PWADt# SRB2 - The Lost Worlds. By Blade T. Hedgehog # Custom music by Shrike, Blue Warrior, and whoever made the Japan version of Sonic CD's music. # Socs be Blade, Prime_2, and SonicFreak94. # Sprites by Blade, SonicFreak94, and InstantSonic. # SRB2 by Sonic Team Jr. # Thanks to all of those and anyone else I might have missed! :) # Level Headers LEVEL 101 LEVELNAME = Sapphire Coast ACT = 1 NEXTLEVEL = 102 MUSICSLOT = 13 SKYNUM = 1 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 102 LEVELNAME = Sapphire Coast ACT = 2 NEXTLEVEL = 103 MUSICSLOT = 13 SKYNUM = 1 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 103 LEVELNAME = Sapphire Coast ACT = 3 NEXTLEVEL = 104 MUSICSLOT = 65 SKYNUM = 1 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4097 LEVEL 104 LEVELNAME = Desert Sands ACT = 1 NEXTLEVEL = 106 MUSICSLOT = 98 SKYNUM = 94 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 106 LEVELNAME = Desert Sands ACT = 3 NEXTLEVEL = 107 MUSICSLOT = 65 SKYNUM = 94 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4097 LEVEL 107 LEVELNAME = Poisoned Factory ACT = 1 NEXTLEVEL = 109 MUSICSLOT = 61 SKYNUM = 4 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 109 LEVELNAME = Poisoned Factory ACT = 3 NEXTLEVEL = 113 MUSICSLOT = 65 SKYNUM = 4 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4097 LEVEL 113 LEVELNAME = Frozen Hillside ACT = 1 NEXTLEVEL = 120 MUSICSLOT = 62 SKYNUM = 1 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 120 LEVELNAME = Magma Core ACT = 2 NEXTLEVEL = 122 MUSICSLOT = 60 SKYNUM = 94 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4099 LEVEL 122 LEVELNAME = Magma Core ACT = 4 NEXTLEVEL = 1102 MUSICSLOT = 65 SKYNUM = 94 CutsceneNum = 1 TIMEATTACK = 1 LEVELSELECT = 1 TYPEOFLEVEL = 4097 ###################Secret Level Headers####################### Level 137 LevelName = Sapphire Coast- Act = 1 MusicSlot = 91 NextLevel = 138 TypeOfLevel = 4099 SkyNum = 1 TIMEATTACK = 0 HIDDEN = 1 LEVELSELECT = 0 Level 138 LevelName = Sapphire Coast- Act = 2 MusicSlot = 91 NextLevel = 139 TypeOfLevel = 4099 SkyNum = 1 TIMEATTACK = 0 HIDDEN = 1 LEVELSELECT = 0 Level 139 LevelName = Sapphire Coast- Act = 3 MusicSlot = 137 NextLevel = 1100 TypeOfLevel = 4099 SkyNum = 1 TIMEATTACK = 0 HIDDEN = 1 LEVELSELECT = 0 LEVEL 124 LEVELNAME = Death Egg ACT = 2 NEXTLEVEL = 1100 MUSICSLOT = 61 SKYNUM = 96 TIMEATTACK = 0 LEVELSELECT = 0 HIDDEN = 1 TYPEOFLEVEL = 4097 # These level headers hide SRB2's default levels LEVEL 1 TimeAttack = 0 LevelSelect = 0 Level 2 TimeAttack = 0 LevelSelect = 0 Level 3 TimeAttack = 0 LevelSelect = 0 Level 4 TimeAttack = 0 LevelSelect = 0 Level 5 TimeAttack = 0 LevelSelect = 0 Level 6 TimeAttack = 0 LevelSelect = 0 Level 7 TimeAttack = 0 LevelSelect = 0 Level 8 TimeAttack = 0 LevelSelect = 0 Level 9 TimeAttack = 0 LevelSelect = 0 NextLevel = 101 # Credits Cutscene 1 NumScenes 9 Scene 1 NumberOfPics = 1 Pic1Name = CREDITS1 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 2 NumberOfPics = 1 Pic1Name = CREDITS0 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 3 NumberOfPics = 1 Pic1Name = CREDITS2 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 4 