// skrsp1 by James 'Skur' Rucks 2013
// version: 1.2

maptitle "^f7- ^f3Meltdown ^f7(skrsp1) by ^f2James ^f7'^f6Skur^f7' ^f2Rucks ^f7in Summer 2013 -"

//settings

skill 10
killsendsp 0
ambient 15 15 15
lightlod 3
skylight 45 45 45
skytexturelight 0
sunlight 180 170 135
sunlightscale 1.0
sunlightpitch 30
sunlightyaw 160
skybox "socksky/frozendusk"
yawsky 350
fog 3000
fogcolour 130 135 120
fogdomemin 0
fogdomemax 1
fogdomeheight -0.05
fogdomecap 1
fogdomeclip 0.3
fogdomecolour 130 135 120

//sound

mapsound "soundtransit/waterfall.ogg" 100 1
mapsound "ambience/fire_light.ogg" 255 1
mapsound "ambience/lavarumble1.ogg" 255 1

//mapmodels

mapmodelreset

mmodel "doors/door_03"
mmodel "mitaman/door_06"
mmodel "mitaman/door_07"
mmodel "mitaman/door_09"
mmodel "mitaman/door_10"
mmodel "steve_e/doors/trapdoor"
mmodel "steve_e/doors/trapdoor/trapdoor_150"
mmodel "steve_e/doors/trapdoor/trapdoor_200"
mmodel "switch1"
mmodel "dcp/cask"
mmodel "dcp/chest"
mmodel "dcp/grate"
mmodel "dcp/switch2a"
mmodel "objects/torch_cold"
mmodel "objects/chair01"
mmodel "objects/bed01"
mmodel "objects/woodchop"
mmodel "tentus/key"
mmodel "tentus/books/flat"
mmodel "tentus/barrel"
mmodel "tentus/sidebarrel"
mmodel "mapmodels/nieb/waterfall/2"
mmodel "mapmodels/sitters/gothic/skelet1"
mmodel "mapmodels/sitters/gothic/skelet2"
mmodel "mapmodels/sitters/gothic/skelet3"
mmodel "mapmodels/quakish/grim_reaper/adam"
mmodel "mapmodels/quakish/grim_reaper/grim"
mmodel "mapmodels/quakish/grim_reaper/vehementi"
mmodel "mapmodels/rpg/characters/mman"
mmodel "mapmodels/rpg/characters/npcman"
mmodel "mapmodels/quakish/tombstones/tombstone01"
mmodel "mapmodels/quakish/tombstones/tombstone02"
mmodel "mapmodels/quakish/tombstones/tombstone03"
mmodel "mapmodels/quakish/tombstones/tombstone04"
mmodel "mapmodels/quakish/tombstones/tombstone05"
mmodel "carrot"

//textures

materialreset

texture water1 "golgotha/water2.jpg"    // water surface
texture 1 "textures/waterfall.jpg"     // waterfall
texture 1 "textures/watern.jpg"        // water normals
texture 1 "textures/waterdudv.jpg"     // water distortion
texture 1 "textures/waterfalln.jpg"    // waterfall normals
texture 1 "textures/waterfalldudv.jpg" // waterfall distortion

texture water2 "golgotha/water2.jpg"    // water surface
texture 1 "textures/waterfall.jpg"     // waterfall
texture 1 "textures/watern.jpg"        // water normals
texture 1 "textures/waterdudv.jpg"     // water distortion
texture 1 "textures/waterfalln.jpg"    // waterfall normals
texture 1 "textures/waterfalldudv.jpg" // waterfall distortion

texture water3 "golgotha/water2.jpg"    // water surface
texture 1 "textures/waterfall.jpg"     // waterfall
texture 1 "textures/watern.jpg"        // water normals
texture 1 "textures/waterdudv.jpg"     // water distortion
texture 1 "textures/waterfalln.jpg"    // waterfall normals
texture 1 "textures/waterfalldudv.jpg" // waterfall distortion

texture water4 "golgotha/water2.jpg"    // water surface
texture 1 "textures/waterfall.jpg"     // waterfall
texture 1 "textures/watern.jpg"        // water normals
texture 1 "textures/waterdudv.jpg"     // water distortion
texture 1 "textures/waterfalln.jpg"    // waterfall normals
texture 1 "textures/waterfalldudv.jpg" // waterfall distortion

