#------------------------------------------------------------------------------------------
#-------------************MAINCFG file for SRB2-The Emerald Isles************--------------
#------------------------------------------------------------------------------------------
#This is my MAINCFG file for SRB2-The Emerald Isles. 
#Version 3.1.2, Last updated 10/03/2026. SRB2 version 2.2.15.
#Special Thanks to Sapheros for making the zone 5 boss.


#Version Port 3.2, Last updated 10/03/2026. SRB2 Version 2.2.15.
#Levelpack Ported by S1rexer.
#This is an unofficial port.
#Aslo Special Thanks  to Dues (Antimodern) fot port eggfrostburn.
#Special Thanks to Testers.
#Testers: Amy Rose Dark, Ketchupik, Michael Blur, SilverTEAM P.

MAINCFG Category
CustomVersion = 3.1.1V
GAMEDATA = scr_tei3.dat
LOOPTITLE = 0
spstage_start = 244
IntroToPlay = 128
TITLESCROLLSPEED = 0
NumDemos = 6
TitlePicsMode = Old
TitleMap = EZ
TutorialMap = 0

CLEAR ALL

ExtraEmblem 1
Name = Game Complete
Objective = Complete 1P Mode
ConditionSet = 5
Sprite = U
Color = SKINCOLOR_BLUE

ExtraEmblem 2
Name = All Emeralds
Objective = Complete 1P Mode with all Emeralds
ConditionSet = 3
Sprite = H
Color = SKINCOLOR_GREY

UNLOCKABLE 1
NAME = RECORD ATTACK
OBJECTIVE = Blast through Emerald Isle 2, then...
Type = RecordAttack
Height = 10
ConditionSet = 4

Unlockable 2
ConditionSet = -1

Unlockable 3
ConditionSet = -1

Unlockable 23
ConditionSet = -1

UNLOCKABLE 4
NAME = OLD LEVELS
OBJECTIVE = Clear the game with all emeralds.
TYPE = LevelSelect
VAR = 2
Height = 40
ConditionSet = 3

UNLOCKABLE 5
NAME = CREDITS
TYPE = Credits
OBJECTIVE = Clear the game.
Height = 50
NoChecklist = true
ConditionSet = 5

UNLOCKABLE 6
NAME = GREEN HILL
OBJECTIVE = Clear Time Attack in under 60 min.
TYPE = Warp
VAR = 276
Height = 20
ConditionSet = 6

UNLOCKABLE 7
NAME = SOUND TEST
OBJECTIVE = Take a detour to all older zones.
TYPE = SoundTest
Height = 70
ConditionSet = 7

UNLOCKABLE 9
NAME = THE EMERALD ESLE
OBJECTIVE = Clear game and play for 2 hours.
TYPE = Warp
VAR = 275
Height = 80
ConditionSet = 9

UNLOCKABLE 10
NAME = PANDORA'S BOX
OBJECTIVE = Huggbees!
TYPE = Pandora
Height = 100
NoChecklist = true
ConditionSet = 10

UNLOCKABLE 60
NAME = DANCEPRTY
OBJECTIVE = ????
Height = 100
NoChecklist = true
ConditionSet = -1

UNLOCKABLE 12
NAME = DISCO FOUNDRY
OBJECTIVE = Crack the code
TYPE = Warp
VAR = 278
Height = 110
ConditionSet = 12

UNLOCKABLE 13
NAME = EMERALD REALM
OBJECTIVE = Clear Time attack with a total of 2600 rings.
TYPE = Warp
VAR = 87
Height = 30
ConditionSet = 13

UNLOCKABLE 14
NAME = LEVEL SELECT
OBJECTIVE = Clear the game with all routes explored.
TYPE = LevelSelect
VAR = -1
Height = 90
ConditionSet = 11

UNLOCKABLE 33
NAME = SECRET BOSSARENA
OBJECTIVE = Defeat all bosses without taking damage.
TYPE = Warp
VAR = 277
Height = 120
ConditionSet = 33

