MainCfg
TutorialMap = MT

Level MT
Levelname = Halberd
Act = 0
Music = MKTUTO
TypeofLevel = Singleplayer
NextLevel = TITLE
Skynum = 160
RecordAttack = true
LevelSelect = 0
SaveGame = false
SkyboxScale = 64
FlickyList = Bluebird,Chipmunk
ForceCharacter = metaknight
Hidden = True
HideInStats = True
NoZone = True
Lua.halberd = true

# NPCs and the enemy!
Object MT_AXEKNIGHT
MapThingNum = 3325
SpawnState = S_NPCIDLE
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

Object MT_MACEKNIGHT
MapThingNum = 3326
SpawnState = S_NPCIDLE
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

Object MT_TRIDENTKNIGHT
MapThingNum = 3327
SpawnState = S_NPCIDLE
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

Object MT_JAVELINKNIGHT
MapThingNum = 3331
SpawnState = S_NPCIDLE
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

Object MT_CAPTAINVUL
MapThingNum = 3329
SpawnState = S_NPCIDLE
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

Object MT_JAVELINDECOY
MapThingNum = 3330
SpawnHealth = 1
SpawnState = S_JDECIDLE
DeathState = S_XPLD1
DeathSound = sfx_kdies
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

Object MT_NPCNOTIF
SpawnState = S_NPCNOTIF
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

State S_NPCIDLE
SpriteName = SPR_AXEK
SpriteFrame = A
Next = S_NPCIDLE
Duration = -1
Var1 = 0
Var2 = 0

State S_JDECIDLE
SpriteName = SPR_JDEC
SpriteFrame = A|FF_ANIMATE
Next = S_JDECIDLE
Duration = -1
Var1 = 2
Var2 = 4

State S_NPCNOTIF
SpriteName = SPR_WHAT
SpriteFrame = C
Next = S_NULL
Duration = 2
Var1 = 0
Var2 = 0

# Scenerey
Object MT_HALBERDOBJ1
MapThingNum = 3335
SpawnState = S_HALBERDOBJ1
Radius = 24*FRACUNIT
Height = 78*FRACUNIT
Flags = MF_SOLID

Object MT_HALBERDOBJ2
MapThingNum = 3336
SpawnState = S_HALBERDOBJ2
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_SOLID

Object MT_HALBERDOBJ3
MapThingNum = 3337
SpawnState = S_HALBERDOBJ3
Radius = 16*FRACUNIT
Height = 232*FRACUNIT
Flags = MF_SOLID

Object MT_HALBERDOBJ4
MapThingNum = 3338
SpawnState = S_HALBERDOBJ4
Radius = 32*FRACUNIT
Height = 236*FRACUNIT
Flags = MF_SOLID

State S_HALBERDOBJ1
SpriteName = SPR_HLBO
SpriteFrame = A
Next = S_HALBERDOBJ1
Duration = -1
Var1 = 0
Var2 = 0

State S_HALBERDOBJ2
SpriteName = SPR_HLBO
SpriteFrame = B
Next = S_HALBERDOBJ2
Duration = -1
Var1 = 0
Var2 = 0

State S_HALBERDOBJ3
SpriteName = SPR_HLBO
SpriteFrame = C
Next = S_HALBERDOBJ3
Duration = -1
Var1 = 0
Var2 = 0

State S_HALBERDOBJ4
SpriteName = SPR_HLBO
SpriteFrame = D
Next = S_HALBERDOBJ4
Duration = -1
Var1 = 0
Var2 = 0
