name	ray2
health	150
speed	10
type	enemy
shadow  0
nolife        1
throw         5 2
paingrab 1
grabback 1
grabdistance 40
gfxshadow  1
falldie 2
nodieblink      1
dust du
aggression      20
diesound	data/chars/ray/die.wav
projectilehit   enemy obstacle trap
subject_to_wall 0
hostile player 
candamage player obstacle

animationscript 	data/scripts/ani0020.h

palette   data/chars/ray/idle.gif
alternatepal data/chars/ray/map1.gif
alternatepal data/chars/ray/map2.gif
alternatepal data/chars/ray/map3.gif

anim spawn
	loop	0
      delay   12
      offset	75 170
      jumpframe 1 4.5 2.5 0 dus
      landframe 14 dus
      frame	data/chars/ray/j1.gif
      delay   4
      @cmd    degravity -0.27
      frame	data/chars/ray/j2.gif
      bbox	55 78 47 75
      sound	data/sounds/jump.wav
      frame	data/chars/ray/j2.gif
      frame	data/chars/ray/j3.gif
      frame	data/chars/ray/j3.gif
      frame	data/chars/ray/j4.gif
      frame	data/chars/ray/j4.gif
      frame	data/chars/ray/j5.gif
      frame	data/chars/ray/j5.gif
      frame	data/chars/ray/j4.gif
      frame	data/chars/ray/j4.gif
      frame	data/chars/ray/j3.gif
      frame	data/chars/ray/j3.gif
      delay   40
      frame	data/chars/ray/j2.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/ray/j1.gif
      frame	data/chars/ray/jl1.gif
      frame	data/chars/ray/j1.gif

anim idle
	loop	1
	delay	14
      offset	75 170
      bbox	55 78 47 80
      @cmd    clearL
      frame	data/chars/ray/idle.gif
      frame	data/chars/ray/idle1.gif
      frame	data/chars/ray/idle2.gif
      frame	data/chars/ray/idle3.gif
      frame	data/chars/ray/idle2.gif
      frame	data/chars/ray/idle1.gif

anim walk
	loop	1
      delay   10
	offset	75 170
	bbox	55 78 50 80
	frame	data/chars/ray/w1.gif
	frame	data/chars/ray/w2.gif
	frame	data/chars/ray/w3.gif
	frame	data/chars/ray/w4.gif
	frame	data/chars/ray/w5.gif
      frame	data/chars/ray/w6.gif

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

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

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

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

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

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

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

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

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

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

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

anim fall
	loop	0
      delay   10
	offset	95 170
      bouncefactor 3.5
      landframe 6
      @cmd    degravity 0
      frame	data/chars/ray/fall01.gif
	frame	data/chars/ray/fall01.gif
      bbox	55 78 80 57
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ray/fall02.gif
	frame	data/chars/ray/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/ray/fall03.gif
      delay   40
	frame	data/chars/ray/fall03.gif
      delay   8
      bbox	25 145 100 30
	frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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/ray/pain5.gif
      frame	data/chars/ray/pain5.gif
      frame	data/chars/ray/pain5.gif
      delay   2
      move -5
      offset	95 155
      sound	data/sounds/fall.wav
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall02.gif
      frame	data/chars/ray/ffall02.gif
      frame	data/chars/ray/ffall02.gif
      move -4
      frame	data/chars/ray/ffall03.gif
      frame	data/chars/ray/ffall03.gif
      bbox	50 90 60 70
      frame	data/chars/ray/ffall03.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall02.gif
      frame	data/chars/ray/ffall02.gif
      frame	data/chars/ray/ffall02.gif
      move -3
      frame	data/chars/ray/ffall03.gif
      frame	data/chars/ray/ffall03.gif
      frame	data/chars/ray/ffall03.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall04.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      frame	data/chars/ray/ffall01.gif
      offset	95 175
      frame	data/chars/ray/ffall05.gif
      frame	data/chars/ray/ffall05.gif
      frame	data/chars/ray/ffall05.gif
      frame	data/chars/ray/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      move -3
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      move 0
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      move 0
      frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      move 0
      delay   80
	frame	data/chars/ray/fall05.gif
      frame	data/chars/ray/fall05.gif
      

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

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

anim fall8
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/ray/gsla1.gif
      offset	112 145
	frame	data/chars/ray/gsla2.gif
      offset	90 145
	frame	data/chars/ray/gsla3.gif
      frame	data/chars/ray/gsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/ray/gsla6.gif
      offset	115 170
      frame	data/chars/ray/dsla1.gif
      offset	115 145
	frame	data/chars/ray/gsla3.gif
      offset	75 170
      frame	data/chars/ray/pain4.gif
      offset	105 170
      frame	data/chars/ray/gfall04.gif
      offset	75 148
      frame	data/chars/ray/rjsla4.gif
      frame	data/chars/ray/rjsla5.gif
      offset	95 170
      frame	data/chars/ray/fall04.gif
      offset	75 143
      frame	data/chars/ray/hsla2.gif
      frame	data/chars/ray/hsla4.gif
      offset	124 170
      frame	data/chars/ray/pain4.gif
      offset	95 170
      frame	data/chars/ray/fall01.gif
      frame	data/chars/ray/fall02.gif
      frame	data/chars/ray/fall03.gif
      frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall05.gif
      offset	104 170
      frame	data/chars/ray/gsla2.gif
      frame	data/chars/ray/gsla3.gif
      frame	data/chars/ray/gsla4.gif
      frame	data/chars/ray/gfall04.gif
      frame	data/chars/ray/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
	frame	data/chars/ray/fall03.gif
      frame	data/chars/ray/fall03.gif
      offset	95 170
      bbox	25 145 100 30
      delay   100
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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
      frame	data/chars/ray/sla3.gif
      frame	data/chars/ray/sla3.gif
      delay   10
      offset	98 138
      bbox	55 78 80 57
      frame	data/chars/ray/fall02.gif
      frame	data/chars/ray/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/ray/fall03.gif
      delay   500
      frame	data/chars/ray/fall03.gif
      offset	95 170
      delay   8
      bbox	25 145 100 30
      frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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
	frame	data/chars/ray/fall01.gif
      frame	data/chars/ray/fall02.gif
      offset	95 170
      delay   100
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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/ray/fall04.gif
      @cmd    degravity 0
	frame	data/chars/ray/fall05.gif

