Difficutlty Coin help

Difficulty Coin won’t let me win. I used JS since it forced me to. My code should work here it is:

// Create a hero
var hero = game.spawnHeroXY('knight', 40, 47);
hero.maxHealth = 99999999999999999999999999999999;
hero.maxSpeed = 10;
hero.attackDamage = 100000;
// Create three coins to collect.
var copperCoin = game.spawnXY('bronze-coin', 26, 33);
var silverCoin = game.spawnXY('silver-coin', 44, 28);
var goldCoin = game.spawnXY('gold-coin', 60, 44);

// Create a manual goal to collect one coin.
var chooseGoal = game.addManualGoal('Choose wisely');
game.addDefeatGoal();
game.addSurviveGoal();
game.difficulty = '...';

// Add visuals
ui.track(game, 'difficulty');
ui.track(game, 'score');
hero.say('Which should I choose...');


function onCollect(event) {
    // When the hero collects a coin, destroy the other
    // two and build the level based on difficulty choice.
    var item = event.other;
    if ((item.type == 'coin')) {
        if (item.value == 1) {
            game.difficulty = 'Easy';
            silverCoin.destroy();
            goldCoin.destroy();
        }
        if (item.value == 2) {
            game.difficulty = 'Medium';
            goldCoin.destroy();
            copperCoin.destroy();
        }
        if (item.value == 3) {
            game.difficulty = 'Impossible';
            // Destroy the copper and silver coins
             copperCoin.destroy();
             silverCoin.destroy();
        }
        beginFight();
        chooseGoal.success == True;
    }
}

hero.on('collect', onCollect);


function beginFight() {
    if (game.difficulty == 'Easy') {
        // Create a few barriers and weak enemies
        game.spawnXY('forest', 56, 54);
        game.spawnXY('forest', 56, 46);
        game.spawnXY('forest', 56, 38);
        game.spawnXY('forest', 9, 23);
        game.spawnXY('forest', 17, 23);
        game.spawnXY('forest', 25, 23);
        
        var ogre1 = game.spawnXY('munchkin-m', 11, 14);
        ogre1.behavior = "AttacksNearest";
        var ogre2 = game.spawnXY('munchkin-m', 67, 51);
        ogre2.behavior = "AttacksNearest";
        var ogre3 = game.spawnXY('munchkin-m', 66, 13);
        ogre3.behavior = "AttacksNearest";

        hero.say('This battle is laughably easy!');
    }

    if (game.difficulty == 'Medium') {
        // Create medium-difficulty enemies in a maze
        game.spawnMaze(21);
        var ogre = game.spawnXY('ogre-f', 45, 43);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('ogre', 42, 40);
        ogre.behavior = "AttacksNearest";
        
        ogre = game.spawnXY('munchkin', 60, 13);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('munchkin', 60, 19);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('archer-f', 13, 28);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('archer-f', 13, 44);
        ogre.behavior = "AttacksNearest";

        hero.say('This is non-trivial...');
    }


    if (game.difficulty == 'Impossible') {
        // Create a cluster of various enemies,
        // with nowhere to hide!
       var i = 0;
        while (i < 20) {
            var randomUnit = game.randomInteger(0,9);
            var randomX = game.randomInteger(13,60);
            var randomY = game.randomInteger(13,60);
            if (randomUnit >= 8) {
                unitType = 'ogre';
            }
            else if (randomUnit >= 6) {
                unitType = 'thrower';
            }
            else {
                var unitType = 'munchkin';
            }
            var unit = game.spawnXY(unitType, randomX, randomY);
            unit.behavior = 'AttacksNearest';
            i += 1;
        }
        hero.say("Oh I'm in trouble...");
    }
}


function onDefeat(event) {
    // Keep score. The harder the difficulty, the
    // higher the score can be!
    if (event.target.type == 'munchkin') {
        game.score += 1;
    }
    if (event.target.type == 'thrower') {
        game.score += 3;
    }
    if (event.target.type == 'ogre') {
        game.score += 10;
    }
    hero.say('defeated ' + event.target.type);
}
    
    
// Add the event handlers
game.setActionFor("munchkin", "defeat", onDefeat);
game.setActionFor("ogre", "defeat", onDefeat);
game.setActionFor("headhunter", "defeat", onDefeat);


// For testing. Comment this out.

beginFight();

Change that to:

if (item)

Now it says True is not defined( sorry horrible JS coder)

In JS, I am pretty sure that True is supposed to be true. Same with false. They don’t need to be capitalised.

now the coins disappear but still no enemies

Are all of these variables? You need to add var before all the variables.