NumberOfPics = 1 Pic1Name = CREDITS3 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 5 NumberOfPics = 1 Pic1Name = CREDITS4 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 6 NumberOfPics = 1 Pic1Name = CREDITS5 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 7 NumberOfPics = 1 Pic1Name = CREDITS6 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 8 NumberOfPics = 1 Pic1Name = CREDITS0 Pic1Duration = 80 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 9 NumberOfPics = 8 Pic1Name = CREDITS7 Pic1Duration = 15 Pic1XCoord = 0 Pic1YCoord = 0 Pic2Name = CREDITS8 Pic2Duration = 15 Pic2XCoord = 0 Pic2YCoord = 0 Pic3Name = CREDITS7 Pic3Duration = 15 Pic3XCoord = 0 Pic3YCoord = 0 Pic4Name = CREDITS8 Pic4Duration = 15 Pic4XCoord = 0 Pic4YCoord = 0 Pic5Name = CREDITS7 Pic5Duration = 15 Pic5XCoord = 0 Pic5YCoord = 0 Pic6Name = CREDITS8 Pic6Duration = 15 Pic6XCoord = 0 Pic6YCoord = 0 Pic7Name = CREDITS7 Pic7Duration = 15 Pic7XCoord = 0 Pic7YCoord = 0 Pic8Name = CREDITS8 Pic8Duration = 50 Pic8XCoord = 0 Pic8YCoord = 0 TextXPos = 128 TextYPos = 32 MusicSlot = 0 SceneText = # Cutscene 2 NumScenes 2 Scene 1 NumberOfPics = 1 Pic1Name = BLANK Pic1Duration = 25 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # Scene 2 NumberOfPics = 1 Pic1Name = LOST01 Pic1Duration = 100 Pic1XCoord = 0 Pic1YCoord = 0 TextXPos = 1 TextYPos = 320 MusicSlot = 0 SceneText = # # Emblems EMBLEM 1 X = 3632 Y = 3376 Z = 872 MAPNUM = 101 PLAYERNUM = 0 EMBLEM 2 X = 9664 Y = 3680 Z = 1000 MAPNUM = 101 PLAYERNUM = 1 EMBLEM 3 X = 9216 Y = 1824 Z = 1032 MAPNUM = 101 PLAYERNUM = 2 EMBLEM 4 X = 2560 Y = 256 Z = 538 MAPNUM = 102 PLAYERNUM = 0 EMBLEM 5 X = 9472 Y = 3008 Z = 1584 MAPNUM = 102 PLAYERNUM = 1 EMBLEM 6 X = 8000 Y = 8896 Z = 1570 MAPNUM = 102 PLAYERNUM = 2 EMBLEM 7 X = 11040 Y = -3904 Z = 704 MAPNUM = 104 PLAYERNUM = 0 EMBLEM 8 X = 3808 Y = -4240 Z = 1200 MAPNUM = 104 PLAYERNUM = 1 EMBLEM 9 X = 7792 Y = -8336 Z = 960 MAPNUM = 104 PLAYERNUM = 2 EMBLEM 10 X = 15808 Y = -6624 Z = 352 MAPNUM = 107 PLAYERNUM = 0 EMBLEM 11 X = 8448 Y = -1696 Z = 960 MAPNUM = 107 PLAYERNUM = 1 EMBLEM 12 X = 1024 Y = -2048 Z = 736 MAPNUM = 107 PLAYERNUM = 2 EMBLEM 13 X = -960 Y = -19424 Z = 1792 MAPNUM = 120 PLAYERNUM = 0 EMBLEM 14 X = -9280 Y = -8768 Z = 384 MAPNUM = 120 PLAYERNUM = 1 EMBLEM 15 X = -23584 Y = -15168 Z = 640 MAPNUM = 120 PLAYERNUM = 2 EMBLEM 16 X = 15632 Y = -8912 Z = 992 MAPNUM = 124 PLAYERNUM = 0 EMBLEM 17 X = 12352 Y = -4416 Z = 544 MAPNUM = 124 PLAYERNUM = 1 EMBLEM 18 X = 12672 Y = -8928 Z = 2720 MAPNUM = 124 PLAYERNUM = 2 # Unlockables, every game needs 'em Unlockable 1 Name = Level Select Objective = Get 5 Emblems NeededGrade = 0 NeededEmblems = 5 Type = 0 Unlockable 2 Name = Death Egg Zone 2 Objective = Get 10 Emblems NeededGrade = 0 NeededEmblems = 10 Type = 1 Var = 124 Unlockable 3 Name = Old Sapphire Coast Objective = Clear Time Attack in 15 minutes NeededGrade = 0 NeededTime = 900 Type = 1 Var = 137 # Main Config MAINCFG CATEGORY IntroToPlay = 2 SSTAGE_START = 50 SPSTAGE_START = 101 GAMEDATA = LOSTWORLD_v0-9.dat NUMEMBLEMS = 18 # Object config for The 2nd boss, EGG Sand Sub Thing 245 MAPTHINGNUM = 1993 