texture lava1 "dg/floor_lava2.jpg" 0 0 0 2 // lava surface
texture 1 "dg/floor_lava2.jpg"    0 0 0 2 // falling lava

texture lava2 "dg/floor_lava2.jpg" 0 0 0 2 // lava surface
texture 1 "dg/floor_lava2.jpg"    0 0 0 2 // falling lava

texture lava3 "dg/floor_lava2.jpg" 0 0 0 2 // lava surface
texture 1 "dg/floor_lava2.jpg"    0 0 0 2 // falling lava

texture lava4 "dg/floor_lava2.jpg" 0 0 0 2 // lava surface
texture 1 "dg/floor_lava2.jpg"    0 0 0 2 // falling lava

texturereset

texture 0 "textures/sky.png"
texture 0 "textures/default.png"

//lava
setshader glowworld
//setshader pulseglowworld
//setshaderparam "glowcolor" .3 .3 .3	// glow color
//setshaderparam "pulseglowspeed" .5	// pulse frequency (Hz)
//setshaderparam "pulseglowcolor" 0 0 0 // pulse glow color
texture 0 "dg/floor_lava2.jpg" 0 0 0 3
texture g "dg/floor_lava2.jpg"
texscale 2
texscroll 0 -0.05

//spaceholder
setshader stdworld
texture 0 "misanthropx/white.jpg"

//tomek
setshader bumpspecmapparallaxworld

texture 0 tomek/snow7_d.jpg
texture n tomek/snow7_local.jpg
texture s tomek/snow7_s.jpg
texture z tomek/snow7_h.jpg
texlayer 7

texture 0 tomek/snow7_d.jpg
texture n tomek/snow7_local.jpg
texture s tomek/snow7_s.jpg
texture z tomek/snow7_h.jpg
texlayer 8

//gor
setshader bumpspecmapparallaxworld

setshaderparam "specscale" 4 4 4
setshaderparam "parallaxscale" 0.02 -0.01

texture 0 gor/WT_GK_011_cc.jpg
texture n gor/WT_GK_011_nm.jpg
texture s gor/WT_GK_011_sc.jpg
texture z gor/WT_GK_011_hm.jpg
	
texture 0 gor/WT_GK_017_cc.jpg
texture n gor/WT_GK_017_nm.jpg
texture s gor/WT_GK_017_sc.jpg
texture z gor/WT_GK_017_hm.jpg

texture 0 gor/ST_GK_007_cc.jpg
texture n gor/ST_GK_007_nm.jpg
texture s gor/ST_GK_007_sc.jpg
texture z gor/ST_GK_007_hm.jpg
	
//dg
setshader stdworld
texture 0 "dg/muv204.jpg"

setshader bumpspecmapparallaxworld		
setshaderparam parallaxscale 0.025 -0.015
setshaderparam specscale .4 .4 .4

texture 0 dg/mad064.jpg
texture n dg/mad064_n.jpg
texture z dg/mad064_z.jpg
texture s dg/mad064_s.jpg

texture 0 dg/mad065.jpg
texture n dg/mad065n.jpg
texture z dg/mad065z.jpg
texture s dg/mad065s.jpg

//skur
texture 0 skur/mad065_27.jpg
texture n skur/mad065n_27.jpg
texture z skur/mad065z_27.jpg
texture s skur/mad065s_27.jpg

texture 0 skur/mad065_45.jpg
texture n skur/mad065n_45.jpg
texture z skur/mad065z_45.jpg
texture s skur/mad065s_45.jpg

//evil_textures

setshader bumpspecmapparallaxworld
setshaderparam specscale .8 .8 .8
setshaderparam parallaxscale 0.025 -0.015

//e7bigwall
texture 0 evil_textures/e7bigwall.jpg
texture n evil_textures/e7bigwall_NRM.jpg
texture s evil_textures/e7bigwall_SPEC.jpg
texture z evil_textures/e7bigwall_DISP.jpg

//e7bmtrim
texture 0 evil_textures/e7bmtrim.jpg
texture n evil_textures/e7bmtrim_NRM.jpg
texture s textures/yves_allaire/e7/e7bmtrim1_s.jpg
texture z evil_textures/e7bmtrim_DISP.jpg

//e7brickfloor01
texture 0 evil_textures/e7brickfloor01.jpg
texture n evil_textures/e7brickfloor01_NRM.jpg
texture s textures/yves_allaire/e7/e7brickfloor01_s.jpg
texture z evil_textures/e7brickfloor01_DISP.jpg
texcolor .8 .8 .8

