name	    		Prince2
type	    		enemy
hostile player npc
projectilehit  player npc
candamage  player npc
subtype	    	chase
health	    	100
mp          	100
speed	    		5
running		20	3.3	1	0	0
jumpspeed	    	10
jumpheight   	3.3
#jumpmove 		3
turndelay 		12
mprate		3
paingrab		1
grabdistance	20
grabfinish		1
grabback		0
blockodds		1
thold			49
antigravity 	10
bounce		1
noquake     	1
gfxshadow		1
shadow		2
diesound    	data/sounds/dieb3.wav
flash 		flash
bflash 		guard
dust    		dust
toflip		1
jugglepoints	15

#atchain     	1 2 2 3 0 4 1 4 5
combostyle		0
nodieblink		1
falldie 		2

nolife  1
lifebarstatus 199 7 1 1 0 -300 -300 -300 -300
lifeposition 149 40 
nameposition -1000 -1000
iconposition 0 0
icon	      data/chars/prince/bicon.gif
icondie     data/chars/prince/bicond.gif

palette data/chars/prince/Prince.gif #1

remap	data/chars/prince/idle01.gif   data/chars/prince/alter01.gif   
remap	data/chars/prince/idle01.gif   data/chars/prince/alter02.gif   

#	weapons     fighter1 fighter2 fighter3

#-------Moves

anim spawn
	load	  mantle
	custknife mantle
	throwframe 26
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      12
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      11
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      10
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      9
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      8
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      7
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      6
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      5
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      4
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      3
       frame      data/chars/misc/empty.gif
	 delay      2
       frame      data/chars/prince/spawn01.gif
	 delay      2
       frame      data/chars/misc/empty.gif

	 delay      100
       frame      data/chars/prince/spawn01.gif

	 delay      20
       frame      data/chars/prince/spawn02.gif
       frame      data/chars/prince/spawn02.gif
       frame      data/chars/prince/spawn03.gif
	 delay      100
       frame      data/chars/prince/idle01.gif

anim idle
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      16
       frame      data/chars/prince/idle01.gif

anim walk
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      14
       frame      data/chars/prince/walk01.gif
       frame      data/chars/prince/walk02.gif
       frame      data/chars/prince/walk03.gif
       frame      data/chars/prince/walk04.gif

anim up
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      14
       frame      data/chars/prince/walk01.gif
       frame      data/chars/prince/walk02.gif
       frame      data/chars/prince/walk03.gif
       frame      data/chars/prince/walk04.gif

anim run
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      10
	sound		data/sounds/run2.wav
       frame      data/chars/prince/walk01.gif
       frame      data/chars/prince/walk02.gif
	sound		data/sounds/run2.wav
       frame      data/chars/prince/walk03.gif
       frame      data/chars/prince/walk04.gif

anim runattack
	followanim	1
	followcond	1
	jumpframe	0 2 3
	landframe	1
	jugglecost 	8
#	fastattack	1
	hitflash	flash2
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hitrun.wav
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      999
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	211 	138 	63 		66 		15 		1 		0 		0 		10		15
       frame      data/chars/prince/aj101.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      8
       frame      data/chars/prince/rise01.gif

anim follow1
	followanim	1
	followcond	1
	landframe	1
	jumpframe	0 1.0 -0.5
	landframe	1
	jugglecost 	8
#	fastattack	1

	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      999
       frame      data/chars/prince/aj101.gif
	 delay      8
       frame      data/chars/prince/rise01.gif

anim get
	 loop       0
	 offset     240 204
	 delay      30
       frame      data/chars/prince/rise01.gif

anim block
	loop	0
	bbox	0 0 0 0
	sound   data/sounds/block1.wav

	delay	4
	 offset     240 204
	frame	data/chars/prince/block01.gif
	 offset     242 204
	frame	data/chars/prince/block01.gif
	 offset     240 204
	frame	data/chars/prince/block01.gif
	 offset     242 204
	frame	data/chars/prince/block01.gif
	 offset     240 204
	frame	data/chars/prince/block01.gif
	 offset     242 204
	frame	data/chars/prince/block01.gif

	delay	2
	move -10
	 offset     240 204
	frame	data/chars/prince/block01.gif
	move -8
	frame	data/chars/prince/block01.gif
	move -8
	frame	data/chars/prince/block01.gif
	move -6
	frame	data/chars/prince/block01.gif
	move -6
	frame	data/chars/prince/block01.gif
	move -5
	frame	data/chars/prince/block01.gif
	move -4
	frame	data/chars/prince/block01.gif
	move -2
	frame	data/chars/prince/block01.gif
	move -2
	frame	data/chars/prince/block01.gif
	move 0
	delay	22
	frame	data/chars/prince/block01.gif