SPAWNSTATE = 1352 SPAWNHEALTH = 8 SEESTATE = 1352 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 1365 PAINCHANCE = 71 PAINSOUND = 12 MELEESTATE = 1383 MISSILESTATE = 1353 DEATHSTATE = 1366 DEATHSOUND = 28 XDEATHSTATE = 1375 SPEED = 5 RADIUS = 1572864 HEIGHT = 3407872 MASS = 0 DAMAGE = 0 ACTIVESOUND = 117 RAISESTATE = 0 FLAGS = 2181 # Starting state for ESS FRAME 1352 SPRITENUMBER = 191 SPRITESUBNUMBER = 6 DURATION = 1 NEXT = 1352 ACTION None # Start of the sub coming out of the sand FRAME 1353 SPRITENUMBER = 191 SPRITESUBNUMBER = 5 DURATION = 6 NEXT = 1354 ACTION None FRAME 1354 SPRITENUMBER = 191 SPRITESUBNUMBER = 4 DURATION = 6 NEXT = 1355 ACTION None FRAME 1355 SPRITENUMBER = 191 SPRITESUBNUMBER = 3 DURATION = 6 NEXT = 1356 ACTION A_TurretStop VAR1 = 0 # This makes it hitable FRAME 1356 SPRITENUMBER = 191 SPRITESUBNUMBER = 2 DURATION = 6 NEXT = 1357 ACTION A_SetObjectFlags VAR1 = 4 VAR2 = 2 FRAME 1357 SPRITENUMBER = 191 SPRITESUBNUMBER = 1 DURATION = 6 NEXT = 1358 ACTION None # Eggman charging the flamethrower... FRAME 1358 SPRITENUMBER = 191 SPRITESUBNUMBER = 0 DURATION = 87 NEXT = 1359 ACTION none # ...And fireing! FRAME 1359 SPRITENUMBER = 191 SPRITESUBNUMBER = 0 DURATION = 40 NEXT = 1360 ACTION A_Turretfire VAR1 = 247 FRAME 1360 SPRITENUMBER = 191 SPRITESUBNUMBER = 1 DURATION = 6 NEXT = 1361 ACTION A_TurretStop VAR1 = 1 # Invincible again :< FRAME 1361 SPRITENUMBER = 191 SPRITESUBNUMBER = 2 DURATION = 6 NEXT = 1362 ACTION A_SetObjectFlags VAR1 = 4 VAR2 = 1 FRAME 1362 SPRITENUMBER = 191 SPRITESUBNUMBER = 3 DURATION = 6 NEXT = 1363 ACTION None FRAME 1363 SPRITENUMBER = 191 SPRITESUBNUMBER = 4 DURATION = 6 NEXT = 1364 ACTION None FRAME 1364 SPRITENUMBER = 191 SPRITESUBNUMBER = 5 DURATION = 6 NEXT = 1352 ACTION None # Inzincible FRAME 1383 SPRITENUMBER = 191 SPRITESUBNUMBER = 6 DURATION = 0 NEXT = 1384 ACTION A_SetObjectFlags VAR1 = 4 VAR2 = 1 # Fire attack 1 FRAME 1384 SPRITENUMBER = 191 SPRITESUBNUMBER = 6 DURATION = 10 NEXT = 1385 ACTION A_Fireshot VAR1 = 152 # Wait for it... FRAME 1385 SPRITENUMBER = 191 SPRITESUBNUMBER = 6 DURATION = 10 NEXT = 1386 ACTION None # Fire attack 2 FRAME 1386 SPRITENUMBER = 191 SPRITESUBNUMBER = 6 DURATION = 10 NEXT = 1352 ACTION A_Fireshot VAR1 = 152 FRAME 1365 SPRITENUMBER = 191 SPRITESUBNUMBER = 8 DURATION = 24 NEXT = 1361 ACTION A_Pain FRAME 1366 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1367 ACTION A_Fall FRAME 1367 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1368 ACTION A_BossScream FRAME 1368 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1369 ACTION A_BossScream FRAME 1369 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1370 ACTION A_BossScream FRAME 1370 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1371 ACTION A_BossScream FRAME 1371 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 12 NEXT = 1372 ACTION A_BossScream FRAME 1372 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 3 NEXT = 0 ACTION A_BossDeath FRAME 1373 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 3 NEXT = 1374 ACTION A_SmokeTrailer VAR1 = 21 FRAME 1374 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 3 NEXT = 1373 