name	ssassin2
health	150
speed	9
type	enemy
subtype       chase
shadow  0
nolife        1
paingrab 1
grabback 1
grabdistance 40
running 23	4	2	1	0
gfxshadow  1
falldie 2
nodieblink      1
dust du
bflash bflash
aggression      1
diesound	data/chars/assassin/die3.wav
aimove Chasez
projectilehit   enemy obstacle trap
subject_to_wall 0
hostile player 
candamage player obstacle

animationscript 	data/scripts/ani0020.h

palette   data/chars/assassin/idle.gif


load	spa

anim spawn
	loop	0
      delay	2.5
      offset	140 205
      drawmethod 286 286 0 0 0 0 0
      summonframe 51 0 -80 0 0
      custentity spa
      shadowcoords 500 500
      sound	data/sounds/airpu.wav
      frame	data/chars/assassin/spa1.gif
      frame	data/chars/assassin/spa2.gif
      frame	data/chars/assassin/spa3.gif
      frame	data/chars/assassin/spa4.gif
      frame	data/chars/assassin/spa5.gif
      frame	data/chars/assassin/spa6.gif
      frame	data/chars/assassin/spa7.gif
      frame	data/chars/assassin/spa8.gif
      frame	data/chars/assassin/spa9.gif
      frame	data/chars/assassin/spa10.gif
      frame	data/chars/assassin/spa11.gif
      frame	data/chars/assassin/spa12.gif
      frame	data/chars/assassin/spa13.gif
      frame	data/chars/assassin/spa14.gif
      frame	data/chars/assassin/spa15.gif
      frame	data/chars/assassin/spa16.gif
      delay	20
      sound	data/sounds/step.wav
      frame	data/chars/assassin/spa17.gif
      delay	2.5
      sound	data/sounds/jump.wav
      frame	data/chars/assassin/spa18.gif
      frame	data/chars/assassin/spa19.gif
      frame	data/chars/assassin/spa20.gif
      frame	data/chars/assassin/spa21.gif
      frame	data/chars/assassin/spa22.gif
      frame	data/chars/assassin/spa23.gif
      frame	data/chars/assassin/spa24.gif
      frame	data/chars/assassin/spa25.gif
      frame	data/chars/assassin/spa26.gif
      frame	data/chars/assassin/spa27.gif
      frame	data/chars/assassin/spa28.gif
      frame	data/chars/assassin/spa29.gif
      frame	data/chars/assassin/spa30.gif
      frame	data/chars/assassin/spa31.gif
      frame	data/chars/assassin/spa32.gif
      frame	data/chars/assassin/spa33.gif
      frame	data/chars/assassin/spa34.gif
      frame	data/chars/assassin/spa35.gif
      frame	data/chars/assassin/spa36.gif
      frame	data/chars/assassin/spa37.gif
      frame	data/chars/assassin/spa38.gif
      frame	data/chars/assassin/spa39.gif
      frame	data/chars/assassin/spa40.gif
      frame	data/chars/assassin/spa41.gif
      frame	data/chars/assassin/spa42.gif
      frame	data/chars/assassin/spa43.gif
      frame	data/chars/assassin/spa44.gif
      frame	data/chars/assassin/spa45.gif
      sound	data/sounds/air5.wav
      frame	data/chars/assassin/spa46.gif
      frame	data/chars/assassin/spa47.gif
      frame	data/chars/assassin/spa48.gif
      frame	data/chars/assassin/spa49.gif
      frame	data/chars/assassin/spa50.gif
      frame	data/chars/assassin/spa51.gif
      frame	data/chars/assassin/spa52.gif
      frame	data/chars/assassin/spa53.gif
      frame	data/chars/assassin/spa54.gif
      frame	data/chars/assassin/spa55.gif
      frame	data/chars/assassin/spa56.gif
      frame	data/chars/assassin/spa57.gif
      frame	data/chars/assassin/spa58.gif
      frame	data/chars/assassin/spa59.gif
      frame	data/chars/assassin/spa60.gif
      frame	data/chars/assassin/spa61.gif
      frame	data/chars/assassin/spa62.gif
      delay	18
      sound	data/sounds/blo.wav
      frame	data/chars/assassin/spa63.gif