anim attack1
	 range -50 100
	jugglecost 	2

	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	155 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a201.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a202.gif

anim attack2
	 range 101 200
	 rangez -200 200
#	 load		ebird
#	 custknife	ebird
	 load		evoid
	 custknife	evoid
	 throwframe	1
	jugglecost 	2
	jumpframe 0 2.5 0
	landframe 1
	quakeframe 1 10 5
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	sound		data/sounds/jump.wav
	 delay      999
       frame      data/chars/prince/a301.gif
	   

	sound		data/sounds/fall.wav
	hitfx		data/sounds/hit3.wav
	 delay      4
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif
       frame      data/chars/prince/a302.gif

	 delay      35
       frame      data/chars/prince/a302.gif

anim attack3
	 range 101 200
	jugglecost 	2
	jumpframe 1 2.5 3
	landframe 3
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      16
       frame      data/chars/prince/rise01.gif
	sound		data/sounds/jump.wav
	 delay      25
       frame      data/chars/prince/jump01.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	209 	114 	85 		90		25 		1 		0 		0 		25		25
	 delay      999
       frame      data/chars/prince/aj101.gif
	   
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
	 delay      35
       frame      data/chars/prince/rise01.gif

	   
anim attack4
	 range 101 200
	 rangez -200 200
#	subentity	hurr
#	summonframe	21 380 200 0 1
#	subentity	water
#	summonframe	21 240 200 0 1
#	subentity	rock
#	summonframe	21 240 332 0 1
#	subentity	ice
#	summonframe	21 240 200 0 1
	load		edragon
	subentity	edragon
	summonframe	21 240 215 0 1
#	subentity	poison
#	summonframe	21 240 200 0 1
#	subentity	light
#	summonframe	21 240 190 0 1
	unsummonframe 999
	jugglecost 	2

	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	sound		data/sounds/magic.wav
	 delay      4
       frame      data/chars/prince/magic01.gif
       frame      data/chars/prince/magic02.gif
       frame      data/chars/prince/magic03.gif
       frame      data/chars/prince/magic04.gif
       frame      data/chars/prince/magic05.gif
       frame      data/chars/prince/magic06.gif
       frame      data/chars/prince/magic07.gif
       frame      data/chars/prince/magic01.gif
       frame      data/chars/prince/magic02.gif
       frame      data/chars/prince/magic03.gif
       frame      data/chars/prince/magic04.gif
       frame      data/chars/prince/magic05.gif
       frame      data/chars/prince/magic06.gif
       frame      data/chars/prince/magic07.gif
       frame      data/chars/prince/magic01.gif
       frame      data/chars/prince/magic02.gif
       frame      data/chars/prince/magic03.gif
       frame      data/chars/prince/magic04.gif
       frame      data/chars/prince/magic05.gif
       frame      data/chars/prince/magic06.gif
       frame      data/chars/prince/magic07.gif

	   delay      8
       frame      data/chars/prince/magic08.gif

	   

anim upper
	 range -50 100
	jugglecost 	2

	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	155 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a201.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a202.gif

anim jump
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      35
       frame      data/chars/prince/aj101.gif
	 delay      999
       frame      data/chars/prince/aj101.gif

#anim grabforward

#anim grabup

#anim grabdown

#anim grabbackward

anim riseattack1
	 range -50 100
	jugglecost 	2

	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	155 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a201.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a202.gif

#-----------------NORMAL GRAB 01-----------------#

anim pain
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/prince/rise01.gif
	 delay      35
       frame      data/chars/prince/pain03.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 delay      50
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a104.gif

anim fall
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/prince/fall01.gif
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif


#-----------------NORMAL GRAB 01-----------------#

#-----------------NORMAL PUNCH 01-----------------#

anim pain2
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/prince/pain01.gif
	 delay      35
       frame      data/chars/prince/pain02.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 delay      50
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a104.gif

anim fall2
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/prince/fall01.gif
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif


#-----------------NORMAL PUNCH 01-----------------#

#-----------------NORMAL PUNCH 02-----------------#

anim pain3
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/prince/pain02.gif
	 delay      35
       frame      data/chars/prince/pain01.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/prince/a101.gif
       frame      data/chars/prince/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	72 	100 		132		25 		1 		0 		0 		25		25
       frame      data/chars/prince/a103.gif
	 delay      50
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/prince/a104.gif

anim fall3
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/prince/fall01.gif
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------NORMAL PUNCH 02-----------------#