ACTION A_BossScream FRAME 1375 SPRITENUMBER = 191 SPRITESUBNUMBER = 7 DURATION = 3 NEXT = 1373 ACTION A_BossJetFume VAR1 = 0 # The following makes the first boss act like 1.1's first boss. FRAME 103 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 24 NEXT = 1376 ACTION A_Pain VAR1 = 0 FRAME 1376 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 15 NEXT = 96 ACTION A_SkullAttack VAR1 = 1 # Object config for the Fire Turret, MCZ's enemy Thing 246 MAPTHINGNUM = 1994 SPAWNSTATE = 1378 SPAWNHEALTH = 1 SEESTATE = 1378 SEESOUND = 0 REACTIONTIME = 0 ATTACKSOUND = 115 PAINSTATE = 1378 PAINCHANCE = 10240 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 0 RADIUS = 786432 HEIGHT = 4194304 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 16777221 FRAME 1377 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 35 NEXT = 1378 ACTION None VAR1 = 1 FRAME 1378 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1379 ACTION A_FaceTarget FRAME 1379 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1380 ACTION A_FaceTarget FRAME 1380 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 25 NEXT = 1381 ACTION A_TurretStop VAR1 = 1 FRAME 1381 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 70 NEXT = 1382 ACTION A_TurretFire VAR1 = 247 FRAME 1382 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 35 NEXT = 1377 ACTION A_TurretStop VAR1 = 1 #FlameThrower Projectile: Original by SonicFreak94, Bugfixed by Prime 2.0 Thing 247 MAPTHINGNUM = -1 SPAWNSTATE = 1387 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 27 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 266 DEATHSOUND = 23 XDEATHSTATE = 0 SPEED = 7 RADIUS = 1048576 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2151744016 #ThrownFlame 1 FRAME 1387 SPRITENUMBER = 194 SPRITESUBNUMBER = 294913 DURATION = 1 NEXT = 1388 ACTION A_MoveRelative VAR1 = 0 VAR2 = 5 #ThrownFlame 2 FRAME 1388 SPRITENUMBER = 194 SPRITESUBNUMBER = 294914 DURATION = 1 NEXT = 1389 ACTION A_MoveRelative VAR1 = 0 VAR2 = 7 #ThrownFlame 3 FRAME 1389 SPRITENUMBER = 194 SPRITESUBNUMBER = 294915 DURATION = 9 NEXT = 1390 ACTION None VAR1 = 0 VAR2 = 0 #ThrownFlame 4 FRAME 1390 SPRITENUMBER = 194 SPRITESUBNUMBER = 294916 DURATION = 9 NEXT = 1391 ACTION None VAR1 = 0 VAR2 = 0 #ThrownFlame 5 FRAME 1391 SPRITENUMBER = 194 SPRITESUBNUMBER = 294917 DURATION = 9 NEXT = 1392 ACTION None VAR1 = 0 VAR2 = 0 #ThrownFlame 6 FRAME 1392 SPRITENUMBER = 194 SPRITESUBNUMBER = 294918 DURATION = 4 NEXT = 314 ACTION None VAR1 = 0 VAR2 = 0 # Object Config for Eggman with the Master Emerald. Thing 248 MAPTHINGNUM = 1995 SPAWNSTATE = 1393 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 6 RADIUS = 1572864 HEIGHT = 3407872 MASS = 16 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 33554944 FRAME 1393 SPRITENUMBER = 195 SPRITESUBNUMBER = 0 DURATION = 8 NEXT = 1394 ACTION A_BubbleRise VAR1 = 1 VAR2 = 768 FRAME 1394 SPRITENUMBER = 195 SPRITESUBNUMBER = 1 DURATION = 8 NEXT = 1393 ACTION A_BubbleRise VAR1 = 1 VAR2 = 768 # Object Config for Snow-Egg, Frozen Hillside's custom enemy. Thing 249 MAPTHINGNUM = 1996 SPAWNSTATE = 1395 SPAWNHEALTH = 1 SEESTATE = 1397 