//e7bricks01
texture 0 evil_textures/e7bricks01.jpg
texture n evil_textures/e7bricks01_NRM.jpg
texture s textures/yves_allaire/e7/e7bricks01_s.jpg
texture z evil_textures/e7bricks01_DISP.jpg

//e7dimfloor
texture 0 evil_textures/e7dimfloor.jpg
texture n evil_textures/e7dimfloor_NRM.jpg
texture s textures/yves_allaire/e7/e7dimfloor_s.jpg
texture z evil_textures/e7dimfloor_DISP.jpg
texscale 2

texture 0 evil_textures/e7dimfloor_ow.jpg
texture n evil_textures/e7dimfloor_ow_NRM.jpg
texture s textures/yves_allaire/e7/e7dimfloor_ow_s.jpg
texture z evil_textures/e7dimfloor_ow_DISP.jpg
texscale 2

//e7sbrickfloor
texture 0 evil_textures/e7sbrickfloor.jpg
texture n evil_textures/e7sbrickfloor_NRM.jpg
texture s textures/yves_allaire/e7/e7sbrickfloor_s.jpg
texture z evil_textures/e7sbrickfloor_DISP.jpg

texture 0 evil_textures/e7sbrickfloor_ow.jpg
texture n evil_textures/e7sbrickfloor_ow_NRM.jpg
texture s textures/yves_allaire/e7/e7sbrickfloor_ow_s.jpg
texture z evil_textures/e7sbrickfloor_ow_DISP.jpg

texture 0 evil_textures/e7sbrickfloorbig.jpg
texture n evil_textures/e7sbrickfloorbig_NRM.jpg
texture s textures/yves_allaire/e7/e7sbrickfloorbig_s.jpg
texture z evil_textures/e7sbrickfloorbig_DISP.jpg

//e7window
texture 0 evil_textures/e7swindow.jpg
texture n evil_textures/e7swindow_NRM.jpg
texture s textures/yves_allaire/e7/e7swindow_s.jpg
texture z evil_textures/e7swindow_DISP.jpg

//e7walldesign01b
texture 0 evil_textures/e7walldesign01b.jpg 
texture n evil_textures/e7walldesign01b_NRM.jpg
texture s textures/yves_allaire/e7/e7walldesign01b_s.jpg
texture z evil_textures/e7walldesign01b_DISP.jpg

setshaderparam parallaxscale 0.02 -0.01

//e7walldesign
texture 0 textures/yves_allaire/e7/e7walldesign01.jpg
texture n textures/yves_allaire/e7/e7walldesign01_n.jpg
texture s textures/yves_allaire/e7/e7walldesign01_s.jpg
texture z textures/yves_allaire/e7/e7walldesign01_z.jpg

texture 0 textures/yves_allaire/e7/e7walldesign02.jpg
texture n textures/yves_allaire/e7/e7walldesign02_n.jpg
texture s textures/yves_allaire/e7/e7walldesign02_s.jpg
texture z textures/yves_allaire/e7/e7walldesign02_z.jpg

setshader bumpspecmapparallaxworld
setshaderparam specscale .8 .8 .8
setshaderparam parallaxscale 0.025 -0.015

//e7beam
texture 0 evil_textures/e7beam01.jpg
texture n textures/yves_allaire/e7/e7beam01_n.jpg
texture s textures/yves_allaire/e7/e7beam01_s.jpg
texture z textures/yves_allaire/e7/e7beam01_z.jpg

texture 0 evil_textures/e7beam01b.jpg
texture n textures/yves_allaire/e7/e7beam01b_n.jpg
texture s textures/yves_allaire/e7/e7beam01b_s.jpg
texture z textures/yves_allaire/e7/e7beam01b_z.jpg

texture 0 evil_textures/e7beam02.jpg
texture n textures/yves_allaire/e7/e7beam02_n.jpg
texture s textures/yves_allaire/e7/e7beam02_s.jpg
texture z textures/yves_allaire/e7/e7beam02_z.jpg

texture 0 evil_textures/e7beam02_blue.jpg 
texture n textures/yves_allaire/e7/e7beam02_blue_n.jpg 
texture s textures/yves_allaire/e7/e7beam02_blue_s.jpg
texture z textures/yves_allaire/e7/e7beam02_blue_z.jpg

texture 0 evil_textures/e7beam02_red.jpg
texture n textures/yves_allaire/e7/e7beam02_red_n.jpg
texture s textures/yves_allaire/e7/e7beam02_red_s.jpg
texture z textures/yves_allaire/e7/e7beam02_red_z.jpg

