<?xml version="1.0" encoding="UTF-8"?>
<actor PGFVersion="0.19" id="id821012" GSCVersion="0.10.1"><attributes><text id="name">Add to level number</text><real id="time">0</real><point id="position"><real id="x">0</real><real id="y">0</real></point><size id="size"><real id="width">100</real><real id="height">100</real></size><angle id="rotation">0</angle><color id="color"><real id="red">1</real><real id="green">1</real><real id="blue">1</real><real id="alpha">1</real></color><image id="image"></image><text id="tags"></text><boolean id="preloadArt">true</boolean></attributes><behaviors><behavior enabled="true" id="id757218" class="RuleBehavior"><attributes><text id="name">Rule</text><text id="bundleName">Rule.behavior</text><real id="compoundConditionKind">0</real></attributes><conditions><condition id="id650836" pluginPredicateTypeIndex="0" eventType="touch"><attributes><index id="conditionType">0</index></attributes><predicate type="touch" conditionType="pressed"><attributes/></predicate></condition></conditions><behaviors><behavior id="id402563" class="ChangeSceneAction" enabled="true"><attributes><text id="name">Change Scene</text><text id="bundleName">ChangeScene.behavior</text><text id="sceneKey">id269551</text><boolean id="enableAdvertisement">false</boolean></attributes></behavior><behavior id="id807625" class="NoteBehavior" enabled="true"><attributes><text id="name">Note</text><text id="bundleName">Note.behavior</text><text id="note">Instead of when touch is pressed, you would have this change attribute and save attribute in a rule that triggers when the player finishes a level.</text></attributes></behavior><behavior id="id379299" class="ChangeAttributeAction" enabled="true"><attributes><text id="name">Change Attribute</text><text id="bundleName">ChangeAttribute.behavior</text><text id="targetAttribute">game.attributes.id505793</text><text id="RHS"><expression><reference keypath="game.attributes.id505793"/><string>+1</string></expression></text></attributes></behavior><behavior id="id675431" class="SaveAttributeAction" enabled="true"><attributes><text id="name">Save Attribute</text><text id="bundleName">SaveAttribute.behavior</text><text id="targetAttribute">game.attributes.id505793</text><text id="key">level</text></attributes></behavior></behaviors><elseBehaviors/></behavior></behaviors><aspects><graphics><attributes><boolean id="visible">true</boolean><enumeration id="blendingMode">0</enumeration><enumeration id="horizontalWrap">0</enumeration><enumeration id="verticalWrap">0</enumeration><enumeration id="horizontalAnchor">0</enumeration><enumeration id="verticalAnchor">0</enumeration><boolean id="flipHorizontally">false</boolean><boolean id="flipVertically">false</boolean><integer id="tileWidth">0</integer><integer id="tileHeight">0</integer></attributes></graphics><motion><attributes><point id="linearVelocity"><real id="x">0</real><real id="y">0</real></point><real id="angularVelocity">0</real><real id="maxSpeed">0</real><boolean id="applyMaxSpeed">false</boolean></attributes></motion><physics><attributes><real id="density">1</real><real id="friction">3</real><real id="restitution">1</real><boolean id="fixedRotation">false</boolean><boolean id="movable">true</boolean><enumeration id="collisionShape">0</enumeration><real id="drag">0</real><real id="angularDrag">0</real></attributes></physics></aspects></actor>
