name	jack
health	600
speed	11
type	enemy
shadow  0
grabdistance	55
paingrab 1
grabfinish 1
gfxshadow  1
falldie 2
nodieblink      1
dust du
aggression      50
diesound	data/chars/jack/die.wav
aimove Chase
aimove wander
thold 35
blockodds 1
escapehits 2
bflash bflash
projectilehit enemy obstacle trap
icon	data/chars/jack/icon2.gif
hostile player 
candamage player obstacle

animationscript 	data/scripts/ani0020.h

palette   data/chars/jack/idle.gif

anim spawn
	loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 0 
      landframe 11 dus
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/jack/j10.gif
      frame	data/chars/jack/j5.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j6.gif
      sound	data/chars/jack/at5.wav
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      delay   40
      frame	data/chars/jack/j10.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j2.gif
      delay	9
      frame	data/chars/jack/idle6.gif
      sound	data/chars/jack/at10.wav
      frame	data/chars/jack/idle7.gif
      frame	data/chars/jack/idle8.gif
      frame	data/chars/jack/idle9.gif
      frame	data/chars/jack/idle10.gif
      frame	data/chars/jack/idle11.gif
      frame	data/chars/jack/idle12.gif
      frame	data/chars/jack/idle13.gif
      frame	data/chars/jack/idle14.gif
      delay	13
      frame	data/chars/jack/idle4.gif

anim idle
	loop	1
	delay	13
      offset	75 170
      bbox	55 78 47 80
      @cmd    clearL
      frame	data/chars/jack/idle.gif
      frame	data/chars/jack/idle1.gif
      frame	data/chars/jack/idle3.gif
      frame	data/chars/jack/idle4.gif
      frame	data/chars/jack/idle5.gif
      frame	data/chars/jack/idle.gif
      frame	data/chars/jack/idle1.gif
      frame	data/chars/jack/idle3.gif
      frame	data/chars/jack/idle4.gif
      frame	data/chars/jack/idle5.gif
      delay	10
      frame	data/chars/jack/idle6.gif
      frame	data/chars/jack/idle7.gif
      frame	data/chars/jack/idle8.gif
      frame	data/chars/jack/idle9.gif
      frame	data/chars/jack/idle10.gif
      frame	data/chars/jack/idle11.gif
      frame	data/chars/jack/idle12.gif
      frame	data/chars/jack/idle13.gif
      frame	data/chars/jack/idle14.gif
      
anim walk
	loop	1
      delay   9
	offset	75 170
	bbox	55 78 50 80
      frame	data/chars/jack/w8.gif
	frame	data/chars/jack/w1.gif
	frame	data/chars/jack/w2.gif
	frame	data/chars/jack/w3.gif
	frame	data/chars/jack/w4.gif
	frame	data/chars/jack/w5.gif
      frame	data/chars/jack/w6.gif
      frame	data/chars/jack/w7.gif

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

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

anim GRABBEDWALK
      loop	0
	delay	5
	offset	71 181
      frame	data/chars/jack/pain2.gif

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

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


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

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

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

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

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

anim pain13
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
      move -4
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/pain2.gif
      frame	data/chars/jack/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/jack/bpain04.gif
      offset	77 170
	frame	data/chars/jack/bpain04.gif
      offset	73 170
	frame	data/chars/jack/bpain4.gif
      offset	77 170
      frame	data/chars/jack/bpain4.gif
      offset	75 170
      frame	data/chars/jack/bpain4.gif
      delay	3
      move -4
      frame	data/chars/jack/bpain02.gif
      frame	data/chars/jack/bpain02.gif
      frame	data/chars/jack/bpain2.gif
      frame	data/chars/jack/bpain2.gif
      frame	data/chars/jack/bpain02.gif
      frame	data/chars/jack/bpain02.gif
      frame	data/chars/jack/bpain2.gif
      frame	data/chars/jack/bpain2.gif

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

anim fall
	loop	0
      delay   10
	offset	95 170
      bouncefactor 3.5
      landframe 6
      @cmd    degravity -0.27
      frame	data/chars/jack/fall01.gif
	frame	data/chars/jack/fall01.gif
      bbox	55 78 80 57
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/jack/fall02.gif
	frame	data/chars/jack/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/jack/fall03.gif
      delay   40
	frame	data/chars/jack/fall03.gif
      @cmd    degravity 0
      delay   8
      bbox	25 145 100 30
	frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/jack/fall05.gif

anim fall4
      loop	0
      delay   2
	offset	75 170
      attack10  50 90 60 70 5 1 1 1
      move -4
      frame	data/chars/jack/pain7.gif
      frame	data/chars/jack/pain7.gif
      frame	data/chars/jack/pain7.gif
      delay   2
      move -5
      offset	90 123
      sound	data/sounds/fall.wav
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      move -4
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      bbox	45 70 45 45
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      move -3
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      bbox	50 90 60 70
      offset	95 175
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      move -3
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      delay   80
	frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      