anim run
      loop	1
      delay	6
      offset	60 165
      bbox	40 73 47 80
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/ru1.gif
      sound	data/sounds/step.wav
      @cmd    spawn01 "dus" 20 0 1
      frame	data/chars/assassin/ru2.gif
      frame	data/chars/assassin/ru3.gif
      frame	data/chars/assassin/ru4.gif
      frame	data/chars/assassin/ru5.gif
      sound	data/sounds/step.wav
      @cmd    spawn01 "dus" 20 0 1
      frame	data/chars/assassin/ru6.gif
      frame	data/chars/assassin/ru7.gif
      frame	data/chars/assassin/ru8.gif

anim idle
	loop	1
	delay	15
      offset	75 170
      bbox	55 78 47 80
      drawmethod 286 286 0 0 0 0 0
      @cmd    clearL
      frame	data/chars/assassin/idle.gif
      frame	data/chars/assassin/idle1.gif
      frame	data/chars/assassin/idle2.gif
      frame	data/chars/assassin/idle1.gif

anim walk
	loop	1
      delay   10
	offset	75 173
	bbox	55 78 50 80
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/w1.gif
	frame	data/chars/assassin/w2.gif
	frame	data/chars/assassin/w3.gif
	frame	data/chars/assassin/w4.gif
	frame	data/chars/assassin/w5.gif

anim grabbed
      loop	0
	delay	5
	offset	61 166
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/pain4.gif

anim GRABBEDWALK
      loop	0
	delay	5
	offset	61 193
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/pain4.gif

anim follow1
      loop	1
	delay	1
	offset	61 166
      bbox	0 0 0 0
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/pain4.gif

anim follow2
      loop	1
	delay	5
	offset	61 166
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/pain4.gif

anim pain
	loop	0
	delay	4
	offset	61 166
      bbox	35 90 50 70
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/pain2.gif
      offset	62 166
	frame	data/chars/assassin/pain2.gif
      offset	60 166
	frame	data/chars/assassin/pain2.gif
      offset	62 166
      frame	data/chars/assassin/pain2.gif
      offset	61 166
      frame	data/chars/assassin/pain2.gif

anim pain2
	loop	0
	delay	3
	offset	61 166
      bbox	35 90 50 70
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/pain2.gif
      offset	63 166
	frame	data/chars/assassin/pain2.gif
      sound	data/chars/assassin/pain.wav
      offset	59 166
	frame	data/chars/assassin/pain2.gif
      offset	63 166
      frame	data/chars/assassin/pain2.gif
      offset	61 166
      frame	data/chars/assassin/pain2.gif
      delay	45
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif

anim pain3
	loop	0
      delay	5
      offset	75 170
      bbox	25 145 100 30
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/fall04.gif

anim pain4
	loop	0
      delay	5
      offset	75 170
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/fall04.gif

anim pain12
	loop	0
	delay	2
	offset	61 166
      bbox	35 40 50 100
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/pain1.gif
      offset	63 166
	frame	data/chars/assassin/pain1.gif
      offset	61 166
	frame	data/chars/assassin/pain1.gif
      offset	58 166
      frame	data/chars/assassin/pain1.gif
      offset	61 166
      frame	data/chars/assassin/pain1.gif
      delay	3
      move -4
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif

anim pain13
	loop	0
	delay	2
	offset	61 166
      bbox	35 40 50 100
      drawmethod 286 286 0 0 0 0 0
      move -4
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain2.gif

anim bpain
	loop	0
	delay	2
	offset	61 166
      bbox	35 40 50 100
      drawmethod 286 286 0 0 0 0 0
      @cmd    spawnbind "EEFlame" -12 41 1
	frame	data/chars/assassin/bpain04.gif
      offset	77 170
	frame	data/chars/assassin/bpain04.gif
      offset	73 170
	frame	data/chars/assassin/bpain4.gif
      offset	77 170
      frame	data/chars/assassin/bpain4.gif
      offset	75 170
      frame	data/chars/assassin/bpain4.gif
      delay	3
      move -4
      frame	data/chars/assassin/bpain02.gif
      frame	data/chars/assassin/bpain02.gif
      frame	data/chars/assassin/bpain2.gif
      frame	data/chars/assassin/bpain2.gif
      frame	data/chars/assassin/bpain02.gif
      frame	data/chars/assassin/bpain02.gif
      frame	data/chars/assassin/bpain2.gif
      frame	data/chars/assassin/bpain2.gif

anim pain7
	loop	0
	delay	4
	offset	61 166
      drawmethod 286 286 0 0 0 0 0
	frame	data/chars/assassin/pain2.gif
      offset	62 166
	frame	data/chars/assassin/pain2.gif
      offset	60 166
	frame	data/chars/assassin/pain2.gif
      offset	62 166
      frame	data/chars/assassin/pain2.gif
      offset	61 166
      frame	data/chars/assassin/pain2.gif
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif

