name		Snake_EyesE
health		400
speed		12
type		enemy
gfxshadow	1
aimove		chase
diesound	data/sounds/die4.wav
running		22	4	2	1	1
dust		dust
bflash		empty2
blockodds	1
escapehits	3
death		2
icon		data/chars/Snake_Eyes/icon.png
animationscript	data/chars/commander/command.c

load		bullete


anim idle
	drawmethod 240 240
	loop	1
	delay	12
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/idle1.png
	frame	data/chars/Snake_Eyes/idle2.png
	frame	data/chars/Snake_Eyes/idle3.png

anim walk
	drawmethod 240 240
	loop	1
	delay	12
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/walk1.png
	frame	data/chars/Snake_Eyes/walk2.png
	frame	data/chars/Snake_Eyes/walk3.png
	frame	data/chars/Snake_Eyes/walk2.png


anim pain
drawmethod 240 240
	offset	100 155
	bbox	71 52 51 103
	delay	50
	frame	data/chars/Snake_Eyes/pain.png	


anim fall
drawmethod 240 240
	offset	100 155
	delay	30
	landframe 2
	bbox	36 60 95 66
	frame	data/chars/Snake_Eyes/fall1.png
	delay	300
	frame	data/chars/Snake_Eyes/fall2.png
	delay	10
	bbox	0
	frame	data/chars/Snake_Eyes/fall3.png

anim burn
drawmethod 240 240
	loop	1 0 2
	offset	100 155
	delay	5
	landframe 3
	frame	data/chars/Snake_Eyes/burnt1.png
	frame	data/chars/Snake_Eyes/burnt2.png
	frame	data/chars/Snake_Eyes/burnt3.png
	delay	10
	frame	data/chars/Snake_Eyes/fall3.png

anim death
drawmethod 240 240
	offset	100 155
	delay	20
	frame	data/chars/Snake_Eyes/fall4.png
	frame	data/chars/Snake_Eyes/fall5.png

anim rise
	drawmethod	240 240
	delay	8
	offset	100 155
	frame	data/chars/Snake_Eyes/r1.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	10
	frame	data/chars/Snake_Eyes/rise.png
	frame	data/chars/Snake_Eyes/get.png


anim attack1
	range	30 80
	rangez	-10 10
	drawmethod 240 240
	delay	4
	followanim 1
	followcond 1
	fastattack 1
	bbox	71 52 51 103
	offset	100 155
	frame	data/chars/Snake_Eyes/punch11.png
	attack	139 59 51 21 5
	frame	data/chars/Snake_Eyes/punch12.png
	attack	0
	frame	data/chars/Snake_Eyes/punch11.png
	
anim follow1
	drawmethod 240 240
	delay	4
	followanim 2
	followcond 1
	fastattack 1
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/punch12.png
	frame	data/chars/Snake_Eyes/punch11.png
	delay	5
	frame	data/chars/Snake_Eyes/punch21.png
        delay   8
	bbox	95 57 50 98
	attack	127 23 43 59 10
	frame	data/chars/Snake_Eyes/punch22.png
	attack	0
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/punch21.png

anim follow2
	drawmethod 240 240
	delay	8
	followanim 3
	followcond 1
	fastattack 1
	offset	100 155
	bbox	95 57 50 98
	frame	data/chars/Snake_Eyes/punch22.png
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/punch21.png
	bbox	67 40 60 115
	frame	data/chars/Snake_Eyes/kick1.png
	frame	data/chars/Snake_Eyes/kick2.png
	attack	128 52 72 42 15 0 0 15 30
	frame	data/chars/Snake_Eyes/kick3.png
	attack	0
	frame	data/chars/Snake_Eyes/kick4.png
	frame	data/chars/Snake_Eyes/kick5.png
	
anim follow3
	drawmethod 240 240
	delay	8
	offset	100 155
	bbox	67 40 60 115
	frame	data/chars/Snake_Eyes/kick3.png
	frame	data/chars/Snake_Eyes/kick4.png
	frame	data/chars/Snake_Eyes/kick5.png
	offset	100 175
	bbox	77 75 64 100
	hitflash slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/Snake_Eyes/slash1.png
	attack2	149 54 70 82 20 1
	dropv	3 2.5
	frame	data/chars/Snake_Eyes/slash2.png
	sound	data/chars/Snake_Eyes/at3.wav
	attack2	97 41 124 61 20 1
	dropv	3 2.5
	frame	data/chars/Snake_Eyes/slash3.png
	attack	0
	frame	data/chars/Snake_Eyes/slash4.png
	frame	data/chars/Snake_Eyes/slash5.png
	