ConditionSet 1
Condition1 = MapBeaten E0

ConditionSet 3
Condition1 = AllEmeralds

ConditionSet 4
Condition1 = Trigger 18

ConditionSet 5
Condition1 = GameClear

ConditionSet 6
Condition1 = OverallTime 126000

ConditionSet 7
Condition1 = MapBeaten EI
Condition1 = MapBeaten EJ
Condition1 = MapBeaten EK
Condition1 = MapBeaten EL
Condition1 = MapBeaten EM
Condition1 = MapBeaten EN
Condition1 = MapBeaten ER
Condition1 = MapBeaten ES
Condition1 = MapBeaten ET

ConditionSet 32
Condition1 = Trigger 20
Condition1 = Trigger 21

ConditionSet 9
Condition1 = Playtime 252000
Condition1 = Gameclear

ConditionSet 10
Condition1 = Trigger 23

ConditionSet 11
Condition1 = MapBeaten E0
Condition1 = MapBeaten E1
Condition1 = MapBeaten E2
Condition1 = MapBeaten E3
Condition1 = MapBeaten E4
Condition1 = MapBeaten E5
Condition1 = MapBeaten E6
Condition1 = MapBeaten E7
Condition1 = MapBeaten E8
Condition1 = MapBeaten E9
Condition1 = MapBeaten EA
Condition1 = MapBeaten EB
Condition1 = MapBeaten EC
Condition1 = MapBeaten ED
Condition1 = MapBeaten EE
Condition1 = MapBeaten EF
Condition1 = MapBeaten EG
Condition1 = MapBeaten EH
Condition1 = ConditionSet 7

ConditionSet 12
Condition1 = Trigger 30

ConditionSet 13
Condition1 = OverallRings 2600

ConditionSet 33
Condition1 = MapScore 246 10000
Condition1 = MapScore 249 10000
Condition1 = MapScore 252 10000
Condition1 = MapScore 255 10000
Condition1 = MapScore 258 10000
Condition1 = MapScore 261 10000
Condition1 = MapScore 264 10000
Condition1 = MapScore 267 10000
Condition1 = MapScore 270 10000
Condition1 = MapScore 273 10000

#----Emblems-----

# Emerald Isle Zone Act 1

Emblem
Type = Time
Var = 45*TICRATE
MapNum = 244
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 244
Sprite = R
Color = SKINCOLOR_GOLD

# Emerald Isle Zone Act 2

Emblem
Type = Time
Var = 140*TICRATE
MapNum = 245
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 450
MapNum = 245
Sprite = R
Color = SKINCOLOR_GOLD

# Emerald Isle Zone Act 3

Emblem
Type = Time
Var = 35*TICRATE
MapNum = 246
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 246
Sprite = S
Color = SKINCOLOR_BROWN

# Blaze Canyon Zone Act 1

Emblem
Type = Time
Var = 165*TICRATE
MapNum = 247
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 247
Sprite = R
Color = SKINCOLOR_GOLD

# Blaze Canyon Zone Act 2

Emblem
Type = Time
Var = 225*TICRATE
MapNum = 248
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 500
MapNum = 248
Sprite = R
Color = SKINCOLOR_GOLD

# Blaze Canyon Zone Act 3

Emblem
Type = Time
Var = 50*TICRATE
MapNum = 249
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 249
Sprite = S
Color = SKINCOLOR_BROWN

# Aquatic Labyrinth Zone Act 1

Emblem
Type = Time
Var = 260*TICRATE
MapNum = 250
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 600
MapNum = 250
Sprite = R
Color = SKINCOLOR_GOLD

# Aquatic Labyrinth Zone Act 2

Emblem
Type = Time
Var = 260*TICRATE
MapNum = 251
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 600
MapNum = 251
Sprite = R
Color = SKINCOLOR_GOLD

# Aquatic Labyrinth Zone Act 3

Emblem
Type = Time
Var = 100*TICRATE
MapNum = 252
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 252
Sprite = S
Color = SKINCOLOR_BROWN

# Forgotten Grove Zone Act 1

Emblem
Type = Time
Var = 240*TICRATE
MapNum = 253
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 500
MapNum = 253
Sprite = R
Color = SKINCOLOR_GOLD

# Forgotten Grove Zone Act 2

Emblem
Type = Time
Var = 240*TICRATE
MapNum = 254
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 600
MapNum = 254
Sprite = R
Color = SKINCOLOR_GOLD

# Forgotten Grove Zone Act 3

Emblem
Type = Time
Var = 60*TICRATE
MapNum = 255
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 255
Sprite = S
Color = SKINCOLOR_BROWN

