name	ninja
health	150
speed	9
type	enemy
shadow  0
nolife        1
throw         5 2
paingrab 1
grabback 1
grabdistance 40
gfxshadow  1
falldie 2
nodieblink      1
dust du
bflash bflash
thold 12
blockodds 1
aimove chase
aimove wander
aggression      40
diesound	data/chars/ninja/die.wav
projectilehit   enemy obstacle trap
subject_to_wall 0
hostile player 
candamage player obstacle

animationscript 	data/scripts/ani0020.h

palette   data/chars/ninja/map.gif
alternatepal data/chars/ninja/map1.gif
alternatepal data/chars/ninja/map2.gif
alternatepal data/chars/ninja/map3.gif
alternatepal data/chars/ninja/map4.gif

load	kna

anim spawn
      loop	0
      delay	100
      offset	75 183
      frame	data/chars/ninja/emp.gif
      delay	5
      sound	data/chars/ninja/at4.wav
      frame	data/chars/ninja/spaw4.gif
      frame	data/chars/ninja/spaw3.gif
      frame	data/chars/ninja/spaw2.gif
      delay	8
      bbox	55 90 47 80
      frame	data/chars/ninja/spawn1.gif
      offset	75 170
      bbox	55 78 47 75
      delay	15
      frame	data/chars/ninja/idle1.gif

anim idle
	loop	1
	delay	15
      offset	75 170
      bbox	55 78 47 80
      @cmd    clearL
      frame	data/chars/ninja/idle.gif
      frame	data/chars/ninja/idle1.gif
      frame	data/chars/ninja/idle2.gif
      frame	data/chars/ninja/idle1.gif

anim walk
	loop	1
      delay   12
	offset	75 170
      bbox	55 78 47 80
	frame	data/chars/ninja/w1.gif
	frame	data/chars/ninja/w2.gif
	frame	data/chars/ninja/w3.gif
	frame	data/chars/ninja/w4.gif
	frame	data/chars/ninja/w5.gif
      frame	data/chars/ninja/w6.gif

anim BLOCK
      loop	0
	delay	5
	offset	75 170
	bbox	55 78 47 80
	frame	data/chars/ninja/bl1.gif
      frame	data/chars/ninja/bl2.gif
      delay	2
      offset	78 170
	frame	data/chars/ninja/bl2.gif
      offset	75 170
      frame	data/chars/ninja/bl2.gif
      offset	72 170
      frame	data/chars/ninja/bl2.gif
      offset	75 170
      frame	data/chars/ninja/bl2.gif
      delay	3
      move -4
      frame	data/chars/ninja/bl2.gif
      frame	data/chars/ninja/bl2.gif
      frame	data/chars/ninja/bl1.gif
      frame	data/chars/ninja/bl1.gif
      frame	data/chars/ninja/bl1.gif

anim grabbed
      loop	0
	delay	5
	offset	75 170
      frame	data/chars/ninja/pain4.gif

anim GRABBEDWALK
      loop	0
	delay	5
	offset	66 191
      frame	data/chars/ninja/pain2.gif

anim follow1
      loop	1
	delay	1
	offset	75 170
      bbox	0 0 0 0
      frame	data/chars/ninja/pain4.gif

anim follow2
      loop	1
	delay	5
	offset	75 170
      frame	data/chars/ninja/pain4.gif

anim pain
	loop	0
	delay	4
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/ninja/pain2.gif
      offset	77 170
	frame	data/chars/ninja/pain2.gif
      offset	74 170
	frame	data/chars/ninja/pain2.gif
      offset	76 170
      frame	data/chars/ninja/pain2.gif
      offset	75 170
      frame	data/chars/ninja/pain2.gif
      delay	12
      frame	data/chars/ninja/idle1.gif

anim pain2
	loop	0
	delay	3
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/ninja/pain2.gif
      offset	77 170
	frame	data/chars/ninja/pain2.gif
      sound	data/chars/ninja/pain.wav
      offset	73 170
	frame	data/chars/ninja/pain2.gif
      offset	77 170
      frame	data/chars/ninja/pain2.gif
      offset	75 170
      frame	data/chars/ninja/pain2.gif
      delay	45
      frame	data/chars/ninja/pain4.gif
      frame	data/chars/ninja/pain4.gif