anim fall
	loop	0
      delay   10
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      bouncefactor 3.5
      landframe 6
      @cmd    degravity 0
      frame	data/chars/assassin/fall01.gif
	frame	data/chars/assassin/fall01.gif
      bbox	55 78 80 57
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/assassin/fall02.gif
	frame	data/chars/assassin/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/assassin/fall03.gif
      delay   40
	frame	data/chars/assassin/fall03.gif
      delay   8
      bbox	25 145 100 30
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim fall4
      loop	0
      delay   2
	offset	61 166
      drawmethod 286 286 0 0 0 0 0
      attack10  50 90 60 70 5 1 1 1
      move -4
      @cmd    degravity 0
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif
      frame	data/chars/assassin/pain4.gif
      delay   2
      move -5
      offset	95 155
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      move -4
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      bbox	50 90 60 70
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      move -3
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      offset	95 175
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      move -3
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      delay   80
	frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      

anim fall6
      loop	0
      delay   1000
	offset	75 170
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/dsla1.gif
	frame	data/chars/assassin/dsla2.gif
	frame	data/chars/assassin/dsla3.gif
      frame	data/chars/assassin/dsla4.gif
      offset	123 140
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/dsla5.gif
      offset	125 120
      frame	data/chars/assassin/dsla4.gif
      offset	61 166
      frame	data/chars/assassin/pain4.gif
      offset	83 140
      frame	data/chars/assassin/sla1.gif
      frame	data/chars/assassin/sla2.gif
      frame	data/chars/assassin/rjsla3.gif
      offset	75 150
      frame	data/chars/assassin/rjsla4.gif
      frame	data/chars/assassin/rjsla5.gif

anim fall7
      loop	0
      delay   1000
	offset	85 145
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/sla1.gif
      offset	112 145
	frame	data/chars/assassin/sla2.gif
      offset	90 145
	frame	data/chars/assassin/sla3.gif
      frame	data/chars/assassin/sla4.gif
      sound	data/sounds/fall.wav
      offset	75 170
      frame	data/chars/assassin/sla5.gif
      offset	85 145
      frame	data/chars/assassin/sla1.gif
      frame	data/chars/assassin/rjsla1.gif
      offset	98 138
      frame	data/chars/assassin/rjsla2.gif
      frame	data/chars/assassin/rjsla3.gif
      frame	data/chars/assassin/rjsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/rjsla4.gif
      frame	data/chars/assassin/rjsla5.gif
      frame	data/chars/assassin/rjsla6.gif
      frame	data/chars/assassin/rjsla1.gif
      frame	data/chars/assassin/rjsla1.gif
      frame	data/chars/assassin/ssla3.gif
      frame	data/chars/assassin/sla2.gif
      offset	123 170
      frame	data/chars/assassin/sla3.gif
      offset	98 138
      frame	data/chars/assassin/hsla1.gif
      frame	data/chars/assassin/hsla2.gif
      frame	data/chars/assassin/hsla3.gif
      frame	data/chars/assassin/hsla2.gif
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/hsla2.gif
      frame	data/chars/assassin/hsla4.gif
      frame	data/chars/assassin/rj1.gif
      frame	data/chars/assassin/gsla3.gif
      frame	data/chars/assassin/rj3.gif
      frame	data/chars/assassin/hsla4.gif
      offset	98 148
      frame	data/chars/assassin/hsla4.gif
      offset	139 166
      frame	data/chars/assassin/pain11.gif
      frame	data/chars/assassin/pain22.gif
      offset	61 166
      frame	data/chars/assassin/pain1.gif

anim fall8
      loop	0
      delay   1000
	offset	85 145
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/gsla1.gif
      offset	112 145
	frame	data/chars/assassin/gsla2.gif
      offset	90 145
	frame	data/chars/assassin/gsla3.gif
      frame	data/chars/assassin/gsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/gsla6.gif
      offset	115 170
      frame	data/chars/assassin/dsla1.gif
      offset	115 145
	frame	data/chars/assassin/gsla3.gif
      offset	61 166
      frame	data/chars/assassin/pain4.gif
      offset	105 170
      frame	data/chars/assassin/gfall04.gif
      offset	75 148
      frame	data/chars/assassin/rjsla4.gif
      frame	data/chars/assassin/rjsla5.gif
      offset	95 170
      frame	data/chars/assassin/fall04.gif
      offset	75 143
      frame	data/chars/assassin/hsla2.gif
      frame	data/chars/assassin/hsla4.gif
      offset	124 170
      frame	data/chars/assassin/pain4.gif
      offset	95 170
      frame	data/chars/assassin/fall01.gif
      frame	data/chars/assassin/fall02.gif
      frame	data/chars/assassin/fall03.gif
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall05.gif
      offset	104 170
      frame	data/chars/assassin/gsla2.gif
      frame	data/chars/assassin/gsla3.gif
      frame	data/chars/assassin/gsla4.gif
      frame	data/chars/assassin/gfall04.gif
      frame	data/chars/assassin/gfall05.gif

