Freeslot
S_YELLOW_LUM_1
S_YELLOW_LUM_2
S_YELLOW_LUM_3
S_YELLOW_LUM_4
S_YELLOW_LUM_GOT_1
S_YELLOW_LUM_GOT_2
S_YELLOW_LUM_GOT_3
S_YELLOW_LUM_GOT_4
S_YELLOW_LUM_GOT_5
S_YELLOW_LUM_GOT_6
S_YELLOW_LUM_GOT_7
SPR_YLUM

Object MT_YELLOW_LUM
#$Category Enchanted Enclave
#$Name Yellow Lum
#$Sprite YLUMA0
MapThingNum = 3100
SpawnState = S_YELLOW_LUM_1
SpawnHealth = 1
SeeState = S_YELLOW_LUM_1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_YELLOW_LUM_GOT_1
XDeathState = S_NULL
DeathSound = sfx_yellum
Speed = 12
Radius = 30*FRACUNIT
Height = 28*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPECIAL|MF_NOGRAVITY
RaiseState = S_NULL

State S_YELLOW_LUM_1
SpriteName = SPR_YLUM
SpriteFrame = A|TR_TRANS20|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = 2
Next = S_YELLOW_LUM_2

State S_YELLOW_LUM_2
SpriteName = SPR_YLUM
SpriteFrame = B|TR_TRANS20|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = 1
Next = S_YELLOW_LUM_3

State S_YELLOW_LUM_3
SpriteName = SPR_YLUM
SpriteFrame = C|TR_TRANS20|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = 2
Next = S_YELLOW_LUM_4

State S_YELLOW_LUM_4
SpriteName = SPR_YLUM
SpriteFrame = B|TR_TRANS20|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = 1
Next = S_YELLOW_LUM_1

State S_YELLOW_LUM_GOT_1
SpriteName = SPR_YLUM
SpriteFrame = D|TR_TRANS20|FF_FULLBRIGHT
Duration = 3
Next = S_YELLOW_LUM_GOT_2

State S_YELLOW_LUM_GOT_2
SpriteName = SPR_YLUM
SpriteFrame = E|TR_TRANS20|FF_FULLBRIGHT
Duration = 2
Next = S_YELLOW_LUM_GOT_3

State S_YELLOW_LUM_GOT_3
SpriteName = SPR_YLUM
SpriteFrame = F|TR_TRANS30|FF_FULLBRIGHT
Duration = 3
Next = S_YELLOW_LUM_GOT_4

State S_YELLOW_LUM_GOT_4
SpriteName = SPR_YLUM
SpriteFrame = G|TR_TRANS30|FF_FULLBRIGHT
Duration = 2
Next = S_YELLOW_LUM_GOT_5

State S_YELLOW_LUM_GOT_5
SpriteName = SPR_YLUM
SpriteFrame = H|TR_TRANS40|FF_FULLBRIGHT
Duration = 3
Next = S_YELLOW_LUM_GOT_6

State S_YELLOW_LUM_GOT_6
SpriteName = SPR_YLUM
SpriteFrame = I|TR_TRANS40|FF_FULLBRIGHT
Duration = 2
Next = S_YELLOW_LUM_GOT_7

State S_YELLOW_LUM_GOT_7
SpriteName = SPR_YLUM
SpriteFrame = J|TR_TRANS50|FF_FULLBRIGHT
Duration = 3
Next = S_NULL