anim pain3
	loop	0
      delay	5
      offset	75 170
      bbox	25 145 100 30
	frame	data/chars/ninja/fall04.gif

anim pain4
	loop	0
      delay	5
      offset	75 170
	frame	data/chars/ninja/fall04.gif

anim pain12
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/ninja/pain4.gif
      offset	77 170
	frame	data/chars/ninja/pain4.gif
      offset	73 170
	frame	data/chars/ninja/pain4.gif
      offset	77 170
      frame	data/chars/ninja/pain4.gif
      offset	75 170
      frame	data/chars/ninja/pain4.gif
      delay	3
      move -4
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif

anim pain13
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
      move -4
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain2.gif

anim bpain
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
      @cmd    spawnbind "EEFlame" -12 41 1
	frame	data/chars/ninja/bpain04.gif
      offset	77 170
	frame	data/chars/ninja/bpain04.gif
      offset	73 170
	frame	data/chars/ninja/bpain4.gif
      offset	77 170
      frame	data/chars/ninja/bpain4.gif
      offset	75 170
      frame	data/chars/ninja/bpain4.gif
      delay	3
      move -4
      frame	data/chars/ninja/bpain02.gif
      frame	data/chars/ninja/bpain02.gif
      frame	data/chars/ninja/bpain2.gif
      frame	data/chars/ninja/bpain2.gif
      frame	data/chars/ninja/bpain02.gif
      frame	data/chars/ninja/bpain02.gif
      frame	data/chars/ninja/bpain2.gif
      frame	data/chars/ninja/bpain2.gif

anim pain7
	loop	0
	delay	4
	offset	75 170
	frame	data/chars/ninja/pain2.gif
      offset	77 170
	frame	data/chars/ninja/pain2.gif
      offset	74 170
	frame	data/chars/ninja/pain2.gif
      offset	76 170
      frame	data/chars/ninja/pain2.gif
      offset	75 170
      frame	data/chars/ninja/pain2.gif
      frame	data/chars/ninja/pain4.gif
      frame	data/chars/ninja/pain4.gif
      frame	data/chars/ninja/pain4.gif
      frame	data/chars/ninja/pain4.gif

anim fall
	loop	0
      delay   10
	offset	95 170
      bouncefactor 3.5
      landframe 6
      @cmd    degravity 0
      frame	data/chars/ninja/fall01.gif
	frame	data/chars/ninja/fall01.gif
      bbox	55 78 80 57
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ninja/fall02.gif
	frame	data/chars/ninja/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/ninja/fall03.gif
      delay   40
	frame	data/chars/ninja/fall03.gif
      delay   8
      bbox	25 145 100 30
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim fall4
      loop	0
      delay   2
	offset	75 170
      attack10  50 90 60 70 5 1 1 1
      move -4
      @cmd    degravity 0
      frame	data/chars/ninja/pain5.gif
      frame	data/chars/ninja/pain5.gif
      frame	data/chars/ninja/pain5.gif
      delay   2
      move -5
      offset	95 155
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      move -4
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      bbox	50 90 60 70
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      move -3
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      offset	95 175
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      move -3
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      delay   80
	frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      

anim fall6
      loop	0
      delay   1000
	offset	75 170
      frame	data/chars/ninja/dsla1.gif
	frame	data/chars/ninja/dsla2.gif
	frame	data/chars/ninja/dsla3.gif
      frame	data/chars/ninja/sla2.gif
      offset	123 140
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/sla3.gif
      offset	125 120
      frame	data/chars/ninja/sla2.gif
      offset	75 170
      frame	data/chars/ninja/pain4.gif
      offset	83 140
      frame	data/chars/ninja/sla1.gif
      frame	data/chars/ninja/sla2.gif
      frame	data/chars/ninja/rjsla3.gif
      offset	75 150
      frame	data/chars/ninja/rjsla4.gif
      frame	data/chars/ninja/rjsla5.gif