anim fall9
	loop	0
      delay   20
	offset	98 138
      bbox	30 90 95 45
      drawmethod 286 286 0 0 0 0 0
      landframe 3
      attack10  60 100 60 30 5 1 1 1
	frame	data/chars/assassin/fall03.gif
      frame	data/chars/assassin/fall03.gif
      offset	95 170
      bbox	25 145 100 30
      delay   100
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim fall5
	loop	0
      delay   8
      bbox	55 78 47 80
      drawmethod 286 286 0 0 0 0 0
      landframe 6
      offset	123 170
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity 0
      frame	data/chars/assassin/sla3.gif
      frame	data/chars/assassin/sla3.gif
      delay   10
      offset	98 138
      bbox	55 78 80 57
      frame	data/chars/assassin/fall02.gif
      frame	data/chars/assassin/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/assassin/fall03.gif
      delay   500
      frame	data/chars/assassin/fall03.gif
      offset	95 170
      delay   8
      bbox	25 145 100 30
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif


anim fall10
	loop	0
      delay   20
	offset	98 138
      drawmethod 286 286 0 0 0 0 0
      landframe 3
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity 0
	frame	data/chars/assassin/fall01.gif
      frame	data/chars/assassin/fall02.gif
      offset	95 170
      delay   100
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim fall3
	loop	0
      delay	9
      offset	95 170
      bbox	25 145 100 30
      drawmethod 286 286 0 0 0 0 0
      @script
    void self = getlocalvar("self");

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

anim fall14
	loop	0
      delay   10
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      landframe 6
      @cmd    degravity -0.27
      frame	data/chars/assassin/fall02.gif
	frame	data/chars/assassin/fall02.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/assassin/fall03.gif
	frame	data/chars/assassin/fall03.gif
      delay   20
	frame	data/chars/assassin/fall03.gif
      delay   40
	frame	data/chars/assassin/fall03.gif
      delay   8
      @cmd    degravity 0
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim fall15
	loop	0
      delay   10
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      landframe 6
      @cmd    degravity 0
      frame	data/chars/assassin/fall01.gif
	frame	data/chars/assassin/fall01.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/assassin/fall02.gif
	frame	data/chars/assassin/fall02.gif
      delay   20
	frame	data/chars/assassin/fall03.gif
      delay   40
	frame	data/chars/assassin/fall03.gif
      delay   8
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim fall16
	loop	0
      delay   4
      offset	61 166
      drawmethod 286 286 0 0 0 0 0
      landframe 25
      @cmd    degravity 0
      @cmd    spawnbind "elect" 0 0 1
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
	frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
	frame	data/chars/assassin/pain3.gif
      frame	data/chars/assassin/shock1.gif
      frame	data/chars/assassin/pain3.gif
      delay   40
	frame	data/chars/assassin/shock1.gif
      offset	95 170
      delay   8
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim burn
	loop	0
      delay   7
	offset	95 170
      landframe 15
      drawmethod 286 286 0 0 0 0 0
      @cmd    degravity 0
      @cmd    spawnbind "EFlame" -16 47 1
      frame	data/chars/assassin/burn01.gif
	frame	data/chars/assassin/burn1.gif
      frame	data/chars/assassin/burn01.gif
	frame	data/chars/assassin/burn1.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/assassin/burn02.gif
	frame	data/chars/assassin/burn2.gif
      frame	data/chars/assassin/burn02.gif
	frame	data/chars/assassin/burn2.gif
	frame	data/chars/assassin/burn03.gif
	frame	data/chars/assassin/burn3.gif
      frame	data/chars/assassin/burn03.gif
      frame	data/chars/assassin/burn3.gif
	frame	data/chars/assassin/burn03.gif
      frame	data/chars/assassin/burn3.gif
      delay   40
	frame	data/chars/assassin/burn03.gif
      delay   7
      bbox	25 145 100 30
	frame	data/chars/assassin/burn4.gif
      frame	data/chars/assassin/burn04.gif
      frame	data/chars/assassin/burn4.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/assassin/fall05.gif

anim follow8
	loop	0
      delay   80
      offset	95 170
      bbox	25 145 100 30
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif

anim rise
	loop	0
      offset	95 170
      delay   20
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif
	offset	75 170
	delay   8
	frame	data/chars/assassin/rise2.gif
	frame	data/chars/assassin/rise3.gif
	
anim attack1
      @script
    void self = getlocalvar("self");

