name		Viper2
health		100
speed		12
type		enemy
icon		data/chars/viper/icon.png
aggression	10
gfxshadow	1
diesound	data/sounds/die1.wav
animationscript	data/scripts/harden.c

load		grenade



anim	attack1
	range	0 70
	delay	12
	offset	68 127
	bbox	43 27 37 100
	frame	data/chars/Viper/kick1.png
	attack	81 36 53 40 10 1 0 0 10
	frame	data/chars/Viper/kick2.png
	attack	0
	bbox	52 33 33 94
	frame	data/chars/Viper/kick3.png
		
anim	attack2
	range	70 200
	rangez	-25 25
	delay	50
	offset	68 127
	bbox	50 39 38 88
	@cmd	targetL 4 35 0 1
	frame	data/chars/Viper/toss1.png
	delay	10
	@cmd	tossT "Grenade" 35 84 0 4
	frame	data/chars/Viper/toss2.png
	delay	70
	frame	data/chars/Viper/toss3.png
		
anim	fall
	delay	20
	bbox	25 35 83 55
	landframe	2
	offset	68 127
	frame	data/chars/Viper/fall1.png
	delay	300
	frame	data/chars/Viper/fall2.png
	delay	20
	frame	data/chars/Viper/fall3.png
		
anim	idle
	loop	1
	delay	15
	offset	68 127
	bbox	50 39 38 88
	frame	data/chars/Viper/idle.png
		
anim	pain
	delay	12
	offset	68 127
	bbox	50 39 38 88
	frame	data/chars/Viper/pain1.png
	frame	data/chars/Viper/pain2.png
	frame	data/chars/Viper/pain1.png
		
anim	rise
	delay	20
	offset	68 127
	frame	data/chars/Viper/rise1.png
	frame	data/chars/Viper/rise2.png
		
anim	spawn
@script

  if(frame==3){
     void self = getlocalvar("self");
     changeentityproperty(self, "name", "Viper");
  }
	@end_script	
	delay	20
	offset	68 127
	jumpframe	0 3 0 1
	landframe	3
	frame	data/chars/Viper/jump1.png
	frame	data/chars/Viper/jump2.png
	delay	200
	frame	data/chars/Viper/jump1.png
	delay	10
	frame	data/chars/Viper/idle.png
		
anim	walk
	loop	1
	offset	68 127
	bbox	50 39 38 88
	delay	12
	frame	data/chars/Viper/idle.png
	frame	data/chars/Viper/walk2.png
	frame	data/chars/Viper/walk3.png
	frame	data/chars/Viper/walk4.png
		
#|edited by openBor Stats v 0.41
		