Nope still doesn’t work the same thing happens. this is my code

// Create a hero
var hero = game.spawnHeroXY('knight', 40, 47);
hero.maxHealth = 99999999999999999999999999999999;
hero.maxSpeed = 10;
hero.attackDamage = 100000;
// Create three coins to collect.
var copperCoin = game.spawnXY('bronze-coin', 26, 33);
var silverCoin = game.spawnXY('silver-coin', 44, 28);
var goldCoin = game.spawnXY('gold-coin', 60, 44);

// Create a manual goal to collect one coin.
var chooseGoal = game.addManualGoal('Choose wisely');
game.addDefeatGoal();
game.addSurviveGoal();
game.difficulty = '...';

// Add visuals
ui.track(game, 'difficulty');
ui.track(game, 'score');
hero.say('Which should I choose...');


function onCollect(event) {
    // When the hero collects a coin, destroy the other
    // two and build the level based on difficulty choice.
    var item = event.other;
    if ((item)) {
        if (item.value == 1) {
            game.difficulty = 'Easy';
            silverCoin.destroy();
            goldCoin.destroy();
        }
        if (item.value == 2) {
            game.difficulty = 'Medium';
            goldCoin.destroy();
            copperCoin.destroy();
        }
        if (item.value == 3) {
            game.difficulty = 'Impossible';
            // Destroy the copper and silver coins
             copperCoin.destroy();
             silverCoin.destroy();
        }
              beginFight;
        chooseGoal.success == true;
    }
}

hero.on('collect', onCollect);


function beginFight() {
    if (game.difficulty == 'Easy') {
        // Create a few barriers and weak enemies
        game.spawnXY('forest', 56, 54);
        game.spawnXY('forest', 56, 46);
        game.spawnXY('forest', 56, 38);
        game.spawnXY('forest', 9, 23);
        game.spawnXY('forest', 17, 23);
        game.spawnXY('forest', 25, 23);
        
        var ogre1 = game.spawnXY('munchkin-m', 11, 14);
        ogre1.behavior = "AttacksNearest";
        var ogre2 = game.spawnXY('munchkin-m', 67, 51);
        ogre2.behavior = "AttacksNearest";
        var ogre3 = game.spawnXY('munchkin-m', 66, 13);
        ogre3.behavior = "AttacksNearest";

        hero.say('This battle is laughably easy!');
    }

    if (game.difficulty == 'Medium') {
        // Create medium-difficulty enemies in a maze
        game.spawnMaze(21);
        var ogre = game.spawnXY('ogre-f', 45, 43);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('ogre', 42, 40);
        ogre.behavior = "AttacksNearest";
        
        ogre = game.spawnXY('munchkin', 60, 13);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('munchkin', 60, 19);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('archer-f', 13, 28);
        ogre.behavior = "AttacksNearest";
        ogre = game.spawnXY('archer-f', 13, 44);
        ogre.behavior = "AttacksNearest";

        hero.say('This is non-trivial...');
    }


    if (game.difficulty == 'Impossible') {
        // Create a cluster of various enemies,
        // with nowhere to hide!
       var i = 0;
        while (i < 20) {
            var randomUnit = game.randomInteger(0,9);
            var randomX = game.randomInteger(13,60);
            var randomY = game.randomInteger(13,60);
            if (randomUnit >= 8) {
                var unitType = 'ogre';
            }
            else if (randomUnit >= 6) {
               var  unitType = 'thrower';
            }
            else {
                var unitType = 'munchkin';
            }
            var unit = game.spawnXY(unitType, randomX, randomY);
            unit.behavior = 'AttacksNearest';
            i += 1;
        }
        hero.say("Oh I'm in trouble...");
    }
}


function onDefeat(event) {
    // Keep score. The harder the difficulty, the
    // higher the score can be!
    if (event.target.type == 'munchkin') {
        game.score += 1;
    }
    if (event.target.type == 'thrower') {
        game.score += 3;
    }
    if (event.target.type == 'ogre') {
        game.score += 10;
    }
    hero.say('defeated ' + event.target.type);
}
    
    
// Add the event handlers
game.setActionFor("munchkin", "defeat", onDefeat);
game.setActionFor("ogre", "defeat", onDefeat);
game.setActionFor("headhunter", "defeat", onDefeat);


// For testing. Comment this out.

beginFight();

Line 44, you need brackets to call the function.