//e7bmtrim2
texture 0 evil_textures/e7bmtrim2.jpg
texture n textures/yves_allaire/e7/e7bmtrim2_n.jpg
texture s textures/yves_allaire/e7/e7bmtrim2_s.jpg
texture z textures/yves_allaire/e7/e7bmtrim2_z.jpg

//e7brnmetal
texture 0 evil_textures/e7brnmetal.jpg
texture n textures/yves_allaire/e7/e7brnmetal_n.jpg
texture s textures/yves_allaire/e7/e7brnmetal_s.jpg
texture z textures/yves_allaire/e7/e7brnmetal_z.jpg

//e7plate01
texture 0 evil_textures/e7plate01.jpg
texture n textures/yves_allaire/e7/e7plate01_n.jpg 
texture s textures/yves_allaire/e7/e7plate01_s.jpg
texture z textures/yves_allaire/e7/e7plate01_z.jpg

//e7stepborder
texture 0 textures/yves_allaire/e7/e7stepborder1.jpg
texture n textures/yves_allaire/e7/e7stepborder1_n.jpg
texture s textures/yves_allaire/e7/e7stepborder1_s.jpg
texture z textures/yves_allaire/e7/e7stepborder1_z.jpg

//e7steptop
//texture 0 textures/yves_allaire/e7/e7steptop1.jpg 
//texture n textures/yves_allaire/e7/e7steptop1_n.jpg 
//texture s textures/yves_allaire/e7/e7steptop1_s.jpg 
//texture z textures/yves_allaire/e7/e7steptop1_z.jpg 

texture 0 evil_textures/e7steptop2.jpg
texture n textures/yves_allaire/e7/e7steptop2_n.jpg
texture s textures/yves_allaire/e7/e7steptop2_s.jpg
texture z textures/yves_allaire/e7/e7steptop2_z.jpg
texrotate 2

//e7trim01
texture 0 textures/yves_allaire/e7/e7trim01.jpg
texture n textures/yves_allaire/e7/e7trim01_n.jpg
texture s textures/yves_allaire/e7/e7trim01_s.jpg
texture z textures/yves_allaire/e7/e7trim01_z.jpg

setshader bumpspecmapparallaxpulseglowworld
setshaderparam specscale .8 .8 .8
setshaderparam parallaxscale 0.025 -0.015
setshaderparam pulseglowspeed 2
setshaderparam glowcolor 1.5 .4 .4
setshaderparam pulseglowcolor 1.8 .5 .5

setshaderparam specscale .5 .5 .5
setshaderparam pulseglowspeed .75
setshaderparam glowcolor 1.3 .3 .3
setshaderparam pulseglowcolor 2 .55 .55

//e7bricksfloor_jump
//e7sbrickfloor01jump
texture 0 evil_textures/e7sbrickfloor_jump.jpg
texture n evil_textures/e7sbrickfloor_jump_NRM.jpg
texture s textures/yves_allaire/e7/e7sbrickfloor_jump_s.jpg
texture z evil_textures/e7sbrickfloor_jump_DISP.jpg
texture g textures/yves_allaire/e7/e7sbrickfloor_jump_red_glow.jpg

//script

skr_ga_01 = "0"
skr_sg_01 = "0"
skr_sg_02 = "0"
skr_log_01 = "0"
skr_log_01_a = "1"
skr_log_01_b = "1"
skr_log_02_a = "1"
skr_log_02_b = "1"
skr_log_02_c = "1"
skr_log_02_d = "1"
skr_hnt_01 = "0"
skr_hnt_02 = "0"
skr_key_01 = "0"
skr_mkc_01 = "0"
skr_mkc_02 = "0"
skr_mkc_03 = "0"
skr_mkc_04 = "0"
skr_mkc_05 = "0"
skr_mkc_06 = "0"
skr_mkc_07 = "0"
skr_mkc_08 = "0"
skr_tmr_01 = "0"
skr_tmr_01_state = "0"
skr_tmr_02 = "0"
skr_tmr_02_state = "0"
skr_ele_01 = "0"
skr_ntr_01 = "0"
skr_ntr_02 = "0"
skr_rnd_01 = "0"
skr_rnd_02 = "0"
skr_cmt_01 = "0"