anim fall7
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/ninja/sla1.gif
      offset	112 145
	frame	data/chars/ninja/sla2.gif
      offset	90 145
	frame	data/chars/ninja/sla3.gif
      frame	data/chars/ninja/sla4.gif
      sound	data/sounds/fall.wav
      offset	75 170
      frame	data/chars/ninja/fall04.gif
      offset	85 145
      frame	data/chars/ninja/sla1.gif
      frame	data/chars/ninja/sla1.gif
      offset	98 138
      frame	data/chars/ninja/ssla3.gif
      frame	data/chars/ninja/rjsla3.gif
      frame	data/chars/ninja/rjsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/rjsla4.gif
      frame	data/chars/ninja/rjsla5.gif
      frame	data/chars/ninja/rjsla6.gif
      frame	data/chars/ninja/sla1.gif
      frame	data/chars/ninja/sla1.gif
      frame	data/chars/ninja/ssla3.gif
      frame	data/chars/ninja/sla2.gif
      offset	123 170
      frame	data/chars/ninja/sla3.gif
      offset	98 138
      frame	data/chars/ninja/hsla1.gif
      frame	data/chars/ninja/hsla2.gif
      frame	data/chars/ninja/hsla3.gif
      frame	data/chars/ninja/hsla2.gif
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/hsla2.gif
      frame	data/chars/ninja/hsla4.gif
      frame	data/chars/ninja/rj1.gif
      frame	data/chars/ninja/gsla3.gif
      frame	data/chars/ninja/rj3.gif
      frame	data/chars/ninja/hsla4.gif
      offset	98 148
      frame	data/chars/ninja/hsla4.gif
      offset	116 170
      frame	data/chars/ninja/pain41.gif
      frame	data/chars/ninja/pain21.gif
      offset	75 170
      frame	data/chars/ninja/pain4.gif

anim fall8
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/ninja/gsla1.gif
      offset	112 145
	frame	data/chars/ninja/gsla2.gif
      offset	90 145
	frame	data/chars/ninja/gsla3.gif
      frame	data/chars/ninja/gsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/gsla6.gif
      offset	115 170
      frame	data/chars/ninja/dsla1.gif
      offset	115 145
	frame	data/chars/ninja/gsla3.gif
      offset	75 170
      frame	data/chars/ninja/pain4.gif
      offset	105 170
      frame	data/chars/ninja/gfall04.gif
      offset	75 148
      frame	data/chars/ninja/rjsla4.gif
      frame	data/chars/ninja/rjsla5.gif
      offset	95 170
      frame	data/chars/ninja/fall04.gif
      offset	75 143
      frame	data/chars/ninja/hsla2.gif
      frame	data/chars/ninja/hsla4.gif
      offset	124 170
      frame	data/chars/ninja/pain4.gif
      offset	95 170
      frame	data/chars/ninja/fall01.gif
      frame	data/chars/ninja/fall02.gif
      frame	data/chars/ninja/fall03.gif
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall05.gif
      offset	104 170
      frame	data/chars/ninja/gsla2.gif
      frame	data/chars/ninja/gsla3.gif
      frame	data/chars/ninja/gsla4.gif
      frame	data/chars/ninja/gfall04.gif
      frame	data/chars/ninja/gfall05.gif

anim fall9
	loop	0
      delay   20
	offset	98 138
      landframe 3
      bbox	30 90 95 45
      @cmd    degravity 0
      attack10  60 100 60 30 5 1 1 1
	frame	data/chars/ninja/fall03.gif
      frame	data/chars/ninja/fall03.gif
      offset	95 170
      bbox	25 145 100 30
      delay   100
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim fall5
	loop	0
      delay   8
      bbox	55 78 47 80
      landframe 6
      offset	123 170
      @cmd    degravity 0
      attack10  60 100 60 30 5 1 1 1
      frame	data/chars/ninja/sla3.gif
      frame	data/chars/ninja/sla3.gif
      delay   10
      offset	98 138
      bbox	55 78 80 57
      frame	data/chars/ninja/fall02.gif
      frame	data/chars/ninja/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/ninja/fall03.gif
      delay   500
      frame	data/chars/ninja/fall03.gif
      offset	95 170
      delay   8
      bbox	25 145 100 30
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif


anim fall10
	loop	0
      delay   20
	offset	98 138
      landframe 3
      @cmd    degravity 0
      attack10  60 100 60 30 5 1 1 1
	frame	data/chars/ninja/fall01.gif
      frame	data/chars/ninja/fall02.gif
      offset	95 170
      delay   100
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim fall3
	loop	0
      delay	9
      offset	95 170
      bbox	25 145 100 30
      @script
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
      frame	data/chars/ninja/fall04.gif
      @cmd    degravity 0
	frame	data/chars/ninja/fall05.gif

anim fall14
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity -0.27
      frame	data/chars/ninja/fall08.gif
	frame	data/chars/ninja/fall08.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ninja/fall09.gif
	frame	data/chars/ninja/fall09.gif
      delay   20
	frame	data/chars/ninja/fall09.gif
      delay   40
	frame	data/chars/ninja/fall09.gif
      delay   8
      @cmd    degravity 0
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim fall15
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity 0
      frame	data/chars/ninja/fall01.gif
	frame	data/chars/ninja/fall01.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ninja/fall02.gif
	frame	data/chars/ninja/fall02.gif
      delay   20
	frame	data/chars/ninja/fall03.gif
      delay   40
	frame	data/chars/ninja/fall03.gif
      delay   8
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim fall16
	loop	0
      delay   4
	offset	75 170
      landframe 25
      @cmd    degravity 0
      @cmd    spawnbind "elect" 0 0 1
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
	frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
	frame	data/chars/ninja/pain6.gif
      frame	data/chars/ninja/shock1.gif
      frame	data/chars/ninja/pain6.gif
      delay   40
	frame	data/chars/ninja/shock1.gif
      offset	95 170
      delay   8
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim burn
	loop	0
      delay   7
	offset	95 170
      landframe 15
      @cmd    degravity 0
      @cmd    spawnbind "EFlame" -16 47 1
      frame	data/chars/ninja/burn01.gif
	frame	data/chars/ninja/burn1.gif
      frame	data/chars/ninja/burn01.gif
	frame	data/chars/ninja/burn1.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ninja/burn02.gif
	frame	data/chars/ninja/burn2.gif
      frame	data/chars/ninja/burn02.gif
	frame	data/chars/ninja/burn2.gif
	frame	data/chars/ninja/burn03.gif
	frame	data/chars/ninja/burn3.gif
      frame	data/chars/ninja/burn03.gif
      frame	data/chars/ninja/burn3.gif
	frame	data/chars/ninja/burn03.gif
      frame	data/chars/ninja/burn3.gif
      delay   40
	frame	data/chars/ninja/burn03.gif
      delay   7
      bbox	25 145 100 30
	frame	data/chars/ninja/burn4.gif
      frame	data/chars/ninja/burn04.gif
      frame	data/chars/ninja/burn4.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ninja/fall05.gif

anim follow8
	loop	0
      delay   80
	offset	95 170
      bbox	25 145 100 30
      frame	data/chars/ninja/fall05.gif

anim rise
	loop	0
      delay   10
	offset	95 170
      frame	data/chars/ninja/fall05.gif
	delay	6
	frame	data/chars/ninja/rise1.gif
      @cmd    riseattack 120 40 "ANI_FOLLOW13"
	frame	data/chars/ninja/rise2.gif
	frame	data/chars/ninja/rise3.gif
	frame	data/chars/ninja/rise4.gif
      frame	data/chars/ninja/rise5.gif
	frame	data/chars/ninja/rise6.gif
	frame	data/chars/ninja/rise7.gif
      delay	8
      offset	75 170
      frame	data/chars/ninja/j1.gif

