n\ndefine Blocks (?) x (??)\nset [twin block id v] to [0]\nrepeat (?)\n    repeat (??)\n        change [twin block id v] by (1)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<not <(page) = [test]>> and <not <(page) = [play]>>> then\n        delete this clone\n    else\n        set [ghost v] effect to (100)\n        switch costume to (item (twin Block id) of [blocks v])\n        go to x: (item (twin Block id) of [block x v]) y: ((item (twin Block id) of [block y v]) + (item (twin Block id) of [block y+ v]))\n        point in direction (item (twin Block id) of [block dir v])\n        go to [front v] layer\n        if <[no hitbox blocks v] contains (item (twin Block id) of [blocks v])?> then\n            hide\n        else\n            show\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<(page) = [test]> or <(page) = [play]>>\n    wait (0) seconds\n    Blocks [12] x [9]\n    wait until <<not <(page) = [test]>> and <not <(page) = [play]>>>\nend\n\nwhen I start as a clone\nforever\n    if <<(item (twin Block id) of [blocks v]) = [2]> and <<(item ((twin Block id) + (12)) of [blocks v]) = [0]> and <(item ((twin Block id) + (-12)) of [blocks v]) = [0]>>> then\n        wait until <touching (character v)?>\n        wait (0.1) seconds\n        repeat until <(item (twin Block id) of [block y+ v]) = [0]>\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(item (twin Block id) of [blocks v]) = [2]> and <<(item ((twin Block id) + (12)) of [blocks v]) = [0]> and <(item ((twin Block id) + (-12)) of [blocks v]) = [0]>>> then\n        if <touching (character v)?> then\n            repeat until <touching (_edge_ v)?>\n                replace item (twin Block id) of [block y+ v] with ((item (twin Block id) of [block y+ v]) + (-10))\n            end\n            replace item (twin Block id) of [block y+ v] with ((item (twin Block id) of [block y+ v]) + (-10))\n        end\n    end\nend\n\n@İnventory\n\ndefine Create Twins (?) (group)\nset [twin id v] to [0]\nset [? v] to (?)\nset [group v] to (group)\nrepeat (?)\n    change [twin id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n    set [ghost v] effect to (0)\n    forever\n        set x to (((Twin id) + (((?) / (2)) * (-1))) * (25))\n    end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n    forever\n        if <(y position) = [-150]> then\n            if <[9] < (Twin id)> then\n                if <<<key ((letter (1) of (Twin id)) v) pressed?> and <key ((letter (2) of (Twin id)) v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n                    set [selected block v] to (Twin id)\n                end\n            else\n                if <<key ((Twin id) v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n                    set [selected block v] to (Twin id)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n    switch costume to (join [i] (Twin id))\n    set y to (-150)\n    forever\n        if <(Selected Block) = (Twin id)> then\n            set [brightness v] effect to (0)\n        else\n            set [brightness v] effect to (-10)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n    forever\n        switch costume to (xy v)\n        if <(ihb) = [1]> then\n            if <not <(y position) = [-150]>> then\n                change y by (15)\n            end\n        else\n            if <not <(y position) = [-210]>> then\n                change y by (-15)\n            end\n        end\n        switch costume to (join [i] (Twin id))\n    end\nend\n\nwhen I start as a clone\nset [tot v] to [0]\nforever\n    if <<(group) = [1]> or <<(group) = [2]> or <(group) = [3]>>> then\n        wait until <touching (mouse-pointer v)?>\n        change [tot v] by (1)\n        wait until <not <touching (mouse-pointer v)?>>\n        change [tot v] by (-1)\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(group) = [2]> then\n    switch costume to (join [b] (Biome))\n    go to x: (-170) y: (-150)\n    forever\n        switch costume to (join [b] (Biome))\n        if <(y position) = [-150]> then\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                change [biome v] by (1)\n                if <(Biome) = [5]> then\n                    set [biome v] to [1]\n                end\n            end\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [2]> then\n    forever\n        switch costume to (xy v)\n        if <(ihb) = [1]> then\n            if <not <(y position) = [-150]>> then\n                change y by (15)\n            end\n        else\n            if <not <(y position) = [-210]>> then\n                change y by (-15)\n            end\n        end\n        switch costume to (join [b] (Biome))\n    end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n    forever\n        if <(finish?) = [1]> then\n            go to [front v] layer\n            set y to (-30)\n            set size to (90) %\n        else\n            set size to (100) %\n            switch costume to (xy v)\n            if <(ihb) = [1]> then\n                if <not <(y position) = [150]>> then\n                    change y by (-15)\n                end\n            else\n                if <not <(y position) = [210]>> then\n                    change y by (15)\n                end\n            end\n        end\n        if <(page) = [play]> then\n            if <(Twin id) = [3]> then\n                switch costume to (bu3-2 v)\n            else\n                if <(Twin id) = [4]> then\n                    switch costume to (bu4-2 v)\n                else\n                    switch costume to (join [bu] (Twin id))\n                end\n            end\n        else\n            switch costume to (join [bu] (Twin id))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n    if <(Twin id) = [1]> then\n        go to x: (-150) y: (150)\n    else\n        if <(Twin id) = [2]> then\n            go to x: (-50) y: (150)\n        else\n            if <(Twin id) = [3]> then\n                go to x: (50) y: (150)\n            else\n                if <(Twin id) = [4]> then\n                    go to x: (150) y: (150)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <<(group) = [3]> or <(group) = [2]>> then\n    forever\n        if <(costume [number v]) = [20]> then\n            if <(like or dislike on?) = [0]> then\n                set [brightness v] effect to (-10)\n            else\n                if <touching (mouse-pointer v)?> then\n                    set [brightness v] effect to (10)\n                else\n                    set [brightness v] effect to (0)\n                end\n            end\n        else\n            if <(costume [number v]) = [19]> then\n                if <(like or dislike on?) = [0]> then\n                    set [brightness v] effect to (-10)\n                else\n                    if <touching (mouse-pointer v)?> then\n                        set [brightness v] effect to (10)\n                    else\n                        set [brightness v] effect to (0)\n                    end\n                end\n            else\n                if <(costume [number v]) = [18]> then\n                    if <(platformer on?) = [0]> then\n                        set [brightness v] effect to (-10)\n                    else\n                        if <touching (mouse-pointer v)?> then\n                            set [brightness v] effect to (10)\n                        else\n                            set [brightness v] effect to (0)\n                        end\n                    end\n                else\n                    if <touching (mouse-pointer v)?> then\n                        set [brightness v] effect to (10)\n                    else\n                        set [brightness v] effect to (0)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n    forever\n        if <<(y position) = [150]> or <(y position) = [-30]>> then\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                if <(Twin id) = [1]> then\n                    wait until <not <mouse down?>>\n                    if <<(page) = [test]> or <(page) = [play]>> then\n                        broadcast (reset x-y v)\n                    else\n                        broadcast (reset x-y v)\n                        set [page v] to [test]\n                    end\n                else\n                    if <(Twin id) = [2]> then\n                        wait until <not <mouse down?>>\n                        set [page v] to [home]\n                    else\n                        if <(Twin id) = [3]> then\n                            wait until <not <mouse down?>>\n                            if <(costume [number v]) = [19]> then\n                                broadcast (like v) and wait\n                                broadcast (leaderboard v) and wait\n                            else\n                                set [page v] to [creative]\n                            end\n                        else\n                            if <(Twin id) = [4]> then\n                                wait until <not <mouse down?>>\n                                if <(costume [number v]) = [20]> then\n                                    broadcast (dislike v) and wait\n                                    broadcast (leaderboard v) and wait\n                                else\n                                    if <(platformer on?) = [1]> then\n                                        ask [Platformer Name? \(max 4\)] and wait\n                                        set [platformer name v] to (answer)\n                                        broadcast (reset x-y v)\n                                        set [page v] to [test]\n                                        repeat until <<(finish?) = [1]> or <not <(page) = [test]>>>\n                                            say [finish the level to share the platform] for (0.1) seconds\n                                        end\n                                        if <<(finish?) = [1]> and <(page) = [test]>> then\n                                            broadcast (create new platformer v) and wait\n                                            broadcast (leaderboard v) and wait\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(group) = [1]> or <(group) = [2]>> then\n        if <[creative v] contains (page)?> then\n            if <<<(ihb) = [1]> and <(tot) = [0]>> and <mouse down?