#
#=========
# Diamond-King's Followers: EX Edition
#=========
#

#
#=========
# Red Reaper Pin (TWEWY)
#=========
#
FREESLOT
SPR_REAP
sfx_FHREAP
S_REAPIDLE

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

FOLLOWER
Name = RedSkull_Pin
Icon = ICOFREAP
Category = DKF-EX
HornSound = DSFHREAP
DefaultColor = maroon
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_REAPIDLE

#
#=========
# I'll mine the Diamond with my hand MY HAND. (Tobuscus)
#=========
#
FREESLOT
SPR_IMTD
sfx_FHIMTD
S_IMTDIDLE

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

FOLLOWER
Name = My_Hand
Icon = ICOFIMTD
Category = DKF-EX
HornSound = DSFHIMTD
DefaultColor = turtle
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_IMTDIDLE

#
#=========
# Red Crystal (Cave Story/Crystal Crisis)
#=========
#
FREESLOT
SPR_RDCY
sfx_FHRDCY
S_RDCYIDLE

STATE S_RDCYIDLE
SpriteName = SPR_RDCY
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 5 #no. of sprites (starts from 0)
Var2 = 15 #animation speed
Next = S_RDCYIDLE

FOLLOWER
Name = Red_Crystal
Icon = ICOFRDCY
Category = DKF-EX
HornSound = DSFHRDCY
DefaultColor = red
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_RDCYIDLE

#
#=========
# RoBuddy (aka Lil' Noob)
#=========
#
FREESLOT
SPR_ROBU
sfx_FHROBU
S_ROBUIDLE
S_ROBUFOLLOW
S_ROBUHURT
S_ROBULOSE
S_ROBUWIN
S_ROBUHITCONFIRM
S_ROBURING

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

STATE S_ROBUFOLLOW
SpriteName = SPR_ROBU
SpriteFrame = B
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBUFOLLOW

STATE S_ROBUHURT
SpriteName = SPR_ROBU
SpriteFrame = C
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBUHURT

STATE S_ROBULOSE
SpriteName = SPR_ROBU
SpriteFrame = D
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBULOSE

STATE S_ROBUWIN
SpriteName = SPR_ROBU
SpriteFrame = E
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBUWIN

STATE S_ROBUHITCONFIRM
SpriteName = SPR_ROBU
SpriteFrame = F
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBUHITCONFIRM

STATE S_ROBURING
SpriteName = SPR_ROBU
SpriteFrame = G
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ROBURING

FOLLOWER
Name = RoBuddy
Icon = ICOFROBU
Category = DKF-EX
HornSound = DSFHROBU
DefaultColor = yellow
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_ROBUIDLE
FollowState = S_ROBUFOLLOW
HurtState = S_ROBUHURT
LoseState = S_ROBULOSE
WinState = S_ROBUWIN
HitConfirmState = S_ROBUHITCONFIRM
RingState = S_ROBURING

#
#=========
# Suspicous Pink Flower
#=========
#
FREESLOT
SPR_SPFJ
sfx_FHSPFJ
S_SPFJIDLE

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

FOLLOWER
Name = Sus.Pink_Flower
Icon = ICOFSPFJ
Category = DKF-EX
HornSound = DSFHSPFJ
DefaultColor = magenta
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_SPFJIDLE

#
#=========
# Player... PLAYER! IS THAT YOU, ARE YOU THERE? 
# I ' M  C A L L I N G  Y O U  T H R O U G H  S K Y P E (Lythero)
# RIP Skype /_\
#=========
#
FREESLOT
SPR_ICUT
sfx_FHICUT
S_ICUTIDLE

STATE S_ICUTIDLE
SpriteName = SPR_ICUT
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 18 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_ICUTIDLE

FOLLOWER
Name = Eggman_Skype
Icon = ICOFICUT
Category = DKF-EX
HornSound = DSFHICUT
DefaultColor = red
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_ICUTIDLE

#
#=========
# Honey Bee (Bee Swarm Simulator)
#=========
#
FREESLOT
SPR_HONY
sfx_FHHONY
S_HONYIDLE

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

FOLLOWER
Name = Honey_Bee
Icon = ICOFHONY
Category = DKF-EX
HornSound = DSFHHONY
DefaultColor = yellow
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_HONYIDLE

#
#=========
# Lil' Zazuma Zero
#=========
#
FREESLOT
SPR_LZRO
sfx_FHLZRO
S_LZROIDLE

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

FOLLOWER
Name = Lil'_Zazuma_0
Icon = ICOFLZRO
Category = DKF-EX
HornSound = DSFHLZRO
DefaultColor = skunk
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_LZROIDLE

#
#=========
#I'm sorry, Orange... Thing? (Cary Huang)
#=========
#
FREESLOT
SPR_ORTH
sfx_FHORTH
S_ORTHIDLE

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

FOLLOWER
Name = Orange_Thing
Icon = ICOFORTH
Category = DKF-EX
HornSound = DSFHORTH
DefaultColor = orange
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_ORTHIDLE

#
#=========
#Candian Pride (Disclaimer: You don't need to be canadian to use this follower)
#=========
#
FREESLOT
SPR_CDNF
sfx_FHCDNF
S_CDNFIDLE

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

FOLLOWER
Name = Canadian_Pride
Icon = ICOFCDNF
Category = DKF-EX
HornSound = DSFHCDNF
DefaultColor = blossom
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 90
ZOffs = 90*FRACUNIT
Distance = 0*FRACUNIT
Height = 45*FRACUNIT
AngleLag = FRACUNIT
HorzLag = 1*FRACUNIT
VertLag = 1*FRACUNIT
BobAmp = 0
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_CDNFIDLE

#
#=========
#Hey Player, you need some gas? - Wildcat (Vanossgaming, Prop hunt)
#=========
#
FREESLOT
SPR_YNSG
sfx_FHYNSG
S_YNSGIDLE

STATE S_YNSGIDLE
SpriteName = SPR_YNSG
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 25 #animation speed
Next = S_YNSGIDLE

FOLLOWER
Name = YouNeedSomeGas?
Icon = ICOFYNSG
Category = DKF-EX
HornSound = DSFHYNSG
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 = 10*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_YNSGIDLE

#
#=========
#That's you.
#=========
#
FREESLOT
SPR_TGIY
sfx_FHTGIY
S_TGIYIDLE

STATE S_TGIYIDLE
SpriteName = SPR_TGIY
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 15 #animation speed
Next = S_TGIYIDLE

FOLLOWER
Name = This_is_You
Icon = ICOFTGIY
Category = DKF-EX
HornSound = DSFHTGIY
DefaultColor = white
Mode = FLOAT
Scale = 2*FRACUNIT/5
BubbleScale = 0*FRACUNIT
AtAngle = 90
ZOffs = 90*FRACUNIT
Distance = 0*FRACUNIT
Height = 45*FRACUNIT
AngleLag = FRACUNIT
HorzLag = 1*FRACUNIT
VertLag = 1*FRACUNIT
BobAmp = 0
BobSpeed = 0*FRACUNIT
IdleState = S_TGIYIDLE