# Arctic Ravine Zone Act 1

Emblem
Type = Time
Var = 165*TICRATE
MapNum = 256
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 400
MapNum = 256
Sprite = R
Color = SKINCOLOR_GOLD

# Arctic Ravine Zone Act 2

Emblem
Type = Time
Var = 165*TICRATE
MapNum = 257
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 650
MapNum = 257
Sprite = R
Color = SKINCOLOR_GOLD

# Arctic Ravine Zone Act 3

Emblem
Type = Time
Var = 50*TICRATE
MapNum = 258
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 258
Sprite = S
Color = SKINCOLOR_BROWN

# Sandtrap Dunes Zone Act 1

Emblem
Type = Time
Var = 105*TICRATE
MapNum = 259
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 400
MapNum = 259
Sprite = R
Color = SKINCOLOR_GOLD

# Sandtrap Dunes Zone Act 2

Emblem
Type = Time
Var = 160*TICRATE
MapNum = 260
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 400
MapNum = 260
Sprite = R
Color = SKINCOLOR_GOLD

# Sandtrap Dunes Zone Act 3

Emblem
Type = Time
Var = 60*TICRATE
MapNum = 261
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 261
Sprite = S
Color = SKINCOLOR_BROWN

# Rush Canyon Zone Act 1

Emblem
Type = Time
Var = 35*TICRATE
MapNum = 262
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 100
MapNum = 262
Sprite = R
Color = SKINCOLOR_GOLD

# Rush Canyon Zone Act 2

Emblem
Type = Time
Var = 50*TICRATE
MapNum = 263
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 200
MapNum = 263
Sprite = R
Color = SKINCOLOR_GOLD

# Rush Canyon Zone Act 3

Emblem
Type = Time
Var = 30*TICRATE
MapNum = 264
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 264
Sprite = S
Color = SKINCOLOR_BROWN

# Aquatic Labyrinth old Zone Act 1

Emblem
Type = Time
Var = 120*TICRATE
MapNum = 265
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 265
Sprite = R
Color = SKINCOLOR_GOLD

# Aquatic Labyrinth old Zone Act 2

Emblem
Type = Time
Var = 80*TICRATE
MapNum = 266
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 266
Sprite = R
Color = SKINCOLOR_GOLD

# Aquatic Labyrinth old Zone Act 3

Emblem
Type = Time
Var = 30*TICRATE
MapNum = 267
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 267
Sprite = S
Color = SKINCOLOR_BROWN

# Shale Village old Zone Act 1

Emblem
Type = Time
Var = 80*TICRATE
MapNum = 268
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 268
Sprite = R
Color = SKINCOLOR_GOLD

# Shale Village old Zone Act 2

Emblem
Type = Time
Var = 90*TICRATE
MapNum = 269
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 269
Sprite = R
Color = SKINCOLOR_GOLD

# Shale Village old Zone Act 3

Emblem
Type = Time
Var = 30*TICRATE
MapNum = 270
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 270
Sprite = S
Color = SKINCOLOR_BROWN

# Twilight Pass Zone Act 1

Emblem
Type = Time
Var = 80*TICRATE
MapNum = 271
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 271
Sprite = R
Color = SKINCOLOR_GOLD

# Twilight Pass Zone Act 2

Emblem
Type = Time
Var = 120*TICRATE
MapNum = 272
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 272
Sprite = R
Color = SKINCOLOR_GOLD

# Twilight Pass Zone Act 3

Emblem
Type = Time
Var = 40*TICRATE
MapNum = 273
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 273
Sprite = S
Color = SKINCOLOR_BROWN

# Sandtrap Dunes Secret Boss

Emblem
Type = Time
Var = 75*TICRATE
MapNum = 277
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 277
Sprite = S
Color = SKINCOLOR_BROWN

# Disco Foundry

Emblem
Type = Time
Var = 100*TICRATE
MapNum = 278
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 150
MapNum = 278
Sprite = R
Color = SKINCOLOR_GOLD

#----Vanilla SRB2 Level Headers-----
Level 1
Recordattack = false
LevelSelect = 0
NextLevel = 2