>> then\n                hide\n            else\n                show\n            end\n        else\n            hide\n        end\n    else\n        if <<<(ihb) = [1]> and <(tot) = [0]>> and <mouse down?>> then\n            hide\n        else\n            show\n        end\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (hitbox v)\nforever\n    wait until <[block pages v] contains (page)?>\n    set [selected block v] to [1]\n    Create Twins [7] [1]\n    Create Twins [1] [2]\n    Create Twins [4] [3]\n    Create Twins [1] [4]\n    repeat until <not <[block pages v] contains (page)?>>\n        if <<(tot) = [0]> and <mouse down?>> then\n            set [ihb v] to [0]\n            wait until <not <mouse down?>>\n        else\n            if <touching (mouse-pointer v)?> then\n                set [ihb v] to [1]\n            else\n                set [ihb v] to [0]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <not <[block pages v] contains (page)?>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(group) = [1]> or <<(group) = [2]> or <(group) = [3]>>> then\n        if <(ihb) = [0]> then\n            set [tot v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <[play v] contains (page)?>> then\n        set [finish? v] to [0]\n    end\nend\n\nwhen I start as a clone\nif <(group) = [4]> then\n    forever\n        go to [front v] layer\n        go [backward v] (4) layers\n        switch costume to (finish v)\n        if <(finish?) = [1]> then\n            show\n        else\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n    forever\n        wait until <(finish?) = [1]>\n        wait until <not <(finish?) = [1]>>\n        set y to (150)\n    end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n    forever\n        if <(Twin id) = [1]> then\n            if <<(page) = [test]> or <(page) = [play]>> then\n                switch costume to (bu1-2 v)\n            else\n                switch costume to (bu1 v)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\n@character\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n    if <(page) = [play]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    go to [front v] layer\n    go [backward v] (5) layers\n    switch costume to (. v)\n    go to x: (round ([x position v] of (join [characte] [r]))) y: (round ([y position v] of (join [characte] [r])))\n    if <(finish?) = [0]> then\n        point towards (mouse-pointer v)\n    else\n    end\n    if <[block pages v] contains (page)?> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go [backward v] (6) layers\n    switch costume to (character v)\n    if <[play v] contains (page)?> then\n        if <(finish?) = [0]> then\n            show\n            physics\n        else\n            show\n        end\n    else\n        if <(page) = [creative]> then\n            reset x-y\n            show\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <(page) = [creative]>\n    set [character block v] to [50]\n    repeat until <not <(page) = [creative]>>\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(item ((character block) + (-12)) of [blocks v]) = [0]> then\n                change [character block v] by (-12)\n                wait (0.1) seconds\n            end\n        else\n            if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n                if <(item ((character block) + (12)) of [blocks v]) = [0]> then\n                    change [character block v] by (12)\n                    wait (0.1) seconds\n                end\n            else\n                if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                    if <(item ((character block) + (1)) of [blocks v]) = [0]> then\n                        change [character block v] by (1)\n                        wait (0.1) seconds\n                    end\n                else\n                    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                        if <(item ((character block) + (-1)) of [blocks v]) = [0]> then\n                            change [character block v] by (-1)\n                            wait (0.1) seconds\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine physics\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (0.75)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv v] by (-0.75)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (block hitboxs v)?> then\n    change y by (2)\n    if <touching (block hitboxs v)?> then\n        change y by (2)\n        if <touching (block hitboxs v)?> then\n            change y by (2)\n            if <touching (block hitboxs v)?> then\n                change y by (-4)\n                change x by ((Xv) * (-1))\n                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                    if <(Xv) > [0]> then\n                        set [xv v] to [-5]\n                    else\n                        set [xv v] to [5]\n                    end\n                    set [yv v] to [10]\n                else\n                    set [xv v] to [0]\n                end\n            end\n        end\n    end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (block hitboxs v)?> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <<touching (block hitboxs v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    set [yv v] to [16]\nend\nchange y by (-1)\n\nwhen I receive [reset x-y v]\nreset x-y\n\ndefine reset x-y\ngo to x: (item (character block) of [block x v]) y: (item (character block) of [block y v])\nset [xv v] to [0]\nset [yv v] to [0]\nset [finish? v] to [0]\ndelete all of [block y+ v]\nrepeat (108)\n    add [0] to [block y+ v]\nend\n\nwhen flag clicked\nforever\n    if <[-179] > (y position)> then\n        broadcast (reset x-y v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <[blocks v] contains [6]?>> then\n        if <(x position) > [229]> then\n            set [finish? v] to [1]\n        end\n    end\nend\n\n@ ☁️\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n    change [. v] by (1)\n    repeat (10)\n        change [contain numbers? v] by (1)\n        if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n            change [not v] by (1)\n        end\n    end\n    if <(not) = [10]> then\n        set [synchronized v] to []\n        stop [this script v]\n    end\n    set [contain numbers? v] to [-1]\n    set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n    set [gaps v] to []\n    repeat ((length) - (length of (synchronize)))\n        set [gaps v] to (join (set) (gaps))\n    end\n    set [synchronized v] to (join (synchronize) (gaps))\nelse\n    if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n        set [synchronized v] to (synchronize)\n    else\n        if <(length of (synchronize)) > (length)> then\n            set [. v] to [0]\n            set [... v] to []\n            repeat (length)\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [synchronized v] to (...)\n            set [. v] to (length)\n            set [... v] to []\n            repeat ((length of (synchronize)) - (length))\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [cut off v] to (...)\n        end\n    end\nend\n\ndefine convert l: (letters)\ndelete all of [letters v]\nswitch costume to (q v)\nrepeat (123)\n    add (costume [name v]) to [letters v]\n    next costume\nend\nset [..... v] to [0]\nset [3 v] to []\nset [letter value v] to []\nrepeat ((length of (letters)) / (3))\n    repeat (3)\n        change [..... v] by (1)\n        if <not <(letter (.....) of (letters)) = [0]>> then\n            set [3 v] to (join (3) (letter (.....) of (letters)))\n        end\n    end\n    switch costume to (item (3) of [letters v])\n    set [letter value v] to (join (letter value) (costume [name v]))\n    set [3 v] to []\nend\n\ndefine convert n: (numbers)\nset [.... v] to [0]\nset [number value v] to []\nrepeat (length of (numbers))\n    change [.... v] by (1)\n    switch costume to (letter (....) of (numbers))\n    if <(length of (costume [number v])) = [1]> then\n        set [number value v] to (join (number value) (join (costume [number v]) [00]))\n    else\n        if <(length of (costume [number v])) = [2]> then\n            set [number value v] to (join (number value) (join (costume [number v]) [0]))\n        else\n            if <(length of (costume [number v])) = [3]> then\n                set [number value v] to (join (number value) (costume [number v]))\n            end\n        end\n    end\nend\n\ndefine save (wct?) (value)\nif <(wct?) = [1]> then\n    if <((length of (☁ profile)) + (length of (value))) < [251]> then\n        set [☁ profile v] to (join (☁ profile) (join (value) [118]))\n    else\n        if <((length of (☁ profile 2)) + (length of (value))) < [251]> then\n            set [☁ profile 2 v] to (join (☁ profile 2) (join (value) [118]))\n        else\n            if <((length of (☁ profile 3)) + (length of (value))) < [251]> then\n                set [☁ profile 3 v] to (join (☁ profile 3) (join (value) [118]))\n            end\n        end\n    end\nelse\n    if <(wct?) = [2]> then\n        if <((length of (☁ platformer 1)) + (length of (value))) < [251]> then\n            set [☁ platformer 1 v] to (value)\n        else\n            if <((length of (☁ platformer 2)) + (length of (value))) < [251]> then\n                set [☁ platformer 2 v] to (value)\n            else\n                if <((length of (☁ platformer 3)) + (length of (value))) < [251]> then\n                    set [☁ platformer 3 v] to (value)\n                else\n                    if <((length of (☁ platformer 4)) + (length of (value))) < [251]> then\n                        set [☁ platformer 4 v] to (value)\n                    else\n                        if <((length of (☁ platformer 5)) + (length of (value))) < [251]> then\n                            set [☁ platformer 5 v] to (value)\n                        else\n                            if <((length of (☁ platformer 6)) + (length of (value))) < [251]> then\n                                set [☁ platformer 6 v] to (value)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    else\n        if <(wct?) = [3]> then\n            if <((length of (☁ Others)) + (length of (value))) < [251]> then\n                set [☁ others v] to (join (☁ Others) (value))\n            end\n        end\n    end\nend\n\ndefine profile\ndelete all of [profils v]\ndelete all of [profile all v]\nadd (profile+) to [profile all v]\ninterest (profile all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [|]\nset [itemm v] to [0]\nrepeat (length of [inserted v])\n    change [itemm v] by (1)\n    add (item (itemm) of [inserted v]) to [profils v]\nend\ndelete all of [profile all v]\nadd (Cloud list) to [profile all v]\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n    change [itemm v] by (1)\n    if <<(length of (item (itemm) of [cloud list v])) > [19]> and <[25] > (length of (item (itemm) of [cloud list v]))>> then\n        add (item (itemm) of [cloud list v]) to [profils v]\n    end\nend\n\nwhen flag clicked\nforever\n    set [ocl v] to (length of [cloud list v])\n    set [op v] to (home page)\n    set [op2 v] to (page)\n    if <[play v] contains (page)?