name		Storm_Shadow
health		300
speed		20
type		enemy
gfxshadow	1
aggression	25
icon		data/chars/StShadow/icon.png
diesound	data/sounds/die1.wav
animationscript	data/chars/StShadow/shadow.c

load		Piau



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

    if( frame == 4){
      int r = rand()%30;

      if( r > 15){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      } else if( r < -15){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
      } else if( r> 0 && r <= 15){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
	@end_script	
	range	0 150
	rangez	-20 20
	delay	8
	offset	80 105
	frame	data/chars/stshadow/tele1.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/misc/empty.gif
	delay	200
	@cmd	teledodgez 300 0 30
	@cmd	flip
	frame	data/chars/misc/empty.gif
	delay	5
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele1.png
		
anim	attack2
@script
    void self = getlocalvar("self");

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

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
      }
    }
	@end_script	
	range	150 300
	rangez	-30 30
	delay	8
	offset	80 105
	bbox	57 28 45 77
	frame	data/chars/stshadow/idle.png
	delay	20
	frame	data/chars/stshadow/throw1.png
	delay	8
	sound	data/chars/stshadow/star.wav
	@cmd	target 2 1 60 0 0 1
	@cmd	shootT "Piau" 60 64 1
	frame	data/chars/stshadow/throw2.png
	delay	30
	frame	data/chars/stshadow/throw1.png
	delay	8
	sound	data/chars/stshadow/star.wav
	@cmd	target 2 1 60 0 0 1
	@cmd	shootT "Piau" 60 64 1
	frame	data/chars/stshadow/throw2.png
	frame	data/chars/stshadow/throw1.png
		
anim	fall
	delay	30
	bbox	45 35 83 55
	landframe	3
	offset	80 105
	frame	data/chars/stshadow/fall1.png
	frame	data/chars/stshadow/fall2.png
	delay	400
	frame	data/chars/stshadow/fall3.png
	delay	30
	frame	data/chars/stshadow/fall4.png
		
anim	follow1
	delay	1
	offset	80 105
	frame	data/chars/misc/empty.gif
	delay	200
	@cmd	teledodgez -150 0 30
	frame	data/chars/misc/empty.gif
	delay	5
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele1.png
		
anim	follow2
	delay	100
	offset	80 105
	hitflash	slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/misc/empty.gif
	delay	8
	@cmd	teletarget 100 0 0
	@cmd	flip
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele1.png
	delay	7
	bbox	76 24 44 81
	sound	data/chars/stshadow/stormattack.wav
	frame	data/chars/stshadow/slash1.png
	attack	46 48 117 16 20 0 0 0 20
	frame	data/chars/stshadow/slash2.png
	attack	130 34 83 21 20 0 0 0 20
	frame	data/chars/stshadow/slash3.png
	attack	0
	frame	data/chars/stshadow/slash4.png
	delay	6
	bbox	0
	frame	data/chars/stshadow/tele1.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele4.png
	delay	100
	@cmd	teledodgez 250 0 30
	frame	data/chars/misc/empty.gif
	delay	5
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele1.png
		
anim	follow3
	delay	100
	landframe	2
	offset	80 105
	frame	data/chars/misc/empty.gif
	delay	500
	bbox	61 19 41 48
	sound	data/chars/stshadow/stormattack.wav
	@cmd	teletarget 0 300 0
	attack	72 51 74 45 20 1 0 0 20
	frame	data/chars/stshadow/jukick.png
	delay	20
	attack	0
	bbox	64 54 35 52
	frame	data/chars/stshadow/rise3.png
		
anim	follow4
	delay	8
	offset	80 105
	bbox	57 28 45 77
	frame	data/chars/stshadow/idle.png
	delay	6
	bbox	65 41 57 65
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	frame	data/chars/stshadow/run1.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	frame	data/chars/stshadow/run2.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	frame	data/chars/stshadow/run3.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run4.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run5.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run6.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run1.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run2.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run3.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run4.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run5.png
	@cmd	target 3 1.5 80 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 40 140 20 "ANI_FOLLOW5"
	frame	data/chars/stshadow/run6.png
	delay	20
	@cmd	dasher 0 0 0
	bbox	57 28 45 77
	frame	data/chars/stshadow/idle.png
		
anim	follow5
	delay	7
	offset	80 105
	hitflash	slash
	hitfx	data/sounds/slash.wav
	bbox	76 24 44 81
	frame	data/chars/stshadow/slash1.png
	delay	10
	sound	data/chars/stshadow/stormattack.wav
	@cmd	target 3 1.5 50 0 0 1
	@cmd	dash 0 0
	frame	data/chars/stshadow/slash1.png
	attack	46 48 117 16 20 0 0 0 20
	frame	data/chars/stshadow/slash2.png
	delay	15
	attack	130 34 83 21 20 0 0 0 20
	frame	data/chars/stshadow/slash3.png
	delay	30
	attack	0
	frame	data/chars/stshadow/slash4.png
	delay	30
	@cmd	dasher 0 0 0
	frame	data/chars/stshadow/slash4.png
		
anim	idle
	loop	1
	delay	12
	offset	80 105
	bbox	57 28 45 77
	frame	data/chars/stshadow/idle.png
		
anim	pain
	delay	20
	offset	80 105
	bbox	57 28 45 77
	frame	data/chars/stshadow/pain.png
		
anim	rise
	offset	80 105
	delay	12
	frame	data/chars/stshadow/rise1.png
	frame	data/chars/stshadow/rise2.png
	frame	data/chars/stshadow/rise3.png
	delay	80
	@cmd	dasher 0 8 0
	frame	data/chars/stshadow/jump.png
	frame	data/chars/misc/empty.gif
	delay	5
	@cmd	attack1 -500 500 60 "ANI_FOLLOW2"
	frame	data/chars/stshadow/rise3.png
		
anim	spawn
	delay	8
	offset	80 105
	frame	data/chars/stshadow/tele4.png
	frame	data/chars/stshadow/tele3.png
	frame	data/chars/stshadow/tele2.png
	frame	data/chars/stshadow/tele1.png
		
anim	walk
	loop	1
	delay	4
	offset	80 105
	bbox	57 28 45 77
	frame	data/chars/stshadow/walk1.png
	frame	data/chars/stshadow/walk2.png
	frame	data/chars/stshadow/walk3.png
	frame	data/chars/stshadow/walk4.png
	frame	data/chars/stshadow/walk5.png
	frame	data/chars/stshadow/walk6.png
	frame	data/chars/stshadow/walk7.png
	frame	data/chars/stshadow/walk8.png
	frame	data/chars/stshadow/walk9.png
	frame	data/chars/stshadow/walk10.png
		
#|edited by openBor Stats v 0.41
		