Level 2
Recordattack = false
LevelSelect = 0
NextLevel = 3

Level 3
Recordattack = false
LevelSelect = 0
NextLevel = 4

Level 4
Recordattack = false
LevelSelect = 0
NextLevel = 5

Level 5
Recordattack = false
LevelSelect = 0
NextLevel = 6

Level 6
Recordattack = false
LevelSelect = 0
NextLevel = 7

Level 7
Recordattack = false
LevelSelect = 0
NextLevel = 8

Level 8
Recordattack = false
LevelSelect = 0
NextLevel = 9

Level 9
Recordattack = false
LevelSelect = 0
NextLevel = 10

Level 10
Recordattack = false
LevelSelect = 0
NextLevel = 11

Level 11
Recordattack = false
LevelSelect = 0
NextLevel = 12

Level 12
Recordattack = false
LevelSelect = 0
NextLevel = 13

Level 13
Recordattack = false
LevelSelect = 0
NextLevel = 16
NextLevel = 16

Level 16
Recordattack = false
LevelSelect = 0
NextLevel = 22
NextLevel = 22

Level 22
Recordattack = false
LevelSelect = 0
NextLevel = 23

Level 23
Recordattack = false
LevelSelect = 0
NextLevel = 24

Level 24
Recordattack = false
LevelSelect = 0
NextLevel = 25

LEVEL 25
Recordattack = false
nextlevel = 244

LEVEL ZZ
skynum = 02
weather = 0

#-----NiGHTS Level Headers-----

Level 50
LevelName = Floral Field
Subtitle = Special Stage 1
Music = SPEC1
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 1
Grades1 = 0,20000,30000,90000,180000,260000

Level 51
LevelName = Toxic Plateau
Subtitle = Special Stage 2
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 6
Grades1 = 0,35000,50000,100000,190000,300000

Level 52
LevelName = Flooded Cove
Subtitle = Special Stage 3
Music = SPEC3
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 8
Grades1 = 0,70000,90000,180000,270000,360000

Level 53
LevelName = Cavern Fortress
Subtitle = Special Stage 4
Music = SPEC4
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
Weather = 1
SkyNum = 10
Grades1 = 0,40000,60000,140000,240000,300000

Level 54
LevelName = Dusty Wasteland
Subtitle = Special Stage 5
Music = SPEC5
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 15
Grades1 = 0,35000,50000,80000,120000,150000

Level 55
LevelName = Magma Caves
Subtitle = Special Stage 6
Music = SPEC6
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 20
Grades1 = 0,30000,45000,60000,90000,110000

Level 56
LevelName = Egg Satellite
Subtitle = Special Stage 7
Music = SPEC7
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 22
Grades1 = 0,60000,70000,80000,90000,140000

Level 57
LevelName = Black Hole
Subtitle = Special Stage 8
Music = BHZ
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
NoVisitNeeded = true
SkyNum = 99
Hidden = true
Grades1 = 0,50000,60000,70000,80000,140000

# Multiplayer

Level 60
LevelName = MP Special Stage 1
Music = SPEC1
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 1

Level 61
LevelName = MP Special Stage 2
Music = SPEC2
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 3

Level 62
LevelName = MP Special Stage 3
Music = SPEC3
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 8

Level 63
LevelName = MP Special Stage 4
Music = SPEC4
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
Weather = 1
SkyNum = 10

Level 64
LevelName = MP Special Stage 5
Music = SPEC5
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 13

Level 65
LevelName = MP Special Stage 6
Music = SPEC6
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 20

Level 66
LevelName = MP Special Stage 7
Music = SPEC7
TypeOfLevel = Singleplayer,Co-op
SelectHeading = MP Special Stages
SkyNum = 22

#My levels. The lineup starts at E0.


LEVEL 244
act = 1
levelname = Emerald Isle
levelselect = 1
music = EIEIZ1
SaveGame = true
nextlevel = 245
skynum = 02
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 245
act = 2
levelname = Emerald Isle
levelselect = 1
music = MP_SUN
SaveGame = true
nextlevel = 246
skynum = 02
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 246
act = 3
levelname = Emerald Isle
levelselect = 1
music = MP_SUN
SaveGame = true
MusicPostBoss = MP_SUN
BonusType = Boss
nextlevel = 247
StartRings = 10
skynum = 02
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true

LEVEL 247
act = 1
levelname = Blaze Canyon
levelselect = 1
music = EIBCZ1
SaveGame = true
nextlevel = 248
skynum = 159
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race