> then\n        profile\n        platformers\n        others\n        others 2\n    end\n    if <(page) = [home]> then\n        if <(home page) = [1]> then\n            profile\n            platformers\n            others\n            others 2\n            twbr\n            new\n        else\n            if <(home page) = [2]> then\n                profile\n                platformers\n                others\n                others 2\n                trending\n                twbr\n                new\n            else\n                if <(home page) = [3]> then\n                    profile\n                    platformers\n                    others\n                    others 2\n                    twbr\n                    rank\n                else\n                    if <(home page) = [4]> then\n                        profile\n                        platformers\n                        others\n                        others 2\n                        twbr\n                        rank\n                    end\n                end\n            end\n        end\n    end\n    wait until <<<not <(ocl) = (length of [cloud list v])>> or <not <(op) = (home page)>>> or <not <(op2) = (page)>>>\nend\n\nsave [1] (number value)\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n    change [.1 v] by (1)\n    if <not <(letter (.1) of (who)) = (what)>> then\n        set [inserted v] to (join (inserted) (letter (.1) of (who)))\n    end\nend\n\ndefine insert2 (who) (what)\nset [.2 v] to [0]\nset [inserted 2 v] to []\ndelete all of [inserted v]\nrepeat (length of (who))\n    change [.2 v] by (1)\n    if <(letter (.2) of (who)) = (what)> then\n        add (inserted 2) to [inserted v]\n        set [inserted 2 v] to []\n    else\n        set [inserted 2 v] to (join (inserted 2) (letter (.2) of (who)))\n    end\nend\n\nwhen I receive [+ v]\nif <not <(☁ Others) = []>> then\n    add (☁ Others) to [other+ v]\nend\nif <not <(☁ platformer 1) = []>> then\n    add (☁ platformer 1) to [platformer+ v]\nend\nif <not <(☁ platformer 2) = []>> then\n    add (☁ platformer 2) to [platformer+ v]\nend\nif <not <(☁ platformer 3) = []>> then\n    add (☁ platformer 3) to [platformer+ v]\nend\nif <not <(☁ platformer 4) = []>> then\n    add (☁ platformer 4) to [platformer+ v]\nend\nif <not <(☁ platformer 5) = []>> then\n    add (☁ platformer 5) to [platformer+ v]\nend\nif <not <(☁ platformer 6) = []>> then\n    add (☁ platformer 6) to [platformer+ v]\nend\nif <not <(☁ profile) = []>> then\n    add (☁ profile) to [profile+ v]\nend\nif <not <(☁ profile 2) = []>> then\n    add (☁ profile 2) to [profile+ v]\nend\nif <not <(☁ profile 3) = []>> then\n    add (☁ profile 3) to [profile+ v]\nend\nreset clouds\n\ndefine reset clouds\nif <not <(☁ Others) = []>> then\n    set [☁ others v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 1) = []>> then\n    set [☁ platformer 1 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 2) = []>> then\n    set [☁ platformer 2 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 3) = []>> then\n    set [☁ platformer 3 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 4) = []>> then\n    set [☁ platformer 4 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 5) = []>> then\n    set [☁ platformer 5 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ platformer 6) = []>> then\n    set [☁ platformer 6 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ profile) = []>> then\n    set [☁ profile v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ profile 2) = []>> then\n    set [☁ profile 2 v] to []\n    wait (0.1) seconds\nend\nif <not <(☁ profile 3) = []>> then\n    set [☁ profile 3 v] to []\nend\n\nconvert n: (join (join (join (item # of (n) in [profils v]) [|]) (join (Biome) [|])) (join (join (synchronized) [|]) (join (character block) [|])))\nsave [2] (join (inserted) (number value))\n\nconvert n: (join (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|])) [-])\nsave [3] (number value)\n\nconvert n: (join (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|])) [-])\nsave [3] (number value)\n\nwhen I receive [finish v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|]))?>> then\n    convert n: []\n    save [3] (number value)\nend\n\ndefine platformers\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [platformer chracter block v]\nset [itemm v] to [0]\nrepeat (length of [platformer+ v])\n    change [itemm v] by (1)\n    (item (itemm) of [platformer+ v]) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    interest (item (item (1) of [inserted v]) of [profils v]) [ ]\n    if <[9] < (length of (inserted))> then\n        (inserted) length [9] set []\n        add (join (synchronized) [...]) to [platformer profile v]\n    else\n        add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    end\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n    change [itemm v] by (1)\n    if <[108] < (length of (item (itemm) of [cloud list v]))> then\n        (item (itemm) of [cloud list v]) length [108] set [ ]\n        add (synchronized) to [platformers v]\n        insert2 (cut off) [|]\n        interest (item (item (1) of [inserted v]) of [profils v]) [ ]\n        if <[9] < (length of (inserted))> then\n            (inserted) length [9] set []\n            add (join (synchronized) [...]) to [platformer profile v]\n        else\n            add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n        end\n        add (item (2) of [inserted v]) to [platformer biome v]\n        add (item (3) of [inserted v]) to [platformer name v]\n        add (item (4) of [inserted v]) to [platformer chracter block v]\n    end\nend\n\nif <not <(☁ platformer 1) = []>> then\n    (☁ platformer 1) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 2) = []>> then\n    (☁ platformer 2) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 3) = []>> then\n    (☁ platformer 3) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 4) = []>> then\n    (☁ platformer 4) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 5) = []>> then\n    (☁ platformer 5) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 6) = []>> then\n    (☁ platformer 6) length [108] set [ ]\n    add (synchronized) to [platformers v]\n    convert l: (cut off)\n    insert2 (letter value) [|]\n    if <[8] < (length of (item (item (1) of [inserted v]) of [profils v]))> then\n        (item (item (1) of [inserted v]) of [profils v]) length [8] set []\n        add (join (synchronized) [...]) to [platformer profile v]\n    else\n        add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n    end\n    add (item (2) of [inserted v]) to [platformer biome v]\n    add (item (3) of [inserted v]) to [platformer name v]\n    add (item (4) of [inserted v]) to [platformer chracter block v]\nend\n\ndefine others\ndelete all of [others v]\ndelete all of [others all v]\nadd (other+) to [others all v]\ninterest (others all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [-]\nset [itemm v] to [0]\nrepeat (length of [inserted v])\n    change [itemm v] by (1)\n    add (item (itemm) of [inserted v]) to [others v]\nend\ndelete all of [others all v]\nadd (Cloud List2) to [others all v]\ninterest (others all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [-]\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n    change [itemm v] by (1)\n    if <[19] > (length of (item (itemm) of [cloud list v]))> then\n        add (item (itemm) of [cloud list v]) to [others v]\n    end\nend\n\ndefine others 2\ndelete all of [wiew v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [finish v]\ndelete all of [trending v]\nrepeat (length of [platformers v])\n    add [0] to [wiew v]\n    add [0] to [like v]\n    add [0] to [dislike v]\n    add [0] to [finish v]\n    add [0] to [trending v]\nend\nset [itemm v] to [0]\nrepeat (length of [others v])\n    change [itemm v] by (1)\n    insert2 (item (itemm) of [others v]) [|]\n    if <(item (3) of [inserted v]) = [1]> then\n        replace item (item (2) of [inserted v]) of [wiew v] with ((item (item (2) of [inserted v]) of [wiew v]) + (1))\n    else\n        if <(item (3) of [inserted v]) = [2]> then\n            replace item (item (2) of [inserted v]) of [like v] with ((item (item (2) of [inserted v]) of [like v]) + (1))\n            if <(item (1) of [inserted v]) = [1]> then\n                replace item (item (2) of [inserted v]) of [trending v] with [1]\n            end\n        else\n            if <(item (3) of [inserted v]) = [3]> then\n                replace item (item (2) of [inserted v]) of [dislike v] with ((item (item (2) of [inserted v]) of [dislike v]) + (1))\n            else\n                if <(item (3) of [inserted v]) = [4]> then\n                    replace item (item (2) of [inserted v]) of [finish v] with ((item (item (2) of [inserted v]) of [finish v]) + (1))\n                end\n            end\n        end\n    end\nend\n\ndefine rank\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [wiew v]\ndelete all of [platformer chracter block v]\nrepeat (length of [twbr v])\n    add [] to [platformer name v]\n    add [] to [platformer biome v]\n    add [] to [platformer profile v]\n    add [] to [dislike v]\n    add [] to [wiew v]\n    add [] to [platformers v]\n    add [] to [like v]\n    add [] to [platformer chracter block v]\nend\nset [i1 v] to [0]\nrepeat (length of [twbr v])\n    change [i1 v] by (1)\n    set [i2 v] to [0]\n    repeat (length of [twbr v])\n        change [i2 v] by (1)\n        if <(home page) = [3]> then\n            if <(item (i1) of [like v]) < (item (i2) of [twbr \(like\) v])> then\n                replace item (i1) of [platformers