## 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 = mustard
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

## Eggman's so mad
FREESLOT
SPR_EMSM
sfx_FHEMSM
S_EMSMIDLE

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

FOLLOWER
Name = Eggman's_so_mad
Icon = ICOFEMSM
Category = Diamond-King
HornSound = DSFHEMSM
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_EMSMIDLE

## AI Plankton
FREESLOT
SPR_DRJR
sfx_FHDRJR
S_DRJRIDLE

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

FOLLOWER
Name = AI_Plankton
Icon = ICOFDRJR
Category = Diamond-King
HornSound = DSFHDRJR
DefaultColor = turquoise
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_DRJRIDLE

## Goomba, Frick you!
FREESLOT
SPR_GBFU
sfx_FHGBFU
S_GBFUIDLE
S_GBFUFOLLOW
S_GBFUHURT
S_GBFULOSE
S_GBFUWIN
S_GBFUHITCONFIRM
S_GBFURING

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

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

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

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

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

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

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

FOLLOWER
Name = Goomba_FU
Icon = ICOFGBFU
Category = Diamond-King
HornSound = DSFHGBFU
DefaultColor = wristwatch
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_GBFUIDLE
FollowState = S_GBFUFOLLOW
HurtState = S_GBFUHURT
LoseState = S_GBFULOSE
WinState = S_GBFUWIN
HitConfirmState = S_GBFUHITCONFIRM
RingState = S_GBFURING

## Steven
FREESLOT
SPR_STVN
sfx_FHSTVN
S_STVNIDLE

STATE S_STVNIDLE
SpriteName = SPR_STVN
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_STVNIDLE

FOLLOWER
Name = Steven
Icon = ICOFSTVN
Category = Diamond-King
HornSound = DSFHSTVN
DefaultColor = white
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 = 1*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_STVNIDLE

## MEDIC GAMING
FREESLOT
SPR_MGAM
sfx_FHMGAM
S_MGAMIDLE

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

FOLLOWER
Name = MEDIC_GAMING
Icon = ICOFMGAM
Category = Diamond-King
HornSound = DSFHMGAM
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_MGAMIDLE

$$ Brombus (big thank to Super for additional help!)
FREESLOT
SPR_BROM
sfx_FHBROM
S_BROMIDLE
S_BROMFOLLOW

STATE S_BROMIDLE
SpriteName = SPR_BROM
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_BROMIDLE

STATE S_BROMFOLLOW
SpriteName = SPR_BROM
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_BROMFOLLOW

FOLLOWER
Name = Brombus
Icon = ICOFBROM
Category = Diamond-King
HornSound = DSFHBROM
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 0
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 = 1
RingTime = 1
IdleState = S_BROMIDLE
FollowState = S_BROMFOLLOW

$$ Booba Cube
FREESLOT
SPR_BOCU
sfx_FHBOCU
S_BOCUIDLE

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

FOLLOWER
Name = Booba_Cube
Icon = ICOFBOCU
Category = Diamond-King
HornSound = DSFHBOCU
DefaultColor = silver
Mode = FLOAT
Scale = 1*FRACUNIT/1
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 = 1
RingTime = 1
IdleState = S_BOCUIDLE

$$ WhatsApp
FREESLOT
SPR_WHAP
sfx_FHWHAP
S_WHAPIDLE

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

FOLLOWER
Name = WhatsApp
Icon = ICOFWHAP
Category = Diamond-King
HornSound = DSFHWHAP
DefaultColor = pistachio
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 0*FRACUNIT
VertLag = 0*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_WHAPIDLE

$$ A Y-Y'know what would hit the spot?
FREESLOT
SPR_HITS
sfx_FHHITS
S_HITSIDLE

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

FOLLOWER
Name = Hit_The_Spot
Icon = ICOFHITS
Category = Diamond-King
HornSound = DSFHHITS
DefaultColor = silver
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 53*FRACUNIT
Height = 1*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_HITSIDLE\

$$ 4x4 Lego Brick
FREESLOT
SPR_LBRI
sfx_FHLBRI
S_LBRIIDLE

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

FOLLOWER
Name = 4x4_Brick
Icon = ICOFLBRI
Category = Diamond-King
HornSound = DSFHLBRI
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/1
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 = 1
RingTime = 1
IdleState = S_LBRIIDLE