filetype command label init # This is run automatically when the level loads object_off g1 object_off r1 object_off a1 object_off v1 object_off i1 object_off t1 object_off y1 object_off 1a object_off 2a object_off 3a object_off 4a object_off 5a object_off 6a object_off 7a object_off 8a object_off 9a object_off 10a object_off 11a object_off 12a object_off 13a object_off 14a object_off 15a object_off 16a object_off 17a object_off 18a object_off 19a object_off 20a object_off 21a object_off 22a object_off 23a object_off 24a object_off 25a object_off 26a object_off 1b object_off 2b object_off 3b object_off 4b object_off 5b object_off 6b object_off 7b object_off 8b object_off 9b object_off 10b object_off 11b object_off 12b object_off 13b object_off 14b object_off 15b object_off 16b object_off 17b object_off 18b object_off 19b object_off 20b object_off 21b object_off 22b object_off 23b object_off 24b object_off 25b object_off 26b object_off acid_dump object_off steam3 object_off steam2 object_off steam1 object_off steam4 object_off steam5 object_off steam6 object_off steam7 target_disable swipe sound fan sound bubble sound hall sound acid return goto acd_1a use_anim acd 0 use_anim bar 0 no_loop use_anim acd2 0 delay 0.84 acd_1e delay 1.8 acd_1f delay 2.66 acd_1b return label g sprite_on g object_off g object_on g1 delay .55 gexoff sound reward return label r sprite_on r object_off r object_on r1 delay .55 rexoff sound reward return label a sprite_on a object_off a object_on a1 delay .55 aexoff sound reward return label v sprite_on v object_off v object_on v1 delay .55 vexoff sound reward return label i sprite_on i object_off i object_on i1 delay .55 iexoff sound reward return label t sprite_on t object_off t object_on t1 delay .55 texoff sound reward return label y sprite_on y object_off y object_on y1 delay .55 yexoff sound reward return label aexoff object_off a1 return label gexoff object_off g1 return label rexoff object_off r1 return label vexoff object_off v1 return label iexoff object_off i1 return label texoff object_off t1 return label yexoff object_off y1 return label grav sprite_off g sprite_off r sprite_off a sprite_off v sprite_off i sprite_off t sprite_off y sprite_on grav sprite_on task return label 15k sprite_on 15k sprite_on task sound points return label 25k sprite_on 25k sprite_on task sound points return label hidden sprite_on hidden sprite_on task object_off hidden object_off hid sound hidden return label valve # We got both valves - task complete sprite_on valve # text for finishing the task sprite_on task player_pause camera_target_motor gcam camera_position_motor pos1 motion_on gcam motion_on pos1 delay 0.5 whoa return label whoa object_on steam1 object_on steam2 object_on steam3 object_on steam4 object_on steam5 object_on steam6 object_on steam7 delay 2.0.0 whoa2 return label whoa2 player_unpause camera_normal return # make valve 1 start to turn label valve1 object_move valve1 sprite_on val sound steam return # make valve 2 start to turn label valve2 object_move valve2 sprite_on val sound steam return # button is pushed - start the acid level animations label button player_pause camera_target_motor pool camera_position_motor pos motion_on pool motion_on pos object_move moat object_move button object_move pool target_disable death sprite_on button sprite_on task delay 5.5 cam1 sound button stop_sound bubble return label cam1 player_unpause camera_normal sound reward return # touched card label key sprite_on key # key == card sprite_on key2 object_off card object_off card2 target_disable card target_enable swipe target_disable card sound key return # card was gotten and label swiped sprite_off key # key == card sprite_on swipe # 'you opened the gate' message player_pause sprite_on task camera_target_motor dirt camera_position_motor cam motion_on dirt motion_on cam delay 1.0 swipe1 return label swipe1 object_move gate sound gate delay 1.2 swipe2 return label swipe2 player_unpause camera_normal return # turn off the acid pool and the bubbles label poff object_off pool object_off bubble return # Get One Acid barrel label BAR_1 sprite_on BAR_1 sound barrel return # Get all acid barrels - complete task label BARX sprite_on task sound barrel return ### ### All