FOLLOWERCATEGORY
Name = BFDI
Icon = SBOXRANK

### Bug ###

FREESLOT
SPR_BFUG
sfx_FHBUGS
S_BFUGIDLE

STATE S_BFUGIDLE
SpriteName = SPR_BFUG
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_BFUGIDLE

FOLLOWER
Name = Bug
Icon = ICOFBFUG
Category = BFDI
HornSound = DSFHBUGS
DefaultColor = byzantium
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 = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_BFUGIDLE

### Mech Suit Pin ###

FREESLOT
SPR_PI14
sfx_FHPI14
S_PI14IDLE

STATE S_PI14IDLE
SpriteName = SPR_PI14
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_PI14IDLE

FOLLOWER
Name = Mech_Suit_Pin
Icon = ICOFPI14
Category = BFDI
HornSound = DSFHPI14
DefaultColor = red
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 = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_PI14IDLE

### Firey Jr Jr ###

FREESLOT
SPR_FJJR
sfx_FJUNSL
S_FJJRIDLE

STATE S_FJJRIDLE
SpriteName = SPR_FJJR
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_FJJRIDLE

FOLLOWER
Name = Firey_Jr_Jr
Icon = FJJRICON
Category = BFDI
HornSound = DSFJUNSL
DefaultColor = ketchup
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 = 2*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_FJJRIDLE

### Yoylecake ###

FREESLOT
SPR_YCAK
sfx_FHYCAK
S_YCAKIDLE

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

FOLLOWER
Name = Yoylecake
Icon = ICOFYCAK
Category = BFDI
HornSound = DSFHYCAK
DefaultColor = purple
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 = 5*FRACUNIT
BobSpeed = 120*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_YCAKIDLE

### Win Token the Follower ###

FREESLOT
SPR_WTTF
sfx_FHWTTF
S_WTTFIDLE

STATE S_WTTFIDLE
SpriteName = SPR_WTTF
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_WTTFIDLE

FOLLOWER
Name = Win_Token
Icon = ICOFWTTF
Category = BFDI
HornSound = DSFHWTTF
DefaultColor = swamp
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 = 2*FRACUNIT
BobSpeed = 10*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_WTTFIDLE

### Lightning and Camera ###

FREESLOT
SPR_LTCM
sfx_FHLTCM
S_LTCMIDLE

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

FOLLOWER
Name = Lightning
Icon = ICOFLTCM
Category = BFDI
HornSound = DSFHLTCM
DefaultColor = banana
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 150*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 150*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_LTCMIDLE

### Ice Cube Dance ###

FREESLOT
SPR_ICUB
sfx_FHICUB
S_ICUBIDLE

STATE S_ICUBIDLE
SpriteName = SPR_ICUB
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_ICUBIDLE

FOLLOWER
Name = Ice_Cube_Dance
Icon = ICOFICUB
Category = BFDI
HornSound = DSFHICUB
DefaultColor = periwinkle
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 = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_ICUBIDLE

### Funny Plant ###

FREESLOT
SPR_FUNP
sfx_FHFUNP
S_FUNPIDLE

STATE S_FUNPIDLE
SpriteName = SPR_FUNP
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 20 #animation speed
Next = S_FUNPIDLE

FOLLOWER
Name = Funny_Plant
Icon = ICOFFUNP
Category = BFDI
HornSound = DSFHFUNP
DefaultColor = dusk
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 = 3*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_FUNPIDLE

### X's Basket ###

FREESLOT
SPR_XBAS
sfx_FHXBAS
S_XBASIDLE

STATE S_XBASIDLE
SpriteName = SPR_XBAS
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_XBASIDLE

FOLLOWER
Name = X's_Basket
Icon = ICOFXBAS
Category = BFDI
HornSound = DSFHXBAS
DefaultColor = beige
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 80*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 62*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 12*FRACUNIT
BobSpeed = 100*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_XBASIDLE