loop i 100 [(concatword "level_trigger_" $i) = ""]

alias monster_dead_0 ""

alias monster_dead_1 [
	skr_mkc_01 = (+ $skr_mkc_01 1)
	if (= $skr_mkc_01 12) [
		sleep 1000 [trigger 17 1]
		]
]

alias monster_dead_2 [skr_ele_01 = "1"]

alias monster_dead_3 [
	skr_mkc_02 = (+ $skr_mkc_02 1)
	if (= $skr_mkc_02 3) [
		sleep 3000 [echo "^f2Mhmmm... I smell gunpowder, let's see what happens if I shoot one of those barrels."]
		]
]

alias monster_dead_4 [
	skr_mkc_03 = (+ $skr_mkc_03 1)
	if (= $skr_mkc_03 6) [
		sleep 1000 [
			platform 33 1
			sleep 1000 [trigger 31 1]
		]
	]
]

alias monster_dead_5 [
	skr_mkc_04 = (+ $skr_mkc_04 1)
	if (= $skr_mkc_04 6) [
		sleep 1000 [trigger 32 1]
	]
]

alias monster_dead_6 [
	skr_mkc_05 = (+ $skr_mkc_05 1)
	if (= $skr_mkc_05 21) [
		sleep 1000 [trigger 34 1]
	]
]

alias monster_dead_7 [
	if (= $skr_cmt_01 0) [
		echo "^f7mX|Skur: ^f0You knew he was there! >:D"
	]
]

alias monster_dead_8 [
	skr_mkc_06 = (+ $skr_mkc_06 1)
	if (= $skr_mkc_06 7) [
		sleep 1000 [trigger 37 1]
		platform 39 1
	]
]

alias monster_dead_9 [
	skr_mkc_07 = (+ $skr_mkc_07 1)
	if (= $skr_mkc_07 7) [
		sleep 1000 [trigger 40 1]
	]
]

alias monster_dead_10 [
	skr_mkc_08 = (+ $skr_mkc_08 1)
	if (= $skr_mkc_08 29) [
		sleep 1000 [trigger 45 1]
	]
]

skr_cheat_01 = [
	echo "^f5Sesam öffne dich!"
	loop i 100 [trigger $i 1]
]

skr_log = [
	if ($arg1) [showgui $arg1]
	$arg1 = "0"
]

newgui "skr_log_01_a" [
	guitextbox "It's dangerous out there, go up and put on your armor!" "50"
	guibar
	guibutton "Ok." [cleargui] "0"
] "^f2Gnome"

newgui "skr_log_01_b" [
	guitextbox "Last night monsters broke into our house and stole all our gold! I didn't dare to go downstairs and stop them, but could you, brave adventurer, try and get it back?" "50"
	guibar
	guibutton "Yes, of course!" [cleargui] "0"
] "^f2Gnome"

newgui "skr_log_02_a" [
	guitextbox "We've got an armor for you upstairs." "50"
	guibar
	guibutton "Ok." [cleargui] "0"
] "^f0Elf"

newgui "skr_log_02_b" [
	guitextbox "I'm kinda busy right now. Come back in a minute." "50"
	guibar
	guibutton "Alright." [cleargui] "0"
] "^f0Elf"

newgui "skr_log_02_c" [
	guitextbox "I saw them running all the way up the hill into the abandoned church. If you want to get in there, we have our own key, which we hid at the graveyard beside it. But wait, before you go off, take those shells below the stairs. You'll need them!" "50"
	guibar
	guibutton "Ok, thanks." [cleargui] "0"
] "^f0Elf"

newgui "skr_log_02_d" [
	guitextbox "I saw them running all the way up the hill into the abandoned church. If you want to get in there, we have our own key, which we hid at the graveyard beside it. " "50"
	guibar
	guibutton "Ok, see you." [cleargui] "0"
] "^f0Elf"

level_trigger_1 = [skr_ga_01 = "1"]

level_trigger_2 = [
	if (= $skr_ga_01 0) [
	skr_log "skr_log_01_a"
	]
	if (= $skr_ga_01 1) [
		skr_log "skr_log_01_b"
		skr_log_01 = "1"
	]
]