#-----------------AX THROW 01-----------------#

anim pain4
	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     260 204
       frame      data/chars/prince/ax01.gif
	 bbox		195 135 86 69
	 offset     240 204
       frame      data/chars/prince/ax02.gif

anim fall4
	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------AX THROW 01-----------------#

#-----------------AX THROW 02-----------------#

anim pain5
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     220 204
       frame      data/chars/prince/ax01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/prince/ax02.gif

anim fall5
#	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------AX THROW 02-----------------#

#-----------------MAGIC HURRICANE-----------------#

anim pain6
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/prince/pain01.gif
	 delay      50
       frame      data/chars/prince/pain02.gif

anim fall6
	 jumpframe 	0 6 0
	 landframe  44
	 loop       0
	 offset     240 204
	 delay      4
	 bbox		0 0 0 0

       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/hurr01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/hurr02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/hurr01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/hurr02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/hurr01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/hurr02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/hurr01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/hurr02.gif

       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif
       frame      data/chars/prince/hurr03.gif
       frame      data/chars/prince/hurr04.gif
       frame      data/chars/prince/hurr05.gif
       frame      data/chars/prince/hurr06.gif

	 delay      1
       frame      data/chars/prince/fall03.gif


#-----------------MAGIC HURRICANE-----------------#

#-----------------MAGIC LIGHTNING-----------------#

anim pain7
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain01.gif
	 delay      2
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock01.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock04.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock05.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock03.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock06.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock01.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock04.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock05.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock03.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock06.gif


anim fall7
	 landframe  25
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain01.gif
	 delay      2
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock01.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock04.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock05.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock03.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock06.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock01.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock04.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock02.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock05.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock03.gif
       frame      data/chars/prince/pain01.gif
       frame      data/chars/prince/shock06.gif

	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif


#-----------------MAGIC LIGHTNING-----------------#

#-----------------MAGIC POISON-----------------#

anim pain8
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain02.gif
	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif


anim fall8
	 landframe  37
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain02.gif
	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom01.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom02.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom05.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom06.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom07.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom08.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/venom09.gif

	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------MAGIC POISON-----------------#

#-----------------MAGIC BURN-----------------#

anim pain9
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain01.gif
	 delay      2
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif


anim fall9
	 landframe  25
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain01.gif
	 delay      2
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/05.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/06.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/07.gif
       frame      data/chars/misc/burn/08.gif
       frame      data/chars/misc/burn/08.gif

	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif


#-----------------MAGIC BURN-----------------#

#-----------------MAGIC FREEZE-----------------#

anim pain10
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain02.gif

	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif

	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif

	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif

	 delay      100
       frame      data/chars/misc/freeze/03.gif

	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif

	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif

	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif


anim fall10
	 landframe  19
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/prince/pain02.gif

	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/04.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/04.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/04.gif

	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/04.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/04.gif

	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/04.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/04.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/04.gif

	 delay      100
       frame      data/chars/misc/freeze/03.gif

	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/prince/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif

	 delay      2
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif
       frame      data/chars/prince/pain02.gif
       frame      data/chars/misc/freeze/03.gif

	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif
	 delay      3
       frame      data/chars/prince/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/03.gif

	 delay      8
       frame      data/chars/prince/pain02.gif
       frame      data/chars/prince/pain03.gif
       frame      data/chars/prince/fall03.gif

#-----------------MAGIC FREEZE-----------------#

#-----------------CHRONOS THROW-----------------#

anim pain11
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 delay      25
       frame      data/chars/prince/pain03.gif
	 bbox		195 135 86 69
	 delay      40
	 offset     220 204
       frame      data/chars/prince/pain03.gif

anim fall11
#	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------CHRONOS THROW-----------------#

#-----------------CRAGG THROW 01-----------------#

anim pain12
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain01.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     240 234
       frame      data/chars/prince/pain01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/prince/ax02.gif

anim fall12
#	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------CRAGG THROW 01-----------------#