the barrels follow: ### label bar_a object_move bar_a sound barrel return label bar_b object_move bar_b sound barrel goto bar_1 label bar_c object_move bar_c sound barrel goto bar_1 label bar_d object_move bar_d sound barrel goto bar_1 label bar_e object_move bar_e sound barrel return label bar_f object_move bar_f sound barrel return label bar_g object_move bar_g sound barrel return label bar_h object_move bar_h sound barrel return label bar_i object_move bar_i sound barrel return label bar_j object_move bar_j sound barrel goto bar_1 label bar_k object_move bar_k sound barrel return label bar_l object_move bar_l sound barrel return label bar_m object_move bar_m sound barrel return #label bar_n # # n holds up b which is an acid barrel # object_move bar_n # # we better diable barrel b so we don't get it twice # target_disable BAR_B # # and now do barrel b, too # goto bar_b # return label bar_o object_move bar_o sound barrel return label bar_p object_move bar_p sound barrel return label BAR_R object_move BAR_R sound barrel return label bar_s object_move bar_s sound barrel return label gls glass 0 sound break2 return label light1 # This is run automatically when the level loads object_off 1 object_on 1a object_on 1b sprite_on light delay .07 1c sound break return label light2 # This is run automatically when the level loads object_off 2 object_on 2a object_on 2b sprite_on light delay .07 2c sound break return label light3 # This is run automatically when the level loads object_off 3 object_on 3a object_on 3b sprite_on light delay .07 3c sound break return label light4 # This is run automatically when the level loads object_off 4 object_on 4a object_on 4b sprite_on light delay .07 4c sound break return label light5 # This is run automatically when the level loads object_off 5 object_on 5a object_on 5b sprite_on light delay .07 5c sound break return label light6 # This is run automatically when the level loads object_off 6 object_on 6a object_on 6b sprite_on light delay .07 6c sound break return label light7 # This is run automatically when the level loads object_off 7 object_on 7a object_on 7b sprite_on light delay .07 7c sound break return label light8 # This is run automatically when the level loads object_off 8 object_on 8a object_on 8b sprite_on light delay .07 8c sound break return label light9 # This is run automatically when the level loads object_off 9 object_on 9a object_on 9b sprite_on light delay .07 9c sound break return label lit10 # This is run automatically when the level loads object_off 10 object_on 10a object_on 10b sprite_on light delay .07 10c sound break return label lit11 # This is run automatically when the level loads object_off 11 object_on 11a object_on 11b sprite_on light delay .07 11c sound break return label lit12 # This is run automatically when the level loads object_off 12 object_on 12a object_on 12b sprite_on light delay .07 12c sound break return label lit13 # This is run automatically when the level loads object_off 13 object_on 13a object_on 13b sprite_on light delay .07 13c sound break return label lit14 # This is run automatically when the level loads object_off 14 object_on 14a object_on 14b sprite_on light delay .07 14c sound break return label lit15 # This is run automatically when the level loads object_off 15 object_on 15a object_on 15b sprite_on light delay .07 15c sound break return label lit16 # This is run automatically when the level loads object_off 16 object_on 16a object_on 16b sprite_on light delay .07 16c sound break return label lit17 # This is run automatically when the level loads object_off 17 object_on 17a object_on 17b sprite_on light delay .07 17c sound break return label lit18 # This is run automatically when the level loads object_off 18 object_on 18a object_on 18b sprite_on light delay .07 18c sound break return label lit19 # This is run automatically when the level loads object_off 19 object_on 19a object_on 19b sprite_on light delay .07 19c sound break return label lit20 # This is run automatically when the level loads object_off 20 object_on 20a object_on 20b sprite_on light delay .07 20c sound break return label lit21 # This is run automatically when the level loads object_off 21 object_on 21a object_on 21b