FREESLOT
SPR_VULN
sfx_FHVULN
S_VULNIDLE
SPR_SHWZ
sfx_FHSHWZ
S_SHWZIDLE
SPR_SQGP
sfx_FHSQGP
S_SQGPIDLE
SPR_GRBN
sfx_FHGRBN
S_GRBNIDLE
SPR_FFDD
sfx_FHFFDD
S_FFDDIDLE
SPR_HMDR
sfx_FHHMDR
S_HMDRIDLE
SPR_SOTN
sfx_FHSOTN
S_SOTNIDLE

FOLLOWERCATEGORY
Name = ArtiPack
Icon = ICONKUP0

STATE S_VULNIDLE
SpriteName = SPR_VULN
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_VULNIDLE

FOLLOWER
Name = Vuln_Stack
Icon = ICOFVULN
Category = ArtiPack
HornSound = DSFHVULN
DefaultColor = tangerine
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 1*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_VULNIDLE

STATE S_FFDDIDLE
SpriteName = SPR_FFDD
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_FFDDIDLE

FOLLOWER
Name = Damage_Down
Icon = ICOFFFDD
Category = ArtiPack
HornSound = DSFHFFDD
DefaultColor = cinnamon
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 1*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_FFDDIDLE

STATE S_SHWZIDLE
SpriteName = SPR_SHWZ
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SHWZIDLE

FOLLOWER
Name = Crummy_Wizard
Icon = ICOFSHWZ
Category = ArtiPack
HornSound = DSFHSHWZ
DefaultColor = orange
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SHWZIDLE

STATE S_SQGPIDLE
SpriteName = SPR_SQGP
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SQGPIDLE

FOLLOWER
Name = Squapes
Icon = ICOFSQGP
Category = ArtiPack
HornSound = DSFHSQGP
DefaultColor = blueberry
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SQGPIDLE

STATE S_GRBNIDLE
SpriteName = SPR_GRBN
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_GRBNIDLE

FOLLOWER
Name = Gorbino
Icon = ICOFGRBN
Category = ArtiPack
HornSound = DSFHGRBN
DefaultColor = pinetree
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_GRBNIDLE

STATE S_HMDRIDLE
SpriteName = SPR_HMDR
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_HMDRIDLE

FOLLOWER
Name = Homander
Icon = ICOFHMDR
Category = ArtiPack
HornSound = DSFHHMDR
DefaultColor = midnight
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_HMDRIDLE

STATE S_SOTNIDLE
SpriteName = SPR_SOTN
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SOTNIDLE

FOLLOWER
Name = SotN_Disc
Icon = ICOFSOTN
Category = ArtiPack
HornSound = DSFHSOTN
DefaultColor = tan
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SOTNIDLE