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

anim fall7
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/jack/sla1.gif
      offset	112 145
	frame	data/chars/jack/sla2.gif
      offset	90 145
	frame	data/chars/jack/sla3.gif
      frame	data/chars/jack/sla4.gif
      sound	data/sounds/fall.wav
      offset	75 170
      frame	data/chars/jack/fall04.gif
      offset	85 145
      frame	data/chars/jack/sla1.gif
      frame	data/chars/jack/sla1.gif
      offset	98 138
      frame	data/chars/jack/ssla3.gif
      frame	data/chars/jack/rjsla3.gif
      frame	data/chars/jack/rjsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/jack/rjsla4.gif
      frame	data/chars/jack/rjsla5.gif
      frame	data/chars/jack/rjsla6.gif
      frame	data/chars/jack/sla1.gif
      frame	data/chars/jack/sla1.gif
      frame	data/chars/jack/ssla3.gif
      frame	data/chars/jack/sla2.gif
      offset	123 170
      frame	data/chars/jack/sla3.gif
      offset	98 138
      frame	data/chars/jack/hsla1.gif
      frame	data/chars/jack/hsla2.gif
      frame	data/chars/jack/hsla3.gif
      frame	data/chars/jack/hsla2.gif
      sound	data/sounds/fall.wav
      frame	data/chars/jack/hsla2.gif
      frame	data/chars/jack/hsla4.gif
      frame	data/chars/jack/rj1.gif
      frame	data/chars/jack/gsla3.gif
      frame	data/chars/jack/rj3.gif
      frame	data/chars/jack/hsla4.gif
      offset	98 148
      frame	data/chars/jack/hsla4.gif
      offset	120 170
      frame	data/chars/jack/pain41.gif
      frame	data/chars/jack/pain21.gif
      offset	75 170
      frame	data/chars/jack/pain4.gif

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

anim fall9
	loop	0
      delay   20
	offset	98 138
      landframe 3
      bbox	30 90 95 45
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity -0.27
	frame	data/chars/jack/fall03.gif
      frame	data/chars/jack/fall03.gif
      offset	95 170
      bbox	25 145 100 30
      delay   100
      frame	data/chars/jack/fall04.gif
      @cmd    degravity 0
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/jack/fall05.gif

anim fall5
	loop	0
      delay   8
      bbox	55 78 47 80
      landframe 6
      offset	123 170
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity -0.27
      frame	data/chars/jack/sla3.gif
      frame	data/chars/jack/sla3.gif
      delay   10
      offset	98 138
      bbox	55 78 80 57
      frame	data/chars/jack/fall02.gif
      frame	data/chars/jack/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/jack/fall03.gif
      delay   500
      frame	data/chars/jack/fall03.gif
      offset	95 170
      delay   8
      bbox	25 145 100 30
      @cmd    degravity 0
      frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/jack/fall05.gif


anim fall10
	loop	0
      delay   20
	offset	98 138
      landframe 3
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity -0.27
	frame	data/chars/jack/fall01.gif
      frame	data/chars/jack/fall02.gif
      offset	95 170
      delay   100
      frame	data/chars/jack/fall04.gif
      @cmd    degravity 0
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/jack/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/jack/fall04.gif
	frame	data/chars/jack/fall05.gif

anim fall15
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity -0.27
      frame	data/chars/jack/fall01.gif
	frame	data/chars/jack/fall01.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/jack/fall02.gif
	frame	data/chars/jack/fall02.gif
      delay   20
	frame	data/chars/jack/fall03.gif
      delay   40
	frame	data/chars/jack/fall03.gif
      @cmd    degravity 0
      delay   8
	frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/jack/fall05.gif

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

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

anim rise
	loop	0
      offset	95 170
	delay	9
	frame	data/chars/jack/rise1.gif
      @cmd    riseattack 120 40 "ANI_FOLLOW5"
	frame	data/chars/jack/rise2.gif
      offset	75 165
      delay	5
	frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      offset	75 170
      delay	10
	frame	data/chars/jack/j2.gif
	
anim attack1
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%20;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
      }
    }
@end_script
      loop	0
      range 0 90
	delay	6
      offset	75 170
      followcond 2
      followanim 3
      bbox	55 78 47 80
      hitflash  ffla
      hitfx  data/sounds/knife2.wav
      sound	data/chars/jack/at1.wav
      frame	data/chars/jack/a1.gif
      frame	data/chars/jack/a2.gif
      delay	5
      attack 75 100 70 30 8 0 0 0 15
      frame	data/chars/jack/a3.gif
      sound	data/sounds/air5.wav
      attack 0 0 0 0 0 0
      frame	data/chars/jack/a4.gif
      frame	data/chars/jack/a5.gif
      frame	data/chars/jack/a6.gif

