Thing 318 # Icon
MAPTHINGNUM = -1
SPAWNSTATE = 1793
SPAWNHEALTH = 1
SEESTATE = 0
SEESOUND = 222 # The sound that is played when the effects are awarded: Super Sonic transformation sound.
REACTIONTIME = 50 # A_RingBox uses REACTIONTIME to determine how many rings to award.
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 1
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 131072
RADIUS = 524288
HEIGHT = 917504
MASS = 100
DAMAGE = 4063232
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 33591824
Thing 317 # Monitor
MAPTHINGNUM = 3000
SPAWNSTATE = 1791
SPAWNHEALTH = 1
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 1791
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 1793
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 95 # Again, another weird thing: This is what is left behind after the monitor gets popped.
RADIUS = 1048576
HEIGHT = 2097152
MASS = 100
DAMAGE = 318 # For some reason, the Damage has to be set to the object number of whatever comes out of the monitor.
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 1048582
FRAME 1791 # Show what's in the monitor
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 2
NEXT = 1792
ACTION None
VAR1 = 0
VAR2 = 0
FRAME 1792 # Static
SPRITENUMBER = 77
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = 1791
ACTION None
VAR1 = 0
VAR2 = 0
FRAME 1793 # Monitor is popped
SPRITENUMBER = 243
SPRITESUBNUMBER = 1
DURATION = 18
NEXT = 1794
ACTION A_MonitorPop
VAR1 = 0
VAR2 = 0
FRAME 1794
SPRITENUMBER = 243
SPRITESUBNUMBER = 1
DURATION = 0
NEXT = 1795
ACTION A_CustomPower
VAR1 = 24 # pw_emeralds, set which emeralds the target has.
VAR2 = 127 # 1 = Green, 2 = Orange, 4 = Purple, 8 = Blue, 16 = Red, 32 = Cyan, 64 = Silver. Add them all up and you get 127.
FRAME 1795
SPRITENUMBER = 243
SPRITESUBNUMBER = 1
DURATION = 0
NEXT = 1796
ACTION A_RingBox # Awards rings equal to the REACTIONTIME of the object that calls it. In this case, 50.
VAR1 = 0 # I don't know why it doesn't use VAR1 instead. It'd be alot easier.
VAR2 = 0
FRAME 1796
SPRITENUMBER = 243
SPRITESUBNUMBER = 1
DURATION = 18
NEXT = 1615
ACTION A_CustomPower
VAR1 = 15 # pw_super, sets whether or not you're Super.
VAR2 = 1 # TRUE: You are Super.