"Converting" Actionscript?

I have this actinscritp for a platformer that Im making:

Person that you move:

onClipEvent (load) {
    jumping = false;
    // jumping is true
    speed = 0;
    // speed is 0
    //////////////////////
    ////Ammendment 1//
    //////////////////
    healthX = _root.health._x;
    //sets healthX to the starting X postition of the "health" MC
    scoreX = _root.score._x;
    moneyX = _root.money._x;
    percentX = _root.percent._x;
    //sets scoreX to the starting X postition of the "score" MC
    Xpos = this._x;
    //sets Xpos to the starting X postition of this MC
    Ypos = this._y;
    //sets Ypos to the starting Y postition of this MC
    ////////////////
    ///////
    maxmove = 15;
    // maxmove is fifteen(max run seed)
    _root.maxshoottime = 100;
    // _root.maxshoottime is set to 100
    // this is how far you want the bullets to travel before deleting
}
onClipEvent (enterFrame) {
    //////////////////////
    ////Ammendment 2//
    //////////////////
    _x = Xpos-_root._x;
    //sets the X pos to the starting X postition of this MC
    _root.score._x = scoreX-_root._x;
    //sets the scire MCs X pos to its starting point on the screen
    _root.health._x = healthX-_root._x;
    _root.money._x = moneyX-_root._x;
    _root.percent._x = percentX-_root._x;
    //sets the health MCs X pos to its starting point on the screen
    if (!_root.ground.hitTest(this._x, this._y, true) && !jumping) {
        // if NOT hitting X and Y postion with the ground and NOT jumping
        this._y += 6;
        // Y positon moves up 6
    }
    //////////////// 
    ///////
    if (!_root.shooting) {
        // if _root.shooting is false
        _root.timer = 0;
        // _root.timer is set to 0
        _root.mvsp = _xscale/20;
        // _root.mvsp is set to the chars xscale divided by 20
        // the answer to this is the speed of the bullets
    }
    if (_root.dead) {
        // if dead is true
        this.gotoAndStop("dead");
        // goto and stop on the "dead" frame
    } else {
        // otherwise (if they are not dead)
        speed *= .85;
        // speed is multiplied by .85
        // the lower the faster is slows
        if (dir == "right" && !_root.leftblock.hitTest(this._x+20, this._y, true)) {
            _root.health._x += speed;
            // moves the health, the opposite way to the _root
            _root.score._x += speed;
            _root.money._x += speed;
            //LESSUR
            _root.percent._x += speed;
            //LESSUR
            // moves the score, the opposite way to the _root
            this._x += speed;
            // moves the char, the opposite way to the _root
            _root._x -= speed;
            // moves the _root
        }
        //////////////////////   
        ////Ammendment 3//
        //////////////////
        if (speed>0) {
            //if speed is smaller than 0
            dir = "right";
            // the variable dir is set to right
        } else if (speed<0) {
            //if speed is greater than 0
            dir = "left";
            // the var dir is set to left
        }
        if (dir == "left" && !_root.rightblock.hitTest(this._x-20, this._y, true)) {
            _root.health._x += speed;
            // moves the health, the opposite way to the _root
            _root.score._x += speed;
            // moves the score, the opposite way to the _root
            //LESSUR
            _root.money._x += speed;
            //LESSUR
            //LESSUR
            _root.percent._x += speed;
            //LESSUR
            this._x += speed;
            // moves the char, the opposite way to the _root
            _root._x -= speed;
            // moves the _root
        }
        if (Key.isDown(Key.LEFT)) {
            // if left is pressed
            if (speed>-maxmove) {
                // if the speed is greater than neg. maxmove
                speed--;
                // speed goes lower
            }
            this.gotoAndStop("run");
            // goto and stop the run frame
            this._xscale = -100;
            // scale is set to neg. 100
            // this is what rotates ur char
            /////////////////// 
            ///////////////
        } else if (Key.isDown(Key.RIGHT)) {
            // otherwise if right is pressed
            if (speed<maxmove) {
                // if the speed is smaller than maxmove
                speed++;
                // speed goes up
            }
            this._xscale = 100;
            // scale is set to  100
            // this is what rotates ur char
            this.gotoAndStop("run");
            // goto and stop the run frame
        } else if (Key.isDown(Key.CONTROL)) {
            // otherwise if control is pressed
            this.gotoAndStop("attack");
            // goto and stop the attack frame
            attacking = true;
            // attacking is true
            speed = 0;
            // speed is set to 0
        } else if (Key.isDown(Key.SPACE)) {
            // otherwise if space is pressed
            if (_root.gotgun == true && !_root.shooting) {
                // if _root.gotgun is true(they have the gun) and _root.shooting is false
                _root.attachMovie("bullet", "bulleter", 1, {_x:_root.char._x, _y:_root.char._y-47});
                // attach the movie with the Linkage name "bullet" to the _root at the character X position and the Y position minus 25
                _root.shooting = true;
                // _root.shooting is set true
                with (_root.bulleter) {
                    // all code below this code and it's closer refer to _root.bulleter
                    onEnterFrame = function () {
                        // setting the onEnterFrame events (onClipEvent)
                        if (_root.timer>_root.maxshoottime) {
                            // if _root.timer is smaller than _root.maxshoottime
                            _root.shooting = false;
                            // shooting is false
                            unloadMovie(this);
                            // this movie clip is unloaded
                        }
                        _root.timer++;
                        // _root.timer goes up 1
                        _x += _root.mvsp;
                        // the X goes up _root.mvsp (which is set constantly and stays the same when shooting.)                    };
                    };
                }
                attacking = true;
                // attacking is true
                speed = 0;
                // speed is set to 0
                this.gotoAndStop("shoot");
                // goto and stop on the shoot frame
            }
        } else if (speed<1 && speed>-1 && !attacking) {
            // if speed is smaller than one and greater than neg. 1
            speed = 0;
            // speed is set to 0
            this.gotoAndStop("idle");
            // gotoAndStop the idle frame
        }
        if (Key.isDown(Key.UP) && !jumping) {
            // if up is pressed and NOT jumping
            jumping = true;
            // jumping is set true
        }
        if (jumping) {
            // if jumping is true
            this.gotoAndStop("jump");
            this._y -= jump;
            // Y position is set down jump
            jump -= .5;
            // jump is set down .5
            if (jump<0) {
                // if jump is smaller than 0
                falling = true;
                // falling is true
            }
            if (jump<-15) {
                // if jump is smaller than neg. 5
                jump = -15;
                // jump is set to neg 5
                // capping fall speeds prevents falling through grounds
            }
        }
        if (_root.ground.hitTest(this._x, this._y, true) && falling) {
            // if hitting X an Y postions with the ground and falling
            jump = 12;
            // jump is set to 9
            jumping = false;
            // jumping is false
            falling = false;
            // falling is false
        }
    }
}
onClipEvent (keyUp) {
    // on Key Up
    if (Key.getCode() == Key.CONTROL) {
        // if the release is control
        attacking = false;
        // attacking is false
    }
}

Now, this only works if exported in flash 6. How can i make it so i can export it in flash 8?