anim follow3
      loop	0
	delay	5
      offset	75 170
      followcond 2
      followanim 4
      bbox	55 78 47 80
      hitflash  ffla
      hitfx  data/sounds/knife2.wav
      frame	data/chars/jack/a3.gif
      frame	data/chars/jack/a4.gif
      frame	data/chars/jack/a5.gif
      frame	data/chars/jack/a6.gif
      delay	6
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/aa1.gif
      delay	5
      attack 75 80 75 30 8 0 0 0 15
      frame	data/chars/jack/aa2.gif
      sound	data/sounds/air5.wav
      attack 0 0 0 0 0 0
      frame	data/chars/jack/aa3.gif
      frame	data/chars/jack/aa4.gif
      frame	data/chars/jack/aa5.gif

anim follow4
      loop	0
	delay	5
      offset	75 170
      bbox	55 78 47 80
      hitflash  ffla
      hitfx  data/sounds/knife2.wav
      frame	data/chars/jack/aa2.gif
      frame	data/chars/jack/aa3.gif
      frame	data/chars/jack/aa4.gif
      frame	data/chars/jack/aa5.gif
      delay 6
      frame	data/chars/jack/j1.gif
      sound	data/chars/jack/at4.wav
      delay 8
      frame	data/chars/jack/aaa1.gif
      delay 3
      frame	data/chars/jack/aaa3.gif
      sound	data/sounds/air3.wav
      frame	data/chars/jack/aaa4.gif
      attack 75 115 100 30 10 1 0 0 25
      frame	data/chars/jack/aaa5.gif
      attack 0 0 0 0 0 0
      frame	data/chars/jack/aaa6.gif
      frame	data/chars/jack/aaa7.gif
      frame	data/chars/jack/aaa8.gif
      frame	data/chars/jack/j1.gif

anim follow5
      loop	0
      delay   6
      offset	75 170
      jumpframe 2 0 -3 1 du
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      sound	data/chars/jack/at9.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      @cmd    stop
      @cmd    spawn01 "dus" 0 0 1
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif

anim follow6
      loop	0
      delay   6
      offset	75 170
      jumpframe 2 0 -3 -1 du
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      sound	data/chars/jack/at9.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      @cmd    stop
      @cmd    spawn01 "dus" 0 0 1
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif

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

    if( frame == 0){
      int r = rand()%25;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW11"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW12"));
      } else if( r < 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW10"));
      }
    }
@end_script
      loop	0
      range 120 280
      delay   10
      offset	75 170
      followcond 1
      followanim 7
      jumpframe 3 0 5 0 dus
      hitflash  ffla
      hitfx   data/sounds/knife2.wav
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j2.gif
      sound	data/chars/jack/at8.wav
      frame	data/chars/jack/sp1.gif
      delay   2
      bbox	55 78 4 80
      frame	data/chars/jack/sp2.gif
      frame	data/chars/jack/sp3.gif
      attack 75 80 75 50 8 0 0 0 60
      forcedirection -1
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      sound	data/sounds/air3.wav
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      frame	data/chars/jack/sp3.gif
      sound	data/sounds/air3.wav
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp4.gif
      sound	data/sounds/air3.wav
      frame	data/chars/jack/sp5.gif
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      sound	data/sounds/air3.wav
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      frame	data/chars/jack/sp3.gif
      attack 0 0 0 0 0 0
      frame	data/chars/jack/sp1.gif
      frame	data/chars/jack/sp6.gif
      frame	data/chars/jack/sp6.gif
      delay	1
      sound	data/sounds/step.wav
      @cmd    stop
      @cmd    spawn01 "dus" 0 0 1
      frame	data/chars/jack/j1.gif
      delay	2
      move 4
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j1.gif
      move 3
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif

anim follow7
      loop	0
      delay   5
      offset	75 170
      hitflash  ffla
      hitfx   data/sounds/knife2.wav
      jumpframe 0 0 2
      landframe 10 dus
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp4.gif
      attack 75 80 75 50 8 0 0 0 55
      frame	data/chars/jack/sp5.gif
      attack 0 0 0 0 0 0
      delay   3
      frame	data/chars/jack/sp3.gif
      attack 75 80 75 50 8 0 0 0 55
      frame	data/chars/jack/sp4.gif
      attack 0 0 0 0 0 0
      frame	data/chars/jack/sp5.gif
      attack 75 80 75 50 8 1 0 0 45
      frame	data/chars/jack/sp3.gif
      @cmd    anichange "ANI_FOLLOW9"
      frame	data/chars/jack/sp4.gif
      frame	data/chars/jack/sp5.gif
      