anim attack1
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
      }
    }
@end_script
	loop	0
      range 15 90
      followcond 1
      followanim 3
	loop	0
      delay   8
	offset	75 170
      bbox	55 78 50 80
      frame	data/chars/ninja/a1.gif
      sound	data/sounds/air6.wav
      frame	data/chars/ninja/a2.gif
      attack  90 78 51 35 5 0 0 0 13
      frame	data/chars/ninja/a3.gif
      delay   6
      attack 0 0 0 0 0 0
      frame	data/chars/ninja/a3.gif
      frame	data/chars/ninja/a2.gif
      delay   8
      frame	data/chars/ninja/a1.gif

anim follow3
      loop	0
      followcond 1
      followanim 4
      delay   13
	offset	75 170
      bbox	55 78 50 80
      frame	data/chars/ninja/a3.gif
      delay   8
      frame	data/chars/ninja/a2.gif
      sound	data/sounds/air5.wav
      delay   9
      frame	data/chars/ninja/aaaa2.gif
      attack  90 78 53 35 5 0 0 0 14
      frame	data/chars/ninja/aaaa3.gif
      attack 0 0 0 0 0 0
      frame	data/chars/ninja/aaaa3.gif
      delay   8
      frame	data/chars/ninja/aaaa2.gif
      frame	data/chars/ninja/a2.gif
      frame	data/chars/ninja/a1.gif

anim follow4
	loop	0
      delay   14
      offset	75 170
      bbox	55 78 47 75
      hitflash  ffla
      hitfx   data/sounds/beat2.wav
      frame	data/chars/ninja/aaaa3.gif
      delay   8
      frame	data/chars/ninja/aaaa2.gif
      frame	data/chars/ninja/a2.gif
      delay 6
      sound	data/chars/ninja/at2.wav
      frame	data/chars/ninja/aaa7.gif
      frame	data/chars/ninja/aaa6.gif
      sound	data/sounds/air3.wav
      frame	data/chars/ninja/aaa5.gif
      attack  90 86 68 35 10 1 0 0 12
      dropv 3 3
      frame	data/chars/ninja/aaa4.gif
      delay 7
      attack 0 0 0 0 0 0
      frame	data/chars/ninja/aaa3.gif
      frame	data/chars/ninja/aaa2.gif
      frame	data/chars/ninja/aaa1.gif
      frame	data/chars/ninja/a1.gif

anim follow5
      loop	0
      delay   15
      offset	75 170
      followcond 1
      followanim 15
      jumpframe 4 2.5 -2.5
      landframe 7 dus
      bbox	55 78 47 75
      hitfx   data/sounds/beat2.wav
      sound	data/chars/ninja/at1.wav
      frame	data/chars/ninja/j1.gif
      delay 7
      sound	data/sounds/air5.wav
      frame	data/chars/ninja/aa1.gif
      frame	data/chars/ninja/aa2.gif
      attack  90 100 55 35 5 0 0 0 10
      frame	data/chars/ninja/aa3.gif
      attack 0 0 0 0 0 0
      bbox	0 0 0 0
      delay   13
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   20
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim follow15
      loop	0
      delay   10
      offset	75 170
      jumpframe 3 2.5 -2.5
      landframe 6 dus
      bbox	55 78 47 75
      hitfx   data/sounds/beat2.wav
      frame	data/chars/ninja/aa3.gif
      delay   7
      sound	data/sounds/air5.wav
      frame	data/chars/ninja/aa4.gif
      attack  90 100 61 35 5 1 0 0 10
      frame	data/chars/ninja/aa5.gif
      attack 0 0 0 0 0 0
      bbox	0 0 0 0
      delay   13
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   20
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim follow6
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW7"));
      }
    }
@end_script
	loop	0
      delay	7
      offset	75 183
      bbox	55 90 47 80
      frame	data/chars/ninja/spawn1.gif
      bbox	0 0 0 0
      delay	5
      sound	data/chars/ninja/at4.wav
      frame	data/chars/ninja/spaw2.gif
      frame	data/chars/ninja/spaw3.gif
      frame	data/chars/ninja/spaw4.gif
      delay	9
      movez -20
      frame	data/chars/ninja/emp.gif
      frame	data/chars/ninja/emp.gif
      movez 0
      delay	5
      frame	data/chars/ninja/spaw4.gif
      frame	data/chars/ninja/spaw3.gif
      frame	data/chars/ninja/spaw2.gif
      delay	7
      bbox	55 90 47 80
      frame	data/chars/ninja/spawn1.gif
      offset	75 170
      bbox	55 78 47 75
      delay	15
      frame	data/chars/ninja/idle1.gif
	