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

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW9"));
      }
    }
@end_script
	range	0 70
      loop	0
      delay	8
      followcond 1
      followanim 3
	offset	96 170
      bbox	76 78 47 80
      drawmethod 286 286 0 0 0 0 0
      hitfx   data/sounds/beat2.wav
      frame	data/chars/assassin/k0.gif
      bbox	96 78 47 80
      sound	data/sounds/air5.wav
	frame	data/chars/assassin/k5.gif
	frame	data/chars/assassin/k4.gif
      attack  120 100 70 35 5 0 0 0 15
	frame	data/chars/assassin/k3.gif
      delay	6
      attack 0 0 0 0 0 0
      frame	data/chars/assassin/k3.gif
      delay	8
	frame	data/chars/assassin/k4.gif
      frame	data/chars/assassin/k5.gif

anim follow3
      loop	0
      delay	10
      offset	96 170
      bbox	96 78 47 80
      hitflash  ffla
      hitfx   data/sounds/beat2.wav
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/k3.gif
      delay	8
	frame	data/chars/assassin/k4.gif
      frame	data/chars/assassin/k5.gif
      bbox	76 78 47 80
      sound	data/sounds/air3.wav
	frame	data/chars/assassin/k0.gif
      bbox	96 78 47 80
	frame	data/chars/assassin/k1.gif
      sound	data/chars/assassin/at2.wav
	frame	data/chars/assassin/k2.gif
      attack  120 100 70 35 10 1 0 0 14
	frame	data/chars/assassin/k3.gif
      attack 0 0 0 0 0 0
	frame	data/chars/assassin/k4.gif
      frame	data/chars/assassin/k5.gif

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

    if( frame == 0){
      int r = rand()%25;
      if( r > 10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
      } else if( r < -10){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
      } else if( r < 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
      }
    }
@end_script
	range	110 170
      loop	0
      delay	7
      offset	75 170
      bbox	55 78 47 80
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/a1.gif
      frame	data/chars/assassin/a2.gif
      frame	data/chars/assassin/a3.gif
      sound	data/sounds/air5.wav
      frame	data/chars/assassin/a5.gif
      frame	data/chars/assassin/a5.gif
      frame	data/chars/assassin/a4.gif
      sound	data/sounds/air3.wav
      delay	2.5
      attack  120 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a6.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a6.gif
      attack  136 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a7.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a7.gif
      attack  152 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a8.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a8.gif
      attack  168 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a9.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a9.gif
      attack  184 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a10.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a10.gif
      attack  200 100 20 35 10 1 0 0 
      frame	data/chars/assassin/a11.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/a11.gif
      attack  216 100 20 35 10 1 0 0 
      delay	7
      frame	data/chars/assassin/a12.gif
      attack  0 0 0 0 0 0
      delay	4
      frame	data/chars/assassin/a11.gif
      frame	data/chars/assassin/a10.gif
      frame	data/chars/assassin/a9.gif
      frame	data/chars/assassin/a8.gif
      frame	data/chars/assassin/a7.gif
      frame	data/chars/assassin/a6.gif
      frame	data/chars/assassin/a3.gif
      frame	data/chars/assassin/a2.gif
      frame	data/chars/assassin/j1.gif

anim follow4
      loop	0
      delay   12
      offset	75 170
      jumpframe 1 4 2.5 0.5 dus
      landframe 14 dus
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/j1.gif
      delay   4
      frame	data/chars/assassin/j2.gif
      bbox	55 78 47 75
      sound	data/sounds/jumpp.wav
      frame	data/chars/assassin/j2.gif
      @cmd    riseattack2 120 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j3.gif
      frame	data/chars/assassin/j4.gif
      @cmd    riseattack2 90 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j4.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j6.gif
      @cmd    riseattack2 100 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j3.gif
      delay   40
      @cmd    riseattack2 145 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j2.gif
      delay   10
      sound	data/sounds/step.wav
      frame	data/chars/assassin/jl1.gif
      frame	data/chars/assassin/j1.gif