anim follow9
      loop	0
      delay   10
      offset	75 170
      hitflash  ffla
      hitfx   data/sounds/knife2.wav
      jumpframe 2 2.5 -2.5
      landframe 10 dus
      @cmd    stop
      attack 75 80 75 50 8 1 0 0 45
      frame	data/chars/jack/sp3.gif
      frame	data/chars/jack/sp3.gif
      attack 0 0 0 0 0 0
      delay   6
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j6.gif
      delay	40
      bbox	55 78 47 75
      frame	data/chars/jack/j10.gif
      delay   3
      sound	data/sounds/step.wav
      move -3
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j1.gif

anim follow10
      loop	0
      delay   6
      offset	75 170
      jumpframe 3 0 2
      hitflash  ffla
      hitfx   data/sounds/knife2.wav
      frame	data/chars/jack/j1.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/aaaa1.gif
      delay   16
      frame	data/chars/jack/aaaa2.gif
      delay   4
      sound	data/chars/jack/at2.wav
      frame	data/chars/jack/aaaa3.gif
      attack 75 85 120 75 10 0 0 0 40
      frame	data/chars/jack/aaaa4.gif
      frame	data/chars/jack/aaaa5.gif
      attack 0 0 0 0 0 0
      frame	data/chars/jack/aaaa6.gif
      frame	data/chars/jack/aaaa7.gif
      attack 75 85 120 75 10 0 0 0 40
      frame	data/chars/jack/aaaa4.gif
      frame	data/chars/jack/aaaa5.gif
      attack 0 0 0 0 0 0
      frame	data/chars/jack/aaaa6.gif
      frame	data/chars/jack/aaaa7.gif
      attack 75 85 120 75 10 1 0 0 40
      frame	data/chars/jack/aaaa4.gif
      frame	data/chars/jack/aaaa5.gif
      frame	data/chars/jack/aaaa6.gif
      frame	data/chars/jack/aaaa7.gif
      frame	data/chars/jack/aaaa4.gif
      frame	data/chars/jack/aaaa5.gif
      frame	data/chars/jack/aaaa6.gif
      frame	data/chars/jack/aaaa7.gif
      attack 0 0 0 0 0 0
      @cmd    stop
      frame	data/chars/jack/aaaa3.gif
      delay   6
      frame	data/chars/jack/rise3.gif
      frame	data/chars/jack/j2.gif
      

anim follow11
      loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 -0.5 dus
      landframe 11 dus
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/jack/j10.gif
      frame	data/chars/jack/j5.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      delay   40
      frame	data/chars/jack/j10.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j1.gif

anim follow12
      loop	0
      delay   11
      offset	75 170
      jumpframe 1 4 2.5 0.5 dus
      landframe 11 dus
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      @cmd    degravity -0.27
      delay   5
      frame	data/chars/jack/j10.gif
      frame	data/chars/jack/j5.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j8.gif
      delay   40
      frame	data/chars/jack/j10.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/jack/j1.gif
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j1.gif

anim special
      loop	0
      delay   6
      offset	75 170
      jumpframe 2 0 -3 0 du
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      sound	data/chars/jack/at5.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      @cmd    stop
      @cmd    spawn01 "dus" 0 0 1
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif

anim special2
      loop	0
      delay   6
      offset	75 170
      jumpframe 2 0 -3 0 du
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif
      sound	data/chars/jack/at5.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      sound	data/sounds/jumpp.wav
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      frame	data/chars/jack/ru1.gif
      @cmd    stop
      @cmd    spawn01 "dus" 0 0 1
      sound	data/sounds/step.wav
      bbox	55 78 47 75
      frame	data/chars/jack/j2.gif
      frame	data/chars/jack/j2.gif

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


anim death3
	loop	0
      delay   9
	offset	95 170
      @script
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
      frame	data/chars/jack/fall04.gif
      delay   20
      frame	data/chars/jack/fall05.gif

anim death4
	loop	0
      delay   2
	offset	90 123
      move -5
      sound	data/sounds/fall.wav
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      move -4
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      bbox	45 70 45 45
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      frame	data/chars/jack/j7.gif
      move -3
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j6.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j5.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      frame	data/chars/jack/j8.gif
      bbox	50 90 60 70
      offset	95 175
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      frame	data/chars/jack/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      frame	data/chars/jack/fall04.gif
      move -3
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif
      move 0
      delay   80
	frame	data/chars/jack/fall05.gif
      frame	data/chars/jack/fall05.gif

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

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

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


