MainCfg
GameData = IMPXMAS.dat

Level 1
Levelname = IMP Xmas 2022
NoZone = True
Music = STING
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 1100
SkyNum = 11
RecordAttack = true
LevelSelect = 1
PreCutsceneNum = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

#Emblems#
Emblem 1
Hint = Mom, can I take one home?
Type = Global
Tag = 1
MapNum = 1
Sprite = E
Color = SKINCOLOR_BLUE
Var = 0

Emblem 2
Hint = Real mountain climbing
Type = Global
Tag = 2
MapNum = 3
Sprite = E
Color = SKINCOLOR_BLUE
Var = 0

Emblem 3
Hint = Cliff platforming
Type = Global
Tag = 3
MapNum = 1
Sprite = B
Color = SKINCOLOR_BLUE
Var = 0

Emblem 4
Hint = Wish Romzy a Merry Christmas
Type = Global
Tag = 4
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem 5
Hint = Don't wake the nightdragon
Type = Global
Tag = 5
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

#

Cutscene 1
NumScenes 5
Scene 1
NumberOfPics = 1
Pic1Name = OPNG1
Pic1Hires = false
Pic1Duration = 100
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = INTR
MusicLoop = true
SceneText = 
#

Cutscene 1
NumScenes 5
Scene 2
NumberOfPics = 1
Pic1Name = OPNG2
Pic1Hires = false
Pic1Duration = 90
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = INTR
MusicLoop = true
SceneText = 
#

Cutscene 1
NumScenes 5
Scene 3
NumberOfPics = 1
Pic1Name = OPNG3
Pic1Hires = false
Pic1Duration = 70
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = INTR
MusicLoop = true
SceneText = 
#

Cutscene 1
NumScenes 5
Scene 4
NumberOfPics = 1
Pic1Name = OPNG4
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = INTR
MusicLoop = true
SceneText = 
#

Cutscene 1
NumScenes 5
Scene 5
NumberOfPics = 1
Pic1Name = OPNG5
Pic1Hires = false
Pic1Duration = 110
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = INTR
MusicLoop = true
SceneText = 
#

Sound sfx_GLASS
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_SMAS
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_SESA
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Freeslot
sfx_GLASS
sfx_SMAS
sfx_SESA
sfx_MEG1
sfx_MEG2
sfx_MEG3
sfx_TIFF1
sfx_TIFF2
sfx_TIFF3
sfx_ROGE
sfx_ROMZY
sfx_ROBO1
sfx_ROBO2
sfx_GINNY
sfx_MATH1
sfx_MATH2
sfx_MATH3
sfx_MATH
sfx_ZUGT
sfx_ZODY1
sfx_ZODY4
sfx_ZODY3
sfx_END
sfx_KID
sfx_RNPC
sfx_SNPC
sfx_SHEP
MT_CANDSCENERY
S_CANDSCENERY1
SPR_CAND
MT_SHRUSCENERY
S_SHRUSCENERY1
SPR_SHRU
MT_BANSSCENERY
S_BANSSCENERY1
SPR_BANS
MT_FLOWSCENERY
S_FLOWSCENERY1
SPR_FLOW
MT_PURPSCENERY
S_PURPSCENERY1
SPR_PURP
MT_VASESCENERY
S_VASESCENERY1
SPR_VASE
MT_JPGRSCENERY
S_JPGRSCENERY1
SPR_JPGR
MT_HFLOSCENERY
S_HFLOSCENERY1
SPR_HFLO
MT_ROGRSCENERY
S_ROGRSCENERY1
SPR_ROGR
MT_IMPTSCENERY
S_IMPTSCENERY1
SPR_IMPT
MT_GINNSCENERY
S_GINNSCENERY1
SPR_GINN
MT_MOCHSCENERY
S_MOCHSCENERY1
SPR_MOCH
MT_NSTRSCENERY
S_NSTRSCENERY1
SPR_NSTR
MT_BREASCENERY
S_BREASCENERY1
SPR_BREA
MT_NLMPSCENERY
S_NLMPSCENERY1
SPR_NLMP

Object MT_CANDSCENERY
#$Category XMAS
#$Name CAND
#$Sprite CANDA0
MapThingNum = 4036
SpawnState = S_CANDSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CANDSCENERY1
SpriteName = CAND
SpriteFrame = A
Duration = -1
Next = S_CANDSCENERY1