sprite_on light delay .07 21c sound break return label lit22 # This is run automatically when the level loads object_off 22 object_on 22a object_on 22b sprite_on light delay .07 22c sound break return label lit23 # This is run automatically when the level loads object_off 23 object_on 23a object_on 23b sprite_on light delay .07 23c sound break return label lit24 # This is run automatically when the level loads object_off 24 object_on 24a object_on 24b sprite_on light delay .07 24c sound break return label lit25 # This is run automatically when the level loads object_off 25 object_on 25a object_on 25b sprite_on light delay .07 25c sound break return label lit26 # This is run automatically when the level loads object_off 26 object_on 26a object_on 26b sprite_on light delay .07 26c sound break return label lights sprite_on lights sprite_on task return #Barrell Dumping Sequence label acd_1a use_anim acd 0 use_anim bar 0 no_loop use_anim acd2 0 rule_reset for5 rule_reset for6 delay 0.84 acd_1e delay 1.8 acd_1f delay 2.66 acd_1b return label acd_1b use_anim acd 1 use_anim acd2 1 delay 7.65 acd_1d delay 3.35 acd_1c return label acd_1d use_anim acd 2 return label acd_1c use_anim acd2 2 delay 8.183 acd_1g return label acd_1g use_anim acd2 1 #delay 3.35 acd_1a return #BARRELL PARTICLES ON label acd_1e object_on acid_dump return #BARRELL PARTICLES OFF label acd_1f object_off acid_dump return #End of Barrell Dumping Sequence ##for5 commands label for5 use_anim acd 3 #sound hey delay 1.9 acd_1a return label heyb sound hey delay 3.0 hey3 return label hey3 rule_reset heyb return ##for6 commands label for6 use_anim ACD2 3 #sound hey delay 1.9 acd_1a return label hey sound hey delay 3.0 hey1 return label hey1 rule_reset hey return ##for4 commands label for4 use_anim ACD4 1 #sound hey delay 1 for4a return label heya sound hey delay 3.0 hey2 return label hey2 rule_reset heya return label for4a use_anim ACD4 0 rule_reset ACD4 return ##ACD3 commands label for3 use_anim ACD3 1 #sound hey delay 1 for3a return label for3a use_anim ACD3 0 rule_reset ACD3 return label heyc sound hey delay 3.0 hey4 return label hey4 rule_reset heyc return ##Tasks label trick sprite_on trick sprite_on task sound points return label death die rule_reset death sprite_on scrn_a sprite_on deathp return label deathp2 die rule_reset deathp3 sprite_on scrn_a sprite_on deathp2 return label 1c object_off 1b return label 2c object_off 2b return label 3c object_off 3b return label 4c object_off 4b return label 5c object_off 5b return label 6c object_off 6b return label 7c object_off 7b return label 8c object_off 8b return label 9c object_off 9b return label 10c object_off 10b return label 11c object_off 11b return label 12c object_off 12b return label 13c object_off 13b return label 14c object_off 14b return label 15c object_off 15b return label 16c object_off 16b return label 17c object_off 17b return label 18c object_off 18b return label 19c object_off 19b return label 20c object_off 20b return label 21c object_off 21b return label 22c object_off 22b return label 23c object_off 23b return label 24c object_off 24b return label 25c object_off 25b return label 26c object_off 26b return label task1 rule_disable 15k return label task2 rule_disable 25k return label task3 rule_disable trick return label task4 object_off hidden object_off hid target_disable hidden return label task5 object_off g object_off r object_off a object_off v object_off i object_off t object_off y target_disable g target_disable r target_disable a target_disable v target_disable i target_disable t target_disable y return label task6 object_off bar_b object_off bar_c object_off bar_d object_off bar_j target_disable bar_b target_disable bar_c target_disable bar_d target_disable bar_j return label task7 object_off pool target_disable button target_disable death object_on moat object_move moat object_off bubble stop_sound bubble return label task8 target_disable valve1 target_disable valve2 object_on steam1 object_on steam2 object_on steam3 object_on steam4 object_on steam5 object_on steam6 object_on steam7 return label task9 target_disable swipe object_off gate object_off card object_off card2 target_disable card return label task0 rule_disable lights return