level_trigger_3 = [
	if (= $skr_ga_01 0) [
		skr_log "skr_log_02_a"
	]
	if (= $skr_ga_01 1) [
		if (= $skr_log_01 0) [
			skr_log "skr_log_02_b"
		]
		if (= $skr_log_01 1) [
			if (= $skr_sg_01 0) [
				skr_log "skr_log_02_c"
				skr_log_02_d = 0
				skr_sg_02 = "1"
			]
			if (= $skr_sg_01 1) [
				skr_log "skr_log_02_d"
				sleep 4000 [trigger 5 1]
			]
		]
	]
]

level_trigger_4 = [
	if (skr_sg_02) [trigger 5 1]
	skr_sg_01 = "1"
]

level_trigger_6 = [
	trigger 5 0
	skr_ntr_02 = "1"
]

level_trigger_7 = [
	sleep 20000 [
		if (= $skr_hnt_01 0) [
			skr_hnt_01 = "1"
			echo "^f2Mhmmm... That gate is locked, but I might fit through one of the gaps in the rocks."
		]
	]
]

level_trigger_8 = [skr_tmr_01 = (getmillis); skr_hnt_01 = "1"]

level_trigger_9 = [
	if (= $skr_key_01 1) [
		trigger 11 1
	]
	if (= $skr_key_01 0) [
		sleep 20000 [
			if (= $skr_key_01 0) [
				if (= $skr_hnt_02 0) [
					echo "^f2Mhmmm... I remember him saying something about a key they hid at the graveyard."
					skr_hnt_02 = "1"
				]
			]
		]
	]
]

level_trigger_10 = [
	skr_key_01 = "1"
	echo "^f2Great! I found the key, now I can enter the church."
] 

level_trigger_12 = [trigger 13 1]

level_trigger_14 = [
	sleep 1000 [trigger 15 1]
	sleep 6000 [trigger 16 1]
]

level_trigger_18 = [
	if (< (- (getmillis) $skr_tmr_01) 16000) [
		if (= $skr_tmr_01_state 0) [
			echo "^f7mX|Skur: ^f0Keep the fl0w!"
			skr_tmr_01_state = "1"
		]
	]
]

level_trigger_19 = [
	if (= $skr_ele_01 1) [
		sleep 1000 [
			platform 20 -1
		]
	]
]

level_trigger_21 = [skr_tmr_02 = (getmillis)]

level_trigger_22 = [trigger 23 1]

level_trigger_24 = [
	if (< (- (getmillis) $skr_tmr_02) 10000) [
		if (= $skr_tmr_02_state 0) [
			echo "^f7mX|Skur: ^f0Holy sh1t!"
			skr_tmr_02_state = "1"
		]
	]
]

level_trigger_25 = [trigger 26 1]

level_trigger_27 = [
	trigger 26 0
	if (= $skr_ntr_01 0) [
		sleep 5000 [trigger 28 1]
	]
	if (= $skr_ntr_01 1) [
		sleep 2000 [trigger 28 1]
	]
]

level_trigger_29 = [
	skr_ntr_01 = "1"
	trigger 28 0
	if (= $skr_rnd_01 0) [
		skr_rnd_01 = "1"
		sleep 3000 [
			sound (registersound "blindabuser/lets_fight")
			platform 32 1
			sleep 1000 [trigger 31 1]
			sleep 5000 [trigger 31 0]
		]
	]
]

level_trigger_33 = [
	sleep 2000 [trigger 30 1]
]

level_trigger_35 = [
	skr_cmt_01 = "1"
	sleep 1000 [trigger 36 1]
]

level_trigger_43 = [
	if (= $skr_rnd_02 0) [
		skr_rnd_02 = "1"
		sleep 1000 [
			sound (registersound "blindabuser/lets_fight")
			platform 38 1
			sleep 1000 [trigger 37 1]
			sleep 5000 [trigger 37 0]
		]
	]
]

level_trigger_44 = [
	sleep 1000 [trigger 42 1]
]

level_trigger_46 = [
	trigger 47 1
	sleep 100 [
		echo "^f7-| Thanks for playing ^f3Meltdown ^f7by ^f2James ^f7'^f6Skur^f7' ^f2Rucks^f7. |-"
	]
]

level_trigger_48 = [
	if (= $skr_ntr_02 1) [trigger 5 1]
]