Object MT_BANSSCENERY
#$Category XMAS
#$Name Bansai
#$Sprite BANSA0
MapThingNum = 4038
SpawnHealth = 1000
SpawnState = S_BANSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_BANSSCENERY1
SpriteName = BANS
SpriteFrame = A
Duration = -1
Next = S_BANSSCENERY1

Object MT_SHRUSCENERY
#$Category XMAS
#$Name Shrubery
#$Sprite SHRUA0
MapThingNum = 4039
SpawnHealth = 1000
SpawnState = S_SHRUSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SHRUSCENERY1
SpriteName = SHRU
SpriteFrame = A
Duration = -1
Next = S_SHRUSCENERY1

Object MT_FLOWSCENERY
#$Category XMAS
#$Name Flower
#$Sprite FLOWA0
MapThingNum = 4040
SpawnState = S_FLOWSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_FLOWSCENERY1
SpriteName = FLOW
SpriteFrame = A
Duration = -1
Next = S_FLOWSCENERY1

Object MT_PURPSCENERY
#$Category XMAS
#$Name PURP
#$Sprite PURPA0
MapThingNum = 4043
SpawnState = S_PURPSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PURPSCENERY1
SpriteName = PURP
SpriteFrame = A
Duration = -1
Next = S_PURPSCENERY1

Object MT_JPGRSCENERY
#$Category XMAS
#$Name JPGR
#$Sprite JPGRA0
MapThingNum = 4044
SpawnState = S_JPGRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_JPGRSCENERY1
SpriteName = JPGR
SpriteFrame = A
Duration = -1
Next = S_JPGRSCENERY1

Object MT_VASESCENERY
#$Category XMAS
#$Name VASE
#$Sprite VASEA0
MapThingNum = 4045
SpawnState = S_VASESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_VASESCENERY1
SpriteName = VASE
SpriteFrame = A
Duration = -1
Next = S_VASESCENERY1

Object MT_HFLOSCENERY
#$Category XMAS
#$Name House flower
#$Sprite HFLOA0
MapThingNum = 4054
SpawnState = S_HFLOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HFLOSCENERY1
SpriteName = HFLO
SpriteFrame = A
Duration = -1
Next = S_HFLOSCENERY1

Object MT_ROGRSCENERY
#$Category XMAS
#$Name Roger
#$Sprite ROGRA0
MapThingNum = 4055
SpawnState = S_ROGRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ROGRSCENERY1
SpriteName = ROGR
SpriteFrame = A
Duration = -1
Next = S_ROGRSCENERY1

Object MT_IMPTSCENERY
#$Category XMAS
#$Name HB Meg
#$Sprite IMPTA0
MapThingNum = 4056
SpawnState = S_IMPTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_IMPTSCENERY1
SpriteName = IMPT
SpriteFrame = A
Duration = -1
Next = S_IMPTSCENERY1

Object MT_MOCHSCENERY
#$Category XMAS
#$Name MOCHI
#$Sprite MOCHA0
MapThingNum = 4057
SpawnState = S_MOCHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_MOCHSCENERY1
SpriteName = MOCH
SpriteFrame = A
Duration = -1
Next = S_MOCHSCENERY1

Object MT_GINNSCENERY
#$Category XMAS
#$Name Ginny
#$Sprite GINNA0
MapThingNum = 4058
SpawnState = S_GINNSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_GINNSCENERY1
SpriteName = GINN
SpriteFrame = A
Duration = -1
Next = S_GINNSCENERY1

Object MT_BREASCENERY
#$Category XMAS
#$Name Hedge
#$Sprite BREAA0
MapThingNum = 4059
SpawnState = S_BREASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_BREASCENERY1
SpriteName = BREA
SpriteFrame = A
Duration = -1
Next = S_BREASCENERY1

Object MT_NSTRSCENERY
#$Category XMAS
#$Name Night hedge
#$Sprite NSTRA0
MapThingNum = 4060
SpawnState = S_NSTRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NSTRSCENERY1
SpriteName = NSTR
SpriteFrame = A
Duration = -1
Next = S_NSTRSCENERY1

Object MT_NLMPSCENERY
#$Category XMAS
#$Name Night hedge
#$Sprite NLMPA0
MapThingNum = 4061
SpawnState = S_NLMPSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NLMPSCENERY1
SpriteName = NLMP
SpriteFrame = A
Duration = -1
Next = S_NLMPSCENERY1