Character
SkinName = sonki
DisplayName = Sonki
TagTextColor = SKINCOLOR_Blue
TagOutlineColor = SKINCOLOR_Icy
PlayerText = ^4Sonki ^0 is back! Did ya miss him? I know I really missed him...

^3Cool Moves:^0 
Momentum Thok:
It's like the jumpthok, but it has no speedcap

Bounce:
Press spin in the air to bounce on the ground. Combo this with the jumpthok for some extra height!

Spindash:
Hold spin on the ground to charge a spindash!
#

Freeslot
MT_SPRINGTRICKRING
S_SPTR1
S_SPTR2
S_SPTR3
S_SPTR4
S_SPTR5
S_SPTR6
S_SPTR7
S_SPTR8
S_SPTR9
S_SPTR10
SPR_SPTR

Thing MT_SPRINGTRICKRING
SpawnState = S_SPTR1
SpawnHealth = 1000
ReactionTime = TICRATE
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT

State S_SPTR1
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|A|FF_ANIMATE
Duration = 1
Var1 = 1
Var2 = 10
Next = S_SPTR2

State S_SPTR2
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|B|FF_ANIMATE
Duration = 1
Next = S_SPTR3

State S_SPTR3
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|C|FF_ANIMATE
Duration = 1
Next = S_SPTR4

State S_SPTR4
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|D|FF_ANIMATE
Duration = 1
Next = S_SPTR5

State S_SPTR5
SpriteName = SPTR
SpriteFrame = TR_TRANS60|FF_PAPERSPRITE|E|FF_ANIMATE
Duration = 1
Next = S_SPTR6

State S_SPTR6
SpriteName = SPTR
SpriteFrame = TR_TRANS60|FF_PAPERSPRITE|F|FF_ANIMATE
Duration = 1
Next = S_NULL

Freeslot
MT_JUMPTHOKRING
S_JMTR1
S_JMTR2
S_JMTR3
S_JMTR4
S_JMTR5
S_JMTR6
S_JMTR7
S_JMTR8
S_JMTR9
S_JMTR10

Thing MT_JUMPTHOKRING
SpawnState = S_JMTR1
SpawnHealth = 1000
ReactionTime = TICRATE
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT

State S_JMTR1
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|A|FF_ANIMATE
Duration = 1
Var1 = 1
Var2 = 10
Next = S_JMTR2

State S_JMTR2
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|B|FF_ANIMATE
Duration = 1
Next = S_JMTR3

State S_JMTR3
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|C|FF_ANIMATE
Duration = 1
Next = S_JMTR4

State S_JMTR4
SpriteName = SPTR
SpriteFrame = TR_TRANS20|FF_PAPERSPRITE|D|FF_ANIMATE
Duration = 1
Next = S_JMTR5

State S_JMTR5
SpriteName = SPTR
SpriteFrame = TR_TRANS60|FF_PAPERSPRITE|E|FF_ANIMATE
Duration = 1
Next = S_JMTR6

State S_JMTR6
SpriteName = SPTR
SpriteFrame = TR_TRANS60|FF_PAPERSPRITE|F|FF_ANIMATE
Duration = 1
Next = S_NULL


Thing MT_TAUNT
SpawnState = S_TAUNT
SpawnHealth = 1000
ReactionTime = TICRATE
Speed = 0
Dispoffset = -60
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_SCENERY

State S_TAUNT
SpriteName = TANT
SpriteFrame = A|TR_TRANS10|FF_SEMIBRIGHT|FF_ANIMATE
Duration = 18
Action = A_CapeChase
Var1 = 9
Var2 = 2
Next = S_NULL

Freeslot
S_EXPL_0
SPR_EXLP

State S_EXPL_0
SpriteName = EXLP
SpriteFrame = A
SpriteFrame = A|FF_ANIMATE
Duration = 15
Var1 = 8
Var2 = 2
Next = S_NULL