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 2 PAINSTATE = 0 PAINCHANCE = 200 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 6 RADIUS = 1572864 HEIGHT = 4194304 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 17039365 FRAME 1395 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 8 NEXT = 1396 ACTION A_Look VAR1 = 0 FRAME 1396 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 8 NEXT = 1395 ACTION A_Look VAR1 = 0 FRAME 1397 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 10 NEXT = 1398 ACTION A_Chase VAR1 = 0 FRAME 1398 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1399 ACTION A_Chase VAR1 = 0 FRAME 1399 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1400 ACTION A_Chase VAR1 = 0 FRAME 1400 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1401 ACTION A_Chase VAR1 = 0 FRAME 1401 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1402 ACTION A_Chase VAR1 = 0 FRAME 1402 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1403 ACTION A_Facetarget VAR1 = 0 FRAME 1403 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 10 NEXT = 1404 ACTION A_FireShot VAR1 = 91 FRAME 1404 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 8 NEXT = 1405 ACTION A_Chase VAR1 = 0 FRAME 1405 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 8 NEXT = 1406 ACTION A_Chase VAR1 = 0 FRAME 1406 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 10 NEXT = 1407 ACTION A_Chase VAR1 = 0 FRAME 1407 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1408 ACTION A_Chase VAR1 = 0 FRAME 1408 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1409 ACTION A_Chase VAR1 = 0 FRAME 1409 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1410 ACTION A_Chase VAR1 = 0 FRAME 1410 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1411 ACTION A_Chase VAR1 = 0 FRAME 1411 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 8 NEXT = 1412 ACTION A_Chase VAR1 = 0 FRAME 1412 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 8 NEXT = 1413 ACTION A_Chase VAR1 = 0 FRAME 1413 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 10 NEXT = 1414 ACTION A_Chase VAR1 = 0 FRAME 1414 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1415 ACTION A_Chase VAR1 = 0 FRAME 1415 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1416 ACTION A_Chase VAR1 = 0 FRAME 1416 SPRITENUMBER = 197 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1417 ACTION A_Chase VAR1 = 0 FRAME 1417 SPRITENUMBER = 197 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1397 ACTION A_Chase VAR1 = 0 #ObjectCFG for Springy Shell, Sappire Coast's custom enemy. Thing 250 MAPTHINGNUM = 1997 SPAWNSTATE = 1418 SPAWNHEALTH = 1 SEESTATE = 1420 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 200 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 3 RADIUS = 1572864 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 16777221 FRAME 1418 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1419 ACTION A_Look VAR1 = 0 VAR2 = 0 FRAME 1419 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1418 ACTION A_Look VAR1 = 0 VAR2 = 0 FRAME 1420 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 3 NEXT = 1421 ACTION A_Chase VAR1 = 0 