LEVEL 248
act = 2
levelname = Blaze Canyon
levelselect = 1
music = EIBCZ2
SaveGame = true
nextlevel = 249
skynum = 100
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race

LEVEL 249
act = 3
Levelname = Blaze Canyon
levelselect = 1
music = VSBOSS
SaveGame = true
MusicPostBoss = EIBCZ1
nextlevel = 250
BonusType = Boss
nozone = 0
skynum = 02
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 250
act = 1
levelname = Aquatic Labyrinth
levelselect = 1
music = EIALZ1
SaveGame = true
nextlevel = 251
skynum = 138
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 251
act = 2
levelname = Aquatic Labyrinth
levelselect = 1
music = THZ2
SaveGame = true
nextlevel = 252
SkyNum = 3
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 252
act = 3
levelname = Aquatic Labyrinth
levelselect = 1
music = THZ2
SaveGame = true
MusicPostBoss = THZ2
nextlevel = 253
BonusType = Boss
SkyNum = 3
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 253
act = 1
levelname = Forgotten Grove
levelselect = 1
music = EIFGZ1
SaveGame = true
nextlevel = 254
skynum = 6
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 254
act = 2
levelname = Forgotten Grove
levelselect = 1
music = EIFGZ2
SaveGame = true
nextlevel = 255
skynum = 117
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 3

LEVEL 255
act = 3
levelname = Forgotten Grove
levelselect = 1
music = VSBOSS
SaveGame = true
MusicPostBoss = EIFGZ2
nextlevel = 256
BonusType = Boss
skynum = 117
typeoflevel = Singleplayer,Co-op
weather = 2
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 256
act = 1
levelname = Arctic Ravine
levelselect = 1
music = EIARZ1
SaveGame = true
nextlevel = 257
skynum = 29
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 2

LEVEL 257
act = 2
levelname = Arctic Ravine
levelselect = 1
music = EIARZ2
SaveGame = true
nextlevel = 258
skynum = 107
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 258
act = 3
levelname = Arctic Ravine
levelselect = 1
music = VSBOSS
SaveGame = true
MusicPostBoss = EIARZ2
nextlevel = 259
BonusType = Boss
skynum = 29
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 259
act = 1
levelname = Sandtrap Dunes
levelselect = 1
music = EISDZ1
SaveGame = true
nextlevel = 260
skynum = 13
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 260
act = 2
levelname = Sandtrap Dunes
levelselect = 1
music = EISDZ2
SaveGame = true
nextlevel = 261
skynum = 127
RecordAttack = true
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0

LEVEL 261
act = 3
levelname = Sandtrap Dunes
levelselect = 1
music = VSBOSS
SaveGame = true
MusicPostBoss = EISDZ2
nextlevel = 1101
BonusType = Boss
skynum = 136
StartRings = 10
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

#Alternate, Old levels.

LEVEL 262
act = 1
hidden = 0
levelname = Rush Canyon
levelselect = 2
music = EIRCZ1
SaveGame = true
nextlevel = 263
skynum = 02
typeoflevel = Singleplayer,Co-op,Competition,Race
RecordAttack = true

LEVEL 263
act = 2
hidden = 0
levelname = Rush Canyon
levelselect = 2
music = MP_MIN
nextlevel = 264
skynum = 02
typeoflevel = Singleplayer,Co-op,Competition,Race
RecordAttack = true

LEVEL 264
act = 3
hidden = 0
Levelname = Rush Canyon
levelselect = 2
music = VSBOSS
MusicPostBoss = MP_MIN
nextlevel = 265
BonusType = Boss
skynum = 02
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 265
act = 1
levelname = Aquatic Labyrinth old
levelselect = 2
music = MP_WTR
SaveGame = true
nextlevel = 266
skynum = 117
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 1
RecordAttack = true

LEVEL 266
act = 2
levelname = Aquatic Labyrinth old
levelselect = 2
music = THZ2
nextlevel = 267
SkyNum = 3
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
RecordAttack = true

LEVEL 267
act = 3
levelname = Aquatic Labyrinth old
levelselect = 2
music = VSBOSS
MusicPostBoss = THZ2
nextlevel = 268
BonusType = Boss
SkyNum = 3
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