v] with (item (i2) of [twbr v])\n                replace item (i1) of [platformer biome v] with (item (i2) of [twbr \(biome\) v])\n                replace item (i1) of [platformer name v] with (item (i2) of [twbr \(names\) v])\n                replace item (i1) of [platformer profile v] with (item (i2) of [twbr \(profile\) v])\n                replace item (i1) of [like v] with (item (i2) of [twbr \(like\) v])\n                replace item (i1) of [dislike v] with (item (i2) of [twbr \(dislike\) v])\n                replace item (i1) of [wiew v] with (item (i2) of [twbr \(wiew\) v])\n                replace item (i1) of [platformer chracter block v] with (item (i2) of [twbr \(character block\) v])\n            end\n        else\n            if <(home page) = [4]> then\n                if <(item (i1) of [wiew v]) < (item (i2) of [twbr \(wiew\) v])> then\n                    replace item (i1) of [platformers v] with (item (i2) of [twbr v])\n                    replace item (i1) of [platformer biome v] with (item (i2) of [twbr \(biome\) v])\n                    replace item (i1) of [platformer name v] with (item (i2) of [twbr \(names\) v])\n                    replace item (i1) of [platformer profile v] with (item (i2) of [twbr \(profile\) v])\n                    replace item (i1) of [like v] with (item (i2) of [twbr \(like\) v])\n                    replace item (i1) of [dislike v] with (item (i2) of [twbr \(dislike\) v])\n                    replace item (i1) of [wiew v] with (item (i2) of [twbr \(wiew\) v])\n                    replace item (i1) of [platformer chracter block v] with (item (i2) of [twbr \(character block\) v])\n                end\n            end\n        end\n    end\n    delete (item # of (item (i1) of [platformers v]) in [twbr v]) of [twbr v]\n    delete (item # of (item (i1) of [platformer biome v]) in [twbr \(biome\) v]) of [twbr \(biome\) v]\n    delete (item # of (item (i1) of [dislike v]) in [twbr \(dislike\) v]) of [twbr \(dislike\) v]\n    delete (item # of (item (i1) of [like v]) in [twbr \(like\) v]) of [twbr \(like\) v]\n    delete (item # of (item (i1) of [platformer name v]) in [twbr \(names\) v]) of [twbr \(names\) v]\n    delete (item # of (item (i1) of [platformer profile v]) in [twbr \(profile\) v]) of [twbr \(profile\) v]\n    delete (item # of (item (i1) of [wiew v]) in [twbr \(wiew\) v]) of [twbr \(wiew\) v]\n    delete (item # of (item (i1) of [platformer chracter block v]) in [twbr \(character block\) v]) of [twbr \(character block\) v]\nend\n\ndefine twbr\ndelete all of [twbr v]\ndelete all of [twbr \(biome\) v]\ndelete all of [twbr \(names\) v]\ndelete all of [twbr \(profile\) v]\ndelete all of [twbr \(like\) v]\ndelete all of [twbr \(dislike\) v]\ndelete all of [twbr \(wiew\) v]\ndelete all of [twbr \(character block\) v]\nset [k v] to [0]\nrepeat (length of [platformers v])\n    change [k v] by (1)\n    add (item (k) of [platformer name v]) to [twbr \(names\) v]\n    add (item (k) of [platformer biome v]) to [twbr \(biome\) v]\n    add (item (k) of [platformer profile v]) to [twbr \(profile\) v]\n    add (item (k) of [dislike v]) to [twbr \(dislike\) v]\n    add (item (k) of [wiew v]) to [twbr \(wiew\) v]\n    add (item (k) of [platformers v]) to [twbr v]\n    add (item (k) of [like v]) to [twbr \(like\) v]\n    add (item (k) of [platformer chracter block v]) to [twbr \(character block\) v]\nend\n\ndefine trending\nset [.3 v] to [1]\nrepeat until <not <[trending v] contains [0]?>>\n    if <(item (.3) of [trending v]) = [1]> then\n        change [.3 v] by (1)\n    else\n        delete (.3) of [platformers v]\n        delete (.3) of [platformer biome v]\n        delete (.3) of [dislike v]\n        delete (.3) of [like v]\n        delete (.3) of [platformer name v]\n        delete (.3) of [platformer profile v]\n        delete (.3) of [wiew v]\n        delete (.3) of [trending v]\n        delete (.3) of [platformer chracter block v]\n    end\nend\n\nwhen flag clicked\nforever\n    interest (Blocks) [ ]\n    (username) length [20] set [ ]\n    set [n v] to (synchronized)\n    if <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n        set [like or dislike on? v] to [1]\n    else\n        set [like or dislike on? v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    interest (Blocks) [ ]\n    if <[platformers v] contains (inserted)?> then\n        set [platformer on? v] to [0]\n    else\n        set [platformer on? v] to [1]\n    end\nend\n\ndefine new\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [wiew v]\ndelete all of [platformer chracter block v]\nset [i1 v] to (length of [twbr v])\nrepeat (length of [twbr v])\n    add (item (i1) of [twbr v]) to [platformers v]\n    add (item (i1) of [twbr \(biome\) v]) to [platformer biome v]\n    add (item (i1) of [twbr \(names\) v]) to [platformer name v]\n    add (item (i1) of [twbr \(profile\) v]) to [platformer profile v]\n    add (item (i1) of [twbr \(like\) v]) to [like v]\n    add (item (i1) of [twbr \(dislike\) v]) to [dislike v]\n    add (item (i1) of [twbr \(wiew\) v]) to [wiew v]\n    add (item (i1) of [twbr \(character block\) v]) to [platformer chracter block v]\n    change [i1 v] by (-1)\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\nif <not <[platformers v] contains (inserted)?>> then\n    (username) length [20] set [ ]\n    set [n v] to (synchronized)\n    (platformer name) length [10] set [ ]\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>>> then\nend\n\nbroadcast (Refresh v) and wait\n(username) length [20] set [ ]\nconvert n: (synchronized)\nif <not <[profils v] contains (synchronized)?>> then\nend\n\nwhen flag clicked\nwait (3) seconds\nprofile\n(username) length [20] set [ ]\nif <not <[profils v] contains (synchronized)?>> then\n    set [profile id v] to (item # of (synchronized) in [profils v])\n    broadcast (create new profile v)\nend\n\nwhen flag clicked\nset [old v] to (☁ TO_HOST)\nbroadcast (show v)\nbroadcast (leaderboard v) and wait\nbroadcast (hide v)\nforever\n    wait (10) seconds\n    broadcast (leaderboard v) and wait\nend\n\nwait until <<<<not <(ocl) = (length of [cloud list v])>> or <not <(op) = (home page)>>> or <not <(op2) = (page)>>> or <<not <(touching hitbox) = [0]>> and <[play v] contains (page)?>>>\nrepeat until <not <(length of [cloud list v]) = [0]>>\nend\n\nwait until <not <(old) = (☁ TO_HOST)>>\nset [old v] to (☁ TO_HOST)\n\n@home\n\ndefine Create Twins (?)\nset [twin id v] to [0]\nset [? v] to (?)\nrepeat (?)\n    change [twin id v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (Twin id)\nshow\nforever\n    if <(Twin id) = [1]> then\n        if <(dark mode) = [1]> then\n            switch costume to (1/2 v)\n        else\n            switch costume to (1/ v)\n        end\n        go to x: (-175) y: (100)\n        if <touching (mouse-pointer v)?> then\n            if <mouse down?> then\n                wait until <not <mouse down?>>\n                set [home page v] to (Twin id)\n                set [scrol v] to [1]\n            else\n                set [brightness v] effect to (-10)\n            end\n        else\n            if <(home page) = (Twin id)> then\n                set [brightness v] effect to (-10)\n            else\n                set [brightness v] effect to (0)\n            end\n        end\n    else\n        if <(Twin id) = [2]> then\n            if <(dark mode) = [1]> then\n                switch costume to (2/2 v)\n            else\n                switch costume to (2/ v)\n            end\n            go to x: (-60) y: (100)\n            if <touching (mouse-pointer v)?> then\n                if <mouse down?> then\n                    wait until <not <mouse down?>>\n                    set [home page v] to (Twin id)\n                    set [scrol v] to [1]\n                else\n                    set [brightness v] effect to (-10)\n                end\n            else\n                if <(home page) = (Twin id)> then\n                    set [brightness v] effect to (-10)\n                else\n                    set [brightness v] effect to (0)\n                end\n            end\n        else\n            if <(Twin id) = [3]> then\n                if <(dark mode) = [1]> then\n                    switch costume to (3/2 v)\n                else\n                    switch costume to (3/ v)\n                end\n                go to x: (60) y: (100)\n                if <touching (mouse-pointer v)?> then\n                    if <mouse down?> then\n                        wait until <not <mouse down?>>\n                        set [home page v] to (Twin id)\n                        set [scrol v] to [1]\n                    else\n                        set [brightness v] effect to (-10)\n                    end\n                else\n                    if <(home page) = (Twin id)> then\n                        set [brightness v] effect to (-10)\n                    else\n                        set [brightness v] effect to (0)\n                    end\n                end\n            else\n                if <(Twin id) = [4]> then\n                    if <(dark mode) = [1]> then\n                        switch costume to (4/2 v)\n                    else\n                        switch costume to (4/ v)\n                    end\n                    go to x: (175) y: (100)\n                    if <touching (mouse-pointer v)?> then\n                        if <mouse down?> then\n                            wait until <not <mouse down?>>\n                            set [home page v] to (Twin id)\n                            set [scrol v] to [1]\n                        else\n                            set [brightness v] effect to (-10)\n                        end\n                    else\n                        if <(home page) = (Twin id)> then\n                            set [brightness v] effect to (-10)\n                        else\n                            set [brightness v] effect to (0)\n                        end\n                    end\n                else\n                    if <(Twin id) = [5]> then\n                        if <(item ((scrol) + (0)) of [platformers v]) = []> then\n                            hide\n                        else\n                            set [ghost v] effect to (100)\n                            show\n                            switch costume to (5 v)\n                            go to x: (0) y: (50)\n                            if <touching (mouse-pointer v)?