VAR2 = 0 FRAME 1421 SPRITENUMBER = 198 SPRITESUBNUMBER = 1 DURATION = 3 NEXT = 1422 ACTION A_DualAction VAR1 = 1420 VAR2 = 1425 FRAME 1422 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 3 NEXT = 1423 ACTION A_DualAction VAR1 = 1420 VAR2 = 1425 FRAME 1423 SPRITENUMBER = 198 SPRITESUBNUMBER = 1 DURATION = 3 NEXT = 1424 ACTION A_DualAction VAR1 = 1420 VAR2 = 1425 FRAME 1424 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 3 NEXT = 1421 ACTION A_DualAction VAR1 = 1420 VAR2 = 1425 FRAME 1425 SPRITENUMBER = 198 SPRITESUBNUMBER = 0 DURATION = 3 NEXT = 1422 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 2621810 #Blue Spring : Springy Shell version Thing 370 MAPTHINGNUM = 24 SPAWNSTATE = 2000 SPAWNHEALTH = 1000 SEESTATE = 2001 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 25 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 314 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 720896 RADIUS = 1310720 HEIGHT = 1048576 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 147458 FRAME 2000 SPRITENUMBER = 184 SPRITESUBNUMBER = 0 DURATION = 4 NEXT = 0 ACTION None VAR1 = 0 VAR2 = 0 FRAME 2001 SPRITENUMBER = 184 SPRITESUBNUMBER = 4 DURATION = 4 NEXT = 0 ACTION A_PAIN VAR1 = 0 VAR2 = 0 #Palm tree. Sprite from Mystic Realm. Thing 251 MAPTHINGNUM = 1998 SPAWNSTATE = 1426 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 0 RADIUS = 1048576 HEIGHT = 6291456 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 33558528 FRAME 1426 SPRITENUMBER = 199 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1426 ACTION none VAR1 = 0 VAR2 = 0 #Bunch of old socs and ideas, but didn't quite make it. --------------SOCS---------------------- #Object config for the old enemy, Unidus. He was scrapped dew to not workig in SRB2 1.09.4a. I kept his code for future refrence, though. Thing 247 MAPTHINGNUM = 1995 SPAWNSTATE = 1383 SPAWNHEALTH = 1 SEESTATE = 1391 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 200 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 69 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 4 RADIUS = 1572864 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 17039877 FRAME 1383 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1384 ACTION A_FireShot VAR1 = 103 FRAME 1384 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1385 ACTION A_Look FRAME 1385 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1386 ACTION A_FireShot VAR1 = 103 FRAME 1386 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1387 ACTION A_Look FRAME 1387 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1386 ACTION A_FireShot VAR1 = 103 FRAME 1388 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1389 ACTION A_Look FRAME 1389 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1390 ACTION A_FireShot VAR1 = 103 FRAME 1390 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1390 ACTION A_Look FRAME 1391 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1391 ACTION A_Chase -------------Levels--------------------- Lost City : Zone 6 A city themed level was origanly planned, but was canned dew to lack of good ideas. 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