LEVEL 268
act = 1
hidden = 0
levelname = Shale Village
levelselect = 2
music = MP_RAI
SaveGame = true
nextlevel = 269
skynum = 117
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
RecordAttack = true

LEVEL 269
act = 2
hidden = 0
levelname = Shale Village
levelselect = 2
music = MP_FOR
nextlevel = 270
skynum = 117
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
RecordAttack = true

LEVEL 270
act = 3
hidden = 0
levelname = Shale Village
levelselect = 2
music = VSBOSS
MusicPostBoss = MP_FOR
nextlevel = 271
BonusType = Boss
skynum = 117
typeoflevel = Singleplayer,Co-op
weather = 2
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
RecordAttack = true
StartRings = 10

LEVEL 271
act = 1
hidden = 0
levelname = Twilight Pass
levelselect = 2
music = EITPZ1
SaveGame = true
nextlevel = 272
skynum = 21
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
RecordAttack = true

LEVEL 272
act = 2
hidden = 0
levelname = Twilight Pass
levelselect = 2
music = EITPZ2
nextlevel = 273
skynum = 137
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
RecordAttack = true

LEVEL 273
act = 3
hidden = 0
levelname = Twilight Pass
levelselect = 2
music = VSBOSS
MusicPostBoss = EITPZ2
SaveGame = true
nextlevel = 259
BonusType = Boss
skynum = 29
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
RecordAttack = true
StartRings = 10

#---------Unlockables----------------

LEVEL 276
levelname = Green Hill
countdown = 0
cutscenenum = 0
hidden = 1
levelselect = 0
nextlevel = 1100
noreload = 0
subtitle = I'll finish it someday.
nossmusic = 0 
nozone = 1
act = 0
music = MP_GHZ
skynum = 2
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
SelectHeading = Unlockables

LEVEL 277
act = 0
levelname = Sandtrap Dunes
levelselect = 0
hidden = 1
nozone = 1
SubTitle = ULTRA HARDCORE BOSS ULTIMATE
music = VSBOSS
SaveGame = true
MusicPostBoss = EISDZ2
nextlevel = 1101
BonusType = Boss
skynum = 136
StartRings = 10
typeoflevel = Singleplayer,Co-op
weather = 0
WarningTitle = true
ForceResetMusic = On
SelectHeading = Unlockables
RecordAttack = true

LEVEL 87
act = 0
levelname = Emerald Realm
levelselect = 0
music = EISPZ0
skynum = 58
nextlevel = 1100
nozone = 1
HideInStats = true
hidden = 1
typeoflevel = Singleplayer,Co-op
SelectHeading = Unlockables

LEVEL 275
act = 0
countdown = 0
cutscenenum = 0
hidden = 1
levelname = The Emerald Isle
levelselect = 0
HideInStats = true
music = EIDSZ2
noreload = 0
nossmusic = 0
nextlevel = 1102
skynum = 2
typeoflevel = Singleplayer,Co-op
weather = 0
nozone = 1
SelectHeading = Unlockables

LEVEL 278
act = 0
levelname = Disco Foundry
levelselect = 0
hidden = 1
subtitle = Shhhh!!!
music = DISCO
nextlevel = 1100
skynum = 8
typeoflevel = Singleplayer,Co-op,Competition,Race
weather = 0
nozone = 1
SelectHeading = Unlockables
RecordAttack = true

LEVEL 274
act = 0
levelname = ???
levelselect = 0
hidden = 1
countdown = 420
subtitle = Seven minutes.
nextlevel = 256
skynum = 99
HideInStats = true
nossmusic = 1
music = None
typeoflevel = Singleplayer
weather = 0
nozone = 1
SelectHeading = Unlockables

#"Special Stage" Lineup.

LEVEL 81
levelname = Emerald Stage 1
nozone = 1
countdown = 0
cutscenenum = 0
hidden = 1
music = MAP57M
HideInStats = true
skynum = 2
nextlevel = 87
typeoflevel = Singleplayer,Co-op

LEVEL 82
levelname = Emerald Stage 2
nozone = 1
countdown = 0
cutscenenum = 0
hidden = 1
HideInStats = true
music = MAP57M
skynum = 7
nextlevel = 87
typeoflevel = Singleplayer,Co-op

