# ========
# RELEASE - UPDATE 1
# DICE FOLLOWERS
# ========

#
# ========
# Kart Buddy
# ========
#
FREESLOT
SPR_AQKR
S_AQKARTBUDDYIDLE
S_AQKARTBUDDYDRIVE
S_AQKARTBUDDYSPINOUT

STATE S_AQKARTBUDDYIDLE
SpriteName = SPR_AQKR
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 1
Next = S_AQKARTBUDDYIDLE

STATE S_AQKARTBUDDYDRIVE
SpriteName = SPR_AQKR
SpriteFrame = C|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 1
Next = S_AQKARTBUDDYDRIVE

STATE S_AQKARTBUDDYSPINOUT
SpriteName = SPR_AQKR
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQKARTBUDDYSPINOUT

FOLLOWER
Name = Kart_Buddy
DefaultColor = Green
AtAngle = 260
ZOffs = 0*FRACUNIT
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 0
Mode = GROUND
IdleState = S_AQKARTBUDDYIDLE
FollowState = S_AQKARTBUDDYDRIVE
HurtState = S_AQKARTBUDDYSPINOUT
Icon = ICOFAQKR
Category = DiceCompanions
HornSound = DSFHAQKR

#
# ========
# Amy Chao
# Thank you for commissioning me, CallieMacN!
# ========
#

FREESLOT
SPR_AQAC
S_AQAMYCHAOIDLE
S_AQAMYCHAOFOLLOW
S_AQAMYCHAOCHEER
S_AQAMYCHAOHURT
S_AQAMYCHAORING

STATE S_AQAMYCHAOIDLE
SpriteName = SPR_AQAC
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQAMYCHAOIDLE

STATE S_AQAMYCHAOFOLLOW
SpriteName = SPR_AQAC
SpriteFrame = B
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQAMYCHAOFOLLOW

STATE S_AQAMYCHAOCHEER
SpriteName = SPR_AQAC
SpriteFrame = C|FF_ANIMATE
Duration = -1
Var1 = 3
Var2 = 3
Next = S_AQAMYCHAOCHEER

STATE S_AQAMYCHAOHURT
SpriteName = SPR_AQAC
SpriteFrame = G|FF_ANIMATE
Duration = -1
Var1 = 3
Var2 = 2
Next = S_AQAMYCHAOHURT

STATE S_AQAMYCHAORING
SpriteName = SPR_AQAC
SpriteFrame = K
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQAMYCHAORING

FOLLOWER
Name = Amy_Chao
DefaultColor = Taffy
AtAngle = 230
ZOffs = 32*FRACUNIT
Distance = 32*FRACUNIT
Height = 32*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_AQAMYCHAOIDLE
FollowState = S_AQAMYCHAOFOLLOW
WinState = S_AQAMYCHAOCHEER
HitConfirmState = S_AQAMYCHAOCHEER
LoseState = S_AQAMYCHAOHURT
HurtState = S_AQAMYCHAOHURT
RingState = S_AQAMYCHAORING
RingTime = 3
Icon = ICOFAQAC
Category = DiceCompanions
HornSound = DSFHAQAC

#
# ========
# Duck Life Duck
# ========
#
FREESLOT
SPR_AQDK
S_AQDUCKLIFESTAND
S_AQDUCKLIFEJUMP1
S_AQDUCKLIFEJUMP2
S_AQDUCKLIFECONF

STATE S_AQDUCKLIFESTAND
SpriteName = SPR_AQDK
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQDUCKLIFESTAND

STATE S_AQDUCKLIFEJUMP1
SpriteName = SPR_AQDK
SpriteFrame = B
Duration = 6
Var1 = 0
Var2 = 0
Next = S_AQDUCKLIFEJUMP2

STATE S_AQDUCKLIFEJUMP2
SpriteName = SPR_AQDK
SpriteFrame = C
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQDUCKLIFEJUMP2

STATE S_AQDUCKLIFECONF
SpriteName = SPR_AQDK
SpriteFrame = D
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQDUCKLIFECONF

FOLLOWER
Name = Duck_Life_Duck
DefaultColor = Yellow
AtAngle = 260
ZOffs = 0*FRACUNIT
Distance = 40*FRACUNIT
Height = 34*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
Mode = GROUND
IdleState = S_AQDUCKLIFESTAND
FollowState = S_AQDUCKLIFEJUMP1
HitConfirmState = S_AQDUCKLIFECONF
Icon = ICOFAQDK
Category = DiceCompanions
HornSound = DSFHAQDK

# ========
# UPDATE 2
# DICE PACK V4
# ========

#
# ========
# Navi
# ========
#
FREESLOT
SPR_AQNV
S_AQNAVI

STATE S_AQNAVI
SpriteName = SPR_AQNV
SpriteFrame = FF_ANIMATE|FF_OVERLAY|FF_FULLBRIGHT
Duration = -1
Var1 = 3
Var2 = 3
Next = S_AQNAVI

FOLLOWER
Name = Navi
DefaultColor = Cerulean
AtAngle = 260
ZOffs = 32*FRACUNIT
Distance = 32*FRACUNIT
Height = 20*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_AQNAVI
Icon = ICOFAQNV
Category = DiceCompanions
HornSound = DSFHAQNV

#
# ========
# Stawberry
# thanks cole
# ========
#

FREESLOT
SPR_AQSB
S_AQSTAWBERRY

STATE S_AQSTAWBERRY
SpriteName = SPR_AQSB
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQSTAWBERRY

FOLLOWER
Name = Stawberry
DefaultColor = Red
AtAngle = 260
ZOffs = 0*FRACUNIT
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 2*FRACUNIT
Mode = GROUND
IdleState = S_AQSTAWBERRY
Icon = ICOFAQSB
Category = DiceCompanions
HornSound = DSFHAQSB

#
# ========
# Adam Lyon
# im sorry
# ========
#

FREESLOT
SPR_AQAD
S_AQADAMLYON
S_AQADAMLYONBOOWOMP
S_AQADAMLYONSMIRK

STATE S_AQADAMLYON
SpriteName = SPR_AQAD
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQADAMLYON

STATE S_AQADAMLYONBOOWOMP
SpriteName = SPR_AQAD
SpriteFrame = B
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQADAMLYONBOOWOMP

STATE S_AQADAMLYONSMIRK
SpriteName = SPR_AQAD
SpriteFrame = C
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQADAMLYONSMIRK

FOLLOWER
Name = Adam_Lyon
DefaultColor = Rosewood
AtAngle = 260
ZOffs = 0*FRACUNIT
Distance = 40*FRACUNIT
Height = 40*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 0
Mode = GROUND
IdleState = S_AQADAMLYON
WinState = S_AQADAMLYONSMIRK
HitConfirmState = S_AQADAMLYONSMIRK
LoseState = S_AQADAMLYONBOOWOMP
HurtState = S_AQADAMLYONBOOWOMP
Icon = ICOFAQAD
Category = DiceCompanions
HornSound = DSFHAQAD

#
# ========
# Puubot
# ========
#

FREESLOT
SPR_AQPU
S_AQPUUBOT
S_AQPUUBOTFLY
S_AQPUUBOTHURT

STATE S_AQPUUBOT
SpriteName = SPR_AQPU
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQPUUBOT

STATE S_AQPUUBOTFLY
SpriteName = SPR_AQPU
SpriteFrame = B|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 2
Next = S_AQPUUBOTFLY

STATE S_AQPUUBOTHURT
SpriteName = SPR_AQPU
SpriteFrame = D
Duration = -1
Var1 = 0
Var2 = 0
Next = S_AQPUUBOTHURT

FOLLOWER
Name = Puubot
DefaultColor = Slate
AtAngle = 230
ZOffs = 32*FRACUNIT
Distance = 50*FRACUNIT
Height = 23*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 30*FRACUNIT
IdleState = S_AQPUUBOT
FollowState = S_AQPUUBOTFLY
HurtState = S_AQPUUBOTHURT
RingTime = 3
Icon = ICOFAQPU
Category = DiceCompanions
HornSound = DSFHAQPU

#
# ========
# Helirin
# ========
#

FREESLOT
SPR_AQHR
S_AQHELIRIN
S_AQHELIRINTRANSBEGINHAPPY
S_AQHELIRINTRANSBEGINHURT
S_AQHELIRINHAPPY
S_AQHELIRINHURT
S_AQHELIRINTRANSEND

STATE S_AQHELIRIN
SpriteName = SPR_AQHR
SpriteFrame = FF_ANIMATE
Duration = -1
Var1 = 3
Var2 = 1
Next = S_AQHELIRIN

STATE S_AQHELIRINTRANSBEGINHAPPY
SpriteName = SPR_AQHR
SpriteFrame = E|FF_ANIMATE
Duration = 4
Var1 = 3
Var2 = 1
Next = S_AQHELIRINHAPPY

STATE S_AQHELIRINTRANSBEGINHURT
SpriteName = SPR_AQHR
SpriteFrame = E|FF_ANIMATE
Duration = 4
Var1 = 3
Var2 = 1
Next = S_AQHELIRINHURT

STATE S_AQHELIRINHAPPY
SpriteName = SPR_AQHR
SpriteFrame = I|FF_ANIMATE
Duration = 35
Var1 = 3
Var2 = 1
Next = S_AQHELIRINTRANSEND

STATE S_AQHELIRINHURT
SpriteName = SPR_AQHR
SpriteFrame = M|FF_ANIMATE
Duration = 35
Var1 = 3
Var2 = 1
Next = S_AQHELIRINTRANSEND

STATE S_AQHELIRINTRANSEND
SpriteName = SPR_AQHR
SpriteFrame = Q|FF_ANIMATE
Duration = 4
Var1 = 3
Var2 = 1
Next = S_AQHELIRIN

FOLLOWER
Name = Helirin
DefaultColor = Sapphire
AtAngle = 230
ZOffs = 50*FRACUNIT
Distance = 40*FRACUNIT
Height = 23*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_AQHELIRIN
HurtState = S_AQHELIRINTRANSBEGINHURT
HitConfirmState = S_AQHELIRINTRANSBEGINHAPPY
Icon = ICOFAQHR
Category = DiceCompanions
HornSound = DSFHAQHR

# ========
# UPDATE 3
# DICE PACK V6
# ========

#
# ========
# Capture Disc
# ========
#

FREESLOT
SPR_AQCD
S_AQCAPTUREDISC

STATE S_AQCAPTUREDISC
SpriteName = SPR_AQCD
SpriteFrame = FF_ANIMATE
Duration = -1
Var1 = 2
Var2 = 5
Next = S_AQCAPTUREDISC

FOLLOWER
Name = Capture Disc
DefaultColor = Platinum
AtAngle = 230
ZOffs = 0*FRACUNIT
Distance = 40*FRACUNIT
Height = 26*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 0
Mode = GROUND
IdleState = S_AQCAPTUREDISC
Icon = ICOFAQCD
Category = DiceCompanions
HornSound = DSFHAQCD