#-----------------CRAGG THROW 02-----------------#

anim pain13
	 jumpframe 2 3.3 0
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain01.gif
	 bbox		0 0 0 0
	 offset     240 234
	 delay      8
       frame      data/chars/prince/pain01.gif
	 delay      40
       frame      data/chars/prince/pain01.gif
	 delay      999
	 bbox		195 135 86 69
	 offset     240 214
       frame      data/chars/prince/fall02.gif

anim fall13
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/prince/fall01.gif
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------CRAGG THROW 02-----------------#

#-----------------CRAGG THROW 03-----------------#

anim pain14
	 jumpframe 2 6.6 0
	 landframe 4
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain01.gif
	 bbox		0 0 0 0
	 offset     240 234
	 delay      8
       frame      data/chars/prince/pain01.gif
	 delay      40
       frame      data/chars/prince/pain01.gif
	 delay      999
	 offset     240 214
       frame      data/chars/prince/fall02.gif
	 delay      999
	 bbox		195 135 86 69
	 offset     240 194
       frame      data/chars/prince/fall02.gif

anim fall14
	 jumpframe 	0 4.3 -1.5
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/prince/fall01.gif
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------CRAGG THROW 03-----------------#

#-----------------GILIUS THROW 01-----------------#

anim pain15
	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     260 184
       frame      data/chars/prince/ax01.gif
	 bbox		195 135 86 69
	 offset     240 204
       frame      data/chars/prince/ax02.gif

anim fall15
	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------GILIUS THROW 01-----------------#

#-----------------GILIUS THROW 02-----------------#

anim pain16
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 bbox		195 135 86 69
	 delay      25
       frame      data/chars/prince/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     220 184
       frame      data/chars/prince/ax01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/prince/ax02.gif

anim fall16
#	 flipframe	0 
	 jumpframe 	0 2.5 2
	 landframe  2
	 loop       0
	 offset     260 204
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	256	122	61		55		5 		1 		1 		0 		50
	 bbox		0 0 0 0
	 delay      35
       frame      data/chars/prince/ax02.gif
	 delay      999
       frame      data/chars/prince/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/prince/fall02.gif
       frame      data/chars/prince/fall03.gif
       frame      data/chars/prince/fall02.gif
	 delay      1
       frame      data/chars/prince/fall03.gif

#-----------------GILIUS THROW 02-----------------#


anim rise
	 loop       0
	 offset     240 204
	 delay      55
       frame      data/chars/prince/fall03.gif
	 delay      20
       frame      data/chars/prince/rise01.gif

anim death
	 loop       0
	 offset     240 204

	 delay      5
       frame      data/chars/prince/fall03.gif
	 delay      1
       frame      data/chars/prince/death01.gif
	 delay      5
       frame      data/chars/prince/fall03.gif
	 delay      1
       frame      data/chars/prince/death01.gif
	 delay      5
       frame      data/chars/prince/fall03.gif
	 delay      1
       frame      data/chars/prince/death01.gif

	 delay      4
       frame      data/chars/prince/fall03.gif
	 delay      2
       frame      data/chars/prince/death01.gif
	 delay      4
       frame      data/chars/prince/fall03.gif
	 delay      2
       frame      data/chars/prince/death01.gif
	 delay      4
       frame      data/chars/prince/fall03.gif
	 delay      2
       frame      data/chars/prince/death01.gif

	 delay      3
       frame      data/chars/prince/fall03.gif
	 delay      3
       frame      data/chars/prince/death01.gif
	 delay      3
       frame      data/chars/prince/fall03.gif
	 delay      3
       frame      data/chars/prince/death01.gif
	 delay      3
       frame      data/chars/prince/fall03.gif
	 delay      3
       frame      data/chars/prince/death01.gif

	 delay      2
       frame      data/chars/prince/fall03.gif
	 delay      4
       frame      data/chars/prince/death01.gif
	 delay      2
       frame      data/chars/prince/fall03.gif
	 delay      4
       frame      data/chars/prince/death01.gif
	 delay      2
       frame      data/chars/prince/fall03.gif
	 delay      4
       frame      data/chars/prince/death01.gif

	 delay      1
       frame      data/chars/prince/fall03.gif
	 delay      5
       frame      data/chars/prince/death01.gif
	 delay      1
       frame      data/chars/prince/fall03.gif
	 delay      5
       frame      data/chars/prince/death01.gif
	 delay      1
       frame      data/chars/prince/fall03.gif
	 delay      5
       frame      data/chars/prince/death01.gif

	 delay      50
       frame      data/chars/prince/death01.gif

#anim special

#anim freespecial2

#anim freespecial3

#anim freespecial4

#anim follow1