LEVEL 83
levelname = Emerald Stage 3
nozone = 1
countdown = 0
cutscenenum = 0
HideInStats = true
hidden = 1
music = MAP57M
scriptname = AIR
skynum = 56
nextlevel = 87
typeoflevel = Singleplayer,Co-op
weather = 0

LEVEL 84
levelname = Emerald Stage 4
nozone = 1
countdown = 0
HideInStats = true
cutscenenum = 0
hidden = 1
music = MAP57M
skynum = 117
nextlevel = 87
typeoflevel = Singleplayer,Co-op
weather = 0

LEVEL 85
levelname = Emerald Stage 5
nozone = 1
countdown = 0
cutscenenum = 0
hidden = 1
music = MAP57M
HideInStats = true
skynum = 21
nextlevel = 87
typeoflevel = Singleplayer,Co-op
weather = 0

LEVEL 86
levelname = Emerald Stage 6
nozone = 1
countdown = 0
cutscenenum = 0
hidden = 1
music = MAP57M
HideInStats = true
skynum = 100
nextlevel = 87
typeoflevel = Singleplayer,Co-op
weather = 0

#----------------------------------------------------------------------------------------------------
#------------------------------------------Custom Things---------------------------------------------


#----Sprites-----------------------------------------------------------------------------------------


#---Palm Tree---

FREESLOT
MT_PALMTREE
S_PALMT_STND
SPR_PALT

State S_PALMT_STND
SpriteName = PALT
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_PALMTREE
MAPTHINGNUM = 1951
SPAWNSTATE = S_PALMT_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY


#---River Bed Plant---


#---Blue Sonic 1 Flower---

FREESLOT
MT_OLDFLOW
S_OLDF_STND
SPR_VINC

State S_OLDF_STND
SpriteName = VINC
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_OLDFLOW
MAPTHINGNUM = 1950
SPAWNSTATE = S_OLDF_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY



#---Dead Tree---
FREESLOT
MT_DEADTREE
S_DEDTRE_STND
SPR_OLDT

State S_DEDTRE_STND
SpriteName = OLDT
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_DEADTREE
MAPTHINGNUM = 1952
SPAWNSTATE = S_DEDTRE_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY



#---AIZ Bush---
FREESLOT
MT_BUSH
S_BUSH_STND
SPR_BUSH

State S_BUSH_STND
SpriteName = BUSH
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_BUSH
MAPTHINGNUM = 1955
SPAWNSTATE = S_BUSH_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY


#---AIZ Shrub---
FREESLOT
MT_SHRU
S_SHRU_STND
SPR_SHRU

State S_SHRU_STND
SpriteName = SHRU
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_SHRU
MAPTHINGNUM = 1954
SPAWNSTATE = S_SHRU_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY


#---Seaweed---
FREESLOT
MT_SEAWEED
S_SEAW_STND1
S_SEAW_STND2
S_SEAW_STND3
S_SEAW_STND4
SPR_SEAW

State S_SEAW_STND1
SpriteName = SEAW
SpriteFrame = A
Next S_SEAW_STND2
Duration = 15
Var1 = 0
Var2 = 0

State S_SEAW_STND2
SpriteName = SEAW
SpriteFrame = B
Next S_SEAW_STND3
Duration = 15
Var1 = 0
Var2 = 0

State S_SEAW_STND3
SpriteName = SEAW
SpriteFrame = C
Next S_SEAW_STND4
Duration = 15
Var1 = 0
Var2 = 0

State S_SEAW_STND4
SpriteName = SEAW
SpriteFrame = D
Next S_SEAW_STND1
Duration = 15
Var1 = 0
Var2 = 0

Object MT_SEAWEED
MAPTHINGNUM = 1953
SPAWNSTATE = S_SEAW_STND1
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY


#-----Yellow Rock Spring
FREESLOT
MT_YSPRING
S_YSPR_STND1

State S_YSPR_STND1
SpriteName = SPRY
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_YSPRING
MAPTHINGNUM = 1959
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
PAINSOUND = SFX_SPRING
RAISESTATE = S_YELLOWSPRING2
REACTIONTIME = 8
SPEED = 0
MASS = 1284238
PAINCHANCE = 1
FLAGS = MF_NOCLIPHEIGHT|MF_SPRING|MF_SOLID|MF_NOGRAVITY