anim attack2
@script
    if( frame == 0){
      void self = getlocalvar("self");
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
      }
    }
@end_script
	range	150 400
	rangez	-30 30
	drawmethod 240 240
	delay	1
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/idle1.png
	delay	32
	sound   data/sounds/reload.wav
	frame	data/chars/Snake_Eyes/shoot1.png
	delay	5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	shooter "bulletE" 87 92 0 3 0 0
	@cmd	tosser "shel" 40 86 0 -0.5 2 0
	frame	data/chars/Snake_Eyes/shoot3.png
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	shooter "bulletE" 87 92 0 3 0 0.2
	@cmd	tosser "shel" 40 86 0 -0.5 2 0
	frame	data/chars/Snake_Eyes/shoot3.png
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	shooter "bulletE" 87 92 0 3 0 -0.2
	@cmd	tosser "shel" 40 86 0 -0.5 2 0
	frame	data/chars/Snake_Eyes/shoot3.png
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	shooter "bulletE" 87 92 0 3 0 0.4
	@cmd	tosser "shel" 40 86 0 -0.5 2 0
	frame	data/chars/Snake_Eyes/shoot3.png
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	shooter "bulletE" 87 92 0 3 0 -0.4
	@cmd	tosser "shel" 40 86 0 -0.5 2 0
	frame	data/chars/Snake_Eyes/shoot3.png
	frame	data/chars/Snake_Eyes/shoot2.png
	delay	32
	frame	data/chars/Snake_Eyes/shoot1.png

anim follow4
drawmethod 240 240
	delay	1
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/idle1.png
	delay	12
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	frame	data/chars/Snake_Eyes/run1.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	frame	data/chars/Snake_Eyes/run2.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	frame	data/chars/Snake_Eyes/run3.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run4.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run5.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run6.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run7.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run1.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run2.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run3.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run4.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run5.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run6.png
	@cmd	target 2.4 1.2 100 0 0 1
	@cmd	dash 0 0
	@cmd	attack1 50 180 20 "ANI_FOLLOW5"
	frame	data/chars/Snake_Eyes/run7.png
	delay	20
	@cmd	dasher 0 0 0
	frame	data/chars/Snake_Eyes/idle1.png

anim follow5
@script
    if( frame == 0){
      void self = getlocalvar("self");
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
      }
    }
@end_script
	drawmethod 240 240
	delay	8
	offset	100 155
	bbox	77 75 64 100
	frame	data/chars/Snake_Eyes/run2.png
	offset	100 175
	hitflash slash
	hitfx	data/sounds/slash.wav
	@cmd	target 2.4 1.2 50 0 0 1
	@cmd	dash 0 0
	frame	data/chars/Snake_Eyes/slash1.png
	attack2	149 54 70 82 10 1
	frame	data/chars/Snake_Eyes/slash2.png
	sound	data/chars/Snake_Eyes/at3.wav
	attack2	97 41 124 61 10 1
	frame	data/chars/Snake_Eyes/slash3.png
	attack	0
	@cmd	dasher 0 0 0
	frame	data/chars/Snake_Eyes/slash4.png
	frame	data/chars/Snake_Eyes/slash5.png
	
anim follow6
	drawmethod 240 240
	delay	8
	offset	100 155
	bbox	77 75 64 100
	frame	data/chars/Snake_Eyes/run2.png
	delay	17
	bbox	71 51 60 58
	@cmd	target 2.4 1.2 50 0 0 1
	@cmd	leap 4
	frame	data/chars/Snake_Eyes/jump1.png
	delay	13
	frame	data/chars/Snake_Eyes/jukick1.png
	delay	50
	attack	114 85 41 52 10
	frame	data/chars/Snake_Eyes/jupunch.png
	delay	50
	bbox	77 75 64 100
	frame	data/chars/Snake_Eyes/get.png

anim attack3
	range	0 200
	rangez	-50 -10
	drawmethod 240 240
	delay	25
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/get.png
	delay	17
	bbox	71 51 60 58
	@cmd	targetL 4 50 0 1
	@cmd	leap 4
	frame	data/chars/Snake_Eyes/jump1.png
	delay	13
	frame	data/chars/Snake_Eyes/jukick1.png
	delay	50
	attack2	120 97 70 50 10 1
	frame	data/chars/Snake_Eyes/jukick2.png
	delay	50
	bbox	77 75 64 100
	frame	data/chars/Snake_Eyes/get.png

anim attack4
	range	0 200
	rangez	10 50
	drawmethod 240 240
	delay	25
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/get.png
	delay	17
	bbox	71 51 60 58
	@cmd	targetL 4 50 0 1
	@cmd	leap 4
	frame	data/chars/Snake_Eyes/jump1.png
	delay	13
	frame	data/chars/Snake_Eyes/jukick1.png
	delay	50
	attack2	120 97 70 50 10 1
	frame	data/chars/Snake_Eyes/jukick2.png
	delay	50
	bbox	77 75 64 100
	frame	data/chars/Snake_Eyes/get.png


anim	special2
drawmethod 240 240
	offset	100 155
	delay	10
	frame	data/chars/Snake_Eyes/get.png
	delay	13
	@cmd	dodgeleapz 0 2 1
	frame	data/chars/Snake_Eyes/jump1.png
	frame	data/chars/Snake_Eyes/jump2.png
	frame	data/chars/Snake_Eyes/jump1.png
	delay	10
	frame	data/chars/Snake_Eyes/get.png 

anim	block
drawmethod 240 240
	offset	100 155
	delay	10
	frame	data/chars/Snake_Eyes/get.png
	delay	13
	@cmd	dodgeleapz 0 2 1
	frame	data/chars/Snake_Eyes/jump1.png
	frame	data/chars/Snake_Eyes/jump2.png
	frame	data/chars/Snake_Eyes/jump1.png
	delay	10
	frame	data/chars/Snake_Eyes/get.png 
