Freeslot
S_COLORREDRING
S_COLORAUTOMATIC
S_COLORBOUNCE
S_COLORSCATTER
S_COLORGRENADE
S_COLOREXPLOSION
S_COLORINFINITY
SPR_FRNB
SPR_FRNE
SPR_FRNI

FRAME S_RRNG1
SPRITENUMBER = RRNG
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORREDRING
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORREDRING
SPRITENUMBER = RRNG
SPRITEFRAME = A
DURATION = 0
NEXT = S_RRNG2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = 0

FRAME S_THROWNAUTOMATIC1
SPRITENUMBER = TAUT
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORAUTOMATIC
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORAUTOMATIC
SPRITENUMBER = TAUT
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNAUTOMATIC2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = 0

FRAME S_THROWNBOUNCE1
SPRITENUMBER = RNGB
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORBOUNCE
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORBOUNCE
SPRITENUMBER = RNGB
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNBOUNCE2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = 0

FRAME S_THROWNSCATTER
SPRITENUMBER = TSCR
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORSCATTER
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORSCATTER
SPRITENUMBER = TSCR
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNSCATTER
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = 0

FRAME S_THROWNGRENADE1
SPRITENUMBER = TGRE
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORGRENADE
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORGRENADE
SPRITENUMBER = TGRE
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNGRENADE2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = -8

FRAME S_THROWNEXPLOSION1
SPRITENUMBER = RNGE
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLOREXPLOSION
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLOREXPLOSION
SPRITENUMBER = RNGE
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNEXPLOSION2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = -19

FRAME S_THROWNINFINITY1
SPRITENUMBER = RNGI
SPRITEFRAME = A
DURATION = 1
NEXT = S_COLORINFINITY
ACTION = A_THROWNRING
VAR1 = 0
VAR2 = 0

FRAME S_COLORINFINITY
SPRITENUMBER = RNGI
SPRITEFRAME = A
DURATION = 0
NEXT = S_THROWNINFINITY2
ACTION = A_ChangeColorAbsolute
VAR1 = 1
VAR2 = 0

FRAME S_BOUNCERINGAMMO
SPRITENUMBER = SPR_FRNB
SPRITEFRAME = A|FF_ANIMATE|FF_GLOBALANIM
DURATION = -1
NEXT = S_BOUNCERINGAMMO
ACTION = None
VAR1 = 34
VAR2 = 1

FRAME S_EXPLOSIONRINGAMMO
SPRITENUMBER = SPR_FRNE
SPRITEFRAME = A|FF_ANIMATE|FF_GLOBALANIM
DURATION = -1
NEXT = S_EXPLOSIONRINGAMMO
ACTION = None
VAR1 = 34
VAR2 = 1

FRAME S_INFINITYRINGAMMO
SPRITENUMBER = SPR_FRNI
SPRITEFRAME = A|FF_ANIMATE|FF_GLOBALANIM
DURATION = -1
NEXT = S_INFINITYRINGAMMO
ACTION = None
VAR1 = 34
VAR2 = 1

//waiting for the day that somebody fixes the documentation for mt_spark on the wiki so i can add colored ring particals, I could dive into the source code but thats super scary.
//FRAME S_SPRK1
//SPRITENUMBER = SPR_SPRK
//SPRITEFRAME = A
//DURATION = 1
//NEXT = S_SPRK2
//ACTION = A_ChangeColorAbsolute
//VAR1 = 1
//VAR2 = 0