#-----Red Rock Spring

FREESLOT
MT_RSPRING
S_RSPR_STND1

State S_RSPR_STND1
SpriteName = SPRY
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_RSPRING
MAPTHINGNUM = 1965
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
PAINSOUND = SFX_SPRING
RAISESTATE = S_REDSPRING2
REACTIONTIME = 8
SPEED = 0
MASS = 1903638
PAINCHANCE = 1
FLAGS = MF_NOCLIPHEIGHT|MF_SPRING|MF_SOLID|MF_NOGRAVITY

#-----Snow Covered Tree

FREESLOT
MT_GRNWINT
S_WINT_STND
SPR_WINT

State S_WINT_STND
SpriteName = WINT
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

Object MT_GRNWINT
MAPTHINGNUM = 1970
SPAWNSTATE = S_WINT_STND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY


#---Ice Pillar---
FREESLOT
MT_ICEPILLAR
S_ICEPIL_STND1
S_ICEPIL_STND2
S_ICEPIL_STND3
S_ICEPIL_STND4
S_ICEPIL_STND5
SPR_ICEQ

State S_ICEPIL_STND1
SpriteName = ICEQ
SpriteFrame = A
Next S_ICEPIL_STND2
Duration = 10
Var1 = 0
Var2 = 0

State S_ICEPIL_STND2
SpriteName = ICEQ
SpriteFrame = B
Next S_ICEPIL_STND3
Duration = 10
Var1 = 0
Var2 = 0

State S_ICEPIL_STND3
SpriteName = ICEQ
SpriteFrame = C
Next S_ICEPIL_STND4
Duration = 10
Var1 = 0
Var2 = 0

State S_ICEPIL_STND4
SpriteName = ICEQ
SpriteFrame = D
Next S_ICEPIL_STND5
Duration = 10
Var1 = 0
Var2 = 0

State S_ICEPIL_STND5
SpriteName = ICEQ
SpriteFrame = E
Next S_ICEPIL_STND1
Duration = 10
Var1 = 0
Var2 = 0

Object MT_ICEPILLAR
MAPTHINGNUM = 1964
SPAWNSTATE = S_ICEPIL_STND1
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 1048576
HEIGHT = 266*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY


#---Ice Spikeball
FREESLOT
MT_ICESPIKEBALL
S_ICESPIKEBALL1
SPR_ICES


State S_ICESPIKEBALL1
SpriteName = ICES
SpriteFrame = A
Duration = -1

Object MT_ICESPIKEBALL
MAPTHINGNUM = 1966
SpawnState = S_ICESPIKEBALL1
SpawnHealth = 1000
ReactionTime = 8
Speed = 10*FRACUNIT
Radius = 10*FRACUNIT
Height = 8*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_PAIN|MF_NOGRAVITY

#-----Horizontal Spring
FREESLOT
MT_HSPRING
S_HSPR_STND1
S_HSPR_STND2
S_HSPR_STND3
S_HSPR_STND4
S_HSPR_STND5
SPR_SPRH

State S_HSPR_STND1
SpriteName = SPRH
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_HSPR_STND2
SpriteName = SPRH
SpriteFrame = B
Action = A_Pain
Duration = 4
Next = S_HSPR_STND3
Var1 = 0
Var2 = 0

State S_HSPR_STND3
SpriteName = SPRH
SpriteFrame = C
Duration = 1
Next = S_HSPR_STND4
Var1 = 0
Var2 = 0

State S_HSPR_STND4
SpriteName = SPRH
SpriteFrame = D
Duration = 1
Next = S_HSPR_STND5
Var1 = 0
Var2 = 0

State S_HSPR_STND5
SpriteName = SPRH
SpriteFrame = E
Next = S_HSPR_STND1
Duration = 1
Var1 = 0
Var2 = 0


Object MT_HSPRING
MAPTHINGNUM = 1960
SPAWNSTATE = S_HSPR_STND1
SPAWNHEALTH = 1000
PAINSOUND = SFX_SPRING
RAISESTATE = S_HSPR_STND2
REACTIONTIME = 8
SPEED = 0
RADIUS = 32*FRACUNIT
MASS = 642109
DAMAGE = 1465429
PAINCHANCE = 1
FLAGS = MF_SPRING|MF_SOLID|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MFE_VERTICALFLIP


FREESLOT
SFX_DANGER

FREESLOT
SFX_NOWAY

#END