> then\n                                if <mouse down?> then\n                                    load (item ((scrol) + (0)) of [platformers v]) []\n                                    broadcast (wiew v) and wait\n                                else\n                                    set [brightness v] effect to (-10)\n                                end\n                            else\n                                set [brightness v] effect to (0)\n                            end\n                        end\n                    else\n                        if <(Twin id) = [6]> then\n                            if <(item ((scrol) + (1)) of [platformers v]) = []> then\n                                hide\n                            else\n                                show\n                                set [ghost v] effect to (100)\n                                switch costume to (5 v)\n                                go to x: (0) y: (0)\n                                if <touching (mouse-pointer v)?> then\n                                    if <mouse down?> then\n                                        load (item ((scrol) + (1)) of [platformers v]) []\n                                    else\n                                        set [brightness v] effect to (-10)\n                                    end\n                                else\n                                    set [brightness v] effect to (0)\n                                end\n                                stamp\n                            end\n                        else\n                            if <(Twin id) = [6]> then\n                                delete this clone\n                            else\n                                if <(Twin id) = [7]> then\n                                    if <(item ((scrol) + (2)) of [platformers v]) = []> then\n                                        hide\n                                    else\n                                        show\n                                        set [ghost v] effect to (100)\n                                        switch costume to (5 v)\n                                        go to x: (0) y: (-50)\n                                        if <touching (mouse-pointer v)?> then\n                                            if <mouse down?> then\n                                                load (item ((scrol) + (2)) of [platformers v]) []\n                                            else\n                                                set [brightness v] effect to (-10)\n                                            end\n                                        else\n                                            set [brightness v] effect to (0)\n                                        end\n                                        stamp\n                                    end\n                                else\n                                    if <(Twin id) = [8]> then\n                                        if <(item ((scrol) + (3)) of [platformers v]) = []> then\n                                            hide\n                                        else\n                                            show\n                                            set [ghost v] effect to (100)\n                                            switch costume to (5 v)\n                                            go to x: (0) y: (-100)\n                                            if <touching (mouse-pointer v)?> then\n                                                if <mouse down?> then\n                                                    load (item ((scrol) + (3)) of [platformers v]) []\n                                                else\n                                                    set [brightness v] effect to (-10)\n                                                end\n                                            else\n                                                set [brightness v] effect to (0)\n                                            end\n                                            stamp\n                                        end\n                                    else\n                                        if <(Twin id) = [9]> then\n                                            delete this clone\n                                        else\n                                            if <(Twin id) = [10]> then\n                                                if <(dark mode) = [1]> then\n                                                    set [brightness v] effect to (-5)\n                                                else\n                                                    set [brightness v] effect to (0)\n                                                end\n                                                go to [front v] layer\n                                                go [backward v] (1) layers\n                                                switch costume to (join [b] (item ((scrol) + (0)) of [platformer biome v]))\n                                                go to x: (-215) y: (50)\n                                                set size to (200) %\n                                                if <(item ((scrol) + (0)) of [platformers v]) = []> then\n                                                    hide\n                                                else\n                                                    show\n                                                end\n                                            else\n                                                if <(Twin id) = [11]> then\n                                                    if <(dark mode) = [1]> then\n                                                        set [brightness v] effect to (-5)\n                                                    else\n                                                        set [brightness v] effect to (0)\n                                                    end\n                                                    go to [front v] layer\n                                                    go [backward v] (1) layers\n                                                    switch costume to (join [b] (item ((scrol) + (1)) of [platformer biome v]))\n                                                    go to x: (-215) y: (0)\n                                                    set size to (200) %\n                                                    if <(item ((scrol) + (1)) of [platformers v]) = []> then\n                                                        hide\n                                                    else\n                                                        show\n                                                    end\n                                                else\n                                                    if <(Twin id) = [12]> then\n                                                        if <(dark mode) = [1]> then\n                                                            set [brightness v] effect to (-5)\n                                                        else\n                                                            set [brightness v] effect to (0)\n                                                        end\n                                                        go to [front v] layer\n                                                        go [backward v] (1) layers\n                                                        switch costume to (join [b] (item ((scrol) + (2)) of [platformer biome v]))\n                                                        go to x: (-215) y: (-50)\n                                                        set size to (200) %\n                                                        if <(item ((scrol) + (2)) of [platformers v]) = []> then\n                                                            hide\n                                                        else\n                                                            show\n                                                        end\n                                                    else\n                                                        if <(Twin id) = [13]> then\n                                                            if <(dark mode) = [1]> then\n                                                                set [brightness v] effect to (-5)\n                                                            else\n                                                                set [brightness v] effect to (0)\n                                                            end\n                                                            go to [front v] layer\n                                                            go [backward v] (1) layers\n                                                            switch costume to (join [b] (item ((scrol) + (3)) of [platformer biome v]))\n                                                            go to x: (-215) y: (-100)\n                                                            set size to (200) %\n                                                            if <(item ((scrol) + (3)) of [platformers v]) = []> then\n                                                                hide\n                                                            else\n                                                                show\n                                                            end\n                                                        else\n                                                            if <(Twin id) = [14]> then\n                                                                go to x: (0) y: (-150)\n                                                                switch costume to (a v)\n                                                            else\n                                                                if <(Twin id) = [15]> then\n                                                                    if <(dark mode) = [1]> then\n                                                                        switch costume to (create2 v)\n                                                                    else\n                                                                        switch costume to (create v)\n                                                                    end\n                                                                    go to x: (-75) y: (155)\n                                                                    set size to (100) %\n                                                                    if <touching (mouse-pointer v)?