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

anim fall15
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity 0
      frame	data/chars/ray/fall01.gif
	frame	data/chars/ray/fall01.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ray/fall02.gif
	frame	data/chars/ray/fall02.gif
      delay   20
	frame	data/chars/ray/fall03.gif
      delay   40
	frame	data/chars/ray/fall03.gif
      delay   8
	frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
	frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
	frame	data/chars/ray/pain6.gif
      frame	data/chars/ray/shock1.gif
      frame	data/chars/ray/pain6.gif
      delay   40
	frame	data/chars/ray/shock1.gif
      offset	95 170
      delay   8
	frame	data/chars/ray/fall04.gif
      frame	data/chars/ray/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/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/ray/burn01.gif
	frame	data/chars/ray/burn1.gif
      frame	data/chars/ray/burn01.gif
	frame	data/chars/ray/burn1.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/ray/burn02.gif
	frame	data/chars/ray/burn2.gif
      frame	data/chars/ray/burn02.gif
	frame	data/chars/ray/burn2.gif
	frame	data/chars/ray/burn03.gif
	frame	data/chars/ray/burn3.gif
      frame	data/chars/ray/burn03.gif
      frame	data/chars/ray/burn3.gif
	frame	data/chars/ray/burn03.gif
      frame	data/chars/ray/burn3.gif
      delay   40
	frame	data/chars/ray/burn03.gif
      delay   7
      bbox	25 145 100 30
	frame	data/chars/ray/burn4.gif
      frame	data/chars/ray/burn04.gif
      frame	data/chars/ray/burn4.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/ray/fall05.gif

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

anim rise
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/ray/fall05.gif
	delay	8
	frame	data/chars/ray/rise1.gif
	frame	data/chars/ray/rise2.gif
	frame	data/chars/ray/rise3.gif
	frame	data/chars/ray/rise4.gif
	
anim attack1
	loop	0
      range 10 70
      delay   10
      followcond 1
      followanim 3
	offset	75 170
      bbox	55 78 50 80
      sound	data/sounds/air6.wav
      frame	data/chars/ray/a1.gif
      attack  85 80 57 30 5 0 0 0 18
      frame	data/chars/ray/a2.gif
      delay   7
      attack 0 0 0 0 0 0
      frame	data/chars/ray/a2.gif
      delay   8
      frame	data/chars/ray/a1.gif

anim follow3
      @script
    void self = getlocalvar("self");

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

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
      }
    }
@end_script
      loop	0
      delay   17
      followcond 1
      followanim 4
	offset	75 170
      bbox	55 78 50 80
      frame	data/chars/ray/a2.gif
      delay   8
      frame	data/chars/ray/a1.gif
      delay   10
      sound	data/sounds/air6.wav
      frame	data/chars/ray/a1.gif
      attack  85 80 57 30 5 0 0 0 18
      frame	data/chars/ray/a2.gif
      delay   7
      attack 0 0 0 0 0 0
      frame	data/chars/ray/a2.gif
      delay   8
      frame	data/chars/ray/a1.gif

anim follow4
      loop	0
      delay   17
	offset	75 170
      bbox	55 78 50 80
      hitfx   data/sounds/beat2.wav
      frame	data/chars/ray/a2.gif
      delay   8
      sound	data/chars/ray/at1.wav
      frame	data/chars/ray/a1.gif
      delay   9
      frame	data/chars/ray/aa1.gif
      sound	data/sounds/air5.wav
      frame	data/chars/ray/aa2.gif
      attack  85 95 75 30 5 1 0 0 18
      frame	data/chars/ray/aa3.gif
      delay   8
      attack 0 0 0 0 0 0
      frame	data/chars/ray/aa3.gif
      frame	data/chars/ray/aa2.gif
      frame	data/chars/ray/a1.gif

anim follow5
      loop	0
      delay   17
	offset	75 170
      bbox	55 78 50 80
      hitfx   data/sounds/beat2.wav
      frame	data/chars/ray/a2.gif
      delay   8
      sound	data/chars/ray/at1.wav
      frame	data/chars/ray/a1.gif
      delay   9
      frame	data/chars/ray/aaaa1.gif
      sound	data/sounds/air5.wav
      frame	data/chars/ray/aaaa2.gif
      attack  85 65 69 35 5 1 0 0 18
      frame	data/chars/ray/aaaa3.gif
      delay   8
      attack 0 0 0 0 0 0
      frame	data/chars/ray/aaaa3.gif
      frame	data/chars/ray/aaaa2.gif
      frame	data/chars/ray/aaaa1.gif

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

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

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

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

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



