name	    		Adder1
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
antigravity 	10
bounce		1
noquake     	1
gfxshadow		1
shadow		2
diesound    	data/sounds/dieb1.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

icon	      data/chars/adder/icon.gif
icondie     data/chars/adder/icond.gif

palette data/chars/adder/Adder.gif #1

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

#	weapons     fighter1 fighter2 fighter3

#-------Moves

anim spawn
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      16
       frame      data/chars/adder/idle01.gif


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

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

anim up
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      14
       frame      data/chars/adder/walk05.gif
       frame      data/chars/adder/walk06.gif
       frame      data/chars/adder/walk07.gif
       frame      data/chars/adder/walk08.gif

anim run
	 loop       1
	 offset     240 204
	 bbox		229 129 22 75
	 delay      10
	sound		data/sounds/run2.wav
       frame      data/chars/adder/walk01.gif
       frame      data/chars/adder/walk02.gif
	sound		data/sounds/run2.wav
       frame      data/chars/adder/walk03.gif
       frame      data/chars/adder/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/adder/ar101.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      8
       frame      data/chars/adder/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/adder/ar101.gif
	 delay      8
       frame      data/chars/adder/rise01.gif

anim get
	 loop       0
	 offset     240 204
	 delay      30
       frame      data/chars/adder/rise01.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/adder/a101.gif
       frame      data/chars/adder/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	127 	100 		77		15 		1 		0 		0 		25		25
       frame      data/chars/adder/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	190 	127 	100 		77		15 		1 		0 		0 		25		25
       frame      data/chars/adder/a104.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a105.gif

anim attack2
	 range 101 200
	 rangez -200 200
	 load		ewave
	 custknife	ewave
	 throwframe	16
	jugglecost 	2

	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/adder/sp101.gif
       frame      data/chars/adder/sp102.gif

#	sound		data/sounds/magic.wav
	 delay      4
       frame      data/chars/adder/sp103.gif
       frame      data/chars/adder/sp104.gif
       frame      data/chars/adder/sp105.gif
       frame      data/chars/adder/sp106.gif

       frame      data/chars/adder/sp103.gif
       frame      data/chars/adder/sp104.gif
       frame      data/chars/adder/sp105.gif
       frame      data/chars/adder/sp106.gif

       frame      data/chars/adder/sp103.gif
       frame      data/chars/adder/sp104.gif
       frame      data/chars/adder/sp105.gif
       frame      data/chars/adder/sp106.gif

	sound		data/sounds/att2.wav
       frame      data/chars/adder/sp107.gif
       frame      data/chars/adder/sp108.gif

       frame      data/chars/adder/sp109.gif
       frame      data/chars/adder/sp110.gif
       frame      data/chars/adder/sp111.gif

	 delay      35
       frame      data/chars/adder/sp112.gif

anim jump
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      35
       frame      data/chars/adder/ar101.gif
	 delay      999
       frame      data/chars/adder/ar101.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/adder/a101.gif
       frame      data/chars/adder/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	190 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a104.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a105.gif

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

anim pain
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/adder/rise01.gif
	 delay      35
       frame      data/chars/adder/pain03.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/adder/a101.gif
       frame      data/chars/adder/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	190 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a104.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a105.gif

anim fall
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/adder/fall01.gif
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain01.gif
	 delay      35
       frame      data/chars/adder/pain02.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/adder/a101.gif
       frame      data/chars/adder/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	190 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a104.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a105.gif

anim fall2
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/adder/fall01.gif
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain02.gif
	 delay      35
       frame      data/chars/adder/pain01.gif
	sound		data/sounds/att2.wav
	hitfx		data/sounds/hit3.wav
	 delay      8
       frame      data/chars/adder/a101.gif
       frame      data/chars/adder/a102.gif
	 delay      4
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a103.gif
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a103.gif
	 delay      8
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	190 	127 	100 		77		15 		1 		0 		0 		25		15
       frame      data/chars/adder/a104.gif
	 delay      35
	 attack2  	0 	0 	0 		0		0 		0 		0 		0 		0		0
       frame      data/chars/adder/a105.gif

anim fall3
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/adder/fall01.gif
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     260 204
       frame      data/chars/adder/ax01.gif
	 bbox		195 135 86 69
	 offset     240 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     220 204
       frame      data/chars/adder/ax01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/fall03.gif

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

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

anim pain6
	 loop       0
	 offset     240 204
	 bbox		229 129 22 75
	 delay      8
       frame      data/chars/adder/pain01.gif
	 delay      50
       frame      data/chars/adder/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/adder/pain01.gif
       frame      data/chars/adder/hurr01.gif
       frame      data/chars/adder/pain02.gif
       frame      data/chars/adder/hurr02.gif
       frame      data/chars/adder/pain01.gif
       frame      data/chars/adder/hurr01.gif
       frame      data/chars/adder/pain02.gif
       frame      data/chars/adder/hurr02.gif
       frame      data/chars/adder/pain01.gif
       frame      data/chars/adder/hurr01.gif
       frame      data/chars/adder/pain02.gif
       frame      data/chars/adder/hurr02.gif
       frame      data/chars/adder/pain01.gif
       frame      data/chars/adder/hurr01.gif
       frame      data/chars/adder/pain02.gif
       frame      data/chars/adder/hurr02.gif

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

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


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

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

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


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

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


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

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

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


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

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

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

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

anim pain9
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/adder/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/adder/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/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/fall03.gif


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

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

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

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

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

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

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

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

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

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

	 delay      1
       frame      data/chars/adder/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/04.gif
	 delay      1
       frame      data/chars/adder/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/04.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/adder/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif
	 delay      1
       frame      data/chars/adder/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/03.gif

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

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

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

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

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

anim pain11
#	 flipframe	1 
	 loop       0
	 offset     240 204
	 delay      25
       frame      data/chars/adder/pain03.gif
	 bbox		195 135 86 69
	 delay      40
	 offset     220 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain01.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     240 234
       frame      data/chars/adder/pain01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain01.gif
	 bbox		0 0 0 0
	 offset     240 234
	 delay      8
       frame      data/chars/adder/pain01.gif
	 delay      40
       frame      data/chars/adder/pain01.gif
	 delay      999
	 bbox		195 135 86 69
	 offset     240 214
       frame      data/chars/adder/fall02.gif

anim fall13
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 129 22 75
       frame      data/chars/adder/fall01.gif
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain01.gif
	 bbox		0 0 0 0
	 offset     240 234
	 delay      8
       frame      data/chars/adder/pain01.gif
	 delay      40
       frame      data/chars/adder/pain01.gif
	 delay      999
	 offset     240 214
       frame      data/chars/adder/fall02.gif
	 delay      999
	 bbox		195 135 86 69
	 offset     240 194
       frame      data/chars/adder/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/adder/fall01.gif
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     260 184
       frame      data/chars/adder/ax01.gif
	 bbox		195 135 86 69
	 offset     240 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/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/adder/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     220 184
       frame      data/chars/adder/ax01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/adder/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/adder/ax02.gif
	 delay      999
       frame      data/chars/adder/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/adder/fall02.gif
       frame      data/chars/adder/fall03.gif
       frame      data/chars/adder/fall02.gif
	 delay      1
       frame      data/chars/adder/fall03.gif

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


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

anim death
	 loop       0
	 offset     240 204

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

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

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

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

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

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

#anim special

#anim freespecial2

#anim freespecial3

#anim freespecial4

#anim follow1