anim follow7
	loop	0
      delay	7
      offset	75 183
      bbox	55 90 47 80
      frame	data/chars/ninja/spawn1.gif
      bbox	0 0 0 0
      delay	5
      sound	data/chars/ninja/at4.wav
      frame	data/chars/ninja/spaw2.gif
      frame	data/chars/ninja/spaw3.gif
      frame	data/chars/ninja/spaw4.gif
      delay	9
      movez 20
      frame	data/chars/ninja/emp.gif
      frame	data/chars/ninja/emp.gif
      movez 0
      delay	5
      frame	data/chars/ninja/spaw4.gif
      frame	data/chars/ninja/spaw3.gif
      frame	data/chars/ninja/spaw2.gif
      delay	7
      bbox	55 90 47 80
      frame	data/chars/ninja/spawn1.gif
      offset	75 170
      bbox	55 78 47 75
      delay	15
      frame	data/chars/ninja/idle1.gif

anim attack2
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%25;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW9"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW10"));
      } else if( r < 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW11"));
      }
    }
@end_script
      loop	0
      range 120 200
      delay   15
      offset	75 170
      jumpframe 2 2 -3.5 0 dus
      landframe 6 dus
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   2
      frame	data/chars/ninja/rub1.gif
      bbox	0 0 0 0
      delay   10
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub1.gif
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   10
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim follow13
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%50;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW14"));
      }
    }
@end_script
      loop	0
      delay   15
      offset	75 170
      jumpframe 2 2 -3.5 0.5 dus
      landframe 6 dus
      frame	data/chars/ninja/j1.gif
      delay   2
      frame	data/chars/ninja/rub1.gif
      bbox	0 0 0 0
      delay   10
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub1.gif
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   10
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim follow14
      loop	0
      delay   15
      offset	75 170
      jumpframe 2 2 -3.5 -0.5 dus
      landframe 6 dus
      frame	data/chars/ninja/j1.gif
      delay   2
      frame	data/chars/ninja/rub1.gif
      bbox	0 0 0 0
      delay   10
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub1.gif
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   10
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim follow9
      loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 0.5 dus
      landframe 12 dus
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/ninja/j2.gif
      frame	data/chars/ninja/j2.gif
      bbox	55 70 47 45
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf2.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf2.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf4.gif
      frame	data/chars/ninja/jf4.gif
      delay   40
      bbox	55 78 47 75
      frame	data/chars/ninja/jf5.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/ninja/a1.gif
      frame	data/chars/ninja/j1.gif
      frame	data/chars/ninja/a1.gif

anim follow10
      loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 -0.5 dus
      landframe 12 dus
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/ninja/j2.gif
      frame	data/chars/ninja/j2.gif
      bbox	55 70 47 45
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf2.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf2.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf4.gif
      frame	data/chars/ninja/jf4.gif
      delay   40
      bbox	55 78 47 75
      frame	data/chars/ninja/jf5.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/ninja/a1.gif
      frame	data/chars/ninja/j1.gif
      frame	data/chars/ninja/a1.gif

anim follow11
      loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 0 dus
      landframe 12 dus
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/ninja/j2.gif
      frame	data/chars/ninja/j2.gif
      bbox	55 70 47 45
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf1.gif
      frame	data/chars/ninja/jf2.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/jf2.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf3.gif
      frame	data/chars/ninja/jf4.gif
      @cmd    riseattack2 145 20 "ANI_FOLLOW12"
      frame	data/chars/ninja/jf4.gif
      delay   40
      bbox	55 78 47 75
      frame	data/chars/ninja/jf5.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/ninja/a1.gif
      frame	data/chars/ninja/j1.gif
      frame	data/chars/ninja/a1.gif