> then\n                                                                        if <mouse down?> then\n                                                                            wait until <not <mouse down?>>\n                                                                            broadcast (reset blocks v)\n                                                                            set [page v] to [creative]\n                                                                        else\n                                                                            set [brightness v] effect to (-10)\n                                                                        end\n                                                                    else\n                                                                        set [brightness v] effect to (0)\n                                                                    end\n                                                                else\n                                                                    if <(Twin id) = [16]> then\n                                                                        if <(dark mode) = [1]> then\n                                                                            switch costume to (dark2 v)\n                                                                        else\n                                                                            switch costume to (dark v)\n                                                                        end\n                                                                        go to x: (200) y: (155)\n                                                                        set size to (100) %\n                                                                        if <touching (mouse-pointer v)?> then\n                                                                            if <mouse down?> then\n                                                                                wait until <not <mouse down?>>\n                                                                                set [dark mode v] to (((<(dark mode) = [0]> + (1)) * (1)) + (-1))\n                                                                            else\n                                                                                set [brightness v] effect to (-10)\n                                                                            end\n                                                                        else\n                                                                            set [brightness v] effect to (0)\n                                                                        end\n                                                                    else\n                                                                        if <(Twin id) = [17]> then\n                                                                            if <(dark mode) = [1]> then\n                                                                                switch costume to (search2 v)\n                                                                            else\n                                                                                switch costume to (search v)\n                                                                            end\n                                                                            go to x: (-5) y: (155)\n                                                                            set size to (100) %\n                                                                            if <touching (mouse-pointer v)?> then\n                                                                                if <mouse down?> then\n                                                                                    wait until <not <mouse down?>>\n                                                                                    ask [What Do You Want To Search?] and wait\n                                                                                    broadcast (leaderboard v) and wait\n                                                                                    search (answer)\n                                                                                    set [scrol v] to [1]\n                                                                                else\n                                                                                    set [brightness v] effect to (-10)\n                                                                                end\n                                                                            else\n                                                                                set [brightness v] effect to (0)\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\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [home page v] to [1]\nCreate Twins [17]\nforever\n    wait until <[block pages v] contains (page)?>\n    wait until <not <[block pages v] contains (page)?>>\n    Create Twins [17]\nend\n\nwhen I start as a clone\nforever\n    if <[block pages v] contains (page)?> then\n        delete this clone\n    end\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n    if <(page) = [home]> then\n        if <not <(scrol) < [2]>> then\n            change [scrol v] by (-0.0625)\n        end\n    end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n    if <(page) = [home]> then\n        if <((length of [platformers v]) + (-3)) > (scrol)> then\n            change [scrol v] by (0.0625)\n        end\n    end\nend\n\ndefine load (?) (biome)\nset [p v] to [0]\nrepeat (length of (?))\n    change [p v] by (1)\n    replace item (p) of [blocks v] with (letter (p) of (?))\nend\nset [character block v] to (item (item # of (Blocks) in [platformers v]) of [platformer chracter block v])\nbroadcast (reset x-y v)\nset [page v] to [play]\n\nwhen flag clicked\nforever\n    if <[block pages v] contains (page)?> then\n        hide\n        delete this clone\n    else\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <(dark mode) = [1]> then\n        switch costume to (tr.piliapp.com/instagram/fonts/2 v)\n    else\n        switch costume to (tr.piliapp.com/instagram/fonts/ v)\n    end\nend\n\nwhen I receive [reset blocks v]\nload 2 (nothing) [1]\nset [page v] to [creative]\nset [platformer name v] to (join [P-] ((length of [platformers v]) + (1)))\nset [biome v] to [1]\n\ndefine load 2 (?) (biome)\nset [biome v] to (biome)\nset [p v] to [0]\nrepeat (length of (?))\n    change [p v] by (1)\n    replace item (p) of [blocks v] with (letter (p) of (?))\nend\n\nwhen flag clicked\nforever\n    if <(page) = [play]> then\n        set [biome v] to (item (item # of (Blocks) in [platformers v]) of [platformer biome v])\n        set [character block v] to (item (item # of (Blocks) in [platformers v]) of [platformer chracter block v])\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <(page) = [play]>\n    wait (1) seconds\n    broadcast (wiew v) and wait\n    broadcast (leaderboard v) and wait\n    wait until <not <(page) = [play]>>\nend\n\ndefine search (?)\nrepeat (10)\n    set [on v] to [profile]\n    interest (?) [ ]\n    if <<(letter (1) of (inserted)) = [@]> or <<(letter (1) of (inserted)) = [b]> and <(letter (2) of (inserted)) = [y]>>> then\n        set [pn v] to [0]\n        repeat (length of [platformer name v])\n            change [pn v] by (1)\n            if <<(letter (1) of (inserted)) = [b]> and <(letter (2) of (inserted)) = [y]>> then\n                (inserted) length [2] set []\n            else\n                if <(letter (1) of (inserted)) = [@]> then\n                    (inserted) length [1] set []\n                end\n            end\n            set [co2 v] to (cut off)\n            (cut off) length [20] set [ ]\n            if <[platformer profile v] contains (synchronized)?> then\n                if <not <(item (pn) of [platformer profile v]) = (synchronized)>> then\n                    delete (pn) of [platformers v]\n                    delete (pn) of [platformer biome v]\n                    delete (pn) of [dislike v]\n                    delete (pn) of [like v]\n                    delete (pn) of [platformer name v]\n                    delete (pn) of [platformer profile v]\n                    delete (pn) of [wiew v]\n                    delete (pn) of [platformer chracter block v]\n                end\n            else\n                if <not < (item (pn) of [platformer profile v]) contains (co2)?>> then\n                    delete (pn) of [platformers v]\n                    delete (pn) of [platformer biome v]\n                    delete (pn) of [dislike v]\n                    delete (pn) of [like v]\n                    delete (pn) of [platformer name v]\n                    delete (pn) of [platformer profile v]\n                    delete (pn) of [wiew v]\n                    delete (pn) of [platformer chracter block v]\n                end\n            end\n        end\n    else\n        set [on v] to [search]\n        set [pn v] to [0]\n        repeat (length of [platformer name v])\n            change [pn v] by (1)\n            if <not < (item (pn) of [platformer name v]) contains (?)?