#Alabaster Box object
#Replaces Special Stage Token

Object MT_ALABASTERBOX
MapThingNum = 50
SpawnState = S_ALABOXSTAND
SpawnHealth = 1
DeathState = S_SPRK1
Height = 8*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT

State S_ALABOXSTAND
SpriteName = SPR_ABXP
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = 24
Next = S_ALABOXSTAND
Var1 = 8
Var2 = 3

#Soul Heart Monitor Icon

Object MT_SOULHEART_ICON
SpawnState = S_SOULH_ICON1
SpawnHealth = 1
DeathState = S_NULL
SeeSound = sfx_bois03
Speed = 2*FRACUNIT
Height = 14*FRACUNIT
Radius = 8*FRACUNIT
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON

State S_SOULH_ICON1
SpriteName = SPR_TVSL
SpriteFrame = FF_ANIMATE|A
Duration = 18
Next = S_SOULH_ICON2
Var1 = 3
Var2 = 4

State S_SOULH_ICON2
SpriteName = SPR_TVSL
SpriteFrame = D
Duration = 18
Next = S_NULL
Action = A_PlaySound
Var1 = sfx_bois03
Var2 = 1

#Holy Shield

Object MT_HOLYSHIELD
SpawnState = S_HOLYSHIELD_SPAWN
SpawnHealth = 1
DeathState = S_NULL
DispOffset = -5
Height = 64*FRACUNIT
Radius = 64*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

Object MT_HOLYSHIELD2
SpawnState = S_HOLYSHIELD2_SPAWN
SpawnHealth = 1
DeathState = S_NULL
DispOffset = -4
Height = 64*FRACUNIT
Radius = 64*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

Object MT_HOLYSHIELDBROKEN
SpawnState = S_HOLYSHIELD_BREAK
SpawnHealth = 1
DeathState = S_NULL
Height = 64*FRACUNIT
Radius = 64*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_HOLYSHIELD_SPAWN
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Next = S_HOLYSHIELD_STAND
Var1 = 0
Var2 = 0

State S_HOLYSHIELD_STAND
SpriteName = SPR_ALGZ
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|A
Duration = -1
Next = S_HOLYSHIELD_STAND
Var1 = 0
Var2 = 0

State S_HOLYSHIELD2_SPAWN
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Next = S_HOLYSHIELD2_STAND
Var1 = 0
Var2 = 0

State S_HOLYSHIELD2_STAND
SpriteName = SPR_ALGZ
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|B
Duration = -1
Next = S_HOLYSHIELD2_STAND
Var1 = 0
Var2 = 0

State S_HOLYSHIELD_BREAK
SpriteName = SPR_HLYS
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|FF_ANIMATE|A
Duration = 16
Next = S_NULL
Var1 = 7
Var2 = 2