anim follow12
      loop	0
	delay	6
      offset	75 170
      bbox	55 78 47 75
      jumpframe 0 0 2.5
      landframe 8 dus
      @cmd    degravity -0.27
      hitfx   data/sounds/beat2.wav
      sound	data/sounds/air5.wav
      frame	data/chars/ninja/jf5.gif
      delay	4
      frame	data/chars/ninja/ja1.gif
      sound	data/chars/ninja/at3.wav
      frame	data/chars/ninja/ja1.gif
      attack3  75 115 50 35 10 1 0 0 25
      frame	data/chars/ninja/ja2.gif
      frame	data/chars/ninja/ja2.gif
      attack3 0 0 0 0 0 0
      frame	data/chars/ninja/ja1.gif
      delay	40
      frame	data/chars/ninja/jf5.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/ninja/a1.gif
      frame	data/chars/ninja/j1.gif
      frame	data/chars/ninja/a1.gif

anim attack3
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW11"));
      }
    }
@end_script
      loop	0
      range 210 310
      delay   8
      offset	75 170
      bbox	55 78 47 75
      custknife kna
	throwframe 2 65
      frame	data/chars/ninja/aaaaa4.gif
      delay   12
      frame	data/chars/ninja/aaaaa1.gif
      sound	data/sounds/air6.wav
      delay   9
      frame	data/chars/ninja/aaaaa2.gif
      sound	data/chars/ninja/at3.wav
      delay   15
      frame	data/chars/ninja/aaaaa3.gif
      delay   8
      frame	data/chars/ninja/aaaaa4.gif
      delay   15
      frame	data/chars/ninja/idle1.gif

anim special
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
      }
    }
@end_script
      loop	0
      delay   15
      offset	75 170
      jumpframe 6 2.5 -2.5
      landframe 9 dus
      bbox	55 78 47 75
      hitfx   data/sounds/beat2.wav
      frame	data/chars/ninja/j1.gif
      delay 7
      sound	data/sounds/air5.wav
      frame	data/chars/ninja/aa1.gif
      frame	data/chars/ninja/aa2.gif
      attack  90 100 50 35 5 0 0 0 10
      frame	data/chars/ninja/aa3.gif
      attack 0 0 0 0 0 0
      sound	data/sounds/air5.wav
      frame	data/chars/ninja/aa4.gif
      attack  90 100 58 35 5 1 0 0 10
      frame	data/chars/ninja/aa5.gif
      attack 0 0 0 0 0 0
      bbox	0 0 0 0
      delay   13
      sound	data/sounds/jumpp.wav
      frame	data/chars/ninja/rub2.gif
      @cmd    degravity -0.27
      frame	data/chars/ninja/rub3.gif
      delay   20
      frame	data/chars/ninja/rub4.gif
      delay   12
      @cmd    degravity 0
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/ninja/j1.gif
      delay   15
      frame	data/chars/ninja/idle1.gif
      

anim death
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/ninja/fall05.gif


anim death3
	loop	0
      delay   20
	offset	95 170
      @script
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
      frame	data/chars/ninja/fall05.gif

anim death4
	loop	0
      delay   2
	offset	95 155
      move -5
      sound	data/sounds/fall.wav
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      move -4
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      frame	data/chars/ninja/ffall02.gif
      move -3
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall03.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall04.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      frame	data/chars/ninja/ffall01.gif
      offset	95 175
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      frame	data/chars/ninja/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      frame	data/chars/ninja/fall04.gif
      move -3
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif
      move 0
      delay   40
	frame	data/chars/ninja/fall05.gif
      frame	data/chars/ninja/fall05.gif

anim death9
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/ninja/fall05.gif

anim death15
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/ninja/fall05.gif

anim bdie
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/ninja/fall05.gif