>> then\n                delete (pn) of [platformers v]\n                delete (pn) of [platformer biome v]\n                delete (pn) of [dislike v]\n                delete (pn) of [like v]\n                delete (pn) of [platformer name v]\n                delete (pn) of [platformer profile v]\n                delete (pn) of [wiew v]\n                delete (pn) of [platformer chracter block v]\n            end\n        end\n    end\nend\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n    change [. v] by (1)\n    repeat (10)\n        change [contain numbers? v] by (1)\n        if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n            change [not v] by (1)\n        end\n    end\n    if <(not) = [10]> then\n        set [synchronized v] to []\n        stop [this script v]\n    end\n    set [contain numbers? v] to [-1]\n    set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n    set [gaps v] to []\n    repeat ((length) - (length of (synchronize)))\n        set [gaps v] to (join (set) (gaps))\n    end\n    set [synchronized v] to (join (synchronize) (gaps))\nelse\n    if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n        set [synchronized v] to (synchronize)\n    else\n        if <(length of (synchronize)) > (length)> then\n            set [. v] to [0]\n            set [... v] to []\n            repeat (length)\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [synchronized v] to (...)\n            set [. v] to (length)\n            set [... v] to []\n            repeat ((length of (synchronize)) - (length))\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [cut off v] to (...)\n        end\n    end\nend\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n    change [.1 v] by (1)\n    if <not <(letter (.1) of (who)) = (what)>> then\n        set [inserted v] to (join (inserted) (letter (.1) of (who)))\n    end\nend\n\nif <(Twin id) = [9]> then\n    if <(item ((scrol) + (4)) of [platformers v]) = []> then\n        hide\n    else\n        show\n        set [ghost v] effect to (100)\n        switch costume to (5 v)\n        go to x: (0) y: (-150)\n        if <touching (mouse-pointer v)?> then\n            if <mouse down?> then\n                load (item ((scrol) + (4)) of [platformers v]) []\n            else\n                set [brightness v] effect to (-10)\n            end\n        else\n            set [brightness v] effect to (0)\n        end\n        stamp\n    end\nend\n\nif <(Twin id) = [14]> then\n    if <(dark mode) = [1]> then\n        set [brightness v] effect to (-5)\n    else\n        set [brightness v] effect to (0)\n    end\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (join [b] (item ((scrol) + (4)) of [platformer biome v]))\n    go to x: (-215) y: (-150)\n    set size to (200) %\n    if <(item ((scrol) + (4)) of [platformers v]) = []> then\n        hide\n    else\n        show\n    end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\nend\n\n@writer\n\ndefine (write) w (second) wait (y) y (x) x (o?) o? (c) c (b) b (g) g (p) p (bi) bi\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [ghost v] effect to (g)\nset [pixelate v] effect to (p)\nset size to (bi) %\nif <(o?) = [y]> then\n    switch costume to (x and y v)\n    set x to (round ((((length of (write)) * ((size) / (8))) / (2)) * (-1)))\nelse\n    switch costume to (x and y v)\n    set x to (x)\nend\nswitch costume to (x and y v)\nset y to (y)\nset [writer2: ... v] to [0]\nset [.... v] to [0]\nset [line change v] to [0]\nrepeat (length of (write))\n    change [.... v] by (1)\n    change [line change v] by (1)\n    if <(line change) = [-1]> then\n        change y by (-25)\n        if <(o?) = [y]> then\n            set size to (bi) %\n            set x to (round ((((length of (write)) * ((size) / (8))) / (2)) * (-1)))\n        else\n            set x to (x)\n        end\n        set [line change v] to [0]\n    end\n    set [writer2: ... v] to (letter (....) of (write))\n    switch costume to (x and y v)\n    set size to (bi) %\n    change x by ((size) / (8))\n    switch costume to (writer2: ...)\n    set [w v] to (w2)\n    stamp\n    wait (second) seconds\nend\n\nwhen flag clicked\nforever\n    erase all\n    if <not <[block pages v] contains (page)?>> then\n        if <(page) = [home]> then\n            writer\n        end\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait (0.01) seconds\ndelete this clone\n\ndefine writer\nif <not <(item (scrol) of [platformer name v]) = []>> then\n    if << (item (scrol) of [platformer name v]) contains [ez]?> or < (item (scrol) of [platformer name v]) contains [easy]?>> then\n        (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n    else\n        if << (item (scrol) of [platformer name v]) contains [hard]?> or < (item (scrol) of [platformer name v]) contains [imp]?>> then\n            (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n        else\n            if < (item (scrol) of [platformer name v]) contains [sus]?> then\n                (join [ < ] (item (scrol) of [platformer name v])) w [] wait [50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            else\n                (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            end\n        end\n    end\nend\nif <not <(item ((scrol) + (1)) of [platformer name v]) = []>> then\n    if << (item ((scrol) + (1)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (1)) of [platformer name v]) contains [easy]?>> then\n        (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n    else\n        if << (item ((scrol) + (1)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (1)) of [platformer name v]) contains [imp]?>> then\n            (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n        else\n            if < (item ((scrol) + (1)) of [platformer name v]) contains [sus]?> then\n                (join [ < ] (item ((scrol) + (1)) of [platformer name v])) w [] wait [0] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            else\n                (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            end\n        end\n    end\nend\nif <not <(item ((scrol) + (2)) of [platformer name v]) = []>> then\n    if << (item ((scrol) + (2)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (2)) of [platformer name v]) contains [easy]?>> then\n        (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n    else\n        if << (item ((scrol) + (2)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (2)) of [platformer name v]) contains [imp]?>> then\n            (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n        else\n            if < (item ((scrol) + (2)) of [platformer name v]) contains [sus]?> then\n                (join [ < ] (item ((scrol) + (2)) of [platformer name v])) w [] wait [-50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            else\n                (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            end\n        end\n    end\nend\nif <not <(item ((scrol) + (3)) of [platformer name v]) = []>> then\n    if << (item ((scrol) + (3)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (3)) of [platformer name v]) contains [easy]?>> then\n        (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n    else\n        if << (item ((scrol) + (3)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (3)) of [platformer name v]) contains [imp]?>> then\n            (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n        else\n            if < (item ((scrol) + (3)) of [platformer name v]) contains [sus]?> then\n                (join [ < ] (item ((scrol) + (3)) of [platformer name v])) w [] wait [-100] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            else\n                (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n            end\n        end\n    end\nend\nif <not <(item (scrol) of [platformer profile v]) = []>> then\n    (join [by ] (item (scrol) of [platformer profile v])) w [] wait [50] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [platformer profile v]) = []>> then\n    (join [by ] (item ((scrol) + (1)) of [platformer profile v])) w [] wait [0] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [platformer profile v]) = []>> then\n    (join [by ] (item ((scrol) + (2)) of [platformer profile v])) w [] wait [-50] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [platformer profile v]) = []>> then\n    (join [by ] (item ((scrol) + (3)) of [platformer profile v])) w [] wait [-100] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item (scrol) of [like v]) = []>> then\n    (join [/ ] (item (scrol) of [like v])) w [] wait [50] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [like v]) = []>> then\n    (join [/ ] (item ((scrol) + (1)) of [like v])) w [] wait [0] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [like v]) = []>> then\n    (join [/ ] (item ((scrol) + (2)) of [like v])) w [] wait [-50] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [like v]) = []>> then\n    (join [/ ] (item ((scrol) + (3)) of [like v])) w [] wait [-100] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\n\nif <not <(item (scrol) of [wiew v]) = []>> then\n    (join [{ ] (item (scrol) of [wiew v])) w [] wait [50] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [wiew v]) = []>> then\n    (join [{ ] (item ((scrol) + (1)) of [wiew v])) w [] wait [0] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [wiew v]) = []>> then\n    (join [{ ] (item ((scrol) + (2)) of [wiew v])) w [] wait [-50] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [wiew v]) = []>> then\n    (join [{ ] (item ((scrol) + (3)) of [wiew v])) w [] wait [-100] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\n\n@cover\n\nwhen flag clicked\nforever\n    reset timer\n    hide\nend\n\nwhen [timer v] > (0)\nforever\n    go to [front v] layer\n    show\nend\n\n@cloud2\n\ndefine _ Encode (input)\nset [//output v] to []\nset [\[requests\] _i v] to [0]\nrepeat (length of (input))\n    change [\[requests\] _i v] by (1)\n    switch costume to (join [=] (letter (\[requests\] _i) of (input)))\n    set [//output v] to (join (//output) (costume [number v]))\nend\n\ndefine _ Decode (input)\ndelete all of [response v]\nset [//output v] to []\nset [\[requests\]\[encoder\] _temp output v] to []\nset [\[requests\] _i v] to [0]\nset [\[requests\]\[decoder\] _connected letters v] to [0]\nrepeat ((length of (input)) / (2))\n    change [\[requests\] _i v] by (2)\n    switch costume to (join (letter ((\[requests\] _i) - (1)) of (input)) (letter (\[requests\] _i) of (input)))\n    if <(costume [name v]) = [new line]> then\n        set [\[requests\]\[decoder\] _connected letters v] to [0]\n        add (//output) to [response v]\n        set [//output v] to []\n    else\n        change [\[requests\]\[decoder\] _connected letters v] by (1)\n        set [//output v] to (join (//output) (letter (2) of (costume [name v])))\n    end\nend\nif <not <(//output) = []>> then\n    add (//output) to [response v]\nend\n\ndefine _ 🌩️ Request data (list_id)\nset [\[requests\] tick v] to [0]\nset [\[requests\] raw response output v] to []\nset [_request status v] to [LOADING]\nset [\[requests\] id v] to (join [.] (join (pick random (10000) to (99999)) [1]))\nset [☁ to_host v] to (join (list_id) (\[requests\] id))\ndelete all of [parsed responses v]\nset [\[requests\] tick v] to [0]\nbroadcast (_tick v)\nrepeat until <<(_request status) = [DONE]> or <(\[requests\] tick) > (@timeout_after)>>\n    _ Check cloud variable (☁ FROM_HOST_1)\n    _ Check cloud variable (☁ FROM_HOST_2)\n    _ Check cloud variable (☁ FROM_HOST_3)\n    _ Check cloud variable (☁ FROM_HOST_4)\n    _ Check cloud variable (☁ FROM_HOST_5)\n    _ Check cloud variable (☁ FROM_HOST_6)\n    _ Check cloud variable (☁ FROM_HOST_7)\n    _ Check cloud variable (☁ FROM_HOST_8)\n    _ Check cloud variable (☁ FROM_HOST_9)\nend\nif <(\[requests\] tick) > (@timeout_after)> then\n    set [_request status v] to [TIMEOUT]\nend\n\ndefine _ Decode Response (response)\nif <(letter (length of (response)) of (response)) = [2]> then\n    if <(letter ((length of (response)) - (1)) of (response)) = [2]> then\n        if <(letter ((length of (response)) - (2)) of (response)) = [2]> then\n            if <(letter ((length of (response)) - (3)) of (response)) = [2]> then\n                add (join [=] (response)) to [parsed responses v]\n                set [_request status v] to [DONE]\n            end\n        end\n    end\nelse\n    repeat until <(length of [parsed responses v]) > (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response)))>\n        add [] to [parsed responses v]\n    end\n    replace item (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response))) of [parsed responses v] with (join [=] (response))\nend\n\ndefine _ Check cloud variable (var)\nif < (var) contains (\[requests\] id)?> then\n    if <not <[parsed responses v] contains (join [=] (var))?>> then\n        _ Decode Response (var)\n    end\nend\n\ndefine _ Read responses\nset [\[requests\] _i v] to [0]\nrepeat (length of [parsed responses v])\n    change [\[requests\] _i v] by (1)\n    set [\[requests\] _ii v] to [2]\n    if < (item (\[requests\] _i) of [parsed responses v]) contains [.]?> then\n        repeat until <(letter (\[requests\] _ii) of (item (\[requests\] _i) of [parsed responses v])) = [.]>\n            set [\[requests\] raw response output v] to (join (\[requests\] raw response output) (letter (\[requests\] _ii) of (item (\[requests\] _i) of [parsed responses v])))\n            change [\[requests\] _ii v] by (1)\n        end\n    end\nend\n\ndefine Send request | request name: (\[request name\]) and wait\ndelete all of [response v]\nset [_request v] to (\[request name\])\n_ Encode (\[request name\])\n_ 🌩️ Request data (//output)\n_ Read responses\n_ Decode (\[requests\] raw response output)\n\ndefine Send Request | request name: (\[request name\]) argument1: (\[arg1\]) and wait\nset [_request v] to (\[request name\])\ndelete all of [response v]\n_ Encode (join (\[request name\]) (join [&] (\[arg1\])))\n_ 🌩️ Request data (//output)\n_ Read responses\nif <not <[108] < (length of (\[arg1\]))>> then\n    _ Decode (\[requests\] raw response output)\nend\n\nif <[108] < (length of (\[arg1\]))> then\n    _ Encode (join (\[request name\]) [&])\n    _ 🌩️ Request data (join (//output) (\[arg1\]))\nelse\nend\n\ndefine Send request | request name: (\[request name\]) argument1: (\[arg1\]) argument2: (\[arg2\]) and wait\ndelete all of [response v]\nset [_request v] to (\[request name\])\n_ Encode (join (\[request name\]) (join [&] (join (\[arg1\]) (join [&] (\[arg2\])))))\n_ 🌩️ Request data (//output)\n_ Read responses\n_ Decode (\[requests\] raw response output)\n\nwhen I receive [_tick v]\nforever\n    change [\[requests\] tick v] by (1)\n    wait (1) seconds\nend\n\nwhen flag clicked\nset [_request status v] to []\nset [_request v] to []\nset [\[requests\] id v] to []\ndelete all of [response v]\n\nwhen I receive [leaderboard v]\ndelete all of [cloud list2 v]\nset [__lbpage v] to [1]\nset [@timeout_after v] to [20]\nforever\n    delete (length of [cloud list2 v]) of [cloud list2 v]\n    delete (length of [cloud list2 v]) of [cloud list2 v]\n    Send Request | request name: [leaderboard_page] argument1: (__lbpage) and wait\n    if <(_request status) = [TIMEOUT]> then\n        delete all of [cloud list2 v]\n        copy list\n        stop [this script v]\n    else\n        delete (length of [cloud list2 v]) of [cloud list2 v]\n        Parse leaderboard\n        copy list\n        stop [this script v]\n    end\nend\n\ndefine Parse leaderboard\nset [i v] to [0]\nrepeat (length of [response v])\n    change [i v] by (1)\n    add (item (i) of [response v]) to [cloud list2 v]\nend\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n    change [. v] by (1)\n    repeat (10)\n        change [contain numbers? v] by (1)\n        if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n            change [not v] by (1)\n        end\n    end\n    if <(not) = [10]> then\n        set [synchronized v] to []\n        stop [this script v]\n    end\n    set [contain numbers? v] to [-1]\n    set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n    set [gaps v] to []\n    repeat ((length) - (length of (synchronize)))\n        set [gaps v] to (join (set) (gaps))\n    end\n    set [synchronized v] to (join (synchronize) (gaps))\nelse\n    if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n        set [synchronized v] to (synchronize)\n    else\n        if <(length of (synchronize)) > (length)> then\n            set [. v] to [0]\n            set [... v] to []\n            repeat (length)\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [synchronized v] to (...)\n            set [. v] to (length)\n            set [... v] to []\n            repeat ((length of (synchronize)) - (length))\n                change [. v] by (1)\n                set [... v] to (join (...) (letter (.) of (synchronize)))\n            end\n            set [cut off v] to (...)\n        end\n    end\nend\n\nwhen I receive [create new platformer v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\nif <not <[platformers v] contains (inserted)?>> then\n    (username) length [20] set [ ]\n    set [n v] to (synchronized)\n    (platformer name) length [4] set [ ]\n    set [@timeout_after v] to [20]\n    Send Request | request name: [set] argument1: (join (inserted) (join (join (join (item # of (n) in [profils v]) [|]) (join (Biome) [|])) (join (join (synchronized) [|]) (join (character block) [|])))) and wait\nend\n\n_ Encode []\nset [o2 v] to (//output)\n\nwhen I receive [like v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n    set [@timeout_after v] to [20]\n    Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|])) and wait\nend\n\nwhen I receive [dislike v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n    Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|])) and wait\nend\n\nwhen I receive [create new profile v]\nbroadcast (Refresh v) and wait\n(username) length [20] set [ ]\nif <not <[profils v] contains (synchronized)?>> then\n    Send Request | request name: [set] argument1: (synchronized) and wait\nend\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n    change [.1 v] by (1)\n    if <not <(letter (.1) of (who)) = (what)>> then\n        set [inserted v] to (join (inserted) (letter (.1) of (who)))\n    end\nend\n\ndefine copy list\ndelete all of [cloud list v]\nset [li v] to [0]\nrepeat (length of [cloud list2 v])\n    change [li v] by (1)\n    add (item (li) of [cloud list2 v]) to [cloud list v]\nend\n\nwhen I receive [wiew v]\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [1] [|]))?>> then\n    set [@timeout_after v] to [20]\n    Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [1] [|])) and wait\nend\n\n_ Decode (\[requests\] raw response output)\n\n\n\nSend request | request name: [set] argument1: [] argument2: [] and wait\n\nSend request | request name: [set] argument1: [test] argument2: [2] and wait\n\nSend Request | request name: [set] argument1: (join (inserted) (//output)) and wait\n\n_ Decode []\n\nif <[108] < (length of (input))> then\n\n\n\nwhen I receive [finish v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|]))?>> then\n    Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|])) and wait\nend\n\nbroadcast (leaderboard v)\n\n@...\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n
                                      乃|〇川巳\n                          Imagine, Create, Share\n=======================================\n                                         [beta]\nPlease report any bugs you find to the producer in the comments.\n\nREFRESH THE PAGE IF YOU DON'T SEE THE PROCESS YOU MADE\n\nPLATFORMERS İS NOT IMPOSSIBLE\n\nNAMES ARE BEING CHECKED, PLEASE DO NOT WRITE A BAD NAME\n\nPLEASE DO PLATFORMER ON THIS PROJECT\n=======================================\n⭐+❤️ for more updates\n\nupcoming updates\n• Messages ❌\n• profile ❌\n• new biomes ❌\n• breaking blocks ✔️\n• trampoline ❌\n• decoration (such as snowman, grass, flower) ❌\n• dark mode ✔️\n• search ✔️ (beta)\n• mobile ❌\n•scratchattach ✔️\n•easter egg ✔️\n•my stuff ❌\n=======================================\n                                     How to use\n\n•Create And Share\n \nWith the WASD ↑←↓→ keys, you can change the player's spawn location.\n\nYou can get a block with the number keys or by clicking on the inventory, you can put it by clicking\n\nClick the share button to share, enter a name (it should be a maximum of 4 long, do not enter a bad word) then it will be shared after you finish the platform you made\n\nIf you don't put a flag, the platform ends when you touch the right edge.\n\n•Play\n\nMove with WASD or ↑←↓→ keys, you will finish when you touch the flag, but if there is no flag, you will finish if you touch the right edge.\n\nClick on the platformer you want to play, use the mouse wheel to scroll down the page\n\nif you like the platform it plays, you can press the like button if you don't like it (dislikes are kept secret)\n=======================================\n                                 How To Trend\n\nif @lotofgame likes your platform you will be trending\n=======================================