## Diamond King's Ring Racer Character Pack Followers (definition starts here)

## Condimate Bottle
FREESLOT
SPR_CDMB
sfx_FHCDMB
S_CDMBIDLE

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

FOLLOWER
Name = Condimate_Bottle
Icon = ICOFCDMB
Category = Diamond-King
HornSound = DSFHCDMB
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_CDMBIDLE

## Happy Meal
FREESLOT
SPR_HPML
sfx_FHHPML
S_HPMLIDLE

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

FOLLOWER
Name = Happy_Meal
Icon = ICOFHPML
Category = Diamond-King
HornSound = DSFHHPML
DefaultColor = ketchup
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_HPMLIDLE

## Helicopter Emoji
FREESLOT
SPR_HCEJ
sfx_FHHCEJ
S_HCEJIDLE

STATE S_HCEJIDLE
SpriteName = SPR_HCEJ
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_HCEJIDLE

FOLLOWER
Name = Heli._Emoji
Icon = ICOFHCEJ
Category = Diamond-King
HornSound = DSFHHCEJ
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_HCEJIDLE

## Gino Fratelli
FREESLOT
SPR_GOFR
sfx_FHGOFR
S_GOFRIDLE

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

FOLLOWER
Name = Gino_Fratelli
Icon = ICOFGOFR
Category = Diamond-King
HornSound = DSFHGOFR
DefaultColor = grey
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 = 0*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_GOFRIDLE

## Khonjin Logo
FREESLOT
SPR_KHJN
sfx_FHKHJN
S_KHJNIDLE

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

FOLLOWER
Name = Khonjin_Logo
Icon = ICOFKHJN
Category = Diamond-King
HornSound = DSFHKHJN
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_KHJNIDLE

## Jotaro but really really fast
FREESLOT
SPR_JBRF
sfx_FHJBRF
S_JBRFIDLE
S_JBRFFOLLOW
S_JBRFHURT
S_JBRFLOSE
S_JBRFWIN
S_JBRFHITCONFIRM
S_JBRFRING

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

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

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

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

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

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

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

FOLLOWER
Name = Jotaro_BRRF
Icon = ICOFJBRF
Category = Diamond-King
HornSound = DSFHJBRF
DefaultColor = steel
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_JBRFIDLE
FollowState = S_JBRFFOLLOW
HurtState = S_JBRFHURT
LoseState = S_JBRFLOSE
WinState = S_JBRFWIN
HitConfirmState = S_JBRFHITCONFIRM
RingState = S_JBRFRING