anim follow5
      loop	0
      delay   12
      offset	75 170
      jumpframe 1 4 2.5 -0.5 dus
      landframe 14 dus
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/j1.gif
      delay   4
      frame	data/chars/assassin/j2.gif
      bbox	55 78 47 75
      sound	data/sounds/jumpp.wav
      frame	data/chars/assassin/j2.gif
      @cmd    riseattack2 120 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j3.gif
      frame	data/chars/assassin/j4.gif
      @cmd    riseattack2 90 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j4.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j6.gif
      @cmd    riseattack2 100 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j3.gif
      delay   40
      @cmd    riseattack2 145 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j2.gif
      delay   10
      sound	data/sounds/step.wav
      frame	data/chars/assassin/jl1.gif
      frame	data/chars/assassin/j1.gif

anim follow6
      loop	0
      delay   12
      offset	75 170
      jumpframe 1 4 2.5 0 dus
      landframe 14 dus
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/j1.gif
      delay   4
      frame	data/chars/assassin/j2.gif
      bbox	55 78 47 75
      sound	data/sounds/jumpp.wav
      frame	data/chars/assassin/j2.gif
      @cmd    riseattack2 120 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j3.gif
      frame	data/chars/assassin/j4.gif
      @cmd    riseattack2 90 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j4.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j5.gif
      frame	data/chars/assassin/j6.gif
      @cmd    riseattack2 100 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j3.gif
      delay   40
      @cmd    riseattack2 145 20 "ANI_FOLLOW7"
      frame	data/chars/assassin/j2.gif
      delay   12
      sound	data/sounds/step.wav
      frame	data/chars/assassin/jl1.gif
      frame	data/chars/assassin/j1.gif

anim follow7
      loop	0
	delay	5
      offset	75 170
      bbox	55 78 47 75
      jumpframe 0 0 2.5
      landframe 8 dus
      drawmethod 286 286 0 0 0 0 0
      @cmd    degravity -0.27
      hitfx   data/sounds/beat2.wav
      frame	data/chars/assassin/j3.gif
      sound	data/sounds/air5.wav
      frame	data/chars/assassin/j3.gif
      frame	data/chars/assassin/ja1.gif
      sound	data/chars/assassin/at1.wav
      frame	data/chars/assassin/ja1.gif
      attack  75 115 50 35 10 1 0 0 25
      frame	data/chars/assassin/ja2.gif
      frame	data/chars/assassin/ja2.gif
      attack  0 0 0 0 0 0
      frame	data/chars/assassin/ja1.gif
      delay	40
      frame	data/chars/assassin/j3.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/assassin/jl1.gif
      frame	data/chars/assassin/j1.gif

anim follow9
      loop	0
      delay   12
      offset	75 170
      jumpframe 1 4 -2.5 0 dus
      landframe 14 dus
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/j1.gif
      delay   4
      frame	data/chars/assassin/j2.gif
      bbox	55 78 47 75
      sound	data/sounds/jumpp.wav
      frame	data/chars/assassin/j2.gif
      frame	data/chars/assassin/j3.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j7.gif
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j6.gif
      frame	data/chars/assassin/j4.gif
      frame	data/chars/assassin/j4.gif
      frame	data/chars/assassin/j3.gif
      delay   40
      frame	data/chars/assassin/j2.gif
      delay   12
      sound	data/sounds/step.wav
      frame	data/chars/assassin/jl1.gif
      frame	data/chars/assassin/j1.gif

anim death
	loop	0
      delay   20
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif


anim death3
	loop	0
      delay   9
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      @script
    void self = getlocalvar("self");

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

anim death4
	loop	0
      delay   2
	offset	95 155
      drawmethod 286 286 0 0 0 0 0
      move -5
      sound	data/sounds/fall.wav
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      move -4
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      frame	data/chars/assassin/ffall02.gif
      move -3
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall03.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall04.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      frame	data/chars/assassin/ffall01.gif
      offset	95 175
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      frame	data/chars/assassin/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      frame	data/chars/assassin/fall04.gif
      move -3
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      frame	data/chars/assassin/fall05.gif
      frame	data/chars/assassin/fall05.gif
      move 0
      delay   40
	frame	data/chars/assassin/fall05.gif

anim death9
	loop	0
      delay   20
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif

anim death15
	loop	0
      delay   20
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif

anim bdie
	loop	0
      delay   20
	offset	95 170
      drawmethod 286 286 0 0 0 0 0
      frame	data